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Astral

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AstralStare

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About this mod

A revamp of AI behaviors, archetypes, and more that aims to make the game more dynamic, fun, and enjoyable. NPCs now utilize hiding spots and cover more often, have adjusted surrender rate, reaction time, and weapons based on mission, suspect type and lore

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The update is cancelled, sorry.
I don't have the time or motivation to continue the work on this mod, and knowing everything will just break again next game update is not helping it. If you're looking for a replacement, you can either use other mainstream AI mods (RoNHIC, Jug's, SWAT and Suspects AI Overhaul, etc), or if you're looking for bigger sized AI mods similar to this mod, try Immersion Improved or Valhalla, those also change the game completely.

IIIxeIII has made an updated version of this mod, with my full permission given












IF YOU HAVE A BUG TO REPORT
PLEASE CHECK "BUGS" FIRST TO SEE IF IT IS A KNOWN ISSUE FIRST





"Astral's Revamped AI" is an AI mod that focuses on tweaking the existing AI behaviors to make every NPC perform more dynamic actions, while also changing up the existing levels and suspect equipment, in order to provide a "Vanilla Plus"-like experience. Civilians and suspects will now surrender, flee, take cover, and hide more often, while on some levels they will now have new behaviors.


FEATURES
This mod aims to make each encounter with suspects more fun, unpredictable, and unique. Each map has been tweaked appropriately with this in mind, and you may start seeing a NPC doing stuff they don't usually do, such as hiding, running away to ambush the SWAT team somewhere else, or perhaps even pointing a gun at you without any intention of actually shooting you if they're on your side. How surrender works has been tweaked as well, now suspects will surrender more often, unlike how in vanilla they would always open fire, it's now worth the effort to not immediately open fire at an armed suspect and take your time with them, since they might hesitate or give up now.

NPC
  • Morale curve for surrender has been tweaked, expect more compliance from armed suspects in general
  • Redone NPC archetypes, most suspects are now using new archetypes, some of them may start hiding on levels with hiding spots, or perhaps even start executing hostages if they managed to escape after seeing a SWAT...

An unfortunate victim

  • Reaction time has been tweaked based on a map's difficulty and suspect's skill level, a run-of-the-mill gangbanger won't react as fast as a prepared ex-military terrorist
  • Movement speed has also been adjusted for all suspects, while your common criminal will move slower while shooting to maintain their accuracy (unless it's a methhead who's way too high to think about all that), the professional suspects (trained, or seasoned terrorist) can move quickly while staying relatively accurate
  • Suspects and SWAT AI can all see further now (SWAT view distance increase is incompatible with SWAT overhaul mod)
  • Suspects may now surrender the moment they see a SWAT officer, albeit rare and the SWAT officer must be facing them
  • Active shooter situation no longer requires you to secure all civilians, your only objective is to neutralize the active threat
  • On some missions, traps have been adjusted, some missions will now have alarm traps, or perhaps even something that may surprise you...
Danger around the corner... or is it?

  • Suspects now carry more appropriate amount of ammo depending on the missions, an unaware suspect in his house will only carry a mag or two unlike a suspect that's prepared for a long fight
  • All suspects now properly use correct ammo type for their weapon, with some suspects using JHP rounds instead, usually security details or a "self-defending civilian", don't let those rounds hit your limb...
  • Some suspects will now wear gas mask, depending on the missions
  • Suspect arsenal has been tweaked, they will now use different guns, and some may even have attachments on them (no actual gameplay difference)
  • Suspect armors have been rebalanced, they can now be broken more easily, however a level 4 armor can block everything, even AP rounds, only highly dangerous suspects will wear them, and some may even wear steel plate instead of ceramic
Ready for war

In order to combat the rebalanced armors of suspects, there's also an additional mod that focuses on tweaking all existing ammo types, now depending on caliber and round type, some ammo will now deal higher armor damage, and provoke more (or perhaps, less) responses on hit depending on if the target is armored or not.
There's also an mod that tweaks equipment, they have either been tweaked for players to actually consider taking them.
The ammo and equipment tweaks are all optional, which means if you already have a mod that changes these stuff or simply just dislike the changes, you can simply just choose to not install the buffs.

