Changelog:
-Crackdown’s Holdout rebalance, thanks to several team members and fuglore.
-Hoppip’s grace piercing adjustment is now available as a toggle setting under mod options (thank you to Hoppip for letting us use it!)
-The total enemy cap is now balanced for different playercounts, meaning less spam when playing solo.
-Crackdown heist edits no longer override base game heists and now appear alongside them on Crimenet.
-Fix for inoperative sniper damage curving.
-Fixes to the friendly fire mutator.
-Fix for misidentified rof calculations in rifleman enemies.
-Preparatory work for Murkywater enemy asset implementation, thanks to Nelson01023.
-Reformatted standard enemy and classic enemy asset structure for cleaner loading, thanks to Nelson01023 and fuglore.
-Fixed, revised particle effects on enemy snipers:
• Normal-Overkill: Lasers, tracer rounds and scope glint
• Mayhem-Crackdown: Tracer rounds and scope glint
-Fix for an erroneous crowbar spawn on Crackdown Shadow Raid and several other bugs.
-Fix for obscure copbrain logic crash, thanks to fuglore.
-Removed all Zeal units, thanks to Zdann.
Fixes and system improvements courtesy of the hyperproductive Hoxi:Marking/Shouting improvements
-Marking specials is prioritized over dominating enemies, and each special has its own priority level (Cloakers have the highest).
-Snipers can be marked from 3 times the normal distance.
-Marking while ADS now works through glass. Done in a way that doesn't affect depth of field.
-You can now only shout to intimidate enemies if the enemy hostage limit wasn't reached. If the enemy you're shouting at can't surrender at all (e.g. gangsters), you won't even shout at them.
-Drones can be marked using the shout/interact button again.
-Disabled cameras/drones can't be marked anymore, along with looped cameras (unless the loop is about to expire). This does not include cameras disabled by an ECM.
-Inspire basic is no longer wasted on bots, you will simply call them over without triggering its cooldown.
-Downed teammates are ignored when Inspire ace is on cooldown, just like when you lack the skill, so no more "Follow me" lines.
-You will no longer yell at tied civilians if they're on the ground.
Team Bot AI improvements
-You can now order the bots to stay put if they're masked up during stealth (e.g. in No Mercy), although this is not recommended if you want them to yell at civilians.
-Bots will reload if their magazine has 50% or less ammo when out of combat, this includes looped reloads (and they will only reload the amount of necessary rounds).
-Bots will now yell at civs as long as they're not on the ground, and as long as the civ has more than 10s of intimidation left IF they're on the ground.
-Bots will also yell at escorts to make them move.
-Bots can now mark Turrets.
-If being tased, bots will mark the attacking Taser until they're free or incapacitated by them.
-Bots will not mark targets that are already marked.
-Bots can only mark valid targets if they're in front of them (except when being tased).
-Bots will no longer Inspire players when cuffed and will do the Inspire gesture if not performing another animation.
-Bots have a new targeting AI that changes depending on the distance based on enemy type, distance, and whether a unit has been marked. They will not fire uselessly at shields.
-Exception to the above: Bots will always prioritize charging Cloakers and Tasers trying to tase someone.
-Converted enemies make use of the reworked targeting AI.
-Bots will never drop light bags (the ones you can run with) when trying to revive a player.
-Bots will drop heavier bags based on having Inspire out of cooldown and their weight.
-When downed, Bots will drop heavy bags if it will help them reach the player faster.
Enemy improvements
-Enemies will not completely ignore hits to body armor.
-Enemies taking damage use a more nuanced threat evaulation.
-Phalanx Shields will no longer go over the Shield spawn cap in Crime Spree and will no longer prevent Winters from spawning. (This would also affect Holdout, but that mode is different here in Crackdown.)
Suppression improvements
-Suppression has been reworked, it now uses a 1m radius cylinder that goes in the direction of where you're aiming and collects units to suppress. Teammates of the shooter are ignored. Enemies, bots and Sentries/Turrets also use this system.
