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'm genuinely puzzled by the break hold part of this mod. Even enemies that don't have "break hold" as ability appear to resist my takedowns. As for the attribute check, either I have some wrong prerequisite, or it's designed to be plain guesswork which enemy requires what attribute. I can't take down a Tyger Claws Adept while having 16 body and Gorilla Arms, no idea. Guess I need reflexes?
Poison is bugged in the test version, if you get hit by like a few poison debuffs within a minute it'll become a permanent poison debuff. Reloading the game doesn't clear it. Gotta load a later save to get rid of it.
Buggy and imba mess, I mean if there is a car chase I'm 100% dead, if there is a scripted fight like the one with Johnny or Hensen, I'm also dead, even on lowest difficulty
I hope you can implement something very simple where the descriptions for all tier enemies for health, damage, elite and bosses will include what the vanilla values were, so its easier to min max ( and personally ) adjust accordingly since i enjoy a bit tougher enemies but while im playing on very hard, its extremely difficult and with Reinforcements mod enabled, it becomes unwinnable lol. Please consider this small and easy thing to do Or even here!
Sorry but the rest would go for all the bosses, this mod is amazing and just what i was looking for but man would it be great to know what the vanilla values are so its not a slog or to avoid getting gibbed and better to adjust to a favorable and comfortable playstyle
Hello, I have a quick question about the mod versions. I see two files: "test 0.42" and a "beta" version. They have very different file sizes and seem to be mutually exclusive. Should I use one or the other? Or does the test version only change the AI while the main beta file adds all other content? Thanks!
overall mod feels great, i'm not the best at cyberpunk, but i can manage it, except one - chimera gatling gun attack, it's f*#@ing unavoidable, can't hide from it and shreds you in 2 secs (55lvl, 1.1k armor and 500hp), can't hack it (but that may be from new game plus mod i have), so if it's possible please add slider for it's gatling gun attack, it's fine that it one shots me other way but this drives me f*#@ing insane (tried other chimera sliders but then it does't one shot with cannon, so that's kinda lame)
Is there something in this mod that gives enemies an ability that can disable V's sprint/dodge/dash? Having this happen occasionally and im not sure whether its a bug from something else or if it is something intended with a mod, maybe this one?
can this be disabled? I love the mod, but it`s instant death when you are poisoned, lowering damage to player is not so fun, as open combat become boring, the rest is top notch
Can you guys recommend preset that will make my experience similar to hardcore22v2? i don't want to install that mod because it doesn't work with modded weapons and it also destroys early game economy (enemies drop tier 3 weapons at lvl1)
2398 comments
Centaur behavior update
Test version 0.40
Test version v0.38
Beta 1.8.8
Break Hold Update
Other changes
Known issues
Should I use one or the other? Or does the test version only change the AI while the main beta file adds all other content? Thanks!
Is " Enemies Dodging Fix " needed for this?Nvm the sandi on these mini bosses is insane