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Releases: XeoNovaDan/TargetingModes

Version 1.1.7 (29th July 2019)

29 Jul 20:15
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  • Fixed compatibility issues with Animal Variety Coats
  • Reduced auto-resetting checking frequency to once per 60 ticks (should improve performance somewhat)
  • Several potential minor bugfixes
  • Converted Harmony patches from manual to annotations

Version 1.1.6 (27th November 2018)

27 Nov 18:43
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  • Now patched for The Birds and The Bees
    • Adds a 'Groin' targeting mode (unleash your inner isometric-era Fallout)
    • 24x more likely to hit parts tagged with 'FertilitySource'
    • x70% hit chance modifier

Version 1.1.5 (27th November 2018)

27 Nov 15:12
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  • There's now a 7.5x higher chance of hitting targeted body parts against downed opponents when within standard execution distance (3.9 cells or less)
  • Replaced */ in xpaths with Defs/
  • Updated target version to 1.0.2096

Version 1.1.4 (22nd November 2018)

22 Nov 13:02
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  • Now compatible with Animal Variety Coats

Version 1.1.2 (18th October 2018)

18 Oct 10:20
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  • Updated for 1.0
  • Successfully removed dependency on JecsTools

Version 1.1.1b (28th September 2018)

28 Sep 19:21
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Added support for Fluffy's Mod Manager Beta
Preview.xcf no longer included which significantly reduces overall file size

Version 1.1.1 (25th September 2018)

25 Sep 15:11
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Minor bugfixes

  • Targeting mode resetting now works from the actual tick when the mode was changed rather than how many ticks have generally elapsed, fixing weird edge-case issues
  • Targeting mode reset interval setting now saves

Version 1.1 (25th September 2018)

25 Sep 11:24
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Manhunter pack animals can now use random targeting modes

  • Requires at least Intermediate trainable intelligence
  • Animals with higher intelligence are more likely to use random modes

QoL improvement: Targeting modes can now automatically reset after a certain amount of time when not in combat

Now configurable through mod settings

  • Whether modes affect accuracy or not (default: true)
  • Targeting mode resetting interval (default: 6h)
  • Whether hostile NPCs can use modes (default: true)
  • Minimum weapon skill for smart raiders to use random modes (default: 8)
  • Chance for mechanoids to use random modes (default: 35%)
  • Chance for manhunter pack animals to use random modes (default: 20%)

Version 1.0.6 (24th September 2018)

24 Sep 19:52
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Mechanoids from psychic/poison ships may now get randomized targeting modes

Version 1.0.5 (15th September 2018)

15 Sep 17:50
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Fixed a bug where raids with some unarmed pawns would throw errors