Merge pull request #15 from trojanuch/trojanuch-update-2

Update to v0.8.1.0 + fixes

Version just priot to adding Armory Mod
fix 36

- implemented and balanced configs for all new repair items
(descriptions left to be done)

- implemented and spreaded mutant skins (descriptions left to be done)

- implemented and balanced configs for all new explosive items
(descriptions left to be done)

- added Monolith 'suicide' feature which gives them a chance to kill
themselves in explosion if they're wounded

- added upograde tree for binoculars (need to make the scheme work in
4:3 !!! )

- added two new 'food' types: glucose shots (small and large)

- added 'crow beak' and 'crow drink':
http://www.moddb.com/groups/misery-development-team/images/the-beak

- slightly decreased stamina depletion from encumbrance for Recon

- made numerous changes to smart terrains to make them less prone to
breaking quests

- made an attempt to fix crashes with upgraded sniper rifles
fix 37

- added tushonka and written its totally awesome decriptions

- written 9 descriptions for repair items and balanced their properties

- added info on repair properties to all armors and helmets

- added properly merged bind_stalker.script for jket (fixes the mines)
fix 38

- fixed no-log crash with Zaton Ranger Station caused by custom job
logic by alun on zat_b5_smart_terrain

- again disabled assault squad spawn on zaton_smrter_sim_1 as they cause
crashes with 'error with mesh' due to squad selecting another squad in
a-life

- attempted to the same crash which happened after giving Morgan's PDA
to Loki (requires testing)

- added remaining repair items and added all missing descriptions to
them

- made mutant skins usable as armor attachements (require settings
finalization and descriptions)

- added two glocose shots and written descriptions to them

- properly set-up zoom rates for all scopes and perma-scoped rifles
(also fixed issues with upgrades affecting zoom rates)

- changed descriptions of some scopes to match above changes

- made respirators significantly more resistant to physical damage

- futher increased damage taken by psy mutants. Especially explosions
are now more deadly against them

- added SAKO 95 and KVSK thx to jketinyu

- added missing actor_effects_data entry for wpn_sks_modern

- added working mines thx to jketinyu

- changed texts describing protection effectivity of artifacts and armor
attachements to 'x sheets of kevlar' unit (besed on feedback)
v0.8.2.0

- balanced mutant skins in every regard (descriptions missing!)

- fixed icons for explosive items

- added UI sequence for mines
fix 39

- added class slection screen fix from ponney
fix 40

- added binocs and knives upgrade templates to 4:3 resolutions
v0.8.3.0

- added 'Update 17' by N.Aaroe:

http://www.moddb.com/groups/misery-development-team/forum/thread/data-transactions-mod-status/page/17#848398

- properly enabled Armory Mod this time

- added new anims and grip for flashlight by r_populik

- disabled the Quick Release System as it was faulty (fix beyond reach
for now)

- added descriptions to:

* all missing ammo types (descriptions written by USMCCadaver)
* mutant pelts
* glucose shots
* remaining repair items

- finalized mutant pelts configs

- re-added the fix in Strelok's path in final mission preventing it from
crash

- rebalanced food prices making imported food more expensive and
Zone-produced cheaper

- disabled KVSK and added SAKO95 everywhere

- substantially increase head damage for NPCs

To-do:

- crash with Jupiter Checkpoint in freeplay:

http://www.moddb.com/groups/misery-development-team/forum/thread/bugs-errors/page/53#850728

- crashes with items in Tesla tunnel (need to be cleared off all.spawn)

- confirming that Shevchenko, Ranger Station and Duty stash quests work
properly (especially the last one as it was crashing consistently)

- futher tweaking economy towards being somewhat more harsh

- re-adding class specializations to weapons and adding the UI info for
it everywhere (after descriptions are proof-readed)
v0.8.3.1

- fixed crash in Jupiter connected with entries in beh_jupiter.ltx

- fixed crash connected with SKS spawning with not-supported scope

- fixed crashes on games started prior to implementation of Armory mod
connected with no longer existand bandit_3 profiles

- significantly reduced bleeding rate from gunshots and increased
bandages effectivity for all classes

- rebalanced NPC head damage again (attempt to find the setting on which
non-helmet NPCs die instantly while those having them require more
shots)

- increased purchase cost of all helmets and armors (this does not
affect repair prices)

- significantly increased SSP helmet's damage protections and resistance

- significantly increased physical damage resistance for SSP full-body
outfit

- allowed regular version of SKS to mount ACOG scopes on it (this is
because mesh is showing that acog scope is installed - at least to me it
looks like acog)
v0.8.3.2

- fixed faulty 'ration ukr' entries (should be ration_ukr)

- fixed 'wpn_svd_nimble' crashing with not available upgrade

- added quest artifacts to keep_items list in death_generic.ltx to
prevent Noahs body from dissappearing

