CRX Enfusion A.I.

by ATiM-

1.3.43

- Fixed: A.I. did leave their cover position sometimes due to missing A.I. group data while attack behavior evaluation was paused and therefore using/receiving wrong data during the pause, which lead to A.I. group using "Combat Mode RED" for a short amount of time.
Game Version
1.6.0.119
Created
Mon, 16 Feb 2026 07:21:50 GMT
Last Modified
Mon, 16 Feb 2026 07:22:19 GMT

1.3.42

- Fixed: Script error caused by SCR_AICombatMoveLogic_HideFromThreatSystem.
Game Version
1.6.0.119
Created
Sun, 15 Feb 2026 18:03:59 GMT
Last Modified
Sun, 15 Feb 2026 18:04:28 GMT

1.3.41

- New: Added A.I. danger/combat responsive reaction, to improve and increase A.I. reaction to any kind of danger events while in idle.

- Fixed: A.I. "Magazine Consumtion Chance" for gunner in vehicles.
- Fixed: Friendly and civilian A.I. in idle did not react to weapon fire and danger events.

- Improved: Close/Nearby ( < 3m ) projectile impacts to an A.I. in cover will reset ( 0 ) the "in cover timer", therefor increasing the time, till A.I. will be allowed to leave the cover, to prevent them from leaving the cover right at the moment their threat level is falling below the threshold. 

- Changed: A.I. will be allowed to use cover to cover movement during close or long range combat only, to advance or retreat from their enemy. Medium combat range is considered the optimal weapon type specific distance, so no need to move somewhere else.

- Improved: Fully re-worked and optimized SCR_AICombatMoveLogic_HideFromThreatSystem, to prevent A.I. from running multiple times to different positions at first contact.
- Improved: A.I. trench attack and suppress behavior stance usage for all weapon types, based on threat state, to prevent them from being unable to attack due to bad/low stance usage.
- Improved: A.I. groups will be prevented from using smoke grenades as cover, if an A.I. was injured and the A.I. group is not in any kind of danger or combat. ( Barb/Razon Wire case. )

- Optimized: Increased loop interval frequency from 1500.0 to 3000.0 ms for A.I. attack behavior in trenches, to lower their trench terrain scanning rate to improve performance.
Game Version
1.6.0.119
Created
Sun, 15 Feb 2026 09:29:13 GMT
Last Modified
Sun, 15 Feb 2026 09:29:41 GMT

1.3.40

- Fixed: Broken A.I. SCR_AICombatMoveRequest_ChangeStance logic request.
- Fixed: A.I. combat range calculation bug, which could cause wrong A.I. movement.
- Fixed: A.I. waypoint order "Move Relaxed" did use the wrong autonomous movement type.
- Fixed: Logic error in A.I. Observe Threat System Behavior, which could cause the behavior to not work properly at times whenever a "Stop" request was used.
- Fixed: A.I. infoshare did use/reveal the wrong ( friendly shooter ) position instead of the enemy position, to make friendly A.I. groups in idle state aware of the enemy.
- Fixed: A.I. using forward movement/cover search during close range combat at times, after losing line of sight to their target, which lead to A.I. moving too close to their enemy position.

- Improved: A.I. infoshare reaction.
- Improved: A.I. building ( CQB ) move and cover behavior.
- Improved: A.I. will no longer use binoculars during nighttime.
- Improved: A.I. first contact attack and suppress reaction/behavior.
- Improved: A.I. close range combat movement and cover search pattern.
- Improved: A.I. medium and long range combat move and cover usage/search pattern. ( Close range combat still missing some more in depth testing and adjustment. )
- Improved: A.I. overall combat move and cover usage/search behavior, to be more focused on group or fireteam leaders, to provid a more organized and tactical A.I. move pattern.
- Improved: A.I. trench stance, to optimize and improve A.I. attack and suppress behavior stance usage while in trenches. ( Less prone more crouch and stand stance based on A.I. threat state. )

- Optimized: Several A.I. scripts and features.
- Optimized: A.I. trench detection and trench move/cover search behavior.

