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- Astral's Revamped AI V1.5 (NO LONGER UPDATED)
Astral's Revamped AI V1.5 (NO LONGER UPDATED)
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Version1.5.5
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AstralUploaded by
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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
- Requirements
-
This mod does not have any known dependencies other than the base game.
Mods requiring this file
Mod name Notes SWAT 4 Suspects Suspect voice module required. It's now on the old files section. - Permissions and credits
-
Credits and distribution permission
- Other user's assets All the assets in this file belong to the author, or are from free-to-use modder's resources
- Upload permission You are not allowed to upload this file to other sites under any circumstances
- Modification permission You are allowed to modify my files and release bug fixes or improve on the features so long as you credit me as the original creator
- Conversion permission You are not allowed to convert this file to work on other games under any circumstances
- Asset use permission You are allowed to use the assets in this file without permission as long as you credit me
- Asset use permission in mods/files that are being sold You are not allowed to use assets from this file in any mods/files that are being sold, for money, on Steam Workshop or other platforms
- Asset use permission in mods/files that earn donation points You are allowed to earn Donation Points for your mods if they use my assets
Author notes
This author has not provided any additional notes regarding file permissions
File credits
MrSphincterSquirt - For no fast strafe for suspect
recursiveGecko - For RoN Mod Generator
VOID Interactive - For creating the game and making it easy to tweak with modsDonation Points system
Please log in to find out whether this mod is receiving Donation Points
- Changelogs
-
-
Version 1.5.5
- New "Active Shooting" gamemode changing all maps to active shooter situation, minor surrender weight re-adjustment for some archetypes, extra AI moved to optional file (now requiring one of the main files)
- [AILevelData Changes]
- (GLOBAL)
- MaxMorale = 0.7/0.8/0.9 (EASY/MEDEASY/MEDHARD) -> 0.8/0.9/1.0
- SuspectSightStimulusReactionTime = 0.5 -> STD 1.0/0.7 , HC 0.7/0.5, JMD 0.0 (Untrained/Trained)
- SuspectSoundStimulusReactionTime = 0.2 -> 0.4/0.0 (Everything/JMD)
- SuspectAlertReactionTimeMultiplier = 0.5 -> 0.5/0.3, JMD 0.0 (Untrained/Trained)
- SuspectSuspiciousReactionTimeMultiplier = 0.6 -> 0.7/0.5, JMD 0.0 (Untrained/Trained)
- SuspectRequiredTimeSpentOnTarget = (Noob/Normal/Normal Trained/Hard/Hard Trained) 0.3/0.25/0.23/0.22/2 (STD), 0.25/0.22/0.2/0.17/0.15 (HC) -> 0.2/0.15/0.1/0.15/0.1, 0.15/0.1/0.1/0.1/0.1, always 0 for JMD
- CivilianSightStimulusReactionTime = 0.3 -> 1.0
- CivilianSoundStimulusReactionTime = 0.1 -> 0.4
- [ActionPresets Changes]
- (AP_Surrender)
- AC_Morale keys adjusted for new max morale (surrender frequency should stay about the same)
- AC_NumberofNearbySuspects, added "bMustBeVisible = True"
- (AP_Surrender_Precombat)
- AC_Morale new keys = (0, 1) (0.4, 0.5) (0.5, 0.4) (0.6, 0.3) (0.65, 0.2) (0.7, 0.1) (0.8, 0) (1, 0)
- [Archetypes Changes]
- Surrender/Surrender Precombat weight = 3/2, 2.5/1.5, 2/1, 1.5/1 -> 3.0/2, 2.8/2, 2.5/1.5, 2/1.5
- [Misc]
- Moved "Extra AI" to optional file
- VOs extension deleted
- Increased surrender weight for "More Surrender"
- Further dismemberment adjustment for "Ammo Tweaks"
-
Version 1.5.4
- Added new VOs for Penthouse and Lawmaker suspects using SWAT4 VOs (REQUIRES DOWNLOADING VO FILES), added chance of Sins suspects spawning with L2 armor instead of always spawning with level 4 and removed FAL, removed the SWAT AI incapacitation added last update (it was added for testing only, forgot to delete it before upload)
- [ActionPresets Changes]
- (AP_Cover_Precombat)
- Changed AG_WeaponRaised_C to AP_ReachedStressUntilWeaponRaise_C
- (AP_Flank)
- Weight = 1.5 -> 3
- (AP_FleeGas, AP_GassedSeek, AP_Peppersprayed_Flee, AP_Peppersprayed_Rush)
- Weight all set to 100
- (AP_Hardcover)
- Replaced AG_RecentlySeenTarget_C with AG_WeaponRaised_C
- [AIDatatable Changes]
- (COYOTE)
- Replaced MK18 with Primary_S_MK18_VAR1
- (DEALERSHIP)
- Replaced UZI with Primary_S_MK18_VAR1
- (PENTHOUSE)
- Changed some suspects' VO to "_VOE_SWAT4_MaleSuspect1_LeftBehind" and "_VOE_SWAT4_MaleSuspect4_LeftBehind"
- Removed Primary_S_MK18_VAR1
- (SINS)
- Removed FAL
- Added 1/3 chance for suspects to spawn with L2 armor instead (no mesh)
- (LAWMAKER)
- Changed some suspects' VO to "_VOE_SWAT4_MaleSuspect1" and "_VOE_SWAT4_MaleSuspect4"
- [Misc]
- Added "More Surrender" optional file
- (Ammo Tweaks) Increased 9x19FMJ's durability damage to 1
- (Ammo Tweaks) All rounds that previously couldn't do dismemberment damage now deal dismemberment damage (0.05 for FMJ, 0.1 for JHP), pending further testing for better value adjustment
-
Version 1.5.3
- NPC death now has 50/50 chance of it being a ragdoll or an animation, some changes on suspect armors shot blocked sound, armored suspect hit stagger reaction is now less severe and lasts shorter for HC and JMD, suspect level 4 armor's durability has been increased by 1 (now 4) to be more similar to SWAT's ceramic
