SilenceAI - Enhanced Combat
by Silence_AUS
1.0.101
- Moved the last text constants out of the shared script start-up function, for more headroom on large mod lists. No behaviour change.
- Game Version
- 1.9.0.37
- Created
- Wed, 11 Nov 2026 11:43:37 GMT
- Last Modified
- Wed, 11 Nov 2026 11:43:49 GMT
1.0.100
- Fixed the GM "Flank after" slider snapping back to the difficulty level's value. Your slider setting now holds and survives restarts. - Fixed a server crash risk in buddy aid: items are no longer taken off a man who is using, swapping or reloading, and never from his hands. Same guard for swapping an empty gun for one off a body. - A Game Master possessing an AI no longer counts as a player on that side, so the commander keeps running that faction while a GM drives one of its soldiers.
- Game Version
- 1.9.0.37
- Created
- Wed, 11 Nov 2026 10:14:56 GMT
- Last Modified
- Wed, 11 Nov 2026 10:15:22 GMT
1.0.99
Fixed a server crash risk in buddy aid. A medic borrowing bandages from a wounded man could delete the bandage the man was in the middle of applying, which breaks the animation. Items are no longer taken from anyone who is using, swapping or reloading, and never from his hands. The same guard now applies when a soldier swaps his empty gun for one off a body.
- Game Version
- 1.9.0.37
- Created
- Wed, 11 Nov 2026 09:45:08 GMT
- Last Modified
- Wed, 11 Nov 2026 09:45:25 GMT
1.0.98
Fixed the GM "Flank after" slider getting stuck at 4 seconds. The difficulty dial was writing its own flank delay back over the slider every time settings saved. Once you've set the slider it now holds, and it's kept through restarts. If you've never touched it, the difficulty level still sets the delay as before. Faction doctrine still scales the delay per group (Soviet slower, Western quicker).
- Game Version
- 1.9.0.37
- Created
- Wed, 11 Nov 2026 09:10:54 GMT
- Last Modified
- Wed, 11 Nov 2026 09:11:10 GMT
1.0.97
SilenceAI - Enhanced Combat - Update - Server stability: moved more start-up values out of the game's shared start-up step, to help servers with large mod lists boot reliably - No gameplay changes
- Game Version
- 1.9.0.37
- Created
- Wed, 11 Nov 2026 08:18:03 GMT
- Last Modified
- Wed, 11 Nov 2026 08:18:14 GMT
1.0.96
SilenceAI Infantry - Much less going prone in the open. Prone is kept for men in real cover, long range fights, machine gunners and snipers. A defend order no longer lays men flat on open ground. - Squads no longer crouch-walk through pushes, flanks, building clears and break contacts. - Weapons stay up on manoeuvres, so men can fire the moment they see someone. - A man caught in the open under fire runs to the nearest real cover. - A man in good cover holds it and keeps firing instead of hopping around. - Men on a move engage enemies they spot, after a short reaction time based on skill. - Squads break contact when badly outnumbered: smoke, then fall back in bounds. - Holds in cover between moves are shorter for every style. - New combat style 5 Assault: run and gun, keeps pushing onto the enemy's last known position. Attacking groups use it automatically. - New combat style 6 Rush: militia swarm, sprints in, shoots worse for it. Insurgent factions use it automatically. Vehicles - Drivers slow down for bends they are about to reach. - APCs and IFVs carrying infantry charge the contact and drop them at about 120 m. The driver and gunner stay in and fight. - Armed vehicles keep closing on infantry down to about 110 m instead of stopping at 200 m. - Armed vehicles shift firing positions instead of sitting in one spot all fight. - Turret gunners keep aiming while their vehicle moves. - Convoys keep their order through bends. Following cars match the car ahead and brake earlier. - AI drivers no longer sound the horn. CQB - Squads enter through a real door and stack against the wall beside it. - One man at a time. The point man slices the pie and hooks into the far corner, number two takes the other angle and the near corner. - Stairwells are covered from the bottom before going up. - Fixed squads piling up in the doorway. - New GM right-click orders: "SAI: Breach and clear building" and "SAI: Sweep area (door to door)". Defend and support - Groups on a Defend waypoint man nearby mounted guns. The gunner stays on the gun, and a dead gunner is replaced. - A machine gunner running low gets belts brought to him, from a mate's pack or the nearest ammo crate. - Mortar crews stay on the tube and send a man to fetch shells from a crate. Squad life - Hand signals: leaders point on contact and signal move out, halt, follow me and get in. GM toggle. - Melee: AI butt-stroke enemies within 2 m, sooner when reloading or empty. - Smoke blocks vision: AI stop firing blind into smoke and only fire short probing bursts. - Squads pinned in the street break into the nearest building and hold the windows. - Leg wounds keep a man low, and he crawls to cover. - Counter-sniper: squads hold cover longer and peek less, throw smoke and call mortars on the sniper. - Night and weather: fog and rain slow spotting and hurt long range aim, moonlight helps. GM toggle. - Men with no usable gun take one off a body, with magazines. - Buddy aid: a man down in a firefight is dragged to cover by the nearest friendly, who puts his gun away. Others cover the drag with fire and smoke, then he treats him, using the casualty's own kit if he has none. Dragging needs ACE Carrying; without it he is treated where he lies. GM toggle. Bug fixes - Soldiers throwing smoke for no reason. - Soldiers stuck holding a grenade or smoke. - Soldiers staring at walls or old positions while enemies are in view. - Defend orders making soldiers lie prone in the open. Settings - New GM switches for each drill, plus melee and mute horn. - Existing configs update once on first start (config version 49), and the server log lists what changed.
