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Better Bots
Version 16:
- Massively rewrote parts of the mod for performance and optimization reasons; the mod now has the smallest impact on performance possible
- Fixed a possible client crash related to bots' melee kills
- Fixed a crash related to the French localization
- Bots will now use three round burst fire with the Vanilla+ weapon proficiency
- The spread value for Vanilla+ is now 15 (was 5, vanilla is 25)
- Bots will no longer use a "stare" or "pause" delay when acquiring targets and are much more reactive to enemies overall
- The mod no longer modifies any cop-related code, which should help with compatibility with other mods and prevent issues with future game updates
Version 17:
- Removed the "Bot Number" option; the total number of bots will now always be 3 unless using the Big Lobby option
- Removed the weapon profiency and weapon choice options and added the reduced spread and three round burst fire from Vanilla+ to the default weapon settings; additionally, the mod no longer affects the damage of weapons at all
- Fixed bots dominating and meleeing dead enemies
- Fixed a possible crash related to the bots getting melee kills while all human players are in custody
- Simplified and optimized the "smart reload" code
- Further optimized the bots' targeting code
- Reworked how bots target Shields so they will more accurately discern if a Shield can be attacked
- Temporarily removed non-English localizations until the end of the Henchmen beta
Version 18:
- Further improved and optimized the bots' reaction times
- Reduced the default spread to 5 in order to give the bots a fighting chance against the increased enemy spawns
- Improved the recoil and reload times of bots' akimbos and shotguns
- Changed the default choice for the move speed option to reflect the new vanilla setting
- Fixed a bug that occasionally caused the bots to shoot dominated cops
Version 19:
- Fixed a crash related to a failed reaction check. Thanks to Spruebox for the detailed crash report.
Version 20:
- Removed damage falloff from the bots' weapons since Overkill apparently doesn't realize that weapon damage doesn't linearly interpolate between falloff range presets
- Rewrote parts of the bots' targeting code so they will be considerably less likely to assign a new "attention_object" when they already have one, thus keeping them locked on their targets and making the delay from assigning a new one less evident
- Added an option to give the bots "hyper reflexes"; this will cause them to aggressively seek out enemies when they are in their "idle" logic and will thus keep them ready to engage at a moment's notice. However, since this can have an impact on performance, this option is turned off by default.
- Rewrote the code used by the bots to mark enemy specials; it should now be much more efficient
- Additionally, bots will no longer mark Shields at all since that enemy type spawns incessantly and the bots cannot damage them most of the time anyway. This should keep voice spam to a minimum.
Version 21:
- Removed the "min damage interval" option and enabled it by default
- Bots will now focus on Shields if they are equipped with the AP ammo booster in the Henchmen beta
- Fixed an issue with bots attacking domination targets if the user did not have auto-doms turned on
- Reverted the damage falloff change from version 20 since the bots were doing entirely too much damage with it
- Fixed an error with retrieving in-game settings that caused false entries in the BLT's error log
Version 22:
- Fixed a crash related to an incorrect version incremental
- Changed the automatic masking up upon alerts in stealth into an option, which is disabled by default
Version 23:
- Removed the "Difficulty Balances Includes Bot Total" option for compatibility with the recent spawn changes
- Removed the "Bots Use Min Damage Interval" option since that is now in the vanilla game
- Removed the change to hurt animations since that is also in the vanilla game now
- Changed the bots' weapon spread to 15 (was 5, vanilla is 25); this is the lowest value used in any vanilla preset and is also the spread value used by the bots in PD:TH; this value will likely not be changed again
- Rewrote parts of the "Hyper Reflexes" function for performance reasons, dramatically cutting down on the number of switches from the bots' "idle" to "assault" logic
- Improved the bots' ability to avoid accidentally shooting cops in the process of domination
Version 24:
- Bots no longer regenerate their health upon dodging due to their incredible vanilla durability
- Removed the "bots use single fire" option due to issues with certain bot weapons firing more quickly than intended
- Streamlined bot accuracy/recoil/etc for consistency across weapon types
- Fixed bot contours not using the proper colors after the bot had been released from custody
- Bots can now use human-colored contours in online mode, although the user will have to be hosting
- Fixed a rare crash related to a client disconnecting from the lobby
- Fixed bots meleeing Winters' phalanx and knocking them over as if they were regular Shields
- Fixed bots not targeting special enemies with higher priority than normal enemies
- Fixed bots occasionally losing focus on their current target
Version 25:
- Bots' spread values are now based on their health total. Vanilla health results in the default spread of 25, ZEAL health is 15, and "no scaling" health is 5. The more fragile bots become, the more capable of eliminating threats they will be.
