今天 Headrock 已经更新到 HAM 3.6 Alpha v4 v5 v6版本了，点击下面链接直接下载吧
下面是 Headrock 关于3.6 Alpha版本的说明，全是英文，我看得不完全明白，看哪位英文好的铁友翻译一下，翻译组成员都在忙，暂时找不到有空的。
HAM 3.6 Alpha - RELEASED
HAM 3.6 Alpha has been released.
PLEASE NOTE: This is an ALPHA VERSION, which introduces a LOT of new experimental features. It's pretty much guaranteed that some/most/all features will produce terrible bugs that will destroy your computer and end your life. Well, not really, but please use with caution.
Installation instructions are INSIDE THE ZIP FILE. Please read them thoroughly.
As an Alpha version, you are basically expected to give feedback and bug reports, which you should do here whenever you possibly can. Screenshots will be greatly appreciated, including screenshots of just cool stuff you see in the game and feel like sharing.
Also, please make sure to keep your head up for updates. If there are any bugs to be fixed, a new version might be uploaded immediately with no fanfare or announcement. To indicate a new version I will update the above line that says "download v#" where # is the version ID. So if you see the version ID change, please re-download HAM.
Welp, I guess that's about it. Oh, and here's the feature list.
- Facility system upgraded
- Facilities have been completely upgraded, and are now an extremely powerful tool both for modders and players. Facilities are static sector features that bestow a certain bonus when used. The effects of facilities are extremely diverse, and they can cause all sorts of things to happen. For the most part, facilities boost performance on assignments such as repair or doctor or even resting. However, many facilities provide other effects, like detection of enemy units on the Arulco map, increased mine income, and many many others.
- HAM 3.6 also adds costs and risks associated with facilities. These serve to add yet more complexity to the system, requiring the player to make important decisions about which facilities to use (or not to use) and when. Normally, facilities with great bonuses come at a great cost or risk (or both). Some facilities can make you money, while others are used as a cash sink to improve character skills and/or loyalty in the various cities.
- Facility work is now VOLUNTARY. A new option called "FACILITY" is available in the assignment menu, which will display all facilities that can be operated in the sector, and allows the player to select which assignment to perform at the chosen facility out of the possible options.
- Externalized Bloodcat Locations
- It is now possible for modders to customize bloodcat encounters, something which was completely impossible with 1.13.
- Bloodcat ambushes can be placed anywhere you want on the map (and can all be removed if so desired). It is possible to set the relative danger of encounters based on game difficulty, and alter the placements in the map editor freely.
- It's possible to place "static" bloodcat encounters where a set number of bloodcats appears, just like the Arena sector in Meduna N5. You can decide whether these bloodcats can/can't attack enemies. Each bloodcat killed in this sector will be removed forever and will not appear again.
- It's possible to move the location of the bloodcat lair, and/or add more lairs to the map. Lair sectors can regenerate bloodcats so that over time they will replenish their numbers. If ALL bloodcats in the lair are killed, then they will never respawn there again. Please note that there must exist at least ONE lair, which is used for Auntie's quest.
- PROFEX - XMLized Profiles
- An XML file now replaces PROF.DAT. You can edit the XML by hand in notepad, so you don't need to rely on PROEDIT anymore.
- With PROFEX it is possible to edit merc opinions about each other. Previously (with PROEDIT) it was only possible to VIEW these opinions but not change them.
- You can turn the XML on and off, to decide for yourself whether you want to use PROF.DAT or the new XMLs.
- PROFEX can be used to convert PROF.DAT into XML format.
- Militia Upkeep Costs
- It is now possible to set daily upkeep costs per militia. You can set a different payment rate for each "class" of militia (green/regular/elite) and separately for garrisons and mobiles.
- The money is automatically deducted from your account at the end of the day. If you cannot afford to pay the entire amount, some of your militia will automatically disband.
- Customizable Sector Names
- Allows modders to change sector names using an XML. This will replace the generic names (like "Woods", "Cambria", "SAM Site", etc.) with whatever you choose. Any sector that does not have a name defined in the XML will show its original generic name, so this is completely optional.
- The XML allows setting different names when the sector is explored and not explored.
- Daily Expenses window
- This window appears just underneath the "Daily Income" window on your strategic screen. It shows the daily cost of any facilities you are using, but depending on an INI setting can also show the projected daily cost for all mercs on your team.
