ja2_7609 Fix 中文版:是针对 2014 稳定版(又叫7609版)的 sevenfm 修复版,修正熊窝版本的 bug,如果喜欢玩 2014 稳定版又不喜欢超难的 AI 版,就用这个版本代替熊窝的 2014 版。(下载:百毒 Builds 目录里面命名方式为 ja2_2014+fix_cn_r2635.7z 的家伙,解压后就一 ja2_2014+fix_cn.exe)
r332~r2635log(都2025了,有AI帮忙翻译:)
r2635
AddPossiblePendingEnemiesToBattle: 使用随机插入方向来处理没有移动指令的组,以避免断言崩溃。
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r2564
Build 22.05.26 使用系统时间来解决AI死锁问题,因为它不受快速计时器调整的影响。
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r1482
添加了缺失的包含文件。StandardInterruptConditionsMet: - 禁用了SOLDIER_GASSED检查 - 如果本回合受到火力压制或压制等级较高,则无法中断。
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r1112
禁用了LUA_HOURLY_QUEST_UPDATE。l_ResetBoxers: 保持gfBoxerFought[]不变,因为它会在每天16:00由HourlyQuestUpdate()重置,HourlyUpdate.lua r8689修复:在战略地图上进入车辆时站立的佣兵...
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r1086
Build 19.06.20 小幅AI改进:- 如果区域被干扰,不要尝试提高红色警报 - 限制某些活动仅在回合开始时进行,以减少CPU负载。
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r1052
Build 19.05.27 项目更新。
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r1051
r669 修复:添加了对错误战略组的修复(由Flugente提供)。InitSoldierOppList, BetweenTurnsVisibilityAdjustments: 小幅代码改进。
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r949
- r8670 修复:炸弹不能对角放置(由Flugente提供)。
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r791
- 修复在笔记本电脑中显示“更多...”行时的崩溃问题 - 将显示的技能数量从4改为3,以避免与背景重叠。
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r775
- Build 18.09.25 - 使用Ja2+AI项目中的Interface Enhanced.cpp - 不等待ESC键来打破AI死锁。
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r734
- r8581 修复:删除带有无效指针的面部会导致第一个佣兵拥有Skyrider的面部(由Flugente提供) - r8589 修复:无效的边缘点选择(由The_Bob提供) - 小幅代码改进。
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r732
- r8586 修复:发布版本在保存屏幕中悬停时可能会崩溃(由Flugente提供)。
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r724
- Build 18.07.15 - 禁用了子弹阴影(BULL.STI的第二帧用于红色曳光弹) - r8576 修复:设置自动包扎时,先使用急救包再使用医疗包(由Flugente提供) - r8574 修复:IMP创建时HP < OKLIFE可能...
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r665
- MORALE_HEARD_BATTLE_LOST 修复。
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r664
- CalcSuppressionTolerance: 平衡了压制容忍度计算 - HandleSuppressionFire: 修复ubPointsLost计算。
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r663
- Build 18.02.08 - INV_AP_WEIGHT_DIVISOR: 默认值10 - 加载屏幕:字符串比较修复 - 给第一个拳击手增加健美特质 - 给第二个拳击手增加武术+运动特质 - AI不会误射 - 增加最大迫击炮数量 - Va...
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r600
- 对未见的士兵禁用无线电定位器 - r8401 修复 - AI修复:不攻击乌鸦 - 如果本回合受到火力压制或畏缩,则无法中断 - CreatureDecideActionBlack: CreatureDecideActionRed 修复。
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r599
- NumberOfTeamMatesAdjacent: 修复原版错误。
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r532
- Build 17.10.24 - 当选项HIDE_EXPLORED_ROOM_ROOF_STRUCTURES缺失时,不显示错误消息 - 所有队伍都可以揭露使用手电筒的隐蔽佣兵,或在战斗中被朋友或已知敌人看到 - 仅在...
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r530
- r8498 修复:使用了错误的限制 - r8499 修复:偷窃或运输中的问题。
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r528
- r8497 修复:BP成本未正确读取。
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r526
- Build 17.10.18 - r7737 修复:如果没有拳击手可用,前三个拳击比赛可能永远无法完成(这是r7263更改的直接结果),因为Darren的报价要求至少有一个拳击手。如果玩家在...
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r511
- Build 17.09.10 - 减少枪械卡壳 - 最大卡壳几率取决于可靠性。
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r510
- 侦察时显示方向 - Skyrider可以显示敌方小队方向 - NCTH: 更好的射击分布。
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r509
- UpdateFastForwardMode: 使用AI动作。
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r508
- UpdateFastForwardMode: 同时检查ubAttackBusyCount - MovementMode: 更多的RUNNING移动模式 - 修复俄语本地化。
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r507
- SlideTo: 检查fSetLocator以设置SETLOCATORFAST - UpdateFastForwardMode: 如果士兵处于攻击动画中,则禁用快速前进。
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r506
- Build 17.09.07 - SetSoldierAniSpeed: 快速无线电动画,更快的侧步 - AIDecideRadioAnimation: 对不可见士兵无无线电动画 - 改进的自动快速前进。
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r505
- CheckIfShotPossible: 移除了suppressionFire参数。
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r504
- Build 17.09.06
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r503
- 允许AI始终重新装填 - 允许对站立和蹲伏但不畏缩的士兵进行随机命中 - 使用SOLDIER_SKIP_COVER_CHECK - 添加了NCTH移动惩罚。
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r502
- CalcBestShot: 允许射击最近看到/听到的对手 - 移除黄色侧翼 - 实时模式下无掩护检查 - FindBestNearbyCover: 坦克无掩护。
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r501
- 添加了AI功能:GuySawEnemy, CountSeenEnemiesLastTurn, CountNearbyFriends。
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r500
- 有时AI会错误计算攻击所需的AP,允许他射击并进入负AP - 如果不在深水中,则跳过深水 - 玩家佣兵不应立即死亡 - 隐蔽:距离检查以确定尸体...
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r416
- 游戏版本更新:17.05.21 - 计时器修复(由The_Bob提供)。
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r413
- r8112 修复:当瞄准坦克时,佣兵总是瞄准“头部”。如果将坦克的JSD更改为较低的轮廓,则会导致未命中。
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r334
上传Ja2+fix 2016年9月14日
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r333
上传Clean 7609
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r332
添加了Ja2_fix
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r332~r2635log(原文:)
r2635
AddPossiblePendingEnemiesToBattle: use random insertion direction for group without movement orders to avoid crash with assert.
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r2564
Build 22.05.26 Use system time for breaking AI deadlock as it's not affected by fast timer tweaks.
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r1482
Added missing include. StandardInterruptConditionsMet: - disabled SOLDIER_GASSED check - cannot interrupt if under fire this turn or has high suppression level
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r1112
Disabled LUA_HOURLY_QUEST_UPDATE. l_ResetBoxers: keep gfBoxerFought[] unchanged as it will be reset every day at 16:00 by HourlyQuestUpdate(), HourlyUpdate.lua r8689 fix: Mercs that entered a vehicle on the strategic map while standing on a...
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r1086
Build 19.06.20 Minor AI improvements: - don't try to raise red alert if sector is jammed - limit certain activities only to the start of the turn to reduce CPU load
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r1052
Build 19.05.27 Project update.
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r1051
r669 fix: added fix for bad strategic group (by Flugente) InitSoldierOppList, BetweenTurnsVisibilityAdjustments: minor code improvement
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r949
- r8670 fix: bombs cannot be planted diagonally (by Flugente)
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r791
- fix crash when displaying "more..." line in laptop for extra skills - change displayed skills number from 4 to 3 to not overlap background
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r775
- Build 18.09.25 - use Interface Enhanced.cpp from Ja2+AI project - don't wait for ESC key to break AI deadlock
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r734
- r8581 fix: deleting a face with invalid pointer leads to first mercs having Skyrider's face (by Flugente) - r8589 fix: invalid edgepoint selection (by The_Bob) - small code improvements
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r732
- r8586 fix: release exes could crash when hovering in the save screen (by Flugente)
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r724
- Build 18.07.15 - disabled bullet shadow (second frame of BULL.STI is used for red tracers) - r8576 fix: When setting up autobandage, use first aid kits before using medkits (by Flugente) - r8574 fix: IMP creation with HP < OKLIFE possible...
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r665
- MORALE_HEARD_BATTLE_LOST fix
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r664
- CalcSuppressionTolerance: balanced tolerance calculation - HandleSuppressionFire: fix ubPointsLost calculation
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r663
- Build 18.02.08 - INV_AP_WEIGHT_DIVISOR: default value 10 - loading screen: compare strings fix - give first boxer bodybuilding trait - give second boxer martial arts + athletics trait - no misfire for AI - increase max mortars number - Va...
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r600
- disabled radio locator for unseen soldiers - r8401 fix - AI fix: don't attack crows - cannot interrupt if under fire this turn or is cowering - CreatureDecideActionBlack: CreatureDecideActionRed fix
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r599
- NumberOfTeamMatesAdjacent: fix vanilla bug
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r532
- Build 17.10.24 - don't show error message when option HIDE_EXPLORED_ROOM_ROOF_STRUCTURES is missing - all teams can uncover covert mercs that use flashlight at night or are seen near friends or known enemies in combat - break deadlock onl...
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r530
- r8498 Fix: wrong limits used - r8499 Fix: stealing from or in transit
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r528
- r8497 Fix: BP costs not read correctly
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r526
- Build 17.10.18 - r7737 fix: The first three boxing fights could never be completed if no boxers were available (direct result of a change in r7263) because Darren's quote requires at least one boxer. If the player killed all boxers during...
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r511
- Build 17.09.10 - less gun jams - max jam chance depends on reliability
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r510
- show direction when scouting - skyrider can show enemy squad direction - NCTH: better shot distribution
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r509
- UpdateFastForwardMode: use AI action
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r508
- UpdateFastForwardMode: also check ubAttackBusyCount - MovementMode: more RUNNING movement mode - fix Russian localization
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r507
- SlideTo: check fSetLocator for SETLOCATORFAST - UpdateFastForwardMode: disable fast forwarding if soldier is in attack animation
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r506
- Build 17.09.07 - SetSoldierAniSpeed: fast radio animation, faster sidestepping - AIDecideRadioAnimation: no radio animation for invisible soldiers - improved auto fast forward
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r505
- CheckIfShotPossible: removed suppressionFire argument
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r504
- Build 17.09.06
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r503
- allow AI to always reload - allow random hits on standing and crouching not cowering soldiers - use SOLDIER_SKIP_COVER_CHECK - added NCTH movement penalty
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r502
- CalcBestShot: allow shooting at recently seen/heard opponents - removed yellow flanking - no cover checks in realtime - FindBestNearbyCover: no cover for tanks
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r501
- added AI functions: GuySawEnemy, CountSeenEnemiesLastTurn, CountNearbyFriends
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r500
- sometimes AI will incorrectly calculate APs needed for attack, allow him to shoot anyway and go into negative APs - skip deep water if not in deep water already - player mercs should not die instantly - covert: distance check to corpse de...
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r416
- Game version update: 17.05.21 - timer fixes (by The_Bob)
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r413
- r8112 fix: When targeting a tank, mercs always aim for the 'head'. This results in misses if one changes the tank's JSD to a lower silhouette.
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r334
Upload Ja2+fix 14 September 2016
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r333
Upload Clean 7609
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r332
Added Ja2_fix
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ja2_7609+AI 中文版:详情及下载见《JA2 1.13 稳定版 AI 增强 MOD【中文版】》。
r2259~r2643log(都2025了,有AI帮忙翻译:)
r2643
r9404: 防止非法数组访问(由asdow提供)。使用ALT + o通过杀死所有敌人作弊导致从索引254读取MercPtrs,而其最后一个元素在253。
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r2642
AllowedAimingLevels: 降低了瞄准等级减少的影响。CalcAimingLevelsAvailableWithAP: 优化代码以避免在循环中重复调用AllowedAimingLevels()。CalcBestShot: 修复了用于俯卧姿势的未初始化sMinAimTime变量...
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r2641
恢复了r2076修复,因为它导致游戏崩溃。
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r2640
对于改进的机械瞄具,使用较小的星号,仅在此瞄具不遮挡其他机械瞄具时显示星号。
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r2639
在物品图片上添加了小的污垢等级指示器。
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r2638
添加了新的物品转换:清洁枪支,需要附在枪上或库存中的清洁工具。手动解除卡壳会产生噪音。将OBJECTTYPE中的bDirtLevel重命名为dDirtLevel。修复了AP的俄语翻译错误。使用清洁...
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r2637
检测cnc-ddraw并禁用窗口模式(由funkyfr3sh提供)。
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r2636
AddPossiblePendingEnemiesToBattle: 使用随机插入方向来处理没有移动指令的组,以避免断言崩溃。
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r2634
修复:处于战俘状态的佣兵正确喂养自己(由rftr提供)。
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r2633
跳过错误的交付事件而不是删除它。
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r2632
CPostalService::DeliverShipment(): 在断言中添加了更多调试信息。EVENT_POSTAL_SERVICE_SHIPMENT: 删除错误的交付事件而不是使游戏崩溃。
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r2631
改进了关闭“使用10倍图标”选项时士兵图标的显示。
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r2630
新的游戏内选项“使用10倍图标”(默认TRUE)允许启用或禁用战略地图中显示的士兵数量的新10倍图标。如果士兵数量超过可显示的数量,游戏将使用新10倍图标...
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r2629
CalcInterruptDuelPts: - 更改了基础点数公式,使用EffectiveExpLevel作为基础,如果EffectiveAgility >= 90则加1,如果EffectiveAgility < 70则减1,对于由佣兵控制的机器人,检查使用控制器的佣兵的EffectiveDexterity...
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r2628
SET_MINIMUM_ATTRIBUTES_FOR_TRAITS: 禁用了游侠和隐蔽特质的领导力要求。
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r2627
恢复了r2118,因为它使所有加载屏幕显示默认图像。
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r2626
将CountAllMilitiaInFiveSectors()的返回类型从UINT8更改为UINT16,以修复民兵增援期间的溢出问题(由rftr提供)。
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r2625
新选项BASE_SPOTTING_AP_DIVISOR(默认4):- 基础AP用于发现/聚焦计算为AP_MAXIMUM / BASE_SPOTTING_AP_DIVISOR - BASE_SPOTTING_AP_DIVISOR范围为1..8 - 开始发现/聚焦的AP取决于距离...
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r2624
如果区域不在地下,则禁用gfCaves, gfBasement。
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r2623
HandleItem: 当执行需要移动的各种动作时,检查玩家佣兵是否打开了背包拉链。
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r2622
在战术面板中显示可能的敌方增援数量(仅当玩家知道它们时)。如果有待处理的敌人,则使用不同颜色在战术面板中显示敌人数量。
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r2621
ClearPanelLogData: 仅在发布版本中应用区域设置,因为它在调试中不起作用。LoadWorldItemsFromMap: 跳过错误的物品(isItem == 0或usItemClass == 0)。
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r2620
仅在有活跃的无线电操作员时允许敌方增援。
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r2619
HandleTBCheckCanCleanGun: 在检查清洁枪支动作是否可用时禁用“AP不足”消息。
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r2618
添加了带有错误消息的断言,以防止在加载大物品图形时静默崩溃/空指针解引用(由Asdow提供)。
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r2617
将高温和强光等级限制在不下雨的沙漠/热带区域。从区域信息中移除光等级,因为它仅在战术中更新。
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r2616
改进了显示区域信息框中光等级/温度的代码。
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r2615
在区域信息中显示温度、光等级和天气(仅适用于已访问的区域)。MercIsHot: 使用当前温度而不是区域类型。
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r2614
GetDayVisionRangeBonus: 允许在强光等级下降低奖励。GetBrightLightVisionRangeBonus: 改进了使用lightlevelmultiplier, lightleveldivisor的代码。GetTotalVisionRangeBonus: - 在强光下,结合白天和强光奖励...
