Home » PLAYER'S HQ 1.13 » v1.13 General Gameplay Talk » 2014 Official 1.13 Release (7435) with 7609 Update
2014 Official 1.13 Release (7435) with 7609 Update[message #335142]
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Tue, 26 August 2014 08:54
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Buggler |
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Messages:211
Registered:November 2009 |
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2014 Official 1.13 Release (7435) with 7609 Update
Download
Installation Instructions
Bug Reporting thread
New 2014 Stable released after the last public release (4870) 2.5 years back.
Notable 7609 bugfixes:
Toggle Spoiler- Fixed wrong magazine class indices in vanilla configuration
- Fixed light sources not decaying in turnbased mode
- Fixed corrupted items occupying the same slots when picking up an auto-equipped LBE
- Fixed Kingpin's assassins not attacking
- Fixed enemy radio operator calling artillery even though they could not fire
- Fixed savegame corruption when using swap merc faces feature
- Custom resolution can now be set at any resolution above 640x480
- Fixed placing items through strategic screen to be at the correct Z level
- Fixed grenades vanishing when removing them from attached grenade launchers under NAS
- Fixed incorrect flags on items in strategic screen that were placed in slots that previously had an action item in them
- Fixed militia able to spawn as tanks
- Multiplayer: Fixed endless clock on enemy interrupt on the server. INFO: The endless clock on the client still occurs on certain enemy interrupts, but this can be fixed by pressing ALT + E on the server and giving the turn back to the client.
Changelog since 4870:
Toggle SpoilerNew Features:
Expanded Quests to 255 (by Jazz)
Expanded Saveslots to 255 & Auto-saving (by Jazz)
*Improved Interrupt System (by Sandro)
Walking and Sidesteppng with Raised Weapon (by Scorpion & Sandro)
*Increase Squad Size to 8 (800x600) and 10 (1024x768) (by Bartek & Dansken)
Added UB-1.13 Source Code, selectable in builddefines (by Jazz)
*Show Merc Ranks in Strategy Screen before Name (by Jenilee & JMich)
*Faster Bobby Ray Shipments (by Jenilee & JMich)
*AP cost for Manipulating Merc Inventory (by Jenilee & JMich)
Individual Gear Kit Names (by JMich)
*Adjustable Max BR Unique Item Orders per Shipment (by JMich & Smeagol)
Walk instead of Swim on "Water" tiles for 2nd Level (by RoWa21)
Expanded Possible IMP Face Selection to 254 (by Jazz)
All Resolution Support Project (by LAFAYOHADES aka Lejardo)
*AI Turn Speed Up (FF-MOD) (by tazpn)
"Lock" / "Release" Mouse Cursor in Tactical Windowed mode (by Lejardo & RoWa21)
Release Mouse Cursor in Laptop mode (by JMich)
Increased Item Size Limit (by JMich)
*Weapon Overheating (by Flugente)
Weapon Resting (by Flugente)
Ammo Boxes and Crates (by Madd Mugsy)
Allow Attachment and Use of Underbarrel Weapons (by Flugente & JMich)
Ctrl+Click from Delete to Auto-place Item in Strategic Sector Inventory Screen (by Madd Mugsy)
Item Transformations (by Headrock & Madd Mugsy)
Coolness by sector (by Headrock & Madd Mugsy)
Impact Explosives (by Headrock & Madd Mugsy)
Better shot distribution inside aperture (by Headrock & Madd Mugsy)
Improved NCTH Burst/Autofire (by Headrock & Madd Mugsy)
Modifiable weapon degrade speed (by Headrock & Madd Mugsy)
