Update Armory enemies to use new Berlin character sheets.
Update character sheets and AI scripts on scenes with names that start with A-C.
Started converting the enemies in Corona Eclipse to use Berlin AI.
Merge branch 'develop' into combat
Finish updating AIs in Colma Eclipse to use Berlin scripts. Not currently bumping up character sheets since they have a strong numeric advantage.
Finished (possibly) tweaking the port of the original Antumbra. Reworked the triggers for Office and Boss Fight to work better. The office ambush and waves now seem to work properly with the new gumbo AI scripts. Reworked teams and some scripting in the first boss fight, which seems to finally resolve some lingering problems with the game pausing for a long time while processing AI moves in this fight. Improved the expository text upon entering the nightclub. Also finished a first pass at updating enemy AI and stats for The Mission, not yet tested.
Improve Carver's dialogue at start of A2.
More rebalancing: Errant sheets seemed too tough, experimenting with original stats but improved AI.
Split Aztechnology squads into separate teams to keep the AI from swarming the shadowrunners instantly. Create some more cover in firefight areas. Still working on ATech 3.
Merge branch 'develop' into combat
Resolve merge conflict.
Tweak ATech 3 combat more: second room will no longer charge into entrance instantly. Fixed some issues with multiple hostile teams being present. Fixed an issue where the game would remain in turn-based mode after Tooms dies even if all meatspace enemies were dead. Tooms' body now remains on the floor after death.
Flip Johnson's trigger so it only spawns him under certain conditions, instead of spawning by default; this should fix some occasional weird issues with him appearing when he shouldn't.
Tested Carver changes. Re-ordered map load triggers.
Re-work The Mission (1) to use separate teams for each squad, and update triggers accordingly. This lets you play most of the map in free-move mode, and avoids problems with your team getting scattered. In Colma (Eclipse), revert character sheets back to Lonestar but keep the Gumbo AI.
Finished combat revamp of Embarcadero 2. Switched to Gumbo AI, ensure Shadowrunners move first in boss fight.
First pass at combat upgrade for The Mission 2: Switch to Gumbo AIs, and ensure the PC can react first during ambushes.
Move the marines in The Mission 2 further back in the parking lot, so they can't perceive SRers at mission start and swarm their position.
Playtest pass of The Armory. Split out late-map enemies to a separate team to prevent swarming and allow free-move while in the middle of the map. Experimenting with Matrix access while in free-move, need some more debugging.
Done with revamp of the Armory. There's now a new hostile IC which can never be killed; this ensures that you never enter free-move mode in the Matrix, which in turn prevents a bug where Hailey's drones could get trapped in there.