About this mod
Sick of the dulls in Night City? Time to face an epic showdown against adaptive foes who play it smart
- Requirements
- Permissions and credits
- Changelogs
This mod is problem-oriented. In my view, 2077 currently has the following issues:
1. Enemy AI is dumb, often zoning out, and only uses a limited number of items.
2. At the highest difficulty, enemies have too much health; it takes several magazines to take them down, which is inconsistent with the world view and affects the gaming experience.
3. In the early game, V has low health and loses health while standing outside enemy activity zones. In the mid and late game, V becomes too powerful with strong recovery abilities, often engaging in stand-off shooting with enemies, which lacks gameplay variety.
4. 2077 is characterized by cybernetic combat, but enemies use cyberware too infrequently, making hacking abilities ineffective. Combat often feels bland and unengaging, significantly reducing gameplay quality.
5. The shooting mechanics feel poor, with a bad gunplay experience. The rifle class is weak and fails to stand out, while enemies use a limited variety of weapons.
In summary, this mod rewrites enemy AI, redesigns 30 enemy Archetypes, reassigns cyberware, introducing different hit effects for various firearms. Some weapons will pose significant threats to you, making combat in 2077 more tactical.
At the same time, hacking have become one of the enemy’s means of offense. Now you need to devise strategies to deal with these threats instead of mindlessly firing, making combat feel more cyberpunk rather than like COD.
P.S. There is already a single AI version available if you find it too difficult, and there's also a separate hacking version.
A little suggestion:
Combat Revolution + Night City Alive + Enemy Aggro Improvements + Trace Position Overhaul + Gunsensical
The second part of the "Combat Revolution" has been released. If you want to download the standalone version, please go to Modern FPS Combat Effect
Enemy AI
Generic:
- Enhance the offensive desire of enemy AI to avoid zoning out during combat and remove shooting delays.
- Removed the enemy's area restriction to prevent situations where they stop in the middle of the road, ensuring their tactical actions are not interrupted by area limits during moving,allowing them to chase you continuously.(1.0.4)
- Upgraded enemy AI will call for teammates, and the peek cycle during combat will be shorter.
- Increase enemy AI accuracy; different types of enemies will have different hit rates. For example, street gang thugs will have lower accuracy, while special forces or heavy soldiers will have high accuracy, minimizing situations where V stands still in the open and remains unharmed.
- AI will use items according to tactical objectives. Melee enemies will prefer smoke grenades and flashbangs; they will have cyberware that allows them to see through smoke and will execute close-quarters smoke tactics.
- Ranged enemies prefer to use incendiary grenades and gas grenades to force you out of cover.
- The enemies are more inclined to use hacks that won't harm themselves, enhancing AI teamwork. (1.0.1)
Chase:
Drastically revamped the enemy chase logic. Instead of triggering pursuit based on distance as in the original version, the new system triggers chasing based on hit rate and visibility. When an enemy’s hit rate drops due to distance and terrain factors, they will immediately chase in order to close the gap and improve their accuracy.
Condition.NotMinAccuracyValue0dot85
Condition.NotValidCoversWithLOSCurrentRing
Condition.NotTargetIsVisible
In the original game, NPCs were restricted to specific movement areas. This caused situations where they would stop in the middle of the road or have an action interrupted—for example, soldiers in front of the Dogtown gate couldn’t cross the street to chase you—making combat feel absurd. I have now removed the area restrictions so that NPCs are no longer limited to chasing you only in designated zones.
Enemies Will Consider Their Own Conditions:
Enemies will only pursue when it is safe for them. If their health drops below a certain threshold, they won’t leave cover or chase the player, and even when the player is in berserk mode, the enemies will not pursue.
Condition.HealthAbove50perc
The limitation on the number of enemies chasing the player has been removed. Additionally, movement cooldowns have been canceled, the cooldown after reaching the previous chase destination has been eliminated, the long cooldown for the path movement policy has been reduced, and the dynamic collision pause cooldown has been lowered.
Leaving Cover to Chase:
Even cautious enemies will now leave cover to pursue the player. A reduction in their hit rate will also trigger them to leave cover for the chase.
