r2242
New ingame option to show danger zones for covert merc where he will be uncovered on close look, for example because having restricted items in inventory.
In peaceful mode the distance for close look is 1 tile, increased by 1 tile for each squadleader trait of enemy.
When alert is raised, this distance equals enemy experience level / 2.
In this demo, Mouse will be uncovered because she has knife in inventory.
I'm afraid it's not possible. I can make some parts optional but not the whole AI.
It would be really great, that we could have some possibility to decrease the level of the new AI at the beginning of the game and increase it in further progress of the game.
It would be really great, that we could have some possibility to decrease the level of the new AI at the beginning of the game and increase it in further progress of the game.
Oh your new AI is so hugely changed so far, that I can not say what behavior should be optional at the beginning of the game.
I think the best solution would be this:
Seven. wrote on Sun, 31 October 2021 17:09
I can make some parts optional...
Every parts, that you could put in this optional, in one option on/off, would be great. But first you have to werify is this really possible and worth to do it.
@Seven
Could you please put the files 7069 + AI (2 ...) and Ja2_7609 + AI in a different place because for several days I have the message:
Update your browser to use Google Drive, Docs, Sheets, Sites, Slides, and Forms
You must use a supported browser to use Google Drive, Docs, Sheets, Sites, Slides, and Forms.
Thank you.
Many thanks to all those who make new features for Jagged Alliance 2.
(..) I have the message:
Update your browser to use Google Drive, Docs, Sheets, Sites, Slides, and Forms
You must use a supported browser to use Google Drive, Docs, Sheets, Sites, Slides, and Forms.
Thank you.
The same here. I don't know why I have the newest SeaMonkey build released 2 months ago.
I think this is the result of weird Google's decisions...
Anyway it seems yandex is working. Thanks a lot.
I'm thinking about tweaking the right hold menu, how often do you use this menu?
What do you think about the following possibilities?
1. Replace current menu completely with new text menu based on current skills menu, with all needed actions added.
2. Add a few icons to current menu (which actions are needed the most?)
3. Quick change - replace central cancel button with button to activate skills/actions menu (you can hide right hold menu with clicking outside of it or possible hitting ESC)
4. Show additional actions to the right of current right hold menu (so the icons and text based actions menu are shown at the same time).
5. Something else.
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 use grenade attack at heard only enemy.
Reduce camo effectiveness at low light level, so for perfect sight cover at night you need stealth equipment, but camo still helps.
In general, this should reduce frustration for some players from AI aggressive grenade use and accurate shooting at unseen attackers, also improve balance of stealth/camo at night.
r2287
For custom gun pictures, always show laser on top of other attachments.
Restored vanilla value for min skill check to complete task (so it's harder to open lock by endless trying).
Allow commenting about impossible skill check earlier (after second attempt for wisdom > 80, third attempt if wisdom > 60).
Only say hot quote after failed skill check if not saying failed quote (trying to prevent double quote).
Added warning message "You have backpacks to drop" when combat starts (similar to check your goggles message).
Bomb/trap inspection code uses skill instead of random modified chance to determine disarm safety (so it gives more accurate and consistent info on disarming safety).
Improved noise spot randomization code (improved distribution of random spots).
Added r9220 fix by Shadooow (turning and raising weapon while standing in water).
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 require empty hands anymore.
Show draggable objects/persons/corpses when CTRL is pressed.
Show dragged object/person/corpse.
Don't allow unaerodynamic objects to break window.
Increased volume for window breaking and door smashing.
To break window, object must have weight >= 400g and be made of metal/rock and sink.
Added covert actions to skills menu: disguise, lose disguise, test disguise.
Dual wielding only allows reflex sight or iron sights.
Tactical actions panel:
- don't show "Clean gun" actions when dirt system disabled.
- only show militia gear options if MILITIA_USE_SECTOR_EQUIPMENT enabled
- moved "Show detector" option before "Show networks"
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
- CalculateFiringIncrements: increase MAX_AIMING_SCREWUP when shooting beyond gun range or based on auto penalty, up to original MAX_AIMING_SCREWUP with auto penalty = 50
- new option OCTH_DEVIATION (FALSE by default) adds small deviation to OCTH's perfect shots
Only allow dragging dying or unconscious.
Moved auto bandage to [Ctrl]+[A].
[A] key now opens skills menu.
Added Display sub menu to skills menu.
Ctrl+C now invokes Display sub menu from skills menu.
Right-hold menu: check if active weapon is IC_GUN to enable scope switching buttons.
Loving the mod but I wanted to ask if you would consider adding an option to have more mercs recruited at once? Doubling it would be awesome but any increase regardless would be nice.
A good example of playing with +AI (video by Mozayka):
Using cover, changing position according to tactical situation, tactical retreat.
Using smoke screen, using special shotgun ammo to prevent enemy movement and to force enemy to change position.
Sniper using focus feature to reveal enemy position.
Room clearing using one merc to distract enemy and another to attack from the back.
Using merc/enemy view mode to find best position for attack and cover.
Note: video in Russian, but gameplay should be obvious.