- [AIDatatable Changes]
- (PENTHOUSE, SINS)
- Fixed gas mask not showing up (oops)
- [SuspectArmourDataTable Changes]
- Changed "BlockedSoundEvent" to use 3P_Armor_Body for Armour_L2, Armour_L2NoMesh
- Changed "BlockedSoundEvent" to use 3P_Armor_Side for Armour_3A, Armour_3AMesh
- Removed "PenetratedSoundEvent" for Armour_L2, Armour_L2NoMesh, Armour_3A, Armour_3AMesh
- Level 4 armors durability = 3 -> 4
- Level 4 armors damage multiplier = 0.1 -> 0.2 (80% reduction)
- [AnimationDataTable Changes]
- (tp_death_head, tp_death_torso)
- Added lines of AnimMontages with no variant reference for pure ragdoll (doesn't apply to surrendered and arrested due to the ragdoll physic acting up during those states)
- (tp_hits_armoured)
- (HC/JMD ONLY) AnimMontages now only refer to tp_swt_stand_rif_pain_rightshoulder_Montage except for surrendered and arrested
- [Misc]
- (HC/JMD ONLY) Ceramic max damage reduction = 0.9 -> 0.8
- Ammo tweaks updated, rifle AP rounds now penetrate further in general and armor damage has been tweaked for updated level 4 armor value, rifle JHP rounds has higher hit reaction proc chance
-
Version 1.5.2a
- Fixed headless civ in Datacenter
- [AIDataTable changes]
- (DATACENTER)
- Remade with patch 3's file
-
Version 1.5.2
- Last suspect active no longer automatically seeks player, terrorist archetype can now pull out a sidearm to stay in the fight if their primary is out of ammo, M size extra AI's suspect count range is now 15~25 unless the map has higher min suspect count
- [AILevelData Changes]
- (GLOBAL)
- HesitationTimeToHesitateSuspectArmed added, set to the same value as HesitationTimeArmed
- HesitationTimeArmed = 4.0 -> 2.0
- HesitationTimeUnarmed = 5.0 -> 3.0
- (EASY)
- HesitationTimeArmed = 6.0 -> 3.0
- (MEDEASY)
- HesitationTimeArmed = 4.0 -> 2.5
- (MEDHARD)
- HesitationTimeArmed = 4.0 -> 2.0
- (HARD)
- HesitationTimeArmed = 2.5 -> 1.5
- [ActionPresets Changes]
- (AP_FakeSurrender)
- AG_DistanceToTarget = 600 -> 1200
- AG_RecentlyYelledAt = 3 -> 5
- (AP_FakeSurrender_Precombat)
- AG_DistanceToTarget = 850 -> 1500
- Removed AG_RecentlyYelledAt gate requirement
- (AP_Hesitate)
- CommitTimeConfigKey = HesitationTimeToHesitateSuspectArmed -> HesitationTimeArmed
- (AP_SurrenderExit_Gun_Fast)
- Removed AG_ReachedStressUntilWeaponRaise gate requirement
- (AP_FakeSurrender_Fast) ADDED
- (AP_FakeSurrender_Precombat_Fast) ADDED
- [Archetypes Changes]
- (GENERAL)
- Removed "Seek player" from all suspect archetypes
- Hesitation for all archetypes should now respect the commit time set in "HesitationTimeArmed" (very big probably though)
- (Suspect_Disguised)
- AP_FakeSurrender_Precombat replaced by AP_FakeSurrender_Precombat_Fast
- Fake Surrender, weight = 2 -> 50, ScoreThreshold = 0.5 -> 0.1, AG_DistanceToTarget = 600 -> 1200
- (Suspect_Terrorist)
- Added AP_DrawWeapon_Sidearm_G19
- Removed "Surrender (no weapon equipped)" so they won't immediately give up before switching to pistol
- [Misc]
- male03_suspect speed reduced
- Now TOC uses hostage rescue start voiceline for Lawmaker
- Added civilian seek SWAT optional file
- Added less surrender optional file
- Added no dead civilian penalty optional file
- Removed bomb vest detonate on hit optional file
-
Version 1.5.1
- Re-adjusted movement speed depending on suspect skill level, nerf to semi-auto suspect fire rate and standard difficulty DLC maps suspect count
- [AILevelData Changes]
- (EASY)
- SuspectRifleFireRate = 0.177 -> 0.183
- SuspectSMGFireRate = 0.171 -> 0.178
- (MEDEASY)
- SuspectRifleFireRate = 0.152 -> 0.172
- SuspectSMGFireRate = 0.143 -> 0.167
- (HARD)
- SuspectRifleFireRate = 0.135 -> 0.152
- SuspectSMGFireRate = 0.13 -> 0.147
- SuspectPistolFireRate = 0.18 -> 0.21
- (FARM)
- Added spawn group settings to ensure Elaine Raskin will spawn
- (NACROS)
- MinSuspects = 10 -> 8 (STD ONLY)
- MaxSuspects = 12 -> 11 (STD ONLY)
- (LAWMAKER)
- MinSuspects = 10 -> 9 (STD ONLY)
- MaxSuspects = 13 -> 11 (STD ONLY)
- (PENTHOUSE)
- Added : SuspectShotgunFireRate = 0.21
- (HOSPITAL)
- Added : SuspectShotgunFireRate = 0.08
- [ActionPresets Changes]
- (AP_PrepareForCombat)
- Made all considerations subtractive and the condition impossible to fulfill, due to my suspicion of it being the main culprit of the game freezing
- [Archetypes Changes]
- (CIVILLIAN_NONCOMPLIANT)
- Slightly modified morale multiplier
- (SUSPECT_TERRORIST_AS)
- Added "Fire Randomly"
- [AIDatatable Changes]
- (GLOBAL)
- All suspects are using movement speed dependent on their skill level, currently there are 3 movement speed types : regular, bhopper (faster, methhead only), trained (fastest, professional suspects only)
-
Version 1.5.0a
- Reverted AP_PrepareForCombat changes and added stun gates check to fix freezing
- [ActionPresets Changes]
- AP_PrepareForCombat
- - Added check for if "AG_IsStunned" and "AG_IsGassed" are false
- - Reverted weight. ScoreThreshold, commit time changes
-
Version 1.5.0
- Updated the mod to UE5
-
Version 1.4.2
- 1.4.2 Minor hard suspects reaction time nerf for standard, more lvl 4 vest varieties, added standard's AILevelData.ini in miscellaneous files for people to customize the difficulty
- [ActionPresets Changes]
- AP_Surrender
- - AC_StunTime_C weight = 0.1 -> 1
- AP_Surrender_Terrorist
- - AC_StunTime_C weight = 0.1 -> 1
- AP_Cover_Precombat
