- Mini Grenade Size 14->13
- Mini Grenade Pocket 14x2->13x2
- New Pocket (Small Knife) for Nylon Knife Sheath Can't hold KCB or Rambo.
o KCB & Rambo size 24->28
o Regular Knife Pocket Volume 13->15
- Carabiner
o New Item Class Armour/Face/LBE/Misc.
o Can now hold items 16 (Handcuffs) & 18 (Compact Binoculars)
There are still a few items that will go there that shouldn't (Syringes for example) but with the new item class restriction it's a lot less stuff.
- New ITEM: Carabiner
oCan be attached to MOLLE vests to add more Rings. -5 Stealth penalty to stop you going overboard.
- New Silhouette: Sniper Rifle
- New Pocket type: Sniper Rifle (Can now only hold one item sized 8 & 9, large sniper rifles and one item sized 5,6, or 7)
- Replaced this in Sniper Drag Bag
- General Drop Pouch can now hold more than small pouch (no restriction) and can hold bigger items. Volume increased from 2 to 8.
- New ITEM: Carabiner
o Can be attached to MOLLE vests to add more Rings. -5 Stealth penalty to stop you going overboard.
- Ammo Pockets now more flexible, they still only take Ammo. Other pockets tweaked.
- Mercstarting Gear: Wolf K2 Removed Leg Rig/Ice K3 Removed Combat Pack.
git-svn-id: https://ja2svn.mooo.com/source/ja2_v1.13_data@1834 4f8fa57e-7814-0410-bad4-adc449f26b7c
- Molle leg rigs lower row small slots had the wrong attachment class
Bugfix for NAS layout class assignments for Molle:
- layout class is a bit mask so I had to reassign (leg rig = 4, vest = 8, combat pack = 16, backpack = 32)
- new file Lookup\NasLayoutClass.xml for reference
git-svn-id: https://ja2svn.mooo.com/source/ja2_v1.13_data@1833 4f8fa57e-7814-0410-bad4-adc449f26b7c
- Several new MOLLE vests added along with three MOLLE leg RIGS and numerous MOLLE Pouches. (Most Images: IOV, Attachment slots based on Strohmanns, thanks to Depri/Parkan for help.)
- Only DG Mercs MOSES, BOb, Mitch Snake & BUD have been given MOLLE items in their starting gear for demonstration purposes.. MOLLE only available through BRAYs.
- MOLLE vest differ from regular vests in that an AR mag pocket/pouch etc... will only hold AR mags. I did this to make regular vests a viable option versus MOLLE vests, don't worry, you can customise the best MOLLE vests with up to 9 pockets and leg rigs with 5 pouches.
- There is also a new "Carabiner" pocket, this is for "hooking" on items with straps E.G. Helmets, Gasmasks, LBE etc... there are a few things that will still go there that shouldn't, but it's a minor thing. There is also a Carabiner that will only hold face items.
- In order for this to be implemented, i had to standardise LBE leg rigs, in most cases a size change from 21->22. I also had to change:
- Medkit:26->27, Toolkit26->27 but this won't change anything in game storage wise. TV, Golfclubs, & Chalice were also changed by one size.
- The first few vests you encounter will have limited MOLLE attachment points.
- E.G. 3.11 Leg Rig has limited volume and can only take small MOLLE pouches. Later, you can purchase Larger Rigs/vests with greater volume and can hold both small/large pouches.
- Several new pockets/silhouettes added.
git-svn-id: https://ja2svn.mooo.com/source/ja2_v1.13_data@1818 4f8fa57e-7814-0410-bad4-adc449f26b7c
This is a percentage bonus to breath regain while resting.
It could be applied to sleeping bags for example.
