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endless enemy turns[message #293101] Mon, 07 November 2011 00:01 Go to next message
Luppolo

 
Messages:156
Registered:July 2009
this happens both with latest unstable and stable 1.13 releases, sometimes the enemy turn progress bar is stuck and doesn't go on
when this happens i can't do nothing except:
-quick load (alt+L)
-quit game (alt-X)
this is very frustrating and it's happening very frequently effectively making the game unplayable, i tried lowering the dead lock delay even to very low values such as 10 or 5 achieving nothing aside helpless enemies, i can't even use cheats to skip enemy turn during this as only quick load and quit shortcuts work
Re: endless enemy turns[message #293111] Mon, 07 November 2011 06:49 Go to previous messageGo to next message
usrbid

 
Messages:1558
Registered:December 2008
I have the same / a similar problem with militia turns hanging endlessly using Tais' latest unstable SCI in UC-113 making the game unplayable. More details are in my post to Wil here.

Alt+Enter under GABBI does not abort militi turns like it most of the time does with enemy turns.

[Updated on: Mon, 07 November 2011 06:50] by Moderator



Re: endless enemy turns[message #293112] Mon, 07 November 2011 06:59 Go to previous messageGo to next message
Randok

 
Messages:313
Registered:March 2004
I too have the same problem with SCI 4778.
Re: endless enemy turns[message #293117] Mon, 07 November 2011 09:53 Go to previous messageGo to next message
wolf00

 
Messages:1148
Registered:September 2006
Location: Czech Republic

same problem witch aminas v21.. i think sci4624 dont have this problem ...
Re: endless enemy turns[message #293120] Mon, 07 November 2011 10:12 Go to previous messageGo to next message
DepressivesBrot

 
Messages:3805
Registered:July 2009
Sadly, I think it's IIS. The game worked within usual parameters after turning it of.


Re: endless enemy turns[message #293121] Mon, 07 November 2011 10:19 Go to previous messageGo to next message
RoWa21

 
Messages:2039
Registered:October 2005
Location: Austria
DepressivesBrot
Sadly, I think it's IIS. The game worked within usual parameters after turning it of.


Exactly, it is the problem with IIS. You can disable IIS in your ja2_options.ini. Then it should work.


Re: endless enemy turns[message #293122] Mon, 07 November 2011 10:21 Go to previous messageGo to next message
RoWa21

 
Messages:2039
Registered:October 2005
Location: Austria
Dieter
I have the same / a similar problem with militia turns hanging endlessly using Tais' latest unstable SCI in UC-113 making the game unplayable. More details are in my post to Wil here.

Alt+Enter under GABBI does not abort militi turns like it most of the time does with enemy turns.


Tais "Unstable" SCI is from the development source and therefore has many untested features. If you want to play "stable" 1.13 instead of beeing a tester of the new 1.13 features, everyone should go with the official release version. I have already send Tais a PM, that he should also do a SCI of the official source. This SCI would only contains bugfixes, but not untested features.

EDIT: See here: http://www.ja-galaxy-forum.com/board/ubbthreads.php?ubb=showflat&Number=273927&page=1

[Updated on: Mon, 07 November 2011 10:23] by Moderator



Re: endless enemy turns[message #293123] Mon, 07 November 2011 10:27 Go to previous messageGo to next message
Slax

 
Messages:1445
Registered:July 2006
Location: People riding polar bears...
I've stumbled into plenty of unwanted crashes or oddities with 4778, with and without IIS. It's simply a nice peek into the future. Stick to 4561 (at least I think that's the latest stable one).

So yeah, what RoWa said. Wink

Re: endless enemy turns[message #293124] Mon, 07 November 2011 10:33 Go to previous messageGo to next message
wolf00

 
Messages:1148
Registered:September 2006
Location: Czech Republic

please what is IIS ?
Re: endless enemy turns[message #293128] Mon, 07 November 2011 10:49 Go to previous messageGo to next message
usrbid

 
Messages:1558
Registered:December 2008
Yo RoWa, Wil wants to test how the enemies with no guns will behave in the Atremo subway in UC-113. Enemies seem to make a somewhat random decision between atacking, waiting, or running away when they have no guns to shoot with. Wil hopes that the new code will handle enemies with no guns better, you can see more details in the second half of Wil's post here.

