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    ja2_7609+AI 中文版 r2643,ja2_7609 Fix 中文版 r2635

    zwwooooo发表于 2022-11-07 10:59:37
    love 0

    ja2_7609 Fix 中文版:是针对 2014 稳定版(又叫7609版)的 sevenfm 修复版,修正熊窝版本的 bug,如果喜欢玩 2014 稳定版又不喜欢超难的 AI 版,就用这个版本代替熊窝的 2014 版。(下载:百毒 Builds 目录里面命名方式为 ja2_2014+fix_cn_r2635.7z 的家伙,解压后就一 ja2_2014+fix_cn.exe)

    r332~r2635log

    r2635
    AddPossiblePendingEnemiesToBattle: use random insertion direction for group without movement orders to avoid crash with assert.
    ---------------------
    r2564
    Build 22.05.26 Use system time for breaking AI deadlock as it's not affected by fast timer tweaks.
    ---------------------
    r1482
    Added missing include. StandardInterruptConditionsMet: - disabled SOLDIER_GASSED check - cannot interrupt if under fire this turn or has high suppression level
    ---------------------
    r1112
    Disabled LUA_HOURLY_QUEST_UPDATE. l_ResetBoxers: keep gfBoxerFought[] unchanged as it will be reset every day at 16:00 by HourlyQuestUpdate(), HourlyUpdate.lua r8689 fix: Mercs that entered a vehicle on the strategic map while standing on a...
    ---------------------
    r1086
    Build 19.06.20 Minor AI improvements: - don't try to raise red alert if sector is jammed - limit certain activities only to the start of the turn to reduce CPU load
    ---------------------
    r1052
    Build 19.05.27 Project update.
    ---------------------
    r1051
    r669 fix: added fix for bad strategic group (by Flugente) InitSoldierOppList, BetweenTurnsVisibilityAdjustments: minor code improvement
    ---------------------
    r949
    - r8670 fix: bombs cannot be planted diagonally (by Flugente)
    ---------------------
    r791
    - fix crash when displaying "more..." line in laptop for extra skills - change displayed skills number from 4 to 3 to not overlap background
    ---------------------
    r775
    - Build 18.09.25 - use Interface Enhanced.cpp from Ja2+AI project - don't wait for ESC key to break AI deadlock
    ---------------------
    r734
    - r8581 fix: deleting a face with invalid pointer leads to first mercs having Skyrider's face (by Flugente) - r8589 fix: invalid edgepoint selection (by The_Bob) - small code improvements
    ---------------------
    r732
    - r8586 fix: release exes could crash when hovering in the save screen (by Flugente)
    ---------------------
    r724
    - Build 18.07.15 - disabled bullet shadow (second frame of BULL.STI is used for red tracers) - r8576 fix: When setting up autobandage, use first aid kits before using medkits (by Flugente) - r8574 fix: IMP creation with HP < OKLIFE possible...
    ---------------------
    r665
    - MORALE_HEARD_BATTLE_LOST fix
    ---------------------
    r664
    - CalcSuppressionTolerance: balanced tolerance calculation - HandleSuppressionFire: fix ubPointsLost calculation
    ---------------------
    r663
    - Build 18.02.08 - INV_AP_WEIGHT_DIVISOR: default value 10 - loading screen: compare strings fix - give first boxer bodybuilding trait - give second boxer martial arts + athletics trait - no misfire for AI - increase max mortars number - Va...
    ---------------------
    r600
    - disabled radio locator for unseen soldiers - r8401 fix - AI fix: don't attack crows - cannot interrupt if under fire this turn or is cowering - CreatureDecideActionBlack: CreatureDecideActionRed fix
    ---------------------
    r599
    - NumberOfTeamMatesAdjacent: fix vanilla bug
    ---------------------
    r532
    - Build 17.10.24 - don't show error message when option HIDE_EXPLORED_ROOM_ROOF_STRUCTURES is missing - all teams can uncover covert mercs that use flashlight at night or are seen near friends or known enemies in combat - break deadlock onl...
    ---------------------
    r530
    - r8498 Fix: wrong limits used - r8499 Fix: stealing from or in transit
    ---------------------
    r528
    - r8497 Fix: BP costs not read correctly
    ---------------------
    r526
    - Build 17.10.18 - r7737 fix: The first three boxing fights could never be completed if no boxers were available (direct result of a change in r7263) because Darren's quote requires at least one boxer. If the player killed all boxers during...
    ---------------------
    r511
    - Build 17.09.10 - less gun jams - max jam chance depends on reliability
    ---------------------
    r510
    - show direction when scouting - skyrider can show enemy squad direction - NCTH: better shot distribution
    ---------------------
    r509
    - UpdateFastForwardMode: use AI action
    ---------------------
    r508
    - UpdateFastForwardMode: also check ubAttackBusyCount - MovementMode: more RUNNING movement mode - fix Russian localization
    ---------------------
    r507
    - SlideTo: check fSetLocator for SETLOCATORFAST - UpdateFastForwardMode: disable fast forwarding if soldier is in attack animation
    ---------------------
    r506
    - Build 17.09.07 - SetSoldierAniSpeed: fast radio animation, faster sidestepping - AIDecideRadioAnimation: no radio animation for invisible soldiers - improved auto fast forward
    ---------------------
    r505
    - CheckIfShotPossible: removed suppressionFire argument
    ---------------------
    r504
    - Build 17.09.06
    ---------------------
    r503
    - allow AI to always reload - allow random hits on standing and crouching not cowering soldiers - use SOLDIER_SKIP_COVER_CHECK - added NCTH movement penalty
    ---------------------
    r502
    - CalcBestShot: allow shooting at recently seen/heard opponents - removed yellow flanking - no cover checks in realtime - FindBestNearbyCover: no cover for tanks
    ---------------------
    r501
    - added AI functions: GuySawEnemy, CountSeenEnemiesLastTurn, CountNearbyFriends
    ---------------------
    r500
    - sometimes AI will incorrectly calculate APs needed for attack, allow him to shoot anyway and go into negative APs - skip deep water if not in deep water already - player mercs should not die instantly - covert: distance check to corpse de...
    ---------------------
    r416
    - Game version update: 17.05.21 - timer fixes (by The_Bob)
    ---------------------
    r413
    - r8112 fix: When targeting a tank, mercs always aim for the 'head'. This results in misses if one changes the tank's JSD to a lower silhouette.
    ---------------------
    r334
    Upload Ja2+fix 14 September 2016
    ---------------------
    r333
    Upload Clean 7609
    ---------------------
    r332
    Added Ja2_fix
    ---------------------

    ja2_7609+AI 中文版:详情及下载见《JA2 1.13 稳定版 AI 增强 MOD【中文版】》。

    r2259~r2643log

    r2643
    r9404: Prevent illegal array access (by asdow) Using kill all enemies cheat via ALT + o caused reading MercPtrs from index 254 when its last element is at 253.
    ---------------------
    r2642
    AllowedAimingLevels: lowered effect on aim levels reduction. CalcAimingLevelsAvailableWithAP: optimized code to not call AllowedAimingLevels() repeatedly in a loop. CalcBestShot: fixed uninitialized sMinAimTime variable used for prone stanc...
    ---------------------
    r2641
    Reverted r2076 fix as it causes the game to crash.
    ---------------------
    r2640
    For improved iron sights, use smaller asterisk, also only show asterisk if this sight is not blocking other iron sights.
    ---------------------
    r2639
    Added small dirt level indicator to item picture.
    ---------------------
    r2638
    Added new item transformation: Clean gun, requires cleaning kit attached to gun or in inventory. Manually unjamming gun creates noise. Renamed bDirtLevel to dDirtLevel in OBJECTTYPE. Fixed incorrect Russian translation for AP. Use cleaning ...
    ---------------------
    r2637
    Detect cnc-ddraw and disable windowed mode (by funkyfr3sh).
    ---------------------
    r2636
    AddPossiblePendingEnemiesToBattle: use random insertion direction for group without movement orders to avoid crash with assert.
    ---------------------
    r2634
    fix: mercs in pow state feed themselves properly (by rftr).
    ---------------------
    r2633
    Skip incorrect delivery event instead of removing it.
