- Tweaked models, guns and torpedoes of boats and turrets. Generally, these are now related to difficulty level (if possible) - units with "diff = 1" or "diff = 2" settings have stronger guns / torpedoes than units appearing on all 3 difficulty levels ("diff = 0").
- Reduced number of objects using "sle = 1" setting ("object can only be targeted when in sonar range"). Using it often feels wrong in case of boats, as you can't target someting clearly visible, or keep loosing your lock-on ("target lost!"), or can't target an enemy, who's targeting you (bombers!).
- Unified "car = X" setting of turrets, using "car = 10". This setting determines the "FOV" of a turret. If set to 0, turret can only "see" the enemy when it is directly in front of it. When set to 10, its' FOV is equal to 360 degrees. Lower values are mostly used in the beginning of the game, but still - enjoy. Makes some "allied" turrets more effective as well.
- Applied my naming format to GER names, using either original names or english names or google-translated names. Removed 3rd names ("inff = ") altogether.
- Removed 3rd COM messages ("rtxtf = ") altogether.
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00101: CLEAR THE DEBRIS
- Added missing activity triggers for some TOP-Gun-Turrets (they were inactive actually).
- Switched identifiers of all debris parts from "neutral" to "foe". Now this part of mission looks and works as described in COM (enemies are actually hard to distinguish from all the trash).
- Changed trigger responsible for the appearance of ANR-Scout-A1 from "certain area reached" to "1/2 of the trash @ NAV A destroyed". Originally, this enemy often hasn't been appearing at all, now it will appear every time.
- Replaced the "big" anarcho bomber (#40) with the "small" one (#16).
00102: PATROL EL TOPO'S ASYLUM
- Added missing activity triggers for some TOP-Gun-Turrets (they were inactive actually).
- Replaced the "big" anarcho bomber (#40) with the "small" one (#16). Let's wait with introducing these big baddies till Galapagos.
- Slightly tweaked COM & AM.
00103: ATTACK (MAGELLAN)
- Renamed "Colonel Flair" to "Flair". Second enemy is just "Gobbes" (without rank), so let's skip the formalities.
00104: DEFEND VESPUCCI
- NAV B appears earlier (the moment you reach the crawlers, not when you destroy their attackers),
- 2*"ANR-Scout-A": changed their triggers. Originally they were unable to destroy even a single crawler, now they are more than able to blow up all of them...
- 2*"TOP-Scout-A": tweaked their triggers a bit. They will deal with the ANR-Bomber or die trying...
- Tweaked COM slightly.
00105: ATTACK (TOPO'S ASYLUM)
- Tweaked COM trigger. Second message form the enemy will appear only if he is actually still alive.
00106: AMBUSH (VESPUCCI)
- Slightly tweaked COM.
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00201: AMBUSH (ENTROPOINT VI)
- 4*"ENT-Gun-Turret": PD increased from 100 to 150. Still, without Flint's or EnTrox Boats' help, ANR-Bomber will deal with all 4 of them with ease.
- 2*ANR-Scout: will activate after 30 seconds, instead of 60.
- Fixed COM and triggers. The way triggers were set up, Flint should get scolded for dealing with enemies on his own (that's what happens now) and not for leaving EnTrox guys do the job for him (that what was happening previously).
- This mission can now go in two ways:
a) Lure enemies to the EnTrox station. Reaching its vicinity triggers the "call for support" trigger. As long as the bomber is still alive, two EnTrox boats will show up 30 seconds after the trigger and mop up. Mission ends with all enemies dead.
b) Deal with all enemies right away / on your way to NAV A. As long as you didn't reach the vicinity of NAV A, EnTrox boats won't show up and Flint will get scolded for wasting EnTrox time. Mission ends.
- Tweaked BRF a bit, removing the "OMG, there's no way you can deal with the bomber on your own!!!" part. Yes, we can.
00202: STOP THE SABOTAGE ATTEMPT AT LIMA I
- "ANR-Infiltrator": PD increased from 100% to 150%
- Tweaked COM. Originally you'll get "Well done, we love fireworks!" after destroying squadrons B & C, even if Control Unit or some Tube got destroyed (which fails the mission). Replaced it with "No more enemies on sensors...", which fits both winning and losing scenario.
- "ANR-Scout-C2" (medium difficulty) will appear 2 seconds after "ANR-Infiltrator" gets destroyed, not right away. "ANR-Scout-C1" (easy difficulty) appears after 4 seconds.
- NAV B appears 2 seconds earlier (3 seconds after any Tube gets attacked).
