Realistic_Stamina_System

by ViVi141

3.20.6

Greetings, players! We have just released update version 3.20.6. This release serves as a major consolidation and optimization update, incorporating all iterative improvements made between versions 3.19.3 and 3.20.5. Its primary objective is to enhance the simulation accuracy of the stamina system, improve AI performance, and bolster server stability.
🌟 Core Update Highlights
Evolved AI Stamina Behavior: AI agents now exhibit more realistic stamina feedback. Their stamina consumption during combat engagements, group-wide energy management, and combat effectiveness while fatigued have been significantly optimized; AI behavior will no longer appear "tireless."
Enhanced Environmental & Terrain Awareness: We have further refined how the environment impacts movement. Now, whether crawling across wet surfaces, traversing slopes, or sprinting across varied terrain, stamina consumption and speed adjustments will feel smoother and more intuitive.
Improved Configuration Stability: We have resolved an issue present in previous versions where missing entries in configuration files could inadvertently cause physiological constants to reset. Even if you have customized specific parameters, the core stamina logic will now remain stable and consistent.
Deep Performance Optimization: Specifically targeting dedicated servers and high-concurrency scenarios, we have refactored the Stamina Synchronization Coordinator. This reduces the server load caused by network synchronization traffic, thereby delivering a smoother and more fluid online multiplayer experience.
Game Version
1.6.0.119
Created
Thu, 09 Apr 2026 06:32:47 GMT
Last Modified
Thu, 09 Apr 2026 06:33:21 GMT

3.19.2

fix network
Game Version
1.6.0.119
Created
Tue, 24 Mar 2026 07:22:22 GMT
Last Modified
Tue, 24 Mar 2026 07:22:42 GMT

3.19.1

**Indoor Staircase Slope - Speed ​​Penalty Correction** - In indoor scenes where slope suppression is determined, both the speed link and the server's authoritative verification link are forced not to apply slope speed penalties, and are handled in accordance with slope smoothing logic.
Game Version
1.6.0.119
Created
Tue, 24 Mar 2026 06:26:13 GMT
Last Modified
Tue, 24 Mar 2026 06:26:36 GMT

3.19.0

Realistic Vitality System (RSS) Comprehensive Update Log - Version 3.19.0

Update Date: 2026-03-24 | Includes core feature integration from 3.17.0 to 3.19.0

🌍 Environmental Survival Threats: Mud Slip and Physical Feedback (Mud Slip System)
Terrain is no longer just background; it directly challenges your stability. Wilderness marches are accompanied by extremely high survival risks:

Physical Slip Mechanism: When moving on muddy, slippery terrain or steep slopes, the system dynamically calculates the probability of slipping based on material density, slope, movement speed, and load.

Slip Risk Warning: New camera feedback warning—when you enter a high-risk area or are on the verge of instability, the camera will begin to shake, and the intensity of the shaking will increase with the risk level. Please pay close attention to the camera movement to determine if you need to slow down.

Fatal Fall Consequences: Upon a slip, the character will immediately trigger a Ragdoll effect. The fall will result in realistic physical impact and fall damage, potentially leading to limb fractures, unconsciousness, or even death.

Movement Logic Optimization: The jump height and horizontal speed estimation for characters on complex terrain have been redrawn to ensure more intuitive physical feedback when crossing obstacles.

🤖 AI Combat Performance: Deeply Integrated with Stamina

The AI's combat logic is now fully aligned with the stamina system, simulating a more realistic human-AI combat experience:

Dynamic Ability Scaling: The AI's combat performance is affected in real-time by its remaining stamina. Fatigued AI will significantly reduce its observational acuity (perception coefficient) and sustained firing frequency (rate of fire coefficient).

Dynamic Skill Mapping: The AI's shooting accuracy and reaction time will smoothly decrease as stamina depletes. At full stamina, it is at its peak; when exhausted, its combat effectiveness will be greatly reduced, providing players with opportunities for flanking maneuvers and tactical counterattacks.

Environmental Consistency: The AI ​​is now also affected by muddy terrain, and its movement and obstacle avoidance in complex environments are completely consistent with the player.

