Overgrowth

Overgrowth

Dynamic AI Aggression
87 Comments
DarkX5 17 Jan @ 2:48pm 
make it so the NPCs give up/drop their weapons whenever the player is on the highest point of the map
<3 25 Nov, 2024 @ 3:39am 
How do i make them more aggressive?
󠁳⁧⁧kcaj 30 Mar, 2024 @ 12:02pm 
can you make it so they can throw and dropkick regardless of species
BakaKemono  [author] 25 Dec, 2023 @ 10:27pm 
No problem and one more update for the year:

1.5
-AI's with knives will have a small moment of being stunned when their attack is dodged. Giving a window of opportunity to counter and to prevent a vanilla bug where the AI was able to attack with the knife twice instantly right after dodging or doing a judo throw
-Fixed some math errors for AI throwing chance for dogs and jump targets
-Increased number of rabbits allowed to jumpkick per level from 30% to 50%
-Minor tweak to rabbit and rat minimal knife throw distance
Geobeetle 24 Dec, 2023 @ 3:04pm 
No worries, I'm just glad you've put the time in at all! Thanks!
BakaKemono  [author] 24 Dec, 2023 @ 2:26pm 
Sorry it took a while but is now updated:

1.4.3
-Fixed rat AI from throwing weapons only at extreme close range. They will need to be a bit further back to consider throwing weapons
-Slightly increased rat aggression
-Slightly increased distance that rabbits will throw their knife
Geobeetle 14 Oct, 2023 @ 9:35am 
Thank you very much sir. Great mod btw it's what's making me keep trying to beat expert campaign with it still on!
BakaKemono  [author] 12 Oct, 2023 @ 6:15pm 
I can take a look at it for rats and rabbits and see if distance can be adjusted
Geobeetle 9 Oct, 2023 @ 9:59pm 
You might need to take a look at the rat throwing opportunity coding again though, they throw when they run up to you right in your face killing you instantly with no warning quite often actually. and maybe also add a minimum time out of combat as well because they kill you instantly the second you turn away sometimes as well. This might also add a strategy where you juggle between rat opponents to stop them from going into ranged mode. More fun then dying instantly imo.
Geobeetle 9 Oct, 2023 @ 9:47pm 
YOO nevermind I did it finally the timing is super tight though
Geobeetle 9 Oct, 2023 @ 9:41pm 
OKAY I've tried to do it 500 TIMES in the double rat fight in the level after you get the poison and didn't catch the knife throw even once. It's so annoying to practice because there's not any time to react at all since rats RANDOMLY decide to throw it at you when you're fighting the other rat. I've seen them do it the second you engage the other opponent, I've seen them wait like 15 seconds before they throw. It would be really nice to actually have a way to practice the timing for this...
BakaKemono  [author] 9 Oct, 2023 @ 4:58pm 
You right click right before it hits you. For bigger weapons you need another weapon to deflect them.
Geobeetle 9 Oct, 2023 @ 9:53am 
How do I block thrown weapons? I've tried holding Q and pressing block when I see them throwing but it never works. The enemies seem to do it every time I throw at them. So frustrating when I'm winning a fight and the enemy just decides to push the instant win button on me.
Gantz-047 19 Jun, 2023 @ 3:00pm 
So I’ve downloaded Bloody Combat and Kick Balancing and I’ve yet to see an AI go for a jump kick? What am i doing wrong?
BakaKemono  [author] 23 Mar, 2023 @ 9:13pm 
If you want to modify the mod to have more species or modded characters throw weapons or jump. you will need to change
species == _rabbit
species == _dog
species == _rat

when its under either those two functions:
bool WantsToJump()
bool WantsToThrowItem()

for example you can remove the "species == _rabbit" under "bool WantsToThrowItem()" to have every character throw a knife

or

remove the "species == _rabbit" under "WantsToJump()" to have every character jump when allowed to do so in combat
BakaKemono  [author] 23 Mar, 2023 @ 8:26pm 
I somehow did not update the mod to 1.4.2 version. Is now updated.. about a year or so late
𝚊𝚌𝚑𝚎𝚛𝚘𝚗 19 Mar, 2023 @ 11:05am 
Thank you very much, I'll try that!
BakaKemono  [author] 19 Mar, 2023 @ 3:58am 
At some update I removed the bool to fix a bug, but for now you can change true to false below these comments in the code to disable that feature

//throw at air targets at close range

//rabbits throw knife when hurt

//rats throw any weapon at unaware target after time as passed

//throw weapon while in the air
𝚊𝚌𝚑𝚎𝚛𝚘𝚗 19 Mar, 2023 @ 1:55am 
Hey. It seems like this mod makes fighting in groups more bearable, however things like enemies sniping you in the air bother me.

