Samuel17-ImprovedSurvivorAI icon

ImprovedSurvivorAI

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

Last updated 5 hours ago
Total downloads 28
Total rating 0 
Categories Mods Tweaks Server-side
Dependency string Samuel17-ImprovedSurvivorAI-1.0.1
Dependants 0 other packages depend on this package

This mod requires the following mods to function

bbepis-BepInExPack-5.4.2121 icon
bbepis-BepInExPack

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

Preferred version: 5.4.2121
RiskofThunder-HookGenPatcher-1.2.9 icon
RiskofThunder-HookGenPatcher

MMHOOK generation at runtime.

Preferred version: 1.2.9

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.

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.

To-do:

  • General
    • Configs!
    • Set up the Wiki tab.
    • Set up the GitHub.
    • That annoying thing where the AI will continue to target dead corpses for several seconds.
    • Figure out custom targeting. That will be useful for skills that need to be placed on terrain (e.g. Arrow Rain, Snapfreeze) or skills that should just be thrown under the Survivor.
    • 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.
    • 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 it's vanilla behavior tree is so abysmal? I will unshackle you some other day.
  • Specific
    • Figure out how to input both Primary & Secondary skills as Power Mode MUL-T.
    • Figure out Meditate on Seeker. Currently unused for the time being.
    • Make Artificer hover?
    • Incorporate Captain's Supply Beacons into his behavior.
    • Heretic's Ruin is currently set to target sufficiently injured targets (< 50% HP) as a band-aid, but it ideally should just take into account the number of Ruin stacks on the target.
  • Among other things. Stay tuned...

Credits

  • Nuxlar & Moffein, 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.