🏃 Motion Model Reconstruction: Rhythm and Balance

We have deeply optimized the underlying movement logic, improving the consistency of tactical advancement:
Absolute Speed ​​Model: The character movement calculation logic has been reconstructed, decoupling the weight penalty from the base speed to ensure smoother running control under different weight conditions.

Recovery Mechanism Upgrade: The "speed-based stamina recovery penalty" has been removed. Now, as long as you are not in a state of vigorous running, you can continuously recover stamina even when walking slowly or advancing tactically. This change significantly improves the rhythm of long-distance loaded marches.

Environmental Factor Calibration: Based on real data modeling, the stamina consumption curves for different weights (such as 30kg tactical load) under different temperature differences, wind speeds, and slopes have been recalibrated.

⚙️ Server Control and System Optimization

Enhanced Network Synchronization: A heartbeat mechanism and real-time reporting of key data have been introduced, resolving the issue of stamina bar values ​​flickering or being out of sync in multiplayer environments.

Server Owner JSON Configuration Guide:

m_bEnableMudSlipMechanism: Controls the mud slip system (disabled by default).

m_bEnableAIStaminaCombatEffects: Controls the impact of AI stamina on combat effectiveness (disabled by default).

Note: In local development/workbench mode, the slip mechanism is enabled by default for scene verification.
Game Version
1.6.0.119
Created
Tue, 24 Mar 2026 05:36:05 GMT
Last Modified
Tue, 24 Mar 2026 05:36:24 GMT

3.16.15

Fix: Optimized client and server configuration synchronization logic

- Modified the server's proactive configuration push method to ensure pushes are only sent to specific players until a client confirmation is received.

- Introduced a new state variable to manage the client's configuration reception status, preventing duplicate pushes.

- Updated the configuration manager to support server data export settings, ensuring the client correctly handles the data export status when receiving configurations.
Game Version
1.6.0.119
Created
Wed, 11 Mar 2026 15:31:21 GMT
Last Modified
Wed, 11 Mar 2026 15:31:38 GMT

3.16.14

Game Version
1.6.0.119
Created
Tue, 10 Mar 2026 18:01:29 GMT
Last Modified
Tue, 10 Mar 2026 18:01:46 GMT

3.16.13

[3.16.13] - 2026-03-10

🚀 Performance Optimization (Resolves Vehicle Lag and Server Frame Drops)

Addressing community feedback regarding server FPS drops and "skips" during vehicle movement, we have implemented a deep refactoring:

Global Frequency Reduction: The core computing frequency has been adjusted from 60Hz to a more stable 20Hz. While maintaining smooth operation, this significantly reduces the computational burden per frame for both the client and server.

Vehicle-Specific Optimizations:

Energy Consumption Halved: When players are inside vehicles, the stamina system's scheduling frequency is reduced to 10Hz, retaining only necessary stamina recovery and interface refresh.

Interface Throttling: The HUD information update frequency within vehicles is limited to 10 times per second, completely eliminating visual stuttering caused by frequent environmental detection during vehicle movement.

Network Bandwidth Reduction: The synchronization frequency (Sync HZ) has been reduced to 20 times/second. Significantly reduced the server's workload in processing network commands (RPCs), resulting in more stable performance under high-user loads.

🐛 Key Fixes

AI Stamina Logic Correction: Fixed an issue where some server AI characters' stamina wasn't updating due to abnormal status assessments.

AI Scheduling Alignment: Ensured all server AIs used a uniform 100ms update interval, further saving service resources while maintaining normal AI behavior.
Game Version
1.6.0.119
Created
Tue, 10 Mar 2026 17:49:34 GMT
Last Modified
Tue, 10 Mar 2026 17:49:48 GMT

3.16.12

Game Version
1.6.0.119
Created
Mon, 09 Mar 2026 20:28:40 GMT
Last Modified
Mon, 09 Mar 2026 20:28:54 GMT

3.16.11

[3.16.11] - 2026-03-09

📌 Version Summary

This version is a major refactoring based on the 3.15.12 core codebase. We've thoroughly cleaned up the old network architecture, implemented "computation localization," and provided players with more responsive motion feedback and a clearer visual experience.

