CRX Enfusion A.I.
by ATiM-
1.3.59
- Fixed: "Global Settings > Weapon Fired Reaction Distance" was hard-capped to 700.0 instead of 1000.0 meters. - Added: "Config Files Settings Override Exclude" setting to "SCR_ScenarioFrameworkSlotAI" and "SCR_AIGroup > SCR_AIConfigComponent", to prevent/exclude any config file setting from overriding them. - Improved: Reduced "CRX Config Files" log spam. - Improved: Weapon optics will increase A.I. perception while used ( In ADS ). ( W.I.P./Beta ) - Improved: A.I. using RPGs or sniper rifles will have slightly increased aim accuracy also A.I. using sniper rifles will have a lower aim tolerance, to decrease their miss rate, allowing them to shoot only, if they have a high chance ( proper aim ) to hit their target. ( W.I.P./Beta ) - Changed: Using "Global Settings" or "Global Settings Override" will skip/disable CRX config file loading, to prevent them from affecting each other. ( Temporary fix for now. ) Very W.I.P./Beta update mainly to fix the "Global Settings" not working properly bug, caused by the new config files.
- Game Version
- 1.6.0.119
- Created
- Mon, 02 Mar 2026 17:09:28 GMT
- Last Modified
- Mon, 02 Mar 2026 17:09:56 GMT
1.3.57
HOTFIX: - Fixed: CRX config file unknown "Rearm_Type" error. - Fixed: "InitEntities 'world' > Init entity" log spawn error, caused by wrong ChimeraCharacter cast. Again many thanks to McLaggins for hinting it to me. :)
- Game Version
- 1.6.0.119
- Created
- Sun, 01 Mar 2026 07:09:51 GMT
- Last Modified
- Sun, 01 Mar 2026 07:10:18 GMT
1.3.55
- Fixed: SCR_AICombatMoveRequest_Move_InvokeOnMovementStarted.c null error.
- Fixed: A.I. did turn off their flashlights ( if it was set to ON in CRX settings ), after a waypoint "Move" order was completed.
- Added: Setting for A.I. "Force Move" > "Attack Chance" to "SCR_AIWorld > SCR_AISettingsComponent" and "SCR_AIGroup > SCR_AIConfigComponent".
- Improved: A.I. "Damage Taken" danger event, to allow A.I. which is prone in cover and still got hit/injured, to leave their cover and/or search for a new better one nearby.
- Improved: A.I. "High Command > Move" attack behavior evaluation, for faster and better switch/response to high danger environments.
- Improved: A.I. "High Command > Move" fallback, to re-start ( continue ) the move order, in case it was falsely completed during an attack move order, which could happen sometimes.
- New: Local CRX settings. Steps: 1.) Update CRX to the latest version.
2.) Start your game/workbench once. ( After the game/workbench was launched for the first time CRX will create a new folder in "C:\Users\User\Documents\My Games\ArmaReforger\profile\" or "C:\Users\User\Documents\My Games\ArmaReforgerWorkbench\profile\" called "CRX_EAI".
3.) In the new "CRX_EAI" folder will be a "CRX_EAIGroupConfig.c" and "CRX_EAICharacterConfig.c" file, which can be used to modify/change settings of CRX, which will always be used as the new default.
4.) After changes were made to the "CRX_EAIGroupConfig.c" or/and "CRX_EAICharacterConfig.c" file(s) make sure to reload/re-start the game/world/workbench for changes to take effect.