- - AG_ValidTarget_C removed from gates
- AP_Hardcover
- - AG_RecentlySeenTarget_C replaced with AG_HasEverShot_C
- [Archetypes Changes]
- Suspect_ActiveShooter
- - "Fire Randomly" moved to CombatActionMoves
- Suspect_Disguised
- - "Detonate Vest" added to AlertActions
- [DataTable Changes]
- SuspectArmourDataTable
- - Added Armour_4MeshA, Armour_4MeshB, Armour_4MeshC, Armour_4SteelMesh
- [AILevelData Changes]
- Global
- - SwatHealth = 130.0 -> 260.0 (Standard only)
- Meth
- - SuspectRequiredTimeSpentOnTarget = 0.17 -> 0.2 (Standard only)
- Importer, Coyote, Dealership, Port
- - SuspectAccuracy = 1.67 -> 1.57
- - SuspectAccuracyLostPerTenMetersToTarget = 0.035 -> 0.07
- Ridgeline, Penthouse, Sins
- - SuspectRequiredTimeSpentOnTarget = 0.18 -> 0.2 (Standard only)
- - Removed unique morale damage lines (unnecessary now that hard suspects are using their own AP_Surrender)
- Club, Hospital
- - SuspectRequiredTimeSpentOnTarget = 0.187 -> 0.21 (Standard only)
- - Removed unique morale damage lines
- [Misc]
- All suspects are now using terrorist archetype in "Terrorist Hunt Conversion"
-
Version 1.4.1
- 1.4.1 Increased suspect push minimum cooldown, bumped standard mode's damage cap to 80
- [AILevelData Changes]
- Global
- - DamageCap = 60.0 -> 80.0 (STANDARD ONLY)
- - SuspectGlobalPushCooldown = (x=60.0,Y=180.0) -> (x=90.0,Y=180.0)
- - SuspectGlobalFlankCooldown = (x=30.0,Y=120.0) -> (x=60.0,Y=120.0)
- - SuspectGlobalInvestigationCooldown = (x=60.0,Y=300.0) -> (x=120.0,Y=300.0)
- Datacenter
- - SuspectChanceToSpawnWithNoWeapon = 0.1 -> 0.0
- Farm
- - Removed traps
- [ActionPresets Changes]
- AP_Duel
- - Weight = 1.6 -> 1.3
- AP_Hardcover
- - Weight = 20 -> 30
- - Removed "Flee" and "Advance" from CommitInterrupts
- AP_Hide
- - AG_NearbyHidingSpot, Max Distance = 10000 -> 1500
- AP_Return_To_Spawn
- - Weight = 1.2 -> 1.5
-
Version 1.4.0
- Sins suspects can now execute civilians, separate surrender chance for terrorist archetype, improved hit reaction animation for armored suspects (no more awkward taking-a-dump reaction)
- [ActionPresets Changes]
- AP_Surrender
- - AC_FacingTarget_C weight = 0.5 -> 1.5
- AP_TakeHostage
- - AG_HasItemClassEquipped_C, added EItemClass::IC_Rifle
- AP_Hesitate
- - Weight = 1.5 -> 2
- [Archetypes Changes]
- General
- - Surrender weight has been re-adjusted for all suspect archetypes (3 : Cowardly, Professional, VIP | 2.5 : Common, Sneaky | 2 : Irrational, Sentry | 1.5 : Active Shooter, Disguised, Terrorist)
- Club_Suspect_Bomber
- - Removed hesitate
- Suspect_ActiveShooter
- - "Target Next Civilian" moved to CombatActionMoves
- Suspect_Terrorist
- - Added Draw Conceal weapon to AlertActions
- - Surrender's import path now refers to AP_Surrender_Terrorist in "ActionPresets/Extra"
- Suspect_Disguised
- - Surrender's import path now refers to AP_Surrender_Terrorist in "ActionPresets/Extra"
- Ridgeline_Suspect_Gerard
- - Surrender's import path now refers to AP_Surrender_Terrorist in "ActionPresets/Extra"
- [AnimationDataTable Changes]
- tp_hits_armoured
- - All animations replaced with the ones from tp_hits
- tp_lookaround_upperbody
- - Removed all animations for pistol and rifle
- [AIDataTable Changes]
- Penthouse
- - All suspects are now using Suspect_Terrorist_Sneaky archetype
- Misc
- - Lots of stuff got cleaned up internally
- [AILevelData Changes]
- Global
- - ASTimeDelayUntilKill = (X=3.0,Y=15.0) -> (X=3.0,Y=5.0) (STANDARD ONLY)
- - SwatShotgunFireRate = 0.23 -> 0.42
- - MinFlees = 1 -> 0
- - EngagementTimeUntilReachedLastBoneZone = 3.0 -> 6.0
- - MaxOpenDoorsPercentage = 0.1 -> 0.05
- Hard AI
- - EngagementTimeUntilReachedLastBoneZone = 0.7 -> 3.0
- Valley
- - MinCivilians = 14 -> 10
- - MaxCivilians = 16 -> 12
- Sins
- - MaxTraps = 13 -> 7
- - MinTrapsPreplaced = 8 -> 5
- - MaxTrapsPrePlaced = 13 -> 7
- [Commander Traits Changes]
- RT_Intimidator
- - Keys (1, 1.05) (2, 1.1) (3, 1.1) (4, 1.1) -> (1, 1.04) (2, 1.08) (3, 1.08) (4, 1.08)
- [CyberneticsController Changes]
- BP_CyberneticsController
- - PeripheralVisionAngleDegrees = 90 -> 80
- BP_CivilianController
- - PeripheralVisionAngleDegrees = 90 -> 80
- [Miscellaneous]
- Ammo & equipment tweaks
- - Flashbang, added "DetonationTime = 1.2"
- No active shooter target delay
- - Suspect_ActiveShooter_Club has been replaced by Suspect_Terrorist_AS
- No active shooting for The Hand
- - Now replaces the archetype file, instead of AILevelDataTable
- No hiding
- - Updated to include Suspect_Terrorist_Sneaky
- Misc
- - Added terrorist hunt conversion, don't expect this to get updated often though, my focus is on SWAT-style gameplay, not Ground Branch, and I won't update it immediately when RoN 1.1 drops
- - Added "No hostage execution for Sins", changes Suspect_Terrorist_HR back to Suspect_Terrorist
- - Suspect_Sneaky_Penthouse has been replaced by Suspect_Terrorist_Sneaky, it's Suspect_Terrorist with hide actions
- - Suspect_ActiveShooter_Club has been replaced by Suspect_Terrorist_AS
- - Suspect_Terrorist_HR added, they can execute hostages if they saw a player
-
Version 1.3.3
- 1.3.3 Removed yell working out of sight since it might accidentally cause some issues, yelling at suspects behind them should increase the odd of them surrendering again now, bomb timer has been adjusted according to difficulties
- [ActionPresets Changes]
- AP_Cover_Precombat