🚀 New Features

Modal External API (SCR_RSS_API)

A static class specifically designed for mod creators. Now, other third-party mods (such as custom HUDs or survival systems) can easily read real-time data such as player stamina and environmental bonuses.

Data Export Bridge

When enabled, the server automatically writes player data to a local JSON file in real time. This provides data support for external command consoles or web-based monitoring tools.

AI Debug Data Monitoring

Added AI soldier status tracking in debug mode, allowing simultaneous monitoring of the stamina, movement type, and speed source of up to 15 AIs, facilitating server-side optimization.

🔁 Experience Optimization

Localized Player Calculation (Zero-Latency Control)

Player movement logic is now calculated directly by the local client, eliminating the need for server confirmation. This completely eliminates the "bounce" feeling during movement in high-latency environments, resulting in silky-smooth operation feedback.

60Hz High-Frequency Response

The speed update sampling rate has been increased from low frequency to approximately 60Hz (17ms), making every start and pause more responsive.

Visual and Immersive Adjustments

Removed Graying Effect: The effect of the screen losing saturation when stamina is below 40% has been removed, ensuring accurate color perception even during intense combat.

Removed Camera Shake: Code related to camera inertia and bumps has been removed, while retaining the field of view (FOV) change during sprints.

HUD Numerical Smoothing

The speed values ​​on the UI interface now feature an exponential smoothing algorithm, optimizing numerical changes from "instantaneous jumps" to "smooth gradients," resulting in a more sophisticated visual experience.

Deep Network Architecture Cleanup

A large amount of outdated and unused network code (RPC) has been removed, significantly reducing bandwidth usage between the server and client.

🐛 Key Fixes

Configuration Synchronization Issue Fix:

Fixed an issue where configuration downloads failed due to RplRcver not being ready. Clients will now automatically retrieve the latest server configuration 3 seconds after entering the game.

🔧 Technical Notes

Underlying Baseline: Based on 3.15.12, all unstable experimental code from versions 3.15.13 to 3.16.10 has been completely removed.

Configuration Version: The internal version number of the configuration file is now officially synchronized to 3.16.11.
Game Version
1.6.0.119
Created
Mon, 09 Mar 2026 20:17:32 GMT
Last Modified
Mon, 09 Mar 2026 20:17:43 GMT

3.16.10

Game Version
1.6.0.119
Created
Mon, 09 Mar 2026 20:02:46 GMT
Last Modified
Mon, 09 Mar 2026 20:03:01 GMT

3.16.9

Game Version
1.6.0.119
Created
Mon, 09 Mar 2026 19:56:00 GMT
Last Modified
Mon, 09 Mar 2026 19:56:14 GMT

3.16.8

[3.16.8] - 2026-03-10 (Official Release)

📌 Version Summary

This update is a complete milestone release in the 3.16 series. We've completely rebuilt the underlying network synchronization and introduced a brand-new dynamic speed transition system, significantly improving the responsiveness of controls while enhancing physical realism.

🚀 New Features

Dynamic Speed ​​Transition System (Final Speed ​​Transition)

No more "sticky" starts, crisp starts: We've added smooth transitions to movement states, but specifically increased the response speed to 2.5 times the normal speed for the initial movement phase from a standstill. This ensures a crisp and clean start while eliminating the abruptness of sudden speed changes.

Weight-Based Inertia Feedback: Introduced weight-based physics. The heavier the equipment a character carries, the longer the buffer time required to accelerate from low-speed to high-speed movement, perfectly recreating a realistic feel.

External API for Mods

A new static class, SCR_RSS_API, has been added, allowing other mods to directly access player stamina, environmental impact, and other data, facilitating secondary development by the community.

External Data Export

The server can now export real-time player stamina data as a JSON file for use by third-party tools such as web maps or external consoles.

🔁 Experience Optimization

Localized Calculation (Zero Latency): Player movement multipliers are now calculated locally on the client side, completely resolving movement "bounce" or animation stuttering caused by network fluctuations.

60Hz High-Frequency Response: The speed update sampling rate has been increased to approximately 60Hz, resulting in more delicate and sensitive feedback for character movements.

Visual Cleanup: The graying effect (desaturation) when stamina is below 40% has been removed, maintaining the intuitive color display of the battlefield.