- Game Version
- 1.9.0.37
- Created
- Tue, 10 Nov 2026 09:13:03 GMT
- Last Modified
- Tue, 10 Nov 2026 09:13:15 GMT
1.0.95
Crouching: the group crouch limit no longer applies while a squad is flanking, pushing, clearing a building or breaking contact. That was why they crouch-walked through every push. Prone in the open: a man only goes prone in the open when he’s in real cover, the enemy is 250 m or more away, or he’s an MG gunner or sniper at 60 m or more. This also fixes the defend order laying men flat in the open. A Game Master stance setting still wins. Weapon up: men on a flank, push, building clear or break contact raise their weapon so they can shoot straight away. Caught in the open: a man under fire in the open sprints to the nearest real cover within 30 m. Good cover: a man in good cover holds it and keeps firing, unless the suppression is very heavy. The new Assault and Rush styles still move between covers. Engaging mid-manoeuvre: a man on a move now fights an enemy he sees after a short reaction time. It runs from 1.6 s for Noob down to 0.25 s for Cylon. Outnumbered: a squad facing at least twice its own strength (4 or more enemies) breaks contact through the existing drill, which throws smoke and falls back in bounds. New combat styles on the GM slider, which now runs 0 to 6: 5 Assault is run and gun. Very short holds, and it keeps pushing toward the enemy’s last known position. 6 Rush is the bandit or insurgent swarm. It sprints in and is less accurate, worse again while moving. Factions on insurgent doctrine pick it automatically. All styles move more: the default hold time in cover drops from 0.7 to 0.55.
- Game Version
- 1.9.0.37
- Created
- Tue, 10 Nov 2026 08:16:35 GMT
- Last Modified
- Tue, 10 Nov 2026 08:17:00 GMT
1.0.94
- Radio net now finds every radio an AI carries: backpack sets, handhelds, radios in pouches and modded radios (Bundeswehr, GRS and others), not just the ones registered as gadgets. Radio operators actually matter now. - AI sent to mount a vehicle give up after 2 minutes if they can't get in and carry on on foot, instead of trying forever. - Commanders only take over a side once its groups have existed for 2 minutes, so mods that re-brand groups after spawning no longer start a stray commander (the USSR one on Bellauwoods). - In Conflict, only real Conflict bases count as objectives. Duplicate unnamed base components (51 fake USSR bases on Bellauwoods) are ignored.
- Game Version
- 1.9.0.37
- Created
- Mon, 09 Nov 2026 13:16:59 GMT
- Last Modified
- Mon, 09 Nov 2026 13:17:18 GMT
1.0.93
- The GM "Flank after" slider now runs from 1 to 15 seconds in 1 second steps. It used to go from 5 up to 120. - The default flank wait is now 15 seconds (was 20) so it sits inside the new range. Difficulty presets still set their own value.
- Game Version
- 1.9.0.37
- Created
- Sat, 07 Nov 2026 16:17:15 GMT
- Last Modified
- Sat, 07 Nov 2026 16:17:26 GMT
1.0.92
SilenceAI - Enhanced Combat Fixed the server crashing on start-up when SilenceAI runs alongside a very large mod list. The crash showed as a NULL pointer in #InitGlobals. 217 fixed settings are now set when the game initialises, instead of in the engine’s shared script start-up. The values haven’t changed, so the AI behaves exactly as before.
