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Responding - Vehicle AI Update 0.855

Responding · Community Announcements · September 26, 2026

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Read the full patch notes further below to see all of the bug fixes, improvements, and new systems included in this update.

This update is focused heavily on AI, vehicle behavior, traffic, and the underlying systems that make the world around you behave more naturally.

We've made significant improvements to our vehicle AI, including a new C++ implementation of the vehicle AI framework, improved throttle, braking and steering calculations, better following behavior, and new maneuvering logic for situations where vehicles become stuck.

Alongside this, we've made a number of improvements to AI task handling, stimulus processing, combat behavior, audio, environments, and overall performance.

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A major step forward for vehicle AI

One of the biggest changes in this update is the continued overhaul of our vehicle AI.

We've migrated the core Blueprint vehicle AI logic into C++, giving us a more performant and maintainable foundation for expanding the system going forward.

On top of that new foundation, we've introduced a large number of improvements to how AI vehicles calculate and respond to their surroundings.

Vehicle AI now has improved:

AI vehicles following a target will now better maintain the appropriate distance and speed. If a vehicle approaches its target from the front, it can now pass the target and perform a U-turn to correctly align itself again.

These systems are still being developed, but they provide a much stronger foundation for the vehicle behavior we want Responding to have.


More traffic control

We've also continued working on the Mass Traffic system that controls the civilian traffic throughout the city.

Traffic density sliders have been improved so that changes are now reflected in real time, including removing vehicles outside of the player's view when density is reduced.

We've also adjusted our road zone shapes to reduce traffic density on certain single-lane and double-lane roads, helping us better control how traffic builds up in different parts of the city.

Parked vehicle placement has also been improved, including fixes to parking locations beneath the elevated subway tracks.

When emergency vehicles are spawned into traffic, the system now checks for overlapping vehicles and can remove the overlapping vehicle when necessary, helping prevent problematic vehicle spawns and improving overall traffic stability.


Emergency vehicles and intersections

Emergency responses have received several improvements as well.

Traffic approaching an intersection from any direction will now react when an emergency vehicle approaches or is already occupying the intersection. Vehicles will brake and avoid entering the intersection rather than continuing through it.

We've also improved the behavior of AI emergency vehicles that are dispatched to callouts, ensuring they properly investigate the scene after arriving.

These changes are part of our continued work toward making emergency responses feel more dynamic, with surrounding traffic reacting to what is happening rather than simply following its normal behavior.


Pedestrian AI improvements

We've made a number of changes to the underlying pedestrian AI systems as well.

AI stimulus tracking has been cleaned up, with additional debug categories added to make it easier for us to diagnose AI behavior during development.

We've also fixed several issues with AI task handling, including problems with task claims and returning to a parent task after completing a conditional subtask.

Police AI receiving a stimulus will now correctly receive the associated callout ID, while several other fixes ensure players and AI are assigned to the correct incident when interacting with dispatch.

AI medics will also correctly update their destination when a new downed person is reported after the initial dispatch.


Improved AI combat

We've also expanded the AI weapon firing system.

AI weapons now support variable fire rates, including a higher semi automatic fire rate when a target is clearly visible, burst fire while suppressing a target, and the initial implementation of logic for fully automatic weapons.

This is an early step toward making AI combat behavior more varied and context-dependent.


Character and vehicle interaction improvements

We've addressed a number of issues involving characters interacting with vehicles.

Seating AI into vehicles is now dependent on the player's distance from the vehicle.

We've also improved the stop-ragdoll system so characters will search for a reachable and unobstructed position when recovering, helping prevent them from falling through floors or becoming stuck.

Additional fixes address characters becoming stuck in the ejection pose when getting back into vehicles, as well as other ragdoll and vehicle interaction issues.


Audio and world atmosphere

We've continued expanding the game's audio environment with additional reverb zones throughout the city, including alleyways and interior rooms.

The Glock's base shooting sound has also been replaced, alongside improvements to the underlying sound framework to give weapon audio more depth. This system is still a work in progress.

We've also improved the crime scene tape system, including better placement, limited tape length, and the ability for the tape to break when placed under too much tension.


Visual and rendering improvements

We've enabled MegaLights as part of our ongoing work to improve lighting performance.

The Voss Discovery has received further tuning as well, including an all-wheel-drive setup and a six-speed transmission. We’re also working on a visual UI overhaul, with the first iteration now making its way into the game. The interactable prompts are sleeker while still clearly communicating their function, helping improve playability without compromising our minimalist design philosophy.


Quality-of-life and bug fixes

Alongside the larger systems above, this update contains a large number of smaller fixes and improvements, including:

There is still a lot more we want to do with these systems, particularly vehicle AI and the way emergency responses interact with the wider world.


Full Changelog

Below you'll find the complete list of changes, fixes, and additions included in this update.

AI Systems

AI Combat

AI Dispatch & Callouts

Vehicle AI

Traffic

Vehicles

Characters

Audio

Crime Scene Systems

Rendering & Performance

General

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