Centaur can use laser attacks and emp burst to disable player cyberware if the player is in close proximity and has sandevistan/berserk active
Test version 0.40
Improved strafing and movement behavior
Mechs have a new missile rain attack and deadlier HMG turrets
Sandevistan versus sandevistan capabilities
Mechs can drop smoke grenades as well as grenades that disable player cyberware if the player is in close proximity and has sandevistan/berserk active
Test version v0.38
Improved movement, strafing and cover behavior
Enemies use different movement rings depending on their weapon. Those with shotguns, lmgs, revolvers and power pistols will engage in close quarters combat. Those using smart/tech weapons will keep their distance
Enemies are no longer tethered to their mission location, meaning they can now follow you everywhere
Ranged enemies keep their distance if player has berserk active and may throw grenades to disable your berserk
Netrunners have a wider array of quickhacks and will use different quickhacks depending on the player’s proximity, operating system and weapon
Reworked melee combos, blocking, parrying and dodging. Melee enemies now attack the player all at once instead of waiting their turn
Introduced a new melee parry system
New enemy abilities: Berserk, autoreloader, cooling system, chameleon, weapon throw
Some enemies can throw knives
Enemies can apply elemental effects which deal DOT and disable certain cyberware
Reworked optical camo and sandevistan versus sandevistan implementation
Hit shape armor: Visible armor and cyberware parts on enemies actually reduce incoming damage and this scales with their level of subdermal armor
Techies and special enemies use stronger variants of grenades
New archetypes for faction enemies, organised crime bosses and cyberpsychos
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Beta 1.8.8 Break Hold Update
Restored break hold ability, enemies with this ability will always break free from your grapple
Implemented attribute checks for takedowns. Some enemies now require a certain level of body and/or cool, for a successful takedown
Each level of subdermal armor adds +1 body requirement, up to +4 for heavy subdermal armor
Heavy melee and heavy ranged enemies +8 body
Fast melee and fast ranged enemies +8 cool
Each level of sandevistan adds +2 cool, starting from +4 for tier 0 to +10 for tier 3
Kerenzikov +2 cool
Berserk +8 body
Shotgunner +6 body
Sniper +8 cool
Techie +6 cool
Other changes
Most snipers should switch to their smg instead of pistol during close combat
Expanded equipment pool for prevention system enemies(NCPD, Maxtac, Militech and Barghest)
Fixed enemy parries and dodge after hits
Mechs should no longer launch missiles if their weakspot is destroyed
Rebalanced a lot of the enemies from main/side quests, many of them are now proper elites
Faster sniper detection by default
Fixed a bug with Maxtac health. Each Maxtac squad member now has its own elemental ability
Known issues
Some enemies may be stuck after breaking free from grapple
Is it possible to cut or heavily debuff dot shots that enemies use on you? I despise idea of 1 random bullet doing 3x my healthbar on basic soldiers, while specialized quickhacks deal less, need to be applied and can only be done by handfull of enemies.
I keep getting stuck in one place during combat, unable to perform any attack or block, does this mod do that or does it conflict with something? Im also unable to normally parry any enemy melee attacks. Any solutions?
Shall i install PL-Beta-1.8.8-Hotfix version or v0.42 Test Version? Im a bit confused which one is the full mod. Im planning to do full game run including PL and look for stable but with all the mod features game :D Because i bloody love this mod! :D
Balls to the Wall mission in Phantom Liberty is almost unbeatable. Too many enemies with berserks and sandevistans and poor Hansen has nothing except a shitty revolver and a knife, both do almost no damage
Break hold is breaking the stealth, mod is great but break hold is not working as intended, even elite enemies that don't have break hold are breaking free from the grap. An option to turn it off or remove it from the mod would be great.
break hold feature literally ruins grabbing animal boss on a mission I Fought the Law. The animal boss simply breaks the hold which ruins questioning the boss. Please put an option to at least temporarily disables break hold feature so that I can finish the mission properly.
Hi, thanks for the mod, i encounterd a bug when i am using this mod. Most enemies with gun will not attack me including the police, after i turn of this mod they will start attacking me again. is there anyway i can fix this bug? (I also installed the Chinese madarin translation)
Hi, loving this mod. This provides a must change AI behaviour that makes this game so much more interesting. I had a query, is there a way to make grenade throw a bit more slower? It is so fast that it takes only 1s for enemies to throw it and then it detonates very quickly. The speed of throw and detonate is fast than compared to vanilla speeds? Can I tweak it back to vanilla speeds as it gives some time to move away from blast radius and save my charater? Thanks!
2211 comments
Centaur behavior update
Test version 0.40
Test version v0.38
Beta 1.8.8
Break Hold Update
Other changes
Known issues
to get through it
I had a query, is there a way to make grenade throw a bit more slower? It is so fast that it takes only 1s for enemies to throw it and then it detonates very quickly. The speed of throw and detonate is fast than compared to vanilla speeds? Can I tweak it back to vanilla speeds as it gives some time to move away from blast radius and save my charater?
Thanks!