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r2613
GetPercentTunnelVision: 15%来自举起的武器 + 15%当聚焦时 + 武器瞄准镜的隧道视觉奖励。
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r2612
GetPercentTunnelVision: - 仅在聚焦时应用武器隧道视觉奖励 - 使用percenttunnelvision的最大值而不是总和 - 改进了TUNNEL_VISION_REDUCED_WITH_BINOCULARS的代码。
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r2611
FACILITY_EAT: 允许分配多个佣兵。
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r2610
点击取消时不要重置选定的佣兵列表。允许将多个佣兵分配到设施。SetAssignmentForList: 改进了设施分配的代码,使用SetSoldierAssignment而不是ChangeSoldiersAssignment。FacilityAssignm...
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r2609
移除了“智能树顶”游戏内选项。
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r2608
当鼠标悬停在设施上时,显示带有环境分配设施描述的工具提示。如果环境分配有文本描述,则在设施列表中显示仅具有环境分配的设施。
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r2607
NorthSpot: 移除了一个额外的北步。ChooseMapEdgepoints: 代码优化。
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r2606
修复了移动物品分配的俄语翻译错误。移除了一些调试消息。
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r2605
HandleEquipmentMove: 在完成从区域移动物品时停止时间,显示消息。
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r2604
HandleEquipmentMove: - 改进了根据士兵的敏捷/力量计算最大移动物品/重量的代码 - 代码改进 - 当重新排序未加载区域的物品时,仅保存实际存在的物品数量
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r2603
GetAimBonus, GetToHitBonus, GetFlatAimBonus, GetFlatToHitBonus, GetAPBonus: 禁用了附加面部物品的奖励/惩罚。GetToHitBonus: 仅对活动瞄准镜或非瞄准镜物品应用两脚架奖励。
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r2602
MakeSureMedKitIsInHand: - 对于AI,只需交换物品,因为它们不关心口袋 - 仅对玩家佣兵显示“无处放置物品”消息
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r2601
GetGearAimBonus, GetGearToHitBonus, GetGearAPBonus: 忽略附加到其他物品的面部物品(例如,附加到头盔的夜视镜)。
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r2600
HandleEquipmentMove: - 代码优化 - 重新启用了未加载区域的WORLD_ITEM_GRIDNO_NOT_SET_USE_ENTRY_POINT标志 - 调整了最大物品值
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r2599
r9393: 安全检查(由Asdow提供)。
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r2598
移动物品分配:- 添加了BasicCanCharacterAssignment检查 - 尝试使用区域中现有可到达物品的位置 - 重新启用了警告消息和时间停止,如果找不到放置位置 - 敏捷对携带物品最大数量的奖励 -...
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r2597
移除了一些调试消息。改进了俄语翻译,用于分配时支付的金钱。HandlePrison: - 更精确地计算囚犯与警卫的比例 - 改进了随机逃脱囚犯数量的计算(允许单个囚犯...
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r2596
修复SwitchOffRadio中的可能错误:当无线电自动关闭时不要扣除AP。
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r2595
CalcInterruptDuelPts: - 将手中物品/技能的奖励限制为1 - 如果士兵在备用模式下持有霰弹枪,则增加在武器射程内中断的奖励
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r2594
降低了敌人在INSANE难度下的中断奖励至+1。
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r2593
将中断决斗计算记录到MiscInfo.txt
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r2592
将MAX_AMMO_TYPES_PER_GUN增加到64。
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r2591
移除了发射器工具提示中的准确性,因为它不用于榴弹发射器和迫击炮。
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r2590
不要显示发射器的伤害值,因为它们使用附加的可发射爆炸物的伤害。ItemFitness: 当为民兵选择武器时,使用枪支的伤害,使用致命性作为发射器,因为发射器可能具有零/低伤害(它们的伤害...
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r2589
GetDamage: - 统一了近战/枪支伤害计算,首先取(冲击 + 奖励)的修改伤害,然后乘以类型修改器 - 对于加农炮/火箭发射器/榴弹发射器/迫击炮,使用附加的可发射爆炸物的伤害...
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r2588
CalculateItemSize: - 不要检查引爆器的附件大小 - 使用车辆口袋大小来确定物品和附件的最大大小
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r2587
仅当武器可以使用瞄准镜模式时显示瞄准镜模式图标。添加了gbForceBinocsReady以用于使用双筒望远镜进行侦察,而不是gbForceWeaponReady。GetScopeLists, ChangeScopeMode: 仅当武器可以使用瞄准镜模式时。允许侧步和行走...
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r2586
重新启用了标签。修复了剩余的ubCoweringReducesSightRange -> ubShockReducesSightRange重命名。
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r2585
将ubCoweringReducesSightRange重命名为ubShockReducesSightRange。在视觉缓存信息中添加了冲击。GetPercentTunnelVision, HasThermalOptics: 添加了视觉缓存支持。冲击影响隧道视觉:仅适用于人类体型。启用了隧道视觉...
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r2584
视觉范围缓存:存储手中的物品,瞄准镜模式。
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r2583
调整了视觉范围缓存代码。不要检查VESTPOS和LEGPOS的视觉奖励。DistanceVisible: 正确检查侦察/聚焦的位置等级。小幅代码改进。
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r2582
实现了士兵视觉范围奖励的缓存,用于GetTotalVisionRangeBonus,应有助于大规模LOS检查和AI。修复:IsSpotting和IsFocusing正确检查位置等级。在ApplyEquipmentBonuse中调用ResetVisionRangeCache...
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r2581
视觉奖励:代码调整。OCTH, NCTH: 代码优化,如果视线被阻挡,不要搜索正常视觉。AIMaxDistanceVisible: 不要使用gbForceWeaponNotReady进行正常视觉,以允许夜视镜的奖励。
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r2580
夜视镜的视觉奖励:改进了检查任何活动瞄准镜/双筒望远镜的代码。
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r2579
OCTH, NCTH: 改进了检查,以避免在使用夜视镜时看到目标的惩罚。
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r2578
视觉奖励:在使用瞄准镜/双筒望远镜或检查最大视觉或瞄准奖励时,不要使用夜视镜的奖励。OCTH, NCTH: 如果可以使用降低的武器看到目标(例如,使用夜视镜时),则对不可见目标无惩罚。
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r2577
装备的视觉奖励:- 仅限装甲和面部槽位 - 允许与瞄准镜/双筒望远镜一起使用,除了夜视镜
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r2576
小幅代码改进。
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r2575
视觉奖励:仅在不使用瞄准镜/双筒望远镜时应用装备奖励。
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r2574
瞄准镜的视觉奖励:仅在聚焦或检查最大视觉或OCTH瞄准镜奖励时,检查手中的IC_GUN物品,然后再检查瞄准镜。WeaponReady: 检查士兵手中是否有枪,即使设置了gbForceWeaponReady。
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r2573
改进了侦察/聚焦视觉奖励的代码。
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r2572
Skills_Settings.ini中的新选项,[Scouting]: SIGHT_RANGE_BONUS_IN_DAYLIGHT(默认1)。调整了Insane难度下敌人的视觉奖励。
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r2571
修复了r2569中的错误代码。具有侦察特质的士兵开始侦察所需的AP更少。
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r2570
修复:开始新游戏时清除世界物品(由rftr提供)。
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r2569
修复:当物品状态等于使用的点数时,错误的附件移除。InternalIgniteExplosion: 如果ubDamage >= 20,则添加烟雾效果。
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r2568
移除了vs2008项目。
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r2563
修复了技能菜单的俄语工具提示。将WearsGoggles重命名为WearsBallisticGoggles。WearsSunGoggles: 仅当brightlightvisionrangebonus > 1时。
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r2562
中文翻译更新(由zwwooooo提供)。
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r2561
对于爬行AP计算,允许膝盖护甲的AP减少作为覆盖<30的腿部护甲。
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r2560
路径代码优化:将库存搜索功能移出路径循环。膝盖护甲将爬行AP成本减少1(仅在100AP系统中)。
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r2559
LOBOT: 添加了对膝盖护甲和内衣的支持。用子弹破坏锁:如果ubSmashDifficulty <= lockBustingPower + 子弹冲击,则允许。在智慧药物下没有遗忘效果。代码清理和小幅改进。 --------------------- r2558 使用系统时间来解决AI死锁问题,因为它不受快速计时器调整的影响。AttemptToBlowUpLock: 在失败的爆炸发生之前移除形状炸药物品,以避免可能的错误。 --------------------- r2557 AttemptToBlowUpLock: - 修复移除物品的伤害。 - 捕获bLockDamage中的溢出 - 没有爆破技能时不要增加形状炸药的伤害 - 仅在可能打开时损坏锁,检查实际伤害以防达到最大INT8 -... --------------------- r2556 无线电监听:- 改进了面部图标,如果从前几回合保存了AP_MAXIMUM行动点,则显示特殊图标 - 将前几回合的监听点的一半添加到下一回合 --------------------- r2555 仅在玩家回合显示掩护/视线覆盖。 --------------------- r2554 AICalcChanceToHitGun: 增加坦克和车辆的孔径。CalcMuzzleSway: 使用正态分布,在武器射程之外使用平坦分布。LimitImpactPointToMaxAperture: 简化代码以降低最大偏差,使用完整的正态分布... --------------------- r2553 当在选项中禁用左侧战术面板时,不要显示左侧面板工具提示。仅在按下SHIFT时在手持光标模式下显示可拖动对象。 --------------------- r2552 修复:在回合制模式下侧步时使用WALKING移动模式 --------------------- r2551 在区域信息弹出窗口中添加了水类型。 --------------------- r2550 允许在士兵侦察或监听时显示敌人位置。在快速前进模式下不要显示“按ESC打破AI死锁”提示。 --------------------- r2549 将相同声音播放的延迟更改为50毫秒。 --------------------- r2548 AICalcChanceToHitGun: 考虑站立/蹲伏人类目标的朝向。 --------------------- r2547 实验性调整:防止声音系统同时播放相同声音。 --------------------- r2546 SIDE_FACING_DIVISOR: 允许此选项适用于蹲伏目标,但降低除数。 --------------------- r2545 SIDE_FACING_DIVISOR选项调整:- 仅适用于站立目标 - 仅适用于人类体型 - 仅在瞄准躯干/腿部时 - 添加了安全检查 - 禁用了垂直偏差的除数 --------------------- r2544 添加了使用ESC键打破AI死锁的消息。 --------------------- r2543 在技能菜单中添加了热键工具提示[\]用于拖动/打破窗口操作。 --------------------- r2542 CancelDrag, StartDrag: 更新界面。[\]键:检查开始拖动的AP。 --------------------- r2541 修复:弹药标志值。 --------------------- r2540 修复了NO_REMOVE_RANDOM_SECTOR_ITEMS(由sun_alf提供):它使用了双倍的到达敌人数量(如果在RemovePGroup之前调用NumEnemiesInAnySector,则会对相同的敌人计数两次)。 --------------------- r2539 调整了手榴弹的最大投掷范围公式,略微增加距离。不要同时应用爆破/投掷技能的投掷奖励。 --------------------- r2538 ClosestReachableDisturbance: 改进了代码优化,允许忽略垂死的对手或空车辆。Black AI: 改进了代码,如果有更好的可到达敌人,则忽略垂死的士兵或空车辆。 --------------------- r2537 BuildSectorsWithSoldiersList: 添加了安全检查。 --------------------- r2536 ESC用于多个选定的佣兵:首先停止佣兵,然后按下解除武器准备。 --------------------- r2535 ESC: 为所有选定的佣兵解除武器准备。 --------------------- r2534 优化部署到战术区域时调用的RandomMagazine()(由sun_alf提供)。 --------------------- r2533 改进SurfaceCache错误消息(由Asdow提供)。 --------------------- r2532 仅在区域中有多个可移动小队时,在战略移动弹出框中显示“选择全部”行(由Asdow提供)。 --------------------- r2531 AI: 如果RADIO_OPERATOR_ARTILLERY = FALSE,则不要使用红色烟雾。FindThrowableGrenade: 将红色烟雾弹的优先级设置为最低。EXTRA_ITEMS: 如果禁用炮击,则不要添加红色烟雾弹。界面面板:调整了代码以清除左侧/右侧区域... --------------------- r2530 恢复了r2157。 --------------------- r2529 恢复了r2036。 --------------------- r2528 修复了通过在拖动期间打开/关闭可拖动结构来复制它们的漏洞(由Shadooow提供)。 --------------------- r2527 为MERC网站添加了鼠标滚轮支持,类似于AIM的实现(悬停在佣兵面部上)。Shift/Ctrl修饰符应用于鼠标滚轮,就像A/D/左/右键盘输入一样(由rftr提供)。修复了AI的初始装备成本... --------------------- r2526 修复了图形故障,通常是黑屏或屏幕上的阴影框,出现在钥匙环弹出框内时(由Shadooow提供)。 --------------------- r2525 启用ADDITIONAL_NCTH_CURSOR_INFO时,始终在光标处显示装甲,按下ALT时显示武器/面部装备,还改进了图片位置。 --------------------- r2524 [\]键允许用撬棍/枪打破窗户或开始拖动。默认设置RANDOM_INTERRUPTS = FALSE。Ctrl+[W]键:移除了作弊热键,始终从技能菜单激活武器子菜单。 --------------------- r2523 修复了在结束游戏视频周围显示图形伪影的问题(由Shadooow提供)。 --------------------- r2522 修复了PLAY_INTRO = 0导致游戏在杀死Deidranna后卡在黑屏中的回归(由Shadooow提供)。初始化guiItemInfoAdvancedIcon = 0。 --------------------- r2521 修复了退出EDB后丢失瞄准镜模式图标的错误(由Shadooow提供)。 --------------------- r2520 修复了从某些方向用撬棍打破窗户的问题。[F]键:将第一行显示为橙色以更好地区分之前的信息。CalcInterruptDuelPts: 如果之前未看到敌人,则从奔跑中惩罚1级,... --------------------- r2519 NCH: 改进了计算距离处孔径的代码。 --------------------- r2518 NCTH: 激光为基础瞄准提供奖励,而不是孔径。 --------------------- r2517 新选项NCTH_CLOSE_RANGE_AIM_BONUS(默认FALSE)有助于在距离小于NORMAL_SHOOTING_DISTANCE * 2时瞄准,线性缩放奖励在NORMAL_SHOOTING_DISTANCE后降至零。 --------------------- r2516 修复了NCTH的可见性惩罚代码。 --------------------- r2515 NCTH: 机械瞄具奖励在NORMAL_SHOOTING_DISTANCE内完全有效。