I can't seem to find the boolean to disable throwing at air targets in the script? the string just doesn't come up period. Can I just insert it and it would work?

Any ideas?
BakaKemono  [author] 16 Sep, 2022 @ 12:47am 
"JUMP KICKS: Requires "Bloody Combat" (or the reduced version) or the "Balanced Jump Kicks" mods installed for this to work."
NuMereOG 15 Sep, 2022 @ 11:54pm 
what mods do you need for jump kicks
BakaKemono  [author] 15 Sep, 2022 @ 12:06pm 
those features only work with rabbits and make sure you have the required mods also active for jump kicks
NuMereOG 15 Sep, 2022 @ 7:26am 
my npcs dont even jump kick
T3CHNOHUSK3Y 31 Aug, 2022 @ 7:50pm 
Wasn't a fan tbh. Anything outside a 1v1 can be really frustrating since the AI love to spam jumpkicks, they will never miss-time them either so you can get juggled around and killed in the blink of an eye. There is no tell for enemy weapon throws and any jump you make, no matter how small, will result in your instant death if enemies have weapons.. Enemies can also throw weapons midair making this even more frustrating, sometimes you wont even realize how you died or have a chance to react. The mod itself works well it just doesn't account for human reaction times or the overall balance of combat. Players are basically forced to stay grounded or kite enemies and use cheap tactics to win. Its fun in a 1v1 but fails to balance the combat.
Takeit 18 Aug, 2022 @ 9:18am 
in witch maps dog will throw his weapon?
Athermostat 25 Jun, 2022 @ 7:39pm 
fuck yeah squigga
Pureforge 18 May, 2022 @ 5:50pm 
Thanks for reaching out, I managed to get my problem solved
BakaKemono  [author] 18 May, 2022 @ 5:42pm 
Are you using the beta/testing version of overgrowth?
Pureforge 18 May, 2022 @ 3:59pm 
Whatever I do I can't get the AI to throw weapons. I tried changing species, disabling mods and reinstalling...
Pureforge 18 May, 2022 @ 1:59pm 
In some occasions, AI wont use their weapons. They will proceed to use fists while holding the weapon on their hand. Only fix I found is re-installing the mod everytime. Any workarounds?
BakaKemono  [author] 6 May, 2022 @ 10:33am 
yes
lejames bron 6 May, 2022 @ 9:56am 
Does this work in Arena?
BakaKemono  [author] 20 Feb, 2022 @ 2:56am 
Thanks Zed also an update

1.4.2
-Fixed AI not attacking while looking at dead bodies
-AI will now be aggressive in a group fight if their target knocked down their current opponent
-Fixed AI stuck in dodge and attack state resulting in AI stating around doing nothing until attacked
-Other minor bug fixes
Zed 10 May, 2021 @ 6:57pm 
Wow! I've always loved Overgrowth's combat and think the base game's AI is fairly good, but seeing enemies gang up on me, using everything they've got to find openings and coordinate was incredible. Absolutely insane, adds so much flair and difficulty. First time I've had to play on lower difficulties in a while.
BakaKemono  [author] 1 May, 2021 @ 3:12pm 
New update

1.4.1
-Overall group fighting aggression bug fixes and changes
-AI Patients reduced the longer it is waiting while group fighting without contact resulting in more simultaneous attacks. Unless engaged by the player

1.4
-Allowed certain dogs on the level to throw their weapon at a distant targets (In vanilla they will throw their weapons all the time)
-Fixed rats not throwing their weapons
-Added support for Balanced Jump Kicks. All rabbits are now allowed to attempt jump kicks
BakaKemono  [author] 9 Feb, 2021 @ 12:55pm 
update to 1.3 and made the toggle easier to find to disable that feature