HUD Numerical Smoothing: Speed ​​values ​​on the interface are now displayed in an exponentially smooth manner, making numerical jumps more natural and less abrupt.

Synchronization Timing Optimization: Improved the configuration download process when joining the server, resolving the issue of system configurations not taking effect immediately upon entering the game.

🐛 Key Fixes

Network Command (RPC) Fault Fix: Fixed multiple underlying network call errors, ensuring server settings are accurately and completely sent to every player.

Configuration Application Failure Fix: Corrected the parameter array length mismatch issue, ensuring all preset parameters take effect correctly.

Log Redundancy Cleanup: Resolved the performance loss issue of background logs displaying errors while the client waits for a server response.

Parameter Quantity Limit Bypass: Resolved the engine's underlying limitation on the number of parameters that can be transmitted over the network, supporting the transmission of more complex custom configurations.

🔧 Technical Notes

Code Baseline: Rebuilt based on 3.15.12, fully integrating all core optimizations from 3.16.5 onwards.

Configuration Version: Configuration file version number has been updated to 3.16.8.
Game Version
1.6.0.119
Created
Mon, 09 Mar 2026 19:35:52 GMT
Last Modified
Mon, 09 Mar 2026 19:36:07 GMT

3.16.7

Game Version
1.6.0.119
Created
Mon, 09 Mar 2026 18:28:50 GMT
Last Modified
Mon, 09 Mar 2026 18:29:04 GMT

3.16.6

Game Version
1.6.0.119
Created
Mon, 09 Mar 2026 18:08:30 GMT
Last Modified
Mon, 09 Mar 2026 18:08:41 GMT

3.16.5

Game Version
1.6.0.119
Created
Mon, 09 Mar 2026 17:59:01 GMT
Last Modified
Mon, 09 Mar 2026 17:59:15 GMT

3.16.3

Game Version
1.6.0.119
Created
Sat, 07 Mar 2026 19:49:58 GMT
Last Modified
Sat, 07 Mar 2026 19:50:08 GMT

3.16.2

Game Version
1.6.0.119
Created
Sat, 07 Mar 2026 19:34:45 GMT
Last Modified
Sat, 07 Mar 2026 19:34:55 GMT

3.16.1

Game Version
1.6.0.119
Created
Sat, 07 Mar 2026 19:13:34 GMT
Last Modified
Sat, 07 Mar 2026 19:13:46 GMT

3.16.0

Game Version
1.6.0.119
Created
Sat, 07 Mar 2026 18:59:38 GMT
Last Modified
Sat, 07 Mar 2026 18:59:50 GMT

3.15.18

Game Version
1.6.0.119
Created
Sat, 07 Mar 2026 16:14:19 GMT
Last Modified
Sat, 07 Mar 2026 16:14:43 GMT

3.15.17

Game Version
1.6.0.119
Created
Sat, 07 Mar 2026 15:59:35 GMT
Last Modified
Sat, 07 Mar 2026 15:59:57 GMT

3.15.16

ffffffffffffffffix
Game Version
1.6.0.119
Created
Sat, 07 Mar 2026 15:50:40 GMT
Last Modified
Sat, 07 Mar 2026 15:50:55 GMT

3.15.15

fix....
Game Version
1.6.0.119
Created
Sat, 07 Mar 2026 15:25:19 GMT
Last Modified
Sat, 07 Mar 2026 15:25:35 GMT

3.15.14

fix
Game Version
1.6.0.119
Created
Sat, 07 Mar 2026 15:10:05 GMT
Last Modified
Sat, 07 Mar 2026 15:10:21 GMT

3.15.13

fix hud no display
Game Version
1.6.0.119
Created
Sat, 07 Mar 2026 14:52:13 GMT
Last Modified
Sat, 07 Mar 2026 14:52:29 GMT

3.15.12

Dear Arma players, the Realistic Stamina System (RSS) module has received consecutive updates from v3.15.11 to v3.15.12. This update focuses on refactoring the slope stamina consumption logic, fixing several HUD display and vehicle experience issues, and optimizing the stance switching settlement mechanism.

