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File credits
The mod was created using the RoN Mod Generator which you can find here: https://ron.recursiveprojects.cloud
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Changelogs
Version v1.4.1
Map-Specific Changes
Streamer
- Chance for surrendering with item is now 0.01 (1%)
Beachfront
- Chance for surrendering with item is now 0.001 (0.1%)
- Chance for suspects to spawn without weapons equipped is now 0.75 (75%)
Importer
- Suspect Detection Accuracy is now 0.0 (can only spot players' torso, not the limbs)
Version v1.4
- Decreased the suspects' health for many missions (some slightly, some drastically)
- Decreased the firerate of suspects' SMG with the value adjusted for each mission [Average = 0.125 sec]
- Decreased the firerate of suspects' Rifle with the value adjusted for each mission [Average = 0.3 sec]
- Slightly decreased the firerate of suspects' LMG to 0.1 sec
- Decreased the firerate of suspects' Pistol to 0.7 sec
- Decreased the firerate of suspects' Shotgun to 1.0 sec
- Increased the maximum number of AI who will attempt to flee the room when the player is spotted with the value adjusted for each mission [Average = 3]
- Increased the minimum number of AI who will attempt to flee the room when the player is spotted with the value adjusted for each mission [Average = 1]
- Suspects will now use Slow Reload when their morale goes below 0.6
- Suspects will now use Medium Reload when their morale goes below 0.8
Version v1.3
v1.3 Changelogs
Stun behaviour
- Overhauled the StunHealth of suspects for every mission. Increased and decreased the StunHealth based on mission context (previously, all suspects only have 100 StunHealth)
- The stun duration of beanbags have been nerfed from 6 secs for the following maps; Campus, Club, Coyote, DataCenter, Dealer, Farm, Hospital, Meth, Penthouse, Ridgeline, Sins, and Valley
- Increased the StunDamage of grenades to 200 (enough to stun any suspect on any mission)
- Decreased the StunDamage of beanbags from 200 to 150 (Suspects in some missions may take 2 beanbags to be stunned)
- Increased the StunDamage of taser to 1000
Surrender behaviour
- Increased the chance of suspects drawing knife for the following map; Club, Coyote, Dealer, Farm, and Hospital
- Removed the chance of suspects drawing knife for the following maps; Beachfront, Campus, DataCenter, Gas, Sins, and Streamer
- Suspects now have a small chance to fake surrender when told to turn around for an arrest in the following maps; Campus, Club, Coyote, Farm, Hospital, Importer, Penthouse, Port, and Ridgeline
- Decreased the hesitation chance for suspects from the following maps; Club, Campus, Hospital, Ridgeline, Penthouse, and Sins
Engagement
- Decreased the startle chance for suspects for the following maps; Club, Hospital, and Penthouse
- Time taken for suspects to lock onto a target is now 1.0 sec for all missions (previously 1.5 sec)
- Increased the time taken for suspects to open fire for the following maps; Beachfront, Gas, and Streamer
- Decreased (sometimes slightly) the time taken for suspects to open fire for the following maps; Campus, Club, Coyote, DataCenter, Farm, Hospital, Penthouse, Ridgeline, and Sins
*Note: The value mentioned will never go below 1.5 sec. This was done to ensure fair firefights where players have a chance to react at any distance*
- Decreased the firerate of suspects' weapons
Version 1.4.24
*General Changes*
- The mod is now compatible with the Dark Water update
- Significantly increased suspects' accuracy to compensate for their reduced firerate.
- Significantly increased the suspects' hesitation rate.
- Increased civilian morale
*Dark Water DLC*
- Significantly reduced suspects' firerate.
- Increased their accuracy
- Increased the hesitation rate
- Reduced their sights
- Slightly reduced their morale
- Increased their startle rate
- Got rid of any chance to suicide
- Slightly increased chance to play dead
Version 1.4.23
- Slightly increased the suspect morale on Penthouse.
- A few other small tweaks.
Version 1.4.22
Suspect AI
- Chance to spawn with weapons concealed has been decreased across all previously affected maps.
- Chance to fake surrender while turning around has been increased for Penthouse, Club, and Hospital.
- Chance to draw a knife when getting close has been increased for Club, and Penthouse.
- Slightly increased the morale for Club, Penthouse, and Gas.
- Increased the suspect count for the Home Invasion DLC maps [Dorms, Narcos, and Lawmaker]
Civilian AI
- Non-compliant morale gain has been increased across all maps, expect more stubborn civilians now.
Bomb Threat
- Decreased the bomb timer on Hospital further from 1200 sec (20 min) down to just 1000 sec (16.6 min)
- TOC will now begin to issue warnings to the player(s) once the bomb timer reach a chosen threshold [60 sec for vanilla]
- 300 sec (5 min) remaining for Campus
- 500 sec (8.3 min) remaining for Hospital
- TOC will now repeat the bomb warning every 60 sec (1 min) on both Campus and Hospital after reaching the aforementioned threshold.
