Major_Blackhart
No, Gar
does not have any special checks, you can immediately see that he's human. And no, I'm not adding a special check to the max race stats subroutine in the engine just for one NPC. We can try:
-- Marking him as a monster, so that his race is hidden. But then again, monsters are always 'aloof' (no reaction modifiers) and have other implications, e.g. they won't pick up items from the ground and don't have any footsteps.
-- Simply add a script, so that his race would be shown as orc before the reveal, and then it would change to human once you expose him. This is actually pretty clever, I might do that. It won't give him the ST/CN 22 bonuses after the reveal though.
As for your other suggestions, well that's just throwing stuff at the wall. Adding new weapons, complete with new graphics and new status effects is simply not the goal of the unofficial patch. Maybe the Russian modders will like some of those ideas. E.g. just a while back I told them how to make a pistol dagger, a weapon that could be used as both a firearm and a stabbing melee weapon, it would switch modes when you "use" it (like a potion) or when you run out of bullets. There are unused graphics in the game for a weapon that looks kinda like
this, so it fits, I guess. They liked it and it's already in one of their mods.
As for the targeted attacks, they're working just fine and their effects are quite extensive, just a while back Tim Cain posted some bits from the code on how they work right here on this forum. Arcanum supports blinding and limb crippling, as well as finishing animations where you cut off the victim's targeted part. It's just the implementation is kinda shitty, I agree, those 3 buttons are quite a ways off, and it's just not very user friendly. I'm thinking about just mapping them on the mouse wheel, so that scrolling the mouse wheel would scroll between [normal attack], [head], [arms], [legs], and it would fucking stay on, until you scroll again or exit the combat mode. This is realistic and I can implement this.