EffectiveMarksmanship: 移除了肾上腺素的惩罚。EffectiveDexterity: 移除了冲击的惩罚,添加了肾上腺素的惩罚。NCTH: 使用bTilesMoved而不是TilesMov... --------------------- r2514 NCTH: 修复了AIM_VISIBILITY代码,用于射击在视觉障碍后的目标。 --------------------- r2513 调整了NCTH_SQRT_DISTANCE选项。 --------------------- r2512 聚焦时,聚焦区域外的惩罚。修复了用于创建火焰的错误的Molotov id检查。AICalcChanceToHitGun: 降低了100% CTH的孔径。修复了常规子弹损坏结构时创建火焰的问题。 --------------------- r2511 NCTH_SQRT_DISTANCE: 调整了在NORMAL_SHOOTING_DISTANCE以下的缩放。 --------------------- r2510 战术面板:如果战术面板和左侧面板没有足够的空间,则尝试使用左侧。NCTH_SQRT_DISTANCE: 在NORMAL_SHOOTING_RANGE以下使用pow(1.5)缩放孔径。 --------------------- r2509 AICalcChanceToHitGun: - 降低了CTH估计的孔径值 - AI射击的最小1%几率 - 最大99%几率 --------------------- r2508 DamageStructure: 在检查子弹摧毁物体时考虑GUN_DAMAGE_MODIFIER。 --------------------- r2507 修复了手榴弹被放入库存而不是放回手中的错误,如果士兵在动画中间被游戏停止投掷(中断/发现另一个敌人)(由Shadooow提供)。 --------------------- r2506 修复了有时在花费AP时未禁用侦察/聚焦的问题。 --------------------- r2505 F键在使用NCTH时显示近似的CTH。允许用撬棍/踢门破坏门锁,仅当锁破坏难度不是OPENING_NOT_POSSIBLE时。降低了踢门或使用撬棍时获得力量的机会。Skill checkL返回-1... --------------------- r2504 AI: 每回合仅转向最近的隐蔽对手一次。限制盲人士兵的AI行动。 --------------------- r2503 Black AI: 改进了在射击前靠近的代码。 --------------------- r2502 盲人士兵:- 不能使用无线电 - 限制AI决策 - 只对隐藏感兴趣 - 可以使用烟雾掩护 - 可以开始撤退 - 允许在掩护代码中撤退 - 将物品搜索范围限制为1格 --------------------- r2501 快捷键Alt + 0..9和Alt + [~]现在在正常和作弊模式下一致工作。将Alt + 1..5作弊热键移动到Ctrl + Alt + 1..5 --------------------- r2500 修复:在使用鼠标滚轮在战略视图中浏览佣兵时强制重新绘制库存。修复了使用鼠标从车辆库存滚动到佣兵时的不良库存渲染(由rftr提供)。 --------------------- r2499 金属探测器在士兵到达新格时使用电池,每格有10%的几率消耗1%的状态。 --------------------- r2498 修复火焰在墙边停止的问题。 --------------------- r2497 子弹击中屋顶检查:- 检查所有子弹,而不仅仅是在射击楼层之间时 - 使用最后一个Z值在子弹穿过屋顶之前停止它 --------------------- r2496 OCTH火焰喷射器:- 减少火焰弹药的最大未命中量 - 调整了火焰喷射器的基础射击精度 --------------------- r2495 重新启用了火焰和生物气体的即时伤害。将气体伤害移动到HandleAtNewGridNo。修复了火焰角落错误。 --------------------- r2494 AllowedAimingLevels: 将火焰喷射器的OCTH瞄准等级限制为2。CalcInterruptDuelPts: 基于难度的奖励/惩罚。 --------------------- r2493 OCTH: 火焰喷射器的CTH基于敏捷和呼吸。StructureHit: 仅在停止时移除火焰子弹。HandleBulletStructureInteraction: 不要停止火焰子弹。火焰对锁无效。调整了自动... --------------------- r2492 添加了损坏/移除掉落电池的几率。 --------------------- r2491 AI使用电池的几率取决于电池状态。 --------------------- r2490 仅在玩家团队的电池耗尽时显示消息。双筒望远镜/金属探测器在和平区域中如果佣兵在侦察/移动时可以使用电池。 --------------------- r2489 坦克在非常近的距离内不能射击蹲伏/俯卧的目标。坦克在非常近的距离内不能射击非车辆目标。EVENT_BeginMercTurn: 在bTilesMoved重置之前更新士兵的电池。金属探测器仅... --------------------- r2488 为金属探测器添加了电池支持(电池仅在士兵最近移动时使用)。 --------------------- r2487 为双筒望远镜/夜视镜添加了电池支持。移除了随身听和扩展耳机的状态检查。 --------------------- r2486 PlaceObject: 自动放置时不显示不兼容的面部物品消息。改进了SwapGoggles代码:- 如果可能,切换到头盔 - 如果需要,为夜视镜安装电池。 --------------------- r2485 当设备中的电池耗尽时显示消息。 --------------------- r2484 不允许丢弃AP为负的物品。如果AP不足,不允许将物品存入库存。如果某一列仍有动作可显示,则允许动作面板滚动。随身听支持电池。略微提高了士气提升... --------------------- r2483 为扩展耳机添加了电池支持。使用扩展耳机命令民兵时消耗电池。手电筒在回合制中每回合消耗电池。改进了听力范围加成的代码。如果士兵轻微耳聋,则忽略微弱噪音... --------------------- r2482 改进了手电筒/枪托转换快捷键的代码。 --------------------- r2481 在技能菜单中添加了枪托转换动作。在动作面板中添加了枪托转换动作。修复了物品转换快捷键的提示。 --------------------- r2480 Shift+T:允许转换为相同物品大小的物品(例如,铲子模式转换)。 --------------------- r2479 新快捷键:Shift+P转换枪托,首先检查武器本身是否可以转换为不同物品大小,然后搜索可以转换的AC_STOCK附件。 --------------------- r2478 CalcEffVolume:移除了bCheckTerrain。修复了一些警告。 --------------------- r2477 回退了r2126。 --------------------- r2476 修复AI士兵无法从自己的格子拾取武器的问题。LIMIT_MAX_CTH:将惩罚降低到-4。 --------------------- r2475 OCTH:- 设置默认MAX_WEAPON_RANGE_PENALTY = 10。- 在远距离射击时加倍惩罚,稍后可以通过在同一位置射击来补偿 - LIMIT_MAX_CTH选项:添加了-10修正,可以通过瞄准时间来补偿... --------------------- r2474 AIDecideRadioAnimationL:在刚刚发出警报时允许播放无线电动画。CheckForChangingOrders:修复了过时的SNIPER命令。CalcMorale:改进了限制AI士气的检查。 --------------------- r2473 SafeSpot:- 检查正常视线掩护而不是无限 - 检查是否在成功攻击下的位置 AbortFinalSpot:- 冲锋攻击包括肾上腺素检查 - 如果移出视线掩护并可以攻击敌人,则中止:仅AI_ACTION_SEEK_OPPONENT... --------------------- r2472 新的OCTH选项DIRECTIONAL_PRONE_PENALTY(默认FALSE):从侧面射击时减少俯卧惩罚。 --------------------- r2471 CalcCoverValue:代码小幅改进。 --------------------- r2470 简化了播放开门声音的检查:检查玩家佣兵是否在附近。 --------------------- r2469 伪装失败消息外部化。 --------------------- r2468 ProcessNoise:改进了代码以记住该士兵的最大噪音音量。在快进模式下不播放牛/乌鸦声音。 --------------------- r2467 距离减少了部分耳聋的有效音量。 --------------------- r2466 被大声噪音震聋的几率:- 噪音的最大距离为TACTICAL_RANGE / 4 - 距离减少有效音量 --------------------- r2465 允许使用Shift+T将尸体转换为任何物品。CalcCoverValue:对僵尸的掩护调整。修复了碎片的击中水的声音。 --------------------- r2464 当子弹击中水时播放S_WATER_IMPACT1。 --------------------- r2463 当物体掉入水中时,根据物体的重量和类型播放不同的声音。 --------------------- r2462 修复了将物品掉入水中时的水花声音。修复了将物品掉入水中的问题。 --------------------- r2461 CalcCoverValue:改进了前进/撤退决策的代码。 --------------------- r2460 OCTH提示:每次射击的自动惩罚,重量惩罚,力量自动惩罚。改进了代码以缩放自动惩罚,如果武器太重:使用每次射击的惩罚,除以AIMING_BURST_PENALTY以使用未修改的值。 --------------------- r2459 如果SCALE_AUTO_PENALTY = TRUE,如果后坐力太大无法控制,则增加自动惩罚。如果OCTH_WEIGHT_PENALTY = TRUE,如果武器太重无法良好瞄准,则添加CTH惩罚。 --------------------- r2458 SCALE_AUTO_PENALTY:默认FALSE。新选项OCTH_TRACER_CODE(默认FALSE)启用了新的曳光弹代码(将连发/自动加成添加到CTH而不是降低自动惩罚)。新选项OCTH_WEIGHT_PENALTY(默认FALSE)为... --------------------- r2457 调整了AIMaxDistanceVisible:- 使用正常和瞄准镜视距的最大值 - 移除了双倍正常视距 --------------------- r2456 为敌方刺客显示民兵面孔。 --------------------- r2455 允许在浅水中隐藏物品。 --------------------- r2454 InternalAddItemToPool:清除标志,指示给AI士兵的特殊额外物品。除非启用作弊模式,否则不允许查看或窃取给AI士兵的特殊额外物品。 --------------------- r2453 重新启用了使用聚焦功能时的夜间/洞穴视觉加成。 --------------------- r2452 改进了代码中的OKBREATH检查。修复了防止AI士兵在被击倒后下一回合站起的问题。 --------------------- r2451 AIEstimateInterruptLevel:修复NO_INTERRUPT值,检查士兵是否可以中断。 --------------------- r2450 CheckForChangingOrders:修复过时的SNIPER命令,切换到STATIONARY。 --------------------- r2449 AI:改进AIEstimateInterruptLevel代码,使用CalcInterruptDuelPts中的实际计算。 --------------------- r2448 CalcBestShot:如果我们转身后可以看到敌人,则不进行盲射。代码小幅改进。 --------------------- r2447 将aiData.fAIFlags重命名为ubAIFlags。重命名/组织了AI和士兵标志 AI:- 当呼吸不足时,如果士兵是静止的,则不启动撤退代码。- 允许每回合转向最近可能看到的对手一次 --------------------- r2446 小幅AI调整。 --------------------- r2445 AI压制调整和修复。 --------------------- r2444 代码小幅改进。 --------------------- r2443 添加了AI函数:ConsiderCrouch()。在某些情况下限制了等待掩护前进位置。 --------------------- r2442 AICheckWeOutnumberPublic:将距离增加到VISION_RANGE + TACTICAL_RANGE / 2。红色AI:- 当无法前进且友军正在侧翼时,额外压制 - 如果可以站立且敌人在该位置看不到士兵,则可能使用备用模式 - 不... --------------------- r2441 AI:调整了冲锋攻击代码,以延长军官冲锋攻击的最大距离。 --------------------- r2440 新选项NCTH_SQRT_DISTANCE(默认FALSE)使用平方根法则减少距离 > NORMAL_SHOOTING_DISTANCE时的最大光圈。禁用对 unconscious 士兵的压制。仅当目标可见时显示畏缩消息。设置使用无线电的AP...
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r2439
将新初始化的车辆驾驶员设置为NOBODY。这修复了吉普车和可能的坦克在自动解决中播放玩家佣兵声音的问题(由Shadooow提供)。
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r2438
SoldierOKForSectorExit:- 检查士兵是否 unconscious - 在回合制中,只允许在回合开始时从 sector 撤退
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r2437
r9290 完全移除了地图屏幕上车辆的 body inventory 区域。反正没有图像渲染,这样不会显示重复状态的弹出消息,消耗品也不会弹出“Heh?”错误(由Shadooow提供)。r928...
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r2436
当跳窗时播放窗户破碎声音,其他各种声音 - 仅当士兵可见或附近有玩家佣兵时。
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r2435
CanOrderSectorMilitia:如果士兵耳聋则不允许。CanOrderMilitia:- 如果有扩展耳机且 sector 和平或士兵有 squadleader 特质,则允许 - 如果士兵可以使用无线电且 sector 未被干扰,则允许 - 如果士兵...
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r2434
调整了实验性修复,防止在 gas/fire 中死亡时的 bug:从 HandleGotoNewGridNo 返回 FALSE。修复了编译错误。
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r2433
在战术状态中存储护目镜/背包警告。
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r2432
给AI的额外物品无法被窃取。
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r2431
在实时模式下,当 sector 中有敌人时自动切换夜视镜(仅一次)。
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r2430
调整了高 shock 条的颜色。
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r2429
当从敌人处窃取多个物品时,将它们掉到地上。
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r2428
高 shock 的AI士兵可以使用肾上腺素药物避免畏缩。如果启用了食物系统,则不在技能菜单和战术动作菜单中显示“喝水”动作。
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r2427
在技能菜单和战术动作菜单中添加了“喝水”动作。
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r2426
即使AP不足,也允许将光标中的物品放入库存。如果AP已经为负,则不允许将物品掉到地上。
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r2425
调整了 spot/focus 的AP。改进了俄语翻译。添加了战术面板字符串的本地化。关闭无线电现在消耗AP_RADIO。将使用无线电的AP成本增加到64。
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r2424
更改了移动框中的“选择全部”按钮的行为。现在如果只选择了部分士兵,它将选择剩余的士兵,而不是取消选择。如果全部选中,当然仍然会取消选择全部(由Shadooow提供)。
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r2423
允许用任何金属制的双手武器打破玻璃(有几率损坏武器)。
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r2422
禁止从可打开的结构(如箱子)中拾取物品,如果它们当前关闭。这还修复了如果玩家加载了 delivery sector 并且有箱子关闭时,Bobby Ray的交付不会显示的错误...
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r2421
修复了在调试模式下打开BR订单页面时没有首先选择任何项目时的崩溃(由Shadooow提供)。
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r2420
设置默认MAX_PRONE_PENALTY = 80。实验性调整:如果士兵移动且屏幕滚动,则禁用士兵上方的UI。允许在回合制中使用民兵“移动到”命令。
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r2419
CTGTHandleBulletStructureInteraction:考虑到火焰可以穿过人。HandleGotoNewGridNo:可能修复在火焰中死亡的软锁问题 - 如果士兵正在死亡/呼吸不足,则在 DishOutGasDamage 后不继续。
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r2418
修复了不正确的 wound shock 条。调整了 wound shock 条的颜色。
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r2417
修复了无法给民兵下达命令的问题。
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r2416
当鼠标悬停在AIM成员页面的佣兵照片上时,添加了鼠标滚轮功能,并用于浏览Bobby Rays的库存页面。如果鼠标悬停在物品的大图上,'ctrl' + 鼠标滚轮将允许从购物车中添加或移除物品...
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r2415
改进了火焰弹药的CTGT计算。ArmourProtection:使用线性法则缩放护甲覆盖范围。DishOutGasDamage:怪物不受催泪/芥子气影响。
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r2414
OCTH:火焰喷射器因过热没有CTH惩罚。
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r2413
改进了限制火焰弹药距离的代码。
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r2412
火焰喷射器:- 火焰总是在墙前停止 - 修复了火焰的最大距离 - 将女王怪物的减少因子修改为1/2 - 生物不受火焰保护 - 装甲板不提供火焰保护 - 当计算保护...
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r2411
火焰喷射器调整:- 火焰只能穿过人体类型和乌鸦 - 玩家佣兵和可以立即死亡,即使禁用即时死亡选项 - 僵尸如果被火焰攻击可以立即死亡 - 不降低...
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r2410
火焰喷射器调整:- 火焰喷射器定义为武器索引 = 16 或具有弹药标志 32 - addMissileTrail:延迟从100减少到50 - 过热火焰喷射器没有精度下降 - 火焰喷射器没有射程减少 - 火焰...
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r2409
给机器人武器时不移除不可分离的附件。r9279 枪口闪光修复(由Asdow提供)。被击中掉落武器:- 仅适用于人体类型 - 修复了可能的类型转换错误 - 使掉落的物品始终可见...
