Actually wanted to find a mod for this and thought the SSS mod had an "advanced AI" option or AI update that possibly made boss Vergil and Dante similar to how the AI was in DMC 4.
This mod is still working great, thanks. The issues outlined by Hyperfist1 below still apply, but the rest of the enemies still receive a significant boost to aggressiveness, this is how DMD should've been from the start. Thanks again!
You have no idea how long I waited for something like this. Really incredible job. I tried to fight against every enemy and boss and there is definitely a difference for almost all of them, even though more for the normal enemies. The only boss that changed a lot was Urizen 3. The rest seemed the same. I also encountered a few problems. -Cainas and Riots still backstep and sidestep. -A Chaos far aways will still walk sideways slowly. -Empusas backstep near the player. -The Baphomet will never move, sort of like a magic turret, but gets stuck in a loop at long distances, where he'll never cast anything. -Once an unchained Behemoth starts jumping he'll never stop. These ones are pretty minor: Antenora gets stuck unable to attack if player remains still. Fury sometimes hits the air with the cross slash attack. Some jarring animation cuts for Protos.
Honestly I don't know how much of this could be fixed, but it's still great anyway. Now we only need enemies to attack offscreen for the true Gods Must Die.
Another cool thing to do with vergil is make it so that his summon sword attacks can be done while he attacks. Like in Dmc 1 (Nelo Angelo) and in dmc 3 dmd. When he summons his summon swords in dmc 5 he sorta just walks around and doesn't attack. Even in dmd Which is a shame since he did different things in the earlier games.
Love most of the things you added in. I would like it that the nobodies don't throw eyeballs but do something else since right now they don't respect their mask mechanic because of that and it just becomes a cluster f*#@ of eyes after a while. The rest is quite good, maybe replace the Cavaliere thunder spam into his teleport attacks ? (not the lightning balls he throws at you). Keep some backstep and sidestep thingie, they need to keep their sense of rythm of course. As for Vergil if you ever try to touch him, it would be quite cool that his idle stance while he summons swords around you is replaced with him doing his helmsplitter or something.
15 comments
I tried to fight against every enemy and boss and there is definitely a difference for almost all of them, even though more for the normal enemies. The only boss that changed a lot was Urizen 3. The rest seemed the same. I also encountered a few problems.
-Cainas and Riots still backstep and sidestep.
-A Chaos far aways will still walk sideways slowly.
-Empusas backstep near the player.
-The Baphomet will never move, sort of like a magic turret, but gets stuck in a loop at long distances, where he'll never cast anything.
-Once an unchained Behemoth starts jumping he'll never stop.
These ones are pretty minor: Antenora gets stuck unable to attack if player remains still. Fury sometimes hits the air with the cross slash attack. Some jarring animation cuts for Protos.
Honestly I don't know how much of this could be fixed, but it's still great anyway. Now we only need enemies to attack offscreen for the true Gods Must Die.
I'm still not quite sure how the enemy AI works either.
I still need to improve.