(829458a66) Don't apply priority modifier on the priority value, because it's already applied to the max value. The priority value should be normalized, because we are using the lerp.
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@@ -101,7 +101,7 @@ namespace Barotrauma
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float maxMultiplier = MathHelper.Min(PriorityModifier, 1);
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float max = MathHelper.Min((AIObjectiveManager.OrderPriority - 1) * maxMultiplier, 90);
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float devotion = MathHelper.Min(10, Priority);
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float value = MathHelper.Min((devotion + targetValue) / 100 * PriorityModifier, 1);
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float value = MathHelper.Min((devotion + targetValue) / 100, 1);
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return MathHelper.Lerp(0, max, value);
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}
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