Here is a summary of the key update highlights:

🏔️ Slope and Terrain System Refactoring (Core Changes)
More Realistic Slope Calculation: Slope determination is now based on "terrain normal + movement speed vector". Regardless of the direction of movement (including lateral movement), the slope effect is accurately calculated.

Directional Slope Effect:
Moving along contour lines: Effective slope is considered 0 (no longer misjudged as downhill or forced uphill penalties), consistent with physical intuition.

Gentle downhill (0~-12%): Triggers the "energy-saving" effect, reducing stamina consumption.

Steep Downhill (<-15%): Adds a positive penalty to prevent mindless downhill rushing, replacing the old Santee correction.

Diagonal Movement: Consumption is scaled geometrically to match the path gradient.

🖥️ HUD and Display Optimizations
Stamina Bar Smoothing: Fixed the "jerk/jump" stamina bar issue caused by server synchronization frequency; now uses exponential smoothing for a smoother visual experience.

Added ETA Display: The HUD now displays the estimated time for stamina to fully recover or deplete.

Vehicle HUD Fix: Fixed the issue where the HUD stopped updating after entering a vehicle; stamina information can now be viewed correctly inside a vehicle.

Swimming Status Display: During swimming, the original slope bar is now displayed as a velocity vector pitch angle (positive = ascending, negative = descending); terrain slope is restored on land.

Configuration Synchronization: Fixed the issue where the Hint HUD might not display after server configuration is distributed.

⚙️ Stamina Mechanism and Logic Changes
Attitude Switching Settlement: Introduced the concept of an "Attitude Window". Continuous switching within 1 second is considered a single operation, and the cost is deducted uniformly when the window ends; if there is no switching within 1 second, the calculation is completed immediately to avoid calculation errors caused by frequent switching.

Vehicle Stamina Inheritance and Recovery: Upon entering a vehicle, the fatigue state before disembarking is inherited.

Being inside a vehicle is considered "optimal rest" (ignoring environmental stress, considered a prone posture, and no weight), and the recovery speed is consistent with and more stable than pedestrian logic.

Fixed the issue where the HUD did not refresh after stamina recovery inside a vehicle.

🐛 Other Fixes
Swimming Speed ​​Measurement: Fixed the issue where the HUD speed display was 0 due to displacement commands during swimming; now, positional difference speed measurement is used instead.
Game Version
1.6.0.119
Created
Sat, 07 Mar 2026 10:53:07 GMT
Last Modified
Sat, 07 Mar 2026 10:53:20 GMT

3.15.0

[3.15.0] - 2026-03-06

🔥 Key Highlights

🌐 Revolutionary Universal Temperature Model

Say Goodbye to Unpredictable Temperature Bugs: We've completely rewritten the temperature calculation logic, adopting a "sine wave superposition model" based on geographical science. Whether you're on an equatorial island or in the polar tundra, you'll experience temperature changes that are consistent with common sense.

Realistic Day-Night Temperature Difference: Even on the same map, the chill of 4:00 AM will be drastically different from the heat of 3:00 PM.

Dynamic Weather Influence: Cloudy and foggy days will reduce temperature differences (insulating effect), while rainfall (>10°C) will bring a realistic "one autumn rain, one chill" experience.

Real-Time Altitude Response: Now, every time you climb 1000 meters, the temperature will automatically drop by approximately 6.5°C. The cold winds at the mountaintop are no longer just for show!

⚖️ A More Realistic Encumbrance Experience

"Can Carry, Can't Run": Introduces a brand-new segmented, non-linear encumbrance penalty.

Lightly Armed (0-30% Body Weight): Almost no resistance felt, maintaining high mobility.

Combat Encumbrance (30-60% Body Weight): As weight increases, sprint speed gradually decreases, forcing you to manage your stamina.

Heavily Armed (>60% Body Weight): Moving is as heavy as a tank; sprinting becomes extremely difficult.

Sprint Penalty Mechanism: To simulate inertia, the sprint penalty under heavy load is 1.5 times that of jogging. Heavy machine gunners can still keep up with the marching column, but don't expect to sprint between cover like assault troops.

