Changelog

szapp edited this page Jan 2, 2018 · 3 revisions

v1.0.1: Jan 2, 2018

  • Improve scattering for ranged combat
  • Decrease impact of accuracy modulators (draw force, steady aim, movement)

v1.0.0: Dec 2, 2017

  • Rewrite critical hit feature to provide model bone that was hit
  • Move damage behavior into critical hit config
  • Enable refined collision check even if scattering is disabled
  • Fix minor (cosmetic) details

v1.0.0-beta.22: Oct 29, 2017

  • Outsource debug visualizations to LeGo Draw3D
  • Adjust GFA initialization to new LeGo Hooks implementation
  • Add emergency lock of GFA initialization for mod-projects

v1.0.0-beta.21: Oct 16, 2017

  • Allow control scheme overrides for ranged and/or spell combat (Gothic 2 only)
  • Revert to stationary focus spells (e.g. sleep): no free aiming or free movement
  • Fix bug where close range shots would not be detected
  • Fix issue with C_CanNpcCollideWithSpell() (Gothic 2 only)
  • Fix bug with aiming in ranged combat when disabling free aiming in the menu
  • Fix attack run turning bug (Gothic 2 only)

v1.0.0-beta.20: Oct 5, 2017

  • Fix critical bug that did not allow opening the inventory
  • Fix bug that broke the dialog system in Gothic 1
  • Add free aiming and free movement for focus spells (e.g. sleep)
  • Set stricter focus collection for spells to improve targeting in groups of NPCs
  • Fix bug to allow mouse movement during shooting and casting
  • Introduce exceptions for immune damage types (Gothic 2 only)
  • Add fourth iteration animations: Bow sideways movements are now less ridgid
  • Reduce auto created ammo in the engine (for re-usable projectiles feature)
  • Remove reticle coloring in default config (commented out)
  • Remove zSpy warnings

v1.0.0-beta.19: Sep 30, 2017

  • Fix critical game crash when inserting NPCs
  • Improve balancing in default config

v1.0.0-beta.18: Sep 29, 2017

  • Strip down and improve code and performance
  • Fix bug where aiming is canceled by ambient OUs (G2ctrl)
  • Remove turning animations for movement spells
  • Fix bug with floating projectiles after loading
  • Fix another game crash on startup
  • Fix a small bug within the trigger collision fix
  • Improve close range hit detection
  • Enlarge humanoid bounding boxes to include the head node
  • Improve focus collection to detect head node
  • Improve critical hit detection
  • Automate the retrieval of weak spot bounding boxes
  • Re-adjust scattering angles (decrease hit accuracy)
  • Improve sideways aim movements for T2 stances

v1.0.0-beta.17: Sep 23, 2017

  • Add ability to move with other spells than just free aiming ones
  • Improve focus collection for spell combat
  • Improve Gothic 2 controls for free aiming spell combat

v1.0.0-beta.16: Sep 22, 2017

  • Add refined collision detection for projectiles
  • Improve general performance and focus collection
  • Fix falling while in aim movement
  • Allow aiming from running
  • Stop turning animations on aiming onset (ranged combat)
  • Change movement in spell combat (Gothic 2 controls)
  • Disable focus collection while running
  • Add second iteration animations

v1.0.0-beta.15: Sep 17, 2017

  • Decrease accuracy while aiming
  • Add new damage animations
  • Fix strafing in spell combat (G2ctrl)
  • Send correct perceptions when sneaking while strafing
  • Fix spell inventory bug
  • Fix draw time onset when running
  • Fix recoil camera shift
  • Reset spells only if necessary
  • Fix rare bug on startup
  • Fix error with scrolls

v1.0.0-beta: Sep 15, 2017

  • Add full compatibility with Gothic 1 (portation)
  • Add movement while aiming (including new animations)
  • Rework balancing between bows and crossbows (recoil and steady aim)
  • Rename project (and project files) to Gothic Free Aim (GFA)
  • Provide fix for Gorn in free mine (G1)
  • Fix various bugs in Gothic related to spell combat

v1.0.0-alpha: Jul 14, 2017

  • Fix auto turning, re-instantiate the use of Npc_GetTarget()
  • Prevent crash on level change with missing focus instances
  • Fix turn rate constant for Gothic 2 controls
  • Allow turning while shooting in Gothic 2 controls
  • Fix possible memory leaks
  • Fix focus collection while in ranged shooting animation
  • Adjust menu descriptions (Gothic 2 controls supported)
  • Heavily reformat all functions for better readability
  • Fix distance measure of trace rays when hitting NPCs
  • Introduce critical hits for auto aiming (balancing)
  • Prevent destruction on impact of slow moving projectiles
  • Allow Gothic's standard hit chance instead of scattering
  • Rework the scattering and ensure hit chance balancing to auto aim
  • Increase Gothic 1 portability by replacing hard coded offsets
  • Fix several crashes on loading (debugging, aim ray vob pointers)
  • Compartmentalize features to allow collisions without free aiming
  • Fix hit registration of bounced off projectiles (no damage)
  • Introduce recoil and fix balancing issue between bow and crossbow
  • Fix balancing issue with critical hits on well-protected targets
  • Color reticle gray when no NPC is in focus, otherwise white
  • Reformat zSpy debugging outputs for readability
  • Check whether LeGo is initialized with the required flags

v0.2.0-alpha.1: Jun 14, 2017

  • Fix crash on picking up projectiles after world change

v0.2.0-alpha: Apr 24, 2017

  • Reorganize code into different files
  • Implement Gothic 2 controls (stability not yet guaranteed)
  • Improve performance of trace rays (ten-fold performance increase)
  • Fix bug where spells stop mid-air
  • Fix trajectory of projectiles
  • Introduce critical hit definitions for (almost) all Gothic 2 creatures
  • Fix bug with non-responsive AI when shot from distance

v0.1.2: Jan 7, 2017

  • Apply screen center fix to hit marker (config)
  • Fix collision for materials without texture
  • Fix bbox check for critical hits
  • Add FAQ to README

v0.1.1: Nov 28, 2016

  • Move the project under the MIT License
  • Fix bug with centering the reticle on the screen

v0.1.0: Nov 28, 2016

  • Initial release
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