Wait Your Turn Redux v0.2.0-alpha Changelog - Fixes & Features
Added 2025-06-15 19:50:03 +0000 UTCChanges:
Circling system now excludes non humanoid creatures.
Circling system now excludes NPCs in non-interruptible quest scenes.
This fixes crashing during quest scenes. You don't want circling to override those anyway.
Fixed sporadic crash while NPCs circling
Fixed crash when too many NPCs die at once (reworked hook)
New! Circling NPCs now block when in attack range of their opponent instead of after being hit. No more cheap shots!
New! Circling NPCs that are attacked get a brief window of time to counter.
This doesn't count towards the maximum attacker limit.
During this time they have access to their "full" combat AI just like normal attackers; this includes both vanilla combat style and all that goody good SCAR/CPR/NPC dodg e stuff.
Depending on the above factors they might just choose to hunker down and take your hits, bash, or hit back. WYT doesn't force them to do anything.
Configurable via 'fMinDefenseSeconds' and 'fMaxDefenseSeconds'.
Setting both min and max to zero will disable this feature entirely.
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I'm in the middle of cramming (only 3 more exams to go!) but I got an update out anyway. This counts as C++ practice for the programming exam tomorrow, or so I keep telling myself.
Thank you for your support, everyone!
Comments
Thanks for 0.2a! I was going to ask if you looked into the hazards/traps in addition to the quests, but those seem to be fixed/irrelevant anymore. No issues so far!
justrush808
2025-06-18 17:33:44 +0000 UTC