Condition.NotMinAccuracyValue0dot85
Remove area restrictions:
Condition.TargetInRestrictedMovementArea
Condition.NotTargetInSafeZone
Enemies with less than 50% health will not leave cover:
Condition.HealthAbove50perc
NPCs will either not be snipers or, if they are snipers, they must not be in the optimal long-distance range (with a tolerance of 2 meters).
Condition.SniperCatchUpSprint
Melee:
Now, enemies exhibit an extremely strong urge to attack, and they no longer simply run straight at you. Instead, they mix various maneuvering techniques to approach. Enemies will use their cybernetics to move to your side for attack rather than just taking hits while directly in front of you.
Enemy Melee Logic:
- When the distance is large, they use a conventional quick charge to close the gap.
- When the distance is short or when the player temporarily creates a slight distance during combat, they use a Sandevistan charge.
- The likelihood of enemies using Sandevistan is increased.
Throwing Knives:
The implementation of the throwing knife feature for melee enemies relies on ENC's code, and I only made slight modifications to it.
The throwing knife feature for ranged enemies was implemented using YAML that I created myself.
In the original version, enemies were as easy to manipulate as little lambs. Now, they have acquired a brand-new long-range skill: throwing knives. When they find it difficult to catch up with you, they will throw knives to incapacitate you. Note that the throwing knife comes with its own alert sound.


Brand New Special Effects:
Blocking and counterattacks now feature electric light and spark effects—experience the dazzling clash of blades and shadows.


Additionally, a brand-new sound effect has been added for the charged jump.
Melee Actions and Animations:
Enemies now execute melee actions faster and have more varied combos. The transition intervals between phases have been reduced, allowing enemy actions to flow more naturally.

Idle Posture:
A charge startup action has been added for enemies. When initiating a charge, they adopt a stationary charging posture, enabling the player to judge the enemy’s intent based on this action.
Reducing Meaningless Circling:
In the original game, enemies would circle around you when at a certain distance. The original circling condition was when the target's angle exceeded 90 degrees. This has been changed so that circling only occurs when the enemy’s health is below 30%, thereby reducing senseless circling. Additionally, the conditions for close-approach have been reduced, ensuring that enemies will actively approach you.
Charged Jump:
Even if you are wielding a melee weapon, enemies will use a charged jump slam attack. Cautious enemies will also employ this charged jump slam attack, and there is a possibility for enemies to use it even when you are inside a vehicle.
Kerenzikov:
Enemies will now use a backward-dodging maneuver called Kerenzikov, and this maneuver has been made faster.
Healing:
Enemies will now pay attention to their own condition. If they get injured during the chase, they will tend to seek cover and use healing items. They will use healing items more frequently, but the healing effect is slow—so you need to defeat or interrupt them quickly.
Effects:
Different firearms affect you in different ways—some can easily put you to death. So, think carefully about how to handle groups of enemies.
Stun and Impact
- Small-Caliber Weapon Stun: Regular enemy bullets produce this effect, e.g., "NPCBulletEffect", "NPCSmartBullet".
- Medium-Caliber Weapon Stun: Projectile-type bullets from higher-level enemies produce this effect, e.g., "NPCBulletProjectile".
- Heavy Weapons: Heavy machine guns like the Mk31 and heavy hammer attacks cause this effect, e.g., "ExplodingBulletSmallProjectile".
- Light Melee Attacks: Attacks with small knives from ordinary gang members produce this effect, e.g., "ComboAttackUpToDown".
- Heavy Melee Attacks: Attacks with weapons such as the Mantis blade (e.g., "OdaStrongAttack", "StrongAttack") produce this effect.
- Small Explosion Impact: Explosive tracking bullets produce this effect, e.g., "ExplosionSmall", "ExplosionSmallKill".
- Medium Explosion Impact: Enemy grenades cause this effect, e.g., "ExplosionMedium", "ExplosionMediumKill".
- Large Explosion Impact: Hopefully you never encounter this effect, e.g., "ExplosionEnormous", "ExplosionLarge".
- Sniper Impact: Caused by projectiles such as those from "PowerRounds_Projectile".
- Special Grenade Impact: For example, gas grenades can make you feel nauseous, causing long-lasting stun effects, e.g., "BiotechGrenadeStun".
- Robot Suicide Impact: The effect produced when a robot self-destructs.
- Heavy Melee Heavy Attack: As the name suggests, this effect is produced by heavy melee attacks—hopefully you won’t be hit by it.

