General Changes:
AI Behavior Changes:
- Support for 2.2.10
- Add "addbot" / "removebot" commands to add / remove bots
- Add "alterbot" command to alter a bot's skin and color
- Add "ai_maxbots" setting to limit number of added bots per player
- Add "ai_reserveslot" convar to reserve a player slot for new clients
- (ensures players are still able to join a game with many bots active)
- Improve status messages shown with "listbots" command
- Add support for swapping characters with bots
- (press Fire while inspecting bot with Weapon Select / Next / Prev keys)
- Add splitscreen commands (e.g. "addbot2", "setbot2", etc.)
- Fix SP bots losing their ability AI override on death
- Fix a few issues on 2.2.10, like always facing north
- Improve "ai_catchup" behavior (which also now works in singleplayer)
- Fix attempting to target things too far down in goop
- Fix forgetting how to use shield abilities while holding a Fire Flower
- Improve use of Armageddon Shield nuke to also consider target health and fret status
- Fix v1.5 regression causing accidental super transformations while bored / idle
General Changes:
AI Behavior Changes:
- Allow bots to always respawn in special stages, even when player-controlled (e.g. teleported over death pit)
- Rewrite special stage respawning to be considerably more sane, instead of a hack
- Fix occasional Lua error from BotRespawn hook in singleplayer
- Avoid teleporting bots to disconnecting or spectating leaders (unless AI-controlled)
- Holding Toss Flag while stationary now orders bots to use abilities (like pushing against something)
- Clean up "bothelp" command to be context-sensitive (with a parameter to show all commands)
- Add new "overrideaiability" command for overriding jump / spin ability AI
- (advanced, intended for experimentation w/ custom characters - use "bothelp 1" for more info)
- Fix rare issue where SP bot could reset your rings to 0 when exiting a level
- Fix issue where SP bot could grant a perfect bonus with only half a level's rings collected (oops)
- Fix potential network desync when evaluating a leader's following bots
- Rework multi-bot following to always arrange bots into a line when following a single leader
- Allow leader to cycle their following bots with Weapon Next / Prev keys (default Mouse Wheel)
- Allow leader to inspect their following bots with Weapon Select keys (default 1-7)
- Truncate player names to 10 characters on bot HUD
- Fix rare issue where bots occasionally can't pick up rings while their leader is dead
- Many minor fixes and code cleanups, eradicating most magic numbers
- Fix not targeting minecarts, and sometimes getting confused when jumping on rollout rocks
- Fix occasionally trying to jump for things we can't actually reach
- Avoid picking up leader any time we're fly-attacking a target
- Fix trying to grab gravity box when leader isn't under reverse gravity
- Allow grabbing Tokens and Emeralds in multiplayer
- Fix not always not jumping for targets correctly when being carried
- Allow communicating targets with other AI, increasing efficiency in large groups
- Add support for all vanilla custom abilities (such as Homing Attack, Telekinesis, and Air Drill)
- Rewrite existing abilities to be much more responsive when following or in combat
- Improve understanding of being flown around by other players or bots
- Add a small reaction time interval to spinning with leader or thokking
- Improve out-of-sight waypoint navigation, particularly through teleporters
- Improve Knuckles' glide and climb AI when following
- Improve Tails' chain-carry behavior at high speeds
- Add new idle behaviors
- Fix performance issue where AI could run target selection every frame at certain ranges
- Fix AI sometimes not busting a bustable wall their leader is pushing against
- Improve understanding of chain-bopping enemies, particularly when making epic jumps from far above
- Fix derpy targeting behavior in special stages with enemies present
- Fix a few remaining movement oddities when scaled (e.g. shrunk)
- Fix a few v1.3 regressions with Fang's combat AI (and generally improve it a bit)
- Other miscellaneous tweaks and fixes
General Changes:
AI Behavior Changes:
- Fix disconnecting bots being unable to teleport
- Fix position resetting when using "setbot" command as a spectator
- Fix Tails again attempting to fly-attack underwater or grounded targets
- Fix Tails constantly trying to grab rings with flight (unless already flying)
- Fix Tails being unable to fly-attack targets with an attraction shield
- Fix disconnecting bots getting stuck trying to grab rings etc.