    ---------------------
    r2632
    CPostalService::DeliverShipment(): added more debug information in assert. EVENT_POSTAL_SERVICE_SHIPMENT: remove incorrect delivery event instead of crashing the game.
    ---------------------
    r2631
    Improved display of soldier icons with "Use 10x icons" option turned off.
    ---------------------
    r2630
    New ingame option "use 10x icons" (TRUE by default) allows to enable or disable use of new 10x icons for number of soldiers in sector shown in strategic map. If there are more soldiers than can be displayed, the game will use new 10x icons ...
    ---------------------
    r2629
    CalcInterruptDuelPts: - changed base points formula so it uses EffectiveExpLevel as a base and adds +1 if EffectiveAgility >= 90, -1 if EffectiveAgility < 70, for robot controlled by merc check EffectiveDexterity of merc using controller i...
    ---------------------
    r2628
    SET_MINIMUM_ATTRIBUTES_FOR_TRAITS: disabled leadership requirements for ranger and covert traits.
    ---------------------
    r2627
    Reverted r2118 as it makes all loadscreens show default image.
    ---------------------
    r2626
    Changed return type of CountAllMilitiaInFiveSectors() from UINT8 to UINT16 to fix an overflow during militia reinforcement (by rftr).
    ---------------------
    r2625
    New option BASE_SPOTTING_AP_DIVISOR (default 4): - base AP for spotting/focusing is calculated as AP_MAXIMUM / BASE_SPOTTING_AP_DIVISOR - BASE_SPOTTING_AP_DIVISOR range is 1..8 - resulting AP to start spotting/focusing depends on distance a...
    ---------------------
    r2624
    Disable gfCaves, gfBasement if sector is not underground.
    ---------------------
    r2623
    HandleItem: when doing various actions that require moving, check if player merc has backpack zipper opened.
    ---------------------
    r2622
    Show number of possible enemy reinforcements in tactical panel (only if player has knowledge about them). Show number of enemies in tactical panel using different color if there are pending enemies.
    ---------------------
    r2621
    ClearPanelLogData: only apply locale in release version as it doesn't work in debug. LoadWorldItemsFromMap: skip incorrect items (isItem == 0 or usItemClass == 0).
    ---------------------
    r2620
    Only allow enemy reinforcements if they have active radio operator.
    ---------------------
    r2619
    HandleTBCheckCanCleanGun: disabled "Not enough AP message" when checking if cleaning gun action is available.
    ---------------------
    r2618
    Added assertion with error message to prevent silent crashes/nullptr dereference if loading big item graphics fails (by Asdow).
    ---------------------
    r2617
    Limit hot temperature and bright light level to desert/tropical sectors when not raining. Removed light level from sector info as it updates in tactics only.
    ---------------------
    r2616
    Improved code to show light level/temperature in sector info box.
    ---------------------
    r2615
    Show temperature, light level and weather in sector info (for visited sectors only). MercIsHot: use current temperature instead of sector type.
    ---------------------
    r2614
    GetDayVisionRangeBonus: allow lowered bonus at bright light levels. GetBrightLightVisionRangeBonus: improved code to use lightlevelmultiplier, lightleveldivisor. GetTotalVisionRangeBonus: - at bright light, combine day and bright light bon...
    ---------------------
    r2613
    GetPercentTunnelVision: 15% from raised weapon + 15% when focusing + tunnel vision bonus from weapon scopes.
    ---------------------
    r2612
    GetPercentTunnelVision: - only apply weapon tunnel vision bonus when focusing - use max of percenttunnelvision instead of sum - improved code for TUNNEL_VISION_REDUCED_WITH_BINOCULARS
    ---------------------
    r2611
    FACILITY_EAT: allow to assign multiple mercs.
    ---------------------
    r2610
    Don't reset selected mercs list when clicking on Cancel. Allow to assign multiple mercs to facility. SetAssignmentForList: improved code for facility assignments, use SetSoldierAssignment instead of ChangeSoldiersAssignment. FacilityAssignm...
    ---------------------
    r2609
    Removed "Smart Tree Tops" ingame option.
    ---------------------
    r2608
    Show tooltip with ambient assignment facility description when hovering mouse over facility. Show facilities having only ambient assignment in facility list if ambient assignment has text description.
    ---------------------
    r2607
    NorthSpot: removed one extra step north. ChooseMapEdgepoints: code optimization.
    ---------------------
    r2606
    Fixed Russian translation bug for move items assignment. Removed some debug messages.
    ---------------------
    r2605
    HandleEquipmentMove: stop time when finished moving items from sector, show message.
    ---------------------
    r2604
    HandleEquipmentMove: - improved code to calculate max items/weight moved based on soldier's agility/strength - code improvements - when resorting items for unloaded sector, only save real number of existing items
    ---------------------
    r2603
    GetAimBonus, GetToHitBonus, GetFlatAimBonus, GetFlatToHitBonus, GetAPBonus: disabled bonus/penalty from attached face items. GetToHitBonus: only apply bipod bonus for active scope or non scope items.
    ---------------------
    r2602
    MakeSureMedKitIsInHand: - for AI, just swap objects as they don't care about pockets - only show "nowhere to place item" message for player mercs
    ---------------------
    r2601
    GetGearAimBonus, GetGearToHitBonus, GetGearAPBonus: ignore face items attached to other items (for example, NVG attached to helmet).
    ---------------------
    r2600
    HandleEquipmentMove: - code optimization - re-enabled WORLD_ITEM_GRIDNO_NOT_SET_USE_ENTRY_POINT flag for unloaded sector - tweaked max items value
    ---------------------
    r2599
    r9393: safety checks (by Asdow).
    ---------------------
    r2598
    Move item assignment: - added BasicCanCharacterAssignment check - try to use spot of existing reachable item in sector - re-enabled warning message and time stop if cannot find drop spot - bonus from agility to max number of items carried -...
    ---------------------
    r2597
    Removed some debug messages. Improved Russian translation for money paid on assignment. HandlePrison: - more precise calculation of prisoner to guard ratio - improved calculation of random number of prisoners escaping (allow single prisoner...
    ---------------------
    r2596
    Fix possible bug in SwitchOffRadio: don't deduct AP when radio is switched off automatically.
    ---------------------
    r2595
    CalcInterruptDuelPts: - limit bonus from item in hand/skill to 1 - if soldier has shotgun in alt mode, add bonus to interrupt at distance limited to weapon range
    ---------------------
    r2594
    Lowered enemy interrupt bonus to +1 on INSANE.
    ---------------------
    r2593
    Log interrupt duel calculation to MiscInfo.txt
    ---------------------
    r2592
    Increased MAX_AMMO_TYPES_PER_GUN to 64.
    ---------------------
    r2591
    Removed accuracy from launchers tooltip as it's not used for grenade launchers and mortars.
    ---------------------
    r2590
    Don't show damage value for launchers as they use damage from attached launchable explosive. ItemFitness: when choosing weapons for militia, use damage for guns, use deadliness for launchers as launchers may have zero/low damage (their dama...
    ---------------------
    r2589
    GetDamage: - unified melee/gun damage calculation for old/new system, first take modified damage of (impact + bonus), then multiply buy type modifier - for cannon/rocket launcher/grenade launcher/mortar use damage of attached launchable or ...
    ---------------------
    r2588
    CalculateItemSize: - don't check attachment size for detonator - use vehicle pocket size to determine max size of object and attachment
    ---------------------
    r2587
    Only show scope mode icon if weapon can use scope mode. Added gbForceBinocsReady to use for spotting with binocs instead of gbForceWeaponReady. GetScopeLists, ChangeScopeMode: only if weapon can use scope mode. Allow sidestepping and walkin...
    ---------------------
    r2586
    Re-enabled <VisionRangeBonus> tag. Fixed remaining ubCoweringReducesSightRange -> ubShockReducesSightRange rename.
    ---------------------
    r2585
    Renamed ubCoweringReducesSightRange -> ubShockReducesSightRange. Added shock to vision cache info. GetPercentTunnelVision, HasThermalOptics: added vision cache support. Shock affects tunnel vision: only for human bodytypes. Enabled tunnel v...
    ---------------------
    r2584
    Vision range cache: store item in hand, scope mode.
    ---------------------
    r2583
    Tweaked vision range cache code. Don't check vision bonus for VESTPOS and LEGPOS. DistanceVisible: correctly check spot level for spotting/focusing. Minor code improvements.