-Added easier way to disable feature air throwing feature
goto where you steam is installed:
steamapps\workshop\content\25000\1241215386\Data\Scripts
open the file in the folder and find "bool throw_at_air_targets = true"
and set change true to false
Helios 6 Nov, 2020 @ 4:34pm 
To anyone annoyed how enemies instakill throwing their weapon at you as soon as you press jump, here's how you disable that behaviour:
The mod has only one file "enemycontrol.as".
Open it, go to the line that says: "bool WantsToThrowItem()"
Comment out everything inside the {} by adding // at the start of every line withinthe brackets
Add "return false;" (without the "" of course) and save
Delete "enemycontrol.as.bytecode" to make sure your changes are being applied, it should be under "...Documents\Wolfire\Overgrowth\ModsDataCache\com-dynamicai\Data\ScriptBytecode\enemycontrol.as.bytecode"
~Ink_Thief~ 4 Sep, 2020 @ 4:06pm 
Hey, this is a very cool mod, like it a lot. I do have a suggestion, do you think it's a good idea you can do like a stealth mod? Like change how far or limited the ai's detection does depending on how bright or how dark an area is? Like Splinter Cell's Stealth is but with rabbits, cats, dogs, and stuff.
The King of Funky 30 Jul, 2020 @ 4:10am 
that would be appreciated. i went into the actual file to do that mself but i dont know what language you wrote it in and im not good enough at programing to know so i just turned it into a comment until this changes or i find a need for it.
BakaKemono  [author] 29 Jul, 2020 @ 3:19pm 
i can add some reaction time to them before they can actually throw it
The King of Funky 29 Jul, 2020 @ 4:55am 
is there anyway to disable enemies throwing weapons at me in while in air. they do it the second i press space leaving me no ability to dropkick armed enemies. i like the way they act with this mod but the weapon throwing is obnoxious.
BakaKemono  [author] 5 Nov, 2019 @ 10:11am 
It doesn't conflict with bloody combat mod, its meant to be used along side it.
Vyrteegho 5 Nov, 2019 @ 9:56am 
Yo is there any way to make this not conflict with the bloody combat mod?
BakaKemono  [author] 4 Nov, 2019 @ 2:09am 
The way dogs throw weapons is still handled by the default AI script.
Kastuk 4 Nov, 2019 @ 1:48am 
When they throwing weapons by distance, they make my work easy. Evade, pick up, throw back.
ɮ | Ƒire Ɯolf 8 Oct, 2019 @ 11:25am 
A great mod!
BakaKemono  [author] 1 Sep, 2019 @ 1:50am 
Sorry late reply

@its a joj
Not really. they will attack less often but are able to block or counter attack more often this is also because they aren't in an attack animation. If they are hurt rabbits are likely to throw their knife or jump kick you if allowed to do.

@DatGameh
Thanks for the idea, I just hopefully I will get around to doing this.
Lord GobbleCoque 24 Jul, 2019 @ 10:29pm 
sorry im an idiot but does this basically mean the more it gets damaged it fights weaker etc.
DatGameh 6 Jul, 2019 @ 5:27pm 
I think I a rough idea on a somewhat different way to implement it. A pseudocode of some sort.
(Not sure how easy it will be to implement, though):

Have a counter that counts how often you do feints.
The more often you feint near/towards them (and their blocks block nothing), the more aggressive the opponent will become or less inclined they are to block.
This will make it so you can bait them into attacking more often and block less.
Once you do block their attack/counter a move, the counter resets/gets reduced (i.e. the enemy realizes what you're trying to do).

Maybe the rate of their aggression increasing could differ based on the 'base-aggression' they started off with. Enemies with high base-aggression will be tricked easily, while enemies with low base-aggression won't be tricked at all.

Just my two cents. I guess this application changes the way feints are used, but probably won't require changing the core character scripts that much. Hope it helps
BakaKemono  [author] 6 Jul, 2019 @ 4:11pm 
Feints were added to the game to prevent block spamming.

This was something I was tying to add to the mod at some point but I either couldn't figure out a solution or doing so was too complicated. The feints are very slow even if the AI tries block they will fully recover by the time you can do another attack.

This requires edits to the core character scripts as well. When I can, I will look into what can be done.