- Fixed a crash related to the Big Lobby option
- Further streamlined and optimized the Hyper Reflexes option
- Fixed bots not targeting turrets
- Improved the bots' target acquisition and performance
- Bots will now be more likely to focus on enemies who are currently targeting the player
- Removed the Birth of Sky fix since Overkill has apparently fixed that issue themselves
- Removed the voice line cooldown when marking specials recently added by Overkill since it's unnecessary with BB's marking behavior
- Bots will no longer be assigned "pause" and "stare" delays at all
- Added Italian localization courtesy of LycanCHKN. Since the Henchmen beta has concluded, I'm accepting any localization contributions; contact me via ModWorkshop if you're interested
Version 26:
- Overhauled the bots' weapon handling for consistency and efficiency:
- Bots will fire automatic weapons in three round bursts five times per second
- Bots will fire sniper rifles and pump-action shotguns once a second
- Sniper rifles have 40% tighter spread
- Shotguns have 40% larger spread but do twice as much damage
- Automatic, weaker pump-action, and double-barrel shotguns fire twice per second
- The M308, Little Friend, and Cavity fire in single-fire mode five times per second
- Fixed bots identifying enemies whom they wouldn't choose to attack if using the Hyper Reflexes option
- Improved the bots' melee proficiency
- Bots will now melee attack other specials except Dozers; their attack will not knock over Cloakers but will still do damage
- Completely rewrote and optimized the bots' targeting and reaction functions for better performance with Full Speed Swarm, specifically with the Fast Paced Game option turned on
- Related to the above, fixed bots occasionally ignoring Dozers for whatever reason
- Bots will now mark Shields if they have the armor piercing booster enabled
- Made minor tweaks and cleanups throughout the code
Version 27:
- Added an option to remove the bots' LBV and doctor/ammo bags.
- Due to the changes from the Henchmen and Desync updates, Better Bots no longer modifies the functions of the bots' weapons at all (sans the aim/focus delays and ranges). Shoutout to everyone to called BB a cheat over the past two years for giving Overkill enough reason to make the bots combat-worthy without mods.
- Improved the bots' prioritization of domination targets
- Bots will no longer perform their domination/intimidation/marking gestures while reloading
- Fixed bots attacking intimidated or dominated cops on occasion
- Fixed bots occasionally marking dead specials and/or attacking dead enemies
- Bots can now mark turrets
- Furthermore, bots will no longer mark Medics and Cloakers at a limited distance, as they do in the vanilla game
Version 28:
- Bots can now shoot through one another, rather than absorbing each others' shots
- Furthermore, bots can now shoot through hostages and dominated cops, preventing them from accidentally killing them while trying to shoot another target
- Fixed an issue with the Hyper Reflexes option not resulting in quick enough reactions
- Reduced the melee range to something more reasonable and increased the damage to compensate
Version 29:
- Edited the slotmask of the bots' bullets so that they pass through just about everything, although they will still have to acquire targets by the usual means. This results in less shots absorbed by nearby doorframes, cover, and slaughtered pigs
- Tweaked the bots' combat abilities due to popular demand:
1. Bots' weapon damage changes based on difficulty (which is apparently broken in the vanilla game); their damage multiplier will be the current difficulty index multiplied by 1.25. So, for example, on Deathwish, which has a difficulty index of 7, they will have a damage multiplier of 8.75.
