Instinct AI Brain

by KanCooRu

1.0.9

Game Version
1.8.0.13
Created
Sun, 18 Oct 2026 11:00:23 GMT
Last Modified
Sun, 18 Oct 2026 11:00:28 GMT

1.0.8

AI now acts more like people.

Base guards rest when nothing is happening — they smoke, sit down, or do push-ups. Only 10% of the guards rest at a time, and they get up and fight the moment they hear gunfire or spot an enemy. The others look around now and then.

In combat they move more actively.

- Shooters don’t stay in one spot; they fire, then shift to nearby cover.
- They throw smoke when retreating and when someone is wounded.
- After losing contact, they check the building they last saw you in before returning.
- At night, if they lose you, they fire flares.

Aim at an AI within 200 m and it notices — but only if it can see you. It turns toward you and gets into cover. Aim from hiding and it won’t know.

Fixed: AI kept shooting at an empty spot after the player died. AI no longer uses suppressive fire when low on spare magazines.
Game Version
1.8.0.13
Created
Sun, 11 Oct 2026 07:10:19 GMT
Last Modified
Sun, 11 Oct 2026 07:10:37 GMT

1.0.7

Bug Fix
Game Version
1.8.0.13
Created
Sat, 10 Oct 2026 06:54:36 GMT
Last Modified
Sat, 10 Oct 2026 06:54:42 GMT

1.0.6

Instinct — AI Brain

Core: combat itself changes.

- AI keeps its eyes on you while under fire. Before, an AI in a firefight was six times slower to spot than one merely on alert. Spotting at range is faster too.
- They fire from buildings and walls. Defending AI each find a window or wall with a view of you and take it. No two share a window.
- Ambushes are real ambushes. They hold fire until you're within 70 m or you shoot first.
- Suppression works. Rounds passing close shake AI aim. AI also put out more fire once in contact.
- Low on magazines, squadmates share; failing that, they take from the dead.
- Losing the squad leader shakes the squad for three minutes.
Game Version
1.8.0.13
Created
Sun, 04 Oct 2026 13:28:04 GMT
Last Modified
Sun, 04 Oct 2026 13:28:09 GMT

1.0.5

Instinct — AI Brain  build 1f

Core: Conflict and Invade & Annex now each run the way they should.

Conflict (incl. CPR)
- Garrisons occasionally walk a loop around their base and come back. They used to all stand still. At most half of a base's garrison goes out at once.
- Counter-attack groups never stand still while you're out of sight — they press in, and at the end they charge. Fixes squads vanishing mid-fight and reappearing far away.

Invade & Annex
- Instinct's orders now properly sit on top of the scenario's own AI orders. They were sometimes being overridden.
- When the scenario changes its orders, Instinct follows right away.

Both
- Squads boarded by Instinct no longer bail out mid-ride (tank driver and commander leaving, gunner staying).
- A vehicle type that fails to drive twice is used as a gun position only from then on.
Game Version
1.8.0.13
Created
Sat, 03 Oct 2026 12:24:12 GMT
Last Modified
Sat, 03 Oct 2026 12:24:16 GMT

1.0.4

Instinct — AI Brain  build 1e

One thing: support for the "Mike's Invade & Annex" scenario.
(A popular PvE scenario mod on the Workshop — you capture towns one by one.)

Instinct now works properly there. Before, the scenario's own AI and Instinct fought over orders and the AI dithered. Now the scenario decides which town to hold and where to attack; Instinct decides how to fight within that — flanking, cover, pursuit, taking abandoned vehicles. It's detected automatically on server start, nothing to configure.

Also fixed
- Garrisons shifting position every minute
- Attack groups standing around after reaching their objective (they now hold it)
- Civilians giving up before reaching a body

Conflict servers get only the fixes above; everything else is unchanged.
Game Version
1.8.0.13
Created
Tue, 29 Sep 2026 13:35:38 GMT
Last Modified
Tue, 29 Sep 2026 13:35:42 GMT

1.0.3

- Assault: when a group knows where you are but has had no line of sight for 12 s or more within 100 m (you're behind a rock or wall), it now pushes its objective to a point beyond your position instead of stopping at the last place it saw you. The group comes around the cover. Re-issued every 25 s while contact continues, so it keeps following if you move. Config: assault / assaultNoLosSec / assaultDist.
- Road patrols only use vehicles with a turret. Civilian cars and unarmed trucks are no longer taken for patrols. Pursuit, retreat and reinforcement rides still use any vehicle. Config: vehiclePatrolArmedOnly.
- Fixed a vehicle loop: after a failed boarding or a stuck ride, the vehicle's cooldown was never applied, so the next group would immediately board the same vehicle, fail, dismount, and so on.
Game Version
1.8.0.13
Created
Mon, 28 Sep 2026 12:23:54 GMT
Last Modified
Mon, 28 Sep 2026 12:23:58 GMT

1.0.2

- Fixed a compile failure on servers with many addons ("Too many instructions per function"): all static default values moved into functions (INS_Init.c).
- Destroyed vehicles are no longer picked up as weapon posts.
- Flanking groups alternate left and right.
- "Vehicle threat" log limited to once per minute per group.
- Vehicle patrols: only dismount for threats within 200 m or when taking casualties; distant contacts are handled from the turret. If the crew dismounts on its own or the vehicle is lost, the group continues on foot.
- Registration waits for the group to finish spawning (up to 10 s) before deciding its role.
- Fixed duplicate function name (GetRole) and reserved word (Sleep) compile errors.
Game Version
1.8.0.13
Created
Mon, 28 Sep 2026 11:11:19 GMT
Last Modified
Mon, 28 Sep 2026 11:11:23 GMT

1.0.1

Game Version
1.8.0.13
Created
Sun, 27 Sep 2026 12:40:23 GMT
Last Modified
Sun, 27 Sep 2026 12:40:28 GMT

1.0.0

Game Version
1.8.0.13
Created
Sun, 27 Sep 2026 12:22:00 GMT
Last Modified
Sun, 27 Sep 2026 12:22:05 GMT

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