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r2408
在开始屏幕禁用了旧的特质系统。始终设置READ_PROFILE_DATA_FROM_XML = TRUE。
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r2407
将 wound shock 的比例更改为0..100。OCTH:修复了 wound shock 惩罚计算。
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r2406
当尝试用快捷键从水壶喝水时显示“无AP”消息。
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r2405
修复了r2385引入的按钮错误。改进了新右键菜单的按钮加载代码。如果士兵未存活/未激活/不在 sector 中,则不显示战术面板。修复了一些警告。
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r2404
新快捷键 Alt+C:从库存中的水壶喝水。作弊快捷键 Alt+C 移动到 Ctrl+Alt+C。
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r2403
机器人听不见。NoticeUnseenAttacker:- 机器人忽略未见的攻击 - 使用消音武器时忽略未见攻击的几率
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r2402
如果士兵最近听到更大的噪音,则忽略微弱的噪音(脚步声,子弹击中)。
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r2401
RemoveButton:添加了调试消息(由Asdow提供)。HasExtendedEarOn, HasWalkmanOn:检查USABLE状态,可选地根据状态检查成功几率。HasExtendedEarOn:检查被大声噪音震聋的几率,向玩家报告噪音的几率...
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r2400
恢复了被大声噪音震聋的几率。耳聋的士兵,使用扩展耳机或随身听或已经耳聋的士兵不会被大声噪音震聋。耳聋的士兵,使用随身听:- 只能听到大声噪音,不能听到...
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r2399
修复:不正确的memset(由Asdow提供)。
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r2398
将伤口 shock 与压制 shock 分开。恢复了原始的 wound shock 惩罚。CalcTrapDetectLevel:随机化流血和 wound shock 的惩罚。
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r2397
MovementNoise:- 减少跑步时的最大音量加成 - 代码小幅改进
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r2396
语音嘲讽:- 不为TAUNT_SAY_HI减少音量 - 如果最近没有人看到对手,则说TAUNT_INFORM_ABOUT - 如果士兵最近没有看到对手且是低级管理员/绿色民兵等,则说TAUNT_SAY_HI - 代码小幅改进
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r2395
修复了一些警告。AICheckIsMarksman:将所需武器射程降低到3/4 DAY_VISION_RANGE。黑色AI:当不允许复杂AI时,不总是搜索最近的干扰。降低了特殊手榴弹使用的几率。
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r2394
战术面板:- 在较小的面板尺寸中显示已装载的手榴弹 - 显示背包/战斗包 - 将敌人/民兵计数器的颜色更改为卡其色
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r2393
增加了从屏幕顶部隐藏/显示进度条的距离。切换到对话模式时立即更新界面面板,以显示目标信息。
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r2392
略微改进了手榴弹/榴弹发射器投掷参数的计算。FindFlankingSpot:夜间避免光线。
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r2391
压制:肾上腺素下的士兵禁用畏缩。EffectiveMarksmanship:肾上腺素/肾上腺素副作用下没有 shock 惩罚。敌人名字颜色:显示肾上腺素颜色,禁用冲锋攻击颜色。
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r2390
技能菜单:如果MILITIA_USE_SECTOR_EQUIPMENT = FALSE,则隐藏民兵装备选项。红色AI:调整了寻找前进位置的敌人距离。黑色AI:在中断时不搜索最近的干扰。AICheckSpotUnderAttack:检查...
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r2389
在 sector 菜单中添加了丢弃/补充民兵装备的缺失选项。AI:仅当移动位置在敌人正常视距内时,才使用掩护前进移动。
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r2388
如果启用了“显示 inactive 佣兵的名字”选项,即使光标下找到目标也显示名字。DecideAction:- 如果士兵 unconscious 则不做任何事 - 在黑色模式下首先初始化移动
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r2387
OCTH:- 实现了BurstToHitBonus, AutoFireToHitBonus,SCALE_AUTO_PENALTY = TRUE,效果从(7 - 自动技能数)开始完全生效,如果总自动惩罚变为负则减少 - 不为减少移动...
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r2386
CalcCoverValue:使用SIGHT_UNREADY进行敌人视线检查,使AI在正常视距外更活跃。
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r2385
在开始屏幕禁用了OIV/OAS。AbortFinalSpot, AbortPath:添加了检查 Morale < MORALE_FEARLESS 以在攻击和人数占优时忽略尸体/危险位置。
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r2384
AbortFinalSpot, AbortPath:在攻击 sector 且人数占优时忽略尸体和敌人可以攻击的位置。
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r2383
红色AI:在攻击 sector 的前10回合限制掩护前进。
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r2382
OCTH:使用bTilesMoved进行移动惩罚的总百分比计算。CalcCoverValue:增强敌人的攻击性。
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r2381
如果SCALE_AUTO_PENALTY = TRUE,曳光弹移除距离惩罚而不是添加连发/自动加成。修复了在地图屏幕上使用传送作弊命令时将上一个 sector 分配到无法进入的目标 sector 时的崩溃...
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r2380
新的OCTH选项:- SCALE_AUTO_PENALTY(默认TRUE)启用根据距离缩放自动惩罚,0.5倍在零距离,最大2倍在3/2 TACTICAL_RANGE - CLOSE_RANGE_PENALTY(默认FALSE)启用最多20%的惩罚,用于射击双手...
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r2379
将 inactive 佣兵的字体颜色更改为FONT_LTKHAKI。改进了当玩家按下[D]键且启用了安全[D]选项时的信息消息。
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r2378
CalcInterruptDuelPts:仅在启用库存AP成本时,手中有物品时才提供加成。不在Attachments.xml和Merges.xml中加载OIV物品
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r2377
为战略移动弹出框添加了“选择全部”选项(由Asdow提供)。
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r2376
如果设置了4且未找到目标,则启用铲子作为武器在建造模式下工作。
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r2375
禁止更改在途佣兵的分配(由Asdow提供)。
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r2374
黑色AI:如果士兵没有掩护,则允许在回合开始时进行掩护检查。
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r2373
改进了技能菜单提示。始终显示技能菜单中动作的快捷键提示。
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r2372
实现了在战略地图上悬停鼠标在团队列表、角色库存和角色信息面板上时使用鼠标滚轮切换佣兵(由Asdow提供)。
---------------------
r2371
修复了从技能菜单打开武器/动作子菜单时的“AP不足”消息。添加了战术面板和技能菜单中一些动作的缺失AP检查。停止畏缩动作不消耗任何AP。
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r2370
OCTH:修复了在相邻格子射击新目标时的惩罚计算错误。
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r2369
战术动作面板:仅在玩家回合允许。
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r2368
CalcCoverValue:如果士兵本轮射击或士气低,则允许撤退。
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r2367
修复了每日费用不再计算死亡佣兵或POW NPC和RPC的工资(由Shadooow提供)。
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r2366
CalcInterruptDuelPts:修复了近战/HTH特质的加成。EstimateStabDamage:考虑使用刺刀的加成。
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r2365
CalcSituationValue:始终使用LOS测试以获得更好的准确性
---------------------
r2364
黑色AI:即使攻击是首选,如果士气 < MORALE_FEARLESS 且新位置提供掩护而当前位置不提供,则仍允许采取掩护。 --------------------- r2363 ConsiderProne:改进了 shock 水平检查。FindBestNearbyCover:- 在黑色状态下不增加新位置的最小百分比改进 - 如果新位置有掩护而当前位置没有,则降低最小百分比改进要求 --------------------- r2362 在技能菜单中禁用作弊子菜单。 --------------------- r2361 将Ctrl+V更改为从技能菜单打开库存子菜单。 --------------------- r2360 代码小幅改进。 --------------------- r2359 在技能菜单中添加了库存子菜单。改进了技能菜单代码,修复了小错误。添加了本地化。 --------------------- r2358 在技能菜单中添加了Sector子菜单。恢复了100%压制效果下的100%压制几率。 --------------------- r2357 压制:在高 shock 水平下(shock 百分比高于士气)总是畏缩。如果士兵本轮被击中或压制,则不禁用中断,而是增加中断水平的惩罚。略微降低了中断水平的惩罚... --------------------- r2356 新选项MAX_SCOPE_PENALTY(默认40)定义了射击俯卧目标时的最大惩罚(从0增加到最大值,每格3%)。当从屋顶射击时,射击俯卧/蹲伏目标的额外惩罚减少... --------------------- r2355 中断:- 在近距离为徒手/拳击武器的士兵提供+1加成 - 在近距离为手中有刀的士兵提供+技能数的加成 - 仅在武器... --------------------- r2354 修复了从正常举枪切换到备用持枪模式的问题。无法在备用持枪模式下激活聚焦。 --------------------- r2353 在技能菜单中添加了新选项 - 选项。如果佣兵光标中有物品,则不允许激活技能菜单。 --------------------- r2352 实现了技能菜单的小队子菜单。FindRetreatSpot:允许有1个队友相邻的位置。 --------------------- r2351 FindBestNearbyCover:仅当位置没有敌人掩护时,才惩罚附近有队友的位置。 --------------------- r2350 修复了动作菜单中的停止拖动命令。 --------------------- r2349 将自动包扎移动到Alt+A。仅当士兵可见或玩家队伍能听到声音时播放开门/关门声音。 --------------------- r2348 改进了门声音播放:仅当打开/关闭门的佣兵在屏幕上可见或玩家队伍能听到门声音时播放声音。 --------------------- r2347 技能菜单:- 改进了选择帮助时的屏幕更新 - 添加了库存子菜单 --------------------- r2346 r9258:修复了在踢出佣兵并告诉他在当前 sector 丢弃物品时,如果该 sector 的地图库存打开,则无法将他的物品移动到 sector 库存的错误(由Shadooow提供)。 --------------------- r2345 战术物品转换(Shift+T,技能菜单动作):避免转换为自身,避免转换为不同物品类别。ESC键允许快速放下武器或停止拖动。 --------------------- r2344 改进了技能菜单中重新装填动作的CanReload检查。 --------------------- r2343 部分回退了r2341:更改了佣兵列表中 destroyed 车辆的分配文本。 --------------------- r2342 在技能菜单中添加了武器子菜单。 --------------------- r2341 修复了无法从佣兵列表中移除车辆的问题(由Shadooow提供)。更改了佣兵列表中 destroyed 车辆的分配文本(由Shadooow提供)。解雇车辆将不询问地将其库存中的物品丢弃在当前 sector(由Shadooow提供)。 --------------------- r2340 技能菜单改进:- 添加了“停止拖动”动作 - 如果某些动作无法使用,则不显示 - 为动作子菜单添加了提示 --------------------- r2339 [Q]:更改瞄准镜模式(与[.]相同)。技能菜单:- 如果士兵已经畏缩,则不显示畏缩动作 - 如果士兵没有畏缩,则不显示停止畏缩动作 --------------------- r2338 恢复了[W]用于查看命令,新武器菜单现在在[Ctrl]+[W]上。 --------------------- r2337 战斗声音:移除了单独的BATTLE_SOUND_DIE1以简化代码,因为我们现在可以检查备用战斗声音。 --------------------- r2336 语音嘲讽:- 仅为TAUNT_INFORM_ABOUT, TAUNT_NOTICED_UNSEEN和TAUNT_SAY_HI嘲讽降低隐身士兵的音量 - 在夜间和地下也降低音量 --------------------- r2335 修复了在直升机投送动画期间快速加载时直升机声音无限循环播放的问题(由Shadooow提供)。修复了将需要护送的NPC与另一个佣兵从现有小队中分离的错误,该佣兵在该NPC的小队列表中... --------------------- r2334 回退了r2333:在热投送时禁用了撤退,仅允许地图中心(由Shadooow提供)。 --------------------- r2333 修复了回归问题,当新到达的佣兵在Omerta时,如果玩家在直升机投送动画期间按下ESC键,则面向北而不是东(由Shadooow提供)。在热投送时禁用了撤退,仅允许地图中心(由Shadooow提供)... --------------------- r2332 如果NEW_SCOPE_RANGE_MODE > 0,即使NEW_SCOPE_EFF_MODE = FALSE,也根据范围应用瞄准镜效果修正。
---------------------
r2331
OCTH:- 新选项NEW_SCOPE_RANGE_MODE(默认0),0:默认,1:最佳瞄准镜范围 = MinRangeForAimBonus,2:最佳瞄准镜范围 = 100 * sqrt(2 * ScopeMagFactor) - 如果NEW_SCOPE_RANGE_MODE > 0,瞄准镜效果随范围缩放...
---------------------
r2330
新的OCTH选项:- NEW_SCOPE_EFF_MODE = FALSE - 新代码计算瞄准镜效果 - NEW_SCOPE_EFF_MODE_RATIO = 1.0f - 缩放瞄准镜倍率以计算瞄准镜效果 - NEW_SCOPE_EFF_MODE_BONUS = 0.0f - 平...
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r2329
OCTH:从侧面攻击敌人时减少俯卧惩罚,从90度减少1/2,从45度减少1/4。
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r2328
改进了存储尸体调色板的代码,还存储了迷彩状态。
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r2327
正确恢复尸体颜色,当使用非标准调色板(JA2PAL.DAT)时,通过重用对象变量:- bDefuseFrequency 用于 headpal - ubImprintID 用于 skinpal - ubWireNetworkFlag 用于 vestpal - sRepairThreshold 用于 pantspal
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r2326
OCTH:- 将最大偏差的自动惩罚降低到30% - 仅从第2发开始计算连发/自动惩罚 - 修复了最大偏差目的的自动惩罚计算
---------------------
r2325
仅当存在Layers.xml时加载LOBOT xml文件,以防止与旧版本gamedir崩溃。CalcAPsToBurstNoModifier:修复了警告,代码格式化。
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r2324
添加了LOBOT代码(由Asdow提供)。
---------------------
r2323
由于github迁移,换行更改。
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r2322
将AIMING_BURST_PENALTY设置为FLOAT类型。AIMING_BURST_PENALTY选项的FLOAT类型允许更精细地控制OCTH中的自动/连发惩罚(USE_AIMED_BURST = TRUE),而无需调整Weapons.xml中的ubBurstPenalty, AutoPenalty
---------------------
r2321
OCTH:新选项SCOPE_STABILITY_PENALTY添加了最多ScopeMagFactor * ScopeMagFactor的惩罚,当射击未架设时,近距离减少,可以通过高经验水平和敏捷补偿最多50%,蹲伏时减半。
---------------------
r2320
OCTH:- 新选项MAX_WEAPON_RANGE_PENALTY(默认5)用于在最大武器射程时额外5%的惩罚,较低射程时按平方律缩放 - 对于LIMIT_MAX_CTH选项,将瞄准时间和武器技能数添加到计算的CTH中以获得距离
---------------------
r2319
代码改进。
---------------------
r2318
在技能菜单中添加了动作子菜单。
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r2317
在技能菜单中添加了显示子菜单。Ctrl+C现在从技能菜单调用显示子菜单。战术动作面板:将显示探测器选项移动到显示网络之前。
---------------------
r2316
战术动作面板:仅当MILITIA_USE_SECTOR_EQUIPMENT - TRUE时显示民兵装备选项。将自动包扎移动到[Ctrl]+[A]。[A]键现在打开技能菜单。
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r2315
新选项OCTH_DEVIATION(默认FALSE)为OCTH的完美射击添加了小偏差。
---------------------
r2314
仅允许拖动垂死或 unconscious 的士兵。改进了水检查。
---------------------
r2313
OCTH:- 新选项TOO_CLOSE_SCOPE_PENALTY:启用射击瞄准镜距离小于MinRangeForAimBonus时的惩罚 - 自动/连发惩罚不能减少到零(如果原本不为零) - 恢复了原始的MIN_AIMING_SCREWUP - CalculateF...