- Separate Mobile Militia Training Assignment
- It is no longer necessary to fill an entire town with Elites (or Regulars if Elites are turned off) to train Mobile Militia. You can select Mobile Militia training from the assignment menu separately, once the town is full of at least Green militia. This allows focusing on Mobile Militia when necessary, before completing garrison militia training. The assignment appears in the training menu just below the normal militia training option.
- Mobile Militia training works completely separately from Garrison Militia training. If one character is training Mobiles and the other is training Garrison, the two do not "assist" one another, but are actually performing two completely separate jobs. You can even see a separate "training progress" percentage when you bring up the sector info box (right-click the sector).
- Having this as a separate assignment allows the game to check whether there's room for Mobile Militia around the city at all. If there isn't enough room, training cannot be initiated. This is mainly for avoiding issues where Mobile training is wasted due to lack of space.
- Wider Message Log
- The message log on the Strategic Screen will now stretch as far as possible to allow longer messages to appear without wrapping. The Balance/Income/Expenses window has been moved as far right as possible, and is now next to the laptop button. This works in all resolutions, although there's really no difference in 640x480 mode.
- Updated Smart Militia Generator
- The Mobile Militia Generator is now smart enough to place new mobile groups in the most suitable location, minimizing the possibility of wasting part of a training session by placing new mobiles in a sector that doesn't have enough room for all of them. It will now prefer placing new mobiles in emptier sectors if they are available.
- Level Progress Bars
- In the character's information panel (Strategic and Tactical), under the attribute/skill level scores, you can see a colored bar that shows the current progress towards the next level.
- INI Settings allow changing the color of these bars, using R/G/B.
- A preferences menu option allows turning the bars on and off as you please.
- A progress bar will now also appear in the merc's assignment field when training militia or being trained in a skill. This will show how far the merc is towards completing the assignment or gaining another stat level.
- Multi-color Message Log
- Messages in the message log are no longer only yellow and white. For now, merc arrival messages are green, and attribute/skill loss is shown in red.
- Militia Place Blue Flags
- If a militia person manages to spot a mine, they will automatically place down a blue flag. Note that they make the same skill check as mercs do, so don't count on them to scout out a minefield without casualties.
- Militia "Pick-up" Messages
- If a militia person picks up an item, a message will let you know which item was picked up.
- More Messages in Tactical Mode
- An INI setting allows you to decide how many messages can appear on screen simultaneously in Tactical mode.
- The limit is 36 lines in 1024x768 mode, 26 lines in 800x600 mode, and 20 lines in 640x480 mode. The original JA2 limit was 6 lines... ugh.
- Smarter Mobile Militia Movement
- Mobile Militia are now somewhat smarter about where/when to move. They will do their best to stay in large groups whenever enemies are nearby, and will split up into smaller groups to cover a larger area when the coast is clear. This allows them to maintain a somewhat better defensive spread while not compromising their strength.
- Disband Town Militia
- When viewing town militia (right-click a town sector in militia view mode), you can disband militia by removing them from a sector and clicking the DONE button. A prompt comes up to confirm this. Disbanded militia simply disappear from the map - you are not reimbursed for the money you paid to train them!
- XMLized Uniform Colors
- Using a new XML it is possible to change the default uniform colors for all enemy classes (Admin/Troop/Elite) and all Militia classes (Rookie/Regular/Elite). You choose pant and vest colors separately, out of a large list of options. No need to start a new campaign, although this will only take effect next time a sector is loaded.
Fixes and Misc. adjustments
- Facility Name List
- When looking at the Sector Info Box (right click a sector on the strategy map), the list of facilities in the sector will show each facility on its own separate line, rather than one next to the other. This solves a problem where the info box was stretched sideways and showed a graphical glitch.
- Also, non-city sectors will now also show a list of facilities if they are present.
- Message Log Refresh
- In NIV, when the inventory is open, the messages in the message log window disappeared. This has now been fixed - the messages are always seen, and will also scroll appropriately if new messages are added while the inventory is open.
- Backpack Exploit Fix
- Much to the chagrin of some people it is no longer possible to carry a backpack in your hands (or, for that matter, anywhere in your inventory) to avoid a movement cost penalty.
- No Static Running
- Previously, characters who were in the running state at the end of their turn would remain in that state indefinitely, losing breath every turn. This has been fixed, mainly by automatically stopping the character if he/she is in a running state but hasn't moved at all for an entire turn.
This fix is included in recent versions of 1.13.