Natural Selection 2

Natural Selection 2

Bishop - Bot Mod
Showing 11-18 of 18 entries
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Update: 16 Feb @ 6:09am

## [1.3.1] - 2025-02-16

### Fixed

- Prevent games being force ended when tests are enabled.

Update: 15 Feb @ 12:01am

## [1.3.0] - 2025-02-15

Note for dedicated server users: You need to give your SteamID permissions to
run the "bishop_set" (or all commands) in order to use the new Bishop UI. This
is done from within shine/UserConfig.json. Local server players don't need to do
anything.

### Added

- Add a UI to the mod. (Type !bishop in chat or bishop_menu in console.)
- Save and remember changed settings within the UI.
- Add an option to allow a game to start or continue without human players.
- Automate addition and removal of commander bots.
- Automate addition and removal of bots to maintain selected team sizes.

### Changed

- Allow bots to join imbalanced teams.

### Fixed

- Fix vanilla error spam when games commanded by bots ended in a draw.
- Fix vanilla bug that removed too many bots when using a command station.

Update: 3 Feb @ 11:13pm

## [1.2.2] - 2025-02-04

### Changed

- Increase maximum distance from Hive for evolution from 10 to 15.
- Decrease minimum distance from threat for evolution from 32 to 28.

### Fixed

- Fix Lerk not flying when within bite range of a marine.
- Fix logic error that prevented Onos evolution in some cases.

Update: 2 Feb @ 12:07am

## [1.2.1] - 2025-02-02

### Changed

- Enforce minimum building spacing from other buildings and walls.
- Enforce larger building spacing for Phase Gates and the Armory.
- Build the Arms Lab much closer to the Command Station.
- Reduce resource requirement for second marine base construction from 32 to 10.

### Removed

- Remove explicit delay after marine main base construction or research failure.

Update: 31 Jan @ 11:02pm

## [1.2.0] - 2025-02-01 - Lerks: Face Invaders

### Added

- Add Lerk doorway detection and avoidance.

### Changed

- Improve Lerk pathing and vector selection.
- Modify Lerk flight behaviour.
- Stop Lerks firing Spores at Exos.
- Enable Bot_Maintenance Phase Gate at double.
- Save resources for an Extractor when below 4 Extractors.
- Increase Lerk count slightly.

### Fixed

- Prevent strange building placement at marine spawn on ns2_tanith.
- Fix NanoGrid naming inconsistency causing script errors on ns2_veil.
- Fix offensive Phase Gate script error at the end of the round.

### Removed

- Remove Lerk juke avoidance on retreat.

Update: 15 Jan @ 4:32pm

## [1.1.1] - 2025-01-16

### Fixed

- Fix Bot_Maintenance structure scan being too low priority.

Update: 14 Jan @ 10:28pm

## [1.1.0] - 2025-01-15 - Hydras, Hydras everywhere

### Added

- Construct Hydras in empty tech points, or near a threatened Harvester or Hive.
- Construct Hydras around the immediate vicinity when threatened.
- Place Bile Mines near active or recent threats.
- Place Webs in areas of recent marine traffic.

### Changed

- Enable all Bot_Maintenance Observatory Scan features.
- Increase Gorge aggression.
- Give all Gorge bots building skin variants.
- Give all marine bots shoulder patches.
- Research Bile Bomb earlier in the round.
- Limit total Observatories to 3.

### Fixed

- Fix error when Contaminate had no known available target.
- Fix cases where commanders failed to build.
- Fix vanilla bug where dying in an Exo would corrupt LocationContention.
- Fix vanilla bug where ejecting from an Exo would corrupt LocationContention.
- Fix vanilla bug that falsely marked a room as unsafe for building for aliens.
- Fix pack leader getting stuck on its own members.

Update: 1 Jan @ 3:49am

## [1.0.0] - 2025-01-01 - "Knife trick" edition

### Added

- Add compatibility with the Bot_Maintenance mod.
- Drop preemptive medpacks when resources are above 40.
- Scan nearby cloaked hives when marines are in an attacking position.
- Construct and recycle offensive phase gates for hive assaults.
- Base construction at secondary tech points.
- Add robotics factory to the tech path.
- Add alien hunting pack behaviours.
- Add alien tech point assaults.
- Add cyst chain repair logic.
- Allow Onos, Lerk and Fade to retreat to a Gorge in certain situations.
- Add friendly and enemy body block detection to aliens.
- Add Onos and Skulk behaviour to pressure known marine infrastructure.
- Add bot requests for Nutrient Mist when evolving to Fade or Onos.
- Add construction and relocation of strategic tunnels.

### Changed

- Increase commander tick rate from 2 Hz to 4 Hz.
- Modify marine commander research and construction order.
- Swap research order A1,A2,W1 for A1,W1,A2 if low on resources.
- Research shotguns before phase tech if map control is poor.
- Scale supply drops with resource income.
- Scale supply drops more aggressively when resources are above 40.
- Track supply drop cooldown team wide instead of per marine.
- Prioritize medpacks over ammo drops.
- Allow supply drops to continue while tech overrides are active.
- Allow an earlier infantry portal build if the team is mostly dead.
- Build an early phase gate if marines secure a tech point.
- Simplify the logic for dropping a new hive.
- Modify alien commander research and construction order.
- Increase priority of saving for the next hive if a tech point is available.
- Limit the use of Hatch to a cooldown except during hive assaults.
- Save resources for upgrade chambers while building a hive.
- Increase alien commander's aggression for map control.
- Delay some upgrade chambers for smoother alien tech progression.
- Build upgrade chambers between all hives instead of all at one.
- Allow Skulks to target power nodes if they are powering something.
- Select lifeforms based on team collaboration rather than randomization.
- Scale Onos, Lerk and Fade retreat health based on how outnumbered it is.
- Allow Onos, Lerk and Fade to abort its retreat if the situation has improved.
- Increase Lerk usage of Spore.
- Reduce resource requirement of Contaminate to 80.
- Allow Contaminate to target any known marine building.

### Fixed

- Fix marine commander waiting for research or construction before continuing.
- Prevent dropping supplies to marines that have died.
- Fix commander only examining the active weapon when considering an ammo drop.
- Minor marine commander optimizations related to the alert queue.
- Fix alien commander attempting to research Contaminate.
- Fix critical performance bug caused by trying to Cyst off the navmesh.
- Reduce chance of tunnel being placed in positions where aliens will get stuck.
- Fix marines near tunnel exits blocking alien evolution.