- SHIFT + K: switch to and from riflesling
- SHIFT + K + ALT: switch to knife, or from knife to gun
- SHIFT + K + CTRL: switch to sidearm, or from sidearm to non-sidearm gun
the switches will search for a valid spot for the replaced hand items, thus a LAW won't go into a holster etc.
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@5900 3b4a5df2-a311-0410-b5c6-a8a6f20db521
- Fix: sometimes, capturing the last enemy did not end combat as it should
- code change: POW are no longer considered visible opponents. This avoids the error of incorrect sight counters (a bit similar to dying enemies)
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@5752 3b4a5df2-a311-0410-b5c6-a8a6f20db521
- Fix: changing clothes in sight of enemies no longer auto-hides
- Fix: opponent refresh for captured soldiers should work now
- Fix: prisons must have been liberated once to be able to send prisoners there
- adjusted spy trait for new animations
- Fix: allied militia no longer uncovers player spies
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@5751 3b4a5df2-a311-0410-b5c6-a8a6f20db521
-Added screen messages when disguise changes to indicate civilian or soldier disguise
-Enabled mercs disguised as soldiers to carry >2 guns, if the additional guns are covert or hidden
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@5679 3b4a5df2-a311-0410-b5c6-a8a6f20db521
- new ini option FOOD_MAX_POISONING: determines the maximum amount of food poisoning eating a singel food item can give
- fixed a bug that caused tooltips to display the wrong traits
- fixed a few zombie-related bugs
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@5669 3b4a5df2-a311-0410-b5c6-a8a6f20db521
- externalised texts for cleaning, food, corpse handling and covert ops
- tripwire can now be defused even if it does not have a blue flag. When having a wirecutter in the main hand, click on the planted tripwire while crouched, the defuse dialogue will show up.
- corpses spawned from items will behave according to the zombie spawn rules
- fixed a few glitches with the covert ops trait
- fixed a bug that gave the 'mounted' bonus on a roof
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@5546 3b4a5df2-a311-0410-b5c6-a8a6f20db521
- food and water levels are lowered every hour, eat food to survive
- not doing so leads to various penalties and ultimately death
- added food items for that purpose. Food can degrade over time. Rotten food poisons.
- Mercs automatically consume food if hungry/thirsty and food is in their inventories
- for more info, see http://www.bears-pit.com/board/ubbthreads.php/topics/307396/Re_Mercs_need_food_and_water_t.html#Post307396
- this feature requires new STI files from the GameDir trunk.
- added a bunch of filler variable to the soldier type, so hopefully savegame compatibility can be maintained easier in the future.
WARNING: This will break savegame compatibility
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@5411 3b4a5df2-a311-0410-b5c6-a8a6f20db521
- added a flag that drastically lowers the time needed for drug evaluations
- FIX: fixed a but that could lead to iron sights be used although they were forbidden
- FIX: scopes/sights are also selectable if they do not have a magnification factor (1.0 is used)
- FIX: sector cooldown to zero didn't work as intended
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@5372 3b4a5df2-a311-0410-b5c6-a8a6f20db521
o See: builddefines.h: #define ENABLE_ZOMBIES (then you can turn on/off Zombies in the ingame option screen)
o Poison system is still in the code and not combined with the option "Zombie MOD"
o Gamers reported on the Bears Pit, that an executable compiled WITH the Zombies mod enabled makes the game unplayable slow in tactical screen after a few minutes in turn based/realtime
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@5356 3b4a5df2-a311-0410-b5c6-a8a6f20db521
- if the terrain allows it, an empty sandbag (item 1540) can be filled to a full sandbag (item 1541). You need to have a shovel (item 1015) in your second hand. You will notice the new hammer cursor
- by using a full sandbag, you can build a sandbag barrier
- by using a concertina stack, you can build a concertina wire barrier
- this only works if the current map has sandbags/concertina wire in its tileset
- with a shovel in your hand, you can remove a sandbag barrier
- changed the size of shovel so it can actually be put in inventories. It was also necessary to remove its ability to be used as a melee weapon.