- Changed: A.I. group dynamic "Combat Movement Type". If a A.I. group is using "Combat Movement Type > Autonomous" during combat, the group will be allowed to dynamically change/adjust their combat movement type based on enemy knowledge and group threat measure. 
- Changed: A.I. cover to cover movement will only be used by the group or fireteam leader, depending on which movement type they are using, to get a more organized, top down movement pattern within the group or fire team. If A.I. is using movement type individual they will have a 50% chance to use it as well on their own.

- New: Added A.I. experimental category for A.I. features which are still not fully tested/developed but already working.
- New: Added A.I. experimental "Low Light Environment Affects A.I." to "SCR_AIWorld > SCR_AISettingsComponent", to adjust/correct A.I. low light ( nighttime ) vision/detection. A.I. vision/detection will get worse the more the night progresses. Note: Tested with default CRX perception values, but will take modified CRX perception values into account as well.

 - Many A.I. behavior changes of this version were made based on feedback and suggestions.
   Special Thanks: GhostBadi, Mossy, Pupper Gump, Grim. :)
Game Version
1.6.0.119
Created
Fri, 13 Feb 2026 03:58:34 GMT
Last Modified
Fri, 13 Feb 2026 03:59:02 GMT

1.3.37

- New: Added "Attack While Moving Chance" to "Force Move" waypoint, to allow A.I. to attack their enemies while using the "Force Move" waypoint order.

- New: Added A.I trench combat system: A.I. trench detection and move/cover behavior. Still very early stage and working with trenches build by using the vanilla "Eroded Embankments" only, like for example: Zarichne by FAL. Support for other modded trench systems will follow.
       IMPORTANT: So far A.I. trench detection is not fully autonomous and requires some simple steps: To use/activate the A.I. trench detection and combat behavior the leader of the A.I. group has to be spawned/created inside of a trench position ( ideally at one of the deeper/deepest tranch sections ). His trench terrain surface value will be used by the whole group for trench move and cover position measurements.
                  If the A.I. trench detection was successful the "Combat Behavior Type" in the A.I. group "Combat" tab will show "Trench".
                  Keep in mind A.I. trench detection is still very early stage and A.I. may will move or use/find cover outside of the trench sometimes due to still missing conditions/calculations and engine limitations.
                  However it should work pretty well most of the time. So i hope you enjoy. :)

- New: Added new game master setting to "Group > Combat > In Cover Dynamic Cover Search Chance" to set the chance of how A.I. should be allowed to search for new cover while in cover. Some users may prefare A.I. to be more static, not searching/switching to new cover, if already in a good cover.
       Added new global setting "Combat In Cover Dynamic Cover Search Chance" since it seems, it may will be used by many.

- Improved: A.I. rocket launcher suppression aka rocket launcher vs infantry feature.
- Improved: A.I. smoke usage during combat to prevent them from using it too often within a very short amount of time.
- Improved: A.I. using rocket launcher vs infantry will now randomly be able/allowed to target specific enemies instead of their target cluster ( area with highest target concentration ) only.

- Fixed: Log errors: "Missing string ID" and "Unknown resource type" spam.
- Fixed: Wrong A.I. logic in "Projectile Hit" danger event, leading to too much unwanted A.I. movement.
- Fixed: A.I. "Force Move" vehicle behavior during combat, where A.I. outside of the vehicle had problems to get back into the vehicle due to the vehicle moving too much and too often while reacting to a "Projectile Hit" danger event.
- Fixed: Added additional conditions to stop weapon fire during stance change prone, to exclude A.I. using weapons of type sniper rifle and rocket launcher. May lead to A.I. aim inaccuracy esp. for thouse weapon types due to slow rate of fire.

- Optimized: A.I. vehicle move behavior during combat. Less and shorter movement cycles.
- Optimized: A.I. "Get In Vehicle Behavior". If A.I. with a get in order is far away > 30m from the vehicle they will sprint to the vehicle instead of running, also if the vehicle is far away and the vehicle is moving they will keep moving towards the vehicle instead of waiting for the vehicle to stop as is in vanilla.

+ Many other fixes, tweaks and adjustments i lost count of.

- Pro tip: If A.I. is moving too much outside of the trench, lowering their "Combat Move Change" to 50% or even lower, will make their trench movement more cover based, which works a lot better most of the time.
Game Version
1.6.0.119
Created
Fri, 06 Feb 2026 07:41:02 GMT
Last Modified
Fri, 06 Feb 2026 07:41:31 GMT

1.3.33

- Note: Pretty big update in terms of internal code and initializing changes, also many fixes plaguing the mod since a very long time.

- New: A.I. in idle and while observing a position will use their binoculars if available. ( Perception factor will be automaticalle increased by 3x while using binoculars as in vanilla. )
- New: Added A.I. setting "Game Master > Character > Movement Type" to set A.I. movement type. Note: Not used during combat.
- New: Added A.I. setting "Game Master > Character > Weapon Raised" to set A.I. weapon raised. Note: Not used during combat.
- New: Added A.I. setting "Game Master > Character > Aim Accuracy Error" to set A.I. base aim accuracy error value.
- New: Added setting "Global Settings Override Exclude" to "SCR_AIGroup > SCR_AIConfigComponent" to prioritize the config settings of individual A.I. groups over global settings, to allow users to set and use specific settings with specific A.I. groups, which will be excluded from any changes made by global settings.

- Added: More CRX settings to Scenario Framework SlotAI.

- Fixed: A.I. investigation bug, where A.I. would use the observe while investigate for too long.
- Fixed: A.I. in long or medium combat range did always use prone stance after moving even if not directly threatened.
- Fixed: Critical error ( missing distance calculation ) in "Projectile Hit" A.I. reaction, which caused the danger reaction movement to trigger way too often, leading to A.I. moving like crazy very often.
- Fixed: A.I. rearm was triggered by A.I. switched to any secondary close range weapon ( grenade / handgun ) during CQB even if still fully armed. ( A.I. using grenades or handguns was considered out of ammo. )

- Changed: Lowered condition requirements for A.I. to use smoke grenades during combat.
- Changed: A.I. initial danger and combat reaction to go prone/crouch and return fire more often, also depending on enemy spotted or attacked by enemy.
- Changed: CRX default A.I. skill based aim accuracy error: PRIVATE = ROOKIE: from 2.00 to 1.70 | CORPORAL = REGULAR: from 1.50 to 1.30 | SERGEANT = VETERAN: 1.00 ( Unchanged ) | LIEUTENANT = EXPERT: from 0.50 to 0.70. The new default CRX aim accuracy error changes should reflect a "Aim Accuracy Error Modifier" of about -0.30.

- Optimized: A.I. Game Master U.I. scripts.
- Optimized: Re-wrote of the whole CRX A.I. and system initialize, to provide a better and faster CRX initialize in general.

- Improved: Scenario Framework SlotAI initialize.
- Improved: A.I. suppress behavior duration will be scaled by A.I. group units count vs enemy(ies) count, to prevent A.I. groups from suppressing outnumbered enemies for a very long duration.
- Improved: A.I. changing their stance ( esp. to prone ) will stop firing their weapon, to prevent them from shooting into the ground right in front of them. ( Happening all the time in vanilla. )

- Many other internal stuff.

Many thanks to everyone for reporting bugs and suggestions.
Game Version
1.6.0.108
Created
Fri, 23 Jan 2026 07:50:27 GMT
Last Modified
Fri, 23 Jan 2026 07:50:54 GMT

1.3.29

- Fixed: A.I. was using wrong target cluster timer for investigation time calculations.
- Fixed: Multiple long time setting problems, where global settings had a chance to set/get wrong values.
- Fixed: Bug where global settings did mess up A.I. group individual ( SCR_AIGroup > SCR_AIConfigComponent ) settings.
- New: Added setting "Global Settings Override Exclude" to "SCR_AIGroup > SCR_AIConfigComponent" to prioritize the config settings of individual A.I. groups over global settings, to allow users to set and use specific settings with specific A.I. groups, which will be excluded from any changes made by global settings.
Game Version
1.6.0.95
Created
Fri, 09 Jan 2026 16:06:05 GMT
Last Modified
Fri, 09 Jan 2026 16:06:29 GMT

