S.T.O.M.P. (Sandro's Traits and Other Modifications Project)Version 1.1 on Source Code revision 3548 (game revision 1225)***************************************************************************************************
Download:Release v1.1: http://www.mediafire.com/?mgtwmejynytzz1jRelease v1.0A: http://www.mediafire.com/?4vze2dtmtxmFor installing STOMP1.0 + HAM3.5 + Wildfire + AIM check the following link:http://www.ja-galaxy-forum.com/board/ubbthreads.php?ubb=showflat&Number=240116&page=1Source Code v1.1: http://www.mediafire.com/?djtlmlwm3oinzgz ***************************************************************************************************
Basic Info: This mod is mostly about changing skill traits and personalities of mercs. The focus and intention was to create a balanced trait system to give the player more attractive choices for his mercs.
Installation v1.1: Get freshest SVN version of game. Unzip the STOMP into your JA2 directory. Play using included exe.
Installation v1.0A: Just unzip the STOMP into your JA2 directory. None of your files will be rewritten. Play using included exe.
Notes to the source code: It's based on latest development version of the 1.13 code. This version is ahead of the original SC provided and contains certain unfinished features. Use this at your own risk (you may miss important code updates).
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IMPORTANT NOTE TO THE 1.1 VERSIONThis version is released ahead of the future 1.13 SVN version. Because so many people wished to see the STOMP altogether with HAM3.6 and latest SVN 1.13 release, I am making this version public before it will be accessable through the SVN. But it is (hopefully still) planned to be added to the 1.13 SVN main branch soon.
Enjoy.
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--- TRAITS ---Summary: The system for traits have been changed. From now, if you choose "New Traits" on the beginning of new campaign, all mercs (and enemies/militia) can have up to three skill traits. Up to two major traits and one minor trait or three minor traits or one major trait and two minor traits.
On IMP creation, when reached attributes settings for your merc, there are now minimal attributes you have to have for certain chosen traits. These minimums are listed in the brackets after the trait names. Major traits usually set the basic attributes needed, while minor traits can add more on top of it or set the minimum themself(the second number).
Also I should say:
All values of these new skill traits are externilized in "Traits_Settings.INI".
Here is the default trait list:
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MAJOR TRAITS
(can have one on expert or two different; numbers are doubled for experts if not said otherwise)
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AUTO WEAPONS -> MACHINEGUNNER : (mrk 45-60, str 40-55, dex 50-65, hlt 45-60)
* +5% Chance to Hit with Assault Rifles, SMGs and LMGs
* -30% penalty to chance to hit on auto fire/burst
* Reduces chance for shooting unwanted bullets on autofire
* -10% APs needed to fire light machine guns
* -10% APs needed to ready light machine guns
HEAVY WEAPONS -> BOMBARDIER : (str 45-60, wis 55-70, exp 35-50, dex 45-60)
* +25% chance to hit with rocket launchers and grenade launchers (even underbarrel)
* -20% APs needed to fire rocket launchers and grenade launchers (even underbarrel)
* -10% APs needed to fire mortar
* Reduce penalty for mortar CtH by half (penalty is set to 60% by default)
* +30% damage to tanks with heavy weapons, grenades and explosives
* +15% damage to other targets with heavy weapons
MARKSMAN -> SNIPER : (mrk 65-80, dex 55-70, wis 50-65 )
* +5% Chance to Hit with Sniper Rifles
* -5% effective range to target with all weapons
* +10% aiming bonus per aim click (except for handguns)
* +5% damage on shot per aim click after third
* -25% APs needed to chamber a round with bolt-action rifles
* Adds one more aim click for rifle-type guns (max is eight)
HUNTER -> RANGER : (mrk 55-70, agi 45-60, hlt 55-70, ldr 35-50)
* +5% Chance to Hit with Rifles
* +10% Chance to Hit with Shotguns
* -25% APs needed to pump Shotguns
* +20% group travelling speed between sectors if traveling by foot
* +10% group travelling speed between sectors if traveling in vehicle (except helicopter)
* -30% less energy spent for travelling between sectors
* -50% weather penalties
* -50% worn out speed of camouflage by water or time (i.e. experts have permanent camo)
GUNSLINGER -> GUNFIGHTER : (mrk 55-70, dex 50-65, agi 50-65)
* +10% chance to hit with pistols and revolvers
* +5% chance to hit with machine pistols (on single shots only)
* +5% aiming bonus per click with pistols, machine pistols and revolvers
* +15% firing speed with pistols and revolvers
* +10% effective range with pistols and revolvers
