Samuel17-ImprovedSurvivorAI icon

ImprovedSurvivorAI

Overhauls the behavior of AI-controlled Survivors to make them more competent. Goobo Jr. users rejoice!

Last updated 3 days ago
Total downloads 10777
Total rating 2 
Categories Mods Tweaks
Dependency string Samuel17-ImprovedSurvivorAI-1.3.2
Dependants 1 other package depends on this package

This mod requires the following mods to function

RiskofThunder-HookGenPatcher-1.2.9 icon
RiskofThunder-HookGenPatcher

MMHOOK generation at runtime.

Preferred version: 1.2.9
bbepis-BepInExPack-5.4.2121 icon
bbepis-BepInExPack

Unified BepInEx all-in-one modding pack - plugin framework, detour library

Preferred version: 5.4.2121

README

ImprovedSurvivorAI

For the most part, AI-controlled Survivors are plagued by egregiously low activation ranges, weird skill prioritization and an aversion towards sprinting when it would be appropriate to do so.

This mod rewrites the behavior tree of every single vanilla Survivor in the hopes of rendering them far more competent brawlers. It also grants them full awareness of their enemies' positions, ignoring both angle & line of sight requirements, although they will prioritize targets within line of sight if possible.

Also comes pre-packaged with improvements to the Engineer's mobile turrets; they now always sprint when following you, and their maximum attack range has been improved from 25m to 35m. These changes can be turned off.

This mod indirectly but very noticeably buffs Goobo Jr., so be on the lookout for that :P

Oh, and watch out for the Artifact of Vengeance.

Mod Compatibility & Recommendations

This mod is best served with AlliesAvoidImplosions. It can be configured to allow Survivors to flee from Void implosions as well, using the Additional Retreat Entities entry.

Just plug the following in: CommandoMonsterMaster, HuntressMonsterMaster, Bandit2MonsterMaster, ToolbotMonsterMaster, EngiMonsterMaster, MageMonsterMaster, MercMonsterMaster, TreebotMonsterMaster, LoaderMonsterMaster, CrocoMonsterMaster, CaptainMonsterMaster, RailgunnerMonsterMaster, VoidSurvivorMonsterMaster, SeekerMonsterMaster, FalseSonMonsterMaster, ChefMonsterMaster, DroneTechMonsterMaster, DrifterMonsterMaster, HereticMonsterMaster

To-do:

  • General
    • Set up the GitHub.
    • A way to take into account the number of stocks available for a skill. This will allow for optimal usage of skills like Engineer's Thermal Harpoons.
  • Specific
    • Figure out how to input both Primary & Secondary skills as Power Mode MUL-T. Currently unused for the time being.
    • Make Artificer hover?
    • Heretic's Ruin, in general.
    • I do not know what the fuck did they do to my boy CHEF, but Roll places it in an infinite charging loop and Yes, CHEF! is straight up unable to override its skills. Is that why its vanilla behavior tree is so abysmal? I will unshackle you some other day.
  • Among other things. Stay tuned...

Credits

  • Nuxlar, Moffein & .score, for writing helpful and sometimes yoinkable code.
  • The denizens of #development, for answering my questions. (I am forever indebted to you, .score.)

Contact

I am samuel17 on Discord. If you got feedback or bug reports, contact me either through DMs or the Risk of Rain 2 Modding Discord.