- Game Version
- 1.8.0.13
- Created
- Wed, 04 Nov 2026 09:17:39 GMT
- Last Modified
- Wed, 04 Nov 2026 09:18:22 GMT
1.0.91
SilenceAI - update - Commander uses group roles: Hunter teams flank, heavy squads reinforce, AT/AA teams answer vehicles - Frontal and pincer attacks send Hunter teams wide while the rest fix from the front - Enemy helicopters or armed vehicles near the fight bring in Hunter AA or AT teams - Escalation: a side being steamrolled calls in Section12 and HunterTeam15, more armour, and reinforces straight away for 15 minutes - Every choice is in the commander log - All SilenceAI files now live in one profile folder (SilenceAI/), old files are moved in automatically
- Game Version
- 1.8.0.13
- Created
- Sun, 01 Nov 2026 02:49:48 GMT
- Last Modified
- Sun, 01 Nov 2026 02:50:05 GMT
1.0.90
- New, off by default: other mods can drive and read the commander (orders, decision log, per-group snapshot) once the admin turns on "Allow other mods to use the commander" - Commander orders from other mods (focus, hold, reinforce, report enemy) now also need that toggle - Mines laid and fortifications built are logged with their positions - No gameplay changes
- Game Version
- 1.8.0.13
- Created
- Sat, 31 Oct 2026 21:21:03 GMT
- Last Modified
- Sat, 31 Oct 2026 21:21:32 GMT
1.0.89
Grenade dodge fix: AI now dodge a grenade that has no thrower, which vanilla misses because of the null bug they found. Grenades that do have a thrower still go through vanilla unchanged. Commander API: six functions their director can call by name with no dependency on SilenceAI. They’re requests only, so the commander still won’t attack your main base, spawn in sight of players or drop its reserve. Each faction’s commander health line now shows how many calls came in and how many were refused.
- Game Version
- 1.8.0.13
- Created
- Sat, 31 Oct 2026 05:39:44 GMT
- Last Modified
- Sat, 31 Oct 2026 05:39:51 GMT
1.0.88
Transport trucks spawn on a road next to the group, never in woodland or anywhere they can’t drive out of. AI can use any suitable truck: the transport pool now includes every truck in the side’s own and borrowed vehicle catalogs (including the WCS FMTVs), not just one listed truck. Support variants (fuel, repair, ammo and so on) are left out, and trucks without enough seats for the group are skipped.
- Game Version
- 1.8.0.13
- Created
- Sat, 31 Oct 2026 03:31:25 GMT
- Last Modified
- Sat, 31 Oct 2026 03:31:32 GMT
1.0.87
Commander postures, mines, Tier 1 difficulty New difficulty: TIER1 (peak human) New preset between Elite and Impossible, with reaction and search delays of about 0.2 to 0.4 seconds. Impossible retuned to be exactly 50% quicker than Tier 1 on every timing. Elite nudged slightly quicker on report and search delay so the curve stays smooth. The Difficulty preset slider (including Tier 1) now shows in the GM settings without needing advanced settings. Commander postures (new GM setting, Commander tab) Neutral: the commander as before. GM-like: patrols that look for players, mines on the approaches to its bases, some base building, roaming armour, supply runs. Aggressive: patrols and armour everywhere, mines on every road, attacks at worse odds. Passive: fortifies its bases, places a few well-sited AP and AT mines, runs supply convoys, attacks only with a clear advantage. The posture setting shows in the GM settings without needing advanced settings. Mine laying An infantry group walks out and lays anti-tank belts on roads and anti-personnel mines on the approaches to its bases, facing the threat. Groups lay mines even with players nearby; the only rule is nobody within 60 m when the mines appear. Belts placed with no group present never appear within 300 m of a player or in a player’s sight. Caps per base and per side; mines that are cleared stop counting. Base building and supply runs (Passive and GM-like) Held bases get fortifications built in free slots over time, never with the enemy close. Supply runs between bases restock supplies and reinforcements on delivery, which gives players convoys to ambush. Fixes No more USSR soldiers on FIA-only maps: a side now needs AI groups at two checks running before SilenceAI gives it a commander, so a group that’s briefly the wrong side can’t start one. Commander armour on Silence Groups servers is crewed by Silence Groups Hunter AT and AA teams instead of vanilla FIA. Commander armour never uses test or debug vehicles (one WCS debug vehicle was being raised). Gunshot and noise How precisely AI can place a gunshot now depends on range; suppressed weapons are harder to place. Reloading makes noise that AI within 30 m can hear. Housekeeping Config version 47 with automatic migration; new settings under m_Posture. The commander self report now covers mines, fortifications and supply runs.