* -15% APs needed to raise pistols and revolvers
* +25% reload speed of pistols, machine pistols and revolvers
* Adds one more aim click for pistols, machine pistols and revolvers
HAND TO HAND -> MARTIAL ARTS : (dex 55-70, agi 55-70, str 50-65, hlt 45-60)
* +30% chance to hit with hand to hand attacks with bare hands
* +25% chance to hit with hand to hand attacks with brass knuckles
* -15% AP cost of hand to hand attacks(bare hands or with brass knuckles)
* +30% damage of hand to hand attacks(bare hands or with brass knuckles)
* +30% breath damage of hand to hand attacks(bare hands or with brass knuckles)
* enemy breath lost due to your HtH attacks takes much longer to regenerate
* Focused (aimed) punch deals +75% damage (spinning kick in case of regular merc)
* +35% change to dodge hand to hand attacks(+another 5% with bare hands or with knuckles)
* +20% chance to dodge attacks by melee blade
* -33% APs needed to steal weapon from enemy hands
* -25% APs needed to change state (stand, crouch, lie down), turn around, climb on/off roof and jump obstacles
* +25% chance to kick doors
DEPUTY -> SQUADLEADER : (ldr 50-65, wis 60-75 )
* +5% APs per round of other mercs in vicinity
* +1 effective exp level of other mercs in vicinity, which have lesser level than the squadleader
* +20% total suppression tolerance of other mercs in vicinity and squadleader himself
* +1 morale gain of other mercs in vicinity
* -1 morale loss of other mercs in vicinity
* +50% fear resistence for Squadleader (expert SL cannot cower)
(Only three bonuses can stack, i.e. for one expert squadleader and one deputy or three deputies)
(Minor Drawback: triple morale loss for squadleader's death for all other mercs.)
TECHNICIAN -> ENGINEER : (mec 45-60, expl 35-50, dex 50-65, wis 45-60)
* +30% to repairing speed
* +30% to lockpicking (normal/electronic locks)
* +40% to disarming electronic traps
* +40% to attaching special items and combining things
* +20% to unjamming a gun in combat
* Reduce penalty(which is -75%) to repair electronic items by half
* increased chance to detect traps and mines
* +10% CtH of robot controlled by Technician (it has normally -10% CtH)
* Only Technicians can repair the robot
PARAMEDIC -> DOCTOR : (med 45-60, dex 50-65, wis 55-70)
* Ability to make surgical intervention by using medical bag on wounded soldier instantly returning 30% of lost health back to him (50% with expert). This drains the medical bag a lot. (This can only be done once for every injury, the remaining HPs missing have to be regenerated normally.)
* Can heal lost stats (from critical hits) by the surgery/doctor assignment.
* +25% effectiveness (speed) on doctor-patient assignment
* +30% bandaging speed
* +15% natural regeneration speed of all soldiers in the same sector
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MINOR TRAITS
(you can trade major traits for minor traits, so if not taking major trait at all, you can have three of these; if one major taken, you can have two minors; if both major taken, you can have just one minor trait; the minor traits have no expert level;)
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AMBIDEXTERITY: (dex +10 / 60)
* Eliminates the penalty for using two guns at once
* +20% reload speed of all weapons with magazines
* +33% reload speed of all weapons with loose rounds or wrong magazine
* -33% APs needed for picking items, work backpack, handle doors, traps, burying/disarming bombs and mines, attaching/removing items
MELEE: (str +10 / 60 )
* -20% APs needed to attack by blades
* +40% chance to hit with blades
* +30% chance to hit with blunt melee weapons (except brass knuckles)
* +30% damage of all melee weapons (except brass knuckles)
* +30% chance to dodge attack by melee blades (+ another 20% with a blade in hands)
* +20% chance to dodge attack by blunt melee weapons
* Aimed attack by any melee weapon deals +50% damage
THROWING: (dex +10 / 60 )
* +15% max range when throwing blades
* -20% basic APs needed to throw blades
* +20% chance to hit when throwing blades
* +5% chance to hit when throwing blades per aim click
* +20% damage of throwing blades
* +5% damage of throwing blades per aim click
* +20% chance to inflict critical hit by throwing blade if not seen or heard
NIGHT OPS: (wis +10 / 60 )
* +1 to effective sight range in dark
* +1 to general effective hearing range
* +2 to effective hearing range in dark on top
* +2 to interrupts modifier in dark
* Needs to sleep less than others
STEALTHY: (agi +10 / 60)
* -50% APs needed to move quietly (does not work for 25AP system)
* +40% chance to move quietly
* +25% stealth (being "invisible" if unnoticed regardless the terrain)
* -25% reduced chance to being seen for movement
ATHLETICS: (agi +10 / 60 )
* -25% APs needed for moving (running, walking, swatting, crawling, swimming, etc.)
