For a game that is somewhat rpg-ish, there isn't that much rpg-ing involved. While we've added quite a few additions to mercs and militia, the enemies we face are still bland. There are of course enemy profiles, but that only affects enemy visuals and their name, not any worldbuilding aspect behind it.
Well, no more of that. I've added xmls that allow us to expand what we know about enemies. Observe:
We set this up in the TableData/Profiles/SoldierProfileEnemyXXX.xmls:
<!-- Bio data here -->
<BioSnippet1>In $PROFILE_PRONOUN$ free time, $PROFILE$ studied hard to qualify for university.</BioSnippet1>
<BioSnippet2>$PROFILE$ was the only one who took care of the plants back at the base.</BioSnippet2>
<BioSnippet10>$PROFILE$ took care of $PROFILE_PRONOUN$ grandparents.</BioSnippet10>
These additional bio 'snippets' are then played whenever a soldier with that soldier profile is killed, or kills someone else instead (this of course requires us to see the guy at the time, we can't give away their position, can't we?). Of course I'm open to suggestions on additional times we could display these. 10 entires per profile are possible, that number can of course be increased should the need arise.
This feature can be turned off by setting ENEMY_ROLEPLAYFACTS to FALSE (default: TRUE) in JA2_Options.ini.
This feature is savegame compatible.
If you really believe I added this to the trunk, then please send me your business credentials. I have some absolutely stunning business propositions for you in that case.
[Updated on: Mon, 02 April 2018 02:12]
"Is there any way to get the blood to flow up the walls?"
"I don't see why not."
If you want, you can donate to me. This will not affect how and what I code, and I will not code specific features in return. I will be thankful though.