The ninth release of foxMod sees previously unreleased improvements and bug-fixes, mostly authored in 2014 and 2015 (with a few recent ones as well).
Please see "foxMod Installation Instructions.txt" for installation instructions and other important information. Enjoy!
Changes in v0.9 (12/15/18):
General:
- Increased range of possible controller sensitivities, default sensitivities raised slightly
- Allow music ramp up for any incoming fire as we don't take damage in InstaGib but just die horribly
- Misc MusicManager fixups, configurable times now function as expected
- Improved campaign mutator support to no longer kick network players after every match (whoops)
- On-screen hit effects now correctly play when spectating another player
- Fixed new voice messages for vanilla characters not being used in campaign matches
- Fixed scripted voice clips getting sometimes cut off in campaign play
- Allow slightly more pitch variation in speech by default
- Fixed a rare issue where Vipers could automatically self-destruct if driven after an AI drove it and died while jumping
- Use unique Enforcer equip animations for each local splitscreen client
- Improved MapMixer support and documentation
- Optimized gamepad auto-aim handling - fewer server callbacks, and also properly disable gamepad auto-aim on any mouse input
- Added safeguards to prevent profile corruption when the online profile isn't immediately retrieved
- Fix longstanding issue where weapon priorities weren't immediately applied
- Added special mode (bit of a rough hack) for improved "Mouse-Like Joystick" usage on a Steam Controller
- Various code cleanups
AI:
- AI should no longer continue shooting shootable doors for no reason (could happen with no enemy present)
- AI now look around at visible path nodes when idle for better situational awareness (requires Avoidance Mapping to be enabled)
- Following AI now stay a little closer in combat and only pick up items within line of sight to the leader (unless it's a super item)
- Outgunned AI near teammates now say "Incoming" instead of calling for backup
- Fixed issue with DM turret usage where AI would just sit there and not shoot anything
- AI SightRadius is now configurable
- Improved AI flag-running ability (don't increase Avoidance Mapping costs when carrying flag)
- AI should no longer accidentally track enemies behind walls / outside of FOV / etc.
- General AI Translocator logic improvements - translocate more often, try to be safer about it, etc.
- AI can now leave Translocator discs around to possibly teleport to later (e.g. to escape danger, or immediately teleport back to enemy flag after a successful flag run)
- Fixed divide by zero error in vanilla projectile warning logic
- All-bot teams now reassign orders every few minutes (configurable) and may now have more than one defender by default
- AI now shoot Translocator discs to disrupt them more often
- AI should now properly grab the Berserk in CTF-Vertebrae (might have been broken in v0.8 - whoops!)
- AI should now release charged weapons when trying to switch to an important weapon (such as Translocator when needed)
- AI now react slightly quicker to previously visible enemies
- AI now generally jump more often in combat, and wall-dodge more often when trying to move away from a wall in combat
- AI no longer taunt when losing the game in Onslaught (whoops)
- General AI vehicle handling improvements, particularly when stuck
- AI should now use Leviathan more effectively and move it more often
- Added option to decrease perceived per-enemy strength based on player count for Avoidance Mapping pathing (off by default)
- AI now always hunt super pickups, no matter how far away, in games with no objective (e.g. Deathmatch) or if freelancing
- Fix AI Jester being a badass in the first tutorial Deathmatch (whoops)
- AI no longer randomly taunt at the start of a campaign match / in the briefing menu (lols)
- Improved AI lift avoidance if a lift has already been used and would need to wait
- AI should now try to avoid ledges more
- AI now get out of stationary turrets if an enemy is too close to shoot
- AI now utilize track turrets based on how enemies are visible to nodes along the track
- AI now always pick up nearby useful inventory, regardless of goal (configurable - enabled by default)
- Fix DeployableVehicles randomly deploying when AI considered it for use (oops!)
- Major Onslaught squad AI cleanup, no longer rely on weird hacks and coordinate more on objectives
- Fixed AI jumping around too much on lifts
- AI now utilize defensive spots that erroneously have no objective defined (just assume closest objective)
- AI now try to waste Jump Boots less
- AI no longer try to disrupt powerups using the Impact Hammer if their enemy is facing them!
- AI now sometimes use Stinger secondary fire at close range
- AI now report their orders (as well as the squad they're joining) when receiving them
- AI no longer spam "got your back" as much in large squads
- AI now slightly prefer to attack when deciding on orders in an all-bot team
- Slightly improved poor AI swimming ability (with configurable workarounds - enabled by default)
- AI now pick new squad leader more often, based on leader distance to objective (helps push objectives)
Ive removed UTGame.ini and UTInput.ini as said in documentation.
Now game creates new UTGame.ini and UTInput.ini with new default settings provided, but crashes at startup.
Any help ?
hello! I have little request, if you guys are going to further support the mod, could you add support for vehicle carry the flag mutator found here?: Utzone.de - I love AI improvements but trying to use this mutator with foxmod (not sure if that happens without foxmod and VCF 2.0 only) makes it so that AI even if it gets to vehicle with the flag, won't often go back to base. could you guys make AI with flag in vehicle prioritise getting back to base rather than attacking? and since that mutator isn't part of foxmod you could make that change as additional mutator for use together with VCF 2.0
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