* -33% energy spent for movement, roof-climbing, obstacle-jumping, swimming, etc.
BODYBUILDING: (hlt +10 / 60 )
* Has 20% damage resistance
* +30% effective strength for carrying weight capacity
* Suffers only half energy loss when hit by HtH attack
* Has lesser chance to fall if hit to the legs
DEMOLITIONS: (exp + 10 / 45 )
* +20% max range when throwing grenades
* +30% chance to hit when throwing grenades
* -25% APs needed to throw grenades
* +25% damage of bombs and mines
* +50% to attaching detonators and planting/removing bombs
* Decreases chance enemy will detect bombs and mines set by ourselves
* increased chance shaped charge will open the doors
TEACHING: (ldr + 10 / 45 )
* + 40% bonus(speed) to train militia
* + 40% bonus to effective leadership for determining militia training
* + 40% bonus to teaching other mercs
* Skill value counts to be +25 higher for being able to teach this skill to other mercs
* +25% speed to train stats through self-practising assignment
SCOUTING: (wis +10 / 60 )
* +40 to effective sight range with binoculars (and scopes separated from weapons)
* +10 to effective sight range with scopes on weapons
* -20 tunnel vision with binoculars (and scopes separated from weapons)
* If in sector, adjacent sectors will show exact number of enemies
* Prevents the enemy to ambush your squad
* Prevents the bloodcats to ambush your squad
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You should know, that for many actions - like shooting with certain weapon types, doctoring, repairing, close combat, throwing knives/grenades, many skill checks, which are covered with these new traits - were added some small penalties. For example.. All sniper rifles have penalty to chance to hit -5%. This penalty is in fact 'deleted' if you have one "Marksman" skill trait. So having (doubled Marksman) "Sniper" trait, you just have +5% CtH (than with old traits) for a price of taking both your major trait choices. These penalties represent the 'lack of knowledge' without proper trait. So without being at least paramedic, your doctoring ability willbe much less effective (than in the original game). Same for repairing things without technician etc.
All these penalties only applies if you have chosen "New Traits" on the new campaign start. Also take into account that all these modifiers are externilized, so if you want to see all of them and their default settings, look into "Traits_Settings.INI" under section "Generic Traits Settings".
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--- PERSONALITY ---Summary: If you choose New Traits on the beginning of game, you will also have the original "attitudes" and "personalities" changed. These were renamed to "Character Traits" and "Disabilities". Character traits were made to consist some advantage and some disadvantage, disabilities are always negative features of merc, but if you pick one, you'll gain a good bonus to attribute points on IMP creation. Most of Disabilities remained the same, I just made Heat Intolerant working (penalties in desert/tropical sectors if not raining), slightly changed Fear of Insects (those are distracted in tropical sectors and have lower performance there), and repaired the Psycho (no insane CtH bonus like before, and they can loose morale if using a gun uncapable of auto/burst fire).
The bonuses of character traits are small, about 5-10%, it is not meant to boost your mercs, but just to diversify them more.
Here is the character traits list:
CHARACTER TRAITS
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* Neutral
A: No advantage.
D: No disadvantage.
