Posted by: sarge945
« on: 09. January 2024, 11:16:33 »Yeah it wasn't SCP. In the randomiser that particular trap can have spiders, assassin's or protocol droids, and they're all deadly.
That change made by scp by switching those annelid-spiders for assassins in that trap on Ops is also on point
''Miri, so far our work with the late model assassin cyborgs has gone remarkably well. I hope things with that son of bitch Diego never come to that, but it is comforting to know we're not nearly as defenseless as the UNN storm troopers might think. The only glitch we've encountered is with the upgraded laser rapiers... the poor things keep severing parts of themselves. We're trying to get the bugs fixed... ''
ps should add that they do so when their arm animations go past the barrier when they stand against it, I think, so not sure if that's this mod or just vanilla behaviour.
-Fixed Big Droids, Shotgun Hybrids, Grenade Hybrids, Midwives, and Cyborg Assassins firing through objects (e.g. Cargo Bay crates, Metacreative Barrier)
-Fixed Big Droids, Shotgun Hybrids, Grenade Hybrids, Midwives, and Cyborg Assassins firing through objects (e.g. Cargo Bay crates, Metacreative Barrier)
-Fixed Turrets failing to hit the player at point blank range
-Laser Turret projectiles are 25% slower
-Rick Turret projectiles are 33% slower
-Monkey backstep goes 100% further
-Fixed Midwife melee swipes being unable to hit crouching players
-Midwife melee swipes are 25->33% faster
-Midwife slap attack is slightly less likely than other attacks
-Midwife pain stagger is 11->25% faster
-Midwife backstep is 25->43% faster and goes 20% further
-Midwife sidestep is 11% faster and goes 20% further
-Midwife combat walk is 25% faster
-Cyborg Assassin pain stagger is 43->82% faster
-Cyborg Assassin backstep is 16->25% faster and goes 60% further
-Baby Spider leap now counts as an attack on the descent
-Baby Spider leap attack is more likely to occur
-Baby Spider melee swipes are 33% faster
-Baby Spider run is 100% faster
-Rumbler combo attacks are slightly less likely
-Rumbler melee swipes are 11% faster
-Rumbler backstep/frontstep are 54% faster and go 100% further
-Rumbler has a chance to sidestep or frontstep instead of backstepping
-Rumbler pain stagger is 54% faster
-Rumbler has a chance of dodging in any direction instead of staggering on hit
-Rumbler search actions are 11% faster
-Added support for Assassin Rapier module
Here is my video comparison of AI behavior - vanilla vs AlyaMod, from 2017:
https://www.youtube.com/watch?v=9bBljkCAfwM
So... thank you again with the mod, it great! I'll give it a try, but also.. i just want to ask you, can you made even "more scary version" to be simillar with AlyaMod implimentation like on my video? Will be great for true hardplay!
Btw: it seems like your mod doesnt work with SecMod
Now that I think about it, making a trigger that slays any AI that touches it would probably be pretty easy.
-Reverted Cyborg Assassins never attacking the player in melee range (back to very low chances)
-Cyborg Assasssin run is 14% faster
-Cyborg Assassin backstep is 11->16% faster
-Fixed Spiders, Monkeys, and Midwives refusing to attack backpedaling players in melee
-Enemies now always attempt to attack once in melee range regardless of player speed
-Accompanying changes to desired attack range
-Monkey run is 23% faster
-Midwife pain stagger is 11% faster
-Cyborg Assassin immediately turns to attack after fleeing instead of fidgeting
-Cyborg Assassin no longer occasionally attacks in melee range
-Cyborg Assassin walk/sidestep (rare) is 25% faster
-Spider leap attack is more likely to occur
-Spider no longer freezes in place instead of attacking
-Spider melee swipes are 33% faster
-Spider run is 33% faster