DewardianDev added a new version:
QuoteDisplay MoreThe "spawn cascade" update
- Enforces cascade logic
- Reduces min spawn for spawnpoints (may fix spawning on certain small maps)
- Improves chances of seeing action early.
That's all for now.
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DewardianDev added a new version:
QuoteDisplay MoreThe "spawn cascade" update
- Enforces cascade logic
- Reduces min spawn for spawnpoints (may fix spawning on certain small maps)
- Improves chances of seeing action early.
That's all for now.
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DewardianDev added a new version:
QuoteSmall config/spawn update
- Added a few more spawnpoints to maps
- Adjusted the culling algo so scavs can group up a bit more
- Narrowed the spawn range for players so cascade should be more accurate.
DewardianDev added a new version:
QuoteDisplay MoreMajor bug fix
- Implements a patch that MOAR was relying on from SAIN.- Improves reliability of custom spawns and having spawns be successful in general.
- Snipers still broken and absent from this release, will be working on them soon.
That's all for now.
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DewardianDev added a new version:
QuoteInitial version
DewardianDev added a new version:
QuoteDisplay MoreUpdated to 3.11.3
- Reduced loadout changes to bosses
- Advanced users: added an array to remove bots from nonPmcBot changes (just add the name).
That's all for now!
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DewardianDev added a new version:
QuoteDisplay MoreUpdate to version 3.11.3
- Additional sniper spawns disabled.
- Additional spawn points re-added.
That's all for now.
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DewardianDev added a new version:
QuoteDisplay More3.0.1 Experimental Update
- Added performance improvements option to the "advancedConfig"
This does a number of things to reduce unused AI and improve general performance on the worst maps for it.
It turns down zyrachis chance of spawning, reduces the guard max bot counts for bosses (increases min slightly to compensate), reduces rogue spawn chance across the board.
Turn off to make lighthouse spawn more rogues/zyrachi and have streets reduce it's fps back to an unplayable level.
OR
add the following line to the bossConfig to increase the chance of rogue spawning on lighthouse if that is what you are after."lighthouse": {
"exUsec": 45,- Major update to Pmc aggression and the introduction of faction based pmc aggression
(pmcs will work with and be friendly to their own faction if this is turned on) don't worry, all pmcs still have a strong desire to murder you.
This solved a long running bug that was causing performance issues, where pmcs that spawned together would murder each-other.
Now we have much less shooting in the beginning of raids, and with SAIN, watchout, as teams will use tactics functionally again!
Read the tooltip in the bepinex for more information.- StartingPMC logic updated
Be aware, you can now no longer use the cascade system with startingPmcs.
If you want to use both the cascade system and startingPmcs the closest you can do is reduce pmc distribution to the 0.1.- The 100% Partizan bug, and a few bugs around bosses have been fixed!
Partizans karma logic is now removed, his spawn percent is all that determines his spawn chance now.
Spawn updates:
- Vanilla player spawns have returned!
Players now have a few custom spawns and all the original spawns- PMC/SCAV spawns are now separated!
- PMCS now have 100+ spawns they can use per map.
- Moved all spawns to the config/Spawns folder, you can view your added points in there.
- There are now button bindings to add/remove custom spawns of each type to the bepinex advanced section.
NOTE: You may tempted to add a ton of spawnpoint; my strong recommendation, is there is kind of an art to spawn placement.
I'd suggest placing far less than you think you need. Keep an eye on the associated file in: config/Spawns folder to watch your spawnpoint changes.
MOAR culls spawpoints within a certain distance of eachother, so adding a ton in a certain area won't necessarily result in the behaviour you think it will.
Also avoid placing spawn-points in areas that a regular bot wouldn't be able to walk to, it can make the bot potato on spawn. (think tops of rocks, inside locked doors).
After adding spawns, it is advised to run the culling algorithm on your spawns via the advanced config, simply turn on "ActivateSpawnCullingOnServerStart" and run the server once. Then turn it off, and you're good to go.
This process removes unneeded duplicates and processing.
It is my hope that the community will begin to create packs that they can share of their custom spawn-points, which I will then parse and start incorporating in builds.
FIKA PLAYERS
- Many fixes have been attempted to fix the spawning apart bug, this is known, and this version has seen improvements there.
For now, I have gone with a solution that should have players either spawning together, or near to each-other (50 meters).