* Sociable
A: Has better performance when in a large group (number of mercs around in a certain distance)
D: Gains no morale when no other merc is within certain distance.
* Loner
A: Has better performance when no other merc is within a certain radius
D: Gains no morale when in a large group (more than 1 other merc in certain distance)
* Optimistic
A: His morale sinks slower and grows faster than normal.
D: Has lesser chance to detect traps and mines.
* Assertive
A: Has bonus on training militia and is better at communication with people.
D: He gains no morale for actions of other mercs.
* Intellectual
A: Faster learning when assigned on practicing or as a student.
D: Has lesser suppression and fear resistance.
* Primitive
A: His energy goes down slower except when doctoring, repairing, training militia and learning certain skills (those listed below).
D: His wisdom, leadership, explosives, mechanical and medical skills improve slightly slower.
* Aggressive
A: Better chance to hit on burst/autofire, inflicts slightly bigger damage in close combat, and gains more morale for killing.
D: Has penalty for actions which needs patience like repairing items, picking locks, removing traps, doctoring, training militia.
* Phlegmatic
A: Has bonus for actions which needs patience like repairing items, picking locks, removing traps, doctoring and training militia.
D: His interrupts modifier is slightly lowered.
* Dauntless
A: Incresed resistance to suppression and fear and morale loss for taking damage and other mercs’ death is lower for him.
D: Can be hit easier and enemy penalty for moving target is lesser in his case.
* Pacifist
A: He gains morale when on non-combat assignments (except training militia).
D: Gains no morale for killing.
* Malicious
A: Has bigger chance for inflicting stat loss and can inflict special painful wounds when able to, they also gain bonus morale for inflicting stat loss.
D: Has penalty for communication with people and his morale sinks faster if not fighting.
* Show-off
A: Has better performance when there are some mercs of opposite gender nearby.
D: Morale of other mercs of the same gender grows slower if nearby.
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I'm not enlisting the disabilties, as they are very much the same as before and you can find them in IMP creation process with descriptions.
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--- OTHER FEATURES ---***************************************************************************************************
ASSINGING TRAITS TO ENEMY & MILITIAIni options:
ASSIGN_TRAITS_TO_ENEMY = TRUE/FALSE
ASSIGN_TRAITS_TO_MILITIA = TRUE/FALSE
ASSIGNED_SKILL_TRAITS_RARITY = -50 to 25
This function first look into the soldiers hands at the stage of his creation and according what it finds, rolls and tries to assign traits to that soldier.
The system the enemy choose their guns is quite efficient and first of all editable via the XMLs. I assign the traits according to the gear they carry, not assign the gear according to their traits. But the result is the same. The chances for assigning the traits are based on game progress and type of soldier (admin/regular/elite).
However only elites/veterans can acquire third trait.
Overally, you can be sure the enemy will be more skilled with their gear. If the enemy has a mortar (only one is allowed per enemy squad), he most likely have the heavy weapons trait as well, if he will take out a knife and charge you, he will most likely have a knifing skill, and when he starts to throw knives at you, he probably is a skilled thrower.
Based on the difficulty, there is also a specific number of
squadleaders in every enemy army group. Mostly it is one squadleader per squad (plus one deputy maybe). For now I haven't changed the soldier's colors in this case, but it can come later if players would wish.
Because the traits were significially improved, this compensate the incresed power of mercs with traits. Before this, enemies had no traits (the only 2 exceptions were Night Ops and Ambidextrous).
The assagning traits works roughly like this:
First determine squadleader(s) (only with new traits)
Then based on what soldier carries:
Assault rifle/LMG - chance to gain Auto Weapons trait/s
Sniper Rifle - chance to gain Sniper trait/s
SMG - chance to gain Auto Weapons trait/s and small chance to gain Ambidextrous (gains second SMG)
Rifle/Shotgun - chance to gain Ranger trait/s (sniper on old traits)
Pistol - chance to gain Gunslinger trait/s plus chance to gain Ambidextrous (gains second pistol)
Machine pistol - chance to gain Gunslinger trait/s and small chance to gain Auto Weapons or Ambidextrous (gains second m-pistol)
..if any trait haven't been assigned, try this:
If mortar guy - automatically gains one Heavy weapons trait(and very good chance to be Bombardier)
If having some other heavy weapons - chance to gain Heavy weapon trait/s
Chance to gain Hand to Hand or Martial Arts for anyone (better chance if having brass knuckles or similar)
If at night(only) - chance to assign Night Ops trait
If having a knife/blunt melee weapon in inventory - chance to assign Melee trait (knifing on old traits)
If having throwing knives - chance to assign Throwing trait
If having grenades - chance to gain demolitions trait (for new traits only)
If still some space for traits remains - good chance to gain Athletics or Bodybuilding (based on type and chance, females gain Athletics more likely, big guys BB...)