00203: ATTACK (ATACAMA CITY)
- Scouts from the first squadron (A) are now more prone to familiarize themselves with mines (tweaked their patrol routes).
- Added new COM line: after 25 seconds Cingan will prompt Flint to finish off survivors from the first squadron (A). All of them being dead is obligatory to complete the mission, so even if you reached NAV B and killed all scouts there (squadron B), you still had to go back to deal with squadron A for mission to end. Now it should be more clear.
00204: INCIDENT (ATACAMA CITY)
- Changed Cingan's movement pattern a bit (moved his boat a little bit higher, away from turrets). Changed his AI from 1 to 3 (AFAIK he can use guns, torpedoes and buzzers with this setting).
- Changed triggers of enemy scouts. Previously all of them had specific target (either Cingan or Flint), now almost all of them will simply attack closest enemy. Only ANR-Scout-A1 will target Cingan (and closest target when Cingan is dead).
- Cingan's survival is no longer mission objective. Explanation:
a) COM triggers suggest multiple solutions to this mission (depending on Cingan being alive or dead). With my changes it actually makes sense.
b) Why should both Flint and Lisa suddenly start caring about Cingan's survival? To the point of this being an obligatory mission objective? If you can't take the heat, stay out of Tornado Zone...
c) Lisa doesn't mention Cingan at all during "debriefing",
d) Let's wait with introducing escort missions until later...
00205: AMBUSH (SCAVENGER)
- Changed order in which enemies activate (squadron A -> squadron B -> Buggy -> Bomber),
- Enemies now activate much faster than previously (2 seconds instead of 20),
- Added NAV A just in case (of somebody getting lost),
- Added hint in BRF (You don't have to kill all enemies to end the mission, just squadron A).
- Tweaked COM a bit.
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00301: FAKE ATTACK ON STYX
- 1*ATL-Tank-A1: changed model from "big tank" (#4) to "small tank" (#3). These two tanks were previously murdering all enemy scouts way too easily...
- Enabled "enemy" alignment for two "trash fields" near NAV A to make aiming harder for Flint.
- Changed alignment of the minefield @ NAV A from #2 "enemy to be attacked" to #6 "enemy to be ignored". This way ATL tanks won't attack those mines, and (more importantly) destroying one of them won't trigger the main section of this mission ("Go to NAV B"). You have to attack one of the scouts summoned by destruction of a tank to do that.
00302: REVENGE OF KING'S ANARCHISTS
- 1*ATL-Tank-A1: changed model from the small one to the big one.
- 1*ATL-Tank-A2: this tank will now appear on all difficulties instead of Hard difficulty only. ANR-Bomber is still able to deal with all ATL units on its own...
- 2*ATL-Tank, 1*ATL-Scout: PD increased to 150% (enemies actually target them now).
- All enemy scouts will attack nearest enemy, instead of targeting Flint specifically (as before).
- Tweaked enemy scouts' triggers. They will now appear with some delay.
- Tweaked COM: Poseidon will now ask you to deal with the bomber only if it is still alive.
00303: ATTACK (MOCKTURTLE I)
- All enemies must now be eliminated to complete the mission (previously only squadron B, which felt wrong when there were still enemies from squadron A attacking you).
- Tweaked COM significantly. Previously one message did not appear at all (weird or IMO broken trigger), and second one appeared only if you tried to sneak around squadron A. Now it works like this:
a) First enemy taunt appears always, at mission start.
b) Second one ("You will not escape!") appears when you reach the vicinity of NAV A (see below), as long as at least one enemy from squadron B is still alive.
- Added "reach area" trigger near NAV A and marked it as obligatory mission objective instead of NAV A itself. This way you won't get a "NAV A has been destroyed" line in COM after reaching it (caused by using wccond trigger).
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00401: PIRATES IN GIBBS CANYON
- Tweaked BRF,
- 1*PIR-Bomber: it will appear 5 seconds after the Control Unit gets attacked (not right away, as before).
- 3*PIR-Scout D: fixed triggers responsible for their appearance. Previously they were summoned by Flint's death. Now all 4 of them will show up if you go too high (same way as groups B&C work).
- 1*Helinox Tank: added missing wccond trigger,
- 2*PIR-Gun-Turret B: decreased SR from 120 to 100m (should make dealing with Scouts from group A & both Buggies easier).
00402: STICK-UP
- NAV A and info about it will now appear after 32 seconds, instead of 60.
- PIR-Fleischman will now move to the vicinity of NAV A when Flint reaches it (same as the rest of scouts from his "escort"). Previously, if you went to NAV A, you had to go all the way back and kill him to end the mission. Now he will hang around near the outpost @ NAV A.