- for further info, see this thread: http://www.bears-pit.com/board/ubbthreads.php/topics/305822.html#Post305822
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@5340 3b4a5df2-a311-0410-b5c6-a8a6f20db521
- new variables for additional strength, dexterity, agility, wisdom and experience level due to drugs, traits etc.
- new flagmask for soldiers (so no new variables have to be added in the future)
- fix: stat-altering drugs work again and can now have a higher magnitude
- drug-altered stats now show up purple
- fix: option screen help texts were missing
WARING! This will break savegame compatibility
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@5325 3b4a5df2-a311-0410-b5c6-a8a6f20db521
o if set to off, no zombies will spawn. This can also be changed in mid-game
o for more information on how this works and how to set it up, see http://www.bears-pit.com/board/ubbthreads.php/topics/295746/Zombies_WH40K_and_more.html#Post295746
o with the tag <PoisonPercentage>, you can now poison guns or ammo. This is the percentage of damage dealt that will be poisonous (see zombie thread for an explanation)
o The zombie option can only be enabled in a single player game
o AI fix: to prevent the endless clock problem, the AI now ends the turn if the same actor calls the decision routine over 100 times in a single turn.
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@5313 3b4a5df2-a311-0410-b5c6-a8a6f20db521
o This allows you to toggle between a gun's different scopes via the '.' key. Y
o You get the boni for vison, tunnel vison, sight range, scope magnification etc. only for the scope you use.
o 2 new ja2_options.ini properties: USE_SCOPE_MODES, DISPLAY_SCOPE_MODES: Allows the display of an icon on your gun, to tell what scope is currently in use. If it is a scope, the magnification factor also gets written. Both options can be found under the [Tactical Gameplay Settings] section in the ja2_options.ini
o new tag in items.xml (<attachmentclass>) now enables to specifiy what an attachment can do. At the moment used by grenades/rockets/scopes/sights. Items.xml changed accordingly, modders need to add this tag for those items.
o More infos: First post in: http://www.ja-galaxy-forum.com/board/ubbthreads.php?ubb=showflat&Number=303038&#Post303038
- WARNING: This feature breaks savegame compatibility.
- New Feature: Tripwire-triggered mines (by Flugente)
o This allows creating complex networks of tripwire that can detonate multiple mines attached to them.
o 2 new Items.xml tags: tripwireactivation, tripwire
o More infos: http://www.ja-galaxy-forum.com/board/ubbthreads.php?ubb=showflat&Number=303205&#Post303205
- Overheating addition (by Flugente)
o Severe overheating now temporarily reduces a gun's accuracy. This exact amount is displayed in the UDB.
- Bugfix (by Flugente)
o Removed foregrip as an attachment from the Saiga 12K
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@5196 3b4a5df2-a311-0410-b5c6-a8a6f20db521
o You can now attach weapons to other weapons (only one at a time). Comes with additional fire modes (by cycling in tactical with key 'b')
o A new item, the KAC masterkey, demonstrates this. Raider and Kelly have one in their starting kit 4. (pics by smeagol)
o works both in OCTh and NCTH. Aiming is done via the main gun, but all physical values of the attached gun are considered.
o reload an underbarrel gun while it is attached by dropping the ammo on the main gun while an underbarrel fire mode is active. Cycle firemodes in tactical by pressing 'b'
o Attachments to underbarrel weapons are inseparable while weapon is attached, but they do work.
- Overheating weapons additions (by Flugente)
o New option OVERHEATING_DISPLAY_THERMOMETER_RED_OFFSET controls how red the temperature bar is at the beginning.
o New option OVERHEATING_SET_ZERO_UPON_NEW_SECTOR sets temperature of items on the floor to zero if loading a new sector
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@5133 3b4a5df2-a311-0410-b5c6-a8a6f20db521