Ravenfield

Ravenfield

[EA32] PAIO+ 1.7
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更新于:11 月 11 日 上午 3:36
作者:Panchuet

+ Main scenario objective counts now scale with game length (scenarios repeat for more objectives):
Short: 25% of spawn points
Normal: 50% of spawn points
Long: 75% of spawn points
Epic: 100% of spawn points
+ Patrol spawning and additional clear patrol objectives now scale with game length:
Short: 1 infantry patrol; clear 0 patrol objectives
Normal: 2 infantry + 1 car; clear 1 random patrol objective
Long: 3 infantry + 2 cars + 1 boat; clear 2 random patrol objectives
Epic: 4 infantry + 3 cars + 2 boats; clear 3 random patrol objectives
+ Car patrols are randomized among: Jeep, JeepMG, Quad, Tank, and APC.
+ Boat patrols always use RHIB (never Attack Boat). It is not a fun feeling to be destroying a battleship from land.
+ Vehicle crews now fill all seats.
+ Bots suppressing will have less accuracy to simulate indirect fire.

更新于:11 月 8 日 下午 7:06
作者:Panchuet

+ Bots now keep suppressive fire on the target’s last estimated position for 3 seconds after losing line of sight. If the target is still unseen after 3 seconds, the bot will drop the target.
+ If a bot loses sight of its target, it will sprint (when able) to the target’s last extrapolated position.
+ Bots no longer halt while swimming.
+ Non-watercraft vehicles also no longer halt while in water.
+ In certain crouch conditions, actors now check whether crouching would block their line of sight; they will not crouch if it would.

更新于:9 月 26 日 下午 7:18
作者:Panchuet

+ Updated to the latest EA32 patch

更新于:9 月 12 日 下午 8:39
作者:Panchuet

+ Updated to the latest EA32 patch
+ Bots now randomly select between multiple "best" weapons instead of always defaulting to the last one
+ Various minor tweaks and improvements

更新于:9 月 6 日 上午 4:58
作者:Panchuet

+ Updated to EA32
+ Added velocity check for upside-down vehicles to prevent bots from leaving immediately
+ Changed vehicle "stuck" detection from Z-axis only to overall velocity magnitude
+ Improved prone and moving bot behavior so they halt more reliably before shooting

更新于:8 月 16 日 上午 7:14
作者:Panchuet

+ Fixed boats not dropping passengers when on land
+ All boats that end up on land are now treated as “stuck,” and squads will continue on foot
+ Helicopters now have increased range, longer attack runs, and shorter cooldowns
+ Airplanes now have a lower minimum range and reduced attack run cooldown
+ Bots can no longer look around while prone, preventing sudden erratic movements

更新于:8 月 15 日 上午 1:37
作者:Panchuet

+ Fixed a vanilla bug that allowed bots to bypass collision checks, allowing them to shoot through walls and even armored vehicles to hit passengers
+ Bot projectiles now use the same collision rules as player projectiles

更新于:8 月 14 日 下午 8:12
作者:Panchuet

+ Revised prone behavior to allow less use in CQC
+ Increased the duration for finding and taking cover
+ Fixed targeting issues

更新于:8 月 13 日 上午 5:56
作者:Panchuet

+ Bots will now always attempt to find cover, not just in close-quarters combat zones.
+ Bots taking fire will now suffer an accuracy penalty.
+ Bots are generally less accurate when firing at moving targets.
+ When prone and moving, bots will now stop before firing to improve accuracy.
+ Improved crouch/prone logic to make stance changes more logical and reduce rapid switching.
+ Fixed a bug in Spec Ops where squadmates do not copy the player stance.
+ Bots will now flee to a greater distance when avoiding grenades.
+ Accuracy is now tied to skill level: Beginner bots are least accurate, while Elite bots are the most accurate, with Normal and Veteran in between.
+ Adjusted the eye origin to its most accurate position, improving bot vision against other bots and the player.
+ Planes are now excluded from the “upside down” stuck vehicle logic.
+ Fixed a vanilla bug where damaged AI would become more accurate instead of less accurate.
+ Fixed a vanilla bug that caused melee attacks to move or flip vehicles.

更新于:8 月 9 日 下午 7:32
作者:Panchuet

Created a new item.