- - AG_ExposedToAggressiveNoise_C changed to AG_WeaponRaised_C
- AP_Surrender
- - Consideration AC_TimeSeeingTarget_C replaced by AC_FacingTarget_C, weight 0.5
- - AC_Morale_C, redone keys = (0.1, 0.5) (0.2, 0.475) (0.3, 0.45) (0.4, 0.425) (0.5, 0.4) (0.6, 0.375) (0.7, 0.35) (0.8, 0.3) (0.81, 0) (0.9, 0) (1, 0)
- AP_Surrender_Exit_Gun
- - AG_IsSurrendered_C, Time = 40 -> 10
- - AC_TimeSurrendered_C, MinRange = 40 -> 10, MaxRange = 80 -> 60
- AP_Surrender_Exit_Melee
- - AG_IsSurrendered_C, Time = 30 -> 5
- - AC_TimeSurrendered_C, MinRange = 30 -> 5, MaxRange = 60 -> 30
- [DataTable Changes]
- AGENCY
- - Suspects may spawn with P229 now
- BEACHFRONT
- - Increased armed spawn chance for main suspects (1/5 -> 1/4)
- - Main suspects now use archetype Suspect_Cowardly_Beachfront (Suspect_Cowardly but without human shield action, because why would they do that with their parents)
- HOSPITAL
- - Added doctor model to sp_hospital_disguised
- - Added fake patient suspect model to civilian
- STREAMER
- - Michael now uses archetype Suspect_Friendly
- [AILevelData Changes]
- GLOBAL
- - Re-formatted most levels' lines, redone some of them as well
- - DamageCap = 70.0 -> 60.0
- - SuspectExplosiveVestAccuracy = 1.1 -> 1.47 (Same as regular suspect accuracy)
- - SuspectLMGFireRate = 0.114 -> 0.08
- - SwatSightStimulusReactionTime = 0.1 -> 0.01
- - SwatSoundStimulusReactionTime = 0.1 -> 0.01
- - SwatDamageStimulusReactionTime = 0.03 -> 0.01
- - SwatSightReactionTimeIncreasePerTwentyMeters = 0.05 -> 0.01
- - BoneTargetZones = "head", "spine_3", "spine_2", "spine_1", "upperarm_RI", "upperarm_LE" -> "head", "spine_3", "spine_2", "spine_1", "upperarm_RI", "upperarm_LE", "calf_LE", "calf_RI"
- - PepperballStunDamage = 40 -> 24
- - AIStunDuration = 6.0 -> 4.0
- - AIKilledMorale.Damage = 0.2 -> 0.1
- - TaserMorale.Damage = 0.5 -> 0.15
- - SuppressionMorale.Damage = 0.1 -> 0.05
- - HesitationTimeArmed = 1.5 -> 4.0
- - HesitationTimeUnarmed = 1.5 -> 5.0
- - HesitationChanceArmed = 0.45 -> 0.65
- - SuspectChanceToSpawnWithNoWeapon = 0.1 -> 0.05
- - BoneRetargetingRate = 0.5 -> 0.7
- - EngagementTimeUntilReachedLastBoneZone = 1.25 -> 3.0
- - GrenadeSeenReactionTime = 0.8 -> 0.4
- - GrenadeHeardReactionTime = 0.8 -> 0.4
- - PlayerADSStress = -0.04 -> 0.0
- EASY
- - Removed door breaches related morale lines, unnecessary
- - MaxMorale = 0.6 -> 0.7
- - SuspectMaxMorale = 0.6 -> 0.7
- - SuspectMinMorale = 0.5 -> 0.4
- - SuspectMoraleLowReload = 0.5 -> 0.6
- - HesitationTimeArmed = 2.0 -> 6.0
- - AIKilledMorale.Damage = 0.3 -> 0.15
- - TaserMorale.Damage = 0.15
- - BashMorale.Damage = 0.3 -> 0.15
- - SuppressionMorale.Damage = 0.15 -> 0.8
- - AIStunDuration = 10.0 -> 6.0
- - BeanbagStunDuration = 4.0 -> 3.0
- MEDEASY
- - SuspectMinMorale = 0.7 -> 0.5
- - HesitationTimeArmed = 2.0 -> 4.0
- - AIKilledMorale.Damage = 0.2 -> 0.1
- - TaserMorale.Damage = 0.15
- - SuppressionMorale.Damage = 0.1 -> 0.05
- - AIStunDuration = 6.0 -> 4.0
- - BeanbagStunDuration = 2.0 -> 2.5
- - Security (agency, datacenter, valley) now uses MEDEASY's firerate
- MEDHARD
- - SuspectMinMorale = 0.8 -> 0.6
- - SuicideChance = 0.35 -> 0.6
- HARD
- - HesitationTimeArmed = 1.0 -> 2.0
- - AIStunDuration = 3.0 -> 2.0
- - BeanbagStunDuration = 1.0 -> 1.5
- - AIKilledMorale.Damage = 0.05 -> 0.03 (-0.1 for The Hand)
- - SuppressionMorale.Damage = 0.02 -> 0.005
- CAMPUS
- - Bomb timer changed to 360 (6 minutes) for standard, 240 for hardcore (4 minutes), 210 for jmd (3.5 minutes)
- HOSPITAL
- - Bomb timer changed to 900 for standard (15 minutes), 600 for hardcore (10 minutes), 480 for jmd (8 minutes)
- [Misc]
- Suspect_Fisa renamed to Suspect_Friendly
-
Version 1.3.2
- [DataTable Changes]
- VALLEY
- - sp_valleybodyguard_bodyguard_a now use Suspect_Professional for archetype
- - sp_valleybodyguard_basement_a and b now wear Armour_L3
- - Removed armor for sp_valley_levi_shanks
- [ActionPresets Changes]
- AP_Advance
- - cooldown = 3 -> 6
- AP_Fallback_to_Cover
- - Added Precombat Flee to CommitInterrupts
- AP_Hesitate
- - Cooldown = 4 -> 8
- - Added Cover Precombat to CommitInterrupts
- - AC_HesitationTime_C, weight = 1 -> 1.5, MaxRange = 8 -> 10
- AP_Hide
- - Cooldown = 15 -> 5
- - AG_RecentlySeenTarget_C, SinceSeconds = 20 -> 5
- AP_HideExit
- - AC_ExposedToAggressiveNoise_C (Export 2), Max Distance = 500 -> 300
- - AC_ExposedToAggressiveNoise_C (Export 3), Max Distance = 2000 -> 5000
- - AC_TimeHiding_C, MinRange = 10 -> 90, MaxRange = 20 -> 120
- AP_Surrender_Precombat
- - AG_TargetFacingMe_C, TargetType = 1 added
- [Archetypes Changes]
- Civilian_Noncompliant
- - AG_DistanceToTarget_C, Distance = 250 -> 500
- Suspect_Common
- - Surrender weight = 1.5 -> 2
- Suspect_Professional
- - Surrender weight = 1.5 -> 2
- Suspect_Sneaky
- - Surrender weight = 1.5 -> 2
- Suspect_Disguised
- - Removed Surrender Precombat
- Suspect_Terrorist
- - Removed Hesitate
- Suspect_Vip
- - AC_Stress_C (for Suicide), Keys = (0,0) (0.5,0.5) (1,1) -> (0,0.5) (0.5,1) (1,2)
- Suspect_ActiveShooter
- - Alerted suspects now have to wait for the game start delay before executing civs
- Suspect_ActiveShooter_Club
- - Alerted suspects now have to wait for the game start delay before executing civs
- - Removed Hesitate
- Suspect_Sneaky_Penthouse
- - Removed Hesitate
- [AILevelData Changes]
- GLOBAL
- - ASTimeBetweenTargetingCivilians = 5 -> 10
