About this mod
A complex reconfigured AI Config providing a more realistic approach to engaging enemy suspects who have unpredictable behaviors and reinforces making tactical decisions to keep your squad alive. This mod is jam-packed with intense firefights, utilizing extreme tactical precision, and having a blast all at the same time!
- Requirements
- Permissions and credits
- Donations
I am happy to report that I have created a brand new Discord Community Server called Ready or Not Here I Come AI Mod Community. This community server is designed to connect other supporters who have enjoyed my work, so they can all coordinate sessions and play together.
If you are interested in joining, please check out the Discord Server here: https://discord.gg/QF3BVdMgkg
This mod comes with a group of modified AI Config files that include 2 different type of game modes: Multiplayer and Singleplayer
***Please Read***
The only way to switch difficulties right now is to drop the game mode you want to play in your Paks folder and then when you want to switch difficulties, delete or move the file out of your Paks folder. Quit out of the game and drop the next file you want to play in your Paks folder. Reload the game to play the new difficulty.
Multiplayer versions:
Fierce Tactical (Arcade Difficulty): This game mode allows for the Base Players to feel like John Wick. All AI Suspects are extremely inaccurate at almost any range and it allows for fierce intense firefights were everyone is under a lot of suppressive fire almost the entire mission. Expect high octane energy and very aggressive suspects.
Real Tactical (Very Easy Difficulty): This game mode allows for the most hyper-realistic roleplay experience. It's perfect to play with a squad of 1-4 players. The AI Suspect count is much lower than most of the difficulties and offers the most immersive CQB room clearing.
Roleplay Tactical (Easy Difficulty): This game mode allows for the most content-friendly experience you can get in Ready or Not. This mode is perfect for people that want to completely immerse themselves as a Swat Officer engaging with scared and compliant suspects depending on the type of mission assigned.
Extreme Tactical (Medium Difficulty): This game mode has AI Suspects with dynamic behaviors that allow for a more unique experience that makes the bots feel more life-like and engaging as you clear room to room saving civilians. This mode gives players more organic interactions with suspects and simulates how to deal with them from a tactical perspective. Any major mistake can cause a player or civilian to die. There are traps and civilians in this game mode.
Military Tactical (Hard Difficulty): This game mode is perfect for all the players that enjoy playing Ready or Not like it's a Military operation. Each mission has no traps to allow only constant dynamic room clearing using the Base Player's body and movements to neutralize the suspects. Expect every firefight to be dangerous, but manageable. All less lethal options have been disabled including tactical grenades for a harder variant to challenge with firefights only.
Military Tactical (Regular Difficulty): This game mode is perfect for all the players that enjoy playing Ready or Not like it's a Military operation. Each mission has no traps to allow only constant dynamic room clearing using the Base Player's body and movements to neutralize the suspects. Expect every firefight to be dangerous, but manageable. All less lethal options still work using this easier variant, but it will still be challenging as a Terrorist Hunt.
Hardcore Tactical (Very Hard Difficulty): This game mode is a very hard way to play the Multiplayer game mode in Ready or Not. Precise execution of CQB tactics will be required to survive with your squad teammates. Every firefight will be extremely intense and dangerous.
Ludicrous Tactical (Insane Difficulty): This game mode is the new dark souls of Ready or Not. Expect a ton of restarts and constant frustration as the AI Suspects dominate the map areas. 10 or more players is highly recommended to have the most fun playing with max suspects and hyper-deadly suspects.
Morbidly Tactical (Woah Difficulty): Inspired and recommended by my friend Woah (Saprieh), this game mode is the final boss challenge of Ready or Not. All AI Suspects will no longer be affected by any less-lethal tactical gear excluding the C2, which can still knock them to the ground. This game mode will force all of the best veterans of Ready or Not to play as tactically as possible to even stand a chance at surviving the mission. Welcome to Woah Difficulty.
Singleplayer versions:
Singleplayer Fierce (Arcade Difficulty): This game mode is the perfect balance for all new players of Ready or Not. It's a great run and gun practicing and using your Swat AI to neutralize all suspects during the mission. AI Suspects have very poor aim and the Swat AI also have a slight inaccuracy at far ranges.
Singleplayer Real (Very Easy Difficulty): This game is the most immersive way to play Ready or Not with the Swat AI Teammates. All encounters will be very engaging and dynamic. Shout for compliance will be your biggest tool and weapon in neutralizing most AI Suspects depending on the mission.
Singleplayer Roleplay (Easy Difficulty): This game mode is meant for new beginners that want to have the most fun practicing CQB tactics with the Swat AI Teammates. These suspects will be toned down with their aim heavily and combine a lot more movements like hide, cover, or flee depending on the situation. Expect to have really intense situations which may not end up as a firefight.
Singleplayer Extreme (Medium Difficulty): This game mode is for the players that have intermediate skill in using the Swat AI Teammates. Every encounter could turn up deadly for the Base Player or the Swat AI Teammates if they are not used properly in firefight sequences or certain engagements. Exercise CQB tactics with caution and choose the best method.
Singleplayer Military (Hard Difficulty): This game mode can be very challenging using the Swat AI. Every room clear could end with a Swat AI Member getting killed if they are not used with really smart military CQB tactics. All AI Suspects will be ready when the doors flood open. All less-lethal options have been disabled including tactical grenades for a harder Terrorist Hunt variant.
Singleplayer Military (Regular Difficulty): This game mode can be very challenging using the Swat AI. Every room clear could end with a Swat AI Member getting killed if they are not used with really smart military CQB tactics. All AI Suspects will be ready when the doors flood open. All less-lethal options are still enabled including tactical grenades for an easier Terrorist Hunt variant, but it will still be challenging.
Singleplayer Hardcore (Very Hard Difficulty): This game mode is a very hard way to play the Singleplayer campaign in Ready or Not. Proficient skill will be needed to use for advanced CQB tactics when managing the Swat AI Teammates. Every firefight will be extremely intense and dangerous.
Singleplayer Ludicrous (Insane Difficulty): This game mode is one of the hardest challenges to beat the Singleplayer campaign in Ready or Not. Swat AI Teammates will need to be used in the absolute best way possible and utilizing all possible CQB tactics with extreme precision. Max Suspects means highly dangerous territory in any area of the map. Only No Mercy for Terrorists will be possible to S-Rank this highly challenging feat.
Singleplayer Morbidly (Woah Difficulty): Inspired and recommended by my friend Woah (Saprieh), this game mode is the final boss of Singleplayer campaign completion for Ready or Not. All AI Suspects will be some of the most challenging firefights using your AI Swat Team to clear rooms and their aggression will require near perfect angle clearing as well as holding flanking positions to survive with your squad. Welcome to Woah Difficulty.
Difficulty System - There are eight difficulties to choose from for both the Multiplayer and Singleplayer game modes:
- Arcade Difficulty - Fierce
- Very Easy Difficulty - Real
- Easy Difficulty - Roleplay
- Medium Difficulty - Extreme
- Hard Difficulty - Military
- Very Hard Difficulty - Hardcore
- Insane Difficulty - Ludicrous
- Woah Difficulty - Morbidly
More Slots: The More Slots standalone mod is back with a revamped bundle of 25 slots or 35 slots that is fully compatible with UE5.3. The host and client will need the mod for it to work properly. This mod will affect Gunfighter's freelook setting that allows the Base Player to turn their head beyond 90 degrees. You can join my Discord Community to get a private mod that is another standalone mod with the fix.
Damage Rebuff: This is my best mod addition to the AI Here I Come AI Realistic Mod Pack. The purpose of this mod is to help increase the effectiveness of using all weapons against any type of AI Suspect by increasing the overall damage output, power, and penetration of all caliber ammunition (FMJ AP and JHP).
There are two options to choose from with the Damage Rebuff bundle:
- Damage Rebuff Easy - Base Player armor is buffed and AI Suspect's body armor is realistic. This should be used for novice or intermediate players.
- Damage Rebuff Hard - Both AI armor and the Base Player armor is realistic to all weapon encounters. This should be used for Veteran players.
- PvP Damage Rebuff (Temporarily Suspended) - Base Player armor has been adjusted for simulated PvP experience. This will eventually be compatible when PvP or Not is updated by the mod author
Here is the impact you can expecting using the different category of weapons:
Pistols - Single neutralization with no armor, few shots to kill light armor, and half a mag to break through Level 4 armor depending on pistol caliber. .45 ACP and .357 AP are the strongest viable options.
Pistol Range Effectiveness
Close Range: Effective; Possibly knock out the AI Suspect wearing armor; but mainly neutralization will be lethal
Medium Range: Semi-Effective; More likely to knock out AI Suspects wearing armor
Long Range: Partially Effective depending on accuracy; Less likely to knock out and more shots required to kill armored AI Suspects
SMGs - Single neutralization with no armor, a couple shots to kill light armor, and 5-7 shots to drop Level 4 armor depending on the caliber of ammunition. 10mm and 19x19 AP are the strongest viable options.
SMG Range Effectiveness
Close Range: Very Effective; Possibly knock out the AI Suspect wearing armor; but mainly neutralization will be lethal
Medium Range: Effective; More likely to knock out AI Suspects wearing armor
Long Range: Semi-Effective depending on accuracy; Less likely to knock out and less shots required to kill armored AI Suspects
Shotguns - One of the most powerful close range weapons in the entire game. Single neutralization with no armor, single neutralization to kill with light armor, and possibly 1-2 shots with Level 4 armor. 12G Slug is the strongest viable option.
Shotguns Range Effectiveness
Close Range: Extremely Effective; Possibly knock out the AI Suspect wearing armor; but mainly neutralization will be lethal
Medium Range: Very Effective; More likely to knock out AI Suspects wearing Level 4 armor and Level 5 armor
Long Range: Less-effective depending on accuracy and has less penetration; Less likely to knock out and less shots required to kill armored AI Suspects
Rifles - One of the best weapons to use for medium and long range distances when neutralizing suspects wearing the heaviest armor in the game (Level 5 Gorka). 7.62x39 and 7.62x51 are the strongest viable options.
Rifle Range Effectiveness
Close Range: Extremely Effective; Possibly knock out the AI Suspect wearing armor; but mainly neutralization will be lethal
Medium Range: Extremely Effective; More likely to knock out AI Suspects wearing Level 5 armor
Long Range: Very Effective depending on accuracy; Less likely to knock out and less shots required to kill armored AI Suspects
No Suspects: A new AI game mode that revisions the maps without any AI Suspects spawning except for any lore-based Suspects and Civilians. This game mode is perfect to pair with the Damage Rebuff PvP mod and simulates a PvP experience until the unofficial PvP or Not mod gets updated to UE5.3 that is on Nexus Mods.
Additional Information and Patch Release Notes List:
Attempting to drop any mod files at the same time in the Paks folder may cause the game to crash or not run properly. Please remember that no one should have more than one AI Mod dropped in their Paks folder at any given time. I have created a separate ReadMe.txt file for each standalone mod as well as the mod bundle.
A HUGE thanks to QuantumNuke75 for showing me how to greatly reduce the size of my .pak files. This has made my modding projects so much more worthwhile! Make sure to check out his modding projects on Nexus Mods. They are very good!