---------------------
r2312
当禁用 dirt 系统时,不在战术动作面板上显示“清洁枪支”动作。右键菜单:检查活动武器是否为IC_GUN以启用瞄准镜切换按钮。
---------------------
r2311
右键菜单:仅允许为IC_GUN物品类别更改瞄准镜模式。
---------------------
r2310
右键菜单的新功能:- 用撬棍打破窗户玻璃 - 拖动物体/人/尸体 增加了从关闭窗户跳下的伤害。可以从任何姿态开始拖动,士兵会自动蹲下。拖动不...
---------------------
r2309
扩展了右键菜单:添加了用撬棍打破窗户玻璃的按钮。增加了打破窗户和门的声音音量。要打破窗户,物体必须重量 >= 400g且由金属/石头制成并下沉。
---------------------
r2308
r9234:修复了高分辨率下不确定敌人问号位置的问题(由Asdow提供)
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r2307
技能菜单:- 修复了掩护子菜单的“取消”选项 - 添加了聚焦和掩护选项的缺失描述
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r2306
在技能菜单中添加了隐蔽动作:伪装,解除伪装,测试伪装。
---------------------
r2305
改进了修复在改变姿态/装备等后错误的瞄准镜模式的代码。
---------------------
r2304
双持仅允许反射瞄准镜或机械瞄准镜。
---------------------
r2303
代码小幅改进。
---------------------
r2302
修复了动作后更新瞄准镜模式的错误。
---------------------
r2301
新游戏内选项:扩展右键菜单。改进了代码以避免在不允许时选择默认机械瞄准镜。当附加了标签的可分离瞄准镜时,禁用不可分离的机械瞄准镜。修复了错误的备用持枪瞄准镜模式...
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r2300
用鼠标滚轮更改界面级别。
---------------------
r2299
将发现半径限制为1。
---------------------
r2298
略微增加了撬棍的伤害,失败尝试后总是损坏撬棍。
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r2297
显示敌人位置选项:- 使圆圈更亮 - 当选项启用时始终显示位置
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r2296
实验性调整:根据玩家进度减少女王AI在招募援军时的睡眠。
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r2295
增加了射击超过最大武器射程时的每格惩罚。基于范围的平直精度加成使用有效精度,修正了过热等。
---------------------
r2294
ADD_SMOKE_AFTER_EXPLOSION:- 将持续时间减少到1 - 如果爆炸发生在坦克上,则不创建烟雾
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r2293
PlayerSoldierStartTalking:- 简化了代码 - 使用PALACE_SECTOR_X, PALACE_SECTOR_Y作为宫殿坐标,以防止投降提议
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r2292
增加了AI用 grenades/rocket launchers 攻击坦克/车辆的几率。如果士兵有坦克/车辆/机器人作为对手之一,则不节省RPG和普通/燃烧手榴弹。如果发现敌人...
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r2291
使用反射瞄准镜超过最大射程时的惩罚随距离增加更快。
---------------------
r2290
新物品标志TOHIT_REFLEX(2147483648),改变了的工作方式,使其不依赖光线并减少到零,然后在达到BestLaserRange后变为负。GetGunAccuracy:将最大修正精度限制为25。限制bA...
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r2289
仅在回合制战斗或 sector 中有敌人时显示背包/护目镜消息,不在过场动画中显示。
---------------------
r2288
启用了右键动作面板的滚动。
---------------------
r2287
改进了噪音位置随机化代码。
---------------------
r2286
回退了r2284。
---------------------
r2285
炸弹/陷阱检查代码使用技能而不是随机修正几率来确定解除安全。
---------------------
r2284
改进了噪音位置随机化代码。
---------------------
r2283
当战斗开始时添加了警告消息“你有背包要丢弃”。
---------------------
r2282
修复了一些警告。恢复了完成任务的最小技能检查的原始值。允许更早地评论失败的技能检查。仅在未说失败引述时说热引述。
---------------------
r2281
r9220 修复:修复了站在膝盖深水中时无法转身或瞄准枪支的问题(由Shadooow提供)。
---------------------
r2280
自定义枪支图片:在顶部显示激光附件。
---------------------
r2279
NOTICE_DART_CHECK:根据士兵难度添加加成。NoticeUnseenAttacker:- 使用旧知识防止AI立即攻击(HEARD_2_TURNS_AGO而不是HEARD_THIS_TURN) - 为AI添加噪音到攻击者的位置以记住对手...
---------------------
r2278
NoticeUnseenAttacker:随机化未见攻击者的噪音位置,使用消音武器射击时,在双倍视距内最多随机化10格。HearNoise:增加了噪音位置随机化的上限。CalcBestThrow:减少了使用...
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r2277
修复了从SM面板退出到地图屏幕时可能的崩溃。
---------------------
r2276
CreateMouseRegionsActionPanel:首先调用PrepareTacticalRightPanelData。
---------------------
r2275
修复了r2274引入的错误。
---------------------
r2274
改进了俄语翻译。允许在128像素空闲空间的分辨率下使用单列动作面板。改进了动作面板初始化的代码。
---------------------
r2273
添加了r9215:启用任何支持放大的包装器以使用任何分辨率,如果使用无包装器(或使用不支持放大的包装器),则在分辨率不受支持时仍会显示错误消息(由Asdow提供)。
---------------------
r2272
修复了当动作面板启用但由于空闲空间不足而不允许大雷达地图时的错误动作面板初始化。
---------------------
r2271
修复:当小队列表被销毁时重置gsSelectedSquadLine,以移除高亮小队的橙色。
---------------------
r2270
改进了任务调试日志代码。
---------------------
r2269
添加了新的SOLDIERTYPE函数:GetNameString(), GetNameWString()。
---------------------
r2268
任务调试日志:为没有配置文件的NPC使用“NO_PROFILE”名称
---------------------
r2267
使用而不是进行任务调试日志。
---------------------
r2266
反转了BR中显示的护甲伤害修正以便于理解。
---------------------
r2265
禁用了进入 sector 时保持佣兵动画的代码。
---------------------
r2264
修复了玩家佣兵的阴影不根据 tile 的光照级别更新的问题。特别是在夜间在有灯光的地图上奔跑时尤为明显(由Asdow提供)。增加了护甲/板击中声音的音量(Sounds\\plate_hit.ogg, Sounds\\armour_...
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r2263
修复了编译器警告。
---------------------
r2262
修复了NCTH下雨消失的问题(由Shadooow提供)。
---------------------
r2261
改进了自动解决代码(使用Shadooow的代码进行随机攻击/防御变化),修复了可能传递给PreRandom函数的负值。
---------------------
r2260
允许在编辑器中放置的 trapped grenades 作为陷阱工作,因此它们不能像普通的延迟 grenades 一样被拾取。
---------------------
r2259
当士兵在 marbles 上滑倒时,如果物品不是默认的 MARBLES,则根据物品名称显示消息。尝试修复加载世界物品或拾取物品时 shots left > mag size 的不正确弹药。
---------------------
r2259~r2643log(原文:)
r2643
r9404: Prevent illegal array access (by asdow) Using kill all enemies cheat via ALT + o caused reading MercPtrs from index 254 when its last element is at 253.
---------------------
r2642
AllowedAimingLevels: lowered effect on aim levels reduction. CalcAimingLevelsAvailableWithAP: optimized code to not call AllowedAimingLevels() repeatedly in a loop. CalcBestShot: fixed uninitialized sMinAimTime variable used for prone stanc...
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r2641
Reverted r2076 fix as it causes the game to crash.
---------------------
r2640
For improved iron sights, use smaller asterisk, also only show asterisk if this sight is not blocking other iron sights.
---------------------
r2639
Added small dirt level indicator to item picture.
---------------------
r2638
Added new item transformation: Clean gun, requires cleaning kit attached to gun or in inventory. Manually unjamming gun creates noise. Renamed bDirtLevel to dDirtLevel in OBJECTTYPE. Fixed incorrect Russian translation for AP. Use cleaning ...
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r2637
Detect cnc-ddraw and disable windowed mode (by funkyfr3sh).
---------------------
r2636
AddPossiblePendingEnemiesToBattle: use random insertion direction for group without movement orders to avoid crash with assert.
---------------------
r2634
fix: mercs in pow state feed themselves properly (by rftr).
---------------------
r2633
Skip incorrect delivery event instead of removing it.
---------------------
r2632
CPostalService::DeliverShipment(): added more debug information in assert. EVENT_POSTAL_SERVICE_SHIPMENT: remove incorrect delivery event instead of crashing the game.
---------------------
r2631
Improved display of soldier icons with "Use 10x icons" option turned off.
---------------------
r2630
New ingame option "use 10x icons" (TRUE by default) allows to enable or disable use of new 10x icons for number of soldiers in sector shown in strategic map. If there are more soldiers than can be displayed, the game will use new 10x icons ...
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r2629
CalcInterruptDuelPts: - changed base points formula so it uses EffectiveExpLevel as a base and adds +1 if EffectiveAgility >= 90, -1 if EffectiveAgility < 70, for robot controlled by merc check EffectiveDexterity of merc using controller i...
---------------------
r2628
SET_MINIMUM_ATTRIBUTES_FOR_TRAITS: disabled leadership requirements for ranger and covert traits.
---------------------
r2627
Reverted r2118 as it makes all loadscreens show default image.
---------------------
r2626
Changed return type of CountAllMilitiaInFiveSectors() from UINT8 to UINT16 to fix an overflow during militia reinforcement (by rftr).
---------------------
r2625
New option BASE_SPOTTING_AP_DIVISOR (default 4): - base AP for spotting/focusing is calculated as AP_MAXIMUM / BASE_SPOTTING_AP_DIVISOR - BASE_SPOTTING_AP_DIVISOR range is 1..8 - resulting AP to start spotting/focusing depends on distance a...
---------------------
r2624
Disable gfCaves, gfBasement if sector is not underground.
---------------------
r2623
HandleItem: when doing various actions that require moving, check if player merc has backpack zipper opened.
---------------------
r2622
Show number of possible enemy reinforcements in tactical panel (only if player has knowledge about them). Show number of enemies in tactical panel using different color if there are pending enemies.
---------------------
r2621
ClearPanelLogData: only apply locale in release version as it doesn't work in debug. LoadWorldItemsFromMap: skip incorrect items (isItem == 0 or usItemClass == 0).
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r2620
Only allow enemy reinforcements if they have active radio operator.
---------------------
r2619
HandleTBCheckCanCleanGun: disabled "Not enough AP message" when checking if cleaning gun action is available.
---------------------
r2618
Added assertion with error message to prevent silent crashes/nullptr dereference if loading big item graphics fails (by Asdow).
---------------------
r2617
Limit hot temperature and bright light level to desert/tropical sectors when not raining. Removed light level from sector info as it updates in tactics only.
---------------------
r2616
Improved code to show light level/temperature in sector info box.
---------------------
r2615
Show temperature, light level and weather in sector info (for visited sectors only). MercIsHot: use current temperature instead of sector type.
---------------------
r2614
GetDayVisionRangeBonus: allow lowered bonus at bright light levels. GetBrightLightVisionRangeBonus: improved code to use lightlevelmultiplier, lightleveldivisor. GetTotalVisionRangeBonus: - at bright light, combine day and bright light bon...
---------------------
r2613
GetPercentTunnelVision: 15% from raised weapon + 15% when focusing + tunnel vision bonus from weapon scopes.
---------------------
r2612
GetPercentTunnelVision: - only apply weapon tunnel vision bonus when focusing - use max of percenttunnelvision instead of sum - improved code for TUNNEL_VISION_REDUCED_WITH_BINOCULARS
---------------------
r2611
FACILITY_EAT: allow to assign multiple mercs.
---------------------
r2610
Don't reset selected mercs list when clicking on Cancel. Allow to assign multiple mercs to facility. SetAssignmentForList: improved code for facility assignments, use SetSoldierAssignment instead of ChangeSoldiersAssignment. FacilityAssignm...
---------------------
r2609
Removed "Smart Tree Tops" ingame option.
---------------------
r2608
Show tooltip with ambient assignment facility description when hovering mouse over facility. Show facilities having only ambient assignment in facility list if ambient assignment has text description.
---------------------
r2607
NorthSpot: removed one extra step north. ChooseMapEdgepoints: code optimization.
---------------------
r2606
Fixed Russian translation bug for move items assignment. Removed some debug messages.
---------------------
r2605
HandleEquipmentMove: stop time when finished moving items from sector, show message.
---------------------
r2604
HandleEquipmentMove: - improved code to calculate max items/weight moved based on soldier's agility/strength - code improvements - when resorting items for unloaded sector, only save real number of existing items
---------------------
r2603
GetAimBonus, GetToHitBonus, GetFlatAimBonus, GetFlatToHitBonus, GetAPBonus: disabled bonus/penalty from attached face items. GetToHitBonus: only apply bipod bonus for active scope or non scope items.
---------------------
r2602
MakeSureMedKitIsInHand: - for AI, just swap objects as they don't care about pockets - only show "nowhere to place item" message for player mercs
---------------------
r2601
GetGearAimBonus, GetGearToHitBonus, GetGearAPBonus: ignore face items attached to other items (for example, NVG attached to helmet).
---------------------
r2600
HandleEquipmentMove: - code optimization - re-enabled WORLD_ITEM_GRIDNO_NOT_SET_USE_ENTRY_POINT flag for unloaded sector - tweaked max items value
---------------------
r2599
r9393: safety checks (by Asdow).
---------------------
r2598
Move item assignment: - added BasicCanCharacterAssignment check - try to use spot of existing reachable item in sector - re-enabled warning message and time stop if cannot find drop spot - bonus from agility to max number of items carried -...
---------------------
r2597
Removed some debug messages. Improved Russian translation for money paid on assignment. HandlePrison: - more precise calculation of prisoner to guard ratio - improved calculation of random number of prisoners escaping (allow single prisoner...
---------------------
r2596
Fix possible bug in SwitchOffRadio: don't deduct AP when radio is switched off automatically.
---------------------
r2595
CalcInterruptDuelPts: - limit bonus from item in hand/skill to 1 - if soldier has shotgun in alt mode, add bonus to interrupt at distance limited to weapon range
---------------------
r2594
Lowered enemy interrupt bonus to +1 on INSANE.
---------------------
r2593
Log interrupt duel calculation to MiscInfo.txt
---------------------
r2592
Increased MAX_AMMO_TYPES_PER_GUN to 64.
---------------------
r2591
Removed accuracy from launchers tooltip as it's not used for grenade launchers and mortars.
---------------------
r2590
Don't show damage value for launchers as they use damage from attached launchable explosive. ItemFitness: when choosing weapons for militia, use damage for guns, use deadliness for launchers as launchers may have zero/low damage (their dama...
---------------------
r2589
GetDamage: - unified melee/gun damage calculation for old/new system, first take modified damage of (impact + bonus), then multiply buy type modifier - for cannon/rocket launcher/grenade launcher/mortar use damage of attached launchable or ...
---------------------
r2588
CalculateItemSize: - don't check attachment size for detonator - use vehicle pocket size to determine max size of object and attachment
---------------------
r2587
Only show scope mode icon if weapon can use scope mode. Added gbForceBinocsReady to use for spotting with binocs instead of gbForceWeaponReady. GetScopeLists, ChangeScopeMode: only if weapon can use scope mode. Allow sidestepping and walkin...
---------------------
r2586
Re-enabled <VisionRangeBonus> tag. Fixed remaining ubCoweringReducesSightRange -> ubShockReducesSightRange rename.
---------------------
r2585
Renamed ubCoweringReducesSightRange -> ubShockReducesSightRange. Added shock to vision cache info. GetPercentTunnelVision, HasThermalOptics: added vision cache support. Shock affects tunnel vision: only for human bodytypes. Enabled tunnel v...
