Centaur can use laser attacks and emp burst to disable player cyberware if the player is in close proximity and has sandevistan/berserk active
Test version 0.40
Improved strafing and movement behavior
Mechs have a new missile rain attack and deadlier HMG turrets
Sandevistan versus sandevistan capabilities
Mechs can drop smoke grenades as well as grenades that disable player cyberware if the player is in close proximity and has sandevistan/berserk active
Test version v0.38
Improved movement, strafing and cover behavior
Enemies use different movement rings depending on their weapon. Those with shotguns, lmgs, revolvers and power pistols will engage in close quarters combat. Those using smart/tech weapons will keep their distance
Enemies are no longer tethered to their mission location, meaning they can now follow you everywhere
Ranged enemies keep their distance if player has berserk active and may throw grenades to disable your berserk
Netrunners have a wider array of quickhacks and will use different quickhacks depending on the player’s proximity, operating system and weapon
Reworked melee combos, blocking, parrying and dodging. Melee enemies now attack the player all at once instead of waiting their turn
Introduced a new melee parry system
New enemy abilities: Berserk, autoreloader, cooling system, chameleon, weapon throw
Some enemies can throw knives
Enemies can apply elemental effects which deal DOT and disable certain cyberware
Reworked optical camo and sandevistan versus sandevistan implementation
Hit shape armor: Visible armor and cyberware parts on enemies actually reduce incoming damage and this scales with their level of subdermal armor
Techies and special enemies use stronger variants of grenades
New archetypes for faction enemies, organised crime bosses and cyberpsychos
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Beta 1.8.8 Break Hold Update
Restored break hold ability, enemies with this ability will always break free from your grapple
Implemented attribute checks for takedowns. Some enemies now require a certain level of body and/or cool, for a successful takedown
Each level of subdermal armor adds +1 body requirement, up to +4 for heavy subdermal armor
Heavy melee and heavy ranged enemies +8 body
Fast melee and fast ranged enemies +8 cool
Each level of sandevistan adds +2 cool, starting from +4 for tier 0 to +10 for tier 3
Kerenzikov +2 cool
Berserk +8 body
Shotgunner +6 body
Sniper +8 cool
Techie +6 cool
Other changes
Most snipers should switch to their smg instead of pistol during close combat
Expanded equipment pool for prevention system enemies(NCPD, Maxtac, Militech and Barghest)
Fixed enemy parries and dodge after hits
Mechs should no longer launch missiles if their weakspot is destroyed
Rebalanced a lot of the enemies from main/side quests, many of them are now proper elites
Faster sniper detection by default
Fixed a bug with Maxtac health. Each Maxtac squad member now has its own elemental ability
Known issues
Some enemies may be stuck after breaking free from grapple
I cannot find anywhere that mentions the changes to the hacking mini-game and what all the new types of Daemons do.
For example, I'm fighting ODA and I do an ICEBreaker Daemon on him and the cost of cripple movement went from 39 ram to 44. I would think that breaking ice means ram cost should be reduced? I don't understand this at all, but would love to see a guide on this linked. Thanks.
Why does like 80% of the enemy population have a sandy? wtf??? i don't even have anyt other mods that influence enemies so it has to be this one right?
Yeah, it is a bit ridiculous when you consider the cost of chrome compared to what all these enemies have. A random thug with a sandevistan is not immersive, but whatever.
Hey. Are you going to fix Boris Ribakov on the main branch, or that bug report from April will just stay? Be warned people. The main mod will bug Ribakov out, making him invincible after his 'clones' phase.
Didn't have any problem with him in the last 2 playthroughs using this mod. Only thing I had to do was increase the cooldown of his stim combat healing.
I tried him 3 times on the main branch, he was 3/3 times unkillable and just standing and doing nothing. After removing the mod, I killed him without issue. Look at the bug report, more people also experienced this.
So first off wow this mod looks like it was a ton of work, really impressive. I know this might be a bit much to ask but would you be able to make a mod that simply re-enables the breach protocol on NPCs?
Cause there are several mods i use that need that mini-game such as daemon net-running, but i dont necessarily want an entire enemy overhaul
Currently using a TON of the common enemy difficulty/modifier mods, like Enemy Aggro Improvements, Enemy Rarity Fixes, Harder and Chaotic Ranged Enemies, Night City Enhanced and Expanded - Enemies, Cyberpsycho Encounters, Damage Scaling and Balance - Extended with the RMK defaults preset, Dodging Fix, Law Enforcement Overhaul, Give Em Guns, Harder Gunfights, all that kinda stuff, and settled on these values in my game for now. Just in case anyone wanted some presets to play around with. Happy with these for now, but sometimes Elites and bosses can still feel too "spongey." However, since there are more fights *BETWEEN* gangs now and Maxtac, NCPD, etc, are buffed, this mostly usually evens out.
