Home » MODDING HQ 1.13 » Flugente's Magika Workshop » New feature: Covert operations
Re: New feature: Covert operations[message #309487] Sat, 25 August 2012 02:07 Go to previous messageGo to previous message
Flugente

 
Messages:3482
Registered:April 2009
Location: Germany
Update: This feature is now in the trunk (revision 5529).
  • GameDir of revision >= 1529 is needed, otherwise you will experience crashes because of missing STI files.
  • This is savegame compatible (back to r5480). However, you will propably want to start a new game, as only IMPs can select the new trait in the IMP creation process.
  • Should you, however, decide to lend that skill to existing mercs in their profiles: This is the skill number 20.
  • This skill is new trait system only. Also, while still possible with OIV, I strongly recommend using NIV with this feature (with OIV you will have some serious drawbacks, as you can't hide anything in your inventory).
  • The new dialogue for the handling of corpses (decapitating, gutting, stripping or picking up) requires a knife in your first hand, as it is directly based on the old decapitation action.
  • As suggested by Sandro, if you kill a soldier with bullets or stabs to the torso or legs, you won't be able to use this uniform later on.
  • There is no animation for carrying a corpse, you just have the item in your hand (it does not fit into the inventory). Other people with knowledge in animations might add some here ?
  • Similar, the civilian clothes, garotte and corpse items have only placeholder pictures. Hopefully, this ugliness will drive capable people to make good pictures here...
  • To those who are interested: When covert, the AI does not react to you if in green state. On yellow, they are sometimes driven near you (because you suddenly become a bit interesting). On higher alarm levels, they will cling to you. This is achieved by reducing the amount of 'noise' they hear from you on lower alarm levels. They don't really follow you, they just follow the sounds you make...
  • The garotte is a new melee weapon designed for the covert ops trait. It deals low damage, but has the cahnce to deliver instant kills. The propability for this is raised by your covert ops skill (look in SkillSettings.ini for the settings). It is severely reduced if the enemy is alerted, and if he sees you. Thus, it is a perfect weapon for quick takedowns on unsuspecting enemies from behind, but almost useless you attack the enemy in the open.
  • LBE gear with the COVERT entry in their -tag will hide all equipment inside from enemy inspections (when covert, your inventory is checked by the enemy for suspicious items). All other items can also get that entry directly. At the moment, the Standard holster, C1, C4, PSM and Dart gun have this tag.
  • Recruitable NPCs (but not the rebels) are at first known to the enemy as neutral. Thus, on recruitment, they will be covert civilians or soldiers (Iggy and Conrad). As long as they have this initial covert property, they are not bound to the usual trait restriction, which means that Iggy and Conrad are treated by the enemy like soldiers, even though that should normally be impossible, as only mercs with the trait can disguise as soldiers. Once they lose this initial cover, they can't regain it.
  • Even mercs without the trait can disguise as civilians. But they will automatically be discovered if too near to the enemy.
  • There is now a new ammo type property. We can now set ammo to contain neurotoxin (used on the neurotoxin darts, item 1578). Any ammo with that property will add the 'lifedamage' drug effect on the hit target (except tanks). Anyone with that effect will die in a few turns. This is unreversible, there is no cure (until I might be convinced to add one). Only way to slow the effect is by resetting the timer: hit them with another dart :snake:
    Be careful with these thingies, friendly fire is even more regrettable than usual.
    Not recommend with non-dart ammo, because 'Why would you?'.

[Updated on: Sat, 25 August 2012 02:21] by Moderator



 
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