diff --git a/GameVersion.cpp b/GameVersion.cpp index 43a5739b..3345bd54 100644 --- a/GameVersion.cpp +++ b/GameVersion.cpp @@ -23,7 +23,7 @@ INT16 zVersionLabel[256] = { L"Beta v. 0.98" }; #else //RELEASE BUILD VERSION - INT16 zVersionLabel[256] = { L"Release v1.13.262" }; + INT16 zVersionLabel[256] = { L"Release v1.13.273" }; #endif diff --git a/Strategic/Meanwhile.cpp b/Strategic/Meanwhile.cpp index e7382ad0..82816ce7 100644 --- a/Strategic/Meanwhile.cpp +++ b/Strategic/Meanwhile.cpp @@ -681,7 +681,8 @@ void ProcessImplicationsOfMeanwhile( void ) { //Wake up the queen earlier to punish the good players! ExecuteStrategicAIAction( STRATEGIC_AI_ACTION_WAKE_QUEEN, 0, 0 ); } - HandleNPCDoAction( QUEEN, NPC_ACTION_SEND_SOLDIERS_TO_BATTLE_LOCATION, 0 ); + //HandleNPCDoAction( QUEEN, NPC_ACTION_SEND_SOLDIERS_TO_BATTLE_LOCATION, 0 ); + ExecuteStrategicAIAction( NPC_ACTION_SEND_SOLDIERS_TO_BATTLE_LOCATION, 0, 0 ); break; case CAMBRIA_LIBERATED: case ALMA_LIBERATED: diff --git a/Strategic/Strategic AI.cpp b/Strategic/Strategic AI.cpp index 7b159c7b..dec64bb4 100644 --- a/Strategic/Strategic AI.cpp +++ b/Strategic/Strategic AI.cpp @@ -4054,7 +4054,6 @@ void ExecuteStrategicAIAction( UINT16 usActionCode, INT16 sSectorX, INT16 sSecto case NPC_ACTION_SEND_SOLDIERS_TO_BATTLE_LOCATION: - //Send 4, 8, or 12 troops (based on difficulty) to the location of the first battle. If nobody is there when they arrive, //those troops will get reassigned. ubSectorID = (UINT8)STRATEGIC_INDEX_TO_SECTOR_INFO( sWorldSectorLocationOfFirstBattle ); diff --git a/TileEngine/Explosion Control.cpp b/TileEngine/Explosion Control.cpp index 62b381da..e1724a81 100644 --- a/TileEngine/Explosion Control.cpp +++ b/TileEngine/Explosion Control.cpp @@ -1573,19 +1573,17 @@ BOOLEAN ExpAffect( INT16 sBombGridNo, INT16 sGridNo, UINT32 uiDist, UINT16 usIte uiRoll = PreRandom( 100 ); // Calculate wound amount - sWoundAmt = pExplosive->ubDamage + (INT16) ( (pExplosive->ubDamage * uiRoll) / 100 ); - DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("ExpAffect: explosive dmg = %d, woundamt = %d",pExplosive->ubDamage,sWoundAmt)); + INT16 newDamage = pExplosive->ubDamage + (INT16)(( pExplosive->ubDamage * gGameExternalOptions.ubExplosivesDamageMultiplier) / 100) ); //lal + + sWoundAmt = newDamage + (INT16) ( (newDamage * uiRoll) / 100 ); - sWoundAmt = min(255, (UINT16)( (sWoundAmt) + ( (double)sWoundAmt / 100) * gGameExternalOptions.ubExplosivesDamageMultiplier ) ); //lal - DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("ExpAffect: explosive dmg multiplier = %d, woundamt = %d",gGameExternalOptions.ubExplosivesDamageMultiplier,sWoundAmt)); // Calculate breath amount ( if stun damage applicable ) - sBreathAmt = ( pExplosive->ubStunDamage * 100 ) + (INT16) ( ( ( pExplosive->ubStunDamage / 2 ) * 100 * uiRoll ) / 100 ) ; - DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("ExpAffect: breath dmg = %d, breathamt = %d",pExplosive->ubStunDamage,sBreathAmt)); - - sBreathAmt = (UINT16)( (sBreathAmt) + ( (double)sBreathAmt / 100) * gGameExternalOptions.ubExplosivesDamageMultiplier ) ; //lal //Madd: remove 255 max, since it was making breath damage next to nothing - DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("ExpAffect: breath dmg multiplier = %d, breathamt = %d",gGameExternalOptions.ubExplosivesDamageMultiplier,sBreathAmt)); + INT16 newBreath = pExplosive->ubStunDamage + (INT16)(( pExplosive->ubStunDamage * gGameExternalOptions.ubExplosivesDamageMultiplier) / 100) ); //lal + + sBreathAmt = ( newBreath * 100 ) + (INT16) ( ( ( newBreath / 2 ) * 100 * uiRoll ) / 100 ) ; + // ATE: Make sure guys get pissed at us! HandleBuldingDestruction( sGridNo ,ubOwner );