Fragmentation Explosives (by Headrock & Madd Mugsy)
Zoomable Sector Inventory (by Headrock & Madd Mugsy)
Sort and Filter Sector Inventory (by Headrock & Madd Mugsy)
Crate-Splitting (by Headrock & Madd Mugsy)
Improved Strategic Map Icons and Labels (by Headrock & Madd Mugsy)
AI Enhancements (by Warmsteel & Madd Mugsy)
Quick Attachment Selection Popup Window (by The_Bob)
Toggle Scope modes (by Flugente)
Tripwire-triggered Mines (by Flugente)
Rifle Sling (by Flugente)
Mines/Bombs/Tripwires Display (by Flugente)
Layered Hierarchical Tripwire Networks (by Flugente)
Drug Effects System (by Flugente)
Prone Bandaging (by Sandro & PasHancock)
Pick up Items in Crouch Position (by Sandro)
New Misc filter buttons for BR by attachmentClass (by Madd Mugsy)
Block Iron Sights (by Flugente)
*Quiet Training (by Madd Mugsy)
*Zombies Spawning from Corpses (by Flugente)
Bombs Armed from Inventory (by Flugente)
Guns Traps made out with a piece of Tripwire (by Flugente)
Static Fortifications Built by Mercs (by Flugente)
Settings in Mod_Options.ini for Modders only (by DepressivesBrot)
*Food and Water System (by Flugente)
External Feeding Ammo (by Flugente)
Increased Action Items to 501 (by Jazz)
MOLLE LBE Items (by DepressivesBrot)
*Mark Remaining Hostiles (by DepressivesBrot)
Dual Weapon Burst/Autofire (by Sandro)
Alternative Weapon Holding for Hip and Single-hand Pistol (by Sandro)
Energy Cost on Weapon Manipulation (by Sandro)
Suppression Effectiveness Modified by Caliber and Gun Loudness (by Sandro)
*No Enemy Auto-ready Weapon Option (by Sandro)
Fancy Big Merc Rifle Holding and More Random Idle Animations (by Sandro)
Kick in Hand-to-Hand (by Sandro)
Jumping Across a Tile (by Sandro)
Advanced Repair/Dirt System (by Flugente)
Gearkits for M.E.R.C. Website (by JMich & Buggler)
Covert Ops Trait (by Flugente)
Modifier Tag for the Explosive Damage in Confined Spaces (by DepressivesBrot)
Clothes Items Allow Recoloring of Mercs (by Flugente)
Random Items (by Flugente)
*AI Soldiers Jump through Windows (by Flugente)
*Massive Counterattacks in all Major Cities (by Flugente)
Prisoner System/Capture Enemy Soldiers using Handcuff (by Flugente)
Stun Gun and Pepperspray Item (by Flugente)
Scuba Diving/Deep Water Stealth (by Flugente & Shanga)
*Enemy Assassins Disguised as Militia (by Flugente)
Class Specific Gun/Item Choices for Soldier Classes (by Flugente)
Multi-turn Actions (by Flugente)
Skill/Trait Tooltip on Merc Portrait (by Buggler)
*Equip Militia with Available Gear (by Flugente)
*Squad Names (by Flugente)
Items Applied to Others (by Flugente)
*Random Merc Stats and Salary (by Jazz, Buggler & Jenilee)
Load Screen Hints (by Flugente)
Deaf and Shortsighted Disabilities (by Flugente)
Dynamic Flashlights (by Flugente)
Individual Militia and Enemy Profile Definition (by Flugente)
*Encyclopedia/Briefing Room in Laptop (by Jazz & Moa)
Quests LUA Externalized, up to 255 (by Jazz)
*Civilians Drop All (by silversurfer)
Swap Merc Position Order in Tactical Team Panel (by silversurfer)
Updated Item Graphics (by Bambusar)
'Move Item' Assignment for City Sectors (by Flugente)
*Mercs Story Backgrounds (by Flugente)
Expanded Militia Training to 6x6 square (by Buggler)
*Delayed Reinforcements for Enemy and Militia (by Kriplo)
Mobile Militia Improvements (by Moa)
*Moving in Formation (by Flugente)
Improve Loading Speed of Stash (by Moa)
Added MOLLE Items (by Off_Topic)