One minor feature added as well - Show enemy traits on soldier tooltips.
Ini option for this:
SOLDIER_TOOLTIP_DISPLAY_TRAITS = TRUE/FALSE
(Note: This is only shown when tooltips level is set to debug - 4.)
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IMPROVED IMP CREATIONThe IMP creation should be now a bit more intuitive especially when choosing the skill traits.
First I've made the
Help Popup Boxes to show effects of skill traits, character traits and disabilities. Simply hover your mouse over the name of the trait to see the text windows.
You might also notice that if you change ini settings of traits, those will reflect in these help texts as well.
For example, if you remove some bonus from trait, the line will not be shown there.
You can see the descriptions when hovering your mouse over the name of skills [/b]in personnel section within your laptop as well[/b].
Second, I've changed the way you choose skill traits. Now you have a "double button" for every trait. If you want to take a trait on expert level, simply check both buttons for that trait. The name of trait changes accordingly (adds "expert" if with old traits) and the bonuses in popup help as well.
Third, the attribute selection page isd also tweaked to be more intuitive, even with old traits. All values are set to minimum at the start.
The texts around there were changed as well. (English version so far.)
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ENHANCED CLOSE COMBAT SYSTEMIni option:
ENHANCED_CLOSE_COMBAT_SYSTEM = TRUE/FALSE
This ini option consists following minor features enhancing the close combat system in JA:
* Attributes used for HtH attacks or stealing slightly tweaked.
* HtHand hit to head deal more damage. There is a -20% chance to hit to head but +25% damage bonus there. Also reduced slightly the overall HtH damage (by 1) as you now have this possibility.
* HtH hit to legs do half damage but has much better chance to hit. Damage is only 50% of normal damage dealt to body, but chance is +25%.
* HtH damage on lying enemies increased. If an opponent is on the ground and you want to beat him, you can do it much more effectively than if he stands. Kneel on him, bash his head against the ground, break his neck, rather not to imagine.. but this is war. HtH damage to lying enemis is increased by 50%. (Note that it would be weird if you can hit enemy harder to head if he stands but only normally if he is on the floor).
* Aimed HtH attack cost less APs. Now the aimed punch can actually be of any use. It gives you +20% chance to hit while the AP cost is decreased (+75% normal punch time).If you have MA or HtH trait, this is converted into "focused punch" - martial artists perform their spinning kick then.
* Always notice a character after stealing. The enemy will always notice you after you have tried to steal his gun. (If you are behind him.) It's rather a fixed bug, when you were able to take a gun from an enemy and he just walked away without noticing his 9kg-heavy weapon is gone.
* Reduced AP cost for stealing items if the enemy has no item. Your merc will probably see, that the enemy is naked so will not spend so much APs fighting for things that do not exist.
* Experience recieved for certain actions changed. Exp tweaked to be more logical. Like.. for successful dodging, you gain exp mostly for agility (was dexterity), beating a guy on ground gives more strength exp, stealing gives more exp overall and mostly to dext/agility (was strength), focused punch(Ma/HtH traits) gives you double exp.. etc.
* Stealing all items is now possible only when the enemy is knocked unconcious. The APs you need to do this are initialy double the APs for pickup item(AP_PICKUP_ITEM in APBP_constants.ini) plus APs to pickup for every item you selected to take. If you select more items to take from the enemy than what you have APs for, the rest will remain with the enemy and a message occures that you haven't taken all you wanted. Note that this action will give you almost no experience, while tearing gun from conscios enemy hands gives you a lot of experience in str/dex/agi.