In Game Menu will make playthroughs that have higher suspect count easier to manage with friends or up to more than 5 players! See URL below:
In Game Menu: https://www.nexusmods.com/readyornot/mods/476
Update 1.0.6 (deprecated)
- Added slower AI movement for the Real Mode difficulty
- Adjusted amount of suspects that can place traps (old version had 1 suspect that could place 3 and prevented more traps from being placed)
- Fixed a bug that was preventing Port from loading
- Adjusted suspect count for a few maps that weren't loading all the max suspects for Insane Terrorist Hunt and the new Experimental Mode
- Added more melee suspects for the Insane Terrorist Hunt difficulty
Update 1.0.7 (deprecated)
- Added Compliance Tactical Mode for players that want suspects to comply more often
- Reduced Civilian Speed for the Compliance Tactical Mode to make Civilians more compliant
- Increased Civilian Health for the Compliance Tactical Mode (Testing to see how effective it works)
- Added 5 and 10 player zombie mode difficulties, so hit points are reduced and more balanced depending on team count
- Adjusted aggression behaviors to be more balanced between all game modes
- Increased reaction time of the AI and adjusted fake surrender behaviors to be more balanced
- Added Max Suspects to the Car Dealership level for Insane Terrorist Hunt Mode
- Reduced Swat Health in the Insane Terrorist Hunt Mode for both players and Swat AI (Added difficulty for trying to beat solo with bots)
- Added Ludicrous Difficulty to Terrorist Hunt mode currently
- Added pre-placed Explosive traps to the Terrorist Hunt Ludicrous Difficulty mode
Update 1.0.8 (deprecated)
- Updated the AI behavior to have more realistic response times
- Updated AI behavioral mechanics to be more unpredictable
- Aggression levels have been increased when players don't play tactically smart
- Increased AI awareness to sound
- Grenades now affect all Terminator Bots through Ludicrous Difficulty
- Added recoil to the AI for some game modes
- Added Ludicrous Difficulty to Extreme Tactical Mode
- Added Unreal Difficulty for max suspects and civilians with less punishing AI bots
- Added Immersion Difficulty for more expected suspect count depending on the map size and more suppressive bot mechanics
- Fixed a bug where civilians were not spawning on map Car Dealership for Bomb Threat
- Increased the AI accuracy for long distances to tighten up the shot spread and add more intense suppression in the Immersion Difficulty
- Added Suppression Difficulty as the easiest playthrough for all newer players to the game (very intense suppressive firefighting)
- Added Civilians to the Unreal Terrorist Hunt for Active Shooter and Hostage Rescue
- Decreased Swat AI's reaction time to allow Suspect AI to surrender after shouting for compliance In Unreal Tactical and Terrorist Hunt Difficulties
Update 1.0.9 (deprecated)
- All game modes and difficulties have been updated to the March 30th patch version
- Added Explosive Vest Suspects and Civilian counts to all game modes and difficulties
- Adjusted the Civilian count for Hostage Rescue and Active Shooter on all Terrorist Hunt difficulties
- Suspect Explosive Accuracy is increased incrementally for Medium, Hard, Insane, and Ludicrous difficulties
Update 1.1.0 (deprecated)
- Added explosive vests to all Suspects and Civilians for Chaotic Bombies game mode
- Increased walking speed for Ludicrous Difficulty AI
- Increased Civilian Health for all relevant game modes and difficulties
- Fixed all game modes and difficulties to work with picking up dropping Suspects and Civilians
- Fixed AI Pathing bug for the zombie modes after March Content update was released
Update 1.1.1 (deprecated)
- Adjusted movement speed and accuracy for all game modes and difficulties depending on their overall difficulty to provide a more unique experience
- Increased Suspect fire rate for all weapons to add more intensity in Close Quarters Combat (CQB) firefights
- Tweaked the Suspect's behaviors to add more aggression again after the March Content Update
- Tweaked AI's reaction time to be more responsive when engaging in a firefight
- Suspects will now target Civilians wearing bomb vests if they are near and not willing to surrender
- Adjusted Suspect's rotation rate to allow for more reaction time when coming under fire
- Tweaked Swat AI to be a little more responsive when engaged in a CQB fight for Terrorist Hunt Mode
- Swat AI in Tactical Modes will now ask for more compliance prior to engaging in a CQB fight
- Compliance Tactical mode has been adjusted to allow for more Suspect compliance
- Increased chance of fake surrenders by 5%
- Civilians are spawning in for Farm in all Terrorist Hunt game modes. This has been determined to be an official bug because the config cannot adjust the change even when it should work
- Suspects are randomly teleporting out of existence in Farm and then reappearing in other areas (I am almost 100% positive this has nothing to do with my mods because I cannot find anything in my files that could be causing it and this is only occurring for this map)
Update 1.1.2 (deprecated)
- Balanced out max traps for all game modes and difficulties
- Increased health for players in a couple of game modes that didn't have balanced health
- Slightly decreased Suspect Health for Terrorist Hunt Ludicrous and Insane difficulty for rebalancing
- Adjusted Hostage Rescue game mode for all Terrorist Hunt difficulties
- Added Civilians to both Zombie Game modes with bomb vests to add a few Bombies to the mix
- Added exclusive Prefire Difficulty for the Terrorist Hunt game mode
Update 1.1.3 (deprecated)
- Balanced out both Suspect and Swat AI fire rate for all game modes and difficulties
- Applied updated AI Suspect behavior that adds even more unpredictability to their aggression
- AI aggression has been adjusted to change how the AI Suspects rush a player now
- AI flanking tactics have been adjusted to provide more sneaky behaviors
Update 1.1.4 (deprecated)
- Adjusted Health for both Base Players and Swat AI to handle a few more shots overall
- All Terrorist Hunt difficulties no longer have traps
- All Terrorist Hunt difficulties no longer have any locked doors and a 50% chance of doors being open
- Zombie Knife Party and Chaotic Bombies no longer have any locked doors and a 50% chance of doors being open
- Adjusted Suppression Tactical to have AI Suspects with less aggression levels
- Slightly decreased the range accuracy for Terrorist Hunt Prefire Difficulty
- Compliance Difficulty is now the easiest game mode for this modpack
- Lowered overall Suspect count on Compliance Tactical Difficulty
- Reduced fake surrender chance for all Extreme Tactical difficulties
Update 1.1.5 (deprecated)
- Moved Bomb Suspects into Bomb Threat for all Extreme Tactical difficulties
- Increased Civilian Health for all Extreme Tactical difficulties
- Updated all pak files to include the difficulty listed
- Increased Suspect speed for Real Tactical Difficulty
- Removed Knife Suspects from Bomb Threat for all Extreme Tactical and Terrorist Hunt difficulties
- Added new difficulty called Overflow Difficulty
Update 1.1.6 (deprecated)
- Adjusted Suspect health to be more balanced between armor and no armor suspects
- Updated all difficulties and game modes to have more realistic unalerted behaviors
- Slightly reduced amount of traps for Ludicrous Difficulty
- Added traps back to all Terrorist Hunt difficulties with the exception of Prefire Difficulty
- Moved all Civilians with Bomb Vests to Bomb Threat for the Unreal Tactical Difficulty
- Added new Trained Difficulty for both Extreme Tactical and Terrorist Hunt game modes
- Reduced amount of suspects for Immersion Tactical and Immersion Terrorist Hunt Difficulties
- Moved all Bomb Vest Civilians and Suspects into the Bomb Threat game mode for Immersion Difficulties
Unofficial Supporter's Update 1.1.7 (Testing files) (deprecated)
- Created an AI Mod Bundle for the Supporter's Edition which has been added for testing purposes with the upcoming update going public soon. It's still a work work in progress, so please let me know your thoughts and what could make it better.
- Updated likelihood of suspects to take cover when initiated in a firefight
- Suspects have some aggression and flanking tactics still that they will use when necessary
- Created a dynamic spawn count for low, medium, and high Suspect/Civilian count
- Added test difficulty (hard) with max suspects and civilians
- Updated animation movement and lowered health on the suspects without affecting their armor damage
- Lowered the overall speed for the suspect's acceleration and slightly increased their walking speed in the Real Test Mode
- Adjusted the chances of the suspect to take cover more often instead of shooting at players
- Adjusted chances of the suspect to take hide under beds, closets, and behind doors
Unofficial Supporter's Update 1.1.8 (Testing files) (deprecated)
- AI Suspects now have the actual coding to react to flashlights and gunshots from a certain distance (Devs added this coding late last night)
- AI Suspects will be able to take cover more often
- AI Suspect's movements have been tweaked to feel more lifelike and engaging rather than extremely fast and unpredictable
- AI Suspect's don't randomly kill themselves as often on Club or Hospital. Players are more likely to encounter them committing suicide right in front of them
- Removed Real test difficulty as the file appears to be causing the game to crash due to the Error Access Violation bug (Working on a fix)
Unofficial Supporter's Update 1.1.9 (Testing files) (deprecated)
- Fixed a bug that was causing the AI surrender animation to pop and replay when using tactical grenades
- Updated the AI Animation to be more fluid again after the 6/18/22 update for Supporter's Edition
- Removed High Suspect and Max Suspect files due to an Exception Access Violation Bug (This appears to be specific to the Supporter Edition update and hopefully I can get high and max suspects working again after a fix is released)
- Reduced suspect count to max 20 Suspects on Park Homes Raid and Park Homes Barricaded Suspects for medium suspect count
- Adjusted AI's awareness to Grenades, Gunshots, and Flashlights that was added to the game
- Created a separate mod bundle for both Extreme Tactical and Terrorist Hunt game modes
Unofficial Supporter's Update 1.2.0 (Testing files) (deprecated)
- To fully resolve the surrender bug with AI on Terrorist Hunt, the Civilians have been removed from this game mode
- Adjusted AI surrender animation to no longer occur for suspects, but this conversely affects the Civilians from surrendering at all too
- Added a test file for High Suspect Count to validate if the Exception Access Violation bug is still occurring for everyone trying to run this high of suspect count
- Resolved an issue for Barricaded Suspects and Park Homes raid Exception Access Violation bug and crashing by reducing suspect count lower than 20 suspects
- Released a new test file called Streamer Mode that plays closely to non-modded, but includes all the AI tweaked settings in my mod
- Fixed the file version name for both Extreme Tactical and Terrorist Hunt test mod bundle
Unofficial Supporter's Update 1.2.1 (Testing files) (deprecated)
- Adjusted the AI Suspect behaviors to be even more unpredictable and sneaky
- AI Suspects are more likely to commit suicide right in front of you now in Hospital or Club instead of far away
- AI Suspects are more likely to shoot at you through walls, but as a means of suppression
- Flashlights are now guaranteed to alert an AI suspect in a room when peering through door cracks or open areas
- AI Suspect senses for noticing door peeks have been increased
- AI Suspects will fake surrender or fake dead more often when no one is watching
- AI Suspects are more likely to pick up their guns after fake surrendering when no one is watching
- Added a delay interval for likelihood of AI Suspects to surrender or move from hidden areas
- Reconfigured Hostage Rescue to work as a full stealth mission where all Civilians can be rescued
- Configured a working Active Shooter game type where it's a timed event to find and neutralize all AI Suspects before they start killing Civilians
- Deprecated Streamer Mode and instead created a Real Suspect Count difficulty for both the Extreme Tactical and Terrorist Hunt game modes
Official Update 1.2.2 (Deprecated)
- Converted all mod files to be fully compatible with the new official June update that released
- Adjusted the Active Shooter and Hostage Rescue game types for Extreme Tactical to be play more balanced and dynamically changes per playthrough.
