Version: a2 Date: 2008-04-21 Strogg bots now choose closest spawn master to last seen pos of a gdf, or a random one on easy. Strogg bots more tenacious, less likely to ignore you if they can't reach you. Strogg respawn increased from 2 to 6. Pistol: increased clip to 15. Increased starting ammo to 75. Elecroshock mines are now scattered with other items, all gdf classes can use them, they auto arm on placement. They currently have unlimited charges so are excellent in creating areas to fall back to. Added tooltip 'you cannot carry any more' when you have max of a pickup. Item glow on pickups to make them easier to spot. You now drop items when you die, not when you are initially knocked out, so you can be revived without unnecessary hassle of having dropped your stuff. You can now select empty weapons so you can drop them if needed, this also stops the pingpong where it would get stuck in a loop when trying to switch between empty weapons. Repair packs still using ammo pack model, but in world pack is now a zesty orange. Health and ammo (pistol/assault) crates placed near capturable spawns. Hold activate for a while to be supplied. Strogg spikes damage decreased. Strogg drop stroyent on death, it's a low health instant use-on-pickup that gdf can use. Fieldops: Can only carry 2 packs. Now has radio to listen into radio beacons. Packs emit a RFID beep. Some other points in map are also broadcasting beacons. When at a radio source holding the radio, aim at it and press attack to filter it out. Capturable spawns no longer show missions, or on map, but will be marked on capture. Cap point now plays radio beacon. Covt Ops: Only carry one 2 handed weapon, but can run faster with pistol or knife. Can't outrun oppressor though. Soldier: Now only carry 3 packs. HE explosives and armer removed until selection menu can be reworked to support more than 10 items. Repair pack/pliers amount increased. All maps Gun emplacements take ~ 1/2 a pack to repair Strogg vehicles removed. Strogg spawn points activated. Area 22: Has damaged Anti Personnel Turret spawn, only takes one repair pack to reactivate, so you can decide whether you want to use it as a fall back area. Quarry: Initial support. Island: generator that opens vault doors only requires one pack instead of ~ two. platypus removed due to crash Fixed: drop weapon key now drops one item for those that stack (grenades/packs) instead of all, and now and removes one from inventory. Known issues: using two weapons with same ammo (assault rifles) can be dodgey as ammo in clip is just a counter and weapons work off the main ammo pool, this can lead to odd counting situations where using up all the ammo on one weapon, then switching to the next will show - one clip amount, upon firing it will show the ture count 0, but also 0 for clip, since it can't draw from main pool. Ammo count for picking up previously dropped weapon runs into same issue, since I'm currently just saving and restoring clip, rather than actual ammo count. GDF forward spawns can be recaptured by strogg, though bots will not do this, in later versions they will not be recapturable. They are there to give GDF a better chance in exploring parts of the map further from initial spawn.