Ranged attacks on unaware opponents ("critical hits") differ from the vanilla engine
The recent (0.45.0) change to the critical-hit mechanic has resulted in several complaints about the new damage multiplier for ranged critical attacks being too high. See, e.g.: Original-style ranged sneak attacks. We talk about a multiplier change from 1.5 to 4.0, nearly tripling the damage output, which is quite a drastic change.
While I understand the reasoning that the previously used GMST, "fCombatKODamageMult", could be a typo in the original engine, it could well be a last-minute change to the game's balancing with the developers quickly reusing an existing GMST rather than creating a new one with the same value. - Or it was pure lazyness after all.
Anyway, if we decide to do something about the complaints, there are two main options:
- Simply revert the behaviour to the vanilla one.
- Make this change optional, adding another point to the launcher's "Advanced" tab.
I prefer option 2 - and I have already prepared the necessary code changes.