- Added the Zombie Knife Party mod update where all Suspects have Knives and there are a few Civilians with bomb vests to be cautious
Official Update 1.2.3 (Deprecated)
- Added Max Suspect Count to both the Easy version of Extreme Tactical and Terrorist Hunt mod bundles
- Adjusted the AI Swat and Suspect health to be more balanced on Single-player (Swat AI were way too powerful)
- Increased the reaction time and aim accuracy of the AI Suspects because the Easy mode way playing similar to the settings for the upcoming Medium Difficulty
- Increased the reaction time to make AI Suspects slower at detecting grenade throws, so they are more likely to stun them in Extreme Tactical
- AI Suspects will NOT surrender on the Terrorist Hunt mode, which is why there are no Civilians in any of the game modes (with the exception of objective Civilians)
- Fixed an issue where Knife Suspects were throwing their knives down when compliant and then immediately animating a surrender, then getting back up
- Fixed a bug where AI Suspects would tank shots during a specific strafing animation phase
- Added Medium Difficulty for both Extreme Tactical and Terrorist Hunt game mode
- Fixed a bug that was causing AI Suspects to surrender in the Terrorist Hunt game mode after being stunned by tactical grenades
- Reduced the AI Suspect's target time after being alerted by a player to avoid constantly being shot through walls for extended periods of time
- Fixed a bug where Civilians were randomly spawning in the Terrorist Hunt game mode
Official Update 1.2.4 (Deprecated)
- Added Hard mode difficulty to both the Extreme Tactical and Terrorist Hunt mod bundles
- Added a high suspect count to the Zombie Knife Party mod bundle
- Slightly increased the difficulty for both the Easy and Medium difficulties
- Slightly lowered the AI's reaction time for Medium and Hard difficulties to balance Tactical and Terrorist Hunt game modes
- Slightly increased the accuracy for AI Suspects at long ranges for Easy and Medium difficulties to balance the firefight sequences
- Fixed a bug that was causing the AI Suspects to avoid getting stunned by grenades
Official Update 1.2.5 (Deprecated)
- AI Suspect's are way more likely to take cover after hearing gun shots from far distances
- AI Suspect's are a lot more sneakier and will flank players when gun shots are heard
- Adjusted AI Suspect's gun shot hearing range in both the Extreme Tactical and Terrorist Hunt game modes
- Adjusted the AI Suspects in the Zombie Knife Party game mode to be more sneaky and group up a lot more often
- Adjusted AI Suspects in the Zombie Knife Party game mode to take cover more often and hide in closets/beds
- Slightly increased the difficulty for Easy, Medium, and Hard difficulties to be more punishing for players that run through CQB firefights
- Slightly adjusted AI Reaction time to be quicker for Terrorist Hunt game mode and disabled animations for flinching and hesitating
- Removed Bomb Vest Civilians in the Zombie Knife Party game mode
- Added a smaller Medium Suspect Count and increased the amount of AI Suspects for High Suspect Count in the Zombie Knife Party game mode
- Adjusted Animation configs to the best possible setting to make AI Knife Suspects more likely to attack in hordes instead of running away
Official Update 1.2.6 (Deprecated)
- The Extreme Tactical Game mode difficulties have been adjusted to play more balanced using tactics, shouting for compliance, and teamwork rather than run and gun
- Added a newly made Damage Rebuff that adjusts all the new weapon caliber ammunition in the game to be way more effective at neutralizing AI Suspects
- Embedded the new Damage Rebuff mod for all game modes in this modpack
- AI Suspect's accuracy and reaction time has been reduced to balance the new Damage Rebuff Mod for the Extreme Tactical difficulties
- Added a new AI Mod Bundle Pack that bundles all of the game mode difficulty bundles and the new Damage Rebuff mod together as one package
Official Update 1.2.7 (Deprecated)
- Slightly adjusted the AI suspect's movement speed between faster walking pacing and a little faster running for all game modes
- Slightly increased the AI suspect health to balance the new Damage Rebuff mod for all game modes
- Increased the AI suspect health to allow multiple gunshots in the body, but only require one 1 shot in the head for the Zombie Knife Party game mode
- Increased the chance of AI Zombies to rush players when shooting loud instead of using suppressed weapons
- Increased the Base player and Swat AI health to be more balanced for the new Damage Rebuff mod
- Slightly adjusted the AI Suspect's cover animation to be a little faster for all Terrorist Hunt game modes
- Completely disabled the surrender animation for all animation points including tying up AI Suspects pretending to be dead
Official Update 1.2.8 (Deprecated)
- Slightly reduced the penetration distance for 12 Gauge Buckshot, Slugs, and 300 Blackout rounds in the Damage Rebuff mod
- Slightly increased the power of the 12 Gauge Buckshot and Slugs
- Resolved an issue with AI Civilians fleeing after being shouted at for compliance by players
- Reduced the AI Suspect accuracy when moving at fast speeds and strafing for Extreme Tactical and Terrorist Hunt game modes
- Slightly increased the AI Suspect reaction time for the Terrorist Hunt game mode
- Slightly adjusted the AI Suspect count in the Real Suspect Count for better map re-balancing
- Removed some more animations that were causing the AI Knife Suspects to behave as if they would surrender in the Zombie Knife Party mode
Official Update 1.2.9 (Deprecated)
- Added a new scoring system for both Extreme Tactical and Terrorist Hunt game modes (breakdown of details found in my Nexus Mods page description)
- AI Suspects and Civilians can now get stressed out, which causes even more erratic behaviors
- Slightly increased the health of both AI Suspects and Swat players in both Extreme Tactical and Terrorist Hunt game modes
- Slightly lowered the power of the Buckshot and Slug as well as reduced the damage armor penetration
- Slightly lowered the stun health to ensure that AI would always be stunned by tactical grenades for both Extreme Tactical and Terrorist Hunt game modes
- Fixed a bug with the new scoring system for Terrorist Hunt game mode to count the points for reporting AI suspects
- Fixed Scoring System for Terrorist Hunt game mode by disabling all Mission Objectives
- All players will have to soft complete after every game of Terrorist Hunt game mode when everyone survives (This indicates the game was completed)
Official Update 1.3.0 (Deprecated)
- Added Base Player stat adjustments to the Damage Rebuff mod to counteract the AI Suspect's higher damage output
- Increased Base Player health with the Damage Rebuff to be more balanced with the new damage values added in the July bug fix update
- New armor damage values allows Steel to take more shots than Ceramic plating up to 7.62x39 rounds (Steel can stop 1 round of 7.62x51 NATO)
- AI Suspects are less likely to headshot players at medium ranges (Very close range can still cause random headshot chances that is not modifiable)
- All caliber ammunition penetration has been reduced depending on the ammunition to balance realistic armor protection for AI Suspects
- All FMJ rounds have more powerful knockback if the armor is too strong for the caliber ammunition to knock out AI Suspects that survive the shot
- Damage values for all caliber ammunition has been adjusted to cause more powerful knockbacks to AI Suspects, so they have a chance to survive armor shots
- Range of the shotgun has been reduced for Buckshot, but added more power to each knockback effect; Slugs can penetrate armor up to Level 3A
- Increased the knockback damage for 7.62x51 NATO rounds to knockout Level 3 Armored AI Suspects at long ranges
- All AI Suspects have faster reaction time at medium to long distance ranges for the Extreme Tactical game mode
- All AI Suspects have a new flanking/hunting mechanic that causes them to follow Base player's movement around the map
- The Rear Security role in the squad is now a very important feature to avoid flanking or ambushes from AI Suspects in all game modes
- All easy game modes are harder than Vanilla AI Suspects for both Extreme Tactical and Terrorist Hunt game modes
- Resolved an animation bug that was causing Civilians to put their hands up multiple times while in a surrendered state
- Resolved an animation bug where AI Suspects would not shoot while in a cover animation point for Extreme Tactical game mode
- Resolved an animation bug where AI Suspects would constantly switch between two cover animations at the same time
- Resolved an animation bug where a fleeing AI Suspect would be running straight into walls
- Resolved an animation bug where AI Suspects would run into place at locked doors
- AI Suspects are less likely to kill themselves across the map when moving to a no-surrender state in Club and other Terrorists related maps
- Resolved an issue with Suspect count for modded maps
- The Extreme Tactical and standalone scoring system have the Unauthorized use of force re-added to the scoring table
- Added a mode bundle for the New Scoring System, which includes the Terrorist Hunt scoring system
- Suspects must be reported for the Terrorist Hunt game mode again to balance the scoring system
- Adjusted the AI Knife Suspects in Zombie Knife Party to be more likely to ambush and sneak up on players
Bug Fixes for Official Update 1.3.0 (8/3/22)
- Fixed a bug that was causing AI Suspects to be less aggressive on Hard and Medium Terrorist Hunt game modes
- Fixed a bug for scoring system to no longer include Unauthorized Use of Force for Terrorist Hunt and Zombie Knife Party
- Added a Doorkicker Mod to Official Update 1.3.0 that allows all unlocked doors to be kicked open very easily with minimal chance a player's leg gets broken
Official Update 1.3.1 (Deprecated)
- Rebalanced all game modes to make the progression of Easy, Medium, and Hard difficulty feel more challenging for players
- Reconfigured behaviors based on the type of Suspect to add more unpredictability in firefights
- There is a new difficulty progression depending on the maps that are chosen (IE Park Homes and Gas Station feel easier while Brisa Cove and Club feel very hard)
- All suspects are less likely to charge aggressively at base players unless they hear a tactical grenade being prepped or the reload of a weapon
- All Suspect's accuracy has been fine tuned to prevent aim bot headshots using bone retargeting zone re-configuration
- Increased the Suspect's accuracy and reaction time based on the type of Suspect
- Added more firefight suppression tactics to the Suspects that allows for more immersive CQB engagements
- Fixed a bug that sometimes caused Suspects to never surrender after being flashed or stung by tactical grenades
- Terrorist Hunt game mode has become increasingly harder to challenge highly tactical players with good movement and CQB assessments
- Increased Suspect count for Real Suspect Count to better balance enemy engagements based on map size
- Damage Rebuff has had a complete overhaul to provide more realistic expectations when shooting an armed and unarmed Suspect
- The SA-58 and any other weapon that uses .308 caliber ammunition has had a high buff in damage and effectiveness at range
- Doorkicker Mod has been re-tuned to allow more effectiveness at kicking any door without breaking a leg
- Increased the difficulty for all Extreme Tactical difficulties to require more teamwork, slow play, and communication
- Increased the time it takes a Suspect to switch bones on the base player during a firefight to help prevent frequent instant head shots
- Resolved a bug where Zombies were constantly running and taking cover instead of charging the player after seeing them
- Zombies have a faster knife slash to instill fear and intensity while a player is being attacked for the Zombie Knife Party game mode
- Zombies have an increased chance to charge the player instead of hide or take cover
- Zombie cover animations have been greatly reduced to prevent constant covering
- Reduced the Zombie's amplified hearing to prevent too heavy of hordes in Raid
- Added a No Unauthorized Use of Force and Lethal Force Scoring System back into the New Scoring System Mod
- All Extreme Tactical game modes no longer have the new scoring mod embedded to allow players to choose using the standalone New Scoring System Mod
- Fixed a bug that sometimes caused Suspects to never surrender after being flashed or stung by tactical grenades
Bug Fixes for Official Update 1.3.1 (10/7/22)
- Fixed a bug where AI Suspects were not responding properly to shouts for compliance after being shot and surviving
- Fixed a bug where the R7 Launcher and Beanbag Shotgun were not causing AI Suspects to surrender
- Added Insane Difficulty Mod Bundle for both Extreme Tactical and Terrorist Hunt game modes
- Fixed a bug where half of AI Knife Suspects were spawning with weapons on the Max Suspect Count
Known issues with Update 1.3.1
- The Taser does not work with causing AI Suspects to surrender (This is a legitimate game bug caused by the June update)
- Knife Suspects in the Zombie Knife Party game mode will still take cover even when completely eliminating cover animations (This must be a hardcoded blueprint for Knife Suspects that cannot be modified at this time)
Small Bug Fix for Official Update 1.3.1 (11/20/22)
- Reworked the Armor hit values to take more damage from all Pistols, SMGs, and Rifles
- Slightly adjusted the overall health values of the Base Player to help prevent one shot death in any body part excluding the head
- AI Swat Health has been slightly adjusted to prevent AI Swat one shot death
Official Adam Update 0.0.1
- AI behaviors have been slightly adjusted to increase aggression and reaction to sound
- AI Suspects will have a higher chance of faking dead
- AI Suspects have a higher chance of bleeding out while incapacitated if shot with arterial bleed
- AI Civilians have a higher chance of bleeding out while incapacitated if shot with arterial bleed
- Damage Rebuff has been reworked to complement the new Gore System in the Adam Update
- Reconfigured the Ridgeline suspects to be more quiet and sneaky in the house
- Added more bomb traps on Ridgeline and locked all doors to add more intense situations
- Easter Egg behavior with new Damage Rebuff system when shooting AI a lot
Official Adam Update 0.0.2
- Fixed a bug that was causing knife suspects to avoid charging you (There are still some configured in Park Homes Barricaded and Raid, but it's a hard coded behavior)