- PIR-Fleischman: decreased his speed to 75%. With the original value (100%) he was almost impossible to chase off, following Flint to NAV A and getting himself killed by the turrets. Now he will follow Flint, but if Flint is fast enough to reach NAV A ahead of him, Fleischman will start patrolling outside of turrets' range (so Flint has to kill him himself).
- Changed number of scouts appearing on various difficulty levels, from 2e / +2m / +3h to: 3e / +2m / +2h.
- Tweaked COM, once again introducing "dummy" object, linked to Fleischman's escort. Their COM line, enabled by Fleischman getting killed, will now appear only if any scout from the escort is actually still alive. So, if you kill Fleischman as the last unit, you won't get the following line:
[Pirate] You killed Fleischman! This is not our matter anymore...
00403: PIRATE ATTACK ON DEEPDRAFT I
- Tweaked BRF & COM,
- 2*PIR-Scout (A squadron): changed their guns from Max. Impact 1 to Vendetta 3. Still, you have to be VERY quick when dealing with them, or they will blow up the tanks. Tested multiple times without using torpedoes and it's 100% doable.
- 2*PIR-Scout (B & C squadron): will appear on Normal and Hard difficulty (diff = 1), instead of all difficulties (diff = 0).
00404: PIRATES AT JULES I
- Tweaked BRF,
- 2*ATL-Gun-Turret: Changed their positions a bit.
- Modified the way energy-related equipment work. Originally each piece was "tied" to 1-2 turrets, so destroying either Energy Transmitter or one of the Generators was disabling 1-2 turrets. Problem is, only 2 scouts from squadron A were targeting Energy Transmitter, while 3 scouts from squadron C were targeting Generator B (as long as you didn't kill them @ NAV B). Other units were using "choose nearest target" setting, which in most cases meant "closest gun turret". Now it works like this:
Destroying Energy Transmitter disables ALL 7 turrets. This object is being targeted by 2 scouts from squadron A & all (1-3) scouts from squadron C.
Destroying Energy Generator 1 disables turrets A1, A2 & A3; Energy Generator 2: A4 & A5, Energy Generator 3: A6 & A7. Each generator is being targeted by one scout from squadron A.
- Scouts from squadron A got equipped with better torpedoes:
3*PIR-Scout-A (the big ones): changed torpedoes from Tiger Sharks 2 to Bull Sharks 1,
2*PIR-Scout A (the small ones: changed torpedoes from Tiger Sharks 1 to Tiger Sharks 2,
Previously they were 99% unable to destroy any energy equipment (Flint could sit back and still two turrets were shredding the scouts with ease). Now the scouts are quite able to blow up their targets (disabling some / all turrets).
- 1*Energy Transmitter: PD increased from 100% to 150% (more enemies target it now, and its destruction disables ALL turrets).
- Tweaked numbers and types of scouts appearing on different difficulty levels. Now it should be more balanced than previously.
00405: DANGER
- Tweaked COM & BRF,
- 3*PIR-Scout: changed model from big to small. "Big" enemy scouts are quite difficult to deal with in this mission, due to narrow canyons' walls. Plus they can "glitch" through those, while Flint can't...
- 10*PIR-Gun-Turret: decreased SR from 120m to 100m. With default values moving past them was kind of difficult, at least with sonar and engine turned on...
- 2*Control Unit: renamed them to "Gun-B Control Unit" and "Torp-C Control Unit" to make clear what destroying them does. You have to find them first, anyway...
- Changed number of units appearing on various difficulty levels. There was no difference between "medium" and "hard" originally, now it is. You will face 6*Buggy, 6*Tank & 10*Scout only on "Hard" difficulty.
00406: THE PIRATE SUPPLY CENTER
- Tweaked BRF,
- 2*PIR-Torp-Turret B: changed sonar type to "passive", decreased SR to 80m, tweaked triggers ("active" from the beginning, like the gun-turrets nearby). Previously one of them was being activated by attacking the Fire Control, which was weird / wrong / too hard. Now you can sneak past everything except two PIR-Tanks @ NAV A. On the other hand, going "loud" is not advised. Like, really...
- Changed triggers responsible for the appearance of PIR-Scouts. Now you will ALWAYS face from 6 (easy) to 12 (hard) of them. Enjoy.
- 3*PIR-Torp-Turret A: changed entry in AM, so ATL units won't waste torpedoes on attacking them (they should be disabled during the fight with PIR bombers and scouts due to destruction of Fire Control).
- 1*ATL-Bomber: changed torpedoes from Bullshark 1 to Bullshark 2.
