Overhaul to enemy AI, mainly visual detection but tweaks for sound, gun accuracy, and combat movement. Recent update added spawn controls.
Main change
Enemies now have a visual detection meter that needs to fill before they "see" the player. The following factors are taken into consideration when filling the meter:
Weather
Time of Day
Distance to Player
View Radius
Movement speed of player / crouch status / submerged status
Flashlight on at nigh/dawn/dusk
Height of enemy relative to player
Optic on enemy weapon
Last known location distance
Factors affecting enemy hearing:
Weather
Factors affecting enemy accuracy (Spread is now based on a cone in degrees so it naturally increases over distance):
Enemy movement speed
Enemy gun type
Enemy gun optic type
Enemy type
Full auto
Player move speed
Enemy Decision Making
Enemies will now commonly stop to shoot if they're at range, as it increases their accuracy.
Enemies will switch to full auto the closer they are to the player.
I'm leaving in all the MCM options I used for debugging. I'd recommend to only change the 3 options labelled "MAIN" at the top. If the AI starts to act weird, set everything back to default.
Anybody is free to modify this mod further. I made it mainly for myself and uploading in case anybody else wants to use it. I only plan to maintain it if I have time, and until the dev officially revamps AI later this year.