- Fixed a bug that was preventing AI to take cover animations on multiple cover points across the map (They are more likely to do this again even on doorways)
- Adjusted AI Suspect Behavior to be less likely to charge a player after a firefight engagement (They can be suppressed again)
- AI Suspects are likely to surrender after shooting out a gun from their hand (This mainly occurs with pistols)
- Reconfigured the AI Suspect Behavior to engage in more sneak behaviors after being alerted
- Reconfigured animations to be more fluid for certain firefight engagements (Occasionally you'll see AI Suspects doing the gorilla run at you, still working on fixing this behavior completely)
- Reconfigured the Ridgeline AI Suspects to be even more sneaky and unpredictable moving across the house (Less likely to stay in one spot unless hold up in a locked room)
Official Adam Update 0.0.3
- Fixed a bug that was causing erratic and weird AI Suspect behaviors on all Hospital game types
- Slightly increased the AI Suspect count on both Hospital Raid and Barricaded Suspects to better fit the map sizes
Official Adam Update 0.0.4
- Fixed a bug that was causing AI suspects to not take cover animation points
- Removed old Animation file from the mod as it was causing discrepancies with the new animation blueprint
- Adjusted cover animation points to be focused across the entire map for all AI Suspects and Civilians
- Increased the likelihood of seeing an AI Suspect take a Civilian near them hostage
- Readjusted each local map setting to be more consistent with each Suspect type to provide a unique experience per mission
- Fixed a bug that was not causing Global config settings to apply for each local map mission
- Fixed a bug that was causing an animation to crash the game when an AI Suspect initiated the missing animation
- Fixed a bug where AI Suspects were consistently gorilla-running at Base players
- Slightly increased trap amounts based on the map size to provide more intense situations
- Potentially fixed a bug where traps were not spawning for Ridgeline (Still testing this issue)
Official Adam Update 0.0.5
- Fixed a bug with AI suspects not shooting consistently
- Reduced Suspect counts on all new maps to try and alleviate the crashing (Issue may be a result of the Dismemberment mod still testing the problem)
- Fixed the bug where traps were not spawning consistently for Ridgeline
- Reduced the effect of the Beanbag Shotgun to prevent one shot headshots unless directly in front of the AI
- Adjusted the Swat AI behaviors to be more reactive to the AI Suspects and shoot more frequently when in a firefight
- Resolved an issue where the Swat AI would get stuck in close proximity with doors while initiating the open door animation
- Resolved an issue where Swat AI would shoot suspects more lethally rather than attempting to incapacitate the AI Suspects
- Released a standalone Dismemberment mod
- Fixed an issue that was preventing AI Suspects from seeing Base Players in the free lean position
Official Adam Update 0.0.6
- Updated Base Player health to take more damage from pistol and smaller caliber ammunition (JHP rounds)
- Added a test file for the Terrorist Hunt game mode
- Added an Easy Difficulty to the Terrorist Hunt game mode
- AI Suspect count has been maxed out to only 20 suspects per map that is applicable until the crashing bug is identified and resolved
- AI Suspects are much more aggressive in the Terrorist Hunt game mode and have been reconfigured to not surrender again
Official Adam Update 0.0.7
- Added the new scoring system standalone file back to the AI Here I Come Mod
- Created a new AI Here I Come Mod Bundle including all files
- Created a new AI Here I Come Bundle Set for both Extreme Tactical and Terrorist Hunt's Easy and Hard Difficulty
- Recalibrated the AI Suspects accuracy and sight detection to be more effective during engaging firefights
- Increased the likelihood of AI Suspects to flank or aggressively charge a Base Player during a firefight
- Reduced animation walking and jogging speeds of the AI Suspects to provide more realistic movement
- Slightly increased sprint speed of the AI Suspect to help during firefight suppression when running away
- Slightly decreased strafe speed of the AI Suspect to prevent the gorilla run animation
- Recalibrated the collision hitbox and detection of the Base Player to avoid getting stuck in between a doorway
- Slightly reduced the accuracy of AI Suspects for the Easy Difficulty on both Extreme Tactical and Terrorist Hunt
- AI Suspects use more organic animations to provide an immersive experience during firefights
- Increased AI Civilians resistance to shouting for compliance on the Hard Difficulty for Extreme Tactical
- Increased the likelihood of AI Suspects to take Civilians nearby as prisoner/hostage when in a no surrender state
- Increased the AI's sensory systems to detect players with sound more effectively
- AI Suspects have a higher chance of shooting through walls when on the direct side and hear a Base Player on the other side
- AI Suspects can ambush Base Players when beckoned by another AI Suspect during a firefight sequence
- All new maps have a bug where they can randomly crash. The issue seems to mostly stem from increasing the AI Suspect count
- All AI Mods are now having to be hosted both Server/Client side. This means that everyone has to have the mod installed in order to prevent desync, instability, and crashing during a game session
- There is an identified issue with certain animations and artifacting occurring with explosions from grenades and explosive traps that crash the game immediately (This is a game bug that will hopefully be patched by VOID Interactive)
- AI Suspects will sometimes charge a player and not shoot after incurring the Gas Grenade effect instead of being affected (Fixed)
- AI Knife Suspects will sometimes stop and stare at the Base Player without taking any action (This has been determined to be hard-coded by VOID Interactive based on how they viewed AI Suspect behaviors in real life)
Official Adam Update 0.0.8
- The Here I Come AI Mods are no longer Host/Server to Client based where everyone requires the mod
- The new Collision Reduction mod requires all players to install in their Paks folder
- Introduced a new game mode bundle called Slow Tactical
- Reintroducing the updated Doorkicker100 mod as a standalone mod
- Base players are able to kick open doors at 110 to 120 degrees max now instead of max 90 degrees using the Doorkicker100 mod
- Introduced a new No Surrender Mod for both AI Suspects and Civilians as a standalone mod
- Renamed the pak files to mount better to the file structure of each file
- Updated the New Scoring System to no longer require Base Players to collect evidence for increasing their score
- Removed the hitbox collision detection mod of the Base player out of the AI mods and created it as a standalone mod
- Reconfigured the Active Shooter game type
- Reconfigured the Hostage Rescue game type
- Lowered the AI Suspect's range and perception for both Active Shooter and Hostage Rescue
- All new maps should have better FPS stability using the mod and playing with max 29 suspects
- Fixed a bug that was causing consistent crashing due to random AI Suspect animations
- Fixed an animation bug that was causing AI Suspects to infinitely peek during a cover animation
- Fixed a bug that was causing AI Suspects to not react to players out of vision when gun shots are heard
- Fixed an animation bug where AI Suspects would stand in front of a doorway and not move or run to cover
- Reduced Max Suspect count down to 29 suspects to prevent an instability crash with too many AI animating on a map
- AI Suspects in the Terrorist Hunt game mode now have a random chance to surrender, but have a high chance of fake surrendering
- Increased the difficulty level of both Extreme Tactical Hard Difficulty and Terrorist Hunt Hard Difficulty
- Slightly lowered AI Suspect count for Extreme Tactical game mode to better complement the new AI reconfigured behaviors
- Increased the AI Suspect speed on the Hard Difficulties for all game modes Extreme Tactical, Slow Tactical, and Terrorist Hunt
- Slightly increased the reaction time of the AI Suspects for both Extreme Tactical and Terrorist Hunt game mode
- AI Suspects are more likely to shoot through walls when a Base Player is sprinting on the other end or is heard behind a door
- AI Suspects are more likely to flee and flank now after engaging in an initial firefight sequence
- AI Suspect's range of cover points has been completely maxed out
- Reduced the range of cover exclusions, so an AI Suspect can take cover very close to a Base Player
- Increased the AI Suspect's sight accuracy at range
- Fixed a bug that was preventing AI Suspects and AI Swat from opening doors correctly
- Maxed out the range an AI Suspect can interact with doors on a map
Official Adam Update 0.0.9
- Reconfigured the Hostage Rescue game type to play more balanced and prevent the AI Suspects from immediately killing hostage Civilians
- Rebalanced the AI Suspect count on the Terrorist Hunt game mode to reduce crashing due to overwhelming suspect count and VFX actions
- Fixed a bug with the door stimulus that was causing crashes when the AI Suspect would initiate an animation that pulled to a variable with a typo
- Fixed a bug where the AI Suspects would headshot Base players through walls instantly on the Slow Tactical game mode
- Rebalanced the Extreme Tactical game mode to play a little more tactical
- Slightly reduced the AI Suspect count on the Extreme Tactical game mode to play more balanced for tactical CQB firefight sequences
- Fixed an animation bug with the Doorkicker mod that was causing doorways to over clip environmental objects
- Reduced the door open range after kicking a door open between 100-110 degrees with the Doorkicker mod
- Reduced the range of accuracy by 10% for all game modes to minimize across map headshots
- Introduced Suppression and Pre-fire through walls when an AI Suspect is engaging a player by sound (Difficulty will determine AI Suspect accuracy)
- AI Suspects are more likely to fire through walls after visibly seeing a player and try to hit the Base Player in the Terrorist Hunt game mode
- Base Player caliber ammunition has been tuned to be more effective at piercing through most walls in game
- Renamed the AI Mods back to the proper file structure name to point to the correct AI Config file being used for the modpack
- Completely reconfigured the Ridgeline AI Suspects to be very intense and aggressive in the house
- All doors have been unlocked on Ridgeline to prevent AI Suspects from zoning Base Players through walls while unlocking a door
- More traps have been added around the entry way doors on Ridgeline rather than filling up the entire house
- Gerard's health on Ridgeline has been increased to prevent one shots through their thick metal armor
Official Adam Update 0.1.0
- Added a new game mode bundle called Concealed Tactical
- Fixed a bug that was causing AI Suspects and Civilians to run like Naruto or Sonic on the Hard difficulty for all game modes
- Fixed a bug that caused AI Suspects to fail at opening doors after closing the door on the AI Suspect
- Fixed a bug that was causing AI Suspects to get stuck on barriers for some maps like Park Homes, Hospital, and Gas Station
- Slightly adjusted the sprinting speeds to look more realistic for all game modes and difficulties
- Added additional chance for bullet ricochet when impacting an AI Suspect's armor or the environment
- Each caliber ammunition has a lowered chance of causing dismemberment to try and reduce crashing
- Each caliber ammunition has a varying degree of spalling damage and radius impact to other Base players
- Reconfigured the Damage Rebuff mod for the AI Mods to play more realistically with all game modes
- Added a new recoil mechanic where Base Players have a lower chance of hitting AI Suspects at further distances
- Fixed a bug that was causing AI Suspects to immediately start killing Civilians after opening a door in the Hostage Rescue missions
- AI Suspects and Civilians are more likely to be incapacitated when shot in a less lethal spot such as the stomach or upper chest
- Slightly reduced the effectiveness of pistols with heavier armored suspects and are more likely to incapacitate an AI Suspect with armor
- AI Suspects have slightly reduced hearing to prevent an over abundance of wall-banging Base Players
- AI Suspects are more likely to surrender on the Concealed Tactical mode and spawn without a weapon
- Slightly increased the chance rate that an AI Suspect would choose to flee over fight when there are a lot of Base Players in their view
- Renamed all pak files back to their proper mounting points again
Official Adam Update 0.1.1
- Slightly lowered the max morale for Concealed, Extreme, and Slow Tactical to increase the likelihood of legitimate surrender actions from AI Suspects
- Slightly adjusted the AI Suspect's sight accuracy from range for all game modes
- Fixed a bug that was preventing AI Suspects from surrendering properly on Valley of the Dolls and Agency map missions
- Fixed a bug that was causing more crashing on Hard Terrorist Hunt over Easy Terrorist Hunt difficulties
- Added Bomb Vest Civilians to the Bomb Threat game modes in Slow Tactical
- Fixed a bug that was preventing Gerald Scott and his assistant from shooting at Base Players more often through walls in Slow Tactical
- Reconfigured all the mods to work with the latest January 19th patch release (No bugs or crashing noted)
- Readjusted the AI Suspect accuracy on Easy Terrorist Hunt Difficulty for Datacenter (It had the hard mode accuracy)
Official Adam Update 0.1.2
- Performed some more rebalancing on the morale behaviors of the AI Suspects to be more likely to surrender with low morale
- Fixed a bug that was causing consistent crashing on the Barricaded Suspects and Raid game types for Hospital in all game modes
- Fixed a bug that was causing consistent crashing on Datacenter for all game modes
- Fixed a bug that was causing consistent crashing on Los Suenos Postal Service for all game modes (crashing may still occur, but not as frequent)
- Added a Terrorist Hunt file with Civilians in the Terrorist Hunt game mode bundle for Easy and Hard difficulty
- Reduced and rebalanced the sight accuracy for all game modes (less accurate wall-banging from AI Suspects)
- Reduced and rebalanced the difficulty for both Easy and Hard Terrorist Hunt game modes
- Reduced the AI Suspect count for Hospital, Datacenter, Agency, Postal Service on the Terrorist Hunt and Extreme Tactical game mode bundles
- Reconfigured the Damage Rebuff with Dismemberment to prevent single death from hand or toe shots for all weapons excluding the Shotguns