I uploaded a save game here in case anyone wants to trace what is happening. The issue is reliably repeatable. This save is based on the UC-1.13 v3.60 release candidate 2. The install instructions are in Wil's post here.

Yo wolf, IIS is the Improved Interrupt System. Search in Options.ini for the string.

[Updated on: Mon, 07 November 2011 10:57] by Moderator



Re: endless enemy turns[message #293131] Mon, 07 November 2011 11:08 Go to previous messageGo to next message
Luppolo

 
Messages:156
Registered:July 2009
new interrupt system, details here
http://www.ja-galaxy-forum.com/board/ubbthreads.php?ubb=showflat&Number=290787#Post290787

Re: endless enemy turns[message #293132] Mon, 07 November 2011 11:13 Go to previous messageGo to next message
wolf00

 
Messages:1148
Registered:September 2006
Location: Czech Republic

damn.. i cant find it ...
Re: endless enemy turns[message #293133] Mon, 07 November 2011 11:25 Go to previous messageGo to next message
Slax

 
Messages:1445
Registered:July 2006
Location: People riding polar bears...
Ja2_Options.ini, IMPROVED_INTERRUPT_SYSTEM = FALSE/TRUE
You naturally won't have it unless you've updated to 4778.

Re: endless enemy turns[message #293134] Mon, 07 November 2011 11:52 Go to previous messageGo to next message
Luppolo

 
Messages:156
Registered:July 2009
anyway i remember this happened sometimes when iis wasn't even in the air, like a couple of months ago, just not this often
Re: endless enemy turns[message #293135] Mon, 07 November 2011 12:20 Go to previous messageGo to next message
RoWa21

 
Messages:2039
Registered:October 2005
Location: Austria
Dieter
Yo RoWa, Wil wants to test how the enemies with no guns will behave in the Atremo subway in UC-113. Enemies seem to make a somewhat random decision between atacking, waiting, or running away when they have no guns to shoot with. Wil hopes that the new code will handle enemies with no guns better, you can see more details in the second half of Wil's post here.

I uploaded a save game here in case anyone wants to trace what is happening. The issue is reliably repeatable. This save is based on the UC-1.13 v3.60 release candidate 2. The install instructions are in Wil's post here.

Yo wolf, IIS is the Improved Interrupt System. Search in Options.ini for the string.


OK, thanks for the savegame. Please PM "Sandro", cause he is working on IIS.


Re: endless enemy turns[message #293137] Mon, 07 November 2011 13:26 Go to previous messageGo to next message
wolf00

 
Messages:1148
Registered:September 2006
Location: Czech Republic

uff...much better.. now it working fine.. thx for helping ...
Re: endless enemy turns[message #293138] Mon, 07 November 2011 13:40 Go to previous messageGo to next message
usrbid

 
Messages:1558
Registered:December 2008
Yo RoWa, I PM-ed Sandro with all the info.

I also PM-ed Buggler about the sector inventory hotkey. It currently only works when Show Items is active on the strategic map. It should always work regardless of which mode is active on the strategic map.


Below is a double post with more thoughts, my apologies, I felt that expanding the discussion can be useful.

Quote:

I tested the Atremo UB with IIS on, it works much better compared to before, however some enemies still run away. This may be coincidence, but it "feels" like always the same enemies run away - and next turn they come back again, only to run away yet once more.

This is what I meant by externalizing (or eliminating) the running away business. Bloodcats don't run away, why do enemy soldiers have a problem with that? Well, because this decision is somewhere in the code. With running away you can't make a zombie mod, I tried, it is comical, the enemies pile up in adjacent sectors. There is a discussion to code enemy surrender. If surrender exists, running away can be taken out completely. The surrender discussion was stalled by the question how to handle this. I feel dropping gear as per INI and deleting the soldier is sufficient.

I like that an enemy can interrupt you now when you are running a long distance e.g. to punch them, however I have to say that IIS counters what Sandro tried to do to make hand to hand, martial arts, and knifing more useful. Traits which support running up to an enemy need to significantly reduce the chance to interrupt in IIS. By significant I mean almost zero. Alternatively the code can be changed to allow enemy interrupts only if they also engage in hand to hand or knifing. The later would bring a whole new level of combat to the game. (If we can add disarm as an action both enemies and player can perform, then we effectively implemented a martial arts movie.)