Knockdown
- Medium Explosion Knockdown: For example, produced by effects such as those from an Ozob Grenade.
- Large Explosion Knockdown: For example, produced by effects like "ExplosionEnormous".
Bleeding
- Bleeding Effects: Bullets and shrapnel can cause bleeding, such as those from laser-cutting attacks, e.g., "NPCBulletProjectile", "ExplosionEnormous", "ExplosionLarge".

Cyberware:
Enemies are equipped with more powerful cyberware and will use it frequently.
30 different enemy prototypes will use different cyberware according to their roles.
(Of course, some cyberware has bugs; I will later better allocate cyberware based on gang factions on the existing foundation.)
- ArchetypeData.AndroidMeleeT1
- ArchetypeData.AndroidMeleeT2
- ArchetypeData.AndroidRangedT2
- ArchetypeData.FastMeleeT2
- ArchetypeData.FastMeleeT3
- ArchetypeData.FastRangedT3
- ArchetypeData.FastRangedT3
- ArchetypeData.FastShotgunnerT2
- ArchetypeData.FastShotgunnerT3
- ArchetypeData.FastSniperT3
- ArchetypeData.FastSniperT3_NoHealing
- ArchetypeData.FriendlyGenericRangedT3
- ArchetypeData.GenericMeleeT1
- ArchetypeData.GenericMeleeT2
- ArchetypeData.GenericRangedT1
- ArchetypeData.GenericRangedT2
- ArchetypeData.GenericRangedT3
- ArchetypeData.HeavyMeleeT2
- ArchetypeData.HeavyMeleeT3
- ArchetypeData.HeavyRangedT2
- ArchetypeData.HeavyRangedT3
- ArchetypeData.HybridHeavyFastMeleeT3
- ArchetypeData.NetrunnerT1
- ArchetypeData.NetrunnerT2
- ArchetypeData.NetrunnerT3
- ArchetypeData.SniperT2
- ArchetypeData.ShotgunnerT2
- ArchetypeData.ShotgunnerT3
- ArchetypeData.TechieT2
- ArchetypeData.TechieT3
Sandevistan
- Reallocates Sandevistan cyberware to all enemies based on their level and specialization.
- Adds new Sandevistan abilities for enemies.
- Modifies the AI logic for using Sandevistan, enabling enemies to utilize Sandevistan and its related abilities, making combat more strategic.
- Adds visual effects (VFX) for different Sandevistan behaviors and introduces brand-new unique effects.
- Introduces player Kerenzikov vs. enemy Sandevistan confrontations.
- When the player uses average Sandevistan, enemies can still move/act within your Sandevistan effect.
In the vanilla game, enemies rarely use Sandevistan. They don't utilize their cyberware for actions like dodging or attacking, often just standing still and shooting at you. This doesn't feel like the cybernetically enhanced combat expected in 2077, especially when Sandevistan is a primary combat implant.
Furthermore, it seems CDPR didn't fully complete the Sandevistan implementation. In reality, the game database only contains a basic Sandevistan and a Tier 2 Sandevistan, and the Tier 2 version seems to be merely a placeholder, lacking a corresponding time dilation factor.
Most importantly, apart from boss fights and specific Sandevistan encounters, the vanilla game lacks the distinct Sandevistan visual effects (like those seen in Edgerunners). Players often have no clear visual cue whether an enemy has activated Sandevistan, significantly reducing strategic depth in combat.
I believe CDPR originally intended to create a sophisticated Sandevistan combat system, but time constraints forced them to cut it short. Therefore, I've tried to realize their idea as much as possible with this mod.
Also, given my poor photography skills, it would be great if you're interested and can take some cool photos. I'll showcase them.