*Racism/Sexism/Appearance/Refinement/Hated Nationalities (by Flugente)
More Buddies and Foes (by anv)
Radio Operator Trait (by Flugente)
*Enemy Taunts (by anv)
*Land Mercs Anywhere from Helicopter in Hostile Sectors (by Flugente)
Improved Bomb Planting and Mine Disarm Dialogue (by Sevenfm)
*Improved Auto Fast Forward (by Sevenfm)
Spotter Trait (by Flugente)
*Helicopter Repair & Refuel System (by anv)
*Campaign Statistics & Battle Reports (by Flugente)
*Merc and Enemy Additional Indicator (by Sevenfm)
Snitch Trait (by anv)
Compare Item Stats (by anv)
Custom Sound for Non-Guns (by anv)
10x Strategic Map Icons (by Buggler)
Debugging fixes (by Moa)
AI, AP Calculation and Map Editor fixes (by Kriplo)
JA, DG Mercs & previously Non-Recruitable NPCs are back for more Action (by anv, merc05, Dimitri & Kazuya)
(and many other features & fixes)
* - Optional
New XML Externalizations not mentioned above:
Vehicles (by Jazz)
Emails (by Jazz)
Hidden Towns (by Jazz)
AIM Veterans Webpage (by Jazz)
Merchants (by Flugente)
Mining Resources Names (by Jazz)
Heli Refuel Sites (by Buggler)
Creatures Placement (by Buggler)
History Log (by Jazz)
Mini Additional 7609 FAQ
Can I continue with my 7435 savegame?
Yes. If problem persists, then either bug is still alive or have to start new game.
Is there a changelog?
Within the package.
How do I know whether patch is successfully applied?
Press 'V' ingame and it will show '.. V1.13.7609 ..'.
Mini Frivolous 7435 FAQ
Is savegame compatibile with v4870 or development branch?
- No and No.
Why the program does not start/hanged/run poorly?
- Please see the Windows Compatibility Fixes folder in '..\Docs\Windows Compatibility Fixes'
The game is a blurry mess.
- See possible solutions
Where's the hotkey list?
- '..\Docs\Manual\JA2_113_Hotkeys.pdf'
How to start JA2_UB or use the INI Editor.exe?
- See knitting thread
I'm new to the game...
- Read the manuals. Exams to be taken here before deemed as full-fledged adults.
tl;dr, I determined my own worth/I want to play as close to original JA2 settings as possible.
Do NOT use vfs_config.JA2Vanilla.ini and activate 1.13 features; those features may not be supported. One should instead use vfs_config.JA2113.ini and deactivate undesired features.
Merc keeps bending backwards, hotkeys behaved unexpectedly?
- Keys remained 'pressed' when alt-tabbing in and out of game. Pressing ALT again will 'released' them.
Unbalanced, rudimentary features aka No new guns & items?
- 1.13 has been structured in such a way that it can be used as a hemline baseline for creating new mods.
(Besides garotte caressing, scuba fins slapping and some in-your-face munchkins, not much on offer for base 1.13.)
XXX feature not found?
- NSFW so it's not in, those toys are only for the DND (daring and dangerous) testers.
- New features introduced after 1st Jan 2014 are mostly not in 2014 Stable.
Compatible-mods?
- Good starting reference is at the adult shops.
Queen D gets *real* serious.
- Previously we brought you this TRIGGER_MASSIVE_ENEMY_COUNTERATTACK_AT_DRASSEN = TRUE as the default option.
Now we give you this AGGRESSIVE_STRATEGIC_AI = 2 (1 + major offensives depending on game progress) as another default option. Don't we love ya!
(It's her appreciative gesture for your flowers)
Is there a way to save the damsel-in-distress(me) from editing Ja2_Options.ini over and over again?