Re: endless enemy turns[message #293144] Mon, 07 November 2011 15:24 Go to previous messageGo to next message
Luppolo

 
Messages:156
Registered:July 2009
knifing/hth is supposed to be for close range business and stealth takedowns, if you got to run for 10+ tiles under his eyes, well you aren't supposed to (of course coming up from behind is a whole different matter)

plus for the record, hth/knifing is still useless since even if you manage to close in and strike, unless you kill him in your turn (he doesn't dodge, you kill in one hit) he'll just blow you head away the next turn, like all we players do when they try it, if close combat was FORCED at very close range then it would really be different

also the surrendering/running away thing (which i NEVER witnessed in plain 1.13) could be nice to remove the last man hunting

[Updated on: Mon, 07 November 2011 15:34] by Moderator

Re: endless enemy turns[message #293152] Mon, 07 November 2011 21:01 Go to previous messageGo to next message
Luppolo

 
Messages:156
Registered:July 2009
ok this is odd

i have IIS DISABLED in the ini

however, IIS is active (no interrupts on sight, group interrupts and such) but no enemy turn hang up!
Re: endless enemy turns[message #293165] Tue, 08 November 2011 04:37 Go to previous messageGo to next message
usrbid

 
Messages:1558
Registered:December 2008
Luppolo
... hth/knifing is still useless since even if you manage to close in and strike, unless you kill him in your turn (he doesn't dodge, you kill in one hit) he'll just blow you head away the next turn ...


Actually in UC-113 there is an RPC, his name is Rosebud, he can solo two relatively close enemies with his bare hands - reliably! I have done this over 30 times, it never failed.

The *only* way to stop him is when the enemy gets an interrupt. Unfortunately Sandro's IIS counters Sandro's traits by increasing the enemie's chance to interrupt based on how many tiles you run. With IIS Rosebud has almost no chance to close in on an enemy and take them out.

Luppolo
also the surrendering/running away thing (which i NEVER witnessed in plain 1.13) could be nice to remove the last man hunting


I respect your feedback but unfortunately it doesn't work the way you hope it would. It feels more like the decision is made at the beginning of an encounter which enemies will always run and which will always stay. The enemies who run will try to do so from the very beginning. The enemies who stay will stay in the same tile the entire combat, just waiting there prolonging combat.

For all other enemies, where the decision is not made at the start of the encounter, it feels like the decision is made after every action. You get very strange behavior e.g. the same enemy may run toward you only to run away again, or the same enemy will punch you once and then run away again, really comical behavior.

Remember this discussion is about enemies who have no guns. You probably haven't played many mods yet where the enemies had no guns.


Back on topic, to clarify for Sandro and expand for all:
When you want to punch or knife attack an enemy, you can hover over the enemy which will bring up the fist or knife icon, then you can click the mouse to choose to attack the enemy, after which you can spend extra aim clicks, and then you commit to attack the enemy. This will move your merc toward the enemy and execute the selected attack form. If your merc discovers new items your action will temporarily halt, and you can click on the merc icon to continue and complete your attack action. If you choose to continue by clicking your merc portrait, your merc will execute the punch or stab at the end. Somehow the game knows what you wanted to do. So to say you "programmed" the action and the game will continue it.

My suggestion is limited to this specific attack form, where the player "programmed" a hand to hand or kife attack, that if the attacking merc has specific traits, not to allow IIS to interrupt the action.

The only exception is if the enemy soldier also has a hand to hand or knifing trait *and* decides to run toward the merc and attack him/her instead, then IIS should allow to interrupt.

However neither the player nor the game should be able to change their action easily in between e.g. run a few tiles then pull a pistol and shoot instead. However I would not spend a lot of time to prevent changing the attack action on the player side, meaning if the player gets lucky and his merc gets stopped because they saw a new item, then it is acceptable to exploit that coincidence.

How this would look and feel in the game:
Player frees primary hand and initiates a punch on an enemy.

If merc has no traits and enemy get an interrupt, then the enemy shoots the merc.

If merc has a supporting trait, and enemy does not, then merc gets to run and complete the punch or knife attack.

If both merc and enemy have helpful traits, then the enemy only gets to interrupt if they decide to do a hand to hand or knife attack as well.

The later would look like this, the player runs e.g. 10 tiles, then the enemy gets an interrupt, now the enemy runs toward the merc and punches stabs him/her.

