Dynamic AI Aggression Mod Comparison (v0.1) - Overgrowth
An ai mod I made for Overgrowth:
http://steamcommunity.com/sharedfiles/filedetails/?id=1241215386
Non-Steam version:
https://www.dropbox.com/s/u02too9xeuu2m5p/DynamicAI.zip?dl=0
AI will now adjust their combat aggression based on how they are performing. Aggression will affect their engagement distance, defense, and attack frequency. New AI logic to group fighting, throwing weapons and jump kicking. This will increase game difficulty.
Other Features:
-AI will keep their distance and surround their target if it is currently attacking another enemy but will still engage when too close. AI that are waiting will have a random set amount of time before they will go close and attack. This timer can be reset partially if they are engaged or fully if they are knocked down. NPCs that have their aggression parameter set to 70+ will ignore this feature
-Rabbits will throw their knife when they have low health
-AI will throw weapons at enemies that are in the air at close range
-Block effectiveness decay for weapon combat
-AI may prioritize on dodging and judo throw disarming when facing an armed opponent without a weapon
-Removed the AI's ability to dodge while ragdolled or block/dodge while in the middle of an attack animation
-Dogs are slightly more aggressive and rats are slightly more defensive
-Rats will throw their weapon if their target isn't focused on them during a group fight
-AI may go into high aggression when at low health
-AI aggression parameter at 40-60 will use the mod's default dynamic aggression
JUMP KICKS: Requires bloody combat mod installed for this to work. That mod includes the edit to the main file that allows AI jump kicking
-Chance that certain rabbits on the level are allowed to do jump kicks. They will make a sound when ready to do so.
-Rabbits will jump kick when hurt or in a group fight
-Rabbits will throw their weapon while the air at close range
-AI will not jump at armed targets and will go on cooldown after the jump kick attempt
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