A revamp of AI behaviors, archetypes, and more that aims to make the game more dynamic, fun, and enjoyable. NPCs now utilize hiding spots and cover more often, have adjusted surrender rate, reaction time, and weapons based on mission, suspect type and lore
HEAVILY RECOMMENDED : The mod contains fixes for bugged hiding spots!
Permissions and credits
Credits and distribution permission
Other user's assetsAll the assets in this file belong to the author, or are from free-to-use modder's resources
Upload permissionYou are not allowed to upload this file to other sites under any circumstances
Modification permissionYou are allowed to modify my files and release bug fixes or improve on the features so long as you credit me as the original creator
Conversion permissionYou are not allowed to convert this file to work on other games under any circumstances
Asset use permissionYou are allowed to use the assets in this file without permission as long as you credit me
Asset use permission in mods/files that are being soldYou are not allowed to use assets from this file in any mods/files that are being sold, for money, on Steam Workshop or other platforms
Asset use permission in mods/files that earn donation pointsYou are allowed to earn Donation Points for your mods if they use my assets
Author notes
This author has not provided any additional notes regarding file permissions
File credits
MrSphincterSquirt - For no fast strafe for suspect recursiveGecko - For RoN Mod Generator VOID Interactive - For creating the game and making it easy to tweak with mods
Donation Points system
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Changelogs
Version 1.4.0
Sins suspects can now execute civilians, separate surrender chance for terrorist archetype, improved hit reaction animation for armored suspects (no more awkward taking-a-dump reaction)
- Suspect_ActiveShooter_Club has been replaced by Suspect_Terrorist_AS
No active shooting for The Hand
- Now replaces the archetype file, instead of AILevelDataTable
No hiding
- Updated to include Suspect_Terrorist_Sneaky
Misc
- Added terrorist hunt conversion, don't expect this to get updated often though, my focus is on SWAT-style gameplay, not Ground Branch, and I won't update it immediately when RoN 1.1 drops
- Added "No hostage execution for Sins", changes Suspect_Terrorist_HR back to Suspect_Terrorist
- Suspect_Sneaky_Penthouse has been replaced by Suspect_Terrorist_Sneaky, it's Suspect_Terrorist with hide actions
- Suspect_ActiveShooter_Club has been replaced by Suspect_Terrorist_AS
- Suspect_Terrorist_HR added, they can execute hostages if they saw a player
Version 1.3.3
1.3.3 Removed yell working out of sight since it might accidentally cause some issues, yelling at suspects behind them should increase the odd of them surrendering again now, bomb timer has been adjusted according to difficulties
[ActionPresets Changes]
AP_Cover_Precombat
- AG_ExposedToAggressiveNoise_C changed to AG_WeaponRaised_C
AP_Surrender
- Consideration AC_TimeSeeingTarget_C replaced by AC_FacingTarget_C, weight 0.5
- Increased armed spawn chance for main suspects (1/5 -> 1/4)
- Main suspects now use archetype Suspect_Cowardly_Beachfront (Suspect_Cowardly but without human shield action, because why would they do that with their parents)
HOSPITAL
- Added doctor model to sp_hospital_disguised
- Added fake patient suspect model to civilian
STREAMER
- Michael now uses archetype Suspect_Friendly
[AILevelData Changes]
GLOBAL
- Re-formatted most levels' lines, redone some of them as well
Suspect bomb vest now explodes when shot, unless you aim for the limbs or head (HARDCORE)
Version 1.2.6
Small update, interuptable phone surrender and mesh change for suspect's level 4 armor (check it out in penthouse, might change it again for something that clips less though)
Door mirroring changes moved to Ammo & Equipment Tweaks
Version 1.2.5
Tweaks regarding two Commander Mode traits that have been causing the suspects to give up too often, suspect armor tweaked to be similar to player's armor, Hardmode ceramic now blocks only 80% damage when unbroken
(Jesus Christ now I know why people say suspects surrender too often, I barely play Commander Mode, never took these two traits into consideration, this is dumb)
(Might change the values more later on if the nerf is not enough or too excessive, for now this will do, was never much of a fan of the whole trait mechanic anyway)
- Added AG_WeaponRaised to gates (Weapon raised suspects hesitating is just way too buggy, AG_WeaponRaised will prevent them from hesitating while still allowing high stress suspects to hesitate)
- Removed AC_Stress_C
- CommitTime = 6 -> 4
AP_Gerard_ScriptedFireOutside
- Cooldown = 30 -> 3
[Gates Changes]
AG_NearbyHidingSpot
- Max Distance = 5000
[AILevelData Changes]
GLOBAL
- SuspectMinMorale = 0.5 -> 0.7
- MinFlees = 0 -> 1
- PlayDeadChance = 0.2 -> 0.3
- StressUntilWeaponRaise = 1.0 -> 1.5
- SuppressedGunshotStress = 0.04 -> 0.015
- GunshotStress = 0.04 -> 0.015
- DoorKickStress = 0.01 -> 0.002
- FriendlyKilledStress = 0.35 -> 0.1
- DamageStress = 0.3 -> 1.0
COYOTE
- SuicideChance = 0.35
DEALERSHIP
- SuicideChance = 0.35
FARM
- SuspectStartingStress = 0.4 -> 0.5
IMPORTER
- SuspectStartingStress = 0.6 -> 0.5
- SuicideChance = 0.35
PORT
- SuspectStartingStress = 0.6 -> 0.5
- SuicideChance = 0.35
[MISC]
Removed LevelDataTable (Left it in while testing unique mission start voicelines)
Version 1.2.2
1.2.2 Hesitation changes, player health reduction, and some arsenal changes for suspects, some of them can have suppressor now (no gameplay difference but shootout with them can sound VERY nice)
[BasePlayer Changes]
(IMPORTANT : THIS CAN CONFLICT WITH JUG'S MOVEMENT MOD AND GUNFIGHTER'S MOVEMENT MOD, DEPENDING ON THE LOAD ORDER THE PLAYER CHANGES MAY OR MAY NOT GET OVERWRITTEN)
(HOWEVER, IT'S NOT THAT BIG OF A DEAL IF IT DOES GET OVERWRITTEN, SINCE I ONLY SLIGHTLY REDUCED PLAYER HEALTH AND INCREASED MELEE RANGE)
- Player health is now 130.0
- MeleeRange = 125 -> 180
[ActionPresets Changes]
AP_Surrender
- AC_Morale_C Keys = (0.91, 0.03) -> (0.91, 0.0)
AP_Surrender_Precombat
- ScoreThreshold = 0.6 -> 0.2
- AC_NumberofNearbySuspects_C = 1000 -> 700
AP_Hesitate
(Now AI can only hesitate if you're within 15 meters of them, unlike vanilla where it can happen if you're 4 meters away, reduced the range of distance subtraction for hesitation to 5 meters or less, and alerted suspects should AT LEAST IN THEORY have their hesitation chance halved)
SWAT (Nerfed, accuracy should be similar to Hard difficulty suspects now, and reaction speed is now dependent on difficulty to allow for more dynamic engagements)
UPDATE 1.4 Sins suspects can now execute civilians, separate surrender chance for terrorist archetype, improved hit reaction animation for armored suspects (no more awkward taking-a-dump reaction) For a update overview, check pinned post in "Posts" "Terrorist Hunt Conversion" and "No hostage execution for Sins" now available as optional files
IF YOU HAVE A BUG TO REPORT PLEASE CHECK "BUGS" FIRST TO SEE IF IT IS A KNOWN ISSUE FIRST
"Astral's Revamped AI" is an AI mod that focuses on tweaking the existing AI behaviors to make every NPC perform more dynamic actions, while also changing up the existing levels and suspect equipment, in order to provide a "Vanilla Plus"-like experience. Civilians and suspects will now surrender, flee, take cover, and hide more often, while on some levels they will now have new behaviors.
FEATURES This mod aims to make each encounter with suspects more fun, unpredictable, and unique. Each map has been tweaked appropriately with this in mind, and you may start seeing a NPC doing stuff they don't usually do, such as hiding, running away to ambush the SWAT team somewhere else, or perhaps even pointing a gun at you without any intention of actually shooting you if they're on your side. How surrender works has been tweaked as well, now suspects will surrender more often, unlike how in vanilla they would always open fire, it's now worth the effort to not immediately open fire at an armed suspect and take your time with them, since they might hesitate or give up now.
NPC
Morale curve for surrender has been tweaked, expect more compliance from armed suspects
Redone NPC archetypes, most suspects are now using new archetypes, some of them may start hiding on levels with hiding spots, or perhaps even start shooting civilian...