1.3.28

- Fixed: A.I. stop to observate during a move and investigate activity.
- Fixed: Reported bug related to A.I. group synchronization caused by a null error, whenever A.I. groups/characters were re-grouped ( dragged to a new/other group ) leading to log error spam or crashes. ( Refactored with 2 additional safety checks, just in case. )
Game Version
1.6.0.95
Created
Tue, 06 Jan 2026 10:09:49 GMT
Last Modified
Tue, 06 Jan 2026 10:10:12 GMT

1.3.27

- New: A.I. may perform building search during investigation, if their target position is close to any buildings. Known vanilla bugs: A.I. unable to open doors properly, A.I. unable to climb ladders
- New: CRX factions ( ROGUE & RENEGADE ) can be disabled by using the startup parameter -scrDefine CRX_FACTIONS_DISABLED. ( Testing )
- New: A.I. without cover and not moving will constantly search for any possible nearby cover instead of once only whenever they get a move command.
- New: A.I. prone not moving weapon obstructed check, to prevent A.I. from staying at a position, where they are not able to use ( Aim ) their weapon due to a engine prone animation limitation. ( Mostly happening on very steap/uneven surface. )
- New: "Game Master U.I. > Character" and "Global settings override" option Rearm to choose how A.I. should be allowed to use the rearm feature.
- New: Game Master U.I. > Group > "Global settings override" option FACTION to synchronize settings with the selected faction only, to improve and simplify scenarios with multiple game masters controlling specific faction(s). Note: Due to limitations of the current CRX setting system ( single settings database ) if settings were changed between different factions, new spawned A.I. may still use setting which were set pre-spawn from another faction.
- New: A.I. "Weapon Fire Mode > CRX" to adjust and fine tune A.I. weapon usage based on target distance and threat state. Main idea is to make A.I. attack ( shoot ) less and move more, if very far away ( > 200m - 300m ) from their current enemy ( target location ).

- Added: Cooldown to "Projectile Hit" move event, to lower it's trigger rate and to make A.I. move behavior more natural by sending less move commands with bigger delays.
- Added: Chance to skip a "High Priority" move command, to prevent A.I. from moving a long distance in a straight line, while being actively shot/attacked. ( Switch move behavior )

- Fixed: Multiple reported script ( log ) and logic errors.
- Fixed: A.I. "Return To Position Origin Type" which had a chance to fail ( not get executed at all ) due to bad scripting logic.
- Fixed: Multiple A.I. combat move logic errors esp. for "Projectile Hit" move event, where A.I. would move towards ( forward ) their target position instead of backwards while being in close combat range.
- Fixed: Added missing min./max. value settings check for "Aim Accuracy Error" and "Perception" ( SAFE/VIGILENT/ALERTED/THREATENED ) to prevent given values from going ( out of range ) below or above the min./max. limits.
 
- Improved: A.I. in cover timer has a chance to get reset, as soon as a projectile impacts very close to the A.I. cover position, to prevent A.I. from leaving their cover during or shortly after being actively attacked.
- Improved: A.I. moving to their investigation position and still in a danger state, due to still ongoing combat or detecting any kind of threat may will stop for a short amount of time, to observe their investigation position from a distance to ensure they do not move straight into enemy lines.

- Changed: A.I. search cover max. range has been set to 30 meters for all combat ranges, since cover search direction is determined by combat range anyways and which should help A.I. to find cover better and faster esp. while in close range combat.