Energy Compensation: Fixed the logic flaw of "running slower saves energy." Now, even if the load makes you run slower, the energy consumed trying to move your heavy body is no less! 🏃‍♂️ 30kg Combat Load Optimization

Addressing player feedback regarding the "30kg is too tiring" issue, we conducted tens of thousands of simulations using digital twin technology and recalibrated the EliteStandard, StandardMilsim, and TacticalAction presets.

New Standard: Under standard combat load (approximately 30kg), soldiers can now confidently complete long-distance tactical maneuvers of 600 meters to 1 kilometer without collapsing from exhaustion.

Hardcore Constraints: Nevertheless, under the Realism preset, extreme environments (such as 32°C temperatures) combined with heavy loads will still drain your last bit of stamina—please proceed with caution!

🛠️ Gameplay Improvements

Stamina Minimum Adjustment: The sprint activation threshold has been lowered from 20% to 15%. In critical moments, you now have more opportunities to use your last bit of strength for tactical evasion.

EPOC (Excess Post-Exercise Oxygen Consumption) Optimization: Adjusted the recovery delay after exercise (uniformly 2.0 seconds), simulating the real heart rate recovery process and eliminating the "magical" effect of "instant heart rate recovery after a short break."

Camera Feel Fine-tuning: Optimized the camera overshoot effect during sudden stops and reduced the jarring feel when switching between light and heavy loads, resulting in a smoother experience.

🔧 Technical Fixes and Underlying Optimizations

🐛 Fixed Long-Wave Radiation Thermal Runaway: Fixed a serious bug in the old physics model that caused abnormally high temperatures (e.g., "midnight 27 degrees") under certain conditions (e.g., nighttime).

⚡ Performance Optimization: The new general temperature model is extremely lightweight, consuming almost no CPU resources and eliminating the need for cumbersome physics equation solving.

🏊 Simplified Swimming and Slope Logic: Removed redundant slope calculation code, which is now uniformly handled by the Pandolf model; optimized the energy consumption and recovery logic during swimming.

📊 Data Verification Tools: New tools such as `verify_realism_json.py` have been added to ensure that every parameter adjustment undergoes rigorous mathematical verification, rejecting "filling in values ​​based on intuition."

📝 Documentation Updates: A detailed stamina consumption reference document has been added, providing comprehensive data support for hardcore players and mod creators.

⚠️ Important Notes

Old Save File Compatibility: This update modifies the configuration structure (adding float/bool fields). It is recommended to reset the server configuration or regenerate the configuration file to ensure the new features take effect.

Realism Preset Players: Please note that the new version still imposes severe penalties under high temperatures, high altitudes, or heavy loads. If playing on summer maps, please pay close attention to the impact of temperature on stamina!
Game Version
1.6.0.119
Created
Thu, 05 Mar 2026 16:28:41 GMT
Last Modified
Thu, 05 Mar 2026 16:28:56 GMT

3.14.1

[3.14.1] - 2026-03-05

✅ New Addition

Tactical Sprint Burst and Cooldown – The first 8 seconds of the sprint are the burst phase, during which the penalty for speed due to weight is significantly reduced (penalty coefficient drops to 0.2); the 8th to 13th seconds are the buffer phase, during which the weight penalty linearly returns from 0.2 to the normal value (1.0). After the burst and buffer phases, or after releasing the sprint button, a 15-second cooldown begins. Sprinting again during the cooldown will not trigger the burst effect, and the penalty will be calculated normally throughout.

Indoor Staircase Weight Speed ​​Reduction – When indoors and the standing position has an original slope (>0°), it is considered an indoor staircase. In this case, the penalty for speed due to weight is further reduced, with the penalty coefficient multiplied by 0.4, making the deceleration when going up stairs more realistic.


Instant Acceleration During Slope Speed ​​Transition – Optimized the smoothing logic of slope's impact on speed: When the target speed is at least 0.08 times higher than the current smoothing value, the smooth transition is canceled, and acceleration is immediate, avoiding frequent acceleration due to minor slope changes during uphill climbs; the deceleration process maintains the original 5-second smoothness.

