* California minor beta correction
Several patrols and an exclusion zone were pointed to the wrong place because the position of California Minor changed in the final version.
Re-routed one Navy patrol path with a flyby of California Minor
Re-routed one Bounty Hunter patrol path with a flyby of California Minor
Re-routed one exclusion zone to point to California Minor
There is an inconsistency in the story cutscenes where with the previous config, you could see a doppelganger of the Manhattan bartender. Therefore, it is better to revert the changes for now.
Changed the Manhattan bartender to the one you see during the story cutscenes. Also ensure that the Manhattan bartender already knows Trent when starting a new game.
The hostile platforms at Yukawa during Mission 8 previously had the Rheinland Military faction assigned, which is incorrect. It's been updated to Kusari Naval Forces in this commit. Resolves#219.
The torpedo_dlg is obsolete since it's meant to be played right after the previous dialog. The torpedo voice line has been added to the previous dialog which does the same thing and ensures the latter voice line is always played.
The dialogue 'Incoming, brace for impact!' was previously inaudible because it would be played while the previous dialogue had not finished playing yet. This commit adjusts the timers of two events slightly so that the previous dialogue will be able to finish before the next one starts.
The `rumble_ci_h_fighter` rumble sound ended up being too repetitive as the sound is only 2 seconds instead of the regular 5 seconds. Because of this, it wasn't that nice to listen to for long periods of time.
After the first bartender cutscene, there would be a small chance that a rumor would be given about Trent signing on to work with Juni. However, this would be before you even had the chance to talk to her. Now the rumor will only be told after the first mission has been accepted, which chronologically makes the most sense.
In all other systems, there is 1000 units distance from entering the sun atmosphere to the death zone. While the autopilot will avoid the death zone anyway when trying to avoid the atmosphere, the inconsistency is also not really necessary.
2Mil damage is normal only for planet death zones. The naming scheme for this sun death zone is the most unusual in all systems but I'm not changing it here since it doesn't matter much.
* Iw02 sun death zone fixes
Added large atmosphere range (death zone radius +3000) but left the death zone radius itself untouched, despite being unusually small. This might cause missions to spawn inside the sun atmosphere due to vignettes that overlap even with the sun itself, but should not have any critical effects on gameplay beyond that. Death zone damage raised to ordinary amount.
* Iw01 sun death zone fixes
Added atmosphere range with death zone radius +1000 (consistent with most stars) and 6000 is a death zone radius for 1000-radius star models elsewhere, which works in the geometry of Iw01 just fine, so I'm leaving that unchanged. Only increased the death zone's damage to the normal amount for sun death zones
Removed unnecessary and unused entries. Also updated GTDTL_128.TGA and ET.TGA so both images have a more realistic looking metal texture for the black and yellow stripes.
The trader position is the same as for equipment dealer in the ku_07_deck THN.
The player for the shipdealer version was however on the wrong spot.
This version puts the player just where it is for the equip dealer to fix it.
This file is not used by any vanilla bases.
The new capital explosion effects have been removed because they looked too dense when stacked. Moreover, it still hasn't been possible to fix the cutoff issue with these effects. Feel free to re-add them once it is possible to fix this.
Removed the interface and ambient sound checkboxes from the audio options because the game automatically updates them. With the checkboxes the interface and ambient sounds could only be set to off or max volume. Additionally, the default volume for all sounds has been lowered to 50 because 100 is too loud.
In the base game and JFLP, this entry is missing. Adding it enabled players to see the field from a far away distance instead of it just "popping" in when flying towards FP10.