    ---------------------
    r2582
    Implemented cache for soldier's vision range bonus, used in GetTotalVisionRangeBonus, should help with mass LOS checks and AI. Fix: IsSpotting and IsFocusing correctly check for spot level. Call ResetVisionRangeCache in ApplyEquipmentBonuse...
    ---------------------
    r2581
    Vision bonus: code tweaks. OCTH, NCTH: code optimization, don't search for normal vision if sight is blocked. AIMaxDistanceVisible: don't use gbForceWeaponNotReady for normal vision to allow bonus from NVG.
    ---------------------
    r2580
    Vision bonus from NVG: improved code to check for any active scope/binocs.
    ---------------------
    r2579
    OCTH, NCTH: improved check to avoid penalty if shooter can see target using NVG.
    ---------------------
    r2578
    Vision bonus: don't use bonus from NVG when using scope/binocs or checking max vision or aiming bonus. OCTH, NCTH: no penalty for invisible target if can see target with lowered weapon (for example, when using NVG).
    ---------------------
    r2577
    Vision bonus from gear: - only armour and face slots - allow together with scope/binocs except for NVG
    ---------------------
    r2576
    Minor code improvements.
    ---------------------
    r2575
    Vision bonus: apply gear bonus only if not using scope/binocs.
    ---------------------
    r2574
    Vision bonus from scope: only when focusing or checking for max vision or OCTH scope bonus, check for IC_GUN item in hand before checking for scope. WeaponReady: check if soldier has gun in hand, even if gbForceWeaponReady set.
    ---------------------
    r2573
    Improved code for spotting/focusing vision bonus.
    ---------------------
    r2572
    New option in Skills_Settings.ini, [Scouting]: SIGHT_RANGE_BONUS_IN_DAYLIGHT (1 by default). Tweaked enemy vision bonus for Insane difficulty level.
    ---------------------
    r2571
    Fix incorrect code from r2569. Less AP to start spotting for soldier with scout trait.
    ---------------------
    r2570
    fix: clear world items when starting a new game (by rftr)
    ---------------------
    r2569
    Fix: incorrect attachment removing when item status equals points used. InternalIgniteExplosion: add smoke effect if ubDamage >= 20.
    ---------------------
    r2568
    Removed vs2008 project.
    ---------------------
    r2563
    Fixed Russian tooltips for skills menu. Renamed WearsGoggles to WearsBallisticGoggles. WearsSunGoggles: only if brightlightvisionrangebonus > 1.
    ---------------------
    r2562
    Chinese translation update (by zwwooooo).
    ---------------------
    r2561
    For crawling AP calculation, allow kneepads AP reduction for as leggings armour with ubCoverage < 30.
    ---------------------
    r2560
    Path code optimization: move inventory searching functions out of path loop. Knee pads reduce crawling AP cost by 1 (only in 100AP system).
    ---------------------
    r2559
    LOBOT: added support for kneepads and underarmor shirt. Destroying locks with bullets: allow if ubSmashDifficulty <= lockBustingPower + bullet impact. No forgetful effects when under wisdom drug. Code cleanup and minor improvements.
    ---------------------
    r2558
    Use system time for breaking AI deadlock as it's not affected by fast timer tweaks. AttemptToBlowUpLock: remove shaped charge item before the explosion from failed attempt happens to avoid possible bugs.
    ---------------------
    r2557
    AttemptToBlowUpLock: - fix damage from removed item. - catch overflow in bLockDamage - don't increase shaped charge damage without demolitions skill - only damage lock if opening possible, check actual damage in case of reaching max INT8 -...
    ---------------------
    r2556
    Radio listening: - improved face icons, show special icon if saved AP_MAXIMUM action points from previous turns - add half of listening points from previous turns to next turn
    ---------------------
    r2555
    Only show cover/sight overlay on player's turn.
    ---------------------
    r2554
    AICalcChanceToHitGun: increase aperture for tanks and vehicles. CalcMuzzleSway: use normal distribution, use flat distribution beyond weapon range. LimitImpactPointToMaxAperture: simplified code to lower max deviation, use full normal dista...
    ---------------------
    r2553
    Don't show left panel tooltip when left tactical panel disabled in options. Only show draggable objects in hand cursor mode when SHIFT is pressed.
    ---------------------
    r2552
    Fix: use WALKING movement mode when sidestepping with weapon raised in turnbased mode
    ---------------------
    r2551
    Added water type to sector info popup.
    ---------------------
    r2550
    Allow showing enemy locations when soldier is spotting or listening. Don't show "ESC to break AI deadlock" hint when in fast forward mode.
    ---------------------
    r2549
    Changed delay for same sound playing to 50 ms.
    ---------------------
    r2548
    AICalcChanceToHitGun: take into account target facing for standing/crouched human targets.
    ---------------------
    r2547
    Expetimental tweak: prevent sound system from multiple playing same sound at the same time.
    ---------------------
    r2546
    SIDE_FACING_DIVISOR: allow this option to work for crouched target, but with lowered divisor.
    ---------------------
    r2545
    SIDE_FACING_DIVISOR option tweaks: - only for standing targets - only for human bodytypes - only when aiming at torso/legs - added safety checks - disabled divisor for vertical deviation
    ---------------------
    r2544
    Added message to use ESC key to break AI deadlock.
    ---------------------
    r2543
    Added hotkey tooltip [\] for drag/break window actions in skill menu.
    ---------------------
    r2542
    CancelDrag, StartDrag: update interface. [\] key: check APs to start dragging.
    ---------------------
    r2541
    fix: ammo flag values.
    ---------------------
    r2540
    fix for NO_REMOVE_RANDOM_SECTOR_ITEMS (by sun_alf): it was using doubled number of arrived enemies (NumEnemiesInAnySector counts the same enemies twice if called prior to RemovePGroup).
    ---------------------
    r2539
    Tweaked max throwing range for grenades formula to slightly increase distance. Don't apply throwing bonus for demolitions/throwing skills at the same time.
    ---------------------
    r2538
    ClosestReachableDisturbance: improved code optimization, allow to ignore dying opponent or empty vehicle. Black AI: improved code to ignore dying soldier or empty vehicle if there is better reachable enemy.
    ---------------------
    r2537
    BuildSectorsWithSoldiersList: added safety check.
    ---------------------
    r2536
    ESC for multiple selected mercs: first stop mercs, next press unready weapon.
    ---------------------
    r2535
    ESC: unready weapon for all selected mercs.
    ---------------------
    r2534
    Optimize RandomMagazine() called when deploying to tactical sector (by sun_alf).
    ---------------------
    r2533
    Improve SurfaceCache error messages (by Asdow).
    ---------------------
    r2532
    Show "Select All" line in strategic movement popup box only if we have more than 1 movable squad in sector (by Asdow).
    ---------------------
    r2531
    AI: don't use red smoke if RADIO_OPERATOR_ARTILLERY = FALSE FindThrowableGrenade: set lowest priority for red smoke EXTRA_ITEMS: don't add red smoke grenade if artillery strikes disabled Interface panels: tweaked code to clear left/ride are...
    ---------------------
    r2530
    Reverted r2157.
    ---------------------
    r2529
    Reverted r2036.
    ---------------------
    r2528
    Fixed exploit allowing to duplicate drag able structures by opening/closing them during dragging (by Shadooow).
    ---------------------
    r2527
    Add mousewheel support to the MERC website, similar to AIM's implementation (hover over a merc's face). Shift/Ctrl modifiers are applied to the mousewheel, just like A/D/left/right keyboard inputs (by rftr). Fix initial gearkit costs for AI...
    ---------------------
    r2526
    Fixed graphic glitches, usually black screen or shadow boxes over the screen, appearing when inside the key ring popup box (by Shadooow).
    ---------------------
    r2525
    With ADDITIONAL_NCTH_CURSOR_INFO enabled, always show armour at cursor, show weapon/face gear when ALT is pressed, also improved picture position.
    ---------------------
    r2524
    [\] key allows to break window with crowbar/gun or start dragging. Set RANDOM_INTERRUPTS = FALSE bu default. Ctrl+[W] key: removed cheat hotkey, always activate weapon submenu from skills menu.
    ---------------------
    r2523
    Fixed graphical artifacts showing up around the end game videos (by Shadooow).