[Updated on: Tue, 08 November 2011 04:59] by Moderator



Re: endless enemy turns[message #293181] Tue, 08 November 2011 09:43 Go to previous messageGo to next message
Luppolo

 
Messages:156
Registered:July 2009
Dieter

Actually in UC-113 there is an RPC, his name is Rosebud, he can solo two relatively close enemies with his bare hands - reliably! I have done this over 30 times, it never failed.


first i'm talking about "vanilla" 1.13 as its features are assumed as basis for whatever mod with whatever characters, just because it works right under certain conditions under certain mods it does not mean green light

plus yeah, even in regular 1.13 i can take care of 2 close enemies with MA/athletics/whatever adds APs, but the point i'm making is that close combat as it is now doesn't last more than one turn, you/enemy charge, unless the other guy is made unconscious or killed, that merc/enemy is guaranteed dead.
so while hth/ma are still viable as you can knock them unconscious and finish the next turn, it makes me never use knives unless it's a prone enemy, but in both cases either you do it all in one turn or you're done for, that's the main reason that prevents me to consider cose combat a viable feature and consequently bother less about all the problems IIS can cause to it

it's true that in vanilla/no drop all you are more or less forced to do close combat for stealing weapons/ammo, but i'd like it to be an actual combat option more than a forced thing


all this said, i used and will still use dr.Q for silent takedowns at night, but i probably never will do it in daylight unless i get a lucky interrupt few tiles away with no other enemies around
Re: endless enemy turns[message #293184] Tue, 08 November 2011 10:27 Go to previous messageGo to next message
usrbid

 
Messages:1558
Registered:December 2008
I use close combat constantly in urban areas or underground. I feel close combat is way more reliable than the miss fest you get when shooting at close range. If the enemy has only crappy armor, you'll need 2-3 rounds to kill them.

Razor and Haywire do consistent one slash kills when using a knife against the throat with the extra aim click. I have seen them do 130+ points of damage in one hit. Some RPCs e.g. Kingpin seem to be quite resilient to punching. In UC I have not been able to make the Kingpin unconscious. A knife takes care of that.

When you have 2-3 enemies around you in a forest area, you just go behind a tree, lie prone, the enemy misses you or hits the tree, next round they are done for. You just need to position yourself that the other enemies can't hit you when your turn is over. This works reliably when the enemy doesn't have scopes, early in the game.


Re: endless enemy turns[message #293189] Tue, 08 November 2011 13:31 Go to previous messageGo to next message
Sam Hotte

 
Messages:2020
Registered:March 2009
Location: Middle of Germany
If i understand Luppolo correctly, he does wish for a feature, that prevent any character that has been engaged in close combat from drawing a gun (as long as the opponent stands close by).
In a non turn based close fight, one fighter would always and constantly interfere and prevent the other from drawing out a gun.

Re: endless enemy turns[message #293232] Thu, 10 November 2011 08:17 Go to previous messageGo to next message
usrbid

 
Messages:1558
Registered:December 2008
Yah, that is what I mean by disarm action and martial arts movie. If the enemy wants to pull a gun, the idea is to prevent that, which effectively will change how combat goes for adjacent enemies. (I like it)

Think of a modern martial arts movie where they may start out firing guns at each other (where bullets turn out to be ineffective) and then engage into melee.

Vanilla had something in the code where firing any gun at close range was treated the same, I think it was 5 tiles, which was considered close range. Similar concept.


Re: endless enemy turns[message #293240] Thu, 10 November 2011 14:29 Go to previous messageGo to next message
Sam Hotte

 
Messages:2020
Registered:March 2009
Location: Middle of Germany
So the idea would be: every ranged weapon (including throwing knives etc.) cannot be fired at targets in the immediate surrounding, adjacent tiles?
Everything has a minimum range it can be fired/thrown at?

So pistols, MPs, throwing weapons (and super shorty shotgun?) would have a minimum range of 1; SMGs, PDWs and shotguns of 2; small/short ARs of 3; everything "big" of 4 ...
(range meaning here: there must be x tiles in between shooter and target)

That would probably increase the usage of close combat skills and knives. And it would as well increase the usability of pistols and similar short ranged weapons in the mid to late game.