- Yes. To prevent current/future princess hair pulling & *may* kill the dragon at the same time
(JA2_Options.ini lines: 2627 -> 3896)
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Do share in this thread which new features(s)/option(s) you have enjoyed/liked.
(Feel free to mention again if you can do it better)
Will start the ball rolling:
Mark Remaining Hostiles in Overhead Map by DepressiveBrot
Original Post
[Updated on: Wed, 01 April 2015 15:36] Report message to a moderator
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Sergeant 1st Class
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Re: 2014 Stable 1.13 Release (7435)[message #335244]
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Sat, 30 August 2014 02:22
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Iori Branford |
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Messages:5
Registered:February 2011 |
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Not sure if bug, or intended: In Tactical, exiting a hot sector without starting combat -- for example, stealthing successfully past the enemy -- now counts as a lost battle.
I know doing this always caused morale hit to certain personalities (Aggressive, maybe Malicious and Psychotic too); is this perhaps meant to alert you to such?
[Updated on: Sat, 30 August 2014 02:32] by Moderator Report message to a moderator
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Private
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Re: 2014 Stable 1.13 Release (7435)[message #335389]
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Tue, 02 September 2014 15:09
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Schneider8 |
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Messages:13
Registered:September 2014 Location: Slovakia |
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Thanks a lot mate, that helped quite a lot.
I wanted to ask one more thing: what mods do you recommend to install along with latest 1.13? I found list of mods here, tried some of them out, but one of them (AFS I think) changed AIM starting gear to gear 1, gear 2,etc... instead of Night Ops, Sapper, etc. Arulco revisited looks great, but I don't know if it will work with latest 1.13 version. Also, I read that in AR, it's recommended to play with Drop All Items feature OFF. Playing with that feautre On makes it more realistic, so I am bit confused.
What would you recommend?
Also sorry if all these questions not 100% related to this thread.
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Private
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Re: 2014 Stable 1.13 Release (7435)[message #335452]
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Thu, 04 September 2014 11:08
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Deleted. |
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Messages:2663
Registered:December 2012 Location: Russian Federation |
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VeeDotJA2
Ok I see, you can make empty Data-User dir in you root ja2 folder, it was supposed to keep general settings and changes for all mods installed together with the VFS.
Or simply open vfs_config.WF607.ini and in the first line remove "Minimod" from the list of VFS locations, so it should look like:
[vfs_config]
PROFILES = SlfLibs, Vanilla, v113, Wildfire6, UserProf
This additional modpack will not break your installation or affect in any way Data, Data-1.13 dir or your stock 1.13 profile with saved games, so I think it's safe to use.
EDIT:
virtual file system help
link
[Updated on: Thu, 04 September 2014 16:50] by Moderator Report message to a moderator
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Re: 2014 Stable 1.13 Release (7435)[message #335460]
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Thu, 04 September 2014 16:38
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veedotja2 |
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Messages:86
Registered:April 2012 Location: New York |
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SevenfmVeeDotJA2
Ok I see, you can make empty Data-User dir in you root ja2 folder, it was supposed to keep general settings and changes for all mods installed together with the VFS.
Or simply open vfs_config.WF607.ini and in the first line remove "Minimod" from the list of VFS locations, so it should look like:
[vfs_config]
PROFILES = SlfLibs, Vanilla, v113, Wildfire6, UserProf
This additional modpack will not break your installation or affect in any way Data, Data-1.13 dir or your stock 1.13 profile with saved games, so I think it's safe to use.
Removing the "Minimod" text worked great. Thanks! Have to research VFS a bit more a see lots of potential there but it needs better documentation. I think I played with it a couple years ago but it choked on some mods I was using then.
This is the first I've played WF maps and I like them. Get a vehicle really early I see, and nice supplies in the rebel hideout. Nice way to use the new stable 1.13 and the new maps keep interest up during a new playthrough.