---------------------
r2584
Vision range cache: store item in hand, scope mode.
---------------------
r2583
Tweaked vision range cache code. Don't check vision bonus for VESTPOS and LEGPOS. DistanceVisible: correctly check spot level for spotting/focusing. Minor code improvements.
---------------------
r2582
Implemented cache for soldier's vision range bonus, used in GetTotalVisionRangeBonus, should help with mass LOS checks and AI. Fix: IsSpotting and IsFocusing correctly check for spot level. Call ResetVisionRangeCache in ApplyEquipmentBonuse...
---------------------
r2581
Vision bonus: code tweaks. OCTH, NCTH: code optimization, don't search for normal vision if sight is blocked. AIMaxDistanceVisible: don't use gbForceWeaponNotReady for normal vision to allow bonus from NVG.
---------------------
r2580
Vision bonus from NVG: improved code to check for any active scope/binocs.
---------------------
r2579
OCTH, NCTH: improved check to avoid penalty if shooter can see target using NVG.
---------------------
r2578
Vision bonus: don't use bonus from NVG when using scope/binocs or checking max vision or aiming bonus. OCTH, NCTH: no penalty for invisible target if can see target with lowered weapon (for example, when using NVG).
---------------------
r2577
Vision bonus from gear: - only armour and face slots - allow together with scope/binocs except for NVG
---------------------
r2576
Minor code improvements.
---------------------
r2575
Vision bonus: apply gear bonus only if not using scope/binocs.
---------------------
r2574
Vision bonus from scope: only when focusing or checking for max vision or OCTH scope bonus, check for IC_GUN item in hand before checking for scope. WeaponReady: check if soldier has gun in hand, even if gbForceWeaponReady set.
---------------------
r2573
Improved code for spotting/focusing vision bonus.
---------------------
r2572
New option in Skills_Settings.ini, [Scouting]: SIGHT_RANGE_BONUS_IN_DAYLIGHT (1 by default). Tweaked enemy vision bonus for Insane difficulty level.
---------------------
r2571
Fix incorrect code from r2569. Less AP to start spotting for soldier with scout trait.
---------------------
r2570
fix: clear world items when starting a new game (by rftr)
---------------------
r2569
Fix: incorrect attachment removing when item status equals points used. InternalIgniteExplosion: add smoke effect if ubDamage >= 20.
---------------------
r2568
Removed vs2008 project.
---------------------
r2563
Fixed Russian tooltips for skills menu. Renamed WearsGoggles to WearsBallisticGoggles. WearsSunGoggles: only if brightlightvisionrangebonus > 1.
---------------------
r2562
Chinese translation update (by zwwooooo).
---------------------
r2561
For crawling AP calculation, allow kneepads AP reduction for as leggings armour with ubCoverage < 30.
---------------------
r2560
Path code optimization: move inventory searching functions out of path loop. Knee pads reduce crawling AP cost by 1 (only in 100AP system).
---------------------
r2559
LOBOT: added support for kneepads and underarmor shirt. Destroying locks with bullets: allow if ubSmashDifficulty <= lockBustingPower + bullet impact. No forgetful effects when under wisdom drug. Code cleanup and minor improvements.
---------------------
r2558
Use system time for breaking AI deadlock as it's not affected by fast timer tweaks. AttemptToBlowUpLock: remove shaped charge item before the explosion from failed attempt happens to avoid possible bugs.
---------------------
r2557
AttemptToBlowUpLock: - fix damage from removed item. - catch overflow in bLockDamage - don't increase shaped charge damage without demolitions skill - only damage lock if opening possible, check actual damage in case of reaching max INT8 -...
---------------------
r2556
Radio listening: - improved face icons, show special icon if saved AP_MAXIMUM action points from previous turns - add half of listening points from previous turns to next turn
---------------------
r2555
Only show cover/sight overlay on player's turn.
---------------------
r2554
AICalcChanceToHitGun: increase aperture for tanks and vehicles. CalcMuzzleSway: use normal distribution, use flat distribution beyond weapon range. LimitImpactPointToMaxAperture: simplified code to lower max deviation, use full normal dista...
---------------------
r2553
Don't show left panel tooltip when left tactical panel disabled in options. Only show draggable objects in hand cursor mode when SHIFT is pressed.
---------------------
r2552
Fix: use WALKING movement mode when sidestepping with weapon raised in turnbased mode
---------------------
r2551
Added water type to sector info popup.
---------------------
r2550
Allow showing enemy locations when soldier is spotting or listening. Don't show "ESC to break AI deadlock" hint when in fast forward mode.
---------------------
r2549
Changed delay for same sound playing to 50 ms.
---------------------
r2548
AICalcChanceToHitGun: take into account target facing for standing/crouched human targets.
---------------------
r2547
Expetimental tweak: prevent sound system from multiple playing same sound at the same time.
---------------------
r2546
SIDE_FACING_DIVISOR: allow this option to work for crouched target, but with lowered divisor.
---------------------
r2545
SIDE_FACING_DIVISOR option tweaks: - only for standing targets - only for human bodytypes - only when aiming at torso/legs - added safety checks - disabled divisor for vertical deviation
---------------------
r2544
Added message to use ESC key to break AI deadlock.
---------------------
r2543
Added hotkey tooltip [\] for drag/break window actions in skill menu.
---------------------
r2542
CancelDrag, StartDrag: update interface. [\] key: check APs to start dragging.
---------------------
r2541
fix: ammo flag values.
---------------------
r2540
fix for NO_REMOVE_RANDOM_SECTOR_ITEMS (by sun_alf): it was using doubled number of arrived enemies (NumEnemiesInAnySector counts the same enemies twice if called prior to RemovePGroup).
---------------------
r2539
Tweaked max throwing range for grenades formula to slightly increase distance. Don't apply throwing bonus for demolitions/throwing skills at the same time.
---------------------
r2538
ClosestReachableDisturbance: improved code optimization, allow to ignore dying opponent or empty vehicle. Black AI: improved code to ignore dying soldier or empty vehicle if there is better reachable enemy.
---------------------
r2537
BuildSectorsWithSoldiersList: added safety check.
---------------------
r2536
ESC for multiple selected mercs: first stop mercs, next press unready weapon.
---------------------
r2535
ESC: unready weapon for all selected mercs.
---------------------
r2534
Optimize RandomMagazine() called when deploying to tactical sector (by sun_alf).
---------------------
r2533
Improve SurfaceCache error messages (by Asdow).
---------------------
r2532
Show "Select All" line in strategic movement popup box only if we have more than 1 movable squad in sector (by Asdow).
---------------------
r2531
AI: don't use red smoke if RADIO_OPERATOR_ARTILLERY = FALSE FindThrowableGrenade: set lowest priority for red smoke EXTRA_ITEMS: don't add red smoke grenade if artillery strikes disabled Interface panels: tweaked code to clear left/ride are...
---------------------
r2530
Reverted r2157.
---------------------
r2529
Reverted r2036.
---------------------
r2528
Fixed exploit allowing to duplicate drag able structures by opening/closing them during dragging (by Shadooow).
---------------------
r2527
Add mousewheel support to the MERC website, similar to AIM's implementation (hover over a merc's face). Shift/Ctrl modifiers are applied to the mousewheel, just like A/D/left/right keyboard inputs (by rftr). Fix initial gearkit costs for AI...
---------------------
r2526
Fixed graphic glitches, usually black screen or shadow boxes over the screen, appearing when inside the key ring popup box (by Shadooow).
---------------------
r2525
With ADDITIONAL_NCTH_CURSOR_INFO enabled, always show armour at cursor, show weapon/face gear when ALT is pressed, also improved picture position.
---------------------
r2524
[\] key allows to break window with crowbar/gun or start dragging. Set RANDOM_INTERRUPTS = FALSE bu default. Ctrl+[W] key: removed cheat hotkey, always activate weapon submenu from skills menu.
---------------------
r2523
Fixed graphical artifacts showing up around the end game videos (by Shadooow).
---------------------
r2522
Fixed regression where PLAY_INTRO = 0 caused the game to be stuck in black screen after killing Deidranna (by Shadooow). Initialize guiItemInfoAdvancedIcon = 0.
---------------------
r2521
Fixed bug, where scope mode icons were lost after exiting EDB (by Shadooow).
---------------------
r2520
Fixed window breaking with crowbar from certain directions. [F] key: show first line in orange color to better distinguish from previous information. CalcInterruptDuelPts: penalize from running by 1 level, if enemy was not seen previously, ...
---------------------
r2519
NCH: improved code to calculate aperture at distance.
---------------------
r2518
NCTH: lasers provide bonus to base aiming instead of aperture.
---------------------
r2517
New option NCTH_CLOSE_RANGE_AIM_BONUS (FALSE by default) helps to aim at distance less than NORMAL_SHOOTING_DISTANCE * 2, linearly scaling bonus down to zero after NORMAL_SHOOTING_DISTANCE.
---------------------
r2516
fixed NCTH code for visibility penalty.
---------------------
r2515
NCTH: iron sights bonus works full to NORMAL_SHOOTING_DISTANCE. EffectiveMarksmanship: removed penalty from adrenaline. EffectiveDexterity: removed penalty from shock, added penalty from adrenaline. NCTH: Use bTilesMoved instead of TilesMov...
---------------------
r2514
NCTH: fixed AIM_VISIBILITY code for shooting at target behind visual obstacles.
---------------------
r2513
Tweaked NCTH_SQRT_DISTANCE option.
---------------------
r2512
When focusing, penalty outside focus area. Fixed incorrect Molotov id check used for creating fire. AICalcChanceToHitGun: lowered aperture for 100% CTH. Fixed fire creation from regular bullets when damaging structures.
---------------------
r2511
NCTH_SQRT_DISTANCE: tweaked scaling below NORMAL_SHOOTING_DISTANCE.
---------------------
r2510
Tactical panel: if not enough place of tactical panel and left panel is disabled, try to use left side. NCTH_SQRT_DISTANCE: scale aperture with pow(1.5) below NORMAL_SHOOTING_RANGE.
---------------------
r2509
AICalcChanceToHitGun: - lowered aperture values for CTH estimation - min 1% for AI to shoot - max 99% chance
---------------------
r2508
DamageStructure: take into account GUN_DAMAGE_MODIFIER when checking to destroy objects by bullets.
---------------------
r2507
Fix for grenades being put into inventory instead back into hand if the soldier is stopped from throwing it in middle of animation by game (interrupt/spotting another enemy) (by Shadooow).
---------------------
r2506
Fixed spotter/focus not being disabled sometimes when spending APs.
---------------------
r2505
F key shows approximate CTH when using NCTH. Allow door lock smashing with crowbar/kick only if lock smashing difficulty is not OPENING_NOT_POSSIBLE. Lowered chance to gain strength when kicking door or using crowbar. Skill checkL return -1...
---------------------
r2504
AI: turn to closest covert opponent only once per turn. Limit AI actions for blinded soldier.
---------------------
r2503
Black AI: improved code to get closer before shooting.
---------------------
r2502
Blinded soldier: - cannot use radio - limit AI decisions - only interested in hiding - can use smoke for cover - can start retreat - allowed to retreat in take cover code - limit item search range to 1 tile
---------------------
r2501
Quick keys Alt + 0..9 and Alt + [~] now work consistently in normal and cheat mode. Moved Alt + 1..5 cheat hotkeys to Ctrl + Alt + 1..5
---------------------
r2500
fix: force inventory redraw when using the mouse wheel to navigate through your mercs in strategic view. fixes bad inventory render when using a mouse to scroll from vehicle's inventory to a merc, and vice versa (by rftr)
---------------------
r2499
Metal detector uses batteries when soldier reaches new tile, 10% chance for 1% status drain per tile.
---------------------
r2498
Fix flame stopped at wall.
---------------------
r2497
Bullet hit roof check: - check for all bullets, not just when shooting between levels - use last Z value to stop bullet before it crosses roof
---------------------
r2496
OCTH flamethrower: - reduce max miss amount for flame ammo - tweaked base marksmanship for flamethrower
---------------------
r2495
Re-enabled instant damage for fire and creature gas. Moved gas damage to HandleAtNewGridNo. Fixed flame corner bug.
---------------------
r2494
AllowedAimingLevels: limit OCTH aiming levels for flamethrower to 2. CalcInterruptDuelPts: difficulty based bonus/penalty.
---------------------
r2493
OCTH: CTH for flamethrower based on dexterity and breath. StructureHit: remove bullet for flamethrower only if stopped. HandleBulletStructureInteraction: don't stop flame bullet. Flame has no effect on locks. Tweaked min requirements to aut...
---------------------
r2492
Added chance to damage/remove dropped batteries.
---------------------
r2491
Chance for AI to use battery depends on battery status.
---------------------
r2490
Only show message when battery runs out for player team. Binocs/metal detector can use battery in peaceful sector if merc is spotting/moving.
---------------------
r2489
Tanks cannot shoot at very close range if target is crouched/prone. Tank cannot shoot with cannot at very close range if target is not vehicle. EVENT_BeginMercTurn: update soldier's batteries before bTilesMoved is reset. Metal detector only...
---------------------
r2488
Added batteries support for metal detector (batteries are inly used if soldier moved recently).
---------------------
r2487
Added batteries support for binocs/NVG. Removed status check from walkman, extended ear.
---------------------
r2486
PlaceObject: don't show incompatible face item message when doing autoplacement. Improved SwapGoggles code: - swap to helmet if possible - attach batteries to NVG if needed
---------------------
r2485
Show message when battery runs out in equipment.
---------------------
r2484
Don't allow dropping items with negative AP. Don't allow storing item in inventory if not enough AP. Allow action panel scrolling if one of columns still has actions to display. Walkman supports batteries. Slightly increased morale boos fro...
---------------------
r2483
Added support for batteries for extended ear. Consume batteries when ordering militia using extended ear. Flashlight use batteries every turn in turnbased. Improved code for hearing range bonus. Ignore faint noises if soldier is slightly de...
---------------------
r2482
Improved code for flashlight/stock transformation hotkeys.
---------------------
r2481
Added stock transformation action to skills menu. Added stock transformation action to actions panel. Fixed hotkey tooltip for item transformation.
---------------------
r2480
Shift+T: allow transformation into item with the same item size (for example, shovel mode transformation).
---------------------
r2479
New hotkey: Shift+P transforms stock, it will first check if weapon itself can be transformed to different item size, then will search for AC_STOCK attachment which can be transformed.
---------------------
r2478
CalcEffVolume: removed bCheckTerrain. Warnings fixes.
---------------------
r2477
Reverted r2126.
---------------------
r2476
Fix AI soldier's inability to pick up weapon from his tile. LIMIT_MAX_CTH: lowered penalty to -4.
---------------------
r2475
OCTH: -set default MAX_WEAPON_RANGE_PENALTY = 10. - doubled penalty when shooting at long distance, which later can be compensated by shooting at the same spot - LIMIT_MAX_CTH option: added -10 modifier which can be compensated by aim time...
---------------------
r2474
AIDecideRadioAnimationL allow radio animation when just raised alert. CheckForChangingOrders: fix for obsolete SNIPER order. CalcMorale: improved checks to limit AI morale.
---------------------
r2473
SafeSpot: - check normal sight cover instead of unlimited - check if spot under successful attack AbortFinalSpot: - rush attack includes adrenaline check - abort if moving out of sight cover and can attack enemy: only AI_ACTION_SEEK_OPPONEN...
---------------------
r2472
New OCTH option DIRECTIONAL_PRONE_PENALTY (default FALSE): reduce prone penalty when shooting from side.
---------------------
r2471
CalcCoverValue: minor code improvements.