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00601: ATTACK ON FREIGHTER ISHTAR
- Tweaked BRF & COM.
- 1*CLA-Ishtar: its turrets will now get disabled the moment it is infiltrated. You will get a COM message about it too. Should make the final part easier (you will have to deal only with captain's escort, not Ishtar itself). Originally Ishtar's turrets were much more dangerous to allied pirates than shogunate mercenaries...
- Modified AM making all PIR units ignore Ishtar. That way they will concentrate on MER-Scout A1 first and then the rest of the escort. And they will not waste torpedoes and ammo on Ishtar, esp. after its turrets get disabled.
- 3*MER-Scout A, 1*MER-Bomber A: activity triggers changed from #4 (attack specific target) to #3 (choose your own target). In vanilla, all these units were targeting Flint, and originaly I've modified it, so every one of them was attacking different target (Flint, PIR-Bomber A, PIR-Bomber B, PIR-Infiltrator). But this turned out to be a bad idea, since they were totally ignoring other targets, even when attacked by them. Now their behaviour is more realistic.
- 1*PIR-Infiltrator: Replaced a complex trigger responsible for its activation ("area" trigger set 60 seconds after MER-Scout A1 gets attacked - wat?) with something much simpler. It will now activate 60 seconds after PIR-Bomber A arrives at its destination (which activates the shogunate escort).
- 1*PIR-Infiltrator: After infiltrating Ishtar, it will now go back to its initial position near NAV B, instead of hanging out near Ishtar (and getting killed by its escort, which fails the mission).
- Replaced a complex trigger responsible for launching the final part of mission (captain + 2 escorts + hunter). Originally it was a combination of 2 triggers: Ishtar gets infiltrated and Flint reaches the area where PIR-Infiltrator does the infiltrating (following the "We need assistance. Come here!" COM message). Problem is, the Infiltrator was leaving this area after 20 seconds (15 of infiltrating and 5 of waiting), so if you weren't fast enough, you could've ended up not knowing what to do to proceed with the mission. Now it's much more simpler and works basically the same. 3 enemy units will appear 20 seconds after Ishtar gets infiltrated, while the hunter will apear 5 seconds later.
- 2*MER-Scout B: changed their triggers, so when CLA-Captain gets infiltrated or destroyed, they will run away. Originaly they were just stopping. OFC both of them should be dead long before the Captain gets infiltrated...
- Added "show as long as object is still alive" triggers to almost all COM messages.
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00701: ENTROX AGENTS AT LIMBO
- Renamed some turrets to make 3 groups (A/B/C). Added / changed some triggers, so destroying each Control Unit now disables all turrets from its "group" (torp-turrets too).
- PIR-Torp-Turrets now have infinite torpedoes.
- Changed identification of one "trash field" from neutral to foe to make it "confusing" to Flint's sensors.
- 7*ENT-Boat: changed activity triggers from #4 (attack specific target, either Flint or one of Torp-Turrerts) to #3 (choose your target).
- Modified one "reach area" trigger (COM message from ENT-Boats), so you can activate it much easier (being 0-65m from the bottom, instead of 0-25m).
00702: REVENGE ON CURLY
- Tweaked BRF & COM.
- Added new tip to BRF ("Use Sync. with me").
- Renamed some turrets to make 3 groups (A/B/C). Added / changed some triggers, so destroying each Control Unit now disables all turrets from its "group" (torp-turrets too).
- PIR-Torp-Turrets now have infinite torpedoes.
- Changed identification of 4 "trash fields" from neutral to foe to make them "confusing" to Flint's sensors.
- Added NAV A near the beginning of the mission, renamed 2nd NAV point. Still, going back to NAV A is useless, turrets won't attack Curly and his guards.
- Changed positions of enemy scouts a bit, placing them closer to each other.
- 4*PIR-Scout: Added second action trigger (#4: attack selected target). Originally Curly's escorts were using only one trigger (#6: wait and attack set target when it's close), which made this mission very easy - you could've dealth with them one by one. The only exception was Curly himself, who was starting with action #6, but was switching to action #4 the moment one of his escorts got destroyed.
All enemy units now behave like this. When you destroy one of them (which triggers the "Do I have to do everything myself?!" COM line - as long as the unit destroyed wasn't Curly), all other units will activate and attack you at once. Enjoy. :D
- PIR-Scouts: unified PD at 200%, (300% for Curly).
- Modified one "reach area" trigger (activating enemies), so you can activate it much easier (being 0-65m from the bottom, instead of 0-25m).
- Tweaked guns and triggers of enemy scouts. Man Eaters weren't a good idea combined with changes described above...
