111 ratings
A Better AI
File Size
0.107 MB
Apr 23, 2016 @ 3:09pm
Dec 22, 2016 @ 10:18am
5 Change Notes ( view )

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A Better AI

-- A Better AI --
-- Mod by DerBK --
-- v2.00 --

A Better AI is the standalone version of the AI improvements that went into the enemy overhaul "A Better ADVENT".
Use this if you do want all the AI changes, but none of the enemy variants.

Attention: If you are already using Better ADVENT, do NOT install Better AI as well. Everything in this mod is already part of Better ADVENT.

Some highlights from the list of changes are:

Tweaking of global AI parameters, such as:
- Enemies stick to cover much more than in vanilla.
- Flanking AI has been improved.
- Mimic Beacon AI has been fixed: Mimic Beacon will still hog the enemies attention and draw their fire, however it will no longer make them commit suicide by running in the open.

Introduction of new logics into the targeting and overwatch routines, such as:
- Overwatch routines that factor in the chance to hit and the number of enemies already on Overwatch make enemies more likely to set overwatch traps instead of just wasting turns on 5% shots.
- AI reaction to VIPs and Evac zones is less extreme now.
- Introduces "Priority Shots" into the AI. Priority shots are Flank Shots, Kill Shots and Shots with >80% chance to hit. The AI will take those shots instead of durdling around with Raise Zombie or similar.
- Panic fix: Enemies can now shoot at panicked targets. In vanilla, they don't and that doesn't make much sense. To compensate, panic now has a 70% chance to make the unit hunker down (if able).
- Support for Hunker Down and Suppression from other mods.

Revised and adjusted AI decision trees for almost all enemies:
- The Better AI assigns new AI trees to the following 15 unit types: Trooper, Captain, Stun Lancer, Shieldbearer, MEC, Avatar, Turret, Andromedon, Archon, Berserker, Codex, Muton, Sectoid, Viper, Sectopod.
- Examples for specific changes to unit behavior:
-- Stunlancers are no longer pure melee units. They will use their guns to take any opportunity shots they come across. They will also sometimes randomly decide to use their gun instead of the stun baton.
-- Turrets will no longer waste their second action. Most often, they will choose Overwatch if they don’t find a particularly good shot to take.
-- Codices are more defensive, they will use their Teleport to keep distance and stay in cover, taking shots from there.

Improvements to ability use:
- Sectoids that have only bad shots available will go for Mindspin, hoping to panic someone out of their full cover into a more vulnerable spot
- Mutons use their grenades more aggressively. If they don’t have a good shot on anyone, they will use their grenade on single targets as well, hoping to destroy their cover.
- Mutons may also use Suppress in that situation instead. The chance for grenade vs suppression is 50/50.

Note on compatibility: Don't run this mod alongside other AI mods or Better ADVENT. Other than that, there are no problems.

Update note for v1.01:
Minor changes, mostly some number tweaks that should lead to better behaviour when enemies fall back or soldiers panic.
ABAI now includes the Berserker AI fix by ADVENT Avenger which lets Berserkers attack other aliens.
Deleted a bunch of unnecessary files from the mod folder, which should bring down the size to just a few kB.

Update note for v1.02:
Integrated the same Suppression check into the AI for Troopers, Captains and Shieldbearers that ADVENT Avenger did for his mod "AI Suppression Fix". This doesn't add the suppressiona bility to those enemies, that will have to be done by a seperate mod like ADVENT Avenger's "ADVENT Suppression Ability".

Update note for v2.00:
Updated with the AI improvements that went into ABA in the last months.
Highlights are the support for Hunker Down, the logics for grenade use against single targets and the tweaks to the numbers for the Overwatch Override.
Popular Discussions View All (2)
Nov 11, 2018 @ 9:18am
ADVENT Captain - Call Reinforcements integration
Apr 25, 2016 @ 2:56pm
Turret Overwatch with XCOM recently in sight
< >
Midnight Jan 6, 2018 @ 4:04pm 
Still no news from creator on long war 2 compatibility?
Terkala Sep 13, 2017 @ 2:19pm 
I'd love to have WOTC's new enemies at least pay attention to the mimic beacon. Some idiot forgot to add mimic beacon code to their AI scripts in the base game.
aopie Aug 29, 2017 @ 4:04pm 
Please let us know when WotC compatability is live!
BloodRaziel Aug 29, 2017 @ 7:36am 
@DerBK any news on the release of this mod for WotC ? i remember from your post on reddit that you already had it done, can we maybe expect a release within today?
Dragon32 Aug 26, 2017 @ 10:07am 
Some cool additions coming to this for WoTC: https://www.reddit.com/r/Xcom/comments/6w6lh7/a_better_ai_for_war_of_the_chosen_list_of_day_1/

So glad this is getting an update \o/
WaKKO151 Aug 23, 2017 @ 9:34pm 
Long War Support?
Aegelweard Aug 7, 2017 @ 12:54am 
SO how about LW2 support?
reinhartalvaro Jul 8, 2017 @ 8:11am 
Is this compatible with LW 2?
Dragon32 May 2, 2017 @ 9:48am 
Never seen that with this mod, what's the unit? Mod-added?
ZotaOTT[RU] May 2, 2017 @ 12:21am 
After the start of the battle, one Unit is hanging, standing and there is nothing to do ... how to address it.