- Fixed and Tweaked: Many other stuff i lost track of...
Game Version
1.6.0.95
Created
Sun, 04 Jan 2026 05:36:11 GMT
Last Modified
Sun, 04 Jan 2026 05:36:35 GMT

1.3.26

- Fixed: Voice not working while in Game Master UI.
Game Version
1.6.0.95
Created
Fri, 12 Dec 2025 09:26:30 GMT
Last Modified
Fri, 12 Dec 2025 09:26:53 GMT

1.3.25

CRX Enfusion A.I. ( STABLE 1.6 Update v.1.3.25 )
-----------------------------------------------------------
- Fixed: Temporary fix for 1.6 game update.
- Added: Re-Added ROGUE and RENEGADE factions.
- Added: Re-Enabled A.I. friendly fire kill feature.
- Changed: "Suppressed Weapon Fire Audible Distance" slider from 100m to 500m. Default is 100m.
Game Version
1.6.0.54
Created
Wed, 05 Nov 2025 17:41:18 GMT
Last Modified
Wed, 05 Nov 2025 17:41:42 GMT

1.3.24

- Changed: Some minor things to may prevent some long time known problems may caused by CRX.
- Changed: Temporary removed ROGUE and RENEGADE side/faction to may prevent XP loss, friendly killing and some other problems.
- Added: "Scenario Properties > Perceived Faction Changes Affects AI" to set if disguise should affect A.I. ( disabled by default ).
Game Version
1.4.0.48
Created
Tue, 22 Jul 2025 10:44:08 GMT
Last Modified
Tue, 22 Jul 2025 10:44:32 GMT

1.3.23

Removed this build from MANW 2025.
Game Version
1.4.0.48
Created
Tue, 22 Jul 2025 07:13:02 GMT
Last Modified
Tue, 22 Jul 2025 07:13:25 GMT

1.3.22

MANW_2025
Game Version
1.4.0.38
Created
Fri, 11 Jul 2025 06:25:07 GMT
Last Modified
Fri, 11 Jul 2025 06:25:30 GMT

1.3.21

- Fixed: "Suppress Duration" spelling error.
- Fixed: Script errors of "SCR_AIMedicHealBehavior" and "CRX_AIRearmPickUpMagazine" caused by missing null check.
- Fixed: Game Master "Edit scenario properties > Game > Player perceived faction setting" did not work properly if changed by a game master during game runtime.
- Changed: Game Master "Edit scenario properties > Game > Player perceived faction setting > Disabled" will fully and properly disable this feature incl. vehicles get "hostile" problem. So if you have any kind of problems esp. while using additional modded factions make sure to set this setting to Disabled!
Game Version
1.4.0.29
Created
Wed, 04 Jun 2025 07:27:54 GMT
Last Modified
Wed, 04 Jun 2025 07:28:17 GMT

1.3.20

- Fixed: Script error in SCR_AISectorThreatFilter caused by missing index check.
- Changed: AttackReactionDelayModifier setpping from 0.01 to 0.1 for better/easier adjustment on console.
- Improved: A.I. autonomous vehicle speed adjustments will affect A.I. driving if the group is using more than 1 vehicle and if the group formation was set to "Column" or "Staggered Column" only.
Game Version
1.3.0.157
Created
Tue, 06 May 2025 10:21:22 GMT
Last Modified
Tue, 06 May 2025 10:21:53 GMT

1.3.19

- Fixed: Possible server loadout saving crash. ( Thanks Arkensor )
- Fixed: Multiple bugs in "SCR_AIDangerReaction_WeaponFired" reaction.
- Fixed: A.I. "Rocket Launcher Suppression" was influenced by a already obsolete system still active in the background.
- Improved: A.I. combat range evaluation/calculation outside of combat behavior/without selected attack target. ( React to weapon fire etc. )
- Changed: Increast threat "ShotsFired" increaments to make A.I. in SAFE/VIGILANT/ALERTED state more aware of fired shots within their perimeter.
Game Version
1.3.0.157
Created
Thu, 01 May 2025 05:29:14 GMT
Last Modified
Thu, 01 May 2025 05:29:43 GMT