* If a character fights hand to hand, got hit or dodged an enemy melee attack, he will turn to the boxing stance (ninja stance for martial artists or knife stance with knife). This is cosmetical, but very nice. The hand to hand battle now looks pretty cool as they don't stand there like idiots now.
Other features may be added into this in time..
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CAMOUFLAGE CAN BE REPAINTEDIni options:
CAMO_REMOVING = TRUE/FALSE
It is now possible to repaint one camo type with another one. If you are about to apply new camo on yourself, the old camo is removed as much as needed.
This means if you have desert camo 40%, urban 40%, jungle 20%, and apply jungle camo kit (with enough points to give you 100% jungle camo), you will simply repaint the urban and desert camo, resulting in reducing desert and urban camo to 0, keeping those 20% of jungle and add 80% from the kit. The kit percentage will be reduced accordingly (-40% in this case).
Now.. if you have 80% urban camo and want to add 50% jungle camo, it will reduce the urban camo by 30%, so you can apply the 50% of jungle camo.
And so on.
Also a tooltip window showing exact types of camo you have on is added. This window can be shown when hovering over the camo % in inventory(tactical only for now).
I also added the possibility to use a rag on a merc to remove all the camo (don't know if it will work with some super-modified items.xml like from dbb mod).
Note that this is important for "Ranger" trait (or old "Camouflaged" trait), where your camo is not fading over time. Without this feature, you wouldn't be able to change the type of your permanent camo at all.
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AN INI OPTION TO MAKE MILITIA STRONGERI have externilized overall militia combat ability in autoresolve and in tactical battles.
Because we are not likely to improve their tactical AI any soon, these options can at least make them stronger.
You can actually turn them to demigods on battlefield if you set this very high.
This option can allow you to set max team size to high values while not need to set max militia per sector to high value as well. You can have enemy teams of even 40 soldiers and still have only 20 militia per sector and be able to defend your cities as before. With 50 militia you would be annoyed to when rearranging militia in cities on strategic map, not to mention the interface is not made for such numbers right now.
There are these ini settings for this:
; Militia overall power during autoresolve battles - abilitiy to hit enemy and not being hit by enemy. Value can be also
; negative, meaning the militia will be weaker.
GREEN_MILITIA_AUTORESOLVE_STRENGTH_BONUS = -100 to 500
REGULAR_MILITIA_AUTORESOLVE_STRENGTH_BONUS = -100 to 500
VETERAN_MILITIA_AUTORESOLVE_STRENGTH_BONUS = -100 to 500
; Flat bonus to Militiamen Action Points.
GREEN_MILITIA_APS_BONUS = -75 to 75
REGULAR_MILITIA_APS_BONUS = -75 to 75
VETERAN_MILITIA_APS_BONUS = -75 to 75
; Percentual bonus to Militia total precalculated CtH every shot. (100 here means the militia has always CtH doubled.)
GREEN_MILITIA_CTH_BONUS_PERCENT = -100 to 500
REGULAR_MILITIA_CTH_BONUS_PERCENT = -100 to 500
VETERAN_MILITIA_CTH_BONUS_PERCENT = -100 to 500
; Normal and energy damage is reduced by this many percents.
GREEN_MILITIA_DAMAGE_RESISTANCE = -50 to 90
REGULAR_MILITIA_DAMAGE_RESISTANCE = -50 to 90
VETERAN_MILITIA_DAMAGE_RESISTANCE = -50 to 90
; Determines bonus to assigned weapon and gear quality (coolness).
GREEN_MILITIA_EQUIPMENT_QUALITY_MODIFIER = -5 to 10
REGULAR_MILITIA_EQUIPMENT_QUALITY_MODIFIER = -5 to 10
VETERAN_MILITIA_EQUIPMENT_QUALITY_MODIFIER = -5 to 10
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AN INI OPTION TO MAKE SPECIAL NPCS STRONGERIni option:
SPECIAL_NPCS_STRONGER = 0-200
Special NPCs (like the queen, Mike, terrorists, hitmans..) can be made much tougher by this. It is percentual, so setting there 100, means they will be VERY TOUGH. It includes increased CtH, APs and overall damage resistance the very similar way as militia strength bonus settings. This is a little RP, story realted feature. So you can have a "feeling", that these guys are really something special.