Is it normal that I can't land any counterattack with blades with this mod? any time i succesfully parry an enemy's attack they just block the counter and keep fighting. it makes no sense to me since A: counters are supposed to be a reward for properly timing a block if it's doing no damage you might as well just use a light attack to cancel their animation and B: it doesn't apply to blunt weapon enemy's still just get hit normally with those but don't get the long stagger frame which is what i'm assuming is supposed to be happening with blade as well.
to be clear i'm talking about cyberpsycho fight regular goon still get hit normally.
Yeah. That is my only issue with the mod on very hard. The 'boxing' matches are just unwinable on very hard. I finally decided to lower difficulty on those and bumping it up to very hard right after. I am not sure what else is to be done about them, you die if you get pushed even 1 time, because you can't block a follow-up hit. If you manage to not get pushed..It's a few minutes of perfect counters, or you die to 2 hits.
I defeated all fighters using this mod on very hard, with the exception of Razor, I lowered his damage to the vanilla 0.75 and manage to defeat him, it was incredible hard as the mod intends it to be, but doable. You gotta make sure you have gorilla arms and also the perks from the body tree.
Yeah I didnt spec into body so its punishing for me. I was using gorilla arms though and finally beat Rhino. What worked for me was using charged jump to dodge some of their big attacks. And I was able to kite Rhino through her berserk using charged jump. That plus sandevistan with time bomb has gotten me through several of the boxing fights now. But yea they are hard
That's the fight I had issues with, I had low points into body with upgraded gorilla arms, but not maxed out and not into Phantom Liberty yet. The ring with Razor is just so small you can't move around, so you are bound to get pushed and start eating his combo. Gave up after 15 tries ^^ it was a breeze on normal.
I'm trying the test version and found the enemies really amazing except mini bosses. I haven't tried many yet, but had an issue with the Cyberpsycho Norio. He kept healing back to 100% within seconds of me damaging him in phase 1. I have difficulty hard, all mod settings default.
I'm playing NG+ so level 50 with tier 5++ everything, hitting his weak spot and dropping him to 90/95% HP, he heals back to 100% within a second. Mostly playing katana build but tried shooting with pistol and same issue.
Am I missing something or does this encounter need tweaking?
EDIT: Mod working! Norio was resistant to melee (Katana), attacking with tech pistol doing electricity damage in weak spots worked well.
I don't use Combat Revolution, just tested again and it's working properly. My bad, I'm very new to your mod!
I think he's resistant to melee attack because Katana (my usual go to) was barely tickling him lol. I think he's weak to electricity because using tech pistol bolt he takes a lot of damage. I can't see what he's weak to because his abilities take up the whole screen - I saw on another post that you're working to fix that?
2332 comments
Centaur behavior update
Test version 0.40
Test version v0.38
Beta 1.8.8
Break Hold Update
Other changes
Known issues
For example, I'm fighting ODA and I do an ICEBreaker Daemon on him and the cost of cripple movement went from 39 ram to 44. I would think that breaking ice means ram cost should be reduced? I don't understand this at all, but would love to see a guide on this linked. Thanks.
I know this might be a bit much to ask but would you be able to make a mod that simply re-enables the breach protocol on NPCs?
Cause there are several mods i use that need that mini-game such as daemon net-running, but i dont necessarily want an entire enemy overhaul
Currently using a TON of the common enemy difficulty/modifier mods, like Enemy Aggro Improvements, Enemy Rarity Fixes, Harder and Chaotic Ranged Enemies, Night City Enhanced and Expanded - Enemies, Cyberpsycho Encounters, Damage Scaling and Balance - Extended with the RMK defaults preset, Dodging Fix, Law Enforcement Overhaul, Give Em Guns, Harder Gunfights, all that kinda stuff, and settled on these values in my game for now. Just in case anyone wanted some presets to play around with. Happy with these for now, but sometimes Elites and bosses can still feel too "spongey." However, since there are more fights *BETWEEN* gangs now and Maxtac, NCPD, etc, are buffed, this mostly usually evens out.
to be clear i'm talking about cyberpsycho fight regular goon still get hit normally.
I'm trying the test version and found the enemies really amazing except mini bosses.
I haven't tried many yet, but had an issue with the Cyberpsycho Norio. He kept healing back to 100% within seconds of me damaging him in phase 1. I have difficulty hard, all mod settings default.
I'm playing NG+ so level 50 with tier 5++ everything, hitting his weak spot and dropping him to 90/95% HP, he heals back to 100% within a second. Mostly playing katana build but tried shooting with pistol and same issue.
Am I missing something or does this encounter need tweaking?
EDIT: Mod working!
Norio was resistant to melee (Katana), attacking with tech pistol doing electricity damage in weak spots worked well.
I think he's resistant to melee attack because Katana (my usual go to) was barely tickling him lol. I think he's weak to electricity because using tech pistol bolt he takes a lot of damage. I can't see what he's weak to because his abilities take up the whole screen - I saw on another post that you're working to fix that?
Thanks so much for all your hard work.