2. All automatic weapons fire in three round bursts four times per second, which is similar to vanilla; sniper rifles fire once a second (identical to vanilla) and pump-action shotguns fire twice a second; magazine-based shotguns will fire four times per second like automatic weapons
3. Bots' spread values are reduced by 20% when using the ZEAL health option and 40% when using "no scaling"; for most weapons, this will reduce the vanilla spread of 25 to 20 and 15, respectively
4. All other values are either vanilla or unchanged from previous BB versions - Bots will reload their weapons out of combat at 40% magazine capacity (changed from 50%)
- Jokers will now be improved in key areas:
1. They will use the same targeting code used by the bots, resulting in more efficient target acquisition and avoidance of Shields
2. They will reload their weapons out of combat whenever their magazines are below 80% capacity
3. Their "run_start" and "run_stop" animations have been removed and they will no longer crouchwalk, resulting in better player following
4. Their navigation access has been changed to the bots' access; while this aids in their ability to follow players, this also ensures that they are properly filtering NPCs and their reactions to those NPCs; this change and the previous one would not have been possible without TdlQ's Keepers mod so thanks to him for that
5. They can now attack turrets
6. They can also shoot through just about everything, although they too will have to acquire targets by ordinary means
7. All other Joker properties are the same as vanilla; this includes their accuracy and damage - Tweaked the bots' targeting code and their reaction code to accommodate Jokers and also fixed perceived sluggish reflexes from the last update
Version 30:
- Fixed a crash related to a failed inventory check
- Corrected some vanilla reload animations and firing timers
- Bots will now vocalize when they've melee killed a special
- Fixed meleed enemies not using the correct knockdown animation
- Fixed bots not prioritizing Medics
Version 31:
- Bots and Jokers can now shoot through surrendering cops and not just cops who have been handcuffed; with this change and some changes in recent updates, it will be almost impossible for domination targets to accidentally die due to allied NPCs
Version 32:
- Used a new method to ensure that bots are emphasizing enemies who are targeting human players when choosing a target
- Additionally, improved the bots' ability to prioritize Tasers tasing and Cloakers cloaking.
Version 33:
- Updated the mod for BLT2
- Added Swedish localization
- Updated the readme
- In the interests of balancing, bot teammates will count as human players when determining spawn totals
- Tweaked fire rate and damage values to more closely match vanilla
- Fixed bots not firing the Galant quickly enough
- Removed the fix related to bag carrying since Overkill fixed that themselves
- Bots will now "identify" enemies immediately with Hyper Reflexes enabled, rather than simply spotting them
- Bots and Jokers will use a flag in the task queue system that should make their actions a bit faster
- Lowered the threshold at which Jokers will reload out of combat
Version 34:
- Added Chinese localization courtesy of shadows
- Optimized some code
- Rebalanced the spread values used when using different health options
- Fixed a possible crash related to spawn balancing for player totals
- Fixed a crash on Hotline Miami if the hyper reflexes option was turned on
Version 35:
- Fixed a bug that caused the entire BLT to disable itself. Thanks for the format changes, Wilko.
Version 36:
- Fixed a vanilla bug that caused the game to not linearly interpolate between different damage multipliers for defined ranges. So, for example, if a NPC shoots at a target 10 meters away and they have a defined range of 5 meters (with a damage multiplier of 2) and another defined range of 15 meters (with a damage multiplier of 4), then the resulting damage multiplier will be 3. Before, the damage multiplier would be 2 since that is the lower of the two. Since this bug affects teammate and enemy AI alike, it has been fixed for both. See the Long Guide for details on this bug.
- Made all damage/accuracy/etc changes optional by toggling the "Combat Improvements" checkbox in the BLT mod options menu; turning this off will keep only essential changes and fixes (such as the removed focus and aim delays)
- Furthermore, keeping the above option on will cause the bots to use damage/accuracy/etc changes that have been heavily rebalanced, taking advantage of the bugfix above and making them overall more human in their combat abilities
- Related to the above, the bots are no longer exceedingly good at dispatching enemies from long range, whom they would often kill before the player even knew they were there
- If a bot melees a Shield from behind (or otherwise not hitting their shield), the attack will now inflict proper melee damage
- Reworked how the bots target Snipers so that they will prioritize them more; previously, the bots would often ignore them since their targeting system is distance-based and Snipers are obviously very far away
- Fixed bots repeating their melee attacks too quickly
- Fixed a possible crash related to the task queue system
- Updated the readme
Version 37:
- Fixed a bug that caused cops to deal too much damage
- Streamlined the damage and RoF values of the bots' weapons if "Combat Improvements" is turned on; this should eliminate the guesswork involved with choosing weapons for the bots, as they should all perform about the same now
Version 38:
- Added an option to disable ammo pickups from enemies killed by bots. This will loosely approximate ammo consumption (think of it like the bots grabbing the ammo immediately) while also allowing the player to more accurately gauge the ammo efficiency of their setups
- Fixed bots not marking enemies and turrets due to a bug in a recent patch
- Rebalanced the "Combat Improvements" feature due to some feedback
- Furthermore, enabling "Combat Improvements" will properly interpolate the damage/accuracy/etc for bots' weapons by using some code from Bot Weapons and Equipment. Thanks to Shiny Hoppip for finally making that work.
