Howdy, Stranger!

It looks like you're new here. If you want to get involved, click one of these buttons!

Categories

Axis & Allies 1942 Online is now available in Early Access! Buy it on Steam. The FAQ is available.
New Premium Module: Tyrants of the Moonsea! Read More
Attention, new and old users! Please read the new rules of conduct for the forums, and we hope you enjoy your stay!

11.25 EE / BD 74.8172 or higher patch (Released)

LINK TO VAULT PAGE

11.25 EE / BD 74.8172 or higher patch

This is for Enhanced Edition / Does not need toolset extender to compile.

Moved Trip / Improved Trip out of custom combat to make it function more to PNP.
Made Trip / Knockdown function to follows 3.5 rules (other was scripted bioware version. (3.5 default). See hr_inc_spellab & hr_spell_routab scripts (functions ft_SPELL_R_Trip & ft_SPELL_R_Trip2) for more information

Integrated it into NPC AI , it seem it spams it so I put in a base percentage chance each round to determine if using trip. I did this because it was basically on-hit function(old hard-coded version) so it did damage and tripped / knockdown attempt. / Some creatures have this ability so added on hit version also.

Added Stability_Multi-Leg feat to support this (dwarves get it as a racial feat, make sure to give it to four/more legged creatures if you use 3.5 system).

This is all in case BD unlocks Trip / disarm / called shot so I can get rid of discipline skill and it a easy transition.

Made all commoners in creature wizard commoner faction instead of hostile.

Update all animal companions up to 5th level.

Update all base familiars up to 5th Level (not improved)

Added in looping function checks for on-enter so internet connection clients will get more stability with setting up characters when joining.

Add in easy sub-routine on-damaged of creatures to fire custom event any percentage of hp. Sample Goblin in area 001.



Added companion control ability to all PC so you can control henchmen, familars, Animal companions, and summons

Video link.
https://drive.google.com/open?id=1UbtuoLLTTPunjHE50y0GXjWphKe8eC9w (link is external)



Improved group call on traps and locks, set you henchmen how you want to handle locks/traps and when you group click on a trap the henchmen with the appropriate skill will handle the object. You can use individual calls to have any henchmen handle the trap / lock.
Put in sample henchmen for testing (need to put in all the basic setting for the conversation.)



Added in hr_trap_xp script for on disarm trap to award XP for disarming the trap.
You will get xp even if your henchman disarms the trap. Use D&D system where xp is divided by the number of pc and henchmen count as .5 (example 200 xp trap, with 1 pc and 2 henchmen would be 200 / 2 = 100 XP)
Incorporated henchmen into custom search system(henchmen must to be in detect mode to find traps/secrets)
Added Setmaxhenchmen into hr_defaults script.



Fixed an issue where sorcerers/wizards were not getting access to improved familiar feat.

Fixed some issues with classes not getting bonus feats.(monks new improved trip)

Inserted FOB check for Monk and armor and shields.

Change over all Aquatic native feats etc.. to Water native for easier finding.

Fixed issues where monster were not using bows when they should (AI).

Fixed conversation only firing once.

Moved over PC related heartbeat functions to be on the PC with the new Event function for testing / more flexibility.

Added support for BD SetObjectVisualTransform for scaling creatures. Just set local float Scale on the creature for example 2 = 200% .5 = 50% etc...





CUSTOM CONTENT

Updated all custom target sub-actions to use relay system so they can have their own setting, this also fixes
examine ability taking you out of detect mode when searching for traps / secrets etc... and losing any bonus you had to search from it.

Updated to latest racialtype.2da and add race feat icon to match race icons (updated some icons visual, could change)

(On Hold, bug found)Updated cast out animation to hide it even more(using item annoyance)

Updated standard rain to be more rounded and even have a splash back effect on the ground.

Fixed hill giant skinmesh issue around neck.

Added base support for open face helmets (EE)

Added base model for Gloves

Added base model for Boots

Added base model for Belts

Added base model for Bracers

Added Enlarge Person spell (scroll etc..) / Added AI will use spell.

Added Reduce Person spell (scroll etc..) / Added AI will use spell.

https://drive.google.com/file/d/1S9ysID3q8pNS_3W8Q7rMrSpfWmVSGbZS/view?usp=sharing (link is external)

Fixed some issues with tailmodel.2da not point to the right model name of some of the creatures (example bugbears)



Updated PDF

Sign In or Register to comment.