5.) Credits: Galaxy for telling and explaining me what and how to do and of course to his co-worker Claude. ;) ( LLM A.I. Commander: https://discord.com/channels/105462288051380224/1467602881887731853 )
6.) Note: The config file settings usage of CRX is enabled by default, but can be disabled in "SCR_AIWorld > SCR_AISettingsComponent > CRX A.I. Config > Use Config File".- Game Version
- 1.6.0.119
- Created
- Sun, 01 Mar 2026 05:15:13 GMT
- Last Modified
- Sun, 01 Mar 2026 05:15:41 GMT
1.3.53
- Improved: A.I. close range combat reaction/movement. - Improved: A.I. "High Command > Move" attack behavior move pattern. - Improved: A.I. "Move and Investigate > Observe" behavior, to be more responsive during close range and high threat combat situations. - Optimized: Fast triggering ( high frequently used ) code of "Projectile Hit" and "Damage Taken" events. - Fixed: A.I. "High Command" did not switch to attack behavior due to wrong attack behavior priority. - Fixed: A.I. very close range movement wait time was too big, preventing them from using quick proper evade/strafe movement. - Added: A.I. "Flashlight State" to context menu. - Added: A.I. very close range combat, to prevent A.I. from searching for cover too far away from their current position, while being in a up close combat situation. ( We like to move/evade/strafe more in this kind of situation, insted of moving to a cover position, which may be pretty far away. So we will use cover, if it's nearby/very close only. )
- Game Version
- 1.6.0.119
- Created
- Fri, 27 Feb 2026 11:37:01 GMT
- Last Modified
- Fri, 27 Feb 2026 11:37:32 GMT
1.3.50
- Fixed: Re-named GetGroupPerception() methode to CRX_GetGroupPerception(), to restore CRX > Escapists compatibility. - Fixed: A.I. building search logic bug, which could prevent A.I. from performing building search in general or if their enemy is on a roof top. - Improved: General fixes and improvements for A.I. suppress behavior. - Improved: A.I. cover position offset ( cover positioning ) to improve their cover positioning for very thin objects like trees and bushes. - Improved: A.I. suppress behavior for dense environment, to suppress more and move less, if line of sight is restricted due to a lot of vegetation. - Improved: A.I. will use more observe position behavior during an investigation esp. during close range combat and in area's with dense vegetation, to prevent them from moving "blindly" to their target investigation position.
- Game Version
- 1.6.0.119
- Created
- Tue, 24 Feb 2026 05:19:28 GMT
- Last Modified
- Tue, 24 Feb 2026 05:19:58 GMT
1.3.49
- Fixed: Missing combat range check/condition in new A.I. move pattern system. - Improved: A.I. reaction and movement for initial close range combat. - Improved: A.I. which dropped their weapon due to unconsciousness, will be able to pickup and equip their dropped weaopn, after getting back to conscious. ( W.I.P. ) - Improved: A.I. cover useless condition, to allow A.I. to faster switch to a new cover/position, in case his current cover position has become useless, due to enemy direction change.
- Game Version
- 1.6.0.119
- Created
- Sat, 21 Feb 2026 08:45:36 GMT
- Last Modified
- Sat, 21 Feb 2026 08:46:04 GMT
1.3.47
- New: Added "Movement Affects A.I. Aim Accuracy" to the CRX Experimental category. Note: Movement type Run/Sprint and duration/distance will affect how long A.I. will need to get back to their full aim accuracy after they reached their move position. - Added: Heavy rain will slightly affect A.I. vision/detection. ( CRX Experimental > Weather Conditions Affects A.I. ) - Improved: A.I. close ranger combat ( first contact/initial combat ) reaction. - Fixed: Wrong "A.I. Suppress Duration" calculation logic, causing each A.I. agent to increase the suppress timer, instead of the A.I. group only, leading to very short suppress durations. - Fixed: Bug causing A.I. using the "High Command" move feature, to not being able to switch back to the "High Command" move order, after entering combat, due to missing behavior priority switch. - Fixed: Added missing A.I. first time contact combat range calculation to SCR_AIObserveThreatSystemBehavior, which is used to determine the proper weapon type specific combat range ( close/medium/long ) for each individual A.I. at first contact, to provide proper move and cover search behavior based on enemy distance. - Changed: A.I. perception vigilant from 2.0 to 2.5 ( vanilla ), for better A.I. detection and response while in any kind of danger state. ( Already aware of any nearby potential threat. ) - Changed: A.I. group dynamic "Combat Movement Type". If a A.I. group is using "Combat Movement Type > Autonomous" during combat, and the group is using movement type "Group", the group will have a 50% chance to stay as a group, not splitting up into fireteams, to add more A.I. group movement diversity while in "Autonomous" movement type. - Optimized: A.I. suppressive fire, to be much more based on A.I. group threat level and A.I. group units vs enemies ratio/count, to have a short, but high weapon fire rate at the beginning of the suppression, but also a fast drop in suppression and weapon fire rate once the level is lowering, to prevent A.I. from too much pointless suppression.
- Game Version
- 1.6.0.119
- Created
- Fri, 20 Feb 2026 09:07:01 GMT
- Last Modified
- Fri, 20 Feb 2026 09:07:30 GMT
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