Reasonable values are from 0 (no bonus) to 100 (twice the regeneration).
git-svn-id: https://ja2svn.mooo.com/source/ja2_v1.13_data@1814 4f8fa57e-7814-0410-bad4-adc449f26b7c
new modifiers for item properties:
- APs to reload
- APs to reload manually
- max distance for messy death
- gun handling
- best laser range
git-svn-id: https://ja2svn.mooo.com/source/ja2_v1.13_data@1806 4f8fa57e-7814-0410-bad4-adc449f26b7c
- new item: when planting tripwire roll (Item# 1640), a tripwrie item is created, thereby making planting multiple wires much easier
git-svn-id: https://ja2svn.mooo.com/source/ja2_v1.13_data@1796 4f8fa57e-7814-0410-bad4-adc449f26b7c
- Sidney - Kit 4: Added mini grenade and mag to Kit 4
- Hector - Kit 3: He had a SIG PRO .40, it should be a HK P7M8
- Vinny - Kit 4: He should have a TT 3 Day Pack.
- Blood - Kit 2: He had .40 SMG mag, should be .40 pistol mag.
git-svn-id: https://ja2svn.mooo.com/source/ja2_v1.13_data@1790 4f8fa57e-7814-0410-bad4-adc449f26b7c
These KITS are Limited to Merc Lvl and prices, it would be tempting to give them "the perfect loadout" but it would take away from the fun and balance of the game.
*List of Kits
Ammo: Extra ammo at the expense of an other item.
Gun Choice: an alternative weapon.
Combat: Mercs drop their Med/Tool Kits in favour of extra firepower.
Fast Rope: Only seen in upper tier Mercs. The idea was to create a basic kit for when you know you are landing in an enemy occupied sector. (Could be change to "Hot LZ")
CQC: Close Combat
HTH: Hand to Hand
LBE: If you feel like splashing the cash for some extra carry capacity.
Paramedic: A kit for Doctors on the front line, dropping their MEdkit for a FirstAid Kit and a Smoke Grenades.
Auto/Heavy WPNs: Skill specific kits.
Sapper: Desroying/Constructing stuff.
Breach: Using explosives or ballistics to open doors.
Covert: Silent weapons/ammo.
Night OPs: Flares etc...
There are more KITS but they should be self explanatory. It's a lot of info to edit, so if there are any mistakes/oversights let me know and i'll change them. Same goes for any suggestions.
I tweaked these Mercs in order for OST/NST to match and to improve one or two.
Dyno & Smoke: Electronics added to OST to match Demo.
Mouse: Stealthy/Stealthy added to OST Melee removed from NST
Moses: Given Devolve evolution.
Hector:Knifing expert in OST.
Needle: Knifing OST.
Screw: HTH (OST) HTH/Tech (NST)
Elroy: Strealth/Lockpicking.
Carp: Removed Deputy and gave him Teacjng in OST/NST. He's pretty useless at the moment, at least this way he can be a Militia Trainer.
Doc: He had Teaching/Deputy in NST. Changed it to Doctor in NST and no skill in OST.
git-svn-id: https://ja2svn.mooo.com/source/ja2_v1.13_data@1778 4f8fa57e-7814-0410-bad4-adc449f26b7c
o To use the german codepage, you cann add the entry CODE_PAGE = german.cp in your ja2.ini file
- Updated LoadScreenHints.xml
o Added a few new hints
o Reworked some existing hints
git-svn-id: https://ja2svn.mooo.com/source/ja2_v1.13_data@1771 4f8fa57e-7814-0410-bad4-adc449f26b7c
Expert Snipers won't get a 10x scope anymore. They get a 2x scope instead. A 10x scope is useless at the start and when we buy or find a sniper rifle it usually has a 10x scope anyway.
git-svn-id: https://ja2svn.mooo.com/source/ja2_v1.13_data@1760 4f8fa57e-7814-0410-bad4-adc449f26b7c
- added new backgrounds to mercs
- <no_male> and <no_female> prohibit specific backgrounds to show up on IMP generation
- <cth_vs_creatures> modifies gun CTH when aiming at creatures
git-svn-id: https://ja2svn.mooo.com/source/ja2_v1.13_data@1754 4f8fa57e-7814-0410-bad4-adc449f26b7c