- - ASTimeDelayUntilKill = (X=1.0,Y=10.0) -> (X=3.0,Y=15.0) (STANDARD ONLY)
- - ASTimeDelayUntilKill = (X=0.0,Y=1.0) (HARDCORE, JMD ONLY)
- CLUB
- - MaxExplosiveVestCivilians = 2 -> 1
- - MaxTraps = 3 -> 1
- - MaxTrapsPrePlaced = 3 -> 1
-
Version 1.3.1
- 1.3.1 Now there's delay before active shooter executes a civilian, optional file available to disable the delay
- [DataTable Changes]
- TrapDataTable
- - FlashbangHead, Translation Value3 = 200 -> 210
- - ExplosiveHead, Translation Value3 = 200 -> 210
- [AILevelData Changes]
- GLOBAL
- - UnalertedSightRange = 6000 -> 8500
- - SuspiciousSightRange = 6200 -> 8700
- - AlertedSightRange = 6500 -> 9000
- - SuspectSightStimulusReactionTime = 0.6 -> 0.3
- - SuspectSoundStimulusReactionTime = 0.4 -> 0.1
- - SuspectAlertReactionTimeMultiplier = 0.675 -> 0.7
- - SuspectSuspiciousReactionTimeMultiplier = 0.845 -> 0.8
- - SuspectSightReactionTimeIncreasePerTwentyMeters = 0.2 -> 0.1
- - CivilianSightStimulusReactionTime = 0.6 -> 0.3
- - CivilianSoundStimulusReactionTime = 0.4 -> 0.1
- - CivilianAlertReactionTimeMultiplier = 0.675 -> 0.7
- [MISC]
- BasePlayer
- - YelloutEffectRadius = 2000 -> 3000
-
Version 1.3.0
- 1.3.0 Stuff were redone internally, easier for me to work on. Hardmode has been renamed to Hardcore to avoid confusion with the map difficulty
- [ActionPresets Changes]
- Redone some ActionPresets
- [Archetypes Changes]
- Redone some Archetypes
- Added Suspect_Fisa for FISA agent
- Added Suspect_Sneaky_Penthouse for sneaky terrorists
- Added Suspect_ActiveShooter_Club for more tension
- Added Suspect_Lobotomized for testing purpose
- [DataTable Changes]
- MoveStyleTable
- - Increased suspect strafing speed with gun from 200 to 280
- SuspectArmourDataTable
- - Armour_4, DamageMultiplier = 0.2 -> 0.1
- - Armour_4Mesh, DamageMultiplier = 0.2 -> 0.1, changed mesh
- - Armour_4Steel, SpallingChance = 0.6 -> 0.3
- CAMPUS
- - Changed all suspects archetypes to Suspect_RoamingShooter
- IMPORTER
- - Changed Suspect_Vip to Suspect_Fisa (he will still aim at you, but won't actually open fire now)
- - SuspectStartingStress = 0.5 -> 1.0
- DEALERSHIP
- - SuspectStartingStress = 0.5 -> 1.0
- PENTHOUSE
- - Changed some suspects' voicelines to SinsSuspect_01
- - Changed Suspect_Sneaky to Suspect_Sneaky_Penthouse
- - Updated gas mask model
- - SuspectStartingStress = 0.8 -> 1.5
- SINS
- - Fixed gas mask wearing suspects being affected by gas
- - Updated gas mask model
- - SuspectStartingStress = 0.8 -> 1.5
- CLUB
- - SuspectStartingStress = 0.8 -> 1.5
- - Changed Suspect_Terrorist to Suspect_ActiveShooter_Club
- HOSPITAL
- - Updated weapon selections
- - Added Suspect_ActiveShooter_Club
- - Changed Suspect_Sneaky to Suspect_Terrorist
- - SuspectStartingStress = 0.8 -> 1.5
- [AILevelData Changes]
- GLOBAL
- - SuspectMinMorale = 0.7 -> 0.6
- - ShrinkAccuracyConeAtRangeScale = 1.1 -> 0.8
- - TimeToFireAtDoorAfterKick = (X=1.0,Y=4.0) -> (X=3.0, Y=10.0)
- - SuspectGlobalPushCooldown = (x=120.0,Y=600.0) -> (x=60.0, Y=180.0)
- - SuspectGlobalFlankCooldown = (x=90.0,Y=180.0) -> (x=30.0, Y=120.0)
- EASY
- - SWATRequiredTimeSpentOnTarget = 0.18 -> 0.17 (HARDCORE)
- MEDEASY/MEDHARD
- - SuspectRequiredTimeSpentOnTarget = 0.184 -> 0.18 (HARDCORE) 0.17 (FOR SECURITY DETAILS ON HARDCORE)
- HARD
- - SuspectRequiredTimeSpentOnTarget = 0.155 -> 0.12 (HARDCORE) 0.13 (FOR THE HAND ON HARDCORE)
- - SWATRequiredTimeSpentOnTarget = 0.17 -> 0.16 (STANDARD) 0.14 (HARDCORE)
- METH
- - SuspectAccuracy = 3.67 -> 4.67
- RIDGELINE, PENTHOUSE, SINS
- - SuspectRequiredTimeSpentOnTarget = 1.77 -> 1.8 (STANDARD)
- CLUB
- - MaxExplosiveVestCivilians = 3 -> 2
- HOSPITAL
- - MinExplosiveVestCivilians = 1 -> 0
- - MaxExplosiveVestCivilians = 2 -> 1
- - BombTimer = 900 -> 600
- [MISC]
- AM_Ceramic
- - DamageReduction = 0.8 -> 0.9 (HARDCORE)
- Suspect bomb vest now explodes when shot, unless you aim for the limbs or head (HARDCORE)
-
Version 1.2.6
- Small update, interuptable phone surrender and mesh change for suspect's level 4 armor (check it out in penthouse, might change it again for something that clips less though)
- [Commander Mode Traits Changes]
- Negotiator
- - Keys = (1, 0.1) (2, 0.15) (3, 0.18) (4, 0.2) -> (1, 0.03) (2, 0.06) (3, 0.08) (4, 0.1)
- [DataTable Changes]
- AnimationDataTable (Better armored suspects hit reaction, also you can interupt phone surrenders now)
- - tp_hits_armoured, bRestartIfAlreadyPlaying = False -> True
- - tp_surrender_with_phone, bCanAnimationBeInterupted = False -> True
- - tp_surrender_with_badge, bCanAnimationBeInterupted = False -> True
- SuspectArmourDataTable
- - Armour_4Mesh, Mesh changed to Shaw Carrier (now you can tell the difference between lvl 3 and lvl 4)
- DATACENTER
- - Added USP to AIWeaponSelection for sp_datacenter_guard, also re-added taser (1 in 10 chance)
- PENTHOUSE
- - Changed FAL to SA-58 due to attachments not showing up
- [ActionPresets Changes]
- AP_Hesitate
- - Weight = 2 -> 1.5
- - AC_DistanceToTarget_C, MinRange = 700 -> 1000, MaxRange = 1000 -> 1500
- AP_Surrender
- - AC_Morale_C, Keys = (0.9, 0.01) (0.91, 0) -> (0.85, 0.01) (0.9, 0)
- - AC_DistanceToTarget_C, MinRange = 500 -> 1000
- - AC_StunTime_C, Weight = 1.5 -> 0.5, MinRange = 2 -> 3, MaxRange = 4 -> 6
- AP_Surrender_Precombat
- - AC_Morale_C, New Keys = (0, 0.5) (0.1, 0.5) (0.2, 0.4) (0.3, 0.4) (0.4, 0.3) (0.6, 0.3) (0.8, 0.2) (0.81, 0.05) (0.85, 0) (0.9, 0) (1,0)