- Game Version
- 1.8.0.13
- Created
- Sat, 31 Oct 2026 03:18:05 GMT
- Last Modified
- Sat, 31 Oct 2026 03:18:14 GMT
1.0.86
Commander postures, mines, Tier 1 difficulty New difficulty: TIER1 (peak human) New preset between Elite and Impossible. Reaction and search delays around 0.2 to 0.4 seconds, the best a trained human can manage, without the superhuman edge of Impossible. Impossible retuned so it is exactly 50% quicker than Tier 1 across every timing (report delay, search, settle before firing, drill reaction, flank timing, base of fire cooldown, contact reports). Elite nudged slightly quicker on report and search delay so the curve stays smooth. GM difficulty slider now runs Recruit, Regular, Veteran, Milsim, Elite, Tier 1, Impossible. Commander postures (new GM attribute) Four settings for how the enemy commander fights: Neutral: the commander as before. GM-like: reserve patrols, roaming armour, mines on the approaches to held bases, some base building, supply runs. Meant to feel like a human GM is placing things against you. Aggressive: patrols and armour everywhere, mine belts on every approach, more operations, less caution. Passive: tactical AP and AT mines, fortifies and builds up held bases, runs supply convoys, keeps reinforcements home. Mine laying The commander sends an infantry group to lay anti-tank belts on roads and anti-personnel scatters on the approaches to its bases, on the side the threat is coming from. Faction-level mines (M15 / M14 for US, TM62M / PMN4 for East), armed and registered with the engine so friendly AI know where they are. Groups lay mines even with players nearby; the AI on the spot is what makes it look real. The only rule is nobody within 60 m when the mines appear. GM-like posture may place a belt outright when no group is free; those never happen within 300 m of a player or in a player’s line of sight. Caps per base and per faction, dead mines pruned so the caps count live ones only. Mines are never removed by the mod. Base building (Passive and GM-like) Held bases get compositions placed in their free building slots over time, with a per-base and per-faction cap, and never while the enemy is close. Supply runs (Passive and GM-like) One group at a time runs from a forward base to the depot base and back. On delivery the base receives supplies and part of its reinforcement pool back. Runs use the normal transport system, so expect trucks on the road worth ambushing. Gunshot and noise Gunshot position error now scales with range, so AI at distance know roughly where a shot came from rather than exactly. Suppressed weapons are harder to place. Reloading now makes noise nearby AI can hear (30 m). Housekeeping Config version 47 with automatic migration; new settings under m_Posture in the config file. Commander self report now includes mines, fortifications and supply runs.
- Game Version
- 1.8.0.13
- Created
- Fri, 30 Oct 2026 21:11:28 GMT
- Last Modified
- Fri, 30 Oct 2026 21:11:53 GMT
1.0.85
- Commander report line now shows whether "skip player sides" is on, so a commander still running on the players' side can be told apart from a release that never fired.
- Game Version
- 1.8.0.13
- Created
- Thu, 29 Oct 2026 19:46:02 GMT
- Last Modified
- Thu, 29 Oct 2026 19:46:13 GMT
1.0.84
- Objective and no-go icons now show their radius as a ring on the ground while the editor is open (orange for objectives, red for no-go), and "SilenceAI - Zone radius" on the selected icon resizes the zone live.
- Game Version
- 1.8.0.13
- Created
- Tue, 27 Oct 2026 23:47:47 GMT
- Last Modified
- Tue, 27 Oct 2026 23:48:04 GMT
1.0.83
- GM objectives: select a placed SAI commander objective icon to set its priority (1 to 5) on a slider; the commander re-scores its targets on the next think and the map marker shows the number. "SAI: Commander status" lists every objective by priority and holder.