-Weapon auto-aim and suppression state is now checked before these systems are calculated, further improving performance.
-Suppression and panic chance now scale with distance.
Weapon system improvements
-Enemies, bots and Sentries/Turrets use 1 ray like player weapons (which penetrates glass and similar) for major performance improvements.
-Weapons that can go through walls will stop after penetrating one wall.
-Fire DoT from guns uses a consistent refresh model to fix a stacking damage loop oversight.
-Shotguns can now penetrate like normal weapons (this includes bots and glass).
-Shotguns with AP slugs always use one ray, streamlining performance and fixing a damage penetration reset bug.
-Shotguns with the community Buckshot 000 ammo type deal damage per pellet (so you can choose which one to use).
-Shotguns with the standard game pellet mechanic will now prioritize a Dozer's faceplate and visor, and a Turret's shield or weak point (note to modders: this has been done through ShotgunBase, remove is_head fixes for both of these units if you use them).
-Bullet damage is no longer duplicated from clients against NPCs, improving performance and fixing a clientside damage bug (note to modders, this was done via raycastweaponbase).
Miscellaneous
-Melee from NPCs has been reformed. They will hit players as usual, but like players, their attacks can now hit other objects and players, such as glass.
-Dozers will now use their unique punching animation.
-Enemies hurt during stealth will no longer randomly fire their weapon, but tasing them will, 100% of the time.
-Player taser attacks have been changed. Duration is now based on how much the attack was charged (up to 5 seconds on a full charge).
-Enemy electrocution effects and animations have been improved.
-Revised all damage type functions for cops and fixed many inconsistencies. Dealing 0 damage means no damage indicator will pop up.
-Graze will no longer melt units with damage clamps (aka Winters and his Shields).
-Multiple deeply rooted network code fixes (thank you Zdann, really) involving enemy hurt animation synching. These should greatly improve network performance in some situations and ensure that enemy hurt animations are properly synched between client and host.
-Many other internal code checks and small performance improvements not visible in general gameplay.
Changelog: -Crackdown’s Holdout rebalance, thanks to several team members and fuglore. -Hoppip’s grace piercing adjustment is now available as a toggle setting under mod options (thank you to Hoppip for letting us use it!) -The total enemy cap is now balanced for different playercounts, meaning less spam when playing solo. -Crackdown heist edits no longer override base game heists and now appear alongside them on Crimenet. -Fix for inoperative sniper damage curving. -Fixes to the friendly fire mutator. -Fix for misidentified rof calculations in rifleman enemies. -Preparatory work for Murkywater enemy asset implementation, thanks to Nelson01023. -Reformatted standard enemy and classic enemy asset structure for cleaner loading, thanks to Nelson01023 and fuglore. -Fixed, revised particle effects on enemy snipers: • Normal-Overkill: Lasers, tracer rounds and scope glint • Mayhem-Crackdown: Tracer rounds and scope glint -Fix for an erroneous crowbar spawn on Crackdown Shadow Raid and several other bugs. -Fix for obscure copbrain logic crash, thanks to fuglore. -Removed all Zeal units, thanks to Zdann.
Fixes and system improvements courtesy of the hyperproductive Hoxi: Marking/Shouting improvements -Marking specials is prioritized over dominating enemies, and each special has its own priority level (Cloakers have the highest). -Snipers can be marked from 3 times the normal distance. -Marking while ADS now works through glass. Done in a way that doesn't affect depth of field. -You can now only shout to intimidate enemies if the enemy hostage limit wasn't reached. If the enemy you're shouting at can't surrender at all (e.g. gangsters), you won't even shout at them. -Drones can be marked using the shout/interact button again. -Disabled cameras/drones can't be marked anymore, along with looped cameras (unless the loop is about to expire). This does not include cameras disabled by an ECM. -Inspire basic is no longer wasted on bots, you will simply call them over without triggering its cooldown. -Downed teammates are ignored when Inspire ace is on cooldown, just like when you lack the skill, so no more "Follow me" lines. -You will no longer yell at tied civilians if they're on the ground.