00703: ATTACK (LIMBO)
- Renamed some turrets to make 3 groups (A/B/C). Added / changed some triggers, so destroying each Control Unit now disables all turrets from its "group" (torp-turrets too).
- PIR-Torp-Turrets now have infinite torpedoes.
- Changed identification of one "trash field" from neutral to foe to make it "confusing" to Flint's sensors.
- Added NAV A near the beginning of the mission, renamed 2nd NAV point. Still, going back to NAV A is useless, turrets won't attack Ezra's enemies.
- Added PIR-Scout A4. Enemy scouts will now appear in following numbers: 2e, +1m, +1h.
- 4*"PIR-Scout": unified PD @ 200%. Tweaked their guns and torpedoes.
- Modified one "reach area" trigger (activating enemies), so you can activate it much easier (being 0-65m from the bottom, instead of 0-25m).
- Modified AM. All enemies are now able to attack only Ezra or Flint.
- 1*PIR-Ezra: Added new activity trigger & COM. Originally, after arriving at its destination near NAV B he was just waiting there. Now he will wait too, but if all enemies are dead, Ezra will leave the area after 5 seconds ("goto" trigger + COM message).
00704: DESTROYING THE LOCK
- Added two tips to BRF (use "Sync with me" & be silent).
- Tweaked COM a bit.
- Renamed enemy units again, making 4 groups of gun turrets, 2 groups of torpedo turrets and 4 groups of scouts.
- Changed activity triggers of ALL enemy turrets from #8 (attack set target) to #7 (patrol). Now it looks more realistic, and turrets won't preffer Flint over Saboteur.
- Changed activity triggers of ALL enemy boats from #4 (attack set target) or #6 (wait and attack set target when it's close) to #3 (patrol). Now it looks more realistic, and scouts won't preffer Flint over Saboteur.
- Enemy turrets have unlimited torpedoes now.
- Added two gun turrets and one torpedo turret near the beginning of the mission, strengthening existing enemy defenses there (two weak gun turrets). All these units (Gun-Turret A1-A4 & Torp-Turret A1) have been heavily buffed (PD & ED = 1000%) and ARE NOT affected by the destruction of Generator @ NAV A (they are always active). This should prevent players from doing this mission "counter-clockwise", ignoring Flint's orders and reaching the Saboteur from the opposite direction, which was quite doable originally, if you knew the map well. Now it's almost impossible. Plus, Torp-Turret A1 uses Man Eaters I...
- Switched models of tanks (A1 is now big while A2 is small), changed their triggers (they were using "turret template" settings, so they were being disabled by generator's destruction and later re-enabled, which was wrong).
- PIR-Scout A1-A3: changed their position, moving them closer to the floor.
- Changed Flint's staring position a bit (122m from closest gun turret, so 2m outside of its range).
- ATL-Saboteur: increased PD from 600% to 1000%. Still, you have to destroy all 4 turrets protecting both Floodgate Controls, or they will blow up the Saboteur within seconds. It's 100% possible from outside of their SR (120m), you just have to be fast and use "Sync with me" for guns or decent torpedoes. I was thinking of using a bomber instead of scout here, but it was either too slow (@ speed = 100%) or its behaviour was becoming unpredictible (@ speed > 100%).
00705: DUEL
- Renamed some turrets to make 3 groups (A/B/C). Added / changed some triggers, so destroying each Control Unit now disables all turrets from its "group" (torp-turrets too). All turrets now work like this: wait -> patrol (when corresponding Control Unit gets infiltrated by Schwartz) -> wait (if corresponding CU gets destroyed).
- PIR-Torp-Turrets now have infinite torpedoes.
- Changed identification of one "trash field" from neutral to foe to make it "confusing" to Flint's sensors.
- 1*PIR-Schwartz: Fixed his triggers. Originally he was infiltrating only Control Unit A, then waiting with infiltarting another till Marquez was dead. Now he will infiltrate all 3 Control Units in sequence (as long as Marquez is still alive), then attack Marquez, then stop.
- 1*PIR-Schwartz: reduced time required to hack Control Unit from 15 to 10 seconds (this should make waiting for him to hack the turrets a valid tactic).
- 1*PIR-Marquez: he will now activate after 1 seconds instead of 5. Originally it was too easy to kill him right away.
- Added two COM messages (Schwartz tells Flint about the turrets & responds to Marquez's death).
- Modifed AM. All enemies can attack Flint or Schwartz (will target Flint, though). All turrets can attack enemies, but not vice versa.
- PIR-Scouts: unified PD at 200%, (300% for Curly), tweaked guns and torpedoes.
