Totally Accurate Battle Simulator
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TABS Cinematic Overhaul

by SeriousMango21

⚠️ CHANGE THE CONFIG SETTINGS TO HOW YOU LIKE IT

Almost everything in this mod can be turned up, down or off. If something is too much, too little, or too heavy for your PC, go change it in the config. (r2modman → Config editor → com.seriousmango21.tabscinematicoverhaul)

What it adds

5.3.2

  • Fire does full damage (BurnDamage 1)

5.3 (config section 30)

  • Smarter, smoother Director camera: it works round hills, buildings, walls, trees and crowds to keep the action in view, cuts instead of staring at a wall or flying through one, never lets units walk through the lens, and picks shots from what's happening (over-the-shoulder fights, crane shots over big blasts, tracking shots)
  • Fire does more damage and burns longer; the game's own flames on units stay on longer and burn down over 25 s
  • Burning units vault walls and fences, trip over low things, stumble off ledges and slam into walls while they run, sometimes botching it headfirst

5.2.2

  • Fire hits a little harder, burns longer, and the game's own flames on units stay on longer and burn down over 15 s

5.2.1

  • Duel close-ups framed on the real eyes (not the neck), duels for any unit (quick-draw for shooters, animals, giants, riders), and F11 to start a duel on whoever is in the middle of the screen
  • The game's own flames on burning units last the whole burn and burn down afterwards; fire lasts longer and burning is more violent by default
  • Gunpowder fires work even when no fire units are in the battle

5.2 (config sections 28-29)

  • Director duel standoff: both fighters frozen solid while the camera slowly circles them, pans their weapons and pushes into their eyes, never clipping into them
  • Fire burns longer and looks it; burning units drop their weapons (and never go back for them), run, collapse, thrash and kick, try to crawl or get up; bodies smoulder afterwards
  • Burn survivors struggle to stand, can't run, and the worst burnt die slowly
  • Gunpowder blasts can start small fires on units that sputter out, flare up or spread to whoever they touch
  • See-through dust and smoke (the game's own too), much shorter-range dazing

5.1 (config sections 23-26)

  • Fire hurts less, doesn't make units gush blood, and burning units thrash in pain
  • Burns you can see: blisters, peeling skin, black char, glowing cracks, shrivelled bodies, curled-up corpses
  • Animals and sliding units actually step when they walk
  • Dazing and shell shock fall off with distance
  • Director-camera duels: frozen squinting standoff, charge, flashy clash, then a different set of showcase shots every time

5.0 AI overhaul (config sections 23-26)

  • Every unit thinks for itself: armies spread out, take their own lines, split up over targets and recover from getting stuck
  • Confidence from the team and the unit's surroundings: friends, enemies, fire, injuries, being surrounded
  • Shooters aim up and down at targets above or below them
  • Real kicks, feints, heavy blows from strong units with impact freezes, and finishing blows on downed enemies
  • Duels: focused, squinting, taunting fighters, plus a Director-camera duel intro
  • Fire burns longer with panic, charring and running for water; drowning only when out of breath; X-ray electrocution
  • Dirt and soot on units, blood on weapons, wounds on giants, bloodless skeletons
  • Only medics heal; artillery backs off from enemies; Longship / Dragon / Bank Robbers left to the game's own control

Blood

  • Blood on the ground and walls is a real liquid: puddles merge, spread, run downhill and drip down walls
  • Blood graphics setting: Off / Low / Medium / High
  • Thick pools are a lit, glossy liquid that sits in the sun and shade like real blood
  • Blood stays on the map for the whole battle, on every map
  • Blood flies in streams and drops, all the same red
  • Wounds, cuts, stabs and bruises on the body, bleeding out
  • Blood splatters onto nearby units and attackers, and soaks bodies lying in it
  • Dismemberment and broken bones with real bone pieces
  • Wet, reflective blood pools with sun glints
  • Blood mixes into water, drifts with it, flows downhill on sloped water and stays inside the banks; walls and banks bleed into it
  • Blood drips off ledges and pours over edges

Ragdolls

  • Euphoria-style reactions: staggers, stumbles, grabbing wounds, rolling, catching walls
  • Dying units act it out, then die for real (no getting back up)

AI

  • Units read the map: walls, low cover, steps, drops and gaps, and plan body-width routes around them
  • Units that can't reach or see the enemy search for it, go after another one, or hold and wait
  • Ranged units push cover to cover and take high ground
  • Shooters turn and aim at their target before they fire instead of shooting wherever they face
  • Artillery (cannons, ballistas, catapults...) has its own AI: lays the gun, holds steady, waits for friends to clear the line
  • Melee units block, dodge, counter and use different swings
  • Units pick their own way in: straight, their own lane, round a flank or out wide by another route, balanced so groups split up
  • Flanking, ambushes, formations, rescues, medics, retreating
  • Confidence: the winning side is brave, the losing side gets scared
  • Personalities, chatter and expressive googly eyes

Graphics

  • Graphics preset: Off / Low / Medium / High / Ultra
  • Better shadows, ambient occlusion, anti-aliasing and lighting
  • Soft sky light on shaded sides and warm light bounced off the ground
  • Real light shafts through gaps in buildings and trees, and a real sun
  • TAA with sharpening, optional film tone mapping and cinematic motion blur
  • Real water physics: floating, wading, swimming, splashes and ripples

Other

  • Automatic cinematic camera
  • First person effects
  • Bone crack and blood sounds

Keybinds

Key What it does
F9 Cinematic camera on/off
F10 Cinematic camera: next shot
F8 Film look on/off
F7 Letterbox bars on/off
F6 Clear all blood
F5 AI on/off
F3 AI debug view on/off
F2 Watch the unit under the mouse (debug view)
F11 Duel standoff: the unit in the middle of the screen vs its opponent (Director camera)

Keys can be changed in the config under 5. Hotkeys (DuelKey is under 28. Duel Standoff).

Requirements

  • BepInEx for TABS (installs automatically with r2modman)
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