An unfortunate victim
Reaction time has been tweaked based on a map's difficulty and suspect's skill level, a run-of-the-mill gangbanger won't react as fast as a prepared ex-military terrorist
Suspects and SWAT AI can all see further now (SWAT view distance increase is incompatible with SWAT overhaul mod)
Suspects may now surrender the moment they see a SWAT officer, albeit rare and the SWAT officer must be facing them
High stress suspects can now hesitate, unlike in vanilla where once the stress reached a certain level, they won't hesitate
On some missions, traps have been adjusted, some missions will now have alarm traps, or perhaps even something that may surprise you...
Danger around the corner... or is it?
Suspects now carry more appropriate amount of ammo depending on the missions, an unaware suspect in his house will only carry a mag or two unlike a suspect that's prepared for a long fight
Some suspects now use JHP rounds instead, usually security details or someone who's just "home defending"
Some suspects will now wear gas mask, depending on the missions
Suspect arsenal has been tweaked, they will now use different guns, and some may even have attachments on them (no actual gameplay difference)
Suspect armors have been rebalanced, they can now be broken more easily, however a level 4 armor can block everything, even AP rounds, only highly dangerous suspects will wear them, and some might even have steel plates instead of ceramic
Ready for war
Ammo types have been tweaked to account for the rebalanced suspect armors, now depending on caliber and round type, some ammo will now deal higher armor damage, and provoke more (or perhaps, less) responses on hit depending on if the target is armored or not. In order to make some of the more underwhelming equipment shine more, they have been tweaked as well for players to actually consider taking them. The ammo and equipment tweaks are all optional, which means if you already have a mod that changes these stuff or simply just dislike the changes, you can simply just choose to not install the buffs.
MISCELLANEOUS
Ammo types have been tweaked, in general AP can penetrate any armor that isn't level 4 and deal high armor damage if it doesn't penetrate, while JHP is not as effective against armors, will still take less shots to break them than in vanilla
Pistol calibers will now work better against armored suspects, with some special calibers that are designed to defeat armors being as effective as rifle calibers when it comes to breaking armor, however they will very rarely provoke a hit reaction
Slightly increased the range of flashbang and gas grenade for more consistency
Faster flashbang detonation
Kevlar armor has been buffed to be able to block JHP rifle rounds, however it still won't protect you from AP rounds, and will only allow you to take one or two extra shots in the torso, still better than nothing
Anti-flash goggles has been buffed to resist flashbang better, it's now possible to flow into a room with your bang
Welcome to Los Suenos
DIFFICULTIES There are "mode difficulties" and "map difficulties", depending on these two, the suspects will have adjusted required time before shooting and max morale, with further adjustments depending on suspect types.
MODE DIFFICULTIES STANDARD (Recommended for casual players, or those who wish to see more compliance)
Suspect required time to shoot ranges from 0.3 second to 0.17 second, with long time to start shooting if they didn't ready their weapon
Lower suspect counts
More unarmed suspects spawn
Slightly longer execution timer before certain suspects execute a civilian
Longer bomb timer
Max player damage taken cap is 60, you won't die as quickly (due to vanilla bug, damage dealt to player armor is decreased as well)
HARDCORE (Recommended for average players)
Suspect required time to shoot ranges from 0.2 second to 0.1 second, with slightly shorter time to start shooting if they didn't ready their weapon
Easy map difficulty now uses Medium-Easy's morale settings
Slightly higher suspect counts
Less unarmed suspects spawn
Reduced bomb timer
Trap adjustment on some maps
Ceramic armor will only block 90% damage at max
No player damage taken cap, you will receive full damage from everything
JUDGE MUST DIE (Recommend for experienced players)
Contains Hardcore mode changes
Suspect required time to shoot is now 0.05 second for all maps. with short time to start shooting if they didn't ready their weapon
All suspects are extremely accurate, and reload quickly
All maps are using Hard map difficulty's morale settings
Highest max morale, with very low chance of surrendering
Fastest reaction speed, with highly skilled suspects being even faster
Quick fire rate and good accuracy
Fast reload speed
Receives low morale damage, and gets stunned for short amount of time
Less-than-lethal weapons are discouraged
Modded maps use in-between values of medium-easy and medium-hard
Get to cover!
If you have any feedback, please leave it here, I'd greatly appreciate it! Report any bug with this mod in "Forum" tab too, so I may try and fix it (Or post a workaround if I can't) Feel free to submit any cool image or clips with this mod, if I think it's fitting then I will add it to the mod page!