Furthermore, AI in the contracts are now controlled by an overhead commander that will organize them into groups that will patrol the map and defend key locations. There’s plans to add even more features into the commander and group system in time.
One thing to keep in mind is both the new AI commander/group system and the randomized rewards will only activate if you have a decent amount of enemies spawned on the map. The loot system will not activate unless you are fighting at least 6 enemies, and the commander system will only take effect if there’s enough AI spawned to form at least one group to cover each patrol route and key defensive point, which on most maps is ~14 enemies spawned at a minimum.
Full Changelog
Added
- Randomized loot system added to contracts.
- Volume sliders for environment (doors and other objects you can interact with) and UI.
- Setting added in Contracts (can be toggled via Game Settings) to show remaining enemies when less than 4 enemies are still alive and at least 2 minutes have passed in the contract.
- AI in contracts will now form groups and patrol and defend key points in the map.
Changed
- Cooldown time for AI door interaction increased from 0.5 seconds to 1 second.
- Audible range of enemy footsteps decreased.
- Audible range of vehicles decreased.
- Environment Settings renamed to Game Settings.
- Doors now fully use 3D sound and can not be heard across the map.
- Faster AI reaction time.
- AI optimized for better performance.
- Campaign levels were optimized to improve performance.
Fixed
- Money briefcase removed from the Airport contract map.
- Disabled seat interaction on the Mi-8 in the Wolf HQ map.
- AI no longer attempt to open doors that have already been opened.
- Ship navmesh re-generated to prevent AI from potentially walking off the map.
Changed files in this update