What about the behavior you mentioned earlier where you got their attention and then crouched and they immediately forgot about you? That wasn't even 90 seconds. It is sounding to me like there is a bug that is causing zombies to not behave as expected.
I didn't test it with skills, but I can't squeeze it into a less time when it seemed instantaneous already. Given some delays with how the stealth decisions are made and some noise-chasing and whatnot. If the intent is relentless pursuit for 90/60/20 seconds, then yes, it seems buggy. I'm going to abuse the bug to its full extents, but buggy nonetheless.
That walk with the janitor and a quick interview with the local wilderness-types suggests the timer I've been staring at is a homing-timer for sleepers (with a home). Probably nothing to do with anything else, at least the non-sleeper locals didn't even have one. So the 90 might just be me being confused. Hey, the '90s were at least.
Expected: If a zombie sees you it will chase you with a memory of you of 90 seconds after which it forgets you if it no longer can see you. But whenever it can see you it starts the 90 seconds again.
That may be the design intent, but I'm definitely not the person to make the claim.
Your statement of reality.. hmm.
Reality: Some zombies forget the player immediately if they crouch in shadow without a 90 second timer and others chase for 90 seconds and then lose interest even if they can still see the player.
As far as I tested:
Reality: All zombies forget the player immediately after losing Sight in the stealth sense(, including ones that were triggered with Auto-attack volumes). They will carry on to the spot where the player was last seen and then follow audio ques and such.
As in, I didn't test that many normal zeds, but the auto-agros behaved like the rest once they had actually seen me once.
The "perk isn't working"-part; I don't think I can say, I've been staring at a timer that doesn't seem to be about that after all. Then again, restealthing in front of their face made them get entirely lost, so; might be the timer-tied-to-the-perk doesn't do anything atm.
First off, I don't think the ground-floor zombies of warehouse_06 are in an 'attack' volume, even though they seem really intent on attacking you.
grep SleeperVolumeFlags.*2 *.xml is the reason I chose that POI, it was full of two's and existed in my navezgane test world. Most if not all of the volumes there are attack volumes (unless that xml part doesn't apply anymore?)
So, "Active mode" = sleeping and doing normal stealth checks.
Is that how the "wake" number behaves? Or is it just stuck at 200 regardless of how you move?
Yes, the wake number changes based on my distance. Light changes based on stealth and illumination state, don't even need to crouch to have a comparison number there. If Light > wake, and the zed has LoS to you, it wakes.
So when I said about 200, it was about 200 (218 or so) the moment I stepped on the trigger volume. And my Light was ~3.
EDIT:
@Boidster , btw, I'm not reacting much to the code snippets; not because I don't appreciate you digging in there, but because I pretty much know one can't figure out the entire system too easily by code-reading. There's always some details lost in the reading - unless it is your own code, and very recently written even then. But, keep it up, I assume you're doing it mostly for educational purposes anyway ..