1.3.18

- Fixed: A.I. "Medic Heal" behavior script error.
- Optimized: CRX Game Master "Hold Position" scripts.
- Improved: A.I. groups will now support up to 17 A.I. agents per group.
- Added: More additional CRX "Scenario Framework" settings to SCR_ScenarioFrameworkSlotAI.
- Added: A.I. perception settings for Alerted and Threatened to cover all available states.
- Added: Another bunch of CRX settings to "Scenario Framework" slot A.I. to extend their functionality with CRX.
- Added: "Hold Position" check to cancell any currently executed move order prior to when "Hold Position" was enabled.
- Added: A.I. perception modifier setting to modify all available A.I. perception settings at once based on modifier value.
- Added: Additional "Rocket Launcher" completion check/function to ensure A.I. will complete "Rocket Launcher" attacks within given time frame.
- Changed: A.I. base perception values to reflect a more realistic human like behavior. Note: SAFE = 1.0 | VIGILANT = 2.0 | ALERTED = 2.5 | THREATENED = 3.0
- Misc: Fixed/Changed some faction related configs may lead to A.I. of friendly factions killing each other and other faction related problems. ( Maybe! Still not 100% sure what exactly is causing this behavior. )
- Improved: A.I. perception will now be affected by threat state values of "ShotsFired" and "Suppression". Note: Shots fired will increase A.I. perception while in SAFE/VIGILANT/ALERTED state to improve and increase A.I. awareness of possible danger.
Game Version
1.3.0.157
Created
Wed, 23 Apr 2025 10:19:31 GMT
Last Modified
Wed, 23 Apr 2025 10:20:05 GMT

1.3.17

- Fixed: Player name got stuck at vehicle position after leaving a vehicle.
- Fixed: Global settings esp. Investigate and Suppress did not work properly.
- Improved: A.I. will be allowed to self-heal instantly while/as soon as in cover during combat.
- Changed: A.I. self-heal will partially fix leg wounds as well, to prevent A.I. from limping, if leg injuries are not in a major state.
- Improved: A.I. medics will avoid healing other A.I.s while in a high danger state, A.I.s which are waiting to get healed and conciouse will try to find and move to cover.
- Added: A.I. column driving behavior. If a A.I. group is using multiple vehicles and while using "Column" or "Staggered Column" formation they will try to drive in given formation. A.I. group leader vehicle and following vehicle(s) will adjust their speed based on distance to each other, to help to keep the formation properly organized.
Game Version
1.3.0.130
Created
Thu, 10 Apr 2025 05:50:01 GMT
Last Modified
Thu, 10 Apr 2025 05:50:52 GMT

1.3.16

- Changed: Waypoint radius stepping from 3 to 1.
- Fixed: Bug in A.I. formation move handler assignment, lead to A.I. moving without proper formation offset.
- Added: "CRX_AIGroupFormationSetting" to utilize additional CRX formations with "Scenario Framework" waypoints.
- Improved: Waypoint radius visualization should now be updated properly in multiplayer for game master clients.
Game Version
1.3.0.130
Created
Sun, 06 Apr 2025 09:38:55 GMT
Last Modified
Sun, 06 Apr 2025 09:39:54 GMT

1.3.15

- Changed: Waypoint radius can now be set up to 300 meters.
- Added: "Scenario Framework" slot A.I. checkbox to choose if CRX A.I. settings should be used.
- Added: CRX settings to "Scenario Framework" slot A.I. to extend their functionality with CRX. ( Still not fully done yet! )
- Added: Logic to fully disable the A.I. disguise feature by using "Edit scenario properties > Game > Player perceived faction setting > Disabled".
- Fixed: Possible faction config error may leading to A.I. using Rogue/Renegade faction by default, when combining CRX with other mods adding new factions like RHS for example.
Game Version
1.3.0.130
Created
Sat, 05 Apr 2025 06:01:44 GMT
Last Modified
Sat, 05 Apr 2025 06:02:27 GMT

