Added Property Raids feature that allows cops to destroy your properties and steal illegal products. Raids can be configured in raid.json.
Added Property Heat system that allows the Property Raids to happen. Private Investigator builds up heat. Heat data is saved in NACops/HeatData/(organisation name).json
Added new Racist Cops feature where cops really just dont like black people
Added new No Open Carry Weapons feature that makes guns illegal to carry in hand and in containers
Added Configuration support for Vehicle Patrols in vehiclepatrols.json file
Added Configuration support for allowing Officers to enter inside buildings in the officers.json file (CanEnterBuildings : true)
Added Configuration support for changing arrest speed and range in the officers.json file
Added Configuration support for changing the max amount of police vehicles in the game in the officers.json file
Added Configuration support for the Frequencies, Ranges and Probabilities of certain events (now in progression.json)
Added support for Random Avatar generation for officers.
Added support for using Console commands for NACops features, spawning visuals for the police patrols and building new routes using commands
Added Shrooms to the WeedInvestigator feature so now cops will try to search for player consuming it
Refactored the Private Investigator logic to be better for its movement and location selection and also to build up property heat
Moved the default location of spawnable sentrys, vehicle patrols and foot patrols .json files from NACops/file.json to NACops/Spawn/file.json
Moved the Vehicle Pursuit related script from CrazyCops (now removed feature) to NearbyCrazyCops feature
Changed the LethalCops and NearbyCrazyCops to only evaluate the nearest officer always
Changed the default mod builds to contain all debug logging which can be enabled in runtime by using console command "nacops enable logs", console feedback is enabled by default
Changed the config officers.json values for WalkSpeed and RunSpeed to be a single value: MovementSpeedMultiplier
Changed the config system to be more robust and generate the necessary .json configuration templates to Mods/NACops/ directory if missing
Changed the default order of officers.json related values to be better ordered
Changed the mod config and startup to start loading after game indicates succesful game load state
Changed the base probability for customers snitching samples from 0.8 to 0.5 and changed the progression related values in progression.json to compensate
Changed default body search speed to be faster
Changed Lethal Cops to be disabled by default in the mod config
Fixed a bug in the Private Investigator where the warping script would crash the game
Fixed a bug in the Private Investigator where after exiting a save the mod state would not reset properly and never spawn again
Fixed a bug in the coroutines that use progression where the progression would not update frequently enough
Cleaned up avatar related code to prevent errors in the game logs
Removed random boosting logic for the bodysearch since it didnt really work
Removed statistics analysis related code from repo
Removed CrazyCops feature as it felt excessive / unnecessary
Increased smallest distance at which drug apprehender can be selected from nearby officers to search for player on foot.
Officers field-of-view is now checked after player drug consumption and if at 50 units distance. If player is in field-of-view they get immediate bodysearch. Old behaviour but added a cap of 50 units distance to prevent useless vision cone calls lagging the run.
Decreased the time drug apprehender needs to wait before starting to search for player to 4 seconds instead of time relative to distance
Drug apprehender function now evaluates officers at a slower pace to fix a bug where player encounters lag during this evaluation
Drug apprehender can now end foot search early if 5% chance is triggered during consecutive attempts after 6 seconds into search
Drug apprehender total time slightly increased to 22.5 seconds in max total search length
Changed drug apprehender foot search to have more consistent behaviour and attempts to traverse for full max length instead of breaking search if target location is unreachable.
Increased cooldown time for officers to become drug apprehenders again to 30 seconds. During cooldown officer wont respond to nearby drug consumption.
Body search behaviour has now randomized search speed each time between 8 and 20 seconds, and has 3% chance every frame to randomly toggle speed up during the search. This feature can be disabled by setting OverrideBodySearch to false.
Added defensive programming measures to prevent type cast errors from breaking a coroutine in WeedInvestigator feature in IL2Cpp version (no reprod bug)
Added full configuration support for the default values of NACops Officers via officer.json, this includes movement, combat, gun and health variables. See README.md or Description or wiki for info.
Fixed miscellanious class and variable namings to match the latest available patch
Fixed a null reference error that was caused by player dying and loading last save in singleplayer
Fixed a bug that caused duplicate OnLoadComplete callbacks after loading last save in singleplayer.
Fixed a bug that caused duplicate OnLoadComplete callbacks after quitting to main menu and reloading any save
Fixed a bug where quitting the game to main menu would cause coroutines to keep running
Removed a RemoveListener callback function from the save load completion due to being redundant after above fixes
known bugs: