I call this one "the stillborn".
Fixes:
-Bleed timer continues regardless of additional applications
-Fixed a possible issue with PE and power armor
-Squad friendly fire or "~forget 1" FF won't cause reputation penalty fix
-Fixed a door issue related to door charges
Changes:
-Yellow Nuka Cola come down only takes off excess HP instead of losing 500 flat.
Features:
-Zoo critters are now full looted with 1 click
Platoon names rework
Auto-added on base buying, no name reservation required
Name should be:
1) Unique
2) > 2 symbols
3) Only letters, numbers and spacebar
Bursting Changes
-Bursting without direct sight of a target will incur toHit Penalties (15%)
-Targets on the outter edge of a burst will incur toHit Penalties (1.5% per degree off center, this penalty is doubled if target is not in view)
Weapon Reloading / Caliber WIP
-We just added a feature that can allows weapons to load different ammo types. This has some odd side effects to reloading when out of actual usable ammunition. We'll fix these issues as we go along. For now, the pipe rifle can load all sorts of calibers.
Crippling Changes WIP
- Crippling now goes in 3 levels. (This is not even balanced properly atm)
Level 1 Crippling will be minor effects
Level 2 Crippling will apply the original behavior such as unable to use 2 handed weapons and forced walking.
Level 3 Crippling will even stronger than the basic crippling
Every level of eye damage will reduce CTH by 25%.
Now weapon drops checks have less change with non-crippled arms (+10% chance to avoid) but each level of arm crippling increases chance to drop by 10%.
For two handed weapons this malus is added from both arms.
For one handed weapons, it uses the healthiest arm for this check.
Leg Cripples will now have a 20% bleed coefficient per level of cripple, so 3rd level leg damage will do an addition 60% bleed.
Increases knockdown chance by 10% per leg cripple per leg.
Base chance of knockdown reduces by 10%.
Plan on having certain weapons inflict a double dose of crippling on one shot, mainly to differentiate the fast shooting low damage crippling weapons from the big shots. This gives us a bit of room to flesh out some more depth in crippling, allows us some space to balance critical effects and fast shooting weapons.
Combat Logger WIP
Hardbinded to L (for now), press to toggle.
You can drag it by clicking it in the main body and resize it by clicking the bottom right of it.
Mousewheel over it to go up and down.
Be careful not to have this up in combat as it will block mouse clicks.
Could use better art. Default position, and size is available in the settings.ini
IRC PvP Stronger
IRC Channel #aop will now have a bot that will output any active ZC status in the core.
Settings / Configs inis
Settings.ini will now automatically populate with newest settings if they are not already there
avoid_negative_ap_deploy=1
avoid_negative_ap_deploy_retry=1
config.ini
Shown bullets per burst counter in weapon description
hide_item_description=1 - text item description in inventory is not shown (only characteristics)
~hideitemdesc
I probably missed some stuff and this took 30 minutes to write QQ.
Run updater