So the first build is ready (list of changes below). I might post it soon, yet I'm getting persistent terrain crashes on:
- Railyard
- Urban
- Civilian's Expanded Farm
Not sure what's going on with this, maybe the engine is more prone to crash than it once was (Exanded Farm crashes are something new). I might also try to fix these terrains, but I'm not sure if I'll be able to identify the problem, and this will definitely derail the production process anyway. I don't know anything about map scripting, for example. I'm quite sure the terrain is the culprit here, as vessel recovery missions seem to go flawlessly on other terrains.
From my testing, the "melee & throwing costs stamina" system isn't a big burden, it seems to be softly curbing some exploits, if anything.
0.91
- Updated to the new mod format
- (Extended Feature) Melee attack and throws with two-handed objects suffer Accuracy penalty if the other hand isn't empty
- Crafts can carry up to 4 weapons now (most do). Not every weapon fits every slot, though.
- Craft weapons have been broken into three main types: 0: cannon, 1: heavy gun, 2: missile.
- Spike Rockets and 105mm rockets +5 km range
- Landing lights removed from craft not to interfere with the new system of night operations
- New Craft Weapon: Seagull Missiles
- New Weapon/Research: Nuclear Demo Charge
- Melee & Primitive weapons overhaul, welcome to a more complex system
- Incendiary weapons cause massive Morale damage (proportional to HP damage caused)
- Primitive weapons (melee, bows, etc.) now use up Stamina on all attacks
- Bows & Fuso Knives governed by Throwing skill for accuracy & damage
- Many weapons like Blowpipe or Molotovs etc. use Throwing skill instead of Firing for accuracy
- Throwing stuff uses up Stamina
- Using of VooDoo rod costs Stamina and causes Stun damage. VooDoo rod has a limited range (16).
- Demonic weapons cause some fun effects, are governed by VooDoo
- Sawed-Off has faster reloads
- LACC is more accurate
- EP munitions cause increased Stun effects
- Canister Gun and Acid Flask have less power but eat away armor even without a penetrating hit.
- WP Grenade no longer a proxy, causes a lot of damage now
- The IED replaced with a much more affordable good ol' Landmine
- Proxy Grenade more powerful, requires research
- Baby Nuke & COV are much more spectacular with extra fire damage
- Stun Grenade has a larger blast radius, suppresses enemy ability to Reaction Fire (if any damage is dealt).
- Molotovs -10% Accuracy
- Panzerfaust & Satchel Charge bit cheaper
- Beverages can be used on oneself (healing another has a priority, so just face away).
- Demonic Essence hit anim/sound fix
- Stun Grenade anim fix
- Imps & Hell Barons are immune to Bleeding
- Added melee dodge to Pirate & enemy armors (usually replacing most or all Melee Res)
- Night Vision values depend on the type of armor/enemy now (most enemies can't see in the dark as well as UFO's aliens).
- Attempted fix for those who use Psi Str increase (should not increase above 50 now [new soldiers can have 25-60], so if you use this option, you can make everyone a decent psyker but you won't be able to "cheat". Hopefully.)