- Clean up movement, particularly when close or in combat (allows more short hops)
- Allow using elemental shield to quickly stop, if close enough to ground
- Fix a few cases of accidentally jump-cancelling a spindash
- Account for momentum when determining attack range for custom SF_NOJUMPDAMAGE characters
- Fix nonsense attraction shield target range check
- Don't extend target distance for rings etc. in special stages
- Fix targeting invisible things
- Allow Tails to fly-attack targets a bit further away, and fly around in goop smarter
- Fix various longstanding issues with relative height checks in reverse gravity or at scale
- Try switching targets if we've failed to hit our current target after 3 jumps
- Attempt to join matches when spectating by pressing fire
- Support for CBW's Chaos Mode mod - prioritize objectives, ready up by jumping into emblems
- Other miscellaneous tweaks and fixes
General Changes:
AI Behavior Changes:
- Fix potential softlock from bots respawning in special stages
- Improve Tails' fly and fly-attack AI behaviors
- Fix sometimes repeatedly jumping for rings etc. when we shouldn't
- Fix sometimes aborting jump logic against certain targets too early
- Fix jittery movement when tracking slow-moving targets
General Changes:
AI Behavior Changes:
- Fix shields sometimes getting popped when they shouldn't (should only happen when leader gets hit)
- Allow nukes etc. to be set off when shield gets popped
- Spread out bots more when assigned to a random leader (ai_defaultleader 32)
- Fix SP bot sometimes resetting rings on respawn
- Fix v1.2 regression causing AI to no longer understand custom SF_NOJUMPDAMAGE characters
- Fix a few cases where AI might not charge a spindash properly
- Rewrite Fang's combat AI with cleaner logic that should derp out less
- Reduce time Amy waits to shield-buff friendlies again after previously failing
- Limit range AI will attempt to engage targets while being carried
- Fix Tails forgetting how to chain-carry a tired flying leader w/ super form available
- Tails AI now toggles between super / normal thinkfly (up arrow) every second if available
General Changes:
AI Behavior Changes:
- Allow bots to respawn in special stages when AI-controlled
- Allow SP bot to inherit player's powerups (thus allowing shield behaviors to be seen in SP)
- Invulnerable bots' shields are now popped when their leader takes a hit without a shield
- Fix issue where SP bot could sometimes carry player without actually flying
- Allow players to remember their "real" ring / life counts as a bot
- Allow teleporting to leader even if they're spectating
- Wait a second before teleporting to leader on respawn
- Fix various life-sync issues with 0 lives
- Raise minimum ai_seekdist to a more reasonable 64 fracunits
- Fix a few issues with vertical aiming reset when taking back control of a bot
- Fix issue where "AI Control In..." would still display when ai_sys was off
- Fix issue where thinkfly overlay (up arrow) was spawned and destroyed every frame
- Assorted code cleanup and other minor fixes
- Add support for CoopOrDie enemy tagging / target priority mechanics
- Hop out of spin if going too slow, also try to steer an active spin into targets more
- Improve Tails' flight logic to descend a bit more aggressively and land near leader quicker
- Mirror leader's OLDC votes
- Improve movement prediction, particularly underwater and against fast-moving targets
- Prefer spindashing targets on slopes (and rev it longer if needed)
- Allow Sonic to thok-attack targets
- Allow Knuckles to glide/slide-attack targets
- Always use ability when jumping out of special stage water
- Wiggle free from Pterabytes!
- Fix Tails attempting to fly-attack underwater or grounded targets
- Improve Sonic thok usage, avoiding it when it would actually slow us down
- Improve Metal Sonic / Super Sonic float usage, with better height checks
- Allow whirlwind shield ability to be used against passive targets (e.g. collecting rings)
- Fix longstanding issue where AI only searched for targets half as often as intended
- Allow Fire Flower to be used against monitors (and targets above or below)
- Fix AI sometimes getting stuck spindashing against an obstacle
- Fix not attacking DSZ3 boss (due to being unable to "see" it)
- Make sure we're actually on target before attempting to spin-attack a target
- Tweak Amy's hammer attack logic to account for LHRT range a bit more
- Fix vertical spectator movement in reverse gravity
- Fix Fang sometimes getting stuck below targets we're trying to shoot
- Fix AI sometimes flipping out when recalled to leader during combat
- Fix up out-of-sight waypoint placement (can better follow leader through teleporters etc.)
- Check vertical distance to waypoint when determining if we've reached it or not
- Fix v1.1 regression causing flame shield ability to not be considered at long ranges
- Allow bubble shield to be used as a double-jump when close enough to ground
- Fix sometimes getting stuck in zoom tubes (e.g. ERZ1 2D tube section)
- Other miscellaneous behavior fixes and improvements
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