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
the plasma beam the centaur can use is ridiculously op. All it takes is being hit by it once and your dead because the burn ticks for 100 health each and for 5 seconds (why?). Whenever he uses it I'm forced to just hide for like 7 seconds for him to be done or i get caught in it because dodging around forces you to clamber on literally everything making this whole fight feel like a luck match on whether he'll use his bs or not. Annoying but what makes it broken is that you can't react to it. As soon as you hear the charge up it starts and you cant use a sandy or kernezikov to dodge it since it tracks you with 100% (also why?). I just don't get adding a move with the only counter play option being hiding the whole fight or behind a wall only peaking your head out for potshots
Absolutely phenomenal mod- a must have in my opinion.
I was wondering if you had the capability to add a Sandevistan toggle for normal enemies as- in lore and in my opinion, the Sandevistan is supposed to be extremely rare and difficult to use. I feel like it would really hit hard to fight an enemy that has one given the relative danger it poses to the player. Having about 1/4 of the enemies you encounter casually having a sandevistan is a bit immersion breaking for my personal taste.
Unrelated but I am curious what difficulty you do your testing on. I was playing on very hard before I installed the mod as the game became laughably easy far too quickly, but with the mod I felt that hard was a nice balance of enemy health as their health felt artificially inflated on very hard given the enemies new capability. Bosses being able to heal themselves felt like a chore to keep chipping away at their absurdly large health pool.
Keep up the great work- the improvements to the AI logic and tactics really make the enemies feel more alive! I was shocked to have a netrunner literally run away from me- something they had never done before but made complete sense in the context of the fight.
Having about 1/4 of the enemies you encounter casually having a sandevistan is a bit immersion breaking for my personal taste.
Depends on the faction. There aren't a lot of sandevistan archetypes for gangoons but you can expect corpo soldiers to be chromed up. It's not possible to toggle enemy sandevistan because the abilities are carefully assigned to npcs based on their tier and faction archetype.
Unrelated but I am curious what difficulty you do your testing on.
Seems like every sniper I run across has one along with most of the tier 3 gangoon characters.
Also of note, some characters have exceptionally long abilities lists due to different types of grenade- you can't see the whole ability list or their weaknesses. Not sure there's much to be done about that but just wanted to note.
Seems like every sniper I run across has one along with most of the tier 3 gangoon characters.
Most snipers(except Scavs) are meant to have a sandy because they have to reposition quickly and also they are rare enemies. Tier 3 enemies are meant to have either a sandy, berserk or cyberdeck.
This mod is fantastic, especially on very hard. It does make the early game a bit challenging to get started since you run into fights pretty often that are just not winnable, but there are others around that are doable to get started. The improved variety and abilities of the enemies is a welcome change. The option to breach protocol netrunners in particular I thought was a nice touch as well. The enemies with sandy are especially tough. I am really enjoying getting my ass kicked in some of these fights now and I have to admit I'm a bit worried about my upcoming fight with Royce with this (I do the boss fight not the cheesy option to take him out during dialog).
does the weakspot system still work? i have not been able to destroy a single weakspot on any elite enemy in the game, no matter if it's right hip/optics/mask whatever
Hi, thx for the mod. I like the idea, but since like 20lvl I am too OP. Every enemy just dying on one hit and the fight become too easy and boring. Is there a way to balance it? I tried to change HP multipler, but it doesnt seems to work or make any difference. Thx
2279 comments
Centaur behavior update
Test version 0.40
Test version v0.38
Beta 1.8.8
Break Hold Update
Other changes
Known issues
I was wondering if you had the capability to add a Sandevistan toggle for normal enemies as- in lore and in my opinion, the Sandevistan is supposed to be extremely rare and difficult to use. I feel like it would really hit hard to fight an enemy that has one given the relative danger it poses to the player. Having about 1/4 of the enemies you encounter casually having a sandevistan is a bit immersion breaking for my personal taste.
Unrelated but I am curious what difficulty you do your testing on. I was playing on very hard before I installed the mod as the game became laughably easy far too quickly, but with the mod I felt that hard was a nice balance of enemy health as their health felt artificially inflated on very hard given the enemies new capability. Bosses being able to heal themselves felt like a chore to keep chipping away at their absurdly large health pool.
Keep up the great work- the improvements to the AI logic and tactics really make the enemies feel more alive! I was shocked to have a netrunner literally run away from me- something they had never done before but made complete sense in the context of the fight.
Also of note, some characters have exceptionally long abilities lists due to different types of grenade- you can't see the whole ability list or their weaknesses. Not sure there's much to be done about that but just wanted to note.