This page was last updated on 24 January 2025, 9:09AM
Changelogs
Version DLC2
Just a Vanilla unmodded AI file for those who need it, otherwise ignore this.
New global: SquadMemberKilledStress = 0.0
New global: SuspectEngagementTimeResetOnLOSLossTime = 1.0
New global: SuspectWeaponSwitchCooldown = 2.0
Version DLC1
They did some additional line-of-sight detection changes and Gas/smoke visibility stuff
Version 9.3
Removed incorrectly placed sick accuracy line for No Crack For You - Heart Attack on Spider level.
Buffed Island Resort (3 Triad) SAS forces to elite status
Version 9.2
Fixed an error with a swapped min/max suspect count on Rig (I blame the devs ;))
Minor stuff
Version 9.1
Updated for DLC2
Minor tweaks for the DLC2 maps to make the suspects a bit more hardened
Updated to the new targeting format the devs used in this patch, hopefully they did that on purpose
For the harder difficulties, some added surprises on the new maps
Version 9.0
Initial test release without tweaking anything, but should work like before for anything older and the DLC2 maps should run fine with my global tweaks.
Version 8.0
Major rework of suspect types!
Even further differentiation of suspect types when it comes to time-to-aim, reload speed, calm under pressure, etc.
Penthouse and Sins will be much more dangerous if you carelessly enter rooms.
Club and Hospital also gets some increased danger.
Thug-level suspects will be somewhat worse under pressure, and fumble reloads more often.
Methheads will be unlikely to land headshots.
Added the possibility for the eco terrorists on Lawmaker to place bombvests on their hostages (max 2, random).
Heart Attack mode only: removed bombvests from Valley and Beachfront. Bombvests are now only on maps where the suspects have a "last stand" mentality, such as Club, Hospital, Penthouse, etc.
Version 7.2a
Heart Attack mode: Removed suicide vests from Dorms and Narcos maps. Didn't make much sense there.
Version 7.2
Removed an earlier hack I added to combat keyhole shooting and wallbanging. The devs added something themselves, and combined with my hack it made you invisible while leaning.
Version 7.1
Buffed all trained suspects like veterans and secret service for target acquisition speed (not accuracy) and some other things on harder difficulties.
Added some traps to Lawmaker for internal doors on higher difficulties.
Suspects will now try to dodge grenades if spotted quick enough (on paper anyway)
Harder difficulties only: suspects hesitating will spend less time doing so
Suspects will change position more frequently and stop suppressing fire quicker after losing track of you
Suspects will fall back and hide/regroup/flank more often
Removed chance to spawn with no weapon on Sins and other maps where this made sense.
Hearing range for suspects increased on harder difficulties (mainly explosions, gunshots and door kicking)
Version 7.0b
Minor morale tweaks and stuff for Dorms, thugs and the like so they are less likely to fight to the death if pressed.
Version 7.0a
Tweaked the suspect numbers down for Heart Attack mode on the new DLC maps specifically, as it was potentially causing crashes with people spawning inside each other. Or it could just be that the game is unstable...
Version 7.0
Initial update for UE5.3 and Home Invasion DLC
Version 6b
Made suspects target center mass again for Crack Attack/Cracked Souls, as the devs changed it in hotfix 3 so they targeted arms/legs
Removed damagecap on Crack Attack/Cracked Souls, allowing everyone (players/suspects/civs/swat) to die more easily. Can die in 1 hit without armor with some calibers.
On "No Crack For You"/"Some Crack" only, the accuracy has been slightly reduced at long ranges
Version 6a
Some minor tweaks after the recent dev changes on some morale and stress values
Capped morale on Gas and Streamer thugs a bit
Removed Melee suspects from Valley (Voll)
Version 6
Quick and dirty update which I have not even tested, gotta run to work in 5 min
Version 5a
Removed knife boys from Agency and Agency2
Version 5
Additional tweaks to reaction times and added differing values for different suspects
More potential roamers per map
More potential melee suspects on maps where this makes sense, like meth
Terrorists have higher chance to try something if you don't watch them after surrendering
More accuracy loss while moving for suspects
Upped suicide chance for Campus active shooters when cornered (again)
Some suspects will flee and hide/take cover more
Higher chance to play dead if wounded until you turn around
Small time criminals more likely to surrender if friendlies are killed
Meth people increased chance to shoot floor if surprised
Some suspects which previously took 0.1% morale damage from suppression will now take 1%
Version 4
Removed some of the defensive buffs on Ridgeline for the suspects (almost stun immune, etc).
0% chance to spawn without weapon on Campus/Elephant
Slightly upped timer on Campus/Elephant to allow for 1-2 players to complete with S rating.
Version 3
Tweaked morale a bit more, slightly reduced sight lines by about 12% to help with Port Hokan.
Generally this version let's you be a bit more stealthy at the start.
Suspects will be more prone to surrender if fired upon by multiple players or hit by explosions.
Upped suicide chance from 10% to 20% on the Elephant/College map.
Version 2
Tweaked morale settings on suspects and nonlethals to allow for surrenders!