Not a bad idea at all, IMO. Smile
Re: endless enemy turns[message #293267] Fri, 11 November 2011 10:19 Go to previous messageGo to next message
usrbid

 
Messages:1558
Registered:December 2008
Sam_Hotte
So the idea would be: every ranged weapon (including throwing knives etc.) cannot be fired at targets in the immediate surrounding, adjacent tiles?
Everything has a minimum range it can be fired/thrown at?


Actually to be more precise, any ranged weapon cannot be used during an interrupt when the opponent is executing a run action to engage in melee.

And to expand that into a martial arts movie style - optional - when a ranged weapon is used against an opponent running to engage into melee, and the opponent has a special skill, they can utilize that skill (possibly in a passive way) to prevent the ranged weapon from being effective.

For example suppressed enemies are harder to hit in HAM, same principle here.


Sam_Hotte
So pistols, MPs, throwing weapons (and super shorty shotgun?) would have a minimum range of 1; SMGs, PDWs and shotguns of 2; small/short ARs of 3; everything "big" of 4 ...
(range meaning here: there must be x tiles in between shooter and target)


I believe a similar idea was discussed when the community was trying to figure out how to prevent "the headshot game", to avoid sniper rifles from dominating combat, HAM was part of that approach introducing the concept of suppression.

The current code has a problem many players are not aware of: Enemies with no guns behave very strange. Some run away, leaving the sector, starting with their first turn. Some will sit and not move at all. Some will walk around and as soon as they see you, one of two things happen, they will engage in HtH ot run. The problem with the last scenario is that they may run right after they hit you once.

The in game effect, if there are no guns in the entire game is, that a large portion of enemies will accumulate in adjacent sectors over time. And of course combat is somewhat strange / comical. You can try this out yourself, I have a no guns mod on my Web site, link is in my sig, only problem is that the mod is based on an older 1.13, but maybe you can make it work for you.

I am concerned that using your idea of limiting ranged weapons to be unusable at short distances will cause the above described problems as it may trigger the same code path. This is also why we haven't made any zombie mods, because zombies shouldn't run away.

This running away phenomenon would need to be fixed to make your or my suggestion work. A more up to date example is the combat in the first subway sector in UC-113. Some of the enemies behave exactly as I described above as none of the enemies were given ranged weapons by design of the mod.


Re: endless enemy turns[message #293270] Fri, 11 November 2011 12:15 Go to previous messageGo to next message
Luppolo

 
Messages:156
Registered:July 2009
why don't just prevent enemy to consider runnig away unless in critical health status/very low morale?
Re: endless enemy turns[message #293274] Fri, 11 November 2011 13:29 Go to previous messageGo to next message
Sam Hotte

 
Messages:2020
Registered:March 2009
Location: Middle of Germany
Dieter
Sam_Hotte
So the idea would be: every ranged weapon (including throwing knives etc.) cannot be fired at targets in the immediate surrounding, adjacent tiles?
Everything has a minimum range it can be fired/thrown at?


Actually to be more precise, any ranged weapon cannot be used during an interrupt when the opponent is executing a run action to engage in melee.


I would not like that. If the opponent is some tiles away i would rather quote Sir Thomas Sean Connery "Isn't that just like a wop? Brings a knife to a gun fight" and pull the trigger. Razz
YMMV.

Quote:
And to expand that into a martial arts movie style - optional - when a ranged weapon is used against an opponent running to engage into melee, and the opponent has a special skill, they can utilize that skill (possibly in a passive way) to prevent the ranged weapon from being effective.

For example suppressed enemies are harder to hit in HAM, same principle here.

As far as i understood this is already implemented basically: It's harder to hit moving targets; the farther it has bmoved the harder to hit. This could be emphasized if someone would do a martial arts movie style mod.

Quote:
Sam_Hotte
So pistols, MPs, throwing weapons (and super shorty shotgun?) would have a minimum range of 1; SMGs, PDWs and shotguns of 2; small/short ARs of 3; everything "big" of 4 ...
(range meaning here: there must be x tiles in between shooter and target)


I believe a similar idea was discussed when the community was trying to figure out how to prevent "the headshot game", to avoid sniper rifles from dominating combat, HAM was part of that approach introducing the concept of suppression.

TBH i fail to see in what respect those might be connected. Suppression, sniping and heatshots are normally not involved in HtH combat?