Team Bot AI improvements -You can now order the bots to stay put if they're masked up during stealth (e.g. in No Mercy), although this is not recommended if you want them to yell at civilians. -Bots will reload if their magazine has 50% or less ammo when out of combat, this includes looped reloads (and they will only reload the amount of necessary rounds). -Bots will now yell at civs as long as they're not on the ground, and as long as the civ has more than 10s of intimidation left IF they're on the ground. -Bots will also yell at escorts to make them move. -Bots can now mark Turrets. -If being tased, bots will mark the attacking Taser until they're free or incapacitated by them. -Bots will not mark targets that are already marked. -Bots can only mark valid targets if they're in front of them (except when being tased). -Bots will no longer Inspire players when cuffed and will do the Inspire gesture if not performing another animation. -Bots have a new targeting AI that changes depending on the distance based on enemy type, distance, and whether a unit has been marked. They will not fire uselessly at shields. -Exception to the above: Bots will always prioritize charging Cloakers and Tasers trying to tase someone. -Converted enemies make use of the reworked targeting AI. -Bots will never drop light bags (the ones you can run with) when trying to revive a player. -Bots will drop heavier bags based on having Inspire out of cooldown and their weight. -When downed, Bots will drop heavy bags if it will help them reach the player faster.
Enemy improvements -Enemies will not completely ignore hits to body armor. -Enemies taking damage use a more nuanced threat evaulation. -Phalanx Shields will no longer go over the Shield spawn cap in Crime Spree and will no longer prevent Winters from spawning. (This would also affect Holdout, but that mode is different here in Crackdown.)
Suppression improvements -Suppression has been reworked, it now uses a 1m radius cylinder that goes in the direction of where you're aiming and collects units to suppress. Teammates of the shooter are ignored. Enemies, bots and Sentries/Turrets also use this system. -Weapon auto-aim and suppression state is now checked before these systems are calculated, further improving performance. -Suppression and panic chance now scale with distance.
Weapon system improvements -Enemies, bots and Sentries/Turrets use 1 ray like player weapons (which penetrates glass and similar) for major performance improvements. -Weapons that can go through walls will stop after penetrating one wall. -Fire DoT from guns uses a consistent refresh model to fix a stacking damage loop oversight. -Shotguns can now penetrate like normal weapons (this includes bots and glass). -Shotguns with AP slugs always use one ray, streamlining performance and fixing a damage penetration reset bug. -Shotguns with the community Buckshot 000 ammo type deal damage per pellet (so you can choose which one to use). -Shotguns with the standard game pellet mechanic will now prioritize a Dozer's faceplate and visor, and a Turret's shield or weak point (note to modders: this has been done through ShotgunBase, remove is_head fixes for both of these units if you use them). -Bullet damage is no longer duplicated from clients against NPCs, improving performance and fixing a clientside damage bug (note to modders, this was done via raycastweaponbase).
Miscellaneous -Melee from NPCs has been reformed. They will hit players as usual, but like players, their attacks can now hit other objects and players, such as glass. -Dozers will now use their unique punching animation. -Enemies hurt during stealth will no longer randomly fire their weapon, but tasing them will, 100% of the time. -Player taser attacks have been changed. Duration is now based on how much the attack was charged (up to 5 seconds on a full charge). -Enemy electrocution effects and animations have been improved. -Revised all damage type functions for cops and fixed many inconsistencies. Dealing 0 damage means no damage indicator will pop up. -Graze will no longer melt units with damage clamps (aka Winters and his Shields). -Multiple deeply rooted network code fixes (thank you Zdann, really) involving enemy hurt animation synching. These should greatly improve network performance in some situations and ensure that enemy hurt animations are properly synched between client and host. -Many other internal code checks and small performance improvements not visible in general gameplay.