Escapists 1.3
## 1.3 - Dynamics Update
### Additions
- British Forces mod support
- (British Forces) UK faction, could be both players and antagonists
- (British Forces) NATO faction as antagonists only, US+UK merge faction
- Chernarus Reforged terrain support
- Ambient Events system - random events that may occur around the players
- Helicopter Flyby ambient event - helicopter that flies near the players, it's crew might notice the players and call for help, so make sure you're hidden enough when they're close
- Vehicle Patrol ambient event
- Insurgents faction - FIA will join the fight against both enemy and escapees, could be disabled by ticking the parameter
- New location type - FIA hideout, 3 compositions
- Explosive barrels - some locations on the level may have dark red barrels with somewhat unstable liquids, incendiary and tracer round may ignite them which will lead to catastrophic discharge, ordinary bullets may do that too but it will require more shots that way
- Additional station radio station control tower composition
- Additional hideout start type - abandoned houses and airfield bunker (the latter is Arland-only), it will have player faction initial equipment
- New magazine types - SVD magazine with 7T2 tracer rounds and M14 magazine with M62 tracer cartridges, could be found on enemy snipers and sharpshooters, also added to random loot pool
### Changes
- Escapees will get initial flashlights in hideout starts after sunset
- Exposed some parameters for configuration via mission header (mostly spawn chances of various game objects)
- Fixed inability to use epinephrine on a patient with active morphine damage effect
- Fixed inability to put unconscious characters inside the vehicles on any passenger slots
- Fixed an issue when RANDOM faction mission header option might pick the CIV faction thus breaking the game mode
- Fixed error in support notification system that always shown ordinary QRF value for every support type
- Fixed uniforms with clipping elbows by using vanilla belted variants of uniforms
- Fixed unintentional reach extraction point task failure on *any* vehicle destruction
- Fixed incorrect colors on imported textures (mostly icons) due to incorrect color format on Enfusion import, texture size reduction
- Fixed despawn bug of empty vehicle from QRF Vehicle support
- Fixed inability to call for support in Soviet groups
- Fixed incompatibility with ACE Trenches mod due to disabled player controller component
- Static locations no longer guaranteed to spawn
- Increased all ammoboxes volumes from 800 to 3000
- Increased chances to spawn squads and fireteams with radioman by 5-10 percents per each group type
- Reduced map item spawn chance from 30% to 20%
- Improved performance of car alarm flip-flop lights at the cost of hazard/headlights sync due to engine and script environment differences
- Reduced AI prison guards desire to abandon their posts inside the prison and go for a walk outside by giving them individual groups and defend waypoints with higher priority
- Small chance to spawn specops on infantry QRF
- Map markers network optimization and JIP fixes
- Random location holders location picking optimization and network consistency fixes
- Vehicles are no longer guaranteed to spawn on vehicle spawn points on location compositions (except vehicle checkpoints)
- Armored vehicles will no longer appear on vehicle checkpoints
- Excluded commanding and construction trucks from vehicle pool
- Reduced appearance chance of scopeless SVD and M21 in prisons as they weren't intended to appear too frequent as it was in previous version
- Magazine stacks instead of singular magazine could be found in containers
- Player faction UI element in setup menu
- Tuned vehicle and pedestrian count in Everon cities
- Civilians will have disabled AI as other factions too until game start
- Regenerated navmesh patches for all locations and fixed BTRLike AI World (the latter might fix some yet unknown driving issues)
- Increased chance to find a map in enemy loadout from 20% to 35%
- Ambient Events should appear a bit more frequently
- Fixed broken lighting due to wrong start area composition
- Fixed broken win conditions
- Increased vehicle QRF support chances
- Increased frequency of ambient events
- Fixed FIA hideouts faction affiliation
- Louder radio messages
- Fixed missing radio voice messages on clients and other yet unknown issues due to improper game configuration network translations
- Slightly reduced critical damage threshold for slightly increased and moderate health types
- Unblocked additional entrances in castle near St.Pierre and regenerated navmesh patch for this location
- Fixed stuck Helicopter Flyby ambient events if helicopter got destroyed
- Fixed unnecessary Replication.BumpMe() call in Escapists config
- Fixed bad OnPilotDamