Good news! With some story...
A few days back, I returned to my idea of making Firefly: Tactics. I once again started trying new, unorthodox stuff. Yesterday I was trying to simulate environment without oxygen, which would need you to wear a proper environmental armour (space suit). That would open missions in space - salvage operations on destroyed ships, secret base on asteroid and the like. At first, I used radiation. It was looking really promising, but then I realized that radiation in FT can't kill you, even in insane amounts. It just lowers stats and that's it. So I moved on and fiddled more with FTSE. After a while, I decided to look at the source code of FTSE, thinking maybe I could take the flag after melindil. Realizing it's in C++ made me hesitate, so I don't promise anything. But I looked at the code and found out that there are two undocumented functions on the Actor class: GetField(name) and SetField(name, value). They can be used to read/modify these properties:
{ "hp", {0x281, Actor::FieldType::INTEGER}},
{ "bandaged", {0x285, Actor::FieldType::INTEGER}},
{ "ap", { 0x289, Actor::FieldType::FLOAT}},
{ "radpoints", { 0x28d, Actor::FieldType::INTEGER}},
{ "radlevel", { 0x0291, Actor::FieldType::INTEGER}},
{ "poisonpoints", { 0x295, Actor::FieldType::INTEGER}},
{ "poisonlevel", {0x299, Actor::FieldType::INTEGER}},
{ "overdosepoints", {0x29d, Actor::FieldType::INTEGER}},
{ "goneuplevel", {0x02a1, Actor::FieldType::BOOLEAN}},
{ "stance", {0x1fe, Actor::FieldType::INTEGER}},
{ "posture", {0xf8a, Actor::FieldType::WCHAR_STRING}},
{ "injured", {0xfb2, Actor::FieldType::BOOLEAN}},
{ "injuredtorso",{ 0xfb3, Actor::FieldType::BOOLEAN } },
{ "injuredhead",{ 0xfb4, Actor::FieldType::BOOLEAN } },
{ "injuredeyes",{ 0xfb5, Actor::FieldType::BOOLEAN } },
{ "injuredrightarm",{ 0xfb6, Actor::FieldType::BOOLEAN } },
{ "injuredleftarm",{ 0xfb7, Actor::FieldType::BOOLEAN } },
{ "injuredgroin",{ 0xfb8, Actor::FieldType::BOOLEAN } },
{ "injuredleftleg",{ 0xfb9, Actor::FieldType::BOOLEAN } },
{ "injuredrightleg",{ 0xfba, Actor::FieldType::BOOLEAN } },
{ "unconscious",{ 0xfbb, Actor::FieldType::BOOLEAN } },
{ "unconscioustime",{ 0xfbc, Actor::FieldType::INTEGER } },
{ "reputation",{ 0xfed, Actor::FieldType::INTEGER } },
{ "isgeneral", {0x1053, Actor::FieldType::BOOLEAN} },
{ "isrecruitmaster",{ 0x1054, Actor::FieldType::BOOLEAN } },
{ "isquartermaster",{ 0x1055, Actor::FieldType::BOOLEAN } }
{ "playerindex", {0x163, Actor::FieldType::INTEGER}}
I successfully tested changing current HP and AP. It's possible to heal/harm actors through code now. Setting HP to 0 will not play death animation though, so the actors remain in their previous idle animation. But you can loot them. Also no XP for you, obviously.
Thanks to this, I was able to finish another two really cool perks. I wish something playable will ever come from this