- Game Version
- 1.8.0.13
- Created
- Tue, 27 Oct 2026 11:16:25 GMT
- Last Modified
- Tue, 27 Oct 2026 11:16:35 GMT
1.0.82
- Convoy column: spacing by kind (vehicles 45 m, on foot 18 m); on contact the infantry dismounts, armed vehicle crews stay in, and the column's armour pushes to 150 m short of the contact. - Ambush: "Set ambush here" now places the group in cover overlooking the kill zone (40 to 120 m out, its own side of the zone when the ground allows) with cover posts allocated, instead of holding fire from wherever it stood. m_Ambush.m_bPlaceOnMark to turn off. - Difficulty: with adaptive off, a small session is eased toward level 3 by the session scale, never above the dial (m_Adaptive.m_bSmallSessionEasier, m_fSmallSessionLevel). - SilenceAI_report.txt now carries the faction audit result, the commander roster (commanded, released, where the players are, automatic or listed) and the session scale. - GM right-click on empty ground: "SAI: Commander status" puts the commander's state on screen, including why nothing has attacked or been raised yet.
- Game Version
- 1.8.0.13
- Created
- Tue, 27 Oct 2026 08:10:15 GMT
- Last Modified
- Tue, 27 Oct 2026 08:10:28 GMT
1.0.81
- Map markers: Game Master objectives, no-go zones and ambush kill zones now show on the map, coloured by side, visible to the owning side only by default (m_Commander.m_iMapMarkers: 0 off, 1 own side, 2 everyone). Objective markers recolour when the objective changes hands; a kill zone marker disappears when the ambush fires. - Convoy column: right-click the ground with two or more groups selected, "SAI: Convoy to here". The nearest group leads, the rest follow in order about 45 m apart on the road, the lead waits for stragglers, the whole column halts on contact and rolls again when quiet, a lost lead is replaced, and followers close up behind the lead on arrival. Works for mounted and dismounted groups.
- Game Version
- 1.8.0.13
- Created
- Tue, 27 Oct 2026 07:43:46 GMT
- Last Modified
- Tue, 27 Oct 2026 07:44:01 GMT
1.0.80
- GM tab: "Command Game Master groups", "Skip player sides (automatic)" and "Scale reserve and defence to force" are now toggles on the SAI Commander tab (after "Reinforce factions with players") instead of config-only. - SilenceAI_report.txt now lists, for every system that is on but has not fired, the last reason it gave and how many times it was blocked, so a report alone is enough to diagnose a quiet commander.
- Game Version
- 1.8.0.13
- Created
- Tue, 27 Oct 2026 07:20:13 GMT
- Last Modified
- Tue, 27 Oct 2026 07:20:33 GMT
1.0.79
- Commander: one config now serves every session size. The force caps (groups, raised at once, waves, wave interval) slide from a small set at 2 players or fewer to the full server set at 16 or more. New GM slider "SilenceAI - Session size" (0 automatic, 1 small, 2 full). - Commander: the reserve no longer parks at the rear assembly. Idle groups patrol in laps around the held objective nearest the players, pushed toward them, and are still pulled off for attacks, QRFs and counter-attacks (m_Commander.m_iReservePosture, 0 for the old parking). - Commander: reinforcements are raised at the safe held base nearest the players when there is no contact intel yet, instead of the headquarters. - Commander: roaming armour. One armed vehicle with a crew is kept alive per faction on the patrol laps (m_Commander.m_iRoamingArmour, 0 to turn off). - Commander: the reserve and minimum defence scale down for a small force (m_bScaleToStrength), so three or four groups can still attack. Big forces keep 1 reserve / 40 men. - Commander: automatic mode's "never command the players' side" rule is a switch (m_bAutoSkipPlayerSides). Listed factions were never affected by it. - Commander summary prints the attack thresholds and session scale in force. - After-action report at world end no longer says "Commander: none ran".
- Game Version
- 1.8.0.13
- Created
- Tue, 27 Oct 2026 04:54:35 GMT
- Last Modified
- Tue, 27 Oct 2026 04:54:43 GMT
1.0.78
New: adaptive difficulty. The Difficulty slider moves itself within a band from the player count and how the fight is going. Off by default; GM checkbox to enable and to pin. New: GM no-go zones the commander keeps reinforcements and orders out of. New: after-action report at session end and on a GM action. New: random live benchmark captures for unprepared performance data.
- Game Version
- 1.8.0.13
- Created
- Mon, 26 Oct 2026 10:58:18 GMT
- Last Modified
- Mon, 26 Oct 2026 10:58:25 GMT
1.0.77
Change: the AI react much faster. At the default level they flank 3 s after contact and pass contacts on in about 1 s. At the top level it’s 2 s and 0.5 s. Change: radio contact reports now take 1 to 3 s (were 5 to 20 s), and the commander issues orders every 5 to 10 s. Change: the AI only shoot at a last known position when no other enemy is in view. Otherwise they engage who they can see. Change: the higher the difficulty, the sooner the AI let go of a target that ducked out of sight and move to search, flank or defend. Change: at the top Difficulty level, the AI get their aim on a target in 0.5 s. Servers using the Difficulty slider pick up the new values automatically. Custom configs keep their own settings.