    ---------------------
    r2522
    Fixed regression where PLAY_INTRO = 0 caused the game to be stuck in black screen after killing Deidranna (by Shadooow). Initialize guiItemInfoAdvancedIcon = 0.
    ---------------------
    r2521
    Fixed bug, where scope mode icons were lost after exiting EDB (by Shadooow).
    ---------------------
    r2520
    Fixed window breaking with crowbar from certain directions. [F] key: show first line in orange color to better distinguish from previous information. CalcInterruptDuelPts: penalize from running by 1 level, if enemy was not seen previously, ...
    ---------------------
    r2519
    NCH: improved code to calculate aperture at distance.
    ---------------------
    r2518
    NCTH: lasers provide bonus to base aiming instead of aperture.
    ---------------------
    r2517
    New option NCTH_CLOSE_RANGE_AIM_BONUS (FALSE by default) helps to aim at distance less than NORMAL_SHOOTING_DISTANCE * 2, linearly scaling bonus down to zero after NORMAL_SHOOTING_DISTANCE.
    ---------------------
    r2516
    fixed NCTH code for visibility penalty.
    ---------------------
    r2515
    NCTH: iron sights bonus works full to NORMAL_SHOOTING_DISTANCE. EffectiveMarksmanship: removed penalty from adrenaline. EffectiveDexterity: removed penalty from shock, added penalty from adrenaline. NCTH: Use bTilesMoved instead of TilesMov...
    ---------------------
    r2514
    NCTH: fixed AIM_VISIBILITY code for shooting at target behind visual obstacles.
    ---------------------
    r2513
    Tweaked NCTH_SQRT_DISTANCE option.
    ---------------------
    r2512
    When focusing, penalty outside focus area. Fixed incorrect Molotov id check used for creating fire. AICalcChanceToHitGun: lowered aperture for 100% CTH. Fixed fire creation from regular bullets when damaging structures.
    ---------------------
    r2511
    NCTH_SQRT_DISTANCE: tweaked scaling below NORMAL_SHOOTING_DISTANCE.
    ---------------------
    r2510
    Tactical panel: if not enough place of tactical panel and left panel is disabled, try to use left side. NCTH_SQRT_DISTANCE: scale aperture with pow(1.5) below NORMAL_SHOOTING_RANGE.
    ---------------------
    r2509
    AICalcChanceToHitGun: - lowered aperture values for CTH estimation - min 1% for AI to shoot - max 99% chance
    ---------------------
    r2508
    DamageStructure: take into account GUN_DAMAGE_MODIFIER when checking to destroy objects by bullets.
    ---------------------
    r2507
    Fix for grenades being put into inventory instead back into hand if the soldier is stopped from throwing it in middle of animation by game (interrupt/spotting another enemy) (by Shadooow).
    ---------------------
    r2506
    Fixed spotter/focus not being disabled sometimes when spending APs.
    ---------------------
    r2505
    F key shows approximate CTH when using NCTH. Allow door lock smashing with crowbar/kick only if lock smashing difficulty is not OPENING_NOT_POSSIBLE. Lowered chance to gain strength when kicking door or using crowbar. Skill checkL return -1...
    ---------------------
    r2504
    AI: turn to closest covert opponent only once per turn. Limit AI actions for blinded soldier.
    ---------------------
    r2503
    Black AI: improved code to get closer before shooting.
    ---------------------
    r2502
    Blinded soldier: - cannot use radio - limit AI decisions - only interested in hiding - can use smoke for cover - can start retreat - allowed to retreat in take cover code - limit item search range to 1 tile
    ---------------------
    r2501
    Quick keys Alt + 0..9 and Alt + [~] now work consistently in normal and cheat mode. Moved Alt + 1..5 cheat hotkeys to Ctrl + Alt + 1..5
    ---------------------
    r2500
    fix: force inventory redraw when using the mouse wheel to navigate through your mercs in strategic view. fixes bad inventory render when using a mouse to scroll from vehicle's inventory to a merc, and vice versa (by rftr)
    ---------------------
    r2499
    Metal detector uses batteries when soldier reaches new tile, 10% chance for 1% status drain per tile.
    ---------------------
    r2498
    Fix flame stopped at wall.
    ---------------------
    r2497
    Bullet hit roof check: - check for all bullets, not just when shooting between levels - use last Z value to stop bullet before it crosses roof
    ---------------------
    r2496
    OCTH flamethrower: - reduce max miss amount for flame ammo - tweaked base marksmanship for flamethrower
    ---------------------
    r2495
    Re-enabled instant damage for fire and creature gas. Moved gas damage to HandleAtNewGridNo. Fixed flame corner bug.
    ---------------------
    r2494
    AllowedAimingLevels: limit OCTH aiming levels for flamethrower to 2. CalcInterruptDuelPts: difficulty based bonus/penalty.
    ---------------------
    r2493
    OCTH: CTH for flamethrower based on dexterity and breath. StructureHit: remove bullet for flamethrower only if stopped. HandleBulletStructureInteraction: don't stop flame bullet. Flame has no effect on locks. Tweaked min requirements to aut...
    ---------------------
    r2492
    Added chance to damage/remove dropped batteries.
    ---------------------
    r2491
    Chance for AI to use battery depends on battery status.
    ---------------------
    r2490
    Only show message when battery runs out for player team. Binocs/metal detector can use battery in peaceful sector if merc is spotting/moving.
    ---------------------
    r2489
    Tanks cannot shoot at very close range if target is crouched/prone. Tank cannot shoot with cannot at very close range if target is not vehicle. EVENT_BeginMercTurn: update soldier's batteries before bTilesMoved is reset. Metal detector only...
    ---------------------
    r2488
    Added batteries support for metal detector (batteries are inly used if soldier moved recently).
    ---------------------
    r2487
    Added batteries support for binocs/NVG. Removed status check from walkman, extended ear.
    ---------------------
    r2486
    PlaceObject: don't show incompatible face item message when doing autoplacement. Improved SwapGoggles code: - swap to helmet if possible - attach batteries to NVG if needed
    ---------------------
    r2485
    Show message when battery runs out in equipment.
    ---------------------
    r2484
    Don't allow dropping items with negative AP. Don't allow storing item in inventory if not enough AP. Allow action panel scrolling if one of columns still has actions to display. Walkman supports batteries. Slightly increased morale boos fro...
    ---------------------
    r2483
    Added support for batteries for extended ear. Consume batteries when ordering militia using extended ear. Flashlight use batteries every turn in turnbased. Improved code for hearing range bonus. Ignore faint noises if soldier is slightly de...
    ---------------------
    r2482
    Improved code for flashlight/stock transformation hotkeys.
    ---------------------
    r2481
    Added stock transformation action to skills menu. Added stock transformation action to actions panel. Fixed hotkey tooltip for item transformation.
    ---------------------
    r2480
    Shift+T: allow transformation into item with the same item size (for example, shovel mode transformation).
    ---------------------
    r2479
    New hotkey: Shift+P transforms stock, it will first check if weapon itself can be transformed to different item size, then will search for AC_STOCK attachment which can be transformed.
    ---------------------
    r2478
    CalcEffVolume: removed bCheckTerrain. Warnings fixes.
    ---------------------
    r2477
    Reverted r2126.
    ---------------------
    r2476
    Fix AI soldier's inability to pick up weapon from his tile. LIMIT_MAX_CTH: lowered penalty to -4.
    ---------------------
    r2475
    OCTH: -set default MAX_WEAPON_RANGE_PENALTY = 10. - doubled penalty when shooting at long distance, which later can be compensated by shooting at the same spot - LIMIT_MAX_CTH option: added -10 modifier which can be compensated by aim time...
    ---------------------
    r2474
    AIDecideRadioAnimationL allow radio animation when just raised alert. CheckForChangingOrders: fix for obsolete SNIPER order. CalcMorale: improved checks to limit AI morale.
    ---------------------
    r2473
    SafeSpot: - check normal sight cover instead of unlimited - check if spot under successful attack AbortFinalSpot: - rush attack includes adrenaline check - abort if moving out of sight cover and can attack enemy: only AI_ACTION_SEEK_OPPONEN...
    ---------------------
    r2472
    New OCTH option DIRECTIONAL_PRONE_PENALTY (default FALSE): reduce prone penalty when shooting from side.