NPCs included: Deidranna, Mike, Kingpin, Carmen, Joe, General and all terrorrists and hitmans.
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ENEMY AMBUSHES CHANCEIni option:
ENABLE_CHANCE_OF_ENEMY_AMBUSHES = TRUE/FALSE
ENEMY_AMBUSHES_CHANCE_MODIFIER = -100 to 100
This actually replaces the "ENABLE_CHANCE_OF_ENEMY_AMBUSHES_ON_INSANE" option.
It allows the enemy to ambush you no matter on what difficulty you play.
However the chance is now based on many factors: * Game difficulty.
* Whether you know if the enemy is there or not.
* How big the enemy group is (very large groups will not likely ambush you, smaller groups can ambush you more likely).
* Number of your mercs (meaning how easily the enemy can detect you soon enough to prepare for you. More mercs
mean higher chance).
* Highest level amongst the mercs in your squad.
* Some other small circumstances.
* Finally the calculated chance is percentually multiplied by ENEMY_AMBUSHES_CHANCE_MODIFIER
This makes sense as long as you play with new traits, because of the
"Scouting" trait's ability to prevent these ambushes.
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ENEMY TAUNTSAn option can be found within game preferences menu.
The taunts were implemented for many offensive actions of enemies (fire gun, throw,..).
It is still in a stage of development, I hope I'll be able to make a xml for the taunt quotes and make more situations where taunts may occur.
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STARTING GAME OPTION SCREEN CHANGEDCertain settings were put out from ini into the game itself.
Some of them make an effect only when you start new game and some would only break the game balance if changed in the middle of a campaign (as is mentioned in the ini).
Option added:Old/New traits - here you simply choose if you want to play with original skill traits and attitudes or with new trait system and new character traits.
Options moved:Slow progress for enemy item choices - actually you can now choose if the speed is normal, or slow for enemy only and not for militia or vice versa, or slow for both enemy and militia.
Enable all terrorrists - simple, this option has effect only if starting new game anyway.
Enable all weapon caches - this option has effect only if starting new game as well. I just renamed it to "special arsenals", it's shorter and not only weapons might be there there anyway.
Enemies drop all items - this option can make disbalance ongoing campaign if switched in the middle of the game. Also, there is no point to turn it off if you've played half game with it on. Accept this as an extra challange option - playing with drop all on is kinda easy. I would suggest to change xmls for enemy drops if you need the enemy to drop more stuff (like ammo, because of HAM).
The graphical face is also adjusted a bit.
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SMALL CHANGES AROUNDSome little things and fixed bugs, that are not even worthy reminding, like:
* Fixed bug around amount of energy regained for unused APs. (Calculation was wrong - the less APs you've had, the more energy you gained.)
* Fixed bug with taking dexterity into account when calculating moving silently ability instead of agility.
* Fixed bug the ultra dynamic tooltips restricts the tooltips even if tooltip level set to debug.
* Tweaked several code related things.
* Added a possibility the enemy can charge you with HtH attacks (mostly if having HtH/martial arts trait), not only if having no weapon at all. Also added a possibiliy the enemy can steal your weapon from your hands the way you can do it.
* Externalized IMP cost. Ini option - IMP_PROFILE_COST = 0-50000
* Added "Dynamic IMP costs" feature, if TRUE, every other IMP profile cost is increased by it's basic value (i.e 3000$ for first, 6000$ second, 9000$ third) . Ini option - DYNAMIC_IMP_PROFILE_COST = TRUE/FALSE
* Merc laughs maniacally if goes psycho on autofire. (Was not there, don't know why.)
* Chance for going psycho is pre-counted(like shooting and so), so save-load doesn't help.
* When you intentionaly attack your own militia, it is considered as a betrayal and loalty in ALL towns are drastically reduced.
* You cannot steal items from your militia. (This is because with stronger militia options, they can get very powerful weapons, you would have too big advantage then.)
* Added some small chance that carried explosives can explode when struck by heavy explosion.
* Many things I don't even remember...
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Sandro