00706: HELP SEACORE
- Tweaked numbers and models of enemy scouts appearing on various difficulty levels (-2 scouts on easy).
- 7*PIR-Scout A: changed activity triggers. Instead of attacking either Flint or one of ATL-Bombers (trigger #4), these enemies will now choose their own target (trigger #3).
- 6*PIR-Scout B: changed activity triggers. Instead of attacking either Flint or one of ATL units (trigger #4), these enemies will now choose their own target (trigger #3).
- 2*PIR-Bomber B: changed activity triggers. Instead of attacking either Flint or one of ATL-Bombers (trigger #4), these enemies will now choose their own target (trigger #3).
- 6*PIR-Scout C: changed activity triggers. Instead of attacking Flint (trigger #4), these enemies will now choose their own target (trigger #3).
- "Simplified" triggers of enemies from groups B & C. Instead of going: patrol - move - patrol (in almost the same spot anyway), which was making them vulnerable during the "goto" phase, they will now patrol the initial area until they die. Changed their coordinates a bit, since originally every unit from each wave was patrolling on the same coordinates, which could lead to "overlapping".
- 3*ATL-Scout A: changed final activity trigger from #4 (attack one of enemy scouts) to #3 (choose your own target). PD increased from 100 to 160% (there are 19 enemy scouts, using stronger weapons now).
- 2*ATL-Bomber A: changed their activity triggers from #4 (attack one of enemy scouts) to #3 (choose your own target). PD increased from 100 to 140% (there are 19 enemy scouts, using stronger weapons now).
- Modified one "reach area" trigger (COM message when reaching ATL-Command), so you can activate it easier (being 0-45m from the bottom, instead of 0-25m).
- Added two COM messages connected to ATL-Command's destrucion (Command's death cry + slating from Seacore).
- Changed trigger responsible for "Enemy contacts! Take care of them, Flint..." COM message, from "Flint reaches certain area" to "timed" (12 seconds after Flint reaches ATL-Command).
- Tweaked coordinates of all 5 ATL units, so they should patrol in slightly different areas now. Previously some units were sometimes "overlapping".
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00902: PARALYZE A MUHAMMA BOMBER
- Changed mission's name in the "Dock" window from "Paralyze a Muhamma bomber" to "Paralyze a Muhamma boat". Quest giver only mentions "a boat", so now the player will learn about what he's actually up against only from the briefing screen...
- Tweaked COM.
- Tweaked guns and torpedoes of all boats.
- 2*MUH-Boat A: Increased attack radius from 60 to 80m.
- 1*MUH-Bomber: Increased attack radius from 50 to 70m.
- 3*MUH-Boat B: changed target in activity trigger #4 (attack target) from Flint to TAN-Infiltrator (makes more sense IMO). Increased patrol radius from 60 to 80m.
- 1*TAN-Infiltrator: Increased patrol radius from 50 to 70m. PD increased from 150% to 200% (enemies will now target it instead of Flint).
- 4*MUH-Torp-Turret: Added missing activity triggers. Previously they were inactive, now they will attack Flint if he gets in their SR.
- 3*MUH-Gun-Turret: Increased attack radius to 360 degrees.
00903: ATTACK (FLOATING BOMBAY)
- Tweaked guns and torpedoes of all boats.
- Added 4*MUH-Torp-Turret for continuity's sake.
- 3*MUH-Gun-Turret: Increased attack radius to 360 degrees.
- 5*TAN-Boat: Increased attack radius from 60 to 80m.
- Made the second part of the mission (saving the freighter optional). IMO it being mandatory doesn't make sense.
- 3*ANR-Scout: PD set too 100%. Previouslty I've buffed them to 150% which wasn't necessary, since these already use stronger models (#88 & #89).
- Modified AM (TAN & MUH units = Enemies). You can lure TAN boats towards MUH base and its turrets will deal with them. OFC simply killing them is faster and easier.
- Added NAV A near the beginning of the game (it's quite easy to "loose" your attackers and hard to find them after that). Renamed next two NAV points.
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01001: PATROL STAR OF BENGALIA
- Renamed all "allied" boats from CLA- to ATL-, the way it was in the original file.
- Tweaked COM.
- Tweaked guns and torpedoes of all boats.
- 5*ANR-Scout A: Changed activity trigger from #4 (attack Flint) to #3 (patrol and choose your target).
- Changed one of CLA-Bengalia's attackers from ANR-Scout to ANR-Bomber (small). Original "attack" was more like a suicide (2 ANR-Scouts against 2 ATL-Scouts, 1 ATL-Bomber and all CLA-Bengalia's turrets). Set its PD to 140%, same as the supporting scout.