---------------------
r2470
Simplified check to play door open sound: check if player merc is near.
---------------------
r2469
Failed disguise messages externalization.
---------------------
r2468
ProcessNoise: improved code to remember max noise volume for this soldier. Don't play cow/crow sounds in fast forward mode.
---------------------
r2467
Distance reduces effective volume for partial deafness.
---------------------
r2466
Chance to be deafened by loud noise: - max distance from noise is TACTICAL_RANGE / 4 - reduce effective volume with distance
---------------------
r2465
Allow corpse transformation to any item with Shift+T. CalcCoverValue: cover tweak for zombies. Fixed water hit sound for fragments.
---------------------
r2464
Play S_WATER_IMPACT1 when bullet hits water.
---------------------
r2463
Play different sound when object drops into water, depending on object weight and type.
---------------------
r2462
Fixed water splash sound when dropping item into water. Fixed dropping items into water.
---------------------
r2461
CalcCoverValue: improved code for advance/retreat decisions.
---------------------
r2460
OCTH tooltips: auto penalty per shot, weight penalty, strength auto penalty. Improved code to scale auto penalty if weapon too heavy: use per shot penalty, divide by AIMING_BURST_PENALTY to use unmodified value.
---------------------
r2459
If SCALE_AUTO_PENALTY = TRUE, increase auto penalty if recoil is too much to control. If OCTH_WEIGHT_PENALTY = TRUE, add CTH penalty if weapon too heavy to aim well.
---------------------
r2458
SCALE_AUTO_PENALTY: default FALSE. New option OCTH_TRACER_CODE (default FALSE) enabled new tracer code (add burst/auto bonus to CTH instead of lowering auto penalty). New option OCTH_WEIGHT_PENALTY (default FALSE) adds CTH/auto penalty for ...
---------------------
r2457
Tweaked AIMaxDistanceVisible: - use max from normal and scoped vision distance - removed double normal vision distance
---------------------
r2456
Show militia faces for enemy assassins.
---------------------
r2455
Allow hiding items in shallow water.
---------------------
r2454
InternalAddItemToPool: clear flag indicating special extra items given to AI soldiers. Don't allow to see or steal special extra items given to AI soldiers, unless cheat mode is enabled.
---------------------
r2453
Re-enabled night/cave vision bonus when using focus feature.
---------------------
r2452
Improved OKBREATH checks in the code. Fix to prevent AI soldier from getting up next turn after being collapsed.
---------------------
r2451
AIEstimateInterruptLevel: fix NO_INTERRUPT value, check if soldier can interrupt.
---------------------
r2450
CheckForChangingOrders: fix obsolete SNIPER order, switch to STATIONARY.
---------------------
r2449
AI: improve AIEstimateInterruptLevel code to use real calculation from CalcInterruptDuelPts.
---------------------
r2448
CalcBestShot: not blind shot if we can see enemy after turning. Minor code improvements.
---------------------
r2447
Renamed aiData.fAIFlags to ubAIFlags. Renamed/organized AI and soldier flags AI: - when low on breath, don't start retreat code if soldier is stationary. - allow turning to closest possibly seen opponent one per turn
---------------------
r2446
Minor AI tweaks.
---------------------
r2445
AI suppression tweaks and fixes.
---------------------
r2444
Minor code improvements.
---------------------
r2443
Added AI function: ConsiderCrouch(). Limited waiting for cover advance spot in some situations.
---------------------
r2442
AICheckWeOutnumberPublic: increased distance to VISION_RANGE + TACTICAL_RANGE / 2. Red AI: - extra suppression when cannot advance and friends are flanking - possibly use alt mode when can stand and enemy can't see soldier at spot - don't r...
---------------------
r2441
AI: tweaked rush attack code to extend max distance for officer rush attack.
---------------------
r2440
New option NCTH_SQRT_DISTANCE (default FALSE) uses sqrt law to reduce max aperture at distance > NORMAL_SHOOTING_DISTANCE. Disabled suppression for unconscious soldiers. Only show cowering message if target is visible. Set AP to use radio t...
---------------------
r2439
Set the newly initialized vehicle driver to be NOBODY. This fixes jeep and possibly tank as well in autoresolve to play sounds of player merc (by Shadooow).
---------------------
r2438
SoldierOKForSectorExit: - check that soldier is not unconscious - in turnbased, allow retreating from sector only at the start of the turn
---------------------
r2437
r9290 Removed body inventory region in mapscreen for vehicles completely. There was no image rendered anyway, this way no popup message duplicating status will be shown and consumables won't popup the "Heh?" error either (by Shadooow). r928...
---------------------
r2436
Play window smash sound when jumping through window, other various sounds - only if soldier is visible or there is player merc nearby.
---------------------
r2435
CanOrderSectorMilitia: not allowed if soldier is deafened. CanOrderMilitia: - allow if having extended ear and sector is peaceful or soldier has squadleader trait - allow if soldier can use radio and sector is not jammed - allow if soldier ...
---------------------
r2434
Tweaked experimental fix to prevent bug when dying in gas/fire: return FALSE from HandleGotoNewGridNo. Fixed compiling bug.
---------------------
r2433
Store goggle/backpack warning in tactical status.
---------------------
r2432
Extra items given to AI cannot be stolen.
---------------------
r2431
Auto switch NVGs when in realtime in sector with enemy (works only once).
---------------------
r2430
Tweaked high shock bar color.
---------------------
r2429
When stealing multiple items from enemy, drop them to the ground.
---------------------
r2428
AI soldier in high shock can use adrenaline drug to avoid cowering. Don't show "drink water" action in skill menu and tactical actions menu if food system enabled.
---------------------
r2427
Added "Drinl water" action to skills menu and tactical actions menu.
---------------------
r2426
Allow putting item from cursor to inventory even if not enough APs. Don't allow dropping item on the ground if already in negative APs.
---------------------
r2425
Tweaked AP to spot/focus. Improved Russian translation. Added localization for tactical panel strings. Switching off radio now costs AP_RADIO. Increased cost to use radio set to 64 AP.
---------------------
r2424
Changed behavior of Select All button in movement box. Now it will select remaining soldiers, if only some of them are selected instead of deselecting them. It will of course still deselect all if all are selected (by Shadooow).
---------------------
r2423
Allow breaking glass with any two handed weapon made of metal (with chance to damage weapon).
---------------------
r2422
Disallowed to pick up items from openable structures like crates if they are currently closed. This additionally fixes bug where Bobby Ray's delivery wouldn't show up if the player had sector of the delivery currently loaded and there were ...
---------------------
r2421
Fixed crash in debug mode when opening BR Order Page without any item selected first (by Shadooow).
---------------------
r2420
Set default MAX_PRONE_PENALTY = 80. Experimental tweak: disable UI above guy if soldier is moving and screen is scrolling. Allow militia "Move to" order in turnbased.
---------------------
r2419
CTGTHandleBulletStructureInteraction: take into account that flame can go through people. HandleGotoNewGridNo: possibly fix dying in flame softlock issue - don't continue after DishOutGasDamage if soldier is dying/out of breath.
---------------------
r2418
Fix incorrect wound shock bar. Tweaked wound shock bat color.
---------------------
r2417
Fixed inability to give orders to militia.
---------------------
r2416
Adds mouse wheel functionality to AIM member page when hovering mouse over the merc photo and for browsing Bobby Rays inventory pages. If mouse is over an item's big picture, 'ctrl' + mouse wheel will allow adding or removing items from sho...
---------------------
r2415
Improved CTGT calculation for flame ammo. ArmourProtection: scale armour with coverage with linear law. DishOutGasDamage: monsters are unaffected by tear/mustard gas.
---------------------
r2414
OCTH: no CTH penalty for flamethrower from overheating.
---------------------
r2413
Improved code to limit flame ammo distance.
---------------------
r2412
Flamethrower: - always stop flame at wall - fixed max distance for flame - modify reduction factor for queen monster by 1/2 - no protection from flame for creatures - armour plates provide no protection from flame - when calculating protect...
---------------------
r2411
Flamethrower tweaks: - flame can go only through human bodytypes and crows - player mercs and can die instantly if attacked with flame, even if instant death option disabled - zombies can die instantly if attacked with flame - don't lower d...
---------------------
r2410
Flamethrower tweaks: - flamethrower is defined as either weapon index = 16 or having ammo flag 32 - addMissileTrail: reduced delay 100 -> 50 - no accuracy drop for overheated flamethrower - no impact reduction by range for flamethrower - fl...
---------------------
r2409
Don't remove inseparable attachments when giving weapon to robot. r9279 muzzle flash fix (by Asdow). Dropping weapon from hit: - only for human bodytypes - fixed possible bug with incorrect type conversion - make dropped item always visible...
---------------------
r2408
Disabled old trait system at the start screen. Always set READ_PROFILE_DATA_FROM_XML = TRUE.
---------------------
r2407
Change scale for wound shock to 0..100 OCTH: fixed wound shock penalty calculation.
---------------------
r2406
Show No AP message when trying to drink from canteen with hotkey.
---------------------
r2405
Fix button bug introduced in r2385. Improved code for loading buttons for new right hold menu. Don't show tactical panel if soldier is not alive/active/not in sector. Warnings fixes.
---------------------
r2404
New hotkey Alt+C: drink from canteen in inventory. Cheat hotkey Alt+C moved to Ctrl+Alt+C.
---------------------
r2403
Robots can't hear. NoticeUnseenAttacker: - robots ignore unseen attacks - chance to ignore unseen attack using silenced weapons
---------------------
r2402
Ignore faint noises (footsteps, bullet impact) if soldier recently heard much louder noise.
---------------------
r2401
RemoveButton: added debug message (by Asdow). HasExtendedEarOn, HasWalkmanOn: check for USABLE status, optionally check success chance based on status. HasExtendedEarOn: check chance to be deafened by loud noise, chance to report noise to p...
---------------------
r2400
Restored chance to be deafened by loud noise. Soldier with deaf disability, having extended ear or using walkman or already deafened cannot be deafened by loud noises. Deafened soldier, using walkman: - can hear only loud noises, cannot hea...
---------------------
r2399
Fix: incorrect memset (by Asdow).
---------------------
r2398
Separated shock from wounds from suppression shock. Restored original wound shock penalties. CalcTrapDetectLevel: randomize penalty from bleeding and wound shock.
---------------------
r2397
MovementNoise: - reduced max volume bonus when running - minor code improvements
---------------------
r2396
Voice taunts: - don't reduce volume for TAUNT_SAY_HI - say TAUNT_INFORM_ABOUT if nobody seen opponent recently - TAUNT_SAY_HI if soldier haven't seen opponent recently and is low level admin/green militia etc - minor code improvements
---------------------
r2395
Fixed some warnings. AICheckIsMarksman: lowered required weapon range to 3/4 DAY_VISION_RANGE. Black AI: don't always search for closest disturbance when complex AI not allowed. Lowered chance for special grenade use.
---------------------
r2394
Tactical panel: - show loaded grenade in smaller panel size - show backpack/combat pack - changed color of enemy/militia counter to khaki
---------------------
r2393
Increased distance from top screen to hide/show progress bar. Immediately update interface panel when changing to talking mode, to show target info.
---------------------
r2392
Slightly improved grenade/GL throw params calculation. FindFlankingSpot: avoid light at night.
---------------------
r2391
Suppression: cowering disabled for soldiers under adrenaline. EffectiveMarksmanship: no penalty from shock when under adrenaline/side effect of adrenaline. Enemy name color: show adrenaline color, disabled rush attack color.
---------------------
r2390
Skills menu: hide militia gear options if MILITIA_USE_SECTOR_EQUIPMENT = FALSE. Red AI: tweaked distance to enemy for find advance spot decision. Black AI: don't search for closest disturbance when in interrupt. AICheckSpotUnderAttack: chec...
---------------------
r2389
Added missing options to drop/restock militia gear to sector menu. AI: use cover advance movement only if movement spot is in enemy normal vision range.
---------------------
r2388
If option "Show names of inactive mercs" is enabled, show names even if target found under cursor. DecideAction: - do nothing if soldier is unconscious - initialize movement first when in Black mode
---------------------
r2387
OCTH: - implemented BurstToHitBonus, AutoFireToHitBonus with SCALE_AUTO_PENALTY = TRUE, effect starts fully from (7 - num auto skills) and is reduced if total auto penalty becomes negative - don't apply tracer effects for reducing movement...
---------------------
r2386
CalcCoverValue: use SIGHT_UNREADY for enemy sight check to make AI more active beyond normal sight range.
---------------------
r2385
Disable OIV/OAS in the start screen. AbortFinalSpot, AbortPath: added check for Morale < MORALE_FEARLESS to ignore corpse/dangerous spot when attacking and outnumbering.
---------------------
r2384
AbortFinalSpot, AbortPath: ignore corpses and spot enemy can attack if we attack sector and outnumber enemy.
---------------------
r2383
Red AI: limit cover advancing when attacking sector for first 10 turns.
---------------------
r2382
OCTH: use bTilesMoved for movement penalty as total % calculation. CalcCoverValue: boost enemy aggressiveness.
---------------------
r2381
With SCALE_AUTO_PENALTY = TRUE, tracers remove distance penalty instead of adding burst/auto bonus. Fixed crash when the cheat command to teleport on mapscreen assigned previous sector into sector from which the destination cannot be entere...
---------------------
r2380
New OCTH options: - SCALE_AUTO_PENALTY (TRUE by default) enables scaling auto penalty with distance, 0.5x at zero range, max 2x at 3/2 TACTICAL_RANGE - CLOSE_RANGE_PENALTY (FALSE by default) enables up to 20% penalty for shooting two handed...
---------------------
r2379
Changed font color for inactive mercs to FONT_LTKHAKI. Improved info message when player presses [D] key with safe [D] option enabled.
---------------------
r2378
CalcInterruptDuelPts: bonus from item in hand only with inventory AP cost enabled. Don't load OIV items in Attachments.xml and Merges.xml
---------------------
r2377
Added "select all" option for strategic movement popup box (by Asdow).
---------------------
r2376
Enable shovel as weapon work as in build mode if <ItemFlag>4</ItemFlag> is set and no target found.
---------------------
r2375
Stop being able to change assignments of in transit mercs (by Asdow).
---------------------
r2374
Black AI: allow cover check at the start of the turn if soldier has no cover.
---------------------
r2373
Improved Skills menu tooltips. Always show hotkey tooltip for actions in Skills menu.
---------------------
r2372
Implemented mouse wheel scrolling for switching mercs in strategic map when hovering mouse above teamlist, character inventory and character info panels (by Asdow).
---------------------
r2371
Fixed "not enough AP" message when opening Weapon/Action sub menus from Skills menu. Added missing AP checks for some actions in Tactical panel and Skills menu. Stop cowering action does not use any AP.
---------------------
r2370
OCTH: fixed bug in calculation of penalty for shooting at new target at adjacent tile.
---------------------
r2369
Tactical actions panel: allow only at player's turn.
---------------------
r2368
CalcCoverValue: allow retreating if soldier fired this turn or has low morale.
---------------------
r2367
Fixed Daily Expenses to no longer count salary of dead mercs or POW NPCs and RPCs (by Shadooow).
---------------------
r2366
CalcInterruptDuelPts: fixed bonus from melee/hth traits. EstimateStabDamage: take into account bonus from using bayonet.
---------------------
r2365
CalcSituationValue: always use LOS test for better accuracy
---------------------
r2364
Black AI: even if attack was preferred, still allow taking cover if morale < MORALE_FEARLESS and new spot provides cover while current not.
