Thank you for your quick reply Bob, and for your compliment!
So here is the current AI structure for 1.06a, as seen in my latest gameplay video, while I am under attack, it is nothing compared to that of night. I will upload a comparison video showing the difference soon.
During the day you can be spotted and attacked by as many zombies as see you, however, the map doesn't paint you as a target. With Night on the other hand, you have the same difficulty as day only when you are painting a target (which I changed to almost instant), the entire 100ft diameter of zombies comes running to your location. This makes night missions near impossible (in keeping with the dialogue of the game), as well as the dialogue of the game talking about going outside in the day *Rahim clearly states in the tutorial to never stop running or your dead*. I've toned down the gameplay compared to 1.04, the alerts are much lower and you don't get 25 constant zombies hitting from all direction, however the current mod is still balanced to be as hard as possible without making the campaign impossible. Please try out 1.06a and get back to me! I really appreciate your time and comment!
As far as the time, this was an early adjustment and yea I fully agree. At first I made it this way to make it impossible for people to sit inside a building waiting for day instead of forcing them to run home. That time could be reduced, even by 1/4 as much time. One element I will share is that I was running a coop mission 2 nights ago with one of my testers, and it was almost night, we both looked at our watches and figured that we could get the mission done in 30 minutes before 21:00. Mission achieved and I loved the fact I could actually gauge how much time I actually had. I will play around with some ideas and get back to you! Thanks Bob.