Enemy Sandevistan Reassignment & Skills:
Sandevistan assignments for enemies have been redone, and associated skills for ranged enemies have been overhauled:
- Fmelee2: Sandevistan 2
- Fmelee3: Sandevistan 3
- Frange2: Sandevistan 1 + DashShoot, SprintHarass
- Frange3: Sandevistan 3 + DashShoot, SprintHarass
- Fshotgun2: Sandevistan 2 + DashShoot, SprintHarass
- Fshotgun3: Sandevistan 3 + DashShoot, SprintHarass
- Gmelee2: Sandevistan 1
- Grange3: Sandevistan 3 + DashShoot, SprintHarass
- Hmelee2: Sandevistan 2
- Hmelee3: Sandevistan 3
- Hrange2: Sandevistan 1 + DashShoot
- Hrange3: Sandevistan 2 + DashShoot
- Hybrid: Sandevistan 3
- shotgun2: Sandevistan 2 + DashShoot, SprintHarass
- shotgun3: Sandevistan 3 + DashShoot, SprintHarass
- Techie2: Sandevistan 1
- Techie3: Sandevistan 2

Sandevistan AI Behavior:
Enemies will now use Sandevistan during combat for chasing and dodging, aiming to avoid the static combat behavior seen in the vanilla game. When they activate Sandevistan, you will see corresponding visual effects, allowing you to react strategically.
- Standard pursuit behaviors now have Sandevistan variants, allowing enemies with Sandevistan to use it more frequently.
- Different tiers of Sandevistan have been assigned to various enemies.
Q&A:
Q: What if the enemy Sandevistan makes combat too difficult to handle?
A: You have several ways to counter them:
- First, enemy Sandevistan has a cooldown period; you can exploit this window.
- Second, enemies cannot perform tactical maneuvers with Sandevistan if they are injured or crippled. Aim for specific body parts to disable them.
- Furthermore, player cyberware and throwable items are effective counters. When knocked down by a grenade, for example, they become vulnerable targets.

Sandevistan behaviors generally consist of at least two sub-actions:
- VFX Sub-action: (Determines visual effect) Only effective when added to specific subactions (e.g., Sandevistanloop needs to be added to a loopsubaction to work).
- Time Dilation Factor Sub-action: (Confirms the time dilation multiplier).
Note that some Sandevistan charged attacks are extremely dangerous, but you can judge and react accordingly based on the corresponding effects
- SandevistanDashReload (Condition modification complete) - Fire Resistance VFX + Overheat VFX
- ShootActions.SandevistanDashShoot (Condition modification complete) - Fire Resistance VFX + Overheat VFX
- MovementActions.MeleeMoveToChargeAttackRangeSandevistan - Electromagnetic Explosion VFX
- MovementActions.MeleeMoveToStrongAttackRangeSandevistan - EMP Effect VFX
- MovementActions.MeleeMoveToAttackRangeSandevistan - System Collapse VFX
- SprintHarass
- MovementActions.SimpleSandevistanStrafe
- MovementActions.SandevistanCatchUpSprint
- MovementActions.SandevistanCatchUpDistance
- MovementActions.SandevistanDashLeft
- MovementActions.SandevistanDashRight
- MovementActions.SandevistanHarassBackAway
ReactionsActions.SandevistanVersusSandevistan
ReactionsActions.SandevistanVersusKerenzikov

Most enemies are equipped with integrated chips that allow them to serve as proxyNetrunner for their hacker allies.
Machine-type enemies wear mechanical armor and have motion-sensing self-destruct systems, causing them to explode upon destruction.
Human foes now come with blood pumps that slowly regenerate their health—you must quickly identify and eliminate your target.
Melee enemies are armed with Kerenzikov and Static Camo to ensure they can close in on you.
Melee or shotgun-wielding adversaries have enhanced tendons to rapidly close the distance.
Tier3 ranged foes (excluding snipers) are outfitted with Kerenzikov
Ranged enemies sport isometric stability cybernetics to prevent them from running out of stamina in combat.
Tier3 elite enemies don dazzling tattoos that disrupt smart weapons—nullifying your smart bullet tracking.
Hacker and elite enemies are equipped with graphite tissue and ICE to counter V’s hacking attacks.
Taking a cue from special forces sniper Libakov, elite snipers get OpticalCamo cybernetics, while regular snipers and elite ranged foes are fitted with Static Camo.
Tier 3 ranged enemies and elite snipers also boast Kiroshi "Predator" cyber-eyes and Thermovision, allowing them to spot enemies hidden behind cover and track heat signatures at night.
Player Cyberware Adjustments:
Weaken the Ex-Disks (which occupies little cyberware capacity and has no negative effects). Overall enhancement of operational cyberware, with a reduction in operational cyberware capacity usage.
