New features time:
Feature 1: Allow UFO to change speed when starting huntingIssue: HKs were attacking at the current cruising speed, which was (with vanilla ruleset) not quite enough.
Solution 1: (already existing solution!) Specify trajectories for such UFOs in a way that they never slow down.
Solution 2: (new) Specify an attribute on UFO itself that it should change speed when it starts hunting:
ufos:
- type: STR_SMALL_SCOUT
huntSpeed: 90 # when a target is found, speed up to 90% of your maximum speed
0 = don't change speed, i.e. keep current speed
1-99 = set speed to a percentage of maximum speed
100 = speed up to maximum
100+ = yes you filthy modders, you can go beyond maximum speed... but only during the chase, when intercepted, the maximum speed will be correctly considered for all relevant calculations and game mechanics
Feature 2: In "slow mode" handle UFO hunting logic every game tickFor all the micro-managers out there... if your geoscape setting is "5 Sec" or "1 Min", the UFO will reconsider its target every 5 seconds instead of just every 10 minutes.
Feature 3: Introducing kamikaze hunter-killersTo stop feeding the player with missions and points (and with consideration of future features), a kamikaze hunt behavior was introduced.
It can be defined on UFO-level or on AlienMission-Wave-level... same as for example huntMode.
ufos:
- type: STR_SMALL_SCOUT
huntBehavior: 1 # default is 2, only applies to HKs, not to normal UFOs
0 = flee if losing (i.e. if ufo damage is more than 33% (=effective 66%) and craft damage is less than 50%)
1 = never flee, when damage reaches 50% (=effective 100%), self-destruct instead of crashing
2 = (default) randomly choose 0 or 1 at spawn
alienMissions:
- type: STR_ALIEN_RESEARCH
waves:
- ufo: STR_SMALL_SCOUT
huntBehavior: -1 # default is -1, means use value defined at UFO level
-1 = (default) use UFO's setting
0,1,2 = override UFOs setting with this new setting
Feature 4: Allow disengage if craft is quicker than HKDisengage sets destination to home base as normal... and gives the craft a small distance advantage so that it is not immediately re-intercepted.
Only possible if craft's max speed is higher than HK's max speed.
Feature 5: Added evasive maneuvers support when fighting HKs- HK has 50% of its usual chance to hit (=AFTER considering all other bonuses/maluses)
- craft has
double the weapon reload time (in this case 2x
aggressive reload time)
- the icon for "Cautious attack" was reused, but target distance is the same as for aggressive attack
- only available when the craft has at least one weapon
Note: even though it is on the same place as "Cautious" button, it doesn't use any cautious logic! It has different target distance and different reload base time. And different translation (STR_EVASIVE_MANEUVERS)
Feature 5: Improved HK behavior consistency- when a HK attacks a craft all other (= minimised) interceptions are
canceled (to prevent both abuse by player and dead-lock, and other side effects leading to crashes)
- when a HK is attacked by a different craft than it is currently hunting, game acts as if it was hunting the attacking craft
Feature 6: Ruleset to prevent craft from detecting alien basesCraft can now be flagged to not be able to detect alien bases.
By default all craft are capable, you can mod them not to be capable.
crafts:
- type: STR_SKYRANGER
allowAlienBaseDetection: false # default is true
Download:
https://lxnt.wtf/oxem/builds//ExtendedPlus/Extended+-3.10a-355a4d6-2018-02-10-win32.7z