The seventh and largest release of foxMod drops dozens of AI improvements, improved widescreen support and further enhanced 4-player splitscreen and gamepad support.
As always, please read the Readme for installation instructions and other important information. Thanks! :)
Changes in v0.7 (09/08/13):
General:
- Support for new CBP3 content
- Drop Flag / Weapon control, which will now toss your weapon when held
- Proper vehicle FOV support (wasn't being calculated correctly before)
- Proper campaign mutator support (including splitscreen)
- New Force Translocator mutator to force Translocator in any game mode (will disable Hoverboards)
- "DisplayPortrait Accessed None 'VoiceInterface'" bug fix
- Team-colored death messages for all modes
- Fixed voting in a 3-4p splitscreen games causing a crash (from v0.5 - oops!)
- Gamepad autoaim now only activates if gamepad input has been used exclusively for the past few seconds (using tandem gamepad+mouse setups will no longer grant autoaim)
- Vehicle control type now reliably set for network clients
- Gamepad autoaim now reliably set for network clients
- Various bug fixes and code cleanup, particularly with networking support
- Sounds now only play for the closest player in splitscreen (fixes all known splitscreen audio bugs). Removed volume normalization as it's no longer needed.
- Fixed non-looping action music in DM-Deck (and any map that uses GoDown as music)
- New Look to Steer control code that factors in movement stick/keys in addition to camera orientation (allows driving and looking in two different directions at once when using "relative" steering control)
- Weapon Switcher Quick Peek is now also shown if the weapon bar is hidden
- Fixed an issue where the voting screen could become unresponsive if the 2nd, 3rd or 4th player won the match
- Server-configurable FOV clamps
AI:
- Support for new CBP3 content
- Configurable max default orders
- Further general anti-stuck improvements
- AI now attack any visible part of objects (helps tremendously on attacking Power Nodes / Cores -- AI can now complete Confrontation with the Leviathan)
- Avoidance Mapping system that allows bots to choose potentially longer, but safer paths when running an objective
- AI make better use of level geometry as cover during fights
- AI avoid lifts if they have already been used and would need to wait
- AI no longer attempt to snipe when actively under fire
- Further improved hoverboard usage - AI now hoverboard more often in Warfare
- AI now attempt toss the flag to stronger teammates closer to the base
- AI now attempt to toss their weapon to weaker teammates, such as recently respawned teammates
- Greater avoidance of areas where there have been a lot of deaths that match
- Hold Position order sticks after a bot dies (AI now store their HoldSpot)
- Greatly improved vehicle healing behavior for AI (always heal nearby vehicles if not in combat)
- Necris and Krall bots no longer randomly spout human speech (particularly incoming vehicles)
- AI now prioritize vehicles they're already heading towards (similar to vanilla behavior)
- AI now understand towing in Warfare
- AI now slightly prefer fast vehicles over slow ones
- AI now slightly prefer artillery
- AI now check if they're close to the ground before hoverboarding, getting out of a vehicle to heal, etc.
- Better combat checks for hoverboards and non-combat vehicles
- Major code cleanups
- AI now always attack the power core if they have line-of-sight to it
- Improved "devious" behavior checks
- AI now longer reuse routes as often
- AI Titans that are stuck now attempt to crouch out of their spot, and failing that just suicide (better than them uselessly sitting there)
- Attacking AI now only use defensive vehicles (turrets etc.) when threatened, and get out after the threat is eliminated
- AI can now bail from low-health turrets
- Major improvements to AI vehicle handling when stuck
- Small fixes to help bots play on maps like ONS-Hostile
- AI can now attack locked enemy vehicles to thin out base defenses
- Improved vehicle usage in non-objective game modes
- Improved vehicle usage in combat
- AI vehicle gunners no longer randomly shoot at the wall
- Improved orb handling ability
- Improved Warfare teleporter usage
- AI now only grab vehicles within range of leader
- AI now grab items within range of leader
- AI now taunt and give praise on cool actions (flag captures, multi-kills, sprees, etc.)
- Improved shootable door behavior (like on Turbine) - use Enforcer or other weapon guaranteed to open door if possible
- Use Impact Hammer on invulnerable or heavily shielded enemies to knock their powerups off if appropriate
- More configurable options for AI
- Added a small configurable easter egg :)