    ---------------------
    r2471
    CalcCoverValue: minor code improvements.
    ---------------------
    r2470
    Simplified check to play door open sound: check if player merc is near.
    ---------------------
    r2469
    Failed disguise messages externalization.
    ---------------------
    r2468
    ProcessNoise: improved code to remember max noise volume for this soldier. Don't play cow/crow sounds in fast forward mode.
    ---------------------
    r2467
    Distance reduces effective volume for partial deafness.
    ---------------------
    r2466
    Chance to be deafened by loud noise: - max distance from noise is TACTICAL_RANGE / 4 - reduce effective volume with distance
    ---------------------
    r2465
    Allow corpse transformation to any item with Shift+T. CalcCoverValue: cover tweak for zombies. Fixed water hit sound for fragments.
    ---------------------
    r2464
    Play S_WATER_IMPACT1 when bullet hits water.
    ---------------------
    r2463
    Play different sound when object drops into water, depending on object weight and type.
    ---------------------
    r2462
    Fixed water splash sound when dropping item into water. Fixed dropping items into water.
    ---------------------
    r2461
    CalcCoverValue: improved code for advance/retreat decisions.
    ---------------------
    r2460
    OCTH tooltips: auto penalty per shot, weight penalty, strength auto penalty. Improved code to scale auto penalty if weapon too heavy: use per shot penalty, divide by AIMING_BURST_PENALTY to use unmodified value.
    ---------------------
    r2459
    If SCALE_AUTO_PENALTY = TRUE, increase auto penalty if recoil is too much to control. If OCTH_WEIGHT_PENALTY = TRUE, add CTH penalty if weapon too heavy to aim well.
    ---------------------
    r2458
    SCALE_AUTO_PENALTY: default FALSE. New option OCTH_TRACER_CODE (default FALSE) enabled new tracer code (add burst/auto bonus to CTH instead of lowering auto penalty). New option OCTH_WEIGHT_PENALTY (default FALSE) adds CTH/auto penalty for ...
    ---------------------
    r2457
    Tweaked AIMaxDistanceVisible: - use max from normal and scoped vision distance - removed double normal vision distance
    ---------------------
    r2456
    Show militia faces for enemy assassins.
    ---------------------
    r2455
    Allow hiding items in shallow water.
    ---------------------
    r2454
    InternalAddItemToPool: clear flag indicating special extra items given to AI soldiers. Don't allow to see or steal special extra items given to AI soldiers, unless cheat mode is enabled.
    ---------------------
    r2453
    Re-enabled night/cave vision bonus when using focus feature.
    ---------------------
    r2452
    Improved OKBREATH checks in the code. Fix to prevent AI soldier from getting up next turn after being collapsed.
    ---------------------
    r2451
    AIEstimateInterruptLevel: fix NO_INTERRUPT value, check if soldier can interrupt.
    ---------------------
    r2450
    CheckForChangingOrders: fix obsolete SNIPER order, switch to STATIONARY.
    ---------------------
    r2449
    AI: improve AIEstimateInterruptLevel code to use real calculation from CalcInterruptDuelPts.
    ---------------------
    r2448
    CalcBestShot: not blind shot if we can see enemy after turning. Minor code improvements.
    ---------------------
    r2447
    Renamed aiData.fAIFlags to ubAIFlags. Renamed/organized AI and soldier flags AI: - when low on breath, don't start retreat code if soldier is stationary. - allow turning to closest possibly seen opponent one per turn
    ---------------------
    r2446
    Minor AI tweaks.
    ---------------------
    r2445
    AI suppression tweaks and fixes.
    ---------------------
    r2444
    Minor code improvements.
    ---------------------
    r2443
    Added AI function: ConsiderCrouch(). Limited waiting for cover advance spot in some situations.
    ---------------------
    r2442
    AICheckWeOutnumberPublic: increased distance to VISION_RANGE + TACTICAL_RANGE / 2. Red AI: - extra suppression when cannot advance and friends are flanking - possibly use alt mode when can stand and enemy can't see soldier at spot - don't r...
    ---------------------
    r2441
    AI: tweaked rush attack code to extend max distance for officer rush attack.
    ---------------------
    r2440
    New option NCTH_SQRT_DISTANCE (default FALSE) uses sqrt law to reduce max aperture at distance > NORMAL_SHOOTING_DISTANCE. Disabled suppression for unconscious soldiers. Only show cowering message if target is visible. Set AP to use radio t...
    ---------------------
    r2439
    Set the newly initialized vehicle driver to be NOBODY. This fixes jeep and possibly tank as well in autoresolve to play sounds of player merc (by Shadooow).
    ---------------------
    r2438
    SoldierOKForSectorExit: - check that soldier is not unconscious - in turnbased, allow retreating from sector only at the start of the turn
    ---------------------
    r2437
    r9290 Removed body inventory region in mapscreen for vehicles completely. There was no image rendered anyway, this way no popup message duplicating status will be shown and consumables won't popup the "Heh?" error either (by Shadooow). r928...
    ---------------------
    r2436
    Play window smash sound when jumping through window, other various sounds - only if soldier is visible or there is player merc nearby.
    ---------------------
    r2435
    CanOrderSectorMilitia: not allowed if soldier is deafened. CanOrderMilitia: - allow if having extended ear and sector is peaceful or soldier has squadleader trait - allow if soldier can use radio and sector is not jammed - allow if soldier ...
    ---------------------
    r2434
    Tweaked experimental fix to prevent bug when dying in gas/fire: return FALSE from HandleGotoNewGridNo. Fixed compiling bug.
    ---------------------
    r2433
    Store goggle/backpack warning in tactical status.
    ---------------------
    r2432
    Extra items given to AI cannot be stolen.
    ---------------------
    r2431
    Auto switch NVGs when in realtime in sector with enemy (works only once).
    ---------------------
    r2430
    Tweaked high shock bar color.
    ---------------------
    r2429
    When stealing multiple items from enemy, drop them to the ground.
    ---------------------
    r2428
    AI soldier in high shock can use adrenaline drug to avoid cowering. Don't show "drink water" action in skill menu and tactical actions menu if food system enabled.
    ---------------------
    r2427
    Added "Drinl water" action to skills menu and tactical actions menu.
    ---------------------
    r2426
    Allow putting item from cursor to inventory even if not enough APs. Don't allow dropping item on the ground if already in negative APs.
    ---------------------
    r2425
    Tweaked AP to spot/focus. Improved Russian translation. Added localization for tactical panel strings. Switching off radio now costs AP_RADIO. Increased cost to use radio set to 64 AP.
    ---------------------
    r2424
    Changed behavior of Select All button in movement box. Now it will select remaining soldiers, if only some of them are selected instead of deselecting them. It will of course still deselect all if all are selected (by Shadooow).
    ---------------------
    r2423
    Allow breaking glass with any two handed weapon made of metal (with chance to damage weapon).
    ---------------------
    r2422
    Disallowed to pick up items from openable structures like crates if they are currently closed. This additionally fixes bug where Bobby Ray's delivery wouldn't show up if the player had sector of the delivery currently loaded and there were ...
    ---------------------
    r2421
    Fixed crash in debug mode when opening BR Order Page without any item selected first (by Shadooow).
    ---------------------
    r2420
    Set default MAX_PRONE_PENALTY = 80. Experimental tweak: disable UI above guy if soldier is moving and screen is scrolling. Allow militia "Move to" order in turnbased.
    ---------------------
    r2419
    CTGTHandleBulletStructureInteraction: take into account that flame can go through people. HandleGotoNewGridNo: possibly fix dying in flame softlock issue - don't continue after DishOutGasDamage if soldier is dying/out of breath.
    ---------------------
    r2418
    Fix incorrect wound shock bar. Tweaked wound shock bat color.
    ---------------------
    r2417
    Fixed inability to give orders to militia.
    ---------------------
    r2416
    Adds mouse wheel functionality to AIM member page when hovering mouse over the merc photo and for browsing Bobby Rays inventory pages. If mouse is over an item's big picture, 'ctrl' + mouse wheel will allow adding or removing items from sho...
    ---------------------
    r2415
    Improved CTGT calculation for flame ammo. ArmourProtection: scale armour with coverage with linear law. DishOutGasDamage: monsters are unaffected by tear/mustard gas.
