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Setting Enemy AI Difficulty (U7)
About This Mod
A simple adjustment was made to the .json values, allowing for a variety of enemy skills depending on the difficulty level.
It was just a change to the brain's .json file in the default streaming assets section. My goal was to make difficult enemies more difficult, and the skill/learning differences between AI’s difficulty levels more obvious. Light enemies are timid and less dangerous, while sophisticated AI will attack you. After some testing and tuning, I began to struggle to survive in complex waves. This is not as good or far-reaching an impact as Sharp AI, but I did it as an intermediate between waiting for the LWRP version of Sharp AI. I thought if I shared that, some people in the community would appreciate it, and they might have a few more complex enemies. (And the very light AI is even more spontaneous. Muhahahahaha!)
List of changes:
-Faster movement of the arm holding the weapon as enemies parry, more pronounced increase in AI complexity.
-The speed and range of fire vary depending on the complexity. Heavy AI spins around you at full speed, and very light AI spins less and slower than the default.
-The movement speed also changes when parrying enemies. Very light AIs are coming to you very slowly, until they block, while complex AIs are moving at full speed.
-Difficult enemies attack more often than default, and light enemies attack less often.
-Difficult enemies now attack closer than in vanilla mode, which increases the chance of hitting them. Light enemies attack at a distance by default.
-Difficult enemies can attack in greater numbers than before. Up to 10 sophisticated AIs can be attacked at a time, and if they are surrounded, they will try to attack more aggressively.
- Difficult enemies will also wait for an attack at a closer distance, so in case of encirclement everyone will be in the area of attack. This makes it difficult to determine who will attack, as they do not enter the area immediately before the attack.
-Alternatively, the rollback animation that occurs when parrying an AI enemy attack has also been removed. This is because, depending on the speed of the enemy weapon, it can take you down even without giving back. However, you cannot simply stand guard and wait for a bounce without following through, so you will defend more aggressively. I will upload a version with and without these changes.
There may be other changes I can't remember, but I think that's it. In the end, I will continue to play with AI values, but for now I am happy with the results that I tested. If I find any settings that will have a positive effect before the Sharp AI update, I will update it further.
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