- fixed all so far reported wrong entries in character_desc_general.xml
which cause crashes with 'Can't find model file (...)' in log
fix 41

- implemented 'Update 18' from N.Aaroe

- fixed crash with 'error in stalker with visual (...)' by replacing the
xr_reach_task.script with one from version prior to v0.7.0.0

- disabled jup_sim_10 from a-life unitl quest with Mitay (hostage at
warehouses) is done

- prevented the squad which gives the hostage quest from getting out of
Yanov Station ever

- prevented Spartacus squad at Shevchenko from getting out of it after
the quest is done and they survive (Shevchenko itself still becomes
a-life active)

- prevented Bandit squad assaulting Shevchenko from becomming simulation
active after the assault is done (I think this part was the most
damaging to quest progression)
sync
fix 42

- disabled 'factions helpling actor' feature after becoming friends with
Loners, Freedom or Duty (feature damaged a-life a lot by making squads
attack mutants all around them)

- disabled sks_modern spawning with scope on NPCs

- increased diversity of freedom_sci squads

- reduced discount for trading scientiscs

- disabled 'ecolog' entries in dialog_manager.ltx (attempt to fix crash
when trying to talk with wounded Loner)

- a-life changes:

* disabled smarties inside the Jupiter Plant from a-life
* reduced population on jupiter_smrter_sim_1 by 1
* enabled for a-life and reduced population on jup_b204 by 1

- tweaked xr_reach_tast.script futher to make NPCs rather run with
weapon in their hand than with it strapped (imho animation is better
that way)
fix 43

- reduced actor bleeding rate by 25% (for all classes)

- increased damage of all knives by 33%

- increased damage of cat mutant significantly

- reduced the 'forcefield' around stalker to the maximum level no
causing the m_rotation crash when stalkers are attacked by pseudogiants

- made a lot of tweaks to stalker appearences to restore balance after
additon of Armory mod (generally there are more 'regular' looks and less
rare / new ones

- tweaked squad compositions of all factions to contain more variated
ranks

- re-enabled level changer from Jupiter to Zaton

- reduced smoke paricles of WW2-era rifles (including Mosin) to regular
size
v0.9.0.0

- implemented weapon handling class specializations:

http://www.moddb.com/groups/misery-development-team/forum/thread/weapons/page/20#853876

- replaced generic mine with PFM-1 model (mesh, texture and icon by
ponney68):

http://www.moddb.com/groups/misery-development-team/forum/thread/weapons/page/20#854688

- diversified 'duality' effector for shotguns and removed it from UMP45

- made Beard 'forced neutral' to actor and restored vanilla goodwill
settings (might have been the reason for some Loners including Beard go
hostile to player)

- once again repabalnced bleeding rates

- made mutant skins 2x less protecting vs. physical trauma and artifacts
2x more effective in this regard
fix 44

- disabled 'dangerous_sleep' for sleeping bag as it also drew mutants
near in bases
v0.9.0.1

- disabled sks from spawning on NPCs altogheter as I have encountered
another ctd issue with it and this time it was not scope related

- diversified mutant skins setting some more: added additional 'vs
radiation' and 'vs toxicity' modifiers to mutants skins (also modified
descriptions to match)

- added 'relationship = neutral' setting for Noah's and his dog's squads
(futher attempt to make them last longer)

- re-enabled Jup > Zat level changer
v0.9.1.0

- fixed and rebalanced NPC endurance to damage in relation to new Armory
outfits:

* made sure that heavier meshes have bigger protection instead of
defauly low one
* created a number of custom protection settings which were no existant
in vanilla like: ligh armor + heavy helmet ot heavy armor + no helmet

- rebalanced repair bonuses to mutant skins

- completely rebalanced all explosive items and ammo types in all
aspects & created UI props system to support that

- disabled IED's from being detected by NPCs

- added all corrected texts from Trikzter

- added all new 'generic dialog' options written by Damjan and corrected
and implemented thru dialog_manager by Trikzter

- added descriptions for civilian explosive items

- diversified usage sequences for repair items and added new sounds from
Damjan (wip)

- restored previous version of game_relations.ltx is newer one made all
Loners friendly and thus unresponsive to being attacked

- restored previous version xr_reach_task - it is faulty in a sense that
squad targeting causes 'error with visual' crash but all instances of
squad targeting have been disabled so it might not occur

- reduced a bit head damage for NPCs

- added '+' to repair UI in relation to bonus given by meterials

- made Noah's dog blind and silent (final attempt to make the last
longer)
fix 44

- made Assaulter slightly less resistant to bullets

- made all non-AP ammo types slightly worse in AP

- made all npc somewhat more resistant to normal bullet damage
(resistance to piercing damage not changed)

- disabled timer which makes people in non-hostile Zone react to danger
with delay

- restored 'Show HUD' setting in 'gameplay options'

- balanced the rest of vanilla prop explosives
fix 45

- made 'WARNING' entry for explosive items display in red as it should