    ---------------------
    r2414
    OCTH: no CTH penalty for flamethrower from overheating.
    ---------------------
    r2413
    Improved code to limit flame ammo distance.
    ---------------------
    r2412
    Flamethrower: - always stop flame at wall - fixed max distance for flame - modify reduction factor for queen monster by 1/2 - no protection from flame for creatures - armour plates provide no protection from flame - when calculating protect...
    ---------------------
    r2411
    Flamethrower tweaks: - flame can go only through human bodytypes and crows - player mercs and can die instantly if attacked with flame, even if instant death option disabled - zombies can die instantly if attacked with flame - don't lower d...
    ---------------------
    r2410
    Flamethrower tweaks: - flamethrower is defined as either weapon index = 16 or having ammo flag 32 - addMissileTrail: reduced delay 100 -> 50 - no accuracy drop for overheated flamethrower - no impact reduction by range for flamethrower - fl...
    ---------------------
    r2409
    Don't remove inseparable attachments when giving weapon to robot. r9279 muzzle flash fix (by Asdow). Dropping weapon from hit: - only for human bodytypes - fixed possible bug with incorrect type conversion - make dropped item always visible...
    ---------------------
    r2408
    Disabled old trait system at the start screen. Always set READ_PROFILE_DATA_FROM_XML = TRUE.
    ---------------------
    r2407
    Change scale for wound shock to 0..100 OCTH: fixed wound shock penalty calculation.
    ---------------------
    r2406
    Show No AP message when trying to drink from canteen with hotkey.
    ---------------------
    r2405
    Fix button bug introduced in r2385. Improved code for loading buttons for new right hold menu. Don't show tactical panel if soldier is not alive/active/not in sector. Warnings fixes.
    ---------------------
    r2404
    New hotkey Alt+C: drink from canteen in inventory. Cheat hotkey Alt+C moved to Ctrl+Alt+C.
    ---------------------
    r2403
    Robots can't hear. NoticeUnseenAttacker: - robots ignore unseen attacks - chance to ignore unseen attack using silenced weapons
    ---------------------
    r2402
    Ignore faint noises (footsteps, bullet impact) if soldier recently heard much louder noise.
    ---------------------
    r2401
    RemoveButton: added debug message (by Asdow). HasExtendedEarOn, HasWalkmanOn: check for USABLE status, optionally check success chance based on status. HasExtendedEarOn: check chance to be deafened by loud noise, chance to report noise to p...
    ---------------------
    r2400
    Restored chance to be deafened by loud noise. Soldier with deaf disability, having extended ear or using walkman or already deafened cannot be deafened by loud noises. Deafened soldier, using walkman: - can hear only loud noises, cannot hea...
    ---------------------
    r2399
    Fix: incorrect memset (by Asdow).
    ---------------------
    r2398
    Separated shock from wounds from suppression shock. Restored original wound shock penalties. CalcTrapDetectLevel: randomize penalty from bleeding and wound shock.
    ---------------------
    r2397
    MovementNoise: - reduced max volume bonus when running - minor code improvements
    ---------------------
    r2396
    Voice taunts: - don't reduce volume for TAUNT_SAY_HI - say TAUNT_INFORM_ABOUT if nobody seen opponent recently - TAUNT_SAY_HI if soldier haven't seen opponent recently and is low level admin/green militia etc - minor code improvements
    ---------------------
    r2395
    Fixed some warnings. AICheckIsMarksman: lowered required weapon range to 3/4 DAY_VISION_RANGE. Black AI: don't always search for closest disturbance when complex AI not allowed. Lowered chance for special grenade use.
    ---------------------
    r2394
    Tactical panel: - show loaded grenade in smaller panel size - show backpack/combat pack - changed color of enemy/militia counter to khaki
    ---------------------
    r2393
    Increased distance from top screen to hide/show progress bar. Immediately update interface panel when changing to talking mode, to show target info.
    ---------------------
    r2392
    Slightly improved grenade/GL throw params calculation. FindFlankingSpot: avoid light at night.
    ---------------------
    r2391
    Suppression: cowering disabled for soldiers under adrenaline. EffectiveMarksmanship: no penalty from shock when under adrenaline/side effect of adrenaline. Enemy name color: show adrenaline color, disabled rush attack color.
    ---------------------
    r2390
    Skills menu: hide militia gear options if MILITIA_USE_SECTOR_EQUIPMENT = FALSE. Red AI: tweaked distance to enemy for find advance spot decision. Black AI: don't search for closest disturbance when in interrupt. AICheckSpotUnderAttack: chec...
    ---------------------
    r2389
    Added missing options to drop/restock militia gear to sector menu. AI: use cover advance movement only if movement spot is in enemy normal vision range.
    ---------------------
    r2388
    If option "Show names of inactive mercs" is enabled, show names even if target found under cursor. DecideAction: - do nothing if soldier is unconscious - initialize movement first when in Black mode
    ---------------------
    r2387
    OCTH: - implemented BurstToHitBonus, AutoFireToHitBonus with SCALE_AUTO_PENALTY = TRUE, effect starts fully from (7 - num auto skills) and is reduced if total auto penalty becomes negative - don't apply tracer effects for reducing movement...
    ---------------------
    r2386
    CalcCoverValue: use SIGHT_UNREADY for enemy sight check to make AI more active beyond normal sight range.
    ---------------------
    r2385
    Disable OIV/OAS in the start screen. AbortFinalSpot, AbortPath: added check for Morale < MORALE_FEARLESS to ignore corpse/dangerous spot when attacking and outnumbering.
    ---------------------
    r2384
    AbortFinalSpot, AbortPath: ignore corpses and spot enemy can attack if we attack sector and outnumber enemy.
    ---------------------
    r2383
    Red AI: limit cover advancing when attacking sector for first 10 turns.
    ---------------------
    r2382
    OCTH: use bTilesMoved for movement penalty as total % calculation. CalcCoverValue: boost enemy aggressiveness.
    ---------------------
    r2381
    With SCALE_AUTO_PENALTY = TRUE, tracers remove distance penalty instead of adding burst/auto bonus. Fixed crash when the cheat command to teleport on mapscreen assigned previous sector into sector from which the destination cannot be entere...
    ---------------------
    r2380
    New OCTH options: - SCALE_AUTO_PENALTY (TRUE by default) enables scaling auto penalty with distance, 0.5x at zero range, max 2x at 3/2 TACTICAL_RANGE - CLOSE_RANGE_PENALTY (FALSE by default) enables up to 20% penalty for shooting two handed...
    ---------------------
    r2379
    Changed font color for inactive mercs to FONT_LTKHAKI. Improved info message when player presses [D] key with safe [D] option enabled.
    ---------------------
    r2378
    CalcInterruptDuelPts: bonus from item in hand only with inventory AP cost enabled. Don't load OIV items in Attachments.xml and Merges.xml
    ---------------------
    r2377
    Added "select all" option for strategic movement popup box (by Asdow).
    ---------------------
    r2376
    Enable shovel as weapon work as in build mode if <ItemFlag>4</ItemFlag> is set and no target found.
    ---------------------
    r2375
    Stop being able to change assignments of in transit mercs (by Asdow).
    ---------------------
    r2374
    Black AI: allow cover check at the start of the turn if soldier has no cover.
    ---------------------
    r2373
    Improved Skills menu tooltips. Always show hotkey tooltip for actions in Skills menu.
    ---------------------
    r2372
    Implemented mouse wheel scrolling for switching mercs in strategic map when hovering mouse above teamlist, character inventory and character info panels (by Asdow).
    ---------------------
    r2371
    Fixed "not enough AP" message when opening Weapon/Action sub menus from Skills menu. Added missing AP checks for some actions in Tactical panel and Skills menu. Stop cowering action does not use any AP.
    ---------------------
    r2370
    OCTH: fixed bug in calculation of penalty for shooting at new target at adjacent tile.
    ---------------------
    r2369
    Tactical actions panel: allow only at player's turn.
    ---------------------
    r2368
    CalcCoverValue: allow retreating if soldier fired this turn or has low morale.
    ---------------------
    r2367
    Fixed Daily Expenses to no longer count salary of dead mercs or POW NPCs and RPCs (by Shadooow).
