diff --git a/Data-1.13/Ja2_Options.INI b/Data-1.13/Ja2_Options.INI index 134f246d2..eb7b2fba8 100644 --- a/Data-1.13/Ja2_Options.INI +++ b/Data-1.13/Ja2_Options.INI @@ -309,6 +309,12 @@ MERCS_CAN_DIE_ON_ASSIGNMENT = TRUE SLAY_STAYS_FOREVER = FALSE +;------------------------------------------------------------------------------------------------------------------------------ +; If SLAY_STAYS_FOREVER is set to FALSE this is the chance that Slay will leave if he is left alone in a sector. +;------------------------------------------------------------------------------------------------------------------------------ + +SLAY_HOURLY_CHANCE_TO_LEAVE = 15 + ;------------------------------------------------------------------------------------------------------------------------------ ; Recruitable Speck - If set to TRUE, Speck can be hired from MERC website. Hired, he'll no longer appear at Speck Com, but will ; comment on current situation from battlefield if able to (alive and well). @@ -660,9 +666,9 @@ HIDE_EXPLORED_ROOM_ROOF_STRUCTURES = TRUE ;------------------------------------------------------------------------------------------------------------------------------ ; Change to increase volume for weapon sounds -; Range: 0-100% +; Range: 0-1000% ; 0 = no change -; 100 = max volume +; 1000 = max volume ;------------------------------------------------------------------------------------------------------------------------------ WEAPON_SOUND_EFFECTS_VOLUME = 0 @@ -1139,10 +1145,21 @@ SHOT_HEAD_MULTIPLIER = 2 SHOOT_UNSEEN_PENALTY = 100 +; This divisor for shooting at enemies that are out of range will cause a penalty to CTH (only applies to OCTH) +OUT_OF_SIGHT_OR_GUN_RANGE = 2 + +;------------------------------------------------------------------------------------------------------------------------------ ; In turnbased combat, do not automatically change animation from 'running' to 'standing' after arriving at target lcoation (same for walking etc.) ; This saves AP if we decide to immediately continue moving to another location. +;------------------------------------------------------------------------------------------------------------------------------ NO_STANDING_ANIM_ADJUSTMENT_IN_COMBAT = TRUE +;------------------------------------------------------------------------------------------------------------------------------ +; If inventory manipulation costs are activated this modifier affects the item weight based AP calculations. +; valid values from 1.0 to 100 +;------------------------------------------------------------------------------------------------------------------------------ +INV_AP_WEIGHT_DIVISOR = 5 + ;------------------------------------------------------------------------------------------------------------------------------ ; Default: TRUE ; Automatically close tactical inventory screen and return to team panel when Player ends his turn. @@ -2522,11 +2539,14 @@ CTH_PENALTY_PER_TARGET_SHOCK = 2 ; Controls the maximum CTH penalty you can get when shooting at a Shocked Target. 0 = No limit! MAX_CTH_PENALTY_FOR_TARGET_SHOCK = 40 +; Minimum range to target for full CTH penalty +MIN_RANGE_FOR_FULL_TARGET_SHOCK_PENALTY = 300 + ; Divisor for the CTH penalty, based on the target's stance and the targeted bodypart. CTH_PENALTY_DIVISOR_FOR_PRONE_SHOCKED_TARGET = 1 CTH_PENALTY_DIVISOR_FOR_CROUCHED_SHOCKED_TARGET_HEAD = 3 CTH_PENALTY_DIVISOR_FOR_CROUCHED_SHOCKED_TARGET_TORSO = 4 -CTH_PENALTY_FOR_COWERING_CROUCHED_TARGET_LEGS_DIVISOR = 5 +CTH_PENALTY_DIVISOR_FOR_CROUCHED_SHOCKED_TARGET_LEGS = 5 ;------------------------------------------------------------------------------------------------------------------------------ ; Shock Effects @@ -3809,19 +3829,19 @@ ENEMYHELI_ACTIVE = TRUE ; helis are unlocked either by the Skyrider cutscene (skipping it won't help) or