SamSuka
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PANPC 2.0.1 Released!

So a couple of days ago, I shipped the new PANPC 2.0.1 release on the GreslinGames Discord. GreslinGames members with Citizen role access can get it now on the incremental PANPC release channel (#releases-latest).

This is mainly an optimization release, part of an ongoing effort to clean house, strip out old legacy code, and free up script resources. This is a net improvement on 2.0 - everything that was added has been more than paid for with optimization offsets - and while I'm pretty happy with just that, I have some new toys for you to play with as well.

The 2.0.1 changes include:

Optimizations

As I said, I'm working on cleaning house, tightening up code and freeing up bytecodes and cycles. At this point I'm reluctant to add anything new to PANPC, without paying for it (plus some) with optimization offsets. While there are a few new features and changes in this version, it should be a bit better optimized than the 2.0 public release.


New Compatibility Options

I've made no secret of my main design goals of the 2.x series: optimization and compatibility. Most of the PANPC main design challenges, I feel, have been solved and the core systems are stable and mature. So now it is time to clean up old legacy code, hook some things back up, open up some internals to modders, and start expanding to better support other mod projects.

I'm currently in talks with the FROST maintenance and patch team, finding out what new PANPC features would make their lives easier and more fun. PANPC v2.0.1 is the start of that effort, but not nearly the end of it.

v2.0.1 includes new custom activation profiles for "Random Combat Civilian" (NPC randomly receives one of the other profiles) and "Enclave" (hostile/evil power armor user). I've also exposed some internals in the stealth/detection scanning system. 

New Stealth Tools and AI Tweaks

PANPC v2.0.1 makes some changes to the stealth-related AI in the Base (Raiders, Gunners, etc.) and Super Mutant AI agents.  

For example, the Base AI is now allowed to ambush targets using melee weapons, if the attacking NPC is also using a stealth effect (Stealth Boy, etc.). Previously that was limited in Base to firearm assaults. Both Base and Super Mutant agents are now more likely to creep around at night if they're using stealth - but they are also more likely in some situations to lay in wait while in stealth, picking the right moment for you to come along.

Nightkin fans should have a fun time.

Ambush Changes

Speaking of ambushes, over the next few PANPC versions I'm taking a closer look at ambush behaviors. For now, in v2.0.1 enemies will be more focused on ambushing their target from the left or right rear flank. Previously, ambushes simply aimed at the target, without concern of specific approach angles or distances.

MCM Updates and AutoAlert

In PANPC, NPCs have always gone into alert on their own when their Courage was high enough, whether or not they were hostile or had detected a target. This state makes the NPC begin to search out detection events and patrol around for trouble.

The trouble is, this tends to confuse some players who are used to relying on their Caution/Danger indicator and compass red dots, which show alerted NPCs as hostile enemies. While I generally recommend disabling those HUD items using DEF UI or FallUI, players who prefer a more vanilla-like experience can now simply turn off the AutoAlert feature in MCM.  


PANPC 2.0.1 is now available in the PANPC incremental #releases-latest channel of the GreslinGames Discord. Access to this channel is limited to GreslinGames members with at least Citizen role - when you visit, just pop into the #role-requests channel and ask for the role.

PANPC 2.0 remains available for download in the open PANPC #releases-public channel.
 


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