    ---------------------
    r2366
    CalcInterruptDuelPts: fixed bonus from melee/hth traits. EstimateStabDamage: take into account bonus from using bayonet.
    ---------------------
    r2365
    CalcSituationValue: always use LOS test for better accuracy
    ---------------------
    r2364
    Black AI: even if attack was preferred, still allow taking cover if morale < MORALE_FEARLESS and new spot provides cover while current not.
    ---------------------
    r2363
    ConsiderProne: improved shock level check. FindBestNearbyCover: - don't increase min percent improvement for new spot when in black state - lower min percent improvement requirement if new spot has cover and current spot doesn't
    ---------------------
    r2362
    Disabled Cheat sub-menu in Skills menu.
    ---------------------
    r2361
    Changed Ctrl+V to open Inventory sub menu from Skills menu.
    ---------------------
    r2360
    Minor code improvements.
    ---------------------
    r2359
    Added Inventory sub menu to Skills menu. Improved Skills menu code, fixed minor bugs. Added localizations.
    ---------------------
    r2358
    Added Sector sub-menu to Skills menu. Restored 100% suppression chance with 100 suppression effectiveness.
    ---------------------
    r2357
    Suppression: always cower when in high shock level (shock percent is higher than morale). Don't disable interrupt if soldier was hit or suppressed this turn, instead add penalty to interrupt level. Slightly lowered interrupt level penalty f...
    ---------------------
    r2356
    New option MAX_SCOPE_PENALTY (default 40) defines max penalty when shooting at prone target (increased from 0 to max value by 3% per tile). Additional penalty when shooting at prone/crouched target behind cover reduced when shooting from ro...
    ---------------------
    r2355
    Interrupts: - provide bonus at close range +1 for empty hands/punch weapon to soldiers with hth skill - provide bonus at close range +skills number for knife in hands to soldier with melee skill - only provide bonus +skills number at weapon...
    ---------------------
    r2354
    Fixed switching from normal raised weapon to alt holding ready weapon. Cannot activate focus in alt holding mode.
    ---------------------
    r2353
    Added new option to skills menu - Options. Don't allow activation skills menu if merc has item in cursor.
    ---------------------
    r2352
    Implemented Squad sub-menu for Skills menu. FindRetreatSpot: allow location with 1 teammate adjacent.
    ---------------------
    r2351
    FindBestNearbyCover: only penalize location with friends nearby if location has no cover from enemy.
    ---------------------
    r2350
    Fixed Stop dragging command in Action menu.
    ---------------------
    r2349
    Moved autobandage to Alt+A. Play door open/close sounds only if soldier is visible or player team can hear noise.
    ---------------------
    r2348
    Improved door noise sound playing: only play sound if merc opening/closing door is visible on screen or if player team hears noise from door.
    ---------------------
    r2347
    Skills menu: - improved screen update when selecting Help - added Inventory sub-menu
    ---------------------
    r2346
    r9258: Fixed bug where kicking out a merc and telling him to drop items in current sector while having that sector map inventory open would fail to move his items into sector inventory (by Shadooow).
    ---------------------
    r2345
    Tactical item transformation (Shift+T, skills menu action): avoid transforming to self, avoid transforming into different item class. ESC key allows to quickly unraise weapon or stop dragging.
    ---------------------
    r2344
    Improved CanReload check for Reload action in Skills menu.
    ---------------------
    r2343
    Partially reverted r2341: Changed assignment text for destroyed vehicles in merc list.
    ---------------------
    r2342
    Added Weapon sub-menu to Skills menu.
    ---------------------
    r2341
    Fixed not being able to remove vehicle from merc list (by Shadooow). Changed assignment text for destroyed vehicles in merc list (by Shadooow). Dismissing vehicle will drop items in its inventory in current sector without asking (by Shadooo...
    ---------------------
    r2340
    Skills menu improvements: - added "stop dragging" action - don't show certain actions if they cannot be used - added tooltips for Action sub-menu
    ---------------------
    r2339
    [Q]: change scope mode (same as [.]). Skills menu: - don't show cowering action if soldier is already cowering - don't show stop cowering action if soldier is not cowering
    ---------------------
    r2338
    Restored [W] for look command, new weapons menu is now on [Ctrl]+[W].
    ---------------------
    r2337
    Battle sounds: removed separate BATTLE_SOUND_DIE1 to simplify code, as we can now check alt battle sounds.
    ---------------------
    r2336
    Voice taunts: - lower volume for invisible soldier only for TAUNT_INFORM_ABOUT, TAUNT_NOTICED_UNSEEN and TAUNT_SAY_HI taunts - also lower volume at night and underground
    ---------------------
    r2335
    Fixed helicopter sound playing in loop indefinitely when quick-loading during helidrop animation (by Shadooow). Fixed bug splitting escort-requiring npc with another merc, who is under that npc in squad list, from existing squad resulting i...
    ---------------------
    r2334
    Reverted r2333: Disabled retreat when hot dropping and only center of the map is allowed. (by Shadooow).
    ---------------------
    r2333
    Fixed regression when newly arriving merc in Omerta was facing north instead of east if player pressed ESC key during helidrop animation (by Shadooow). Disabled retreat when hot dropping and only center of the map is allowed. (by Shadooow)....
    ---------------------
    r2332
    Apply scope effectiveness modifier based on range if NEW_SCOPE_RANGE_MODE > 0 even if NEW_SCOPE_EFF_MODE = FALSE.
    ---------------------
    r2331
    OCTH: - new option NEW_SCOPE_RANGE_MODE (0 by default), 0: default, 1: best scope range = MinRangeForAimBonus, 2: best scope range = 100 * sqrt(2 * ScopeMagFactor) - with NEW_SCOPE_RANGE_MODE > 0, scope effectiveness is scaled with range an...
    ---------------------
    r2330
    New OCTH options: - NEW_SCOPE_EFF_MODE = FALSE - new code to calculate scope effectiveness - NEW_SCOPE_EFF_MODE_RATIO = 1.0f - ratio to scale scope mag factor for scope effectiveness calculation - NEW_SCOPE_EFF_MODE_BONUS = 0.0f - flat bonu...
    ---------------------
    r2329
    OCTH: reduce prone penalty when attacking enemy from side, reduce by 1/2 from 90 degrees, reduce by 1/4 from 45 degrees.
    ---------------------
    r2328
    Improved code for storing corpse's palette in object's unused variables, also store camo status.
    ---------------------
    r2327
    Correctly restore corpse colors when using non-standard palette (JA2PAL.DAT) by reusing object variables: - bDefuseFrequency for headpal - ubImprintID for skinpal - ubWireNetworkFlag for vestpal - sRepairThreshold for pantspal
    ---------------------
    r2326
    OCTH: - lowered auto penalty for max deviation to 30% - only calculate burst/auto penalty for shots starting from 2 - fixed auto penalty calculation for max deviation purpose
    ---------------------
    r2325
    Only load LOBOT xml files if Layers.xml exists, to prevent crashing with older gamedir version. CalcAPsToBurstNoModifier: fixed warning, code formatting.
    ---------------------
    r2324
    Added LOBOT code (by Asdow).
    ---------------------
    r2323
    Newline changes because of github migration.
    ---------------------
    r2322
    Set AIMING_BURST_PENALTY to FLOAT type. FLOAT type for AIMING_BURST_PENALTY option allows finer control over auto/burst penalty in OCTH (with USE_AIMED_BURST = TRUE) without tweaking ubBurstPenalty, AutoPenalty in Weapons.xml
    ---------------------
    r2321
    OCTH: New option SCOPE_STABILITY_PENALTY adds penalty up to ScopeMagFactor * ScopeMagFactor when shooting not mounted, reduced at close range, may be compensated up to 50% with high experience level and dexterity, halved when crouched.
    ---------------------
    r2320
    OCTH: - new option MAX_WEAPON_RANGE_PENALTY (default 5) for additional 5% penalty at max weapon range, scaled with square law at lower range - for LIMIT_MAX_CTH option, add aim time and weapon skill number to calculated max CTH for distance
    ---------------------
    r2319
    Code improvements.
    ---------------------
    r2318
    Added Action sub-menu to skills menu.
    ---------------------
    r2317
    Added Display sub menu to skills menu. Ctrl+C now invokes Display sub menu from skills menu. Tactical actions panel: moved Show detector option before Show networks.
