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Implemented a critter individualization system. Each critter has its own independent base/bonus stats, separated from other critters sharing the same PID. Now set_critter_base/extra_stat script functions only set stats for a specific critter
Fixed the argument numbering in error messages when validating arguments
Fixed the weapon duplication bug in NPC combat control mod
Fixed a bug in CheckWeaponAmmoCost that caused NPCs not to switch to other weapons when there is not enough ammo to shoot
Fixed fake perks not stacking properly
Fixed the position of the 32-bit talking heads when the game resolution is higher than 640x480
Fixed a bug in item highlighting that caused items to be kept highlighted when picking them up while holding the highlight key
Changed hero_select_win function to require an AppHeroWin.frm file (included in the modders pack) in the art\intrface\ directory
Added a fix for unexplored areas being revealed on the automap when entering a map
Added a fix for the overflow of the automap tables when the number of maps in maps.txt is more than 160
Added a fix for a duplicate obj_dude script being created when loading a saved game
Added a fix to prevent the reserved object IDs of the player and party members from being generated for other objects
Added a fix for the display issue in the pipboy when the automap list is too long
Added a fix for the start procedure not being called correctly if the required standard script procedure is missing (from Crafty)
Added an option to disable the engine's special handling of map IDs 19 and 37 when entering those maps
Added support for the new 'automap=yes/no' parameter to maps.txt. This parameter overrides the hardcoded values for displaying the map in the pipboy automaps for the first 160 maps
Added a new 'picking up item' event to hs_inventorymove hook script
Added files for using 32-bit images for talking heads to the modders pack
Improved the functionality of the debug editor (in the modders pack)
Improved the functionality of Use32BitHeadGraphics to allow using 32-bit images without having to patch talking head FRM files
The number of simultaneously displayed notification boxes now depends on the game resolution