- Increased the damage multiplier of the Slug ammunition for the Shotguns to prevent higher dismemberment chance
- Decreased the AI Civilian count for the Hostage Rescue modes to prevent impossible completion of the mission with no Civilian casualties
- Increased the sight accuracy for Gerald Scott to cause more intense wall-banging firefight behaviors in all game modes
- Slightly increased the health of Gerald Scott to prevent single shot deaths
Official Adam Update 0.1.3
- Introduced a new game mode bundle called Military Tactical
- Introduced a new game mode bundle called Ludicrous Tactical
- Introduced a new game mode bundle called Hardcore Tactical
- Introduced a new sneak movement to the AI Suspect's walking speed in the Military Tactical game mode
- AI Suspects have slower movements for both walking, jogging, and running in all game modes with the exception of Terrorist Hunt
- AI Suspects have slower reaction turn speed to prevent instant single tap deaths from flick shots
- Slightly reduced the AI Suspect count for all game modes to prevent inconsistent stability issues with frames
- Renamed all AI Mod pak files to separate Easy and Hard in the file name for easier understanding
- Fixed a bug that was causing constant crashing on Postal Service for all game modes (Terrorist Hunt is still possible to crash, but not as frequent)
- Fixed a bug that was causing AI Suspects to clip all the way through doorways (very rarely occurred)
- Fixed a consistent crashing issue on Hospital for both Barricaded Suspects and Raid modes
- Reduced crashing issue on Datacenter over on the right side of the map
Official Adam Update 0.1.4
- Added Unreal Tactical game mode
- Changed the AI Movement speed to dynamic based on each animation for all game modes
- AI Suspects will no longer surrender in Hardcore Tactical, Ludicrous Tactical, Unreal Tactical, and Terrorist Hunt (No Civs) game modes
- Disabled flinching and hesitation animations for all AI Suspects on Hardcore Tactical, Ludicrous Tactical, Unreal Tactical , and Terrorist Hunt game modes
- AI Suspects will no longer commit suicide on Club and Hospital for Hardcore Tactical, Ludicrous Tactical, Unreal Tactical, and Terrorist Hunt game modes
- AI Suspect's death animations have been slowed to allow more immersion
- AI Civilians will run and move slower than AI Suspects for all game modes
- AI's turning movement speed has been increased by 50% for all game modes (They seemed a little too slow previously)
- Removed movement changes for all AI Suspects to fix the Swat AI movement for solo runs
- AI Suspects no longer have a requirement to stare at the base player prior to firing
- Increased the reaction time for the time a suspect can pull up their weapon
- Switched Ludicrous and Unreal game modes as official Terrorist Hunt game modes
- Adjusted the wall banging mechanics of the AI Suspects for Terrorist Hunt and Slow Tactical
- Swat AI accuracy has been increased and their fire rate has been reduced down to single fire on AI Suspects to prevent over shooting deaths during firefights
- Swat AI have increased reaction time to allow more vocal engagement with AI Suspects
- Swat AI movement speed has been recovered
- Swat AI will hold deeper angles in rooms when room clearing
Official Adam Update 0.1.5
- Added Real Tactical game mode (Less AI Suspects, but very difficult even with 5 players)
- Added a standalone Damage Rebuff configuration for the Zombie mods on Nexus Mods to help reduce over shooting suspects
- AI Suspects in Gas Station are way more likely to take hostages when near them
- AI Suspects have a delay counter added to their cover animations that allows them to stay under cover for longer periods of time
- AI Suspects will get into much longer firefights before over extending or rushing the Base players unless in Ambush or Flank mode
- AI Suspects have less animation behaviors for over-flinching and being startled to prevent normal reactive behaviors
- AI Suspects have a delay counter added to their death animations to prevent a crash that would occur on doorways (Possibly fixed issue completely)
- AI Suspects will ambush Base players by peeking from hiding spots or flanking Base players from unexpected angles
- AI Suspects will stay behind cover longer when being suppressed
- AI Suspects will shoot from longer distances when spotting Base players from any distance
- AI Suspects no longer point at Base players during cover animations and not shoot at them
- AI Suspects take very advantageous angles against Base players, so double peeking is not recommended
- AI Suspects will track players less frequently
- AI Suspects now track gun sounds based on the map size (Smaller maps mean less distance to hear gun shots)
- AI Civilians will run away in fear when hearing a locked door get kicked near them
- AI Civilians can choose to ignore surrender and compliance and Tasers may be required
- AI Civilians will take cover under a lot more objects and hide in very deep cornered areas
- AI Civilians have a known sprinting issue where their leg stride is very elongated (Movement speed bug that VOID Interactive must fix)
- AI Suspects can surrender in all game modes again including Terrorist Hunts (however, they are very non-compliant)
- Improved frame performance for some AI animations that was causing popping to occur
- Reduced door interaction distance to allow AI Suspects and AI Swat Teammates enough time to interact with doors at close range during firefights
- Reduced max key cards on Datacenter, which was causing some performance issues
- Increased the time it takes for AI Suspects to hesitate both unarmed and armed for all game modes
- Removed some outdated files that may have been contributing to additional crashing with the mod
Official Adam Update 0.1.6
- AI Suspects are more likely to flank Base players from multiple directions at the same time and corner you with suppression
- AI Suspects are more likely to break from their normal AI pathing and move all around the map
- AI Suspects are less likely to straight rush the player now unless in Rush mode
- AI death animations, movement animations, covering animations, flanking animations, and rushing animations all have delay counters applied
- Fixed a bug that was causing crashing when AI were using outdated Boolean functions for their animation behaviors
- Fixed a bug that was causing crashing when using Boolean functions with movement
- Fixed a bug that was causing crashing on Datacenter, Park Homes Raid, Dealership, and Postal Service
- Updated all files to load the new version change with the software used to build the mod files
- Re-added all files that were originally removed for Official Adam Update 0.1.5
- Fixed a bug for some surrender animations that were not working properly when AI Suspects were in a a surrendered state
- Fixed a bug that was causing crashing for certain AI death animations
- Slightly reduced the effectiveness of the pepper ball gun to avoid single shot surrenders
- Added suppression morale that was missing for a lot of game modes
- Adjusted the morale system to be a little more difficult to cause more uncertainty in using less lethal weapons and tactical grenades
- Slightly increased the stun duration for Terrorist Hunt and Tactical game modes
Official Adam Update 0.1.7
- Added two new game modes for Terrorist Hunt called Real Terrorist Hunt and Inconceivable Terrorist Hunt
- Removed a lot of the flinching, hesitation, and scared animations for all Terrorist Hunt game modes
- Readjusted the damage values for the SMGs and Pistols to add less effectiveness against heavy body armor
- Reduced the chance of arterial bleeding in the arms and legs using Pistols and SMGs
- Reduced the chance of ricochet for AP caliber rounds
- Removed the heaviness effect of the Heavy Steel Armor (Damage Rebuff Standalone only)
- Increased the effectiveness of the SA-58 and M24 against Heavy Armored Suspects
- Increased the effectiveness of the 7.62x39 JHP rounds because the damage output was lowered in error
- Adjusted the durability for both the Ballistic Facemask and Gas Masks to be less effective at taking rifle rounds ((Damage Rebuff Standalone only)
- AI Suspects are more likely to suppress and pre-fire around corners
- AI Suspects that do not know your exact position will fire in the general area and potentially run around shooting every corner
- AI Suspects are more likely to set up ambushes on the Inconceivable Terrorist Hunt game mode
- AI Suspects are deadly accurate at any distance on the Inconceivable Terrorist Hunt game mode
- AI Suspects have deadly fast reaction times on the Inconceivable Terrorist Hunt game mode
- Friendly fire is more dangerous at killing base players (Damage Rebuff Standalone only)
- Increased the Base player health by 15% to avoid single body, arm, and leg shots by AI Suspects (Damage Rebuff Standalone only)
- Potentially fixed a crashing issue that was being caused by the Damage Rebuff mod
- Adjusted the standalone damage rebuff mod to work for Vanilla AI
Bug Fixes for Official Adam Update 0.1.7
- Fixed a bug that was causing crashing when AI Suspects initiated a No Surrender State with Fake Forward Knife Chance
- Fixed a bug that was causing very high inaccuracies for the Swat AI
- Fixed a bug that was causing crashing with the Doorkicker100 mod
- Created a Doorkicker100 and Doorkicker90 mod to separate Single Player and Multiplayer use (100 = 100 degree max open; 90 = 90 degree max open)
- Fixed a possible door bug that was causing regular crashing with the game for doorways (Have to use Doorkicker90 Mod for game bug fix)
- Adjusted the hesitation values for all Tactical and Terrorist Hunt game modes to rebalance the realism
Official Adam Update 0.1.8
- Created a new difficulty called Medium Difficulty
- Reconfigured the Easy Difficulty to play much easier and still have a balance of immersion
- All game modes were incorporated with a new Medium Difficulty file
- Increased the AI Suspect's reaction time for all Tactical game modes
- Matched the AI Swat to the AI Suspect's reaction times for all game modes to allow more balanced firefights
- The Hard Difficulty has been revamped to play similar to PvP with the AI Suspects
- All game modes have pre-configured accuracy de-buffs that make each Difficulty progressively harder
- Easy and Medium Difficulties for all game modes have a static accuracy and de-buff to prevent one map from being overly difficult
- Hard Difficulty will have a harder difficulty progression depending on the suspects encountered during a mission
- AI Suspect's weapon deviation and fire rate has been tuned down for the Tactical game modes and tuned up for the Terrorist Hunt game modes
- AI Suspects are even more likely to take Civilians hostage when they are near on Gas Station and Postal Service
- Readjusted the AI Suspect's reaction time for all actions such as grenade response, flashlight/laser detection, and gunshot sounds
- Decreased the AI Suspect's accuracy on Real Tactical and Real Terrorist Hunt to give it a more real feeling for the Easy Difficulties
- There is a known issue with the game that can cause crashing with this mod due to older generation CPUs (I do not know if I could fix this issue)
- File names will now include a description that breaks down what to expect for each AI Mod file (ex: slower reaction, increased accuracy, etc.)
- Removed all flinching mechanics from the Tactical game modes because it was causing an issue with AI reconfigured behaviors
- Reduced ricochet for all weapons in Damage Rebuff because it was causing a newly discovered crashing bug for lower end GPUs and CPUs
Official Adam Update 0.1.9
- Resolved a bug that was affecting the Swat AI's reaction time when engaging an AI Suspect in an alerted state
- Slightly adjusted the Swat AI's accuracy at range to be more accurate
- Resolved a bug that was causing Swat AI to be very unresponsive for shout commands
- Swat AI are much more reactive and accurate for all Terrorist Hunt game modes
- Add a variable spawn rate of 30 to 40 max AI Suspects for the Unreal Terrorist Hunt game mode due to instabilities
- AI Swat will still shout for compliance first before firing unless fired upon by an AI Suspect for all Tactical game modes
Official Adam Update 0.2.0
- Renamed the standalone Damage Rebuff mod to Damage Rebuff and Debuff mod
- Added the Damage Debuff to the standalone Damage Rebuff and Debuff mod
- Removed the Damage Rebuff from all AI Mods, which was causing a crashing issue when paired with Gunfighter
- Moved the Damage Rebuff mod file into the standalone Damage Rebuff and Debuff mod
- The Damage Debuff mod does not include Dismemberment to resolve a known bug with certain weapons crashing the game
- Increased the Swat AI Health
- All weapon damage has been lowered in the Damage Debuff mod
- The Damage Debuff mod allows for 5-6 shots now with pistols and 2-3 shots with rifles when wearing heavy body armor
- Headshot multiplier has been decreased to prevent single headshots from pistols when wearing a Gas Mask or Ballistic Face Mask
- Adjusted the damage output of the ricochet damage
- AI will take a few more shots to kill using the Damage Debuff mod with pistols and rifles now
- Added a delay counter to AI retaliation after being shot, so AI Suspects cannot instantly shoot after being injured to simulate injury impact
- Reduced the AI's aggression noise gate to 5 meters to prevent AI from rushing across the map right to the Base player
- AI Suspects will still flank and ambush as necessary, but with more uncertainty due to the change in aggression noise gate
- Fixed an issue with the Suspect AI constantly charging and rushing Base Players after walking into their ray tracing
- Adjusted the behavioral sequences to move player rushing and push player actions to the end of their decision-making gates
- Corrected the hide behavior, so they are more likely to take hard cover or run and hide from the Base player if not engaged in full combat
Official Adam Update 0.2.1
- Reconfigured all file's pakchunk priority, so that it no longer causes a conflict with any mod (dropping the mod will overwrite any other mod that conflicts)
- AI Suspects will no longer immediately react to flashlights or lasers when flashing through peeked doors for all game modes
- Morale system in Concealed Tactical has been reworked to make AI Suspects much more compliant when practicing shout for compliance tactics
- Dropped the noise level for all Hostage rescue modes, so AI Suspects are less likely to shoot Civilians immediately after a door is opened
- Hostage Rescue will not work for any of the Terrorist Hunt game modes and partially works with all Tactical game modes
