New version up!
1.45
New Additions:
- Exhaustion, which was always calculated on the spot, has now replaced the redundant AC stat. This means you can now keep track of it in the UI, and it also doesn't abruptly drop to zero once you leave combat (it drops by 1 per second, though you can change this). Also, (super) stimpaks now temporarily drop your exhaustion. Note that the AC counter doesn't reliably update outside of combat, so if you want to check your exhaustion in that situation, briefly enter combat.
- Two- and One-handedness now changes based on the wielder's strength. So, with extremely low strength, you now no longer get a penalty for using the lightest pistol (10mm), but you do then have to wield it with both hands, which costs an extra AP. The switching is automatic at the moment, but you can customize when it switches through the .ini to some degree.
- The AI now extremely rarely flees because it has a too low chance of hitting you. This had become extremely problematic for my mod, because (a) the AI calculates this based on unaimed shots, which have become less accurate, and (b) it operated on the assumption that bigger armor equaled more dodge, like in the old system. So, instead I've added a system where the AI flees if either (a) its "main threat" (either the one shooting at him the previous round or, if nobody did, his target) has a damage threshold that exceeds the max damage of his weapon (could be unarmed with strength modifiers), or (b) this threat has a min damage that exceeds the AI's current hit points + his damage threshold (i.e. he probably would be killed in the next attack).
-Psycho finally does what it was supposed to do for a while now: raise max hp by a good number temporarily (instead of the weird DR bonus that was useless against explosions or lasers). To make this possible the INT penalty is gone, which was really only an exploit anyway.
Here's some examples of the new one-/two-handed strength reqs:
Code:
Old Min Str Values:
Laser Rifle: 6
Shotgun: 4
H&K G11: 5
Assault Rifle: 5
10MM SMG: 5
10MM Pistol: 3
Sledgehammer: 6
Spear: 4
Minigun: 7
Flamer: 6
Sniper Rifle: 5
Turbo Plasma Rifle: 6
New Min Str Values (Two-handed, One-handed):
Laser Rifle: 4, 13
Shotgun: 3, 7
H&K G11: 4, 10
Assault Rifle: 3, 10
10MM SMG: 3, 7
10MM Pistol: 1, 4
Sledgehammer: 4, 12
Spear: 2, 7
Minigun: 10, 25
Flamer: 6, 18
Sniper Rifle: 4, 12
Turbo Plasma Rifle: 6, 15