- AP_TakeHostage
- - AC_Stress_C, MinRange = 1.5 -> 1
- [Archetypes Changes]
- Suspect_Disguised
- - AG_DistanceToTarget_C = 600 -> 1000
- - Fake Surrender, ScoreThreshold = 0.5 -> 0.3, Removed AG_RecentlyYelledAt, AC_TimeSeeingTarget_C Weight = 0.5 -> 1
- Suspect_VIP
- - AC_Morale_C (Export 42), Keys = (0.75, 0) (0.9, 0) -> (0.8, 0.11) (0.9, 0.1)
- - Suicide, AC_VisibleSWAT_C Weight = 0.75 -> 1.5
- [AILevelData Changes]
- EASY
- - HesitationChanceArmed = 0.8 -> 0.85
- MEDEASY
- - HesitationChanceArmed = 0.6 -> 0.65
- [MISC]
- Door mirroring changes moved to Ammo & Equipment Tweaks
-
Version 1.2.5
- Tweaks regarding two Commander Mode traits that have been causing the suspects to give up too often, suspect armor tweaked to be similar to player's armor, Hardmode ceramic now blocks only 80% damage when unbroken
- [Commander Mode Traits Changes]
- Intimidator
- - Keys = (1, 1.5) (2, 2) (3, 2) (4, 2) -> (1, 1.05) (2, 1.1) (3, 1.1) (4, 1.1)
- Negotiator
- - Keys = (1, 0.25) (2, 0.5) (3, 0.55) (4, 0.6) -> (1, 0.1) (2, 0.15) (3, 0.18) (4, 0.2)
- (Jesus Christ now I know why people say suspects surrender too often, I barely play Commander Mode, never took these two traits into consideration, this is dumb)
- (Might change the values more later on if the nerf is not enough or too excessive, for now this will do, was never much of a fan of the whole trait mechanic anyway)
- [ActionPresets Changes]
- AP_Surrender
- - AC_Morale_C Keys = (0.5, 0.35) (0.6, 0.33) (0.65, 0.28) (0.7, 0.27) (0.8, 0.25) (0.9, 0.1) -> (0.5, 0.4) (0.6, 0.37) (0.7, 0.35) (0.8, 0.3) (0.81, 0.1) (0.9, 0.01)
- AP_Cover_Precombat
- - Removed AG_ValidTarget, AG_TargetFacingMe_C from Gates
- [DataTable Changes]
- General
- - Redid AILevelDataTable for some missions
- SuspectArmourDataTable
- - Armour_L2 DamageMultiplier = 0.25 -> 0.5
- - Armour_L2NoMesh DamageMultiplier = 0.25 -> 0.5
- - Armour_3A ArmourLevel = 3 -> 4, Durability = 4 -> 3, DamageMultiplier = 0.2 -> 0.45
- - Armour_3AMesh ArmourLevel = 3 -> 4, Durability = 4 -> 3, DamageMultiplier = 0.2 -> 0.45
- - Armour_4 ArmourLevel = 4 -> 6, Durability = 4 -> 3
- - Added Armour_4Mesh, same as Armour_4 but with mesh
- - Added Armour_4Steel, similar to player's steel plate
- TrapDataTable
- - FlashbangHead, Translation Value3 = 220 -> 200
- - ExplosiveHead, Translation Value1 = 10 -> 13.5, Value3 = 220 -> 200
- [Items Changes]
- AM_Ceramic
- - (HARDMODE ONLY) Added DamageReduction = 0.8
- [Misc]
- Extra AI version added, available in large (30), extra large (60), extra extra large (90)
-
Version 1.2.4
- Reverted some of AP_Surrender's changes, and minor SWAT reaction time tweak for hardmode.
- [HARDMODE]
- MEDEASY/MEDHARD
- - SWATRequiredTimeSpentOnTarget = 0.17 -> 0.16
- HARD
- - SWATRequiredTimeSpentOnTarget = 0.155 -> 0.145
- [ActionPresets Changes]
- AP_Surrender
- - AC_IncapacitationHealth_C Weight = 0.03 -> 0.01
- - AC_StunTime_C Weight = 2 -> 1.5
- - AC_DistanceToTarget_C Weight = 0.8 -> 1
- AP_Surrender_Precombat
- - AC_VisibleSWAT_C Weight = 3 -> 2
-
Version 1.2.3
- 1.2.3 Hesitate, surrender and some other tweaks, attempt at making suspects flee more (it seems like they only flee when they can actually get far)
- [HARDMODE]
- Easy now uses MedEasy's morale related AILevelData settings again
- [ActionPresets Changes]
- AP_FleePrecombat
- - Weight = 3.5 -> 10
- - ScoreThreshold = 0.5 -> 0.1
- - AG_HasEverShot_C removed from gates
- - AC_HesitationTime_C Weight = 1 -> 3
- - AC_DistanceToTarget_C MinRange = 600 -> 1500, MaxRange = 900 -> 2000
- - AC_VisibleSWAT_C Weight = 1 -> 5
- AP_Surrender
- - AC_Morale_C Keys = (0.91, 0.03) -> (0.91, 0)
- - AC_IncapacitationHealth_C Weight = 0.025 -> 0.03
- - AC_StunTime_C Weight = 1.5 -> 2
- AP_Surrender_Precombat
- - Weight = 2 -> 3
- - ScoreThreshold = 0.2 -> 0.1
- - AC_Morale_C Keys = (0.0, 0.5) (0.3, 0.4) (0.4, 0.35) (0.5, 0.33) (0.6, 0.3) (0.65, 0.27) (0.7, 0.25) (0.8, 0.2) (0.9, 0.1) (0.95, 0.05) (1.0, 0.01) -> (0, 1) (0.1, 0.9) (0.2, 0.9) (0.3, 0.8) (0.4, 0.8) (0.6, 0.8) (0.8, 0.8) (0.81, 0.6) (0.9, 0.4) (0.91, 0.01) (1, 0)
- - AC_VisibleSWAT_C Weight = 1 -> 3
- - AC_NumberofNearbySuspects_C Weight = 0.5 ->
- - AG_TargetFacingMe_C value = 0.15 -> 0.1
- - AG_HasEverShot_C replaced by AG_WeaponRaised_C
- AP_Hesitate
- - Added AG_WeaponRaised to gates (Weapon raised suspects hesitating is just way too buggy, AG_WeaponRaised will prevent them from hesitating while still allowing high stress suspects to hesitate)
- - Removed AC_Stress_C
- - CommitTime = 6 -> 4
- AP_Gerard_ScriptedFireOutside
- - Cooldown = 30 -> 3
- [Gates Changes]
- AG_NearbyHidingSpot
- - Max Distance = 5000
- [AILevelData Changes]
- GLOBAL
- - SuspectMinMorale = 0.5 -> 0.7
- - MinFlees = 0 -> 1
- - PlayDeadChance = 0.2 -> 0.3
- - StressUntilWeaponRaise = 1.0 -> 1.5
- - SuppressedGunshotStress = 0.04 -> 0.015
- - GunshotStress = 0.04 -> 0.015
- - DoorKickStress = 0.01 -> 0.002
- - FriendlyKilledStress = 0.35 -> 0.1
- - DamageStress = 0.3 -> 1.0
- COYOTE
- - SuicideChance = 0.35
- DEALERSHIP
- - SuicideChance = 0.35
- FARM
- - SuspectStartingStress = 0.4 -> 0.5
- IMPORTER
- - SuspectStartingStress = 0.6 -> 0.5
- - SuicideChance = 0.35
- PORT
- - SuspectStartingStress = 0.6 -> 0.5
- - SuicideChance = 0.35
- [MISC]
