github dwesterwick/SPTQuestingBots 0.4.0-alpha2
Questing Bots 0.4.0 (Alpha 2)

latest releases: 0.7.0, 0.7.0-alpha2, 0.7.0-alpha1...
pre-release8 months ago

This pre-release is for demonstration purposes only. A lot of quest rework is still being done for the final 0.4.0 release.

New features from the 0.4.0 Alpha 1 release:

  • Implemented player-Scav spawning system
    • Player Scav spawn times are selected by the reductionPercentWeights settings for each map in the server's ILocationConfig config with some randomness applied. Player Scavs will not be allowed to spawn outside of the ranges defined for each map.
    • Player Scavs will only begin spawning after all PMC's have spawned and max_alive_bots for the map won't be exceeded
    • The maximum number of player Scavs that can spawn in total during the raid is limited to approximately 1.5-2X the maximum player count for the map
    • Player Scavs are more likely to spawn and traverse the map solo compared to PMC's, but there is still a small chance of player-Scav group spawns (with up to 5 members).
    • Added debug option in config.json to always spawn player Scavs even if the bot amount is changed to "None" in the raid settings.
  • If the player-Scav spawning system is disabled, the SPT player-Scav-conversion chance will adjust throughout the raid. For the first few minutes it will be 0%, and by the last 30% of the raid, it will be 50% (configurable). This system can also be disabled if desired.
  • If either the PMC or Player-scav spawning systems are enabled, disable all SPT custom Scav spawns (namely for Factory).
  • Allow player Scavs to quest without making all Scavs to quest. This allows most Scavs to spawn and behave as they would in base EFT, but player Scavs will traverse the map like PMC's. However, some quests are marked as PMC-only including all EFT quests. As a result, player Scavs will mostly quest to locations with high loot density, not to EFT quest locations.
  • Added option to allow player Scavs to unlock doors while questing, but this is disabled by default.
  • Many updates to quests on Factory, Customs, and Woods
  • Added quests inside the cinema on Streets
  • Increased the desirability of the spawn-rush quest from 100 to 200, which means bots are almost guaranteed to select it during your Factory PMC raids. However, this will likely be reduced before the next alpha release.
  • Reduced the desirability of the spawn-wander quest to 0, which disables it.
  • Added F12 debug option thanks to DrakiaXYZ to display markers and overlays for all quest locations on the map. Only quest markers/overlays within a certain distance of you will be shown (configurable).
  • Added F12 debug option thanks to DrakiaXYZ to display overlays above each bot to show what they're doing, what quest (if applicable) they're performing, and who their boss is (if applicable).
  • Cache processed quest data like minimum player level to improve performance when loading into a raid
  • Attached most components to GameWorld instead of the plugin to limit when they're active. This provides a small performance improvement by eliminating unnecessary checks every frame.
  • Abstracted bot-generator code so it can be used to create other types of bot spawns throughout the raid
  • If a timeout exception is thrown when trying to select a quest for a bot, something is wrong so disabled questing for it entirely
  • Check if config data cannot be retrieved from the server when starting EFT. If not, disable the mod and display an error message in the main menu.
  • Bug fix for some bots not realizing when their boss has died
  • Bug fix for some bots not realizing they're stuck and constantly selecting new quests for the rest of the raid
  • Bug fix for remaining members of a Scav group becoming hostile toward you if another bot kills their "boss" even if you're a Scav and haven't attacked any Scavs
  • Bug fix for exceptions when trying to write logging information for a null bot
  • Lots of refactoring

IMPORTANT NOTES:

  • If either the player-Scav spawning system or player-Scav conversion-chance adjustment system is active, the "/client/game/bot/generate" endpoint will be overwritten with a QuestingBots endpoint! This may affect compatibility with other mods!**
  • config.json files from previous releases are not compatible.
  • Please continue using the SAIN and Looting Bots pre-release DLL's (attached below) until new versions of them are released.

Known Issues:

  • Only Factory, Customs, and Woods quests have been updated. Quests for all other maps still need to be revised.
  • Bot camping/ambushes aren't going to fool you with bot groups because the followers continue running around the boss.
  • Bots still open the stupid 3rd-floor office doors on Factory when they're supposed to be hiding in there.

Things to test:

  • Is performance comparable to the 0.3.5 and 0.4.0-alpha1 releases? If not, in what conditions is lag now occurring?
  • Are there any new errors in the game console for Questing Bots, Looting Bots, or SAIN? Are any recurring?
  • Did you find any brain-dead bots that don't react even if you shoot them (but don't kill them)? If so, where were they, and what did they seem to be doing?
  • If you encounter a solo bot extract-camping or ambushing you on Factory, how convincing is it?
  • How does the flow of PMC's and PScavs feel on Customs and Woods? Are they traversing the map in a realistic manner?
  • How realistic is the PScav spawning system (on all maps)? Does the amount of PScavs on each map seem reasonable vs. raid time?
  • Is the amount of PScavs vs. raid time reasonable when using mods like DONUTS?

Don't miss a new SPTQuestingBots release

NewReleases is sending notifications on new releases.