Camera Inertia and Head Physics (First-Person Perspective) – Added dynamic physics effects to the first-person view, enhancing immersion:

Slight camera lag/forward tilt at start-up, creating a forward lurch during sudden stops, with the amplitude changing non-linearly with load;

Vertical swaying with strides, the amplitude linked to current load and stamina;

Camera sways left and right when uphill (slope ≥ 8°);

Field of View (FOV) during sprints is linked to tactical burst status: +5° during bursts, +3° during cruising, -2° when staggering with low stamina, with smooth changes and speed limits;

When stamina is too low, stepping will trigger a breathing sound (interface reserved).

🔁 Changes

Impact of Gradient on Energy Consumption and Speed ​​Adjustments

Downhill Energy Consumption: On gentle downhill slopes (0% to -15%), energy consumption can be reduced by up to 60% (previously 50%), with the lower limit increased to 40%, making downhill descents less strenuous.

Uphill/Downhill Speed: Based on the existing gradient speed model (Tobler formula), uphill speeds now receive an additional 1.15x gain, and downhill speeds also receive an additional 1.15x gain. The maximum downhill speed is now capped at 1.25x.

Gradient Limit Relaxed: The overall effect of gradient on speed is reduced by 30%, meaning the deceleration/acceleration effect caused by gradient is closer to a 1.0x ratio, making the terrain's impact on speed more gradual.
Game Version
1.6.0.119
Created
Wed, 04 Mar 2026 21:39:09 GMT
Last Modified
Wed, 04 Mar 2026 21:39:25 GMT

3.14.0

## [3.14.0] - 2026-02-28

### ✅ New

- **Fully Integrated AI and Player Stamina System** - Server-side AI and players share the same stamina logic: stamina consumption (Pandolf model, weight, slope, terrain), recovery, speed limit (OverrideMaxSpeed), exhaustion limping, etc.; AI update interval is 100ms (player 50ms) to balance performance.

### ⚡ Performance Optimization

Too many items, omitted.

### 🔁 Changes

- **Stamina System and Environmental Factor Management Optimization** - Optimized the collaboration logic between the stamina system and environmental factors to improve overall operational efficiency.

- **Time Calculation Logic Optimization** - Improved the time management and cooldown logic of the stamina system, corrected time stepping and cumulative calculation.

- **Enhanced Debugging Functions and Log Output** - Enhanced debugging functions and stamina system log output, unified debugging information prefix and output format.

- **Rainfall Intensity Threshold** - Update rainfall intensity thresholds and related annotations.
Game Version
1.6.0.119
Created
Sat, 28 Feb 2026 15:02:50 GMT
Last Modified
Sat, 28 Feb 2026 15:03:12 GMT

3.13.1

## [3.13.1] - 2026-02-27

### 🔁 Changes

- **Slope-speed model changed to Tobler's Hiking Function** - Uses Tobler's Hiking Function (1993): W = 6·e^(-3.5·|S+0.05|); Formula shape preserved (deceleration on uphill/steep downhill), normalized baseline to flat ground (S=0), enabling maximum engine speed of 5.2 m/s on flat ground with 0 kg.

- **Smooth 5-second transition of slope speed** - Added SlopeSpeedTransition module, smoothly transitioning speed within 5 seconds when changing slope, avoiding the "stuck" feeling of suddenly dropping from 3 m/s to 1 m/s when going uphill from flat ground.

### 🐞 Fixes

- **Repeated scaling of slope speed** - Fixed `CalculateFinalSpeedMultiplier` Fixed a bug where `runBaseSpeedMultiplier`, which had already undergone slope scaling by `UpdateSpeed`, would reapply Tobler scaling, resulting in double speed reduction on flat ground. `runBaseSpeedMultiplier` can now be used directly without repeated scaling.

- **Incorrect Application of Slope Affecting Speed ​​Indoors** - Fixed an issue where slope still incorrectly affected speed indoors; added the `IsIndoorForEntity(owner)` method, which uses the passed-in entity for indoor detection, avoiding misjudgments of indoor conditions caused by `m_pCachedOwner` not being updated when the server processes remote player RPCs.
Game Version
1.6.0.119
Created
Fri, 27 Feb 2026 19:04:19 GMT
Last Modified
Fri, 27 Feb 2026 19:04:34 GMT

Showing 1 to 30 of 50 results

Rows per page

Next