    ---------------------
    r2316
    Tactical actions panel: only show militia gear options if MILITIA_USE_SECTOR_EQUIPMENT - TRUE. Moved auto bandage to [Ctrl]+[A]. [A] key now opens skills menu.
    ---------------------
    r2315
    New option OCTH_DEVIATION (FALSE by default) adds small deviation to OCTH's perfect shots.
    ---------------------
    r2314
    Only allow dragging dying or unconscious. Improved water check.
    ---------------------
    r2313
    OCTH: - new option TOO_CLOSE_SCOPE_PENALTY: enable penalty for shooting with a scope closer than MinRangeForAimBonus - auto/burst penalty cannot be reduced to zero (if not zero originally) - restored original MIN_AIMING_SCREWUP - CalculateF...
    ---------------------
    r2312
    Don't show "Clean gun" actions on tactical action panel when dirt system disabled. Right-hold menu: check if active weapon is IC_GUN to enable scope switching buttons.
    ---------------------
    r2311
    Right-hold menu: only allow changing scope mode for IC_GUN item class.
    ---------------------
    r2310
    New functions for right-hold menu: - break window glass with a crowbar - drag object/person/corpse Increased damage from jumping through closed window. Can start dragging from any stance, soldier will crouch automatically. Dragging doesn't ...
    ---------------------
    r2309
    Extended right-hold menu: added button for breaking window glass with crowbar. Increased volume for window breaking and door smashing. To break window, object must have weight >= 400g and be made of metal/rock and sink.
    ---------------------
    r2308
    r9234: Fix for the uncertain enemies question mark location in higher resolutions (by Asdow)
    ---------------------
    r2307
    Skills menu: - fixed "cancel" option for cover sub menu - added missing descriptions for focus and cover options
    ---------------------
    r2306
    Added covert actions to skills menu: disguise, lose disguise, test disguise.
    ---------------------
    r2305
    Improved code for fixing incorrect scope mode after changing stance/equipment etc.
    ---------------------
    r2304
    Dual wielding only allows reflex sight or iron sights.
    ---------------------
    r2303
    Minor code improvements.
    ---------------------
    r2302
    Fixed bug in scope mode updating after action.
    ---------------------
    r2301
    New ingame option: Extended right-hold menu. Improved code to avoid selecting default iron sights when it's not allowed. Disable inseparable iron sights when separable scope with <BlockIronSight> tag attached. Fix incorrect alt holding scop...
    ---------------------
    r2300
    Change interface level with mouse wheel.
    ---------------------
    r2299
    Limit spotting radius to 1.
    ---------------------
    r2298
    Slightly increased damage to crowbar, always damage crowbar after failed attempt.
    ---------------------
    r2297
    Show enemy locations option: - make circle brighter - always show locations when option is enabled
    ---------------------
    r2296
    Experimental tweak: less queen AI sleeping when recruiting reinforcements, depending on player progress.
    ---------------------
    r2295
    Increased per tile penalty when shooting beyond max weapon range. Flat accuracy bonus based on range uses effective accuracy modified by overheating etc.
    ---------------------
    r2294
    ADD_SMOKE_AFTER_EXPLOSION: - reduced duration to 1 - don't create smoke if explosion happens on tank
    ---------------------
    r2293
    PlayerSoldierStartTalking: - simplified code - use PALACE_SECTOR_X, PALACE_SECTOR_Y as palace coordinates when checking to prevent surrender offer
    ---------------------
    r2292
    Increased chance for AI to attack tanks/vehicles with grenades/rocket launchers. Don't spare RPGs and normal/burnable grenades if soldier has tank/vehicle/robot as one of the opponents. Militia will not always spare grenades if found enemy ...
    ---------------------
    r2291
    Penalty from using reflex sight beyond max range increased faster with range.
    ---------------------
    r2290
    New item flag TOHIT_REFLEX (2147483648), changes the way <BestLaserRange> works so it doesn't depend on light and reduced to zero and then to negative after BestLaserRange reached. GetGunAccuracy: limit max modified accuracy to 25. Limit bA...
    ---------------------
    r2289
    Only show backpacks/goggles messages when in turnbased combat or if enemy in sector, don't show in cutscenes.
    ---------------------
    r2288
    Enabled scrolling for right action panel.
    ---------------------
    r2287
    Improved noise spot randomization code.
    ---------------------
    r2286
    Reverted r2284.
    ---------------------
    r2285
    Bomb/trap inspection code uses skill instead of random modified chance to determine disarm safety.
    ---------------------
    r2284
    Improved code for noise spot randomization.
    ---------------------
    r2283
    Added waring message "You have backpacks to drop" when combat starts.
    ---------------------
    r2282
    Fixed some warnings. Restored vanilla value for min skill check to complete task. Allow commenting failed skill check earlier. Only say hot quote after failed skill check if not saying failed quote.
    ---------------------
    r2281
    r9220 fix: fixed inability to turn around or aim gun while standing in a knee deep water (by Shadooow).
    ---------------------
    r2280
    Custom gun pictures: show laser on top of other attachments.
    ---------------------
    r2279
    NOTICE_DART_CHECK: add bonus based on soldier difficulty. NoticeUnseenAttacker: - use older knowledge for AI to prevent instant attack (HEARD_2_TURNS_AGO instead of HEARD_THIS_TURN) - for AI, add noise to attacker's spot to remember opponen...
    ---------------------
    r2278
    NoticeUnseenAttacker: randomize noise location for unseen attacker, up to 10 tiles at double vision range when shooting with silenced gun. HearNoise: increased upper limit for noise location randomization. CalcBestThrow: reduced chance to u...
    ---------------------
    r2277
    Fix possible crash when exiting to map screen from SM panel.
    ---------------------
    r2276
    CreateMouseRegionsActionPanel: call PrepareTacticalRightPanelData first.
    ---------------------
    r2275
    Fix bug introduced in r2274.
    ---------------------
    r2274
    Improved Russian translation. Allow single column action panel in resolutions with 128 pixels free space. Improved code for action panel initialization.
    ---------------------
    r2273
    Added r9215: Enable any wrapper that supports upscaling to use any resolution and if using no wrapper (or using a wrapper that doesn't support upscaling) it will still show the error message if the resolution is not supported (by Asdow).
    ---------------------
    r2272
    Fix bug with incorrect action panel initialization when action panel is enabled but big radar map is not allowed because of not enough free space.
    ---------------------
    r2271
    Fix: reset gsSelectedSquadLine when squad list is destroyed, to remove orange color for highlighted squad.
    ---------------------
    r2270
    Improved quest debug logging code.
    ---------------------
    r2269
    Added new SOLDIERTYPE functions: GetNameString(), GetNameWString().
    ---------------------
    r2268
    Quest debug log: use "NO_PROFILE" name for npc without profile
    ---------------------
    r2267
    Use <zNickname> instead of <zName> for quest debug log.
    ---------------------
    r2266
    Reversed armour damage modifier shown in BR for easier understanding.
    ---------------------
    r2265
    Disabled code to keep merc animation when entering sector.
    ---------------------
    r2264
    Fixed player mercs' shading not updating based on the tile's lightlevel. Especially noticeable when running around at night in a map with lights (by Asdow). Increased volume for armour/plate hit sound (Sounds\\plate_hit.ogg, Sounds\\armour_...
    ---------------------
    r2263
    Fixed compiler warnings.
    ---------------------
    r2262
    fixed rain disappearing with NCTH (by Shadooow).
    ---------------------
    r2261
    Improved autoresolve code (use Shadooow's code for random attack/defense variation), fix possible negative value passed to PreRandom function.
    ---------------------
    r2260
    Allow trapped grenades placed in editor to work as traps, so they cannot be picked up like regular delayed grenades.
    ---------------------
    r2259
    When soldier slips in marbles, show message based on item name if item is not default MARBLES. Try to fix incorrect ammo with shots left > mag size when loading world items or taking item.
    ---------------------

    ----

    一直坚持骚操作导致经济死了,现在连“救”的声音都听不到,猪肉持续涨价,大家准备共同贫穷吧

    转载请注明转自: 《ja2_7609+AI 中文版 r2643,ja2_7609 Fix 中文版 r2635》



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