- Added a new 120-degree door swing in the doorkicker100 standalone mod and AI Here I Come Mod Bundle
- Padded steel doors are mirrorable in the 120-degree doorkicker100 standalone mod
- Configured a fully working Base Player PvP concepted idea after working with Official Invictus (Gaming Creator/Broadcaster)
- Added a customized No Suspect standalone mod and the AI Here I Come Mod Bundle that is needed for the Base Player PvP concepted idea
- Added a newly configured Scoring System that only works for the Base Player PvP concepted idea
- Added a newly configured Damage Rebuff standalone that is recommended to be used for the PvP concepted idea
- Added new variations to the Damage Rebuff and Debuff mod that includes a new AI PvP simulated experience including an easy and hard config
- Slightly adjusted AI Suspect count for the Terrorist Hunt game mode to have more Suspects on all large-scale maps
- Fixed the Slug ammunition for the shotguns because they were not causing enough damage through heavy armor
- Optimized all files to reduce crashing to 99% for all medium to high-end PCs
- Lower-end PCs may still struggle to use this mod (GTX 1080 and below) due to frame performance
- Reduced the chance of weapon ammunition ricochet due to more game crashing and instability issues for all lower-end PCs
- Reduced the distance radius of the spalling damage because the ricochet was contributing to game crashes for all lower-end PCs
- Successfully increased the max suspect count on most large-scale maps for the Unreal Terrorist Hunt game mode
- Fixed the AI behaviors for the Unreal Terrorist Hunt game mode, so they take more cover and hide in the rooms more often
- Fixed an issue where the PvP Damage Rebuff settings were causing 8-9 bullets in the chest to down a Base Player
- Fixed an issue that was causing over penetration with AP rounds and added bullet drop when shooting through objects for the PvP Damage Rebuff
- Reconfigured the health values of the Base Player for the Easy AI and Hard AI Damage Rebuff mods to make it more difficult
- Fixed a bug that was causing Swat AI teammates from firing at the suspects (They don't work as well for the Terrorist Hunt game modes)
- Adjusted the compliance shouts and suppressive fire to increase the chance of AI Suspects forcing to a surrender state
- Adjusted sight accuracy range for the Concealed Tactical game mode
- Adjusted the Noise Gate suppression for all Tactical game modes to prevent over-aggression of the AI Suspects
- Fixed an issue that was causing one of the files to not be read for all Terrorist Hunt game modes, which caused unexpected crashes
- Shortened the file name for the Medium Terrorist Hunt difficulties from Medium to Med
Official 1.0 Update 0.2.2
- Deprecated all old 0.2.1 files
- Created a new Extreme Tactical mode for Update 1.0
- Created a new Damage Rebuff standalone file for Update 1.0
- Reconfigured the AI Suspects to not have as much aim bot and AI Suspects will suppress Base Players more often
- Reconfigured AI behaviors to provide more intense firefights
- Slightly increased Base Player health
- Reconfigured the damage values for all weapons/ammunition to provide for a more fair and balanced firefight against armored suspects
- Pistols deal more damage against armored suspects
- Increased the AI Suspects to match the map design layout and length of the map size
- Randomized the AI Suspect count on Elephant to provide a more intense situation with the active shooters
- Increased the engagement time between Active Shooters and the Civilians to provide a more realistic experience
- Active Shooters may choose not to shoot the Civilians and instead camp them
- Active Shooters have a higher chance of using Civilian Voice Lines to draw out or trick Base Players into getting shot
- All AI Suspects have a higher chance of hiding rather than charging or pushing the player
- All AI Suspects have a higher chance of surrendering when overwhelmed by Base Players after being shouted for compliance
- All AI Suspects have a higher chance of surrendering when they run out of ammo
- All AI Suspects have a higher chance of surrendering when being shot in a less lethal spot
- Reconfigured the Morale System to be much more degrading for the AI Suspects when they engage with hostility
Official 1.0 Update 0.2.3
- Added a new and improved Terrorist Hunt game mode
- Added a 25-slot standalone mod for the new Terrorist Hunt game mode
- Fixed an issue that was causing the AI Suspects to bug out from cover points after being shouted for compliance
- Fixed an issue that was causing AI Suspects to spawn in lower counts on Relapse and Park Homes
- Fixed an issue that was causing under penetration with pistols and SMGs against armored suspects using the standalone Damage Rebuff
- Slightly increased the AI Suspects health to allow for more incapacitation chances over full bleed out death
- Slightly lowered the Base Health of the player by 10% for Terrorist Hunt game mode only
- AI Suspects in the Terrorist Hunt game mode have higher patterns of flanking and ambushing Base Players
- AI Suspects are more likely to charge and attack Base Players when threatened
- AI Suspects have a higher chance of fake surrendering and playing dead in the Terrorist Hunt game mode
- AI Suspects are less likely to surrender when shouted for compliance in the Terrorist Hunt game mode
- AI Suspects will hold rooms with hostages more frequently in the Terrorist Hunt game mode
- AI Suspects have a higher sense of hearing gun shots from far ranges moving them to an alerted state in the Terrorist Hunt game mode
- AI Suspect count has been raised between 20-38 suspects on average for most large-scale maps depending on map size for both game modes
- Fixed an issue with Dismemberment settings for all weapon ammunition types
- Increased the Slug damage output and dropped the penetration range for both Slugs and Buckshot (range to penetrate was way too high)
Official 1.0 Update 0.2.4
- Added a new full mod bundle, which includes all created content for this mod pack
- Created a new difficulty system file bundle that adds an Easy, Medium, and Hard file for both Extreme Tactical and Terrorist Hunt modes
- Renamed the 25 Slots standalone mod to More Slots
- Added a 30 Slots file for the More Slots standalone mod
- Added a Super Dismemberment file that greatly increases the intensity of Gore and Dismemberment (This also affects the Base Player too)
- Dropped Base Player health by 15% for Extreme Tactical and 35% for Terrorist Hunt modes to add more realistic armor expectation
- AI Suspect's reaction time has been slightly increased for the Terrorist Hunt mode adding more realistic behavior
- AI Suspects get progressively harder when you drop in Easy, Medium or Hard files for both game modes
- Fixed an issue with Grenades not affecting certain suspects due to a morale bug from the original Pak file
- Fixed an issue with Dismemberment settings for all weapon ammunition types
- Increased the Slug damage output and dropped the penetration range for both Slugs and Buckshot (range to penetrate was way too high)
- Adjusted all the impact wounds on the original Damage Rebuff file because it was causing suspects to die in one shot instead of being incapacitated
Official 1.0 Update 0.2.5
- Added the Real Tactical game mode with reduced AI Suspect count and higher Civilian count
- Added the Real Terrorist Hunt game mode with reduced AI Suspect count and higher Civilian count
- Added Singleplayer Tactical and Terrorist Hunt game modes to fix an issue with the Swat AI performing all door actions properly
- Added 50 slots to the More Slots standalone mod
- Added a new Zombie Damage Rebuff standalone mod that can be used for any Zombie mode
- Added a No Surrender standalone mod, which can be used for any of the Terrorist Hunt modes
- Renamed all files to include the conventional _P to ensure the game file never crashes due to a read error or gets overwritten by the game's pak files
- Slightly decreased the AI suspect count on Elephant
- Slightly decreased the health of the Base Player for both Real Tactical and Real Terrorist Hunt to give more balancing in dangerous firefights
- Removed a file that was pointing to the Base Player health to avoid any further impact from other mods that edited the file
- Fixed a bug that was preventing the bombs to spawn on both Elephant and Relapse (30-minute timer has been added back as well)
- Fixed a bug that was causing AI armored suspects to avoid getting affected by the Taser consistently (works about 99% of the time)
- Fixed a bug that was causing Swat AI to not clear a room properly with the Singleplayer Tactical and Terrorist Hunt game modes only
- Fixed an issue that was causing a reaction problem with Swat AI against the Terrorists in all Terrorist Hunt game modes
Official 1.0 Update 0.2.6
- Added the Military Tactical game mode with very high Suspect count and Civilians
- Added the Military Terrorist Hunt game mode with very high Suspect count and Civilians
- Added new Real Damage Rebuff where Swat Armor is more realistic depending on weapon caliber
- All difficulties have been reconfigured to have a higher degree of difficulty between Easy, Medium, and Hard difficulty
- Decreased the 50 slots mod down to 40 slots maximum
- Completely overhauled the AI Suspects on every game mode
- Tactical game mode plays more sneaky and less aggressive
- Terrorist Hunt game modes play more aggressive and much more difficult
- Civilians remain in all Terrorist Hunt game modes due to a known issue with the AILevelData.ini file failing to remove Civilians
- AI Suspects will frequently take cover on any available cover animation point
- AI Suspects will frequently move to the best angle to attack the Base Player
- AI Suspects will flank and create ambushes more frequently
- AI Suspects will frequently take hostages when nearby a standing Civilian
- All AI Suspects have higher morale in all Terrorist Hunt game modes
- AI Suspects will run away for a better cover point when pinned by Base Players
- AI Suspects will charge or push the Base Player when given the advantage
- Swat AI are now more balanced for both Singleplayer Tactical and Singleplayer Terrorist Hunt game modes
- Swat AI's reaction time has been reduced for Singleplayer Tactical to allow for more shouts for compliance before a firefight erupts
- Swat AI's accuracy at range has been increased, so they are more accurate at neutralizing suspects from medium range
- Traps have been removed on all Terrorist Hunt modes to balance the new difficulty adjustment
- Fixed an issue in Military Terrorist Hunt that was decreasing the difficulty over Military Tactical
- Slightly decreased the difficulty in Military Tactical by reducing AI Suspect accuracy at range depending on the difficulty selected
- Slightly increased AI Suspect count for Military Terrorist Hunt
- Slightly decreased wall banging accuracy for Military Tactical and reduced time to fire through wall
- Slightly increased morale for Military Terrorist Hunt to decrease the chance of surrendering when seeing a Base Player only
Official 1.0 Update 0.2.7
- Updated the file naming convention to lower the pakchunk priority from 99 to HIC (Here I Come) to avoid overwriting other mods
- Completely reconfigured the Real Tactical and Singleplayer Tactical game modes to play with more compliance tactics
- Completely overhauled all the AI Suspect behaviors for Real Tactical and Singleplayer Tactical game modes
- Completely overhauled the AI Suspect morale system to be more realistic
- All AI Behavioral changes listed below were modified for the Real Tactical and Singleplayer Tactical game modes overhaul
- AI Suspects are more likely to move into a decision-making state rather than immediately shooting the Base Player
- AI Suspects are more likely to surrender when being overly suppressed or shot by the Base Player that damages the AI Suspect
- AI Suspects are more likely to show cowardice and fear for their lives in Gas Station, Streamer, Meth, and Kawayu Beach
- AI Suspects are more likely to have their guns trained down and be handled with less lethal tactics
- AI Suspects are more likely to surrender after seeing another Suspect get taken down by a lethal action
- AI Suspects are more likely to ambush when in a larger group
- AI Suspects are more likely to initially spawn without a weapon on Gas Station, Streamer, Meth, and Kawayu Beach
- AI Suspects morale decreases when they are engaged in a firefight
- AI Suspects morale decreases properly when the door is kicked by the Base Player
- AI Suspect morale decreases properly when the door is busted by a breaching shotgun or battering ram
- AI Suspect morale decreases properly when the door is peeked and there is a shout for compliance
- AI Swat will shout for compliance against AI Suspects that are in a cowardice or decision-making state rather than immediately shoot
- AI Swat accuracy at range has been increased to a more realistic standard of a trained operative
- AI Swat may shoot a suspect as soon as they train their weapon on the Base Player or another Swat AI Teammate
- AI Suspects will be more likely to pull up their weapons when there are other Suspects around shooting at the Base Player
- AI VIPs are more likely to create ambushes by forcing the Base Player into a poor position
- AI Suspects will get progressively harder each time that you restart the mission in all game modes
- Fixed a bug that was causing problems with some of the grenade animations
- Fixed a bug that was causing all Base Players using DX11 to crash other people using the More Slots standalone mod
Official 1.0 Update 0.2.8
- Made some revisions to the suspect's sight accuracy at range and how quickly they identify body parts in line of sight to be more realistic
- Resolved a bug that was causing doors to be opened consistently in the Sins of the Father mission
- Made some more suspect count optimization to avoid overcrowding the map for all missions
- Reduced the AI Suspect's accuracy for Kawayu Beach on Medium and Hard difficulty
- AI Suspects are way less likely to consistently flank and suspiciously look for the Base Player to add more uncertainty in AI Suspect's choices
- AI Suspects are more likely to flee and run away when engaged against more than one Base Player
- More knife suspects have been added to the 213 Park Homes mission
- AI Bomb S-Vest Suspects have been added to the Relapse mission
- AI VIPs have a slightly higher chance to surrender or commit suicide than attack the Base Player
- Extreme Tactical and Military Tactical have been revamped to include more balancing with the AI Suspects
- AI Suspects are more likely to take better angles and flank when given the advantage during the firefight