---------------------
r2363
ConsiderProne: improved shock level check. FindBestNearbyCover: - don't increase min percent improvement for new spot when in black state - lower min percent improvement requirement if new spot has cover and current spot doesn't
---------------------
r2362
Disabled Cheat sub-menu in Skills menu.
---------------------
r2361
Changed Ctrl+V to open Inventory sub menu from Skills menu.
---------------------
r2360
Minor code improvements.
---------------------
r2359
Added Inventory sub menu to Skills menu. Improved Skills menu code, fixed minor bugs. Added localizations.
---------------------
r2358
Added Sector sub-menu to Skills menu. Restored 100% suppression chance with 100 suppression effectiveness.
---------------------
r2357
Suppression: always cower when in high shock level (shock percent is higher than morale). Don't disable interrupt if soldier was hit or suppressed this turn, instead add penalty to interrupt level. Slightly lowered interrupt level penalty f...
---------------------
r2356
New option MAX_SCOPE_PENALTY (default 40) defines max penalty when shooting at prone target (increased from 0 to max value by 3% per tile). Additional penalty when shooting at prone/crouched target behind cover reduced when shooting from ro...
---------------------
r2355
Interrupts: - provide bonus at close range +1 for empty hands/punch weapon to soldiers with hth skill - provide bonus at close range +skills number for knife in hands to soldier with melee skill - only provide bonus +skills number at weapon...
---------------------
r2354
Fixed switching from normal raised weapon to alt holding ready weapon. Cannot activate focus in alt holding mode.
---------------------
r2353
Added new option to skills menu - Options. Don't allow activation skills menu if merc has item in cursor.
---------------------
r2352
Implemented Squad sub-menu for Skills menu. FindRetreatSpot: allow location with 1 teammate adjacent.
---------------------
r2351
FindBestNearbyCover: only penalize location with friends nearby if location has no cover from enemy.
---------------------
r2350
Fixed Stop dragging command in Action menu.
---------------------
r2349
Moved autobandage to Alt+A. Play door open/close sounds only if soldier is visible or player team can hear noise.
---------------------
r2348
Improved door noise sound playing: only play sound if merc opening/closing door is visible on screen or if player team hears noise from door.
---------------------
r2347
Skills menu: - improved screen update when selecting Help - added Inventory sub-menu
---------------------
r2346
r9258: Fixed bug where kicking out a merc and telling him to drop items in current sector while having that sector map inventory open would fail to move his items into sector inventory (by Shadooow).
---------------------
r2345
Tactical item transformation (Shift+T, skills menu action): avoid transforming to self, avoid transforming into different item class. ESC key allows to quickly unraise weapon or stop dragging.
---------------------
r2344
Improved CanReload check for Reload action in Skills menu.
---------------------
r2343
Partially reverted r2341: Changed assignment text for destroyed vehicles in merc list.
---------------------
r2342
Added Weapon sub-menu to Skills menu.
---------------------
r2341
Fixed not being able to remove vehicle from merc list (by Shadooow). Changed assignment text for destroyed vehicles in merc list (by Shadooow). Dismissing vehicle will drop items in its inventory in current sector without asking (by Shadooo...
---------------------
r2340
Skills menu improvements: - added "stop dragging" action - don't show certain actions if they cannot be used - added tooltips for Action sub-menu
---------------------
r2339
[Q]: change scope mode (same as [.]). Skills menu: - don't show cowering action if soldier is already cowering - don't show stop cowering action if soldier is not cowering
---------------------
r2338
Restored [W] for look command, new weapons menu is now on [Ctrl]+[W].
---------------------
r2337
Battle sounds: removed separate BATTLE_SOUND_DIE1 to simplify code, as we can now check alt battle sounds.
---------------------
r2336
Voice taunts: - lower volume for invisible soldier only for TAUNT_INFORM_ABOUT, TAUNT_NOTICED_UNSEEN and TAUNT_SAY_HI taunts - also lower volume at night and underground
---------------------
r2335
Fixed helicopter sound playing in loop indefinitely when quick-loading during helidrop animation (by Shadooow). Fixed bug splitting escort-requiring npc with another merc, who is under that npc in squad list, from existing squad resulting i...
---------------------
r2334
Reverted r2333: Disabled retreat when hot dropping and only center of the map is allowed. (by Shadooow).
---------------------
r2333
Fixed regression when newly arriving merc in Omerta was facing north instead of east if player pressed ESC key during helidrop animation (by Shadooow). Disabled retreat when hot dropping and only center of the map is allowed. (by Shadooow)....
---------------------
r2332
Apply scope effectiveness modifier based on range if NEW_SCOPE_RANGE_MODE > 0 even if NEW_SCOPE_EFF_MODE = FALSE.
---------------------
r2331
OCTH: - new option NEW_SCOPE_RANGE_MODE (0 by default), 0: default, 1: best scope range = MinRangeForAimBonus, 2: best scope range = 100 * sqrt(2 * ScopeMagFactor) - with NEW_SCOPE_RANGE_MODE > 0, scope effectiveness is scaled with range an...
---------------------
r2330
New OCTH options: - NEW_SCOPE_EFF_MODE = FALSE - new code to calculate scope effectiveness - NEW_SCOPE_EFF_MODE_RATIO = 1.0f - ratio to scale scope mag factor for scope effectiveness calculation - NEW_SCOPE_EFF_MODE_BONUS = 0.0f - flat bonu...
---------------------
r2329
OCTH: reduce prone penalty when attacking enemy from side, reduce by 1/2 from 90 degrees, reduce by 1/4 from 45 degrees.
---------------------
r2328
Improved code for storing corpse's palette in object's unused variables, also store camo status.
---------------------
r2327
Correctly restore corpse colors when using non-standard palette (JA2PAL.DAT) by reusing object variables: - bDefuseFrequency for headpal - ubImprintID for skinpal - ubWireNetworkFlag for vestpal - sRepairThreshold for pantspal
---------------------
r2326
OCTH: - lowered auto penalty for max deviation to 30% - only calculate burst/auto penalty for shots starting from 2 - fixed auto penalty calculation for max deviation purpose
---------------------
r2325
Only load LOBOT xml files if Layers.xml exists, to prevent crashing with older gamedir version. CalcAPsToBurstNoModifier: fixed warning, code formatting.
---------------------
r2324
Added LOBOT code (by Asdow).
---------------------
r2323
Newline changes because of github migration.
---------------------
r2322
Set AIMING_BURST_PENALTY to FLOAT type. FLOAT type for AIMING_BURST_PENALTY option allows finer control over auto/burst penalty in OCTH (with USE_AIMED_BURST = TRUE) without tweaking ubBurstPenalty, AutoPenalty in Weapons.xml
---------------------
r2321
OCTH: New option SCOPE_STABILITY_PENALTY adds penalty up to ScopeMagFactor * ScopeMagFactor when shooting not mounted, reduced at close range, may be compensated up to 50% with high experience level and dexterity, halved when crouched.
---------------------
r2320
OCTH: - new option MAX_WEAPON_RANGE_PENALTY (default 5) for additional 5% penalty at max weapon range, scaled with square law at lower range - for LIMIT_MAX_CTH option, add aim time and weapon skill number to calculated max CTH for distance
---------------------
r2319
Code improvements.
---------------------
r2318
Added Action sub-menu to skills menu.
---------------------
r2317
Added Display sub menu to skills menu. Ctrl+C now invokes Display sub menu from skills menu. Tactical actions panel: moved Show detector option before Show networks.
---------------------
r2316
Tactical actions panel: only show militia gear options if MILITIA_USE_SECTOR_EQUIPMENT - TRUE. Moved auto bandage to [Ctrl]+[A]. [A] key now opens skills menu.
---------------------
r2315
New option OCTH_DEVIATION (FALSE by default) adds small deviation to OCTH's perfect shots.
---------------------
r2314
Only allow dragging dying or unconscious. Improved water check.
---------------------
r2313
OCTH: - new option TOO_CLOSE_SCOPE_PENALTY: enable penalty for shooting with a scope closer than MinRangeForAimBonus - auto/burst penalty cannot be reduced to zero (if not zero originally) - restored original MIN_AIMING_SCREWUP - CalculateF...
---------------------
r2312
Don't show "Clean gun" actions on tactical action panel when dirt system disabled. Right-hold menu: check if active weapon is IC_GUN to enable scope switching buttons.
---------------------
r2311
Right-hold menu: only allow changing scope mode for IC_GUN item class.
---------------------
r2310
New functions for right-hold menu: - break window glass with a crowbar - drag object/person/corpse Increased damage from jumping through closed window. Can start dragging from any stance, soldier will crouch automatically. Dragging doesn't ...
---------------------
r2309
Extended right-hold menu: added button for breaking window glass with crowbar. Increased volume for window breaking and door smashing. To break window, object must have weight >= 400g and be made of metal/rock and sink.
---------------------
r2308
r9234: Fix for the uncertain enemies question mark location in higher resolutions (by Asdow)
---------------------
r2307
Skills menu: - fixed "cancel" option for cover sub menu - added missing descriptions for focus and cover options
---------------------
r2306
Added covert actions to skills menu: disguise, lose disguise, test disguise.
---------------------
r2305
Improved code for fixing incorrect scope mode after changing stance/equipment etc.
---------------------
r2304
Dual wielding only allows reflex sight or iron sights.
---------------------
r2303
Minor code improvements.
---------------------
r2302
Fixed bug in scope mode updating after action.
---------------------
r2301
New ingame option: Extended right-hold menu. Improved code to avoid selecting default iron sights when it's not allowed. Disable inseparable iron sights when separable scope with <BlockIronSight> tag attached. Fix incorrect alt holding scop...
---------------------
r2300
Change interface level with mouse wheel.
---------------------
r2299
Limit spotting radius to 1.
---------------------
r2298
Slightly increased damage to crowbar, always damage crowbar after failed attempt.
---------------------
r2297
Show enemy locations option: - make circle brighter - always show locations when option is enabled
---------------------
r2296
Experimental tweak: less queen AI sleeping when recruiting reinforcements, depending on player progress.
---------------------
r2295
Increased per tile penalty when shooting beyond max weapon range. Flat accuracy bonus based on range uses effective accuracy modified by overheating etc.
---------------------
r2294
ADD_SMOKE_AFTER_EXPLOSION: - reduced duration to 1 - don't create smoke if explosion happens on tank
---------------------
r2293
PlayerSoldierStartTalking: - simplified code - use PALACE_SECTOR_X, PALACE_SECTOR_Y as palace coordinates when checking to prevent surrender offer
---------------------
r2292
Increased chance for AI to attack tanks/vehicles with grenades/rocket launchers. Don't spare RPGs and normal/burnable grenades if soldier has tank/vehicle/robot as one of the opponents. Militia will not always spare grenades if found enemy ...
---------------------
r2291
Penalty from using reflex sight beyond max range increased faster with range.
---------------------
r2290
New item flag TOHIT_REFLEX (2147483648), changes the way <BestLaserRange> works so it doesn't depend on light and reduced to zero and then to negative after BestLaserRange reached. GetGunAccuracy: limit max modified accuracy to 25. Limit bA...
---------------------
r2289
Only show backpacks/goggles messages when in turnbased combat or if enemy in sector, don't show in cutscenes.
---------------------
r2288
Enabled scrolling for right action panel.
---------------------
r2287
Improved noise spot randomization code.
---------------------
r2286
Reverted r2284.
---------------------
r2285
Bomb/trap inspection code uses skill instead of random modified chance to determine disarm safety.
---------------------
r2284
Improved code for noise spot randomization.
---------------------
r2283
Added waring message "You have backpacks to drop" when combat starts.
---------------------
r2282
Fixed some warnings. Restored vanilla value for min skill check to complete task. Allow commenting failed skill check earlier. Only say hot quote after failed skill check if not saying failed quote.
---------------------
r2281
r9220 fix: fixed inability to turn around or aim gun while standing in a knee deep water (by Shadooow).
---------------------
r2280
Custom gun pictures: show laser on top of other attachments.
---------------------
r2279
NOTICE_DART_CHECK: add bonus based on soldier difficulty. NoticeUnseenAttacker: - use older knowledge for AI to prevent instant attack (HEARD_2_TURNS_AGO instead of HEARD_THIS_TURN) - for AI, add noise to attacker's spot to remember opponen...
---------------------
r2278
NoticeUnseenAttacker: randomize noise location for unseen attacker, up to 10 tiles at double vision range when shooting with silenced gun. HearNoise: increased upper limit for noise location randomization. CalcBestThrow: reduced chance to u...
---------------------
r2277
Fix possible crash when exiting to map screen from SM panel.
---------------------
r2276
CreateMouseRegionsActionPanel: call PrepareTacticalRightPanelData first.
---------------------
r2275
Fix bug introduced in r2274.
---------------------
r2274
Improved Russian translation. Allow single column action panel in resolutions with 128 pixels free space. Improved code for action panel initialization.
---------------------
r2273
Added r9215: Enable any wrapper that supports upscaling to use any resolution and if using no wrapper (or using a wrapper that doesn't support upscaling) it will still show the error message if the resolution is not supported (by Asdow).
---------------------
r2272
Fix bug with incorrect action panel initialization when action panel is enabled but big radar map is not allowed because of not enough free space.
---------------------
r2271
Fix: reset gsSelectedSquadLine when squad list is destroyed, to remove orange color for highlighted squad.
---------------------
r2270
Improved quest debug logging code.
---------------------
r2269
Added new SOLDIERTYPE functions: GetNameString(), GetNameWString().
---------------------
r2268
Quest debug log: use "NO_PROFILE" name for npc without profile
---------------------
r2267
Use <zNickname> instead of <zName> for quest debug log.
---------------------
r2266
Reversed armour damage modifier shown in BR for easier understanding.
---------------------
r2265
Disabled code to keep merc animation when entering sector.
---------------------
r2264
Fixed player mercs' shading not updating based on the tile's lightlevel. Especially noticeable when running around at night in a map with lights (by Asdow). Increased volume for armour/plate hit sound (Sounds\\plate_hit.ogg, Sounds\\armour_...
---------------------
r2263
Fixed compiler warnings.
---------------------
r2262
fixed rain disappearing with NCTH (by Shadooow).
---------------------
r2261
Improved autoresolve code (use Shadooow's code for random attack/defense variation), fix possible negative value passed to PreRandom function.
---------------------
r2260
Allow trapped grenades placed in editor to work as traps, so they cannot be picked up like regular delayed grenades.
---------------------
r2259
When soldier slips in marbles, show message based on item name if item is not default MARBLES. Try to fix incorrect ammo with shots left > mag size when loading world items or taking item.
---------------------
----
一直坚持骚操作导致经济死了,现在连“救”的声音都听不到,猪肉持续涨价,大家准备共同贫穷吧
- 本文标题:ja2_7609+AI 中文版更新:r2643,ja2_7609 Fix 中文版更新:r2635
- 本文链接:https://zww.me/27247.zsay
- 发布时间:2022年11月07日 18:59
- 版权声明:除非注明,文章均为 zwwooooo 原创,转载请以链接形式标明本文地址!
好久没有沙发了,昨天看新闻说被疫情影响的可以领救济金。
@郑永 这游戏太老,非烧无视
路过围观
哈喽曾哥!突然怀旧了找游戏呢,bing搜索还能出现你的blog真是太泪目了
@mustang_er 熟悉的昵称,难得在博客遇到铁友了
不经意看到联盟3上市,看了下B站视频,又想起铁资网。bing上找到这里,查到最近的文章,熊窝的 2014 版哪里有
@Li 去群里吧,那边有人折腾整合包,群号已发你邮箱。
也发个群给我吧,一直喜欢折腾铁血
@登 已发。
@登 你的邮箱退回邮件了