Note: As a result of this change, it's best to keep this option off if you use the Bot Weapons mod. - Bots will no longer drop their bags to revive a player if their Inspire cooldown is not active and/or they are carrying a bag with which they could normally run
- Additionally, the speed penalty for bots carrying bags is now similar to human players, thus they should no longer lag behind
- Made slight performance improvements throughout the mod
- Updated the readme
- Slightly darkened the color of the mod's box in the BLT Mods menu
- Updated the Chinese localization
Version 39:
- Improved the bots' marking for performance; before, they would not mark enemies whom they individually had marked before, but would still mark enemies that another bot had already marked; now, they will recognize when an enemy has already been marked, regardless of who marked it
- Furthermore, fixed bots not marking turrets
- Overhauled the Hyper Reflexes option so that it now drastically speeds up all bot actions; the effect is similar to using unlimited tasks-per-frame with Full Speed Swarm, except only affecting teammate AI; note that you can use both FSS and this option at the same time
- Related to the above, Jokers will now benefit from the Hyper Reflexes option
- Made minor stability and performance improvements throughout the mod
- Bots will now be much more likely to target enemies who are carrying out objectives, such as disabling a drill or freeing a hostage
- Updated the Italian localization courtesy of LycanCHKN
- Bots no longer melee special enemies (other than Shields) due to weird balancing issues
- Fixed a timing issue on bots' melee attacks due to a misplaced check
- Added a check to tweak_data changes so that they only work as the host, preventing any desync issues when playing as a client
Version 40:
- Improved the bots' marking code once again
- Bots will no longer attempt to revive players who are already in the process of being revived, courtesy of some code by darkenedunit100
- Updated the Chinese localization, courtesy of Shadows
- Updated the readme
Version 41:
- Updated and improved the "hyper reflexes" option to account for recent updates
- Improved the bots' ability to identify threats
- Reworked the bots' targeting
- Improved the bots' combat prowess
- Bots can now smart reload while running
- Fixed a possible crash related to converting enemies
Version 42:
- Fixed a possible crash on Breaking Ballot
Version 43:
- Removed the Bot Speed option and set bots to always move at Lightning speed
- Added the option to choose the bots' damage multiplier, rather than leaving it to be difficulty-dependent; if you think the bots are killing things too easily then you can now customize that
- Streamlined the bots combat and targeting abilities; bots should have the same DPS with every weapon type now and they should no longer be completely dominant with distant targets
- Reduced bot chatter, specifically related to marking; in short, they should no longer repeatedly shout over one another during marking; this also fixes a bug that causes the bots to repeatedly mark enemies who are already marked if the player has the High Value Target skill
- Completely rewrote the readme for more detailed and technical info related to the mod's functionality
- Bots will no longer mark enemies farther than 30 meters away (vanilla distance for human players) and will only mark Shields whom they can actually hit, meaning turned away or within melee range or the bot has AP rounds
Version 44:
- Improved the bots' ability to intimidate civilians
- Improved the Hyper Reflexes option, specifically to be more compatible with Full Speed Swarm
- Tweaked the smart reloading function to reduce code and improve compatibility with small magazine weapons like double-barrel shotguns
- The bots' Thanatos will do twice as much damage as their sniper rifles but fire twice as slowly
- Bots will kill Snipers in one hit regardless of distance or weapon used
- Capped the bot damage multiplier option to 5 from 10 for balancing purposes
Version 45:
- Fixed some incompatibilities with Bot Weapons and Equipment
- Fixed an incompatibility with Lobby Settings
- Tweaked the Hyper Reflexes option for better performance
- Changed the bots' firing mode to full auto if their weapon supports it
- Gave bots only_light_hurt per request
- Reconfigured how the bots perform melee attacks to make them more consistent
- Bots can now throw concussion grenades; each bot can throw one every 30 seconds. This is disabled by default, turn it on in the options menu
- To accommodate this feature, my mod Concussion Fix is now included in this mod; it won't hurt anything if you already have that mod, but if you don't, you don't need it anymore
Version 46:
- Improved when and where the bots will throw grenades
- Fixed a possible crash when joining other lobbies as a client with grenades turned on
- Fixed a possible crash related to the new hurt animations
Downloads249,284
Views546,113
Publish Date7 years ago
Last Updated6 years ago
Version46
Members
SchmuddelOwner
easternunit100Collaborator
TdlQCollaborator
Sandman332/Docholiday332Collaborator
SCCollaborator
SprueboxCollaborator
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