- AI Suspects are more likely to fake dead to sneak up on the Base Player when engaged from a longer distance
- AI Suspects make smarter decisions when choosing to flank, rush, or take cover
- AI Accuracy has been tuned down on all Military Tactical difficulties to add more balancing changes between the Military Terrorist Hunt game mode
- Increased the decreased morale range effectiveness for grenades, door kicks, killing AI Suspects, battering/kicking doors, and suppressing AI Suspects
- Fixed a bug with the 10mm MP5 not over-penetrating certain armors with different AI Suspects
- Slightly buffed the 10mm MP5 because it's damage output was less than the .45 ACP, which was not realistic
Official 1.0 Update 0.2.9
- Created two new game modes called Roleplay Tactical and Roleplay Terrorist Hunt
- Created a new PvP Damage Rebuff in the Damage Rebuff standalone mod bundle for the PvP or Not mod on Nexus Mods
- All AI changes are specific to Roleplay Tactical only-AI Suspects are much more likely to surrender or get startled easy in Roleplay Tactical
- AI Suspects are even more likely to be compliant
- AI Suspects will not rush the base player and shouting for compliance can get them to come out and surrender
- AI Suspects will have a decision-making delay that is noticeable on some missions
- AI Suspects will be less aggressive towards firefights and get behind cover or flee more often
- AI Suspects will have a chance to fake surrender, but are less likely to do it after surrendering
- AI Suspects will hide and take cover before any pre-combat a lot more frequently
- AI Suspects will be a lot more sneaky in different situations
- Fixed a bug that was causing AI Suspects not to surrender after being affected by door kicks and door bashing with the battering ram
Official 1.0 Update 0.3.0
- Completely overhauled the Extreme Tactical game mode
- Completely overhauled the Real Tactical game mode
- Completely overhauled the Military Tactical game mode
- Completely overhauled the Roleplay Tactical game mode
- Completely overhauled the Singleplayer Tactical game mode
- Completely overhauled the Terrorist Hunt game mode
- Completely overhauled the Singleplayer Terrorist Hunt game mode
- Completely overhauled the Real Terrorist Hunt game mode
- Completely overhauled the Military Terrorist Hunt game mode
- Completely overhauled the Roleplay Terrorist Hunt game mode
- 9mm pistol ammunition now has a high chance of incapacitating an AI Suspect allowing a higher score for headshots used lethally
- All mod bundles will come included with a Read Me text file that explains how to install them properly
- AI Suspects cone range accuracy has been adjusted based on the game mode and difficulty chosen
- AI Suspects now have new target bones on the Base Player that can be used when engaging in firefights (Hotfix #3 content addition reconfigured)
- AI Suspects are going to make decisions based on awareness with the Base Player to avoid boring firefight sequences
- AI Suspects are more likely to hide and take cover when the Base Player is heard from a distance
- AI Suspects have more access to their combat actions to make better decisions when in a firefight sequence
- AI Suspects are more likely to take hostages when a Civilian is standing near them (demonstrated a lot on Gas Station, Meth, and Postal Service)
- Civilians have more actions than lying on their knees as a hostage
- Damage Rebuff standalone mod bundle has been completely reconfigured to balance with the Hotfix #3 changes
- Real Damage Rebuff has been reconfigured to be as realistic as possible when wearing body armor
- AI Suspect count has been increased to a max of 42 on Military Tactical and Military Terrorist Hunt for some of the larger maps
- AI Suspect count has been increased between 12 to 20 on the Campus mission for all Terrorist Hunt game modes
- Added a larger degree of yaw when the Base Player uses their free look for the Base Player PvP Damage Rebuff only
- Slug ammunition has been reconfigured to be more effective at dealing with armored suspects and dismembering non-armored AI Suspects
- The MP5 10mm ammunition has been reconfigured to be more effective at neutralizing armored suspects from mid to close range
- Fixed a bug that was causing AI Suspects to get into weird animations when taking cover and trying to shoot at the Base Player
- Fixed a bug that was causing AI Suspects to charge the Base Player after the Hotfix #3 changes
- Fixed a collision bug that was causing AI Suspects to shoot through locked doors because the weapon poked through too far
- Fixed an issue with the Damage Rebuff pistols not registering from a distance when shooting an AI Suspect
- Fixed an issue where suspects taking cover behind an open door were halfway sticking out of the door
Official 1.0 Update 0.3.1
- Added two new game modes called Free Tactical and Free Terrorist Hunt
- All Terrorist Hunt game modes will only have 1 regular Civilian until they are completely removed, but objective Civilians will still be in the missions
- AI Suspect's cone accuracy has been reduced to provide further balancing between Easy, Medium, and Hard difficulties for all game modes
- Reduced AI Suspect's wall shooting time to prevent instant headshots by chance, which would happen on the harder difficulties
- Military Tactical and Military Terrorist Hunt's difficulty has been balanced further for all difficulties
- Damage Rebuff and Real Damage Rebuff have had a complete overhaul to balance realism with all weapon calibers
- Shotguns are no longer effective at instantly killing an armored AI Suspect when shot in the body armor
- Fixed a game bug that was causing 9x18 rounds to incapacitate an AI Suspect instead of killing them with headshots
- Fixed a bug that was causing Slug rounds to dismember at very far distances and instantly kill or dismember the Base Player
- Fixed a bug that affected the AI's decision making in all Terrorist Hunt game modes
Official 1.0 Update 0.3.2
- Created Ludicrous Tactical and Terrorist Hunt game modes
- Created Hardcore Tactical and Terrorist Hunt game modes
- Deprecated the No Surrender standalone mod
- AI Suspect's morale system has been reworked for all Terrorist Hunt game modes
- AI Suspect's are more likely to be hyper-aggressive in all Terrorist Hunt game modes
- AI Suspect's range and strafing has been re-balanced for all Terrorist Hunt game modes
- Fixed a bug that was preventing AI Suspect's from faking their death
- Fixed a bug that was causing AI Suspect's to consistently charge the base player instead of taking cover
- Fixed a bug that was causing AI Suspect's to randomly surrender in all Terrorist Hunt game modes
- Fixed a bug that was affecting the decision making for the AI Suspect's in Military Tactical
- Fixed a bug that caused AI Suspect's to get stuck in multiple path lines that broke their movement
- Fixed a bug that caused some AI Suspect's to get back up after taking a head shot
- Added traps to the Real, Roleplay, and Singleplayer Tactical game modes on the Hard difficulty
- Re-scaled the difficulty for Easy, Medium, and Hard on all Tactical game modes
- Added a delay counter to AI Suspect's pushing the Base Player for all Tactical game modes
- AI Suspect's hearing range has been maxed for all Tactical game modes on the hard difficulty
- AI Suspect's are more likely to take cover again for all Tactical game modes rather than rushing the Base Player
- AI Suspects are more likely to flank when out of view of the Base Player
- AI Suspects are more likely to beckon to other AI when in view or successfully flee the Base Player for all Tactical game modes
- AI Suspects on Roleplay Tactical are now more dangerous depending on the mission played
- Fixed a bug that was preventing AI Suspects from shooting at the player once their gun was pulled up and pointed at the Base Player for all Tactical game modes
Official 1.1 Update 0.0.1
- Deprecated all old files that used to be run in UE4.27.2
- Reconfigured all new AI Mods and the Damage Rebuff mod (Other non-AI mods may be in progress)
- Incorporated a new Difficulty system that breaks down 3 game modes into 3 separate Difficulties
- Reconfigured Roleplay Tactical for UE5.3 as the Easy Difficulty
- Reconfigured Extreme Tactical for UE5.3 as the Medium Difficulty
- Reconfigured Hardcore Tactical for UE5.3 as the Hard Difficulty
- Added a new Singleplayer Difficulty system bundle
- Reconfigured Singleplayer Roleplay for UE5.3 as the Easy Difficulty
- Reconfigured Singleplayer Extreme for UE5.3 as the Medium Difficulty
- Reconfigured Singelplayer Tactical for UE5.3 as the Hard Difficulty
- Reconfigured Damage Rebuff to have more realistic damage values for all weapons and ammunition
- Applied the new coding logic that was added for Update 1.1 and reconfigured it for all AI Mods
- Applied new animation states for Update 1.1 and reconfigured it for all AI mods
- AI Suspects are now more likely to take hostages in certain situations
- AI Suspects are now more likely to hide under beds, in closets, and hold tighter angles again
- AI Suspects will push the player again when they hear a grenade pin get released to be thrown
- AI Suspects will push the player when they have injured them severely
- Fixed an issue with AI Suspects standing around oblivious to the player on Extreme Tactical with 5 or more players
- Fixed an issue with aimbot behaviors of the AI Suspects on Hardcore Tactical
- AI Suspects will now go through decision making actions prior to immediately attacking the player for all difficulties (Dependent on the map for lore purposes)
Official 1.1 Update 0.0.2
- Released a new Insane Difficulty called Ludicrous Tactical (Multiplayer) and Singleplayer Ludicrous (Singleplayer)
- Hardcore Tactical and Ludicrous Tactical have been reconfigured to act as a Terrorist Hunt game mode depending on the mission
- Adjusted the difficulty system to be progressively harder through accuracy and reaction time adjustments
- Increased the Suspect count depending on map size for both Hardcore and Extreme Multiplayer/Singleplayer modes
- Made an adjustment to the Swat AI's accuracy to match each difficulty better for both Multiplayer and Singleplayer game modes
- AI Suspects will move, flank, flee, and rotate positions a lot more often
- AI Suspects will have a higher likelihood to take hostages if the AI Suspect is able to flee from a firefight
- AI Suspects have an ambush option when in a surrendered state by not moving when being called forward
- AI Suspects can beckon to other AI when successfully fleeing away from the Base Player
- AI Suspects have the option to fake surrender when they have more than one weapon
- AI Suspects have a higher chance to drop more than one weapon when in a surrendered state
- AI Suspects can breach any door regardless of its state when performing a cover animation (Exploit for Hardcore and Ludicrous)
- Fixed an issue where AI suspect's vertical offset was set to an unreadable parameter
- Fixed an issue with arm/leg shots causing a one shot kill to the Base Player using Damage Rebuff
- Fixed an issue where AI Suspects would get stuck on doors and begin fidgeting in place
- Fixed an issue where AI Suspects would stand still without any reaction during a firefight
- Fixed an issue where Swat AI Teammates were shooting in full auto mode on Singleplayer Extreme and Singleplayer Hardcore
- Fixed a bug that was preventing AI Suspects from appropriately moving into a fully alerted status
Official 1.1 Update 0.0.3
- Added a new standalone More Slots mod bundle that includes 25 slots and 35 slots
- Added a new Real Damage Rebuff mod to create a Damage Rebuff bundle that will increase the difficulty for all game modes
- Fixed a bug with the Swat AI's ranged accuracy for all Singleplayer game mode difficulties
- Corrected all the Read Me files to have the appropriate Update Version listed
- Base Player and Swat AI will take 4-5 shots in the chest before death from rifles on Real Damage Rebuff using heavy armor
- Base Player and Swat AI will take 7-8 shots in the chest before death from pistols on Real Damage Rebuff using heavy armor
- Base Player and Swat AI will take 1-2 shots in the chest before death from shotguns on Real Damage Rebuff using heavy armor
- Fixed a behavioral bug with Ludicrous (Insane) Difficulty when 5 or more players are in a session
- Fixed an issue where the Replay system was not initiating properly after restarting a failed mission
- AI will no longer run away to the Base Player in a flee action without shooting for Ludicrous (Insane) Difficulty
- Fixed a typo in the Singleplayer Ludicrous pak file name that was causing unwanted crashes for the person hosting a lobby
- Reconfigured Hardcore Tactical and Singleplayer Hardcore to play more difficult
- AI Suspects are more aggressive on Hardcore Tactical
- AI Suspects will no longer flee
- Fixed an issue where some leftover roleplay settings were affecting the AI aggression on Hardcore difficulty
Official 1.1 Update 0.0.4
- Added two new difficulties Military Tactical (New Hard Difficulty) and Fierce Tactical (New Arcade Difficulty)
- Added a new all-in-one bundle that includes Damage Rebuff, More Slots, Multiplayer Bundle, and Singleplayer Bundle
- Revamped the Damage Rebuff mod to be less tanky with Base Player armor
- Overhauled all AI Mods to include more erratic behaviors with the AI Suspects (no longer predictable)
- Overhauled all difficulties to increase the difficulty and degree of survival with good CQB Tactics
- Overhauled the Hardcore Tactical mode to be the new Very Hard Difficulty
- AI Suspects are more likely to flank in any direction now rather than predictably running in the same area
- AI Suspects are more likely to ambush the Base Player when their flee action is successful
- AI Suspects are more likely to trigger into a full alert status and pre-fire around corners or hide in different areas
- AI Suspects can now sneak more effectively around the Base Player
- AI Suspect's accuracy at range has been decreased to prevent instant headshots across a large area
- AI Suspect's are more likely to target any body part that is visible outside of a cover position
- Fixed a bug where AI Suspects were not repositioning after starting an initial firefight
- Fixed a bug where AI Suspects were not taking cover animations properly
- Fixed a bug where AI Suspects did not flank away from the Base Player
- Fixed a bug where AI Suspects were not fully activating into an alerted status when triggered by sounds or sight
- Fixed a bug where AI Suspects were not interacting with one another when near each other (Behavior is used for the Ambush tactic)
