maewing-Enhanced_Bots icon

Enhanced Bots

(somewhat) smart AI players for local play. F7/F8/F9 (or the pause menu) adds an easy/medium/hard bot, F6 removes one.

By maewing

CHANGELOG

Changelog

1.2.6

  • Team play: when another mod puts players into teams (and teammates can't hurt each other), bots never go after their teammates. They don't swing or blast with a teammate in the way, leave a weapon to a teammate who is closer, go after whoever just killed their teammate, and help a teammate who is being attacked. Nothing changes without teams.
  • Bots use less CPU while they are knocked about in the air.

1.2.5

  • Fixed bots freezing with errors after the game restarts to the lobby, or after a player's controller is unplugged mid-round.
  • Bots use a bit less CPU on busy maps (fewer small hitches).

1.2.4

  • Hard bots use weapon jumps when recovering: they steer onto a falling or loose weapon below them and jump off it for an extra jump.
  • Fixed stuttering with hard bots on maps with lots of moving hazards (like some Christmas maps). Bots also use less CPU on big maps.
  • Bots no longer stay away from the middle of maps with a slow spinning plank.
  • Fixed bots standing still forever on a spot they can't shoot from.
  • Fixed a bot walking off the map at the start of every round after it gave up a stalemate once (bots-only rounds).

1.2.3

  • Bots are a bit more aggressive and less prone to stalling, especially when only bots are left.
  • Smoother movement: fewer pointless jumps, better on ice and Christmas maps.
  • Bot personalities vary a little more.
  • Bots rejoin in their old slots after the lobby reloads.
  • Small lobby tweaks and fixes.

1.2.2

  • Every bot gets its own personality when it joins: some are more patient, some take more risks and go for the win sooner.
  • Hard bots no longer get stuck hopping around each other forever: once they run out of patience (or feel lucky) they attack even when the other bot might parry it.

1.2.1

  • Bots understand rounds where everyone can fly (Round Modifiers' FLIGHT): they fly to weapons, shoot from mid range, fly in to punch, and stay on screen instead of acting like the Halloween boss and flying off the top.
  • The F6-F9 bot keys in the lobby stay on the lobby wall on 16:10, 4:3 and ultrawide screens (on 16:10 they were hidden under the top bar). The pause menu's bot buttons line up with them.

1.2.0

  • Made hard bots... harder.
  • Hard bots dodge thrown weapons, punch guns out of people's hands, keep their jump when someone armed has a line on them, and don't waste their block on tricks while someone can hit them.
  • Hard bots recover from big knockbacks much better (a measured brake, jump and kick-glide recipe), and know how far they'll really slide or fly.
  • Hard bots read campers, runners and stallers: they cut runners off and corner them, fetch a gun or something to throw at a camper they can't reach, and otherwise wait below and taunt them. Medium bots notice campers too, later.
  • Hard bots play to win the round: careful by default, but they take their chance when the last enemy is weak, stunned or unarmed, and they don't stall forever.
  • Hard bots juggle dead players with punches when nothing can punish them for it (in the lobby too). Disrespectful, yes. They also kick a falling body for one more jump when they're recovering.
  • Halloween maps are back in local play. Bots know when ghost platforms will vanish and get off in time, weigh up taking the pumpkin (it revives everyone), fly and shoot as the boss, and grab the ghost guns to fight one.
  • Bots understand Weapon Framework weapons: they charge up charge weapons and let go instead of tapping, hold down hold-to-use ones, fight up close with mod melee weapons, and use a mod gadget once or twice before throwing it. Medium and hard bots sometimes use a weapon's block-button alt fire.
  • Bots notice when a weapon's attack dashes them somewhere and never dash off a ledge or into spikes.
  • Fewer deaths to the map: bots see where a fall will really land (spikes, lava), brake when sliding towards a ledge, don't punch-run off edges, only jump in on someone where there's ground, dodge bombs without running off the map, keep away from black holes, and step off falling rocks before they go.
  • Hard bots treat spikes, lava and lasers behind them in a melee like a ledge.
  • Bots notice when they're stuck against a wall or can't reach someone, and do something else for a bit.
  • Pause menu: REMOVE / EASY / MEDIUM / HARD BOT buttons where the F6-F9 hints are. Press Right on the pause menu to reach them, so bots can be added and removed with a controller.
  • Bots use far less CPU: about 0.2 ms a frame for three hard bots in a busy fight, down from about 1.1 ms.

1.1.1

  • If BayTurtleKing's Stick Bots is enabled too, Enhanced Bots turns itself off and says so in red in the lobby, where the bot keys normally are.

1.1.0

  • New lobby mode. In the lobby bots relax: they stroll around, dance (new: dab, headbang, moonwalk, shadowboxing), show off movement tricks (bunny hops, a rocket jump with a punch-glide down, wall climbs, throw-hops), copy a nearby player for a few seconds, and come over to watch and cheer when others fight.
  • In the lobby bots never hit first. Whoever hurts a bot (a player or another bot) gets fought back, and only them, until they've left it alone for 8 seconds.
  • When the humans have fought it out and one is left standing in the lobby, the bots come over and taunt them so the match can start. If every human is dead, the bots settle it between themselves.
  • The door on the right of the lobby is the humans' choice. Bots keep away from it and only walk up to complete the vote once every human has waited there for 1.5 seconds, the same on the way back. They never step through it themselves.
  • After going through the door, bots look around for a moment and then carry on in the new room.
  • Bots wave at players who join.
  • Bots draw the Bow all the way before letting go.
  • Bots predict where a jumping target comes down, check that a dropping shot's arc is clear, and easy and medium bots lead a little less precisely.
  • Bots use almost no CPU while none are in the game.

1.0.2

  • Bots understand the weapons added by Better Expanded Weapon Spawns, including drawing the Bow.
  • Bots throw the Ball unless a hit would drag the enemy off a ledge or into a hazard, and throw it for the kill.
  • Bots blow enemies away with the Fan when it pushes them off a ledge or away from a melee attack.
  • Bots plant a laser or two with the Laser Planter, then throw it. They throw the Shield straight away.
  • The lobby shows the bot keys in the top right.

1.0.1

  • Typo fix.

1.0.0

  • First release.