if game progress reaches this value. ENEMYHELI_DEFINITE_UNLOCK_AT_PROGRESS = 30 -; heli hitpoints, valid from 1 to 500 +; heli hitpoints, valid from 1 to 255 ENEMYHELI_HP = 100 ; time to repair 1 HP at the home base in minutes, valid from 1 to 20 ENEMYHELI_HP_REPAIRTIME = 6 -; cost to repair 1 HP at the home base in &, valid from 10 to 1000 +; cost to repair 1 HP at the home base in $, valid from 10 to 1000 ENEMYHELI_HP_COST = 200 ; heli maximum fuel, valid from 25 to 200 ENEMYHELI_FUEL = 50 -; time to repair 1 HP at the home base in minutes, valid from 1 to 9999 +; time to refuel 1 unit of fuel at the home base in minutes, valid from 1 to 9999 ENEMYHELI_FUEL_REFUELTIME = 3 ;------------------------------------------------------------------------------------------------------------------------------ @@ -4280,7 +4300,7 @@ MILITIA_USE_SECTOR_EQUIPMENT_CLASS_SPECIFIC_TABOOS = FALSE ; ; Resources will be spent when we obtain militia by interrogation, but not if we recruit them from a PMC. ; -; Items can be converted into resources in the sector inventory by pressing [Alt] + [Shift] + [LMB], similar to how +; Items can be converted into resources in the sector inventory by pressing [Alt] + [RMB], similar to how ; SELL_ITEMS_WITH_ALT_LMB works. ; Resources will be shown in the strategic map while the Militia view is active. ; diff --git a/Data/Ja2_Options.INI b/Data/Ja2_Options.INI index c58bee7f1..79a163023 100644 --- a/Data/Ja2_Options.INI +++ b/Data/Ja2_Options.INI @@ -308,6 +308,12 @@ MERCS_CAN_DIE_ON_ASSIGNMENT = TRUE SLAY_STAYS_FOREVER = FALSE +;------------------------------------------------------------------------------------------------------------------------------ +; If SLAY_STAYS_FOREVER is set to FALSE this is the chance that Slay will leave if he is left alone in a sector. +;------------------------------------------------------------------------------------------------------------------------------ + +SLAY_HOURLY_CHANCE_TO_LEAVE = 15 + ;------------------------------------------------------------------------------------------------------------------------------ ; Recruitable Speck - If set to TRUE, Speck can be hired from MERC website. Hired, he'll no longer appear at Speck Com, but will ; comment on current situation from battlefield if able to (alive and well). @@ -658,9 +664,9 @@ HIDE_EXPLORED_ROOM_ROOF_STRUCTURES = TRUE ;------------------------------------------------------------------------------------------------------------------------------ ; Change to increase volume for weapon sounds -; Range: 0-100% +; Range: 0-1000% ; 0 = no change -; 100 = max volume +; 1000 = max volume ;------------------------------------------------------------------------------------------------------------------------------ WEAPON_SOUND_EFFECTS_VOLUME = 0 @@ -1137,10 +1143,21 @@ SHOT_HEAD_MULTIPLIER = 2 SHOOT_UNSEEN_PENALTY = 100 +; This divisor for shooting at enemies that are out of range will cause a penalty to CTH (only applies to OCTH) +OUT_OF_SIGHT_OR_GUN_RANGE = 2 + +;------------------------------------------------------------------------------------------------------------------------------ ; In turnbased combat, do not automatically change animation from 'running' to 'standing' after arriving at target lcoation (same for walking etc.) ; This saves AP if we decide to immediately continue moving to another location. +;------------------------------------------------------------------------------------------------------------------------------ NO_STANDING_ANIM_ADJUSTMENT_IN_COMBAT = FALSE +;------------------------------------------------------------------------------------------------------------------------------ +; If inventory manipulation costs are activated this modifier affects the item weight based AP calculations. +; valid values from 1.0 to 100 +;------------------------------------------------------------------------------------------------------------------------------ +INV_AP_WEIGHT_DIVISOR = 5 + ;------------------------------------------------------------------------------------------------------------------------------ ; Default: TRUE ; Automatically close tactical inventory screen and return to team panel when Player ends his turn. @@ -2089,6 +2106,15 @@ CAMO_KIT_USABLE_AREA = 100 ENHANCED_CLOSE_COMBAT_SYSTEM = FALSE +;------------------------------------------------------------------------------------------------------------------------------ +; If a non-comatose player-controlled merc receives damage that would kill them outright, damage is instead lowered so that they only fall +; into a coma. This only works if the damage is inflicted via gun or knife, and did not cause a death animation. +; +; Activating this makes the game easier. +;------------------------------------------------------------------------------------------------------------------------------ + +REDUCED_INSTANT_DEATH = FALSE + ;------------------------------------------------------------------------------------------------------------------------------ ; When you compleet any quest in game, every (conscious) merc in the sector will be awarded by a certain amount of ; experience points. This amount is counted as times . Setting this to zero @@ -2511,11 +2537,14 @@ CTH_PENALTY_PER_TARGET_SHOCK = 0 ; Controls the maximum CTH penalty you can get when shooting at a Shocked Target. 0 = No limit! MAX_CTH_PENALTY_FOR_TARGET_SHOCK = 0 +; Minimum range to target for full CTH penalty +MIN_RANGE_FOR_FULL_TARGET_SHOCK_PENALTY = 300 + ; Divisor for the CTH penalty, based on the target's stance and the targeted bodypart. CTH_PENALTY_DIVISOR_FOR_PRONE_SHOCKED_TARGET = 1 CTH_PENALTY_DIVISOR_FOR_CROUCHED_SHOCKED_TARGET_HEAD = 3 CTH_PENALTY_DIVISOR_FOR_CROUCHED_SHOCKED_TARGET_TORSO = 4 -CTH_PENALTY_FOR_COWERING_CROUCHED_TARGET_LEGS_DIVISOR = 5 +CTH_PENALTY_DIVISOR_FOR_CROUCHED_SHOCKED_TARGET_LEGS = 5 ;------------------------------------------------------------------------------------------------------------------------------ ; Shock Effects @@ -3798,19 +3827,19 @@ ENEMYHELI_ACTIVE = TRUE ; helis are unlocked either by the Skyrider cutscene (skipping it won't help) or if game progress reaches this value. ENEMYHELI_DEFINITE_UNLOCK_AT_PROGRESS = 30 -; heli hitpoints, valid from 1 to 500 +; heli hitpoints, valid from 1 to 255 ENEMYHELI_HP = 100 ; time to repair 1 HP at the home base in minutes, valid from 1 to 20 ENEMYHELI_HP_REPAIRTIME = 6 -; cost to repair 1 HP at the home base in &, valid from 10 to 1000 +; cost to repair 1 HP at the home base in $, valid from 10 to 1000 ENEMYHELI_HP_COST = 200 ; heli maximum fuel, valid from 25 to 200 ENEMYHELI_FUEL = 50 -; time to repair 1 HP at the home base in minutes, valid from 1 to 9999 +; time to refuel 1 unit of fuel at the home base in minutes, valid from 1 to 9999 ENEMYHELI_FUEL_REFUELTIME = 3 ;------------------------------------------------------------------------------------------------------------------------------ @@ -4269,7 +4298,7 @@ MILITIA_USE_SECTOR_EQUIPMENT_CLASS_SPECIFIC_TABOOS = FALSE ; ; Resources will be spent when we obtain militia by interrogation, but not if we recruit them from a PMC. ; -; Items can be converted into resources in the sector inventory by pressing [Alt] + [Shift] + [LMB], similar to how +; Items can be converted into resources in the sector inventory by pressing [Alt] + [RMB], similar to how ; SELL_ITEMS_WITH_ALT_LMB works. ; Resources will be shown in the strategic map while the Militia view is active. ; diff --git a/INIEditorJA2Options.xml b/INIEditorJA2Options.xml index 824dde4c1..64d374fdb 100644 Binary files a/INIEditorJA2Options.xml and b/INIEditorJA2Options.xml differ