- Game Version
- 1.8.0.13
- Created
- Mon, 26 Oct 2026 09:41:40 GMT
- Last Modified
- Mon, 26 Oct 2026 09:41:58 GMT
1.0.76
Fix: the commander no longer takes command of the players’ side, and hands back groups it took before players joined. Fix: groups a Game Master places or moves are no longer taken over by the commander or sent back to base. A new setting allows the old behaviour. New: modded factions with no reinforcement list use their own faction catalog’s infantry groups.
- Game Version
- 1.8.0.13
- Created
- Mon, 26 Oct 2026 09:20:13 GMT
- Last Modified
- Mon, 26 Oct 2026 09:20:23 GMT
1.0.75
Fixed: players’ games no longer read SilenceAI_config.json from their own profile or log config migrations. Clients use built-in defaults, and all AI settings come from the server as before. Changed: the AI Commander never takes command of the players’ side (any faction with players, or friendly to one) unless that faction is listed in SilenceAI_commander.json. A commander created before players joined that side releases its groups within 30 seconds.
- Game Version
- 1.8.0.13
- Created
- Mon, 26 Oct 2026 07:00:11 GMT
- Last Modified
- Mon, 26 Oct 2026 07:00:22 GMT
1.0.74
Fixed: SilenceAI’s settings were missing from Game Master scenario properties since v0.69. A name mismatch hid every setting, including “Show advanced settings”. The SilenceAI tabs show again, and the old per-group sliders replaced by the Difficulty dial are now removed as intended.
- Game Version
- 1.8.0.13
- Created
- Mon, 26 Oct 2026 05:11:20 GMT
- Last Modified
- Mon, 26 Oct 2026 05:11:46 GMT
1.0.73
- Base defenders and GM placed groups are left alone by the despawn and respawn system. - Dead AI are dropped straight away and free their cover positions. - Weapon handling scale applies to each weapon's own value instead of overwriting it. - Fixed a first start bug that could write a config with aim error 0. If your SilenceAI_config.json has m_fAimErrorScale at 0, delete the file and let it make a new one. - Cheaper per-shot and building slot bookkeeping.
- Game Version
- 1.8.0.13
- Created
- Sun, 25 Oct 2026 03:42:25 GMT
- Last Modified
- Sun, 25 Oct 2026 03:42:43 GMT
1.0.72
Fixes The lifecycle system now leaves Conflict base defenders and GM placed groups alone. Before, SilenceAI’s despawn and respawn by distance took over every group, including ones the game keeps on manual control on purpose. Base defenders are only meant to be respawned by their own spawner, and GM placed groups were losing their wounds and GM edits when they came back. Both stay on manual now. PVE Remix groups and ambient patrols work exactly the same as before. Dead AI get dropped straight away. A dead soldier used to keep running SilenceAI’s per-soldier systems until his body was deleted. He also held on to his cover position, and the rearm check still ran on him. Now he’s removed and his cover spot is free for someone alive. The weapon handling scale now applies to each weapon’s own value. It used to apply to the default and write that over every weapon, which overwrote anything the weapon or another mod had set. Fixed a script error on first start without a config file. It happened when a world loaded before SilenceAI had filled its startup tables (I hit it opening a world in the Workbench editor). It left the new config half written, with aim error at 0 and a few other values zeroed. If any server ever made its config that way, check m_fAimErrorScale in SilenceAI_config.json isn’t 0. Delete the file and SilenceAI will write a fresh, correct one. Performance Gunshot and suppression events don’t look up health counters by name on every shot any more. Heal priority scaling does no work at all when it’s switched off. Building slot claims don’t build a text key for every candidate spot. Group splitting (off by default) Removed groups are dropped from the child list. A child group’s waypoint gets cleaned up once the group is gone, unless a GM can edit it. Those are left for the GM. A group that’s split twice only keeps its newest waypoint.
- Game Version
- 1.8.0.13
- Created
- Fri, 23 Oct 2026 03:43:21 GMT
- Last Modified
- Fri, 23 Oct 2026 03:43:29 GMT