Version 1.4.21
*Main Version Patches*
- Suspects' chance to spawn with weapons concealed has been decreased for Narcos and Lawmaker
- Suspects' accuracy has been further increased for every mission
*Hostage Rescue*
- The 'Hostage Rescue Edition' (or HRE) has been updated to v1.4.21 to include all the changes made in the main version
- Civilian cap increased to 30
Version 1.4.2
Version 1.4.2 [Home Invasion Update]
Suspect AI Behaviour (General)
- The chance for suspects to spawn with weapons concealed has been greatly increased for the following missions:
- Beachfront
- Agency
- Coyote
- Farm
- Meth
- Port
- Ridgeline
- Valley
- DataCenter
- Dealer
- Time taken for suspects to take aim and open fire has been noticeably reduced
- Readjusted the suspects' unalerted sight from the previous value of 2000cm (20m) down to an average between 1500cm (15m) and 2000cm (20m)
- Readjusted the suspects' alerted sight from the previous value of 5000cm (50m) down to an average between 1500cm (15m) and 3000cm (30m)
- Reduced the flashlight perception range down to 750cm (7.5m)
Map-specific changes
- Suspect sight range on dark maps have been significantly reduced
- Unalerted = 350cm (3.5m)
- Alerted = 500cm (5m)
- Suspects in Gas now have a 30% chance to spawn with their weapons concealed
- Suspects in Streamer are now [hopefully] rendered completely harmless (this was done to teach newcomers that not every suspects are gonna leave their guns visible)
Suspect AI Behaviour (Home Invasion DLC)
- Added a number of AI who will flee the area when spotting a player (max = 3, min = 0 / 1)
- Reduced the suspects' health down to 100 on Dorms and 150 on the remaining maps
- Suspects have a high chance of spawning with their weapons concealed
- Suspects now have higher accuracy
- Suspects have a good chance of being startled when spotting a SWAT unit
- Suspects have a small chance to perform a fake surrender when ordered to turn around
- Suspects have a small chance to surrender with an item
- Suspects carrying knives have a small chance to attempt to stab a SWAT unit when close enough
- Suspects have a good chance of hesitating
- Suspects' morale has been reduced down to 0.5 (50%) on Dorms and 0.6 (60%) on the remaining maps
The mod is now discontinued as I will be taking a long hiatus from this game. IRL stuff has taken much of my time to the point where I've got no time to relax and hangout with friends. So from now on, the mod will no longer provide any gameplay changes to any future maps. I will still provide compatibility updates when possible and I will leave files for anyone to pick up and make their own versions of this mod, and also to update the mod themselves if possible. I appreciate the support that many people have given me last year but I must rest from this game now.
Note: The editor files can be imported to the RoN Mod Generator site.
[The mod primarily focuses on the suspect AI, attempting to replicate the SWAT 4 feel but with a few more things thrown in]
The rules are simple: - Maintain your RoE - Take non-lethal shots - And bring order to chaos Good Luck
NOTE: This mod was made using the RoN Mod Generator.
Nerfs: - Reduced the suspects' morale and adjusted the values for each and every mission - Nerfed and re-adjusted the suspects' accuracy and detection to fit each scenario (theres no reason as to why some meth heads high on drugs would be able to one tap 5 heavily armed officers through a wall) - Changed the suspect count for some missions - Suspects can no longer clearly see over the distance of 50m (unless if they're alerted) - Re-adjusted the firerate of the suspects' weapons - Suspects are more compliant now - Suspects will now hesitate to open fire upon seeing you, with the hesitation value being adjusted for every mission (this was done so you have to observe and verify whether if a suspect is actually a threat, similar to SWAT 4) - Increased the suspects' startle rate, with the value being adjusted for every mission - Increased the max number of suspects that will flee the room upon sighting you (only on easier missions) - Completely removed the chance for suspects to un-alive themselves. - Suspects may now spawn with their weapons concealed.
It's important to note that a lot of the suspects you encounter are also human beings, with families and such. They wouldn't dare risk their lives and their families just for some quick bucks. Hence why I re-adjusted their morale so suspects who are simply doing their job (like the guards from Mindjot or Valley) will be willing to surrender and save themselves, while the ex-military veterans and battle hardened terrorists you encounter in Brisa's Cove or Neon Tomb are fine with dying.
Mode-specific changes: - Reduced the amount of bombs in Elephant [Campus] from 2 to 1 - Reduced the bomb timer from Relapse [Hospital] from 30 mins to 20 mins
This mod is basically the same version you can download from Mod.io