1.3.14

- Removed: Some "Obsolet" scripts which may caused error for unknown reason.
- Fixed: Changed some still remaining and critical .vanilla to .super calls to improve mod compatibility.
- Improved: A.I. "Disguise" feature, where A.I. did recognize an "Disguise" player as soon as entering a vehicle.
- Added: A.I. rocket launcher ready check, to prevent A.I. from shooting their rocket launcher while still in the process of selecting/equipping ( pre-aiming ).
Game Version
1.3.0.130
Created
Mon, 31 Mar 2025 23:23:57 GMT
Last Modified
Mon, 31 Mar 2025 23:24:39 GMT

1.3.13

Changelog:
https://discord.com/channels/105462288051380224/1050433454388547644/1354721343274356866
Game Version
1.3.0.130
Created
Thu, 27 Mar 2025 14:16:13 GMT
Last Modified
Thu, 27 Mar 2025 14:17:14 GMT

0.0.20

Fixed: Couple script errors caused by "Return To Formation" behavior.
Game Version
1.2.1.169
Created
Sat, 11 Jan 2025 09:50:12 GMT
Last Modified
Sat, 11 Jan 2025 09:51:40 GMT

0.0.19

Fixed: Script error probably caused by modded A.I. group/faction without FormationDefenitionComponent.
Changed: "Weapon Fire Reaction Distance" can now be set up to 1000 meter by using the "World Editor" "SCR_AIWorld > SCR_AISettingsComponent" ( Globally ) or "SCR_AIGroup > SCR_AIConfigComponent" ( Individual for specific selected group(s) ). NOTE: If "Weapon Fire Reaction Distance" was set above 700 meters it will keep showing 700 meters in Game Master group UI because the UI is limited to 700 meter max. but it will use the proper distance above 700 meters.
Game Version
1.2.1.169
Created
Sun, 05 Jan 2025 09:45:03 GMT
Last Modified
Sun, 05 Jan 2025 09:46:37 GMT

0.0.18

Fixed: Session loading bug/crash caused by a missing "Null Pointer" check during session loading.
Game Version
1.2.1.169
Created
Thu, 26 Dec 2024 14:16:57 GMT
Last Modified
Thu, 26 Dec 2024 14:19:47 GMT

0.0.17

Added: A.I. Formations: VEE, DIAMOND, FIRETEAM, ECHELONLEFT, ECHELONRIGHT.
Changed: vanilla. to super. to improve CRX compatibility with other 3th party mods.
Improved: Pre-placed editor A.I. groups will now take into account formation and formation scale modifier. ( So once the mission start pre-placed A.I. groups will use choosen formation and formation scale modifier offset. Only available in workbench or by using "Global Settings Override"! )
Game Version
1.2.1.169
Created
Tue, 24 Dec 2024 08:52:22 GMT
Last Modified
Tue, 24 Dec 2024 08:52:54 GMT

0.0.16

Fixed: Crash caused by loadout saving. ( Many thank's to bacon for all his help and advice to get it fixed. )
Added: Game Master UI stance icons.
Added: Game Master UI settings descriptions.
Added: Waypoint completion radius transformation.
Game Version
1.2.1.169
Created
Fri, 20 Dec 2024 17:14:07 GMT
Last Modified
Fri, 20 Dec 2024 17:14:39 GMT

0.0.15

Fixed: Spelling error.
Fixed: Server related script error.
Fixed: A.I. was using wrong movement type with "Move Relaxed" waypoint.
Fixed: A.I. did react to weapon fire even if perception was set to 0. This is highly likely caused by the A.I. danger reaction bug in current stable version. Note: If you now like A.I. to fully ignore weapon fire make sure to set A.I. perception SAFE and VIGILENT to 0 else due to the bug weapon fire will raise their thread level to ALERTED which is using a hard-set perception value of 3.0.

Many thank's to brotherbarns for testing.
Game Version
1.2.1.169
Created
Thu, 19 Dec 2024 10:03:03 GMT
Last Modified
Thu, 19 Dec 2024 10:04:29 GMT

0.0.14

Game Version
1.2.1.169
Created
Wed, 18 Dec 2024 17:24:34 GMT
Last Modified
Wed, 18 Dec 2024 17:25:38 GMT

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