If you see this bug, know it's being worked on, and top of mind form me. Do feel free to report it in the Discord > Fika > DewardianDev mods chat.
Logs/map/location do help track down issues.
Bugs to watch out for:
- If you spawn without exfils and you are on a clean install of this version of MOAR, REPORT IT.
Requirements as of 3.0.0
- Waypoints is now required!
- The MOAR.dll is now required (both on clients and dedicated).
Up until now MOAR has been a server-side only mod, as of the previous release, the .dll is required.- Now more than ever, SAIN and Questing bots/Looting bots are highly recommended to get bots moving.
That's all for now!
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There's an option for this in the F12 menu
Those options were by default only like 30 percent server side, I have since increased it to 100, so it will work as intended now.
I see one for "Random raider groups" but i was wondering if theres anyway to guarantee they spawn down in the command bunker for the quest thats location specific, once you turn on power to D2.
Just go to the bossConfig for reserve and turn pmcBot to 100.
This will make it when you trigger a spawn, they will all spawn.
If you have done this correctly the console will tell you about the change.
The bepinex is mostly a remote control for the server.
I am doing very little within it, but the changes I made are needed to support new spawnpoints and marksman.
DewardianDev added a new version:
QuoteDisplay MoreMOAR + Bagels - 3.0.0 Alpha Release
This is experimental and likely to have a few bugs, but is now stable enough to get feedback from the broader community.
Change Log:
- Added more than 300 new spawn points, new Marksman spawns, and new player spawns included.
Expect bots in unexpected locations.- Added the cascading wave spawn algorithm: MOAR now looks at where you spawn, and roughly makes bots spawn in a ripple outwards from that location.
The result of this means you generally need less bots to have the same amount of action.- Added key to check preset your preset ('end' by default)
- Updated starting PMC functionality, MOAR will do what it needs to make sure your game is running the way it should.
- Optimized performance for lighthouse and streets.
- Many many bug fixes (this is effectively a rewrite)
- There are a lot of changes, and I will slowly start updating the mod page description, for now please just try it out and leave your feedback.
Requirements as of 3.0.0
- Waypoints is now required!
- The MOAR.dll is now required (both on clients and dedicated).
Up until now MOAR has been a server-side only mod, as of this release, the .dll is required.- Now more than ever, Questing bots / Looting bots are highly recommended.
That's all for now!
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DewardianDev added a new version:
QuoteSmall update
- Fix storm > it now works (ie rains)
- Add moody setting (more varied weather).
- Fix url callback after raid.
That's all for now.
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DewardianDev added a new version:
QuoteDisplay MoreSomething Update
- Updated something (I can't remember anymore)!
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That's all for now
DewardianDev added a new version:
QuoteDisplay MoreSmall update
- Updated bosses/rogues/raiders/etc.. to have moar run the randomized chance numbers on boss spawn.
Basically this preemptively culls bosses that will not spawn (if they lose their roll), and assign those that succeed a 100% spawn rate.
This may help with load times and mods like ALP in particular, as when the bot isn't in the pool, the game will not run the loadout generation on them!- Updated the preset announce to be a bit earlier, after the game is confirmed to load in, but before the player spawns.
- Updated a few small things in presets.
That's all for now.
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DewardianDev added a new version:
QuoteDisplay MoreMajor update
- Updates spawn timing for pmcs
- Updates marksman spawning method
- Fixes and rewrites all of the zone related changes.
- Set pmcOpenZones to ON be default.
- Fixed bug with hotzones
- Fixed bug with pmcQuantity not changing properly.
That's all for now.
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DewardianDev added a new version:
QuoteSmall feature update
- Reduce overall nonPmcBot gear pool size (increased performance).
- Increase nonPmcBot equipment randomization a bit (should help with Toz/3m/quest related gear later on).
- Prevent nonPmcBots using boss gear (or bosses using other bosses' gear)
- Significantly update sniper equipment and weightings.
- Update backpack weightings (should help with scavs over preference with certain very heavy large raid bags).
That's all for now!
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DewardianDev added a new version:
QuoteDisplay MoreThe "Micro-itty-bitty-Labs" Update
- One last ditch effort to fix the bug with trapped pmcs behind the gates on labs
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Let me know it works!
DewardianDev added a new version:
QuoteSmall Update
- Fix bug with pmc loot not being removed when looting bots installed
- Add per level weapon weighting to all nonPmcBots
Bots will use appropriate weapons for appropriate maps.
That's all for now.
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