Quote:
The current code has a problem many players are not aware of: Enemies with no guns behave very strange. Some run away, leaving the sector, starting with their first turn. Some will sit and not move at all. Some will walk around and as soon as they see you, one of two things happen, they will engage in HtH ot run. The problem with the last scenario is that they may run right after they hit you once.

The in game effect, if there are no guns in the entire game is, that a large portion of enemies will accumulate in adjacent sectors over time. And of course combat is somewhat strange / comical. You can try this out yourself, I have a no guns mod on my Web site, link is in my sig, only problem is that the mod is based on an older 1.13, but maybe you can make it work for you.


I was not talking about enemys without guns; i was considering normal game, when armed opponents have closed in to each other and are doing hth combat. Or were forced to do it if there was the mentioned minimum range to fire on weapons. I do experience this already, AI does mostly resort to HtH if sneaked upon them realy close with no gun in my hands. The enemies then sometimes also remove their guns and start punching me instead of shooting.

Quote:
I am concerned that using your idea of limiting ranged weapons to be unusable at short distances will cause the above described problems as it may trigger the same code path.

I am confident that this was avoidable as "my" opponents would still have guns and AI already is able do decide that HtH is the best way to attack in the actual situation.
Re: endless enemy turns[message #293275] Fri, 11 November 2011 14:01 Go to previous messageGo to next message
DepressivesBrot

 
Messages:3805
Registered:July 2009
Sam_Hotte
I would not like that. If the opponent is some tiles away i would rather quote Sir Thomas Sean Connery "Isn't that just like a wop? Brings a knife to a gun fight" and pull the trigger.
YMMV.
Exactly, as long as the opponent isn't within your weapon arc, you won't graciously decline shooting and accept a honorable and chivalrous melee duel - you'll just pour all the lead you can into him. Might include a personality modifier on your CTH representing how calm you can stay while some mad man charges you.


Re: endless enemy turns[message #293277] Fri, 11 November 2011 14:18 Go to previous messageGo to next message
Headrock

 
Messages:1781
Registered:March 2006
Location: Jerusalem
Quote:
So the idea would be: every ranged weapon (including throwing knives etc.) cannot be fired at targets in the immediate surrounding, adjacent tiles?
Everything has a minimum range it can be fired/thrown at?


I proposed a better idea once, that when you were adjacent to an enemy character and tried to use a gun, your target would have some chance to either stop you from firing (wasting your APs) or disarming you entirely (gun gets tossed a few tiles away). It's a little harder to implement than a minimum weapon range, and might look terrible without new animations (which, so I hear, we can add now?) but the idea makes much more sense than minimum range IMHO.

Also, hi.


Re: endless enemy turns[message #293284] Fri, 11 November 2011 15:46 Go to previous messageGo to next message
Sam Hotte

 
Messages:2020
Registered:March 2009
Location: Middle of Germany
Heh, Headrock is back! Wink

Sure, your suggestion would be the more kingly way to implement "HtH range interferes with gunfight". But i could live with a minimum range for an IMVHO easy to implement starter to it ... Smile
Re: endless enemy turns[message #293295] Fri, 11 November 2011 18:13 Go to previous messageGo to next message
Luppolo

 
Messages:156
Registered:July 2009
Headrock
disarming you entirely (gun gets tossed a few tiles away). .

this alone would "fix" the whole issue i think
Re: endless enemy turns[message #293306] Fri, 11 November 2011 21:11 Go to previous message
Lamach_Head

 
Messages:425
Registered:November 2008
Location: Mars
I am currently working on the IIS debuging. The development version wasn't really meant to get out like this, it was implemented for testing.

Luppolo
ok this is odd

i have IIS DISABLED in the ini

however, IIS is active (no interrupts on sight, group interrupts and such) but no enemy turn hang up!
This is.. hard to believe. Uh.. I'll check it out.

----

For the getting close to use HtH, but not be interrupted issue..
For now, I am going to put a bonus to HtH/MA trait, which reduces the APs "registered" by enemies when moving. Somehow represents the way that trained guy knows how to apporach the enemy with minimal chance to be spotted and focused (staying in peripheral sight only).
Nothing really sophisticated, but it should return the close combat back on track with IIS.

Also, similar bonus will be assigned to Stealthy trait, but for ALL actions (not only moving). Meaning that the stealthy dude is harder to interrupt whatever he is doing.

Both bonuses will be externalized, so you can tweak their power yourself.


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