AMMO AND EQUIPMENT TWEAKS
AMMO TWEAKS
  • Rifle caliber AP rounds can penetrate any armor that isn't level 4, and deal high armor damage, while JHP is not as effective against armors, will still take less shots to break them than in vanilla
  • 5.56x45mm will provide consistent performance, even against armored suspects.
  • .300 Blackout is very effective against unarmored suspects, however it has slightly worse performance against armored suspects when compared to 5.56x45mm
  • 7.62x51mm and slug round will annihilate anyone that's unfortunate enough to get hit by those, the same thing applies to you however...
  • Pistol calibers all now work better against armored suspects
  • 5.7x28mm and 4.6x30mm are just as effective as rifle calibers when it comes to breaking armor, however they will rarely provoke a hit reaction
  • 9x19mm's effective range before its damage dropoff starts has been increased for better consistency
  • Breaching shotgun is now deadly enough to take down suspects in one shot at very close range, however the damage drops off extremely quickly beyond that and it has no armor penetration capabilities
EQUIPMENT TWEAKS
  • Slightly increased the range of all grenades for better consistency
  • Faster flashbang detonation
  • Anti-flash goggles has been buffed to resist flashbang better, it's now possible to flow into a room with your bang
  • Kevlar armor has been buffed to have slightly increased damage reduction and can now block JHP rifle rounds, however it still won't protect you from AP rounds, and will only allow you to take one or two extra shots in the torso, still better than nothing (As of the time writing this, kevlar is bugged so it will block all incoming rounds so the armor level buff is sorta irrelevant for now ¯\_(ツ)_/¯)

Think fast chucklenuts!

DIFFICULTIES
There are "mode difficulties" and "map difficulties", depending on these two, the suspects will have adjusted required time before shooting and max morale, with further adjustments depending on suspect types.

MODE DIFFICULTIES
STANDARD
(Recommended for average players, or those who wish to see more compliance)
  • Suspect required time to shoot ranges from 0.3 second to 0.2 second, with long time to start shooting if they didn't ready their weapon
  • Lower suspect counts
  • More unarmed suspects spawn
  • Suspect has lower minimum spawning morale
  • Longer bomb timer
  • SWAT AI's health is doubled
  • Max player damage taken cap is 60
HARDCORE (Recommended for average players with solid knowledge in tactics, or those wanting more firefight)
  • Suspect required time to shoot ranges from 0.25 second to 0.15 second, with shorter time to start shooting if they didn't ready their weapon
  • Armored suspect's hit reaction when shot in the armor is less severe and only lasts for a moment
  • Increased suspect counts
  • Less unarmed suspects spawn
  • Suspect has higher minimum spawning morale
  • Easy map difficulty suspects have improved accuracy, and use Medium-Easy's max morale
  • Trap adjustment on some maps
  • Reduced bomb timer
  • SWAT AI has regular amount of health
  • Ceramic armor will only block 80% damage at max
  • No player damage taken cap, you will receive full damage from everything
BE GENTLE (Recommended for casual players)
  • Contains Standard mode changes
  • Accuracy is nerfed for all suspects
  • Hard map difficulty suspects have nerfed reaction time
  • Doubled ceramic armor durability
  • Max player damage taken cap is 40
JUDGE MUST DIE (Recommended for experienced players)
  • Contains Hardcore mode changes
  • Suspect required time to shoot is now 0.05 second for all maps. with very short time to start shooting if they didn't ready their weapon
  • All suspects are extremely accurate, and reload quickly
  • All maps are using Hard map difficulty's max morale
  • Very little unarmed suspects spawn
  • Even shorter bomb timer
  • Welcome back to 1.0 release date

Engaging suspect

MAP DIFFICULTIES
EASY (Gas, Streamer, Meth, Beachfront, Campus)
  • Low max morale
  • Slow reaction speed, this may not hold true for those who are under the influence of methamphetamine however...
  • Slow fire rate and poor accuracy
  • Can't fast reload
  • Receives more morale damage, and gets stunned for long amount of time
  • Baby's first SWAT operation
MEDIUM-EASY (Agency, Datacenter, Valley, Farm, Dorms)
  • Slightly higher max morale
  • Decent reaction speed, with security details being even faster
  • Regular fire rate and accuracy
  • Receives lower morale damage, and gets stunned for decent amount of time
MEDIUM-HARD (Importer, Coyote, Dealership, Port, Nacros, Lawmaker)
  • High max morale
  • Reaction and accuracy are similar to Medium-Easy
  • Cartel and gang members have illegally converted automatic firearms, will fire at full-auto but with less accuracy
HARD (Ridgeline, Penthouse, Sins, Club, Hospital)
  • Highest max morale, with very low chance of surrendering
  • Fastest reaction speed, with highly skilled suspects being even faster
  • Quick fire rate and good accuracy
  • Fast reload speed
  • Gets stunned for short amount of time
  • Less-than-lethal weapons are discouraged

Modded maps use in-between values of medium-easy and medium-hard

Get to cover!



If you have any feedback, please leave it here, I'd greatly appreciate it! Report any bug with this mod in "Forum" tab too, so I may try and fix it (Or post a workaround if I can't)
Feel free to submit any cool image or clips with this mod, if I think it's fitting then I will add it to the mod page!

If you're feeling generous then feel free to donate me at my Buy me a coffee page, I'd greatly appreciate it!





Check my other mods out!