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Samuel17-ImprovedSurvivorAI-1.5.3 icon

ImprovedSurvivorAI

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

Date uploaded 2 weeks ago
Version 1.5.3
Download link Samuel17-ImprovedSurvivorAI-1.5.3.zip
Downloads 4086
Dependency string Samuel17-ImprovedSurvivorAI-1.5.3

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. 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 works with: Enforcer, Nemesis Enforcer, Sonic.

This mod is also 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
Modded survivor entries: EnforcerMonsterMaster, NemesisEnforcerMonsterMaster, SonicTheHedgehogMonsterMaster

To-do:

  • Make Artificer hover?
  • Re-implement Seeker's Sojourn into her behavior.
  • The floodgates have open! I can make your modded survivor smarter, starting today! For free! (No promises, though, some of them are real complex.)

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.

CHANGELOG

1.5.3

  • OH MY GOD BRUH.
    • Turns out my fix was working fine, I just forgot to take out a line that I had copy-pasted elsewhere for testing purposes. CHEF can now Roll again.

1.5.2

  • Nevermind, CHEF can no longer use Roll until I fix the below issue properly.

1.5.1

  • Fixed CHEF Roll hook causing player-controlled CHEF to sometimes release charge early.

1.5.0

  • General
    • Implemented mod compatibility for Enforcer & Sonic.
    • Made the custom targeting for Huntress/Artificer/Seeker a little more performant. Maybe.
  • Engineer - Thermal Harpoons will only be selected at max stocks.
  • Seeker - Maximum target height for Unseen Hand reduced (100m -> 80m) so it can actually hit the target.
  • CHEF - Can now use Roll! Always uncharged, though. Haven't figured out how to make it hold input.
  • Heretic - Can now use Ruin!

1.4.0

  • General - The GitHub's up.
  • MUL-T
    • Fixed "Use Utility to ram close targets" not checking for LoS. It'll also ignore flying targets.
    • Implemented special behavior for Double Rebar + Retool.
    • Can now use Power Mode!
  • CHEF
    • "Strafing while using primary" range increased. (30m -> 40m)
    • Glaze is active for 0.8s so it doesn't immediately get cancelled into Sear.
    • Can now use Yes, CHEF!

1.3.2

  • Streets have taken me to a dimly lit alley and shot me in the back of the head. Not for comparing strings, though. It was for using async callbacks. Lesson learned.
    • This should make this mod play nicer with other mods in general.
  • Fixed Captain freezing up when asked to drop his Supply Beacons.

1.3.1

  • Streets are saying they will take me to a dimly lit alley and shoot me in the back of the head if I compare strings.

1.3.0

Alloyed Collective patch!

  • General
    • Implemented behaviors for Operator & Drifter.
      • Credit where it's due, Drifter's vanilla behavior is surprisingly complex and features 18 skill drivers. That said, I think there is still room for improvement :)
    • Beefed up the Anti Corpse Shooting logic to include cases where the Survivor's target dies to something else entirely.
    • Goobo Jr. clones will, to some limited extent, mirror their owner's target.
      • Limited, because anything that causes them to refresh their target list (like being too far to attack or simply breaking line of sight) will undo that. I do not think this is a problem.
  • Commando - "Strafing while shooting primary" range increased. (30m -> 40m)
  • Huntress
    • Arrow Rain is now properly lined under the target, or on a wall behind the target if applicable.
    • Retreating range decreased. (30m -> 20m)

1.2.0

Just dropping what I have before Alloyed Collective drops.

  • Artificer
    • Forgot about Nano-Spear piercing terrain, so now Artificer can wallbang targets with it.
    • Snapfreeze is now properly lined under the target.
    • Fixed her not fleeing if out of M1 stocks.
  • Captain
    • If he has a leader, he will immediately attempt to place both Supply Beacons under himself. I'm sure you can figure out some very interesting setups with that information. So interesting, in fact, that I will even grace you with a config to turn that off.
    • Now prioritizes his Secondary over his Utility to help line up the latter. Secondary can no longer be repeated multiple times in a row.
    • Starts strafing from further away. (25m -> 50m)
  • Seeker
    • Unseen Hand is now properly lined under the target.
    • Will now use Meditate off cooldown.

1.1.0

  • General
    • Successfully fixed that annoying thing where the AI will continue to target dead corpses for several seconds; on kill, they will re-target very quickly.
    • Implemented basic configs for Engineer's mobile turrets, in case you want to disable the changes or you're simply bored and want to give them cross-map reach.
    • Improved aim speed for Survivors across the board.
  • Huntress - Standard Blink is no longer used while pathing to enemies due to it being very prone to overshooting, but may still be used mid-combat.
  • MUL-T - Power Mode is disabled until I figure out simultaneous fire.
  • Artificer - M2 is held juuust a little longer to prevent Arti from wasting it by cancelling into Snapfreeze.
  • Mercenary
    • M1 is initiated slightly closer. (20m -> 15m)
    • Added a delay after performing his Utility so he has more time to orient his follow-ups correctly.
    • Now a little less Leeroy Jenkins-y and will occasionally strafe at range around a target.
  • Captain - Compressed the attack ranges for his M1; the charge levels should be more appropriate for the situation.
  • Void Fiend - Adjusted timings to reduce the likelyhood of firing an uncharged M2.
  • Seeker
    • Fixed not being able to use Unseen Hand.
    • Sojourn is disabled until I figure out an intelligent way to cancel it in the behavior tree.

1.0.1

  • Please work.

1.0.0

  • Release.