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PatchNotes_1.28

Yauhen Saroka edited this page Jun 8, 2026 · 2 revisions

β˜‘οΈ 1) Improved the ranged attack mechanics of infected (Zombies.RangeAttacksHandlerIsActive).

Now the check for whether an attack can be performed happens more frequently, and damage zones vary depending on the type of strike:

  • Bottom-up attacks - typically damage the players legs, sometimes arms and torso, and do not damage the head.
  • Top-down attacks - have a high chance of damaging the head, a medium chance for arms and torso, and no chance to damage the legs.
  • Center attacks - standard weight distribution.

Minor fixes:

  • Fixed an issue where attacks performed by this mechanic were applied without delay, i.e., at the moment the animation started.
  • Zombies will no longer deal damage if their attack animation is interrupted as a result of the infected being stunned by the players attack.
  • Zombies will now try to turn toward the player before starting their attack animation.

β˜‘οΈ 2) New infected parameters have been added that allow you to globally affect the throw force (distance) and spread (accuracy) of all projectiles for any type of infected.

  • Zombies.ThrowingProjectilesHandlerThrowForceMultiplier - with this parameter, you can adjust the throw force multiplier (initial projectile velocity) applied to all projectiles used by the infected. Indirectly, this parameter affects throw distance, since if the infected does not have enough initial velocity to reach the target, it will not perform the throw.
  • Zombies.ThrowingProjectilesHandlerSpreadMultiplier - using this parameter, you can adjust the projectile spread multiplier (accuracy) applied to all projectiles used by the infected. The higher this multiplier is, the less accurately the infected will throw projectiles, correspondingly, the lower it is, the more accurate they will be.

β˜‘οΈ 3) A parameter Players.HeadgearItemsWithVomitProtection has been added, allowing configuration of masks and headgear that protect against vomit caused by the mechanics of searching and butchering infected.

With Players.HeadgearItemsWithVomitProtection, you can include or exclude headgear items that provide protection against vomit caused by the mechanics of searching and butchering of infected bodies.

By default, protection against vomit is added for motorcycle helmets, and removed for certain masks that are not supposed to provide it:

"Players": {
    ...
    "HeadgearItemsWithVomitProtection": {
        "CrookedNose": 0,
        "SantasBeard": 0,
        "HockeyMask": 0,
        "MotoHelmet_ColorBase": 1
    }
    ...
}

☝️ The vomit protection that was previously provided by motorcycle helmets has been removed from the code and moved into the config. Therefore, in order for motorcycle helmets to provide protection again, you need to add this parameter mentioned above to your configuration file, as it will not appear there automatically.

Keep in mind that if a mask is not included in this list, it is assumed by default to provide protection against vomit (since most masks do), and if a headwear item is not included in this list, it is assumed not to provide protection against vomit (since most headwear items do not protect against vomit).

β˜‘οΈ *) Fixes:

  • A speed limit has been added for infected in water depending on depth: above 0.2 meters - jogging speed, above 0.8 meters - walking speed. This makes infected less dangerous at greater depths and allows the player to escape by swimming away.
  • The frequency of the infected vehicle-attack handler has been increased several times, allowing infected to detect attack opportunities more often. Overall, this has reduced cases where infected behave sluggishly near vehicles instead of attacking them.
  • Now, when a player is stunned while on a ladder, they will slightly fall to the ground as if from a light knockout. The old method of detaching a player from a ladder at great height through unconsciousness has also been removed, this will now happen via a light knockout trigger as well, without screen blackout. Actually, I quite liked the animation of this "knockout", and it’s possible that in the future a full handler and configuration parameters will be added, allowing creatures to put the player into a light knockout with various chances and conditions.
  • Added speed adjustment for infected in Search Mode based on their turning angle, resulting in smoother movement and reducing the number of situations where they got stuck on environmental objects due to overshooting their path at high speed.
  • A small refactor of the infected speed adjustment functionality has been made, so those who configured the Zombies.Speed* parameters should be attentive. If you encounter any speed-related issues after this update, please report them to me on Discord.
  • The conflict between the vanilla Vault command and Inedia commands has likely been fixed. This issue caused infected to perform long double-jumps over fences, occasionally clip through walls, and exhibit strange behavior. "likely" because these issues are extremely difficult to reproduce, and the fixes are essentially being applied blindly. While there are a few test cases to identify the main symptoms, they may not cover the full spectrum of the problem. Consequently, infected might still behave oddly after jumping over obstacles, this will require further observation. Fortunately, the bug occurs quite rarely and isn't critical.
  • It is likely that the bug causing occasional double hits has been fixed, where an infected, before finishing the first attack, manages to perform a second one.
  • A small delay has been added after the animation of a creature striking vehicles/irritating items, but without an additional check to see whether the strike is still possible after the delay, since that would require significant reworking of the attack logic for vehicles/irritating items, and there isn’t enough time for that at the moment.

You can always check what has changed in the Default configuration file, which is updated after each modification update. You can also view the configuration file DIFF between the latest versions here.

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