You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
Fixed a bug introduced in 4.1.9 that could cause the combat to end automatically in some cases
Fixed a bug introduced in 4.2 that caused AI to miscalculate the hit chance in determining whether to use secondary attacks if BodyHit_Torso and BodyHit_Torso_Uncalled modifiers were not equal
Fixed a bug introduced in 4.2.3 that caused CorpseDeleteTime not to set the timer correctly
Fixed a bug introduced in 4.2.4 that caused AllowDShowSound=2 not to work
Fixed loot_obj script function not returning the correct object when switching to another corpse in the loot screen
Fixed and improved the functionality of ReloadWeaponKey for using any non-weapon item
Fixed and changed the behavior of GvarID option in the drugs ini file
Improved the fix for items on the ground being obscured by a pool of blood after the corpse is removed
Changed the priority of files in the AutoSearchPath folder to be higher than the PatchFileXX options
Added a fix for AI skipping a target simply because its weapon is currently empty
Added a fix for AI not always considering the safe distance when using grenades or rockets
Added a fix to AI behavior for 'Snipe' distance preference (distance=snipe in AI.txt). Now the attacker will try to shoot the target instead of always running away from it at the beginning of the turn
Added a fix to reduce friendly fire in burst attacks. Now there is an extra roll for AI to not use burst attacks if a friendly critter is in the line of fire
Added a check for the weapon range and the AP cost when AI is choosing weapon attack modes
Added a tweak to allow party members to keep their current target as one of the potential targets when choosing new targets at the beginning of their turn
Added a tweak to the displayed message if the main target of a missed attack has the 'Flat' flag set