github Solarint/SAIN 2.2.5.2
SAIN 2.2.5.2 for SPT 3.8.x

latest releases: v3.1.1-Test1, v3.1.0-Release, v3.1.0-test1-hotfix...
4 months ago

Hotfix:
Disabled patch that caused issue in bot standby.
Performance optimizations for coverfinder to make sure it only runs when needed.

New: Added toggles to disable SAIN for Bosses and Normal Scavs. All behavior will be vanilla with these options enabled for those bot types. Also have a seperate toggle for player scavs. All disabled by default. Requires game restart after enabling or disabling.
New: Reworked how bots react when enemies are very close, should be better at playing footsies and peeking enemies at close range.
New: Reworked how bots stop and shoot for distant enemies.
New: Personality Setting that tells a bot to kick every door they come across if they have an active enemy.
New: Added new handling for how bots see you faster after repeat contact, instead of working off a timer like vanilla EFT, it now never expires, but scales by distance to the place they last saw you, it also works with hearing and where they last heard you, but to a lesser extent.
Fixed door desync while using Project Fika.
Adjusted bot door opening to prevent them from freezing up for a moment after it opens.
Trying some experimental stuff with doors in general, let me know if its hella broken.
Fixed error from grenades in SAIN Bot Controller.
Fixed bots not reacting to grenades.
Reworked how bots react to grenades slightly.
Fixed bots walking backwards off into the distance while they should be fighting.
Reduced distance that bots will enter extreme close quarters fighting mode (DogFight)

(From SAIN 2.2.5.1)
New: Reworked personality settings to break them into categories (gui not updated yet). Old preset personality settings will be reset.
Reworked how personalities are assigned and how the percentage chance works, it now scales with power level, so their chance to be assigned will increase up to a target power level, until it caps out at the assigned chance.
New: Added special behavior for when bots detect an enemy using surgery or looting.
New: Started work on bots considering more than just 1 active enemy at a time when making decisions.
Fixed: Bots who hear a grenade explosion would consider the explosion position as a last known location, causing them to get confused and look towards where it exploded. They now estimate the thrower's position and go off that information.
Fixed: Discovered and resolved issue where after a bot is shot, they will get instant, perfect information on their enemy location and look at them, now references their last known location and looks to that, which has randomized dispersion as intended.
Reworked a lot of bot steering to fix many issues (still wip)
Reworked how bot's enemies are assigned to make sure their active enemy is being set correctly.
Slightly reduced the range bots without headphones can hear footsteps.
Disabled some EFT bot functions that are resource expensive and rarely used by SAIN.
Added more places that bots can try to throw grenades at to try to flush/kill their enemy.

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