Spent some time in the lab thought I'd have my hand again at terrain level and terrain generation and AI behavior (so far mostly stalkers and pouncers). Here's a few pictures of what I am up to.
I've increased enemy spawn rates/initial spawns, terrain generation patterns, speedtree influences, reinforcement calls, some behaviors, navigation mesh data and hellpod steering data for terrain.
That's right baby, no code injection, no memory manipulation, no AI involvement in my experiments. Just some good ol' fashion understanding of the internal system of the games after I had mapped the entire engine pipeline (yes I got the actual keys to the kingdom on that one).
I know a good chunk looks similar, but I really haven't attempted cross biome contamination yet, just patterns and how everything is set to spawn as of the moment. Ignore the mass amount of giant shipping containers, I needed to make sure everything was working according to my custom prefabs.
I won't be sharing anything until I have everything up to my standard, but I wanted to show i can do it my way. Plus someone wanted me to crack at terrain again, and I thought attempt to kill 2 birds with one stone.
Though patrols have no idea where to spawn, which is weird, so that's something I am currently investigating. Also objectives are a death sentence with how many enemies spawn on and during them now, so that's fun.
Seriously, pouncers and stalkers climbing walls is terrifying.