For the record: I think the search facility built into the forums isn't so hot. No offence but it doesn't fund much and the relevance is lacking. A great way to search the forums I find is google but with the following format:
thing you are searching for site:http://www.ja-galaxy-forum.com DEPRECATED
Site change, use this new format now:
thing you are searching for site:thepit.ja-galaxy-forum.com
Google has done a bangup job of indexing the Bear's Pit! Try it and see. Compare the forum results and Google's.
[Updated on: Thu, 02 April 2015 20:37] Report message to a moderator
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Corporal 1st Class
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Re: 2014 Stable 1.13 Release (7435)[message #335491]
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Fri, 05 September 2014 02:51
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veedotja2 |
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Messages:86
Registered:April 2012 Location: New York |
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AJ1First I want to thank everyone that worked so hard to create such a massive, wonderful mod to the best game ever!
I do have some questions about how to install it that I hope can be answered. I notice that the install instructions mention a self extracting bug fix but I can't seem to find it. Where should it be located and what is the file called? Also, I'd like use the latest version of 1.13 with Arulco Revisited but it seems that I'd need to install an update from Strohmann. Where do I find that update and how should I install it?
I was able to get Arulco Revisited (and some other mods) running by following the instructions of Sevenfm in the posts above. It uses Virtual File System (VFS) and it's elegant. I don't know about the Strohmann patch. I haven't had a crash, but I admit it's early yet in my playthrough.
This post first, by Sevenfm:
http://www.ja-galaxy-forum.com/ubbthreads.php/topics/335219/Re:_2014_Stable_1.13_Release_%28#Post335219
Then get the stuff from his link (the link is also in the post):
https://www.dropbox.com/s/m01rwdeio70tj7s/stable2014_mods.7z?dl=0
Install the contents of that link over your 1.13 stable install folder (that is in turn installed over your JA2 Vanilla directory), and then, per Sevenfm's instructions you need to create a blank User-Data folder alongside your Data-1.13, Data-AR, Data-UB, etc. folders.
Then launch the game from the ini editor, choosing the mod you want. I was able to play 1.13 plain, Arulco Revisited, Wildfire, and so on.
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Corporal 1st Class
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Re: 2014 Stable 1.13 Release (7435)[message #335496]
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Fri, 05 September 2014 07:51
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Boge |
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Messages:55
Registered:July 2012 |
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SevenfmAJ1
The post that describes how to run AR with the recent 1.13 revisions
http://www.ja-galaxy-forum.com/ubbthreads.php/topics/324886/Re:_Arulco_Revisited_Mod#Post324886
Or you can try my modpack as described by VeeDotJA2:
download the pack
extract to your ja2 dir
select mod from ja2.ini or using inieditor
run ja2.exe
note: the needed Data-User dir was included in the pack so you don't need to make it
This modpack should be safe to use, it doesn't overwrite anything in you ja2 dir (except maybe ja2.ini).
I think it should work fine, but I didn't test it thoroughly so no 100% guarantee.
Also, AR 1.4 is built for 4870 release, so the best solution is to wait for the modders to update it to the promised 1.5 for the stable release =)
I just did this and the guns all have really high ranges, in the 100s for shotguns and pistols.
It doesn't actually function that way though. They seem to have less range than even normal would be. A shotgun says out of range unless they're within like 5 tiles.
Old chance to hit system seems accurate. It still says the wrong numbers on the gun tooltip, but when you right click the weapon for more details, it shows the correct range. This is not a bug of 1.13 that I'm reporting. When choosing 113, everything is fine. This is with running vfs_config.AR.ini, vfs_config.WF607.ini, or vfs_config.NO.ini installed as instructed above.
EDIT: Looks like everything is working fine. The numbers are just messed up. The range is displaying about x10. So for a shotgun that is normally 20, it will say 200, or maybe 205 (not sure why the 5). For a pistol that is normally 11, it will say 110. For a Commando, 305, and so on.
[Updated on: Fri, 05 September 2014 10:07] by Moderator Report message to a moderator
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Corporal
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