Risk of Rain 2

Details

Last Updated
yesterday
First Uploaded
yesterday
Downloads
15K
Likes
3
Size
109KB
Dependency string
Samuel17-ImprovedSurvivorAI-1.5.2
Dependants

Categories

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.
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