4.12.6 released.
More game gripes fixed.
2) PENDING
added a suspicion check for weapons that have been "holstered", meaning weapons carried in the squad inventory, but not equipped
Since weapons (including ammunition) cannot be taken to a site without being equipped to a squad member, this was an exploit (Unimplemented)
TODO Weapon concealment overhaul
currently basically all handguns are size 5, rifles size 15, and shotguns/smgs size 10. Default value is 15.
All armors have a concealment rating of 5 except naked (0) and trenchcoat(10)
Dufflebag of guns seems worth considering.
3) WIP
Car chase unit quantity is now based on logarithmic progression instead of linear. Tweaking is likely necessary, but still.
6) DONE
Mistakenly attacking innocents: if skill is 8 or higher, there is no chance of mistakenly hitting innocents (except when used as a human shield).
If skill is 7 or lower, the odds are based on skill, with a maximum of 10% chance at skill = 0;
Melee weapons only require a skill of 4.
If skill is 3 or lower, the odds are based on skill, with a maximum of 5% chance at skill = 0;
26) DONE
Able to repair clothing in bulk
34) DONE
Most skills are now trainable in the university district.
Skills not trainable in university
SKILL_AXE,
SKILL_HEAVYWEAPONS,
SKILL_KNIFE,
SKILL_PISTOL,
SKILL_RIFLE,
SKILL_SHOTGUN,
SKILL_SMG,
new skills trainable in university
++ SKILL_CLUB, (Baseball)
++ SKILL_SEDUCTION, (Buying Drinks)
++ SKILL_STEALTH, (Stealth)
++ SKILL_STREETSENSE, (Police Procedure)
++ SKILL_THROWING, (Basketball)
(Now trainable, already trainable in Terra Vitae)
++ SKILL_COMPUTERS,
++ SKILL_RELIGION,
++ SKILL_SWORD, (Fencing)
++ SKILL_TAILORING, (Weaving)