- Removed LevelDataTable (Left it in while testing unique mission start voicelines)
-
Version 1.2.2
- 1.2.2 Hesitation changes, player health reduction, and some arsenal changes for suspects, some of them can have suppressor now (no gameplay difference but shootout with them can sound VERY nice)
- [BasePlayer Changes]
- (IMPORTANT : THIS CAN CONFLICT WITH JUG'S MOVEMENT MOD AND GUNFIGHTER'S MOVEMENT MOD, DEPENDING ON THE LOAD ORDER THE PLAYER CHANGES MAY OR MAY NOT GET OVERWRITTEN)
- (HOWEVER, IT'S NOT THAT BIG OF A DEAL IF IT DOES GET OVERWRITTEN, SINCE I ONLY SLIGHTLY REDUCED PLAYER HEALTH AND INCREASED MELEE RANGE)
- - Player health is now 130.0
- - MeleeRange = 125 -> 180
- [ActionPresets Changes]
- AP_Surrender
- - AC_Morale_C Keys = (0.91, 0.03) -> (0.91, 0.0)
- AP_Surrender_Precombat
- - ScoreThreshold = 0.6 -> 0.2
- - AC_NumberofNearbySuspects_C = 1000 -> 700
- AP_Hesitate
- (Now AI can only hesitate if you're within 15 meters of them, unlike vanilla where it can happen if you're 4 meters away, reduced the range of distance subtraction for hesitation to 5 meters or less, and alerted suspects should AT LEAST IN THEORY have their hesitation chance halved)
- - AG_DistanceToTarget_C Distance = 400 -> 1500, bNot = False
- - AC_DistanceToTarget_C Weight = 2 -> 5, MinRange = 500 -> 350, MaxRange = 700 -> 500
- - AC_RecentFriendlyStun_C is now replaced by AC_Stress_C
- - AC_Stress_C Keys = (0, 1.0) (0.5, 1.0) (0.75, 0.75) (1.0, 0.5), Weight = 0.5 -> 1, EAIConsiderationScoringMethod::Subtractive -> Multiplicative
- [DataTable Changes]
- Agency, Coyote, Datacenter, Sins, Penthouse, Valley
- - Updated suspect arsenal
- [AILevelData Changes]
- GLOBAL
- - DamageCap = 90.0 -> 70.0 (Vanilla value, NORMAL MODE ONLY, IT'S STILL 999 FOR HARDMODE)
- - SuspectTimeWithWeaponUpBeforeFiring = 0.5 -> 1.0/0.75 NORMAL/HARDMODE
- [MISC]
- No hiding version now doesn't contain main files (easier for me to maintain), you will have to download one of the main files alongside it now
-
Version 1.2.1
- 1.2.1 Some minor suspect fire rate, suspect accuracy, SWAT reaction time and health changes
- [AILevelData Changes]
- GLOBAL
- - SuspectHealth = 160.0 -> 130.0
- - SwatHealth = 160.0 -> 130.0
- - CivilianHealth = 160.0 -> 130.0
- SWAT
- - SWATRequiredTimeSpentOnTarget = (0.25/0.18 Easy/HARDMODE , 0.2/0.17 MedEasy MedHard/HARDMODE, 0.17/0.155 Hard/HARDMODE)
- EASY
- - SuspectAccuracy = 3.23 -> 2.63
- - SuspectAccuracyLostPerMeterSecond = 0.5 -> 0.3
- MEDEASY
- - SuspectAccuracy = 2.27 -> 1.47
- - SuspectAccuracyLostPerMeterSecond = 0.21
- MEDHARD
- - SuspectAccuracy = 2.27 -> 1.67
- - SuspectAccuracyLostPerMeterSecond = 0.34 -> 0.21
- - Importer, Coyote, Port now use full-auto fire rate for SMG and rifle
- AGENCY
- - SuspectAccuracy = 1.41 -> 1.17
- CLUB
- - SuspectAccuracy = 1.21 -> 1.12
- - SuspectAccuracyLostPerMeterSecond = 0.12 -> 0.08
- HOSPITAL
- - SuspectAccuracy = 1.17 -> 1.08
- - SuspectAccuracyLostPerMeterSecond = 0.12 -> 0.08
- METH
- - SuspectAccuracy = 7.74 -> 3.67
-
Version 1.2.0
- Further morale and surrender rebalance, morale damage nerf and allowing alerted suspects to hesitate
- [HARDMODE]
- Slightly increased suspect count on some maps
- Lowered unarmed suspect spawn chance
- Additional traps for some maps
- Removed morale bump for Easy and MedEasy for the time being (Will return once I get the surrender rate just right)
- DamageCap is now 999, everything deals full damage now (Suspects using JHP rounds are especially dangerous)
- [ActionPresets Changes]
- AP_Surrender
- - AC_Morale_C New Keys = (0,1) (0.3, 0.4) (0.4, 0.35) (0.5, 0.33) (0.6, 0.3) (0.65, 0.28) (0.7, 0.27) (0.8, 0.25) (0.9, 0.1) (0.91, 0.03) (1.0, 0.0)
- - AC_IncapacitationHealth_C Weight = 0.5 -> 0.025
- - AC_AllWeaponAmmo_C Weight = 0.5 -> 0.1
- - AC_VisibleSWAT_C Exponent = 1.263409 -> 1.05, Weight = 1.2 -> 1.0
- - AC_TimeSeeingTarget_C = 0.4 -> 0.15
- - AC_NumberofNearbySuspects_C SearchRange = 1500 -> 1000 (10 meters)
- AP_Surrender_Precombat
- - AC_Morale_C New Keys = (0,0.5) (0.3, 0.35) (0.4, 0.32) (0.5, 0.3) (0.6, 0.27) (0.65, 0.25) (0.7, 0.23) (0.8, 0.2) (0.9, 0.1) (0.95, 0.05) (1.0, 0.01)
- - AC_VisibleSWAT_C Exponent = 1.263409 -> 1.05, Weight = 2.5 -> 1
- - AC_DistanceToTarget_C Removed from Considerations
- - AC_NumberofNearbySuspects_C Weight = 0.3 -> 0.5
- AP_Hesitate
- - Weight = 1.5 -> 2
- - AC_ReachedStressUntilWeaponRaise_C Removed from Gates (weapon raised suspects can now hesitate)
- AP_FleePrecombat
- - ScoreThreshold = 1 -> 0.5
- - AC_DistanceToTarget_C Weight = 1 -> 0.4
- [DataTable Changes]
- AGENCY, DATACENTER, VALLEY, PENTHOUSE, SINS
- - Suspects now have weapon optics (Does not provide them with any advantage, cosmetic only)
- SuspectArmourDataTable
- - Reduced Level 3 armor's and Level 4 armor's durability (5 and 6) to 4, similar to player's ceramic durability
- [AILevelData Changes]
- GLOBAL
- - DamageCap = 77.0 -> 90.0
- - PlayerADSStress = -1.0 -> -0.4
- - StunStress = -1.0 -> 1.0
- - GunShotHearingRange = 10000 -> 15000
- - SuspectGlobalPushCooldown = (x=180.0,Y=600.0) -> (x=120.0,Y=600.0)
- - TaserMorale.Damage = 1.0 -> 0.5
- - SuppressionMorale.Damage = 0.17 -> 0.1
- - KickDoorMorale.Damage = 0.02 -> 0.008
- - KickDoorMorale.DamageInnerRadius = 1000.0 -> 500.0
- - KickDoorMorale.DamageOuterRadius = 1500.0 -> 1000.0
- - AIKilledMorale.Damage = 0.4 -> 0.2