- Fixed a bug where AI Suspects were too hyper-aggressive and pushing the Base Player more often than hiding or taking cover for Ludicrous, Hardcore, Military, and Fierce difficulties
- Fixed a crashing bug for Ludicrous Tactical from an improperly set noise gate setting
- Added more Bomb Vest AI Suspects on the Ludicrous Tactical and Singleplayer Ludicrous difficulty
- Modified the bomb timer to be progressively difficult depending on the difficulty selected
- Modified the static timer to be increasingly difficult when the AI Suspect begins killing Civilians on Elephant depending on the difficulty
- Reduced the Civilian count from 14-18 Civilians to 10-12 Civilians on Elephant for Roleplay Tactical and Singleplayer Tactical
- Fixed a bug where Elaine Raskin was missing on Carriers of the Vine for Roleplay Tactical and Singleplayer Roleplay
- Fixed a bug where bombs were not spawning on Elephant and Relapse for the Ludicrous Tactical and Singleplayer Ludicrous difficulty
- Fixed a bug where Civilians were being instantly killed by the AI Suspects on all difficulties
- Removed all traps and bombs from spawning on Fierce Tactical and Singleplayer Fierce to allow straight dynamic and movement during firefights
- Updated the cybernetics controller file structure to appropriately read through the game files
- Fixed a bug with angled vision with the AI Suspects
- Fixed a bug that was preventing AI Suspects from choosing to flank the Base Player
Official 1.1 Update 0.0.5
- Added a new Very Easy difficulty called Real Tactical and Singleplayer Real for the mod bundle
- Completely reconfigured Roleplay Tactical and Singleplayer Roleplay to play more like it's old 1.0 state configuration
- All AI Mods have been reconfigured with smarter AI Suspects than the previous versions
- All AI Mods have a newly configured noise gate that allows the player to yell for compliance across the map to trigger all AI Suspects
- AI Suspects will purposefully pull away or not move when called to the Base Player during a surrender state and another AI Suspect is near them
- AI Suspects will move away from the door during a firefight to hold better angles against the Base Player
- AI Suspects are now more likely to make better decision making when fighting the Base Player
- AI Suspects are a lot less likely to surrender on all harder difficulties unless subdued by tactical methods
- AI Suspects will now sneak around corners and peek around corners when in investigation mode
- AI Suspects will now mainly use flank by moving cover to cover rather than charging the base player
- AI Civilians have been reconfigured to be in a cowardice state and will be hiding in corners or in a cowardice animation
- AI Civilians can cohort with an AI Suspect when in a surrendered state by pulling to a suspect rather than to the Base Player when called
- AI Suspect count has been reduced back to near vanilla values with some exceptions
- AI Civilians have a higher chance to be less cooperative and may even punch at the Base Player to force a taser or stun on the Civilian
- Fixed a bug where Elaine Raskin may not have been spawning again in Carriers of the Vine for both the updated Real and Roleplay difficulties
- Fixed a bug where AI Suspects would spin and contort their bodies to kill the base player on all difficulties
- Fixed a bug where AI Suspects would get stuck in a frozen state for all difficulties
- Fixed a bug where AI Suspects were not all hearing gun shots properly in the Military difficulty
- Updated the cybernetics controller to fix a bug with AI's noise gate for all larger map missions
- AI Suspects no longer get stuck between an investigation and alert state for larger map missions
- Fixed a bug that was causing most AI Suspects to sprint while running backwards (moonwalking) on the larger map missions
- Fixed a bug that was causing AI Suspects to not move into an alerted state for all larger map missions when a shout for compliance occurred
- Fixed a bug that prevented AI Suspects from opening doors when in Investigation or Sneak mode
- Fixed a bug where Elaine Raskin wasn't spawning in for Singleplayer Extreme
- Fixed a compression format issue for all files within the mod project that was affecting RAM performance for people with 16GB or lower
- Fixed a bug with the AI that was making them aggressive on the roleplay missions for added realism on Roleplay and Real difficulty
- Reworked the morale system in a very unique way for all AI mods based on the mission and suspect archetype
- AI Suspects will no longer charge/push the base player aggressively unless triggered by sound queues with grenades or reloading weapons
- Reworked the Fierce Tactical difficulty to play more as if the Base Player is John Wick
- Fixed a final bug that was causing Elaine Raskin to not spawn in during Carriers of the Vine mission
- Elaine Raskin and Eve Nader are now able to spawn in the same area together such as the church spawn for added immersion
- Fixed an issue in Fierce Tactical that was causing the AI Suspect's to get stuck in doorways a lot
- Severely penalized AI Suspects for accuracy at range and close range for Fierce Tactical
Official 1.1 Update 0.0.6
- All AI Mods have been reworked with a new update in behavioral configurations
- Damage Rebuff files have been renamed to indicate the easy and hard variants
- Damage Rebuff has been adjusted for better realism with all weapon caliber ammunition (including pistols)
- Shotguns have been de-buffed to prevent instant kills with armored AI Suspects
- Lowered the range of the shotguns penetration effectiveness at longer ranges
- Added a PvP Damage Rebuff file that allows more realistic firefights when simulating PvP against Base Players
- New behavioral configuration added where AI Suspects are fully aware of the Base Player's presence
- Increased all AI Suspect's acuity to sound and visual queues
- Morale System and Aggression tactics have been overhauled based on the game mode difficulty
- Replay system has been updated to incorporate new Base Player presence experience
- All AI Archetypes have been overhauled based on the lore of the missions (excluding Ludicrous, Hardcore, and Military Tactical)
- All VIP archetypes (Brixley, Amos, Gerard, Zahir, Kadamah) have been overhauled for better realism
- AI Suspect's fire rate is now dependent on their AI Archetype and lore mission
- AI Suspects will no longer require multiple LOS Checks to shoot at the Base Player
- AI Suspects will only require one file run to calibrate to the map and mission
- AI Suspects will now group up to flank and pinch the Base Player (new AI behavior)
- AI Suspects will hold tight angles when the Base Player shouts for compliance or triggered by sound queues
- AI Suspects will try to flee more tactically
- AI Suspects will shoot to suppress the Base Player more often
- AI Suspects will set up ambushes
- AI Suspects will beckon in a way that alerts AI Suspects to set up ambushes or grouping
- AI Suspects will take hostages more tactically
- AI Suspects will execute hostages more often during hostage situations
- AI Suspects will now shoot at bomb vest civilians in Relapse (Hospital) and Neon Tomb (Nightclub)
- AI Suspects will respond less when the Base Player shouts for compliance
- AI Suspects will now gain morale when successfully grouping with other AI Suspects
- AI Suspects have a chance to fake surrender when told to turn around by the Base Player
- AI Suspects will move away from the Base Player when in a surrendered state and near other AI Suspects
- AI Suspects have a higher chance to fake their death when in a multiple AI Suspect firefight with the Base Player
- Fixed a bug that was affecting the AI's enhanced presence update for Real and Roleplay Tactical
- Fixed a bug that was causing unexpected crashes for Real and Roleplay Tactical due to a behavioral bug with doors
- Fixed a bug that prevented AI from taking cover animations properly in Real and Roleplay Tactical
- Fixed a bug that was preventing AI Suspects from taking hostages
- Fixed a bug that was preventing AI from properly fleeing from the Base Player
- Fixed a bug that was causing AI to perpetually shoot when using a cover position
- AI Suspects will shoot to suppress more often when trying to flee from the Base Player in Real and Roleplay Tactical
- AI Suspects are more likely to take hostages that are on their knees in a surrendered state for Real and Roleplay Tactical only
- Fixed a morale setting bug that was causing the AI to shoot fast at the Base Player in Real and Roleplay Tactical
- Updated the Read Me file for the Damage Rebuff Mod Bundle
- Updated the naming convention to match for the Damage Rebuff PvP mod
- Added a No Suspects AI Mod file to work in tandem with the Damage Rebuff PvP mod for a simulated PvP experience
- Singleplayer Real and Roleplay Tactical have been updated to mirror the changes from the Multiplayer editions
- Added a new game mode called Morbidly Tactical
- Replay System smart AI script no longer requires activation by the player in their game settings and runs automatically in the background
- Fixed a bug where AI Civilians were surrendering too soon on Ludicrous, Hardcore, Military, and Extreme Tactical
- AI Suspects will only perpetually shoot to draw the player into an Ambush on Ludicrous, Hardcore, Military, and Extreme Tactical
Official 1.2 Update 0.0.1
- Added all new content settings and configurations to all pre-existing mod files
- Added a standalone file for Military Tactical that disables all less-lethal options including grenades (new Hard mode)
- Added a bundle file for Military Tactical that includes a Regular and Hard mode version
- Reconfigured UE version for all files to support UE5.2 for better compatibility between systems (Previously used UE5.3 version)
- Temporarily suspended PvP Damage Rebuff due to missing mappings after the update (This may be salvageable)
- Morale setting has been reconfigured to match the changes to the Dark Waters DLC AI Suspect and Civilian animations
- All AI Mods have been reworked to incorporate the appropriate AI behaviors added from Dark Waters DLC depending on the game mode
- Fixed a bug that was causing crashing when interacting with doors and any other animation like shouting for compliance or tying up a Civilian/Suspect
- AI Suspects are more likely to surrender with the slow animation state in both Real, Roleplay, and Extreme Tactical
- AI Suspects are more likely to fake surrender if there are less Base Players looking at the AI Suspect during their surrender state
- AI Suspects are more likely to slow charge the player with their hands up or gun down prior to performing a surrender or fake surrender
- AI Suspects will incorporate the new grouping mechanic when in the same room and have beckoned to each other
- AI Suspects are more likely to slowly investigate after hearing the Base Player rather than immediately moving to a charging state
- AI Suspects are more likely to take cover and perpetually shoot if the Base Player has triggered an ambush event from afar
- AI Suspects will become more hostile if there was a prior firefight engagement with the Base Player for all harder game modes
- AI Suspects will maintain positions if they are holding the better angle over the Base Player
- AI Suspects will maintain positions if there are multiple suspects in view
- AI Suspects will hold multiple angles if in the grouped animation
- AI Suspects will shoot through doors and walls if they are clearly able to determine the Base Player is on the other side
- AI Suspects will flee and take hostages if there are Civilians near them and gives them the advantage
- AI Suspects will be more likely to fake surrender when multiple AI Suspects are in clear view and position to ambush the Base Player
- AI Suspects can beckon other nearby AI Suspects to create distractions with slow surrender animations
- AI Suspects will shoot at the Base Player when they have the advantage and a high morale status
- AI VIPs will be much more likely to slow surrender or slowly fake surrender for added immersion
- Up to 4 AI Suspects can pull into a back-to-back position (diamond formation) to give better covering fire against the Base Player
- Fixed an old bug with 25 slots where mappings were not properly loaded to the file structure causing unwanted RAM usage
- Fixed an old bug where AI would get into a glitched surrender state and stand still
- VOID Interactive fixed the bug where AI Suspects could exploit opening locked or wedged doors through a cover animation
- Fixed a bug that was causing crashing when interacting with doors and any other animation like shouting for compliance or tying up a Civilian/Suspect
- Fixed a bug that was restricting max suspect count for all new DLC maps with Dark Waters for all game modes
- Fixed an AI Bug with all Terrorist Hunt variants of the tactical game modes (Military, Hardcore, Ludicrous, Morbidly)
- Fixed a bug that was causing hesitation animations on all Terrorist Hunt variants
- All AI Suspects will be much more difficult than previous with adjustments to their visual and auditory acuity
- Slightly adjusted the cone range accuracy on Extreme Tactical to be less accurate to prevent aim-botting from range
- AI Suspects will be much more effective at ambushing the Base Player
- AI Suspects will be more aware of the Base Player's presence when near the Suspect behind a door
- Fixed a bug that was causing AI Suspects to spin-bot the Base Player on Roleplay Tactical
- Fixed an issue where Gas Grenades were causing little effect against the AI Suspects on every game mode with the exception of Morbidly and Fierce
- Fixed an issue with the Swat AI accuracy matching the accuracy of the AI Suspects on Morbidly, Ludicrous, and Hardcore game modes
- Swat AI will now target the AI Suspects better when room clearing on Morbidly, Ludicrous, and Hardcore for better balancing
Final Shout Outs:
A huge thanks to all my original beta testers for helping me test and develop these AI Suspects to work as I originally intended during my inception of these ideas:
TacoFaceCat, Woooooooah, Foot_Licker, Longshot, undead11(lvl) 16, Chewelews, joca0812, Lucifer, GhostNinja, Xxsaltyfamerxx, Ushi, Aphoxx, Zombiedude
A huge thanks to Bren64 for taking the time to fully test my new Singleplayer mod on the hardest difficulty and going through a lot of difficult missions using the Swat AI Teammates. I really appreciated your insightful feedback after you finished your testing!
I also want to shout out Over and Big Doinks for joining me when I needed someone to test my updated Damage Rebuff by allowing me to shoot them repeatedly in the lobby to test the armor rework and head gear. I am glad you wrecked me in the 1v1 afterward as payback. Thanks guys!