- ANR-Scout B1 & ANR-Bomber: Changed activity trigger from #4 (attack S.O.B.) to #3 (patrol and choose your target).
- 1*ATL-Bomber: it will now patrol the vicinity of CLA-Bengalia infinitely (same as both scouts).
- Added three "death" COM messages for ATL units guarding CLA-Bengalia.
- Changed "attitude" of the "looter outpost" from foe to friend. IMO it was some kind of mistake, and now the looters (3 scouts and 2 tanks from group B) actually have something to loot. As long as they deal with the turrets...
- Added CLA-Gun-Turet A2 near the outpost. One turret was a joke.
- Changed trigger responsible for the appearance of the "plunderers". Originally they were appearing together with CLA-Bengalia's attackers, now they will appear 20 seconds after Bengalia's attackers got destroyed. This way the CLA-Gun-Turrets actually have a chance of surviving till Flint appears...
- 2*ANR-Tank: renamed group from A to B, added missing (?) triggers, so they appear together with ANR-Scouts B3-B5. Moved them further from the outpost, since they were "disrupting" the CLA-Gun-Turrets when appearing near them (turrets were ignoring ANR-Scouts).
- 3*ANR-Scout B: Increased patrol radius from 50 to 70m.
01002: PROTECT THE BREATHING GAS TRANSPORT
- Renamed all "allied" boats from CLA- to ATL-.
- Tweaked COM.
- Tweaked guns and torpedoes of all boats.
- 5*ATL-Scout: Changed activity trigger from #4 (attack one of BNT-Scouts) to #3 (patrol and choose your target). Increased patrol radius from 50 to 70m.
- 2*BNT-Scout: Decreased ED from 150% to 100%. There are 3 COM messages about "OMG, Flash Sharks actually worked?!", launching when one of BNT-Scouts gets paralyzed, so let's help them actually launch...
- Added a "death" COM message for CLA-Freighter (its death fails the mission now).
- Added NAV A near CLA-Freighter - mentioned in BRF, yet missing.
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01101: BOARDING A BIONT SCOUT UNIT
- Tweaked guns and torpedoes of all boats (gave FLA2 to one of the ATL-Bombers).
- Fixed and simplified broken trigger related to one ways of failing the mission (plus related COM message). Now when you let BNT-Scout 01 slip by, after about 1:40 you'll get a "The Biont left our sonar's range! You failed!" message + mission will be failed. Previously this part was using three separate "dummy" objects: unused and weirdly positioned fuel tank, destruction of which was failing the mission, inactive ANR-Scout, destruction of which was failing the mission, and BNT-Scout 04, which was supposed to appear when BNT-Scout 01 arrived at its destination and blow up the ANR-Scout (failing the mission). Problem is, BNT-Scout 01 was using trigger #2 (goto) instead of #9 (goto till arrive), so this whole mess didn't work at all. I removed both scouts and set the tank (moved to the corner of the map) to appear and immediately self-destruct when BNT-Scout 01 reaches its destination. Simple, tested, works like a charm.
- BNT-Scout 01: PD decreased to 75%. Destroing it fails the mission, so players should be extra careful not to blow it up.
- BNT-Scout 02: Simplified its activity triggers. Instead of attacking in sequence (both ATL-Bombers & ATL-Specialist), it will now attack Flint (trigger #4) and switch to "patrol and choose your target" (trigger #3) 60 seconds after BNT-Scout 01 gest infilitrated (at this momemnt ATL-Specialist starts going back to Polar). With original triggers it was ignoring Flint even when attacked by him. Using trigger #3 (patrol and choose your target) would be preferable, but the Biont always chooses the least mobile target first... And wipes out ATL-Specialist within seconds. So, it's best for Flint to be the target.
- BNT-Scout 03: Changed its activity triggers. It will now appear 60 seconds after BNT-Scout 01 gets infiltrated (= always), not when one of ATL-Bombers gets attacked (it probably won't). I simplified its triggers as well. Instead of attacking first ATL-Specialist then Flint, it will simply use trigger #3 (patrol and choose your target).
- 2*ATL-Bomber A: fixed some bad activity triggers, increased their patrol speed from 40 to 80% and patrol radius from 50 to 70m.
- Removed NAV C, related trigger and info about it in COM. BNT-Scout 03 can attack ATL-Specialist anywhere, not only near NAV C. Plus the original devs' idea of ATL-Specialist stopping on the way to Polar was dumb (and ultimately abandoned by them, it seems).
