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Now that I think about it, making a trigger that slays any AI that touches it would probably be pretty easy.
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
Scary Monster AI mod compatibility fix here
-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