Changelog:
- 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_objscript 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=snipeinAI.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