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Releases: dwesterwick/SPTQuestingBots

Questing Bots 0.2.1 (Alpha 2.1)

18 Sep 03:32
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Updates from the 0.2.0 Release:

  • Implemented customs quests for Customs to improve bot pathing variety
  • Added more custom quests to Factory
  • Added time limit for bots to spend on a single quest (300s by default)
  • Reduced the chance of bots selecting the "spawn point wander" quest from 15% to 5%
  • Improved compatibility with Custom Raid Times and Immersive Raids
  • Added debug option to enter Labs for free, even as a Scav (disabled by default)
  • Fixed PMC spawn delays during Scav raids when using Late to the Party
  • Fixed performance issues when the PMC spawn count is 0 during Scav raids when using Late to the Party
  • Remove custom quest objectives if the positions in them are too far from valid NavMesh positions. If all objectives are removed, remove the quest too.
  • Bug fix for freezing when raids end
  • Bug fix for bots constantly trying to choose quests after they spawn (a source of performance issues for the first ~60 seconds of raids)
  • Bug fix for bots not being able to repeat repeatable quests

config.json files from the 0.2.0 release are compatible, but debug.free_labs_access will always be false, and bot_questing_requirements.max_time_per_quest will always be 300.

Known Limitations:

  • A lot more tuning will be needed to get bot movement correct
  • The only maps that are properly utilizing the new questing system are Woods, Customs, and Factory (Day and Night). All other maps still work, but bot pathing will be more predictable and less realistic compared to the 0.1.1 release.
  • If the mod fails to load all quests, it will keep retrying. That will result in a massive memory leak, and the game will quickly crash. Sorry. At least it'll be obvious that something isn't working correctly.

This mod REQUIRES DrakiaXYZ's BigBrain and Waypoints mods. It is NOT compatible with AI Limit, AI Disabler, and similar mods.

This is an alpha release and is still under development. Bot quest-selection will likely change in the future. Please review the list of quirks and features in the README to understand the mod's current capabilities and limitations.

If you experience a problem that isn't in the known-issues list in the README, please create an Issue here or let me know in Discord.

Questing Bots 0.2.0 (Alpha 2)

06 Sep 02:58
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Updates from the 0.1.1 Release:

  • Quests now have min/max player levels to limit which bots can perform them. Min level is defined by the maximum of the level required for the quest and all of its prerequisites, and max level is determined adding a number to the minimum level, which is defined by an array in config.json.
  • Basic custom quests can now be implemented to specify locations for bots to go. Quests can have multiple objectives. See quests\standard\woods.json as an example.
  • The bot quest-selection system has been changed and now factors in distances between quest objectives and the bot. See the README for more details.
  • Implemented a new system to allow multiple steps for an objective (i.e. go to a locked door, unlock it, then go into the room). However, this system is not fully utilized yet.
  • Allow bots to repeat certain quests after a specified delay (i.e. to simulate them hunting in hot spots)
  • Added a minimum distance for the spawn-point-wander quest to encourage bots to travel further between objectives
  • Reduced the chance that a bot will select the spawn-point-wander quest (30% -> 15%)
  • Made bots check for loot less frequently (by ~50%)
  • If debug.enabled=true, write a CSV containing quest information to the *log* directory at the end of each raid. The CSV will contain information about all possible quests and which bots were actively doing them, had completed them, or had failed to complete them.
  • Fixed NRE when the bot's brain type cannot be determined.
  • Fixed spawn-rush quest not being restricted to the beginning of the raid as intended
  • Optionally show spherical outlines of loot items for which valid nearby NavMesh positions cannot be found
  • Lots of refactoring, but a lot more is still needed

Known Limitations:

  • A lot more tuning will be needed to get bot movement correct
  • The only maps that are properly utilizing the new questing system are Woods and Factory (Day and Night). All other maps still work, but bot pathing will be more predictable and less realistic compared to the 0.1.1 release.
  • If the mod fails to load all quests, it will keep retrying. That will result in a massive memory leak, and the game will quickly crash. Sorry. At least it'll be obvious that something isn't working correctly.

This mod REQUIRES DrakiaXYZ's BigBrain and Waypoints mods. It is NOT compatible with AI Limit, AI Disabler, and similar mods.

This is an alpha release and is still under development. Bot quest-selection will likely change in the future. Please review the list of quirks and features in the README to understand the mod's current capabilities and limitations.

If you experience a problem that isn't in the known-issues list in the README, please create an Issue here or let me know in Discord.

Questing Bots 0.1.2 (Alpha 1.2)

31 Aug 03:10
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NOTE: Changes in bot behavior compared to the 0.1.1 release are minimal.

Updates:

  • Bots will stop questing if they need to perform surgery (and have a surgery kit)
  • Added configuration-manager option to toggle bot-questing on/off in-raid
  • Client code clean-up

config.json files from the 0.1.1 release are compatible.

This mod REQUIRES DrakiaXYZ's BigBrain and Waypoints mods. It is NOT compatible with AI Limit, AI Disabler, and similar mods.

This is an alpha release and is still under development. Bot quest-selection will likely change in the future. Please review the list of quirks and features in the README to understand the mod's current capabilities and limitations.

If you experience a problem that isn't in the known-issues list in the README, please create an Issue here or let me know in Discord.

Questing Bots 0.1.1 (Alpha 1.1)

24 Aug 15:08
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Updates:

  • Questing can be enabled for PMC's, Scavs, bosses, or any combination of them. However, questing will be automatically disabled for boss followers. Questing is only enabled for PMC's by default.
  • If bosses are allowed to quest, they will not be allowed to wander too far from their followers (if applicable)
  • Better detection for when questing bots want to extract via SAIN
  • Better detection for when questing bots want to loot via LootingBots:
    • Questing bots will be allowed to search at regular intervals depending on their success of locating loot during their previous attempt
    • Questing bots will only be allowed to scan for loot for a short amount of time before continuing with their quest
    • If a questing bot identifies possible loot, it will be allowed to continue looting until it's done
  • Some performance improvements
  • Bug (band-aid) fix for initial PMC spawns being delayed if EFT wants to spawn Cultists during the day for some reason
  • Increased required version of SPT-AKI from 3.6.0 to 3.6.1 to be safe

The config.json file from the previous release is not compatible.

This mod REQUIRES DrakiaXYZ's BigBrain and Waypoints mods. It is NOT compatible with AI Limit, AI Disabler, and similar mods.

This is an alpha release and is still under development. Bot quest-selection will likely change in the future. Please review the list of quirks and features in the README to understand the mod's current capabilities and limitations.

If you experience a problem that isn't in the known-issues list in the README, please create an Issue here or let me know in Discord.

Questing Bots 0.1.0 (Alpha 1)

21 Aug 04:26
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This mod REQUIRES DrakiaXYZ's BigBrain and Waypoints mods. It is NOT compatible with AI Limit, AI Disabler, and similar mods.

This is an alpha release and is still under development. Bot quest-selection will likely change in the future. Please review the list of quirks and features in the README to understand the mod's current capabilities and limitations.

If you experience a problem that isn't in the known-issues list in the README, please create an Issue here or let me know in Discord.