Iter improves navigation of all AIs.
This is the kind of fun that base game is able to provide.
Main features
- a reworked algorithm for long paths involving the traversal of several navigation segments
- a path extender to prevent pauses when changing of navigation segment
- a path streamliner to reduce silly detours
- improved congestion handling around navlinks (ladders, jumps, climbing, ...)
- a bunch of map changes (see below)
Map fixes
| Alesso | fixed a few navlinks |
| Bank Heist: X | made sure that AI can always enter the vault |
| Beneath The Mountain | fixed AI access to 2 entrance control rooms |
| Big Bank | fixed guards stuck in inner area fixed jiggly bus escape |
| Big Oil D2 | fixed AI access to computer room of 1st floor if opened with a drill or a keycard |
| Birth of Sky | fixed access to roof of gas station |
| Boiling Point | fixed issue with blown up wall on the left |
| Border Crossing | fixed navigation near stairs in plane hangars fixed explosives for tunnel entrance disarmed with no one around fixed navigation issues leading to guards stuck at Culebras building in Mexico |
| Brooklyn Bank | fixed navigation in the sewers entrance |
| Diamond Heist | improved performances |
| Diamond Store | fixed door between security room and store when opened by AI |
| Escape: Garage | fixed navigation when some doors are opened with a saw |
| Firestarter D1 | fixed navigation blocked even when a random wall is not spawned fixed navigation when shooting fences' padlocks |
| Firestarter D3 | made sure that AI can always enter the vault |
| Goat Simulator D1 | fixed an issue where AIs were blocked near a white truck fixed navigation so AI can enter the exit truck when it's under a bridge |
| Hotline Miami D1 | fixed multiple issues with segments going underground fixed 37 glitchy hiding places |
| Jewelry Store | added navigation between a cop car and a parked car |
| Panic Room | improved performances fixed multiple navigation door blockers that prevented segments to be linked |
| Reservoir Dogs D1 | fixed navigation when a fence locker is shot open |
| Safe House Raid | improved performances fixed spawn of civilian heisters when a player quits |
| Santa's Workshop | fixed an issue with some stairs |
| Scarface Mansion | fixed issues around the crashed cadillac |
| Shadow Raid | fixed stuck guards in the warehouse |
| Slaughterhouse | fixed accessibility to the top of a container |
| Stealing Xmas | fixed access to the backroom of the shoe store fixed a few navlinks |
| The Biker Heist D1 | fixed navigation around the bunker entrance |
| The Biker Heist D2 | fixed several blocked paths fixed navigation involving ladders in boxcars |
| The Diamond | fixed blocker and kick script of the front door |
| Transport: Train Heist | fixed accessibility in the entrance of TF-WAGON 1 which is close to TF-WAGON 2 fixed navigation when warehouse's doors are open with c4 or a saw |
| Watchdogs D1 | fixed navigation around police car right in front of truck where players spawn |
| White Xmas | fixed sandwich loot drop areas not disabled when helicopter leaves |
Map additions
| Aftershock | added access to the 4 ladders leading to the bridge |
| Art Gallery | extended friendly AI navigation so they can enter/exit entrance hall when front doors are closed |
| Cook Off | added roof access from the balcony to the bots |
| Golden Grin Casino | make vault accessible to bots in stealth |
| Rats D1 | added roof access from the balcony to the bots |
| Rats D2 | added wooden bridge access to the bots |
Special thanks to Malidictus for all the quality input and testing he provided.