Mantis Blades, Gorilla Arms, Monomolecular: Increase combo attack speed, reduce stamina consumption, and adjust damage to match enemy armor values.
Projectile Launcher: Focus on adjustments, with automatic tracking, increased charge damage multiplier, and base damage increase.
Arm cyberware capacity usage reduced from 8 to 4.
Enhance the Kerenzikov (but slightly reduce time stop speed) to improve the upper limit of related rifle builds. Super enhance the nano-coating; if operated well with good movement, it can almost achieve infinite time stops.
Hacking:
Regular enemy AI is divided into gun-holding behavior and cover behavior.
When holding a gun, AI can detect hacking attacks. Proactive hacking attacks will cause action loss, making the character adopt a T-pose (this is actually the end pose of motion capture; when the character has no relevant actions, the model will appear this way. This bug exists in both the Amateur Hackers of Scissors and the Average Hackers lazy rebuild of DankMagicianGirl). The solution is to not add hacking behavior to the gun-holding actions but rather to incorporate it into cover behavior, while reducing the excessively long cooldown time set by CDPR to allow enemies to perform more hacking actions.
Hacking is divided into amateur hacker groups and professional hacker groups.
Professional hacker groups are equipped with ICE and have graphite organization, possessing the following hacks:
- BuffCamoQuickHack
- BuffSturdinessQuickHack
- OverloadQuickHack
- OverheatQuickHack
- WeaponMalfunctionQuickHack
- PingQuickHack
- JamWeaponQuickHack
- LocomotionMalfunctionQuickHack
- CyberwareMalfunctionQuickHack
- DeathQuickHack
Some enemies without Sandevistian are equipped with access ports, becoming amateur hacker groups. Enemies will attempt to hack V more frequently, and the types of enemy hacks will also become more diverse.
Hackers will use resistance buffs and optical camouflage buffs for their teammates.
Base Attributes:
Enemy damage increased, health decreased, to avoid situations where multiple magazines cannot kill enemies.
Different levels of enemies are distinguished by armor values.
Special Enemies Minotaur Mech:
- Upgraded to a BOSS (to avoid bugs, this modification will not be applied to mechs in all quests).
- Minotaur gains dazzling armor that interferes with smart weapons.
- AI modifications, with enhanced offensive desire.
- Machine gun damage increased.
- Reduced probability of missed hits.
- Increased machine gun targeting angle.
- Increased ability to shoot during time stops.
Items:
- Human enemies will use combat stimulants and consumables to replenish their status.
- Added laser cutting mines for enemies on the highest difficulty level.
Vehicles:
- Vehicle health significantly increased
- vehicle-mounted weapon damage greatly enhanced.
- Increasing the magazine capacity of vehicle machine guns to 200 and granting them bullet tracking capabilities.
New Content:
- Heavy weaponry, such as Techtronika T40 Uragan.
- Air combat vehicles, such as Octant VTOL.
- New boss enemies, such as Valentino gang leader Campa orta.
Compatibility
For Night City Alive, it seems to work perfectly together (during my testing). In fact, I also use both at the same time.
It works well with Trace Position Overhaul. In fact, Harder Gunfights and No Shooting Delay are almost identical mods, as they both modify the shooting interval. This mod fully incorporates them. Hardcore22, Damage Scaling and Balance, and Hardcore Netrunning should only be incompatible in terms of values.You can use them to override my mod.
Future
This is a continually updated mod, and future updates will include major overhauls to firearms, with enemies wielding more powerful and diverse weapons. Enemies will utilize heavy firepower more frequently, allowing you to experience the dangers of Night City. Of course, I will also attempt to improve the poor shooting mechanics of 2077.
New levels will be added to Night City, along with unique and powerful bosses, to make use of the locations that CDPR abandoned.
Some undecided features:
· Enemies will drive vehicles (including armed helicopters) to engage with V.
· Add a surrender mechanic, where V can be captured and sent to prison.
Credits
A big thank you to the creators of tools like CET and the help from 2077modding Discord members.
感谢超导面条的视频,封面为clorinde的图片,背景为卡路李大剑的图片
P.S. I'm new to modding, so if you find any bugs, please let me know as soon as possible, and I'll do my best to fix them. Thank you!
你可以在B站私信 17050000 或小黑盒私信 玩家60082001 ,这样我能第一时间看到Bug反馈或意见