Sky Reclamation Project (SRP)
Pre-release
Pre-release
Beta version. Superficially play-tested. New game required unless migrating from SRP v1.0.7 or above.
Changelog vis-à-vis v1.1.2:
- Script optimizations.
- Fixed a rare crash upon reloading a savegame: sim_combat.script:348: attempt to index field 'actor' (a nil value).
- Fixed a rare crash upon a smart terrain being captured: sim_squad_generic.script:471: attempt to index field 'current_action' (a nil value).
- Implemented a tail-recursive algorithm to automatically detect and resolve faction war stalemates arising out of a squad being grid-locked into a camp by all surrounding camps being occupied by non-hostiles, thereby preventing the grid-locked squad from leaving the camp.
- Worked around an SRP v1.0.4 regression where the AI of NPCs approaching the Fishing Hamlet from the Hidden Camp would occasionally break.
- Fixed the issue where non-scripted squads loaded from a savegame, as opposed to spawning into the Zone in the current game session, would not spawn inventory box items.
- Fixed a typo in gulag_general.script that prevented mutants from behaving aggressively on patrol paths linking them to attack-targets.
- Fixed four invalid waypoint name indices in all.spawn to make two waypoints at the 'Boat park' and two at the 'Village ruins' available to NPCs.
- Fixed a few remaining NPC disposition bugs.
- Fixed the audio associated with an NPC's instrument-playing animation continuing to play even when the animation is interrupted by the NPC getting up intermittently.
- Fixed the parting audio of an NPC playing prematurely upon entering the trade or upgrade screen with them.
- Fixed Sakharov and Lingov not being marked as important characters on the map.
- Fixed the issue where a squad commander icon could overlap with a trader icon on the map.
- Made a couple of drop-boxes in the Abandoned Hospital destructible that mistakenly were not so in the unmodded game.
- Fixed the incorrect parsing of hyphenated item names appearing as dependees for ammo in section 'item_dependence' in death_generic.ltx.
- Improved error diagnostics on _g.abort() invocation - a Lua stack traceback is now printed by default.
- Russian translation.
- (ZRP import) Fixed the use_object callback for doors and buttons being reset on scheme switch.
- (ZRP import) Fixed NPCs sharing a common global variable in state_mgr.evaluator_state_mgr_idle_alife:evaluate() to determine their individual behavior.
- (ZRP import) Prevented NPCs dying of collision damage when spawning at the same spot as another NPC.
- Made each attribute bar length in the "Faction War" tab of the PDA reflect the sum of the levels of that attribute for the two opposing factions displayed, instead of the highest level of the attribute among all factions.
- Blocked the possibility of changing levels during an emission, as doing so can glitch the game.
- Moved some previously 'hard-coded' lists in a few scripts to appropriate configuration files.
- The SVD and SVU are now included among the weapons not tossed when using the optional 'No NPC Weapon Tossing Upon Death' feature.