Responding Patch – Early Access 0.852.2

Responding · published · build 22743928

This small patch focuses on improving vehicle AI behavior, stability, and overall gameplay consistency, along with a set of fixes and visual improvements. The main focus has been a rework of the vehicle AI avoidance framework. While it’s already performing better, the system is still very much a work in progress.


Vehicle AI & Traffic (Major Changes)

  • Overhauled AI vehicle follow logic, improving consistency across both simulated and non-simulated states. Includes support for more aggressive (ram-capable) following.

  • Overhauled vehicle avoidance logic. Vehicles now commit to avoidance paths and only merge back when space is available (WIP but more stable).

  • Temporarily disabled the traffic infractions processor to isolate and resolve traffic instability issues.

  • Vehicles commanded to pull over no longer consider traffic vehicles as obstacles.

  • Improved AI spawning at callouts, ensuring vehicles and characters spawn in valid, non-conflicting locations.


AI Behavior & Gameplay Logic

  • Fixed a bug where AI shared engagement data, breaking the Can Engage logic.

  • Improved police engagement behavior to prioritize taking cover instead of moving toward unclear last known locations.

  • Added shuffle to dispatch scenarios for better variation and replay ability.


Player & Interaction

  • Added vehicle seatbelts for the player (default toggle: "Z").

  • Fixed camera roll issue when exiting a vehicle.


Vehicles & Handling

  • Adjusted ambulance suspension and steering speed.

  • Fixed normal maps for all Chevrette Canis paint options.


World, Visuals & Performance

  • Replaced elevated subway rail mesh with HISM to improve performance and fix visual issues.

  • Increased flashlight and spotlight intensity.

  • Increased medic gurney floor trace distance.


Settings, Localization & Misc.

  • Fixed scalability settings not saving correctly.

  • Enabled Italian translation.