AI & BOSS DIFFICULTY

Import dkr_ai_boss_difficulty.nrm in MODS / HACKS. Open its Custom Magic Codes
Details, approve it only if you trust its source, enable it, adjust the pace
sliders and Save settings. Settings apply to the next game, not a running one.

100 keeps the original pace. Try 85 for an easier race or 110 for a harder
one. Each setting supports 50..150. Race AI affects ordinary car, hovercraft
and plane computer racers, including custom characters. Tricky, Bluey,
Smokey, Bubbler and both Wizpig races have independent settings. Rematches
use the same setting as their corresponding boss. Reset settings restores
all seven sliders to 100; save afterwards.

This is a PACE-based difficulty mod, not replacement AI. Native paths,
weapons, boss attacks, start advantages, rubber-banding, boosts and collision
remain. Percentages adjust the speed control, not an exact guaranteed lap
time. Native steering, terrain and maximum path-step limits still apply.
Human racers, time trials, title demos, previews, hubs and finished racers
are excluded. Extreme pace settings may be unsuitable for some custom tracks.

The mod handles both visible vehicle physics and the separate distant-AI
spline movement path, so the setting does not disappear when a racer leaves
the camera. It never multiplies stored velocity every frame or changes the
global simulation rate. At 100 its hooks make no game-state changes.

Works with Custom Trophy Races: the two mods own different systems. Online
uses the existing Custom Magic Codes admission on Experimental Rollback:
the host's exact package and settings are shared, clients explicitly approve
code, and settings/state use the ordinary checkpoint/save protections.
No arbitrary scripts, host DLLs or extra files are executed.

Compiled and statically inspected only. Gameplay and cross-device acceptance
are reserved to the maintainer. Boss behaviour at extreme settings needs
their in-game acceptance; this is not a claim of completed gameplay testing.
