Create an account

Ready or Not Here I Come AI Realistic Modpack and Damage Rebuff Mod  

Upload: 06 Oct 2022, 19:09
Created by: AHappyFigTree [X]
Uploaded by: Aqxaro
Version: 1.3.1
Ready or Not Here I Come AI Realistic Modpack and Damage Rebuff Mod

Welcome to a great AI Modpack called Ready or Not: Here I Come

This mod comes with a group of modified AI Config files that include 3 different game modes: Extreme Tactical, Terrorist Hunt, and Zombie Knife Party

Requirements:

More Ammo
In Game Menu

The Extreme Tactical (Tac) game mode has AI Bots 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.

The Terrorist Hunt (TH) game mode is for the players that love to run and gun without having to utilize extreme tactical methods in dealing with suspects. All suspects are extremely hostile and the firefight engagements provide a seriously intense and thrilling gaming experience. There are no civilians or traps in this game mode. All doors are also unlocked and there's a 50% chance of doors being open at the beginning.

The Zombie Knife Party game mode is for the players that enjoy an intense run-in with knife wielding AI. These AI are cracked at sprinting very quickly and slicing players to pieces. It takes a lot of coordination and luck to handle this type of intensity and is an overall blast to play with teams of 5 - 10 players!

Each game mode (with the exception of Zombie Knife Party) comes with 3 difficulties:

  • Easy Difficulty Mod Bundle
  • Medium Difficulty Mod Bundle
  • Hard Difficulty Mod Bundle


Easy Difficulty Mod Bundle: This difficulty now includes all the original AI behaviors which has been adjusted to be much more unpredictable and realistic. This mode is perfect to play Single-player with the Swat AI or up to 5 players. This difficulty includes:

  • 5 different AI Suspect counts - Real, Low, Medium, High, and Max
  • AI Suspects are more likely to take cover and have aggressive suppression tactics
  • AI Suspects are more likely to perform all the idle animations that were added to the new update (Club, Hotel, and Port)
  • AI Civilians will appear to act more unpredictable due to a new animation behavior
  • AI Suspects are more likely to fake surrender or fake dead when no one is looking
  • AI Suspects have higher chance of noticing flashlights, hearing gunshots at certain distances, and reacting/running away from grenades


Medium Difficulty Mod Bundle: This difficulty is an even harder edition of CQB. Tactical precision and execution of collaborative teamwork is crucial to surviving the Extreme Tactical and Terrorist Hunt game modes. This mode is perfect to play with up to 5 or more players. This difficulty includes:

  • 5 different AI Suspect counts - Real, Low, Medium, High, and Max
  • AI Suspects are even more accurate and dangerous at close ranges
  • AI Suspects are more likely to perform all the idle animations that were added to the new update (Club, Hotel, and Port)
  • AI Civilians will appear to act more unpredictable due to a new animation behavior
  • AI Suspects are more likely to fake surrender or fake dead when no one is looking
  • AI Suspects have higher chance of noticing flashlights, hearing gunshots at certain distances, and reacting/dodging away from grenades


Hard Difficulty Mod Bundle: This difficulty is the hardest mode that balances difficulty and fairness. This difficulty requires near perfect execution of all tactics including LEANING around every corner to survive the Extreme Tactical and Terrorist Hunt game modes. This difficulty includes:

  • 5 different AI Suspect counts - Real, Low, Medium, High, and Max
  • AI Suspects are very accurate and deadly at close and medium range distances
  • AI Suspects are more likely to perform all the idle animations that were added to the new update (Club, Hotel, and Port)
  • AI Civilians will appear to act more unpredictable due to a new animation behavior
  • AI Suspects are more likely to fake surrender or fake dead when no one is looking
  • AI Suspects have higher chance of noticing flashlights, hearing gunshots at certain distances, and reacting/dodging away from grenades


Damage Rebuff Mod: This is my newest addition to the AI Here I Come AI Realistic Modpack. 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). 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: Semi-Effective depending on accuracy; 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

New Scoring System: The New Scoring System mod allows for more fairness in earning points while being able to maintain a relatively realistic expectation when dealing with armed suspects in any situation. This new mod allows for the following:

  • Shooting an armed suspect without shouting for compliance in any game type no longer causes any point deduction for unauthorized use of force 
  • Shooting an armed suspect without shouting for compliance in any game type no longer causes any point deduction for unauthorized use of lethal force
  • Players will no longer have to bag up weapons as evidence as part of their mission objectives to hard complete missions
  • A separate scoring system for Extreme Tactical and Terrorist Hunt game modes that is already embedded into the mod bundle files
  • Players will no longer be deducted points for not calling in incapacitated Civilians for the Terrorist Hunt game mode


DoorKicker100: This newly added mod to my AI Here I Come Mod Bundle allows any base player the strength to kick open any unlocked door that is closed. All locked doors will only take 2 kicks to open and greatly reduces the chances of breaking your leg when kicking down a door. This mod includes:

  • Ability to kick any type of door open in an unlocked and closed state
  • Ability to kick any locked door within 2 kicks
  • Greatly reduces the chance of a player breaking their leg when kicking any locked door or unlocked door


Installation Instructions:

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 a given time.

I would highly recommend that you play the experimental mode on the following maps and game types:

Barricaded Suspects: Park Homes, Hotel, Car Dealership, Penthouse Rooms, and Farm
Raid: Park Homes, Hotel, and Port

A huge thanks to all my original beta testers for helping me test and develop these bots 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 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!

I would also highly recommend using Quantum Nuke's More Slots Mod and the In Game Menu Mod from Nexus Mods. These mods will make playthroughs that have max suspects and higher difficulty easier to manage with friends or up to 5 players! It is practically a requirement as well to help try to survive Extreme Tactical Hard Difficulty, Terrorist Hunt Hard Difficulty, and the Zombie Knife Party game modes! See URLs below:

More Ammo: https://www.nexusmods.com/readyornot/mods/1268
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%

Known Bugs for Update 1.1.1

  • 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

  • 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

  • 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

  • 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

  • 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

  • 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

  • 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

  • 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

  • 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

  • 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

  • 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

Future updates will still be happening as VOID Interactive releases new AI content I can mess around, but I believe that the game modes are in a pretty polished state now. Thanks again to all my supporters, testers, and everyone who enjoys this content!

Comments
The minimum comment length is 10 characters.