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 2 release:
- Added more quests to Factory
- Updated Interchange to use the new questing system and features
- Reverted the desirability of the spawn-rush quest back from 200 to 100
- Adjusted the ambush position in the "Marked Room Rush" quest for Customs so bots can actually see the door
- Improved the player-Scav spawn schedule to make it more realistic
- Reduce the size of PMC groups in Scav raids based on
bot_spawns.pmcs.fraction_of_max_players_vs_raidET
- Added feature to instruct bots to watch a specific location when they're waiting to ambush you
- Added
maxBotsInGroup
limit for quests. This was added to prevent bot groups from selecting ambush/sniper quests. - Made the amount of randomness applied to player-Scav spawn times into a config option (
bot_spawns.player_scavs.time_randomness
) - Made the default value of
waitTimeAfterCompleting
for objective steps into a config option and reduced it from 10s to 5s - Improved error handling for server requests. Up to 5 retry attempts will be made before giving up, and more details about errors will be added to logs.
- Write the logging path in the server console when it's requested by the client
- Bug fix for the client failing to retrieve the logging path from the server (which prevents quests from loading)
- Bug fix for constant exceptions if bots cannot select any quests. If this happens, now the mod will first try instructing them to do repeatable quests again (disregarding
questing.bot_questing_requirements.repeat_quest_delay
), and then it will try instructing the bot to extract. - Bug fix for constant exceptions when trying to initialize a bot that cannot get an objective assignment
- Bug fix for PMC's sometimes also being registered as bosses
- Bug fix for bots ignoring
waitTimeAfterCompleting
if bot debug overlays are enabled - Bug fix for boss followers sometimes having active quests if there's a delay before they're assigned a boss
- Bug fix for rare condition causing a constant initialization loop for bots that have unknown types or were not registered properly
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, Woods, and Interchange quests have been updated. Quests for all other maps still need to be revised.
- 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 alpha 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 ambushing you, how convincing is it?
- How does the flow of PMC's and PScavs feel on Customs, Woods, and Interchange? 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?