- - AIKilledMorale.DamageOuterRadius = 2000.0 -> 1500.0
- - GrenadeDetonateMorale.Damage = 0.2 -> 0.1
- - GrenadeDetonateMorale.DamageInnerRadius = 1500.0 -> 1000.0
- - GrenadeDetonateMorale.DamageOuterRadius = 3000.0 -> 2000.0
- - C2DetonateMorale.Damage = 0.3 -> 0.1
- - C2DetonateMorale.DamageInnerRadius = 2000.0 -> 1500.0
- - C2DetonateMorale.DamageOuterRadius = 3000.0 -> 2500.0
- - BreachingShotgunMorale.Damage = 0.1 -> 0.04
- - BreachingShotgunMorale.DamageOuterRadius = 2500.0 -> 2000.0
- - BatteringRamMorale.Damage = 0.2 -> 0.08
- EASY DIFFICULTY (Higher morale overall)
- - Removed difficulty specific breaching morale damage for Easy (now uses the same as MedEasy and MedHard)
- - MaxMorale = 0.4 -> 0.6
- - SuspectMaxMorale = 0.4 -> 0.6
- - SuspectMinMorale = 0.3 -> 0.5
- - SuspectMoraleLowReload = 0.35 -> 0.5
- - BashMorale.Damage = 1.0 -> 0.3
- - SuppressionMorale.Damage = 0.23 -> 0.15
- - AIKilledMorale.Damage = 0.6 -> 0.3
- - GrenadeDetonateMorale.Damage = 0.3 -> 0.15
- MEDEASY DIFFICULTY (Higher morale overall)
- - MaxMorale = 0.6 -> 0.8
- - SuspectMaxMorale = 0.6 -> 0.8
- - SuspectMinMorale = 0.5 -> 0.7
- - SuspectMoraleMediumReload = 0.6 -> 0.7 for FARM only
- - SuspectMoraleLowReload = 0.2 -> 0.4
- MEDHARD DIFFICULTY (Higher morale overall, slight increase for hesitation chance)
- - MaxMorale = 0.7 -> 0.9
- - SuspectMaxMorale = 0.7 -> 0.9
- - SuspectMinMorale = 0.6 -> 0.8
- - HesitationChanceArmed = 0.4 -> 0.45
- - SuspectMoraleMediumReload = 0.65 -> 0.8
- - SuspectMoraleLowReload = 0.2 -> 0.3
- HARD DIFFICULTY (Higher morale overall)
- - SuspectMinMorale = 0.9 -> 0.95
- - AIKilledMorale.Damage = 0.1 -> 0.05
- - GrenadeDetonateMorale.Damage = 0.1 -> 0.03
- - BeanbagShotgunMorale.Damage = 0.02 -> 0.005
- - TaserMorale.Damage = 0.2 -> 0.05
- - BashMorale.Damage = 0.1 -> 0.05
- - SuppressionMorale.Damage = 0.04 -> 0.02
- - KickDoorMorale.Damage = 0.01 -> 0.003
- - C2DetonateMorale.Damage = 0.15 -> 0.05
- - BreachingShotgunMorale.Damage = 0.05 -> 0.015
- - BatteringRamMorale.Damage = 0.1 -> 0.03
- CLUB
- - MaxOpenDoorsPercentage = 0.3 -> 0.6
- HOSPITAL
- - MaxOpenDoorsPercentage = 0.3 -> 0.6
- [MISC]
- No hiding version added
-
Version 1.1.0
- Some tweaks to suspect's surrender chance, SWAT AI nerf and certain Suspect_VIP behaviour
- [HARDMODE]
- MedEasy
- - MaxMorale, SuspectMinMorale, SuspectMaxMorale bumped to MedHard level (Which pretty much just makes it MedHard)
- [ActionPresets Changes]
- AP_Surrender (Should be less likely for a surrender to happen)
- - Weight = 2.25 -> 2.0
- - AC_IncapacitationHealth_C Weight = 1.0 -> 0.5
- - AC_VisibleSWAT_C Weight = 1.5 -> 1.2
- - AC_StunTime_C Weight = 2.0 -> 1.5
- [Archetypes Changes]
- Suspect_Common (Slightly higher fake death weight)
- - AlertActions (Play Dead) Weight = 3.0 -> 5.0
- Suspect_VIP (Should self-terminate more now)
- - AC_Stress_C Keys = (0, 0) (1.5, 0) (3, 1) -> (0, 0) (0.5, 0.5) (1, 1)
- [AILevelData Changes]
- EASY DIFFICULTY (Higher hesitation chance)
- - HesitationChanceArmed = 0.6 -> 0.8
- MEDEASY DIFFICULTY (Higher hesitation chance, higher minimal starting morale)
- - SuspectMinMorale = 0.45 -> 0.5
- - HesitationChanceArmed = 0.4 -> 0.6
- MEDHARD DIFFICULTY (Higher minimal starting morale)
- - SuspectMinMorale = 0.5 -> 0.6
- HARD DIFFICULTY (Higher morale overall)
- - MaxMorale = 0.95 -> 1.0
- - SuspectMaxMorale = 0.95 -> 1.0
- - SuspectMinMorale = 0.71 -> 0.9
- - AIKilledMorale.Damage = 0.3 -> 0.1
- SWAT (Nerfed, accuracy should be similar to Hard difficulty suspects now, and reaction speed is now dependent on difficulty to allow for more dynamic engagements)
- - SwatAccuracy = 0.43 -> 0.927
- - SwatAccuracyLostPerTenMetersToTarget = 0.01 -> 0.02
- - SwatAccuracyLostPerMeterSecond = 0.005 -> 0.063
- - SWATRequiredTimeSpentOnTarget = 0.15 -> Dependent on difficulties (0.25/0.18 Easy/HARDMODE , 0.21/0.17 MedEasy MedHard/HARDMODE, 0.177/0.16 Hard/HARDMODE)
- Active Shooter (The shooter will execute civvies faster now)
- - ASTimeBetweenTargetingCivilians = 2.0 -> 0.5
- - ASTimeBeforeTargetingFirstCivilian = 10.0 -> 3.0
- - ASTimeDelayUntilKill = (X=2.0,Y=6.0) -> (X=0.5,Y=2.0)
- Stress (Increased gunshot stress, damaging someone will increase their stress now)
- - SuppressedGunshotStress = 0.05 -> 0.1
- - GunshotStress = 0.05 -> 0.1
- - DamageStress = -2.5 -> 0.3
- CAMPUS (Slightly higher unalive chance, increased bomb timer)
- - SuicideChance = 0.8 -> SuicideChance = 0.85
- - BombTimer = 150 -> 210
- VALLEY (Lower unarmed chance)
- - SuspectChanceToSpawnWithNoWeapon = 0.4 -> 0.2
- MISC
- - Removed Ron_Agency2_BarricadedSuspects_Core
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Version 1.0.0
- Initial release!
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- Donations
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No donations accepted
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
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
- 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
- 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
- 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
- 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
- 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
- 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
- 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!