- Added four COM messages, related to ATL-Bombers (death) & ATL-Specialist (death + Polar's reaction).
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01201: ATTACK ON BELLINGSHAUSEN
- Tweaked models, guns and torpedoes of all boats (these are now related to difficulty level). There are 3 bombers and up to 26 scouts on the map.
- Renamed enemy groups again:
Group A: 2 scouts attacking Chemical Tanks, 5 scouts patrolling, 2 scouts summoned after 120 seconds and attacking Chemical Tanks.
Group B: 5 scouts protecting ANR-Command, and switching to "patrol" when Command or one of them gets attacked.
Group C: 8 scouts patrolling.
Group D: 2 bombers infiltrating the freighter / patrolling, 2 scouts infiltrating the freighter / patrolling, 2 scouts patrolling.
- 4*ANR-Scout A: changed their activity triggers. They will now attack Chemical Tanks until attacked (each scout switches to "patrol" when hit) or ANR-Control gets destroyed. Originally they were ignoring Flint even when attacked. This change makes the mission slightly easier, but if you don't bother them, they will destroy the Tanks fast & easy.
- 2*ANR-Scout A: first two scouts attacking the tanks will appear after 15 seconds, not right away. Original setting made this mission too random - sometimes you just had to restart, because one of the tanks got destroyed before you even reached it. Now you "just" have to find ANR-Scout A1 & A2 in this whole mess and destroy them, while staying alive.
- Added sixth MAC-Gun-Turret (A3 now). Changed position of MAC-Gun-Turret A2 & A6 a bit.
- MAC-Gun-Turret A3-A6: PD decreased from 300% to 200%.
- Changed identification of 2 "trash fields" from neutral to foe to make them "confusing" to Flint's sensors.
- Changed identification of 3 "trash fields" from neutral to friend to make them stay "green" even when Flint hits some friendly unit.
- Changed activity triggers for all 4 units able to infiltrate ATL-Freighter. Original range of "height" (40-70m) was too low - due to the Freighter staying at the height of 50m from the bottom, its' infiltrators were often able to "get stuck inside of it", making themselves impossible to destroy. New height is set to 75-85m (maybe too high "realistically", but at least always above the Freighter).
- 2*Chemical Tank: PD increased from 300 to 400%. Enemies use stronger torpedoes now.
- Disabled trigger #2121, originally responsible for ending the mission. Now it will end when all enemies got destroyed and both tanks & ATL-Freighter survived.
- Added two COM messages: tanks destroyed & freighter destroyed.
01202: AMBUSH (PHOBOS)
- Tweaked guns and torpedoes of all boats.
- 6*"WBS-Scout": PD changed to 140% (easy) / 160% (medium) / 180% (hard),
01203: WILLY BOY's MERCENARIES
- Tweaked guns and torpedoes of all boats.
- Reduced number of objects using "must survivie the mission" trigger from 30 (!) to 16 (only "main" buildings + both freighters). "Civilian" boats can be destroyed now, plus 3 of them are now "combatants" (see below).
- Changed the way some MAC units work significantly. In the vanilla game this mission felt very weird, as it was Flint against 3 "big" ANR-Bombers and up to 8 "big" ANR-Scouts, PLUS 3 ATL-Scouts attacking him, if he hit one of the freighters. Now it feels more realistic...
In Original game:
There were 7 "civilians": 5 scouts & 2 bombers. 4 scouts were moving around the map, 1 was inactive, untill attacked. 1 bomber was totally inactive, 1 was inactive till attacked.
There were 3 "guardian" scouts, activating when one of the freighters got attacked by Flint. These were hostile to Flint, attacking him but not WBS enemies.
All 7 "civilians" plus two freighters got their own "Hey! Leave me alone" COM lines, activating when attacked.
Now:
Four "civilian" scouts are named MAC-Couriers. Those are the ones which keep moving around the map. WBS enemies won't attack them.
One bomber and two scouts constitute group A. They will appear when Flint reaches the vicinity of the area where first attack attempt of WBS guys takes place (COM: "Damn, they discovered us! Retreat!). They will patrol the area near Observation Station 2, attacking WBS enemies, not Flint.
One bomber and two scouts constitute group B. They will appear when WBS enemies begin their second attack attempt (COM: "Flint, the Looters are trying it again."). They will patrol the area near Pump Station 1, attacking WBS enemies, not Flint.
I've changed 5 COM messages mentioned above into the "Fuuuu" messages for the new combatants. Added one more as well.
- 2*MAC-Bomber: PD increased from 100 to 140%.
- 4*MAC-Scout: PD increased from 100 to 160%.
- Added another COM message (mission's end).