Version 0.6:
Additions/Changes:
-Completely overhauled the sequence changes to fix a bug which caused melee critters to keep from charging at the player. The system now works as follows:
*if the player is both invisible to AND outsequences the opponent he is aiming at (and his teammates) then the player gets an extra turn to attack after the first.
*if the player is either invisible or outsequences the opponent then sequence proceeds as normal (first the player can attack, then the rest of the combatants, then the player, etc.).
*if the player is neither invisible nor outsequences his opponents then he loses his first turn and combat starts in the regular order of sequence (so starting with the opponent with the highest sequence, which isn't the player).
As mentioned before, these changes are to make sure that A) sequence actually determines who starts combat, and B) that stealth plays a larger role in combat sequence as well.
To make the new system apply to enemies trying to ambush you as well, set the SequenceChanges in JimsMods.ini to 2, note however that this means ANY non-player attack assumes the player is the one being attacked for sequence determining purposes. So, if a critter is attempting to attack another non-player critter in a random encounter, sequence will most likely not make any sense. SequenceChanges is set to 2 by default, but can either apply exclusively to the player with 1 and also be disabled by setting it to 0.
Because these changes threatened to make Perception somewhat overpowered (a low perception character could be A) unable to spot an enemy ambushing him and at the same time be B) outsequenced by him, meaning the difference between starting off combat and having the enemy have 2 turns to start off with), sequence is now determined in equal measure by agility and perception. This way sequence properly represents reaction speed.
-Because of this mod's new non-linear weapon system, the starting equipment of a spear can make the beginning quite difficult if you don't start out tagging the Heavy Melee skill. In case you feel this is a problem, you can now enable StartingEquipment=1 in the JimsMods.ini to have your starting equipment be based on your highest starting skill and attributes (so, a high STR + light Melee character gets a club, while a Rifles character gets a pipe rifle with some ammunition). Note that you will also need to change your sfall ddraw.ini in this section:
;To change the default and starting player models, uncomment the next four lines.
;The default models can also be changed ingame via script
MaleStartModel=hmjmps
;MaleDefaultModel=hmjmps
FemaleStartModel=hfjmps
;FemaleDefaultModel=hfjmps
This is to make sure that your starting character actually has the animation set to use the new weapons provided.
- Added key bindings for (almost) all the new UI options, see the image added.
- Added the option to see the DT and DR of the critter you're aiming at (for the damage type of the weapon you're using) by pressing the V-key after having aimed (or attacked, it remembers the last enemy you've aimed at). This option is mostly for testing purposes.
- When using the V-key after aiming at a party member, instead of DT and DR values, you get to see their skill levels, allowing you to see how the new npc-levelling system is working.
- Similarly, you now have the option to view the chances of getting a certain status effect (e.g. knockdown, crippled limbs, etc.) against the target you've aimed at by pressing the J-key. You get a list of percentages corresponding to each bodypart.
- Cleaned up JimsMods.ini so that all the old variables that didn't do anything are gone. Whatever is there can be used to change the mod.
Fixes:
- Removed old AP cost numbers from appearing underneath the new ones in the interface.
- One- and two-handed melee are now correctly denoted in the skill list.
- unarmed enemies will no longer "drop their weapons" when hit with a crit in their arms.
- fixed a bug where the weapon of the attacker was read as that of the target.
-fixed movement ap cost bug (after attacking or using inventory every hex moved after the first one erroneously cost extra, without even displaying that)
-fixed a problem with evasion bonus from movement periodically stacking incorrectly.
- Fixed a bug where you could still invest an additional AP to aim when the bonus was already at its maximum.
- Fixed a bug where the AI would spend too little AP aiming, and wouldn't spend its AP aiming in a stupid way generally. Now high Agility critters will more often max out their AP spent aiming to account for it being relatively cheap for them.
- Fixed a bug with checking the remaining safe drug times causing a crash sometimes.
- For some reason the Localization system (where a missed attack on, e.g., the eyes still has a chance of hitting the head, etc.) was removed from the mod to a large degree, restored it.
- Corrected the skill stat bonus descriptions on chargen.
- Fixed an inexplicably stupid issue with critters not getting 10 AP to spend as they're supposed to.
-fixed bug in damage formula that decreased the importance of crit chance.
- Corrected the companion skills list in JimsMods.ini (i.e. the list which determines which skills are prioritized by NPC's on leveling up).
- Removed the old npc levelling system, which was interfering with the new one.
- Fixed a bug in the npc levelling system which had broken the entire thing.
- Fixed a variety of bugs in the knife attack mode switching mechanic.
- Fixed a bug with the burst amount changing system where sometimes the attack mode would switch to something weird.
- Fixed the miniburst system (for bursts below 4 rounds) so it would actually work.
- Fixed some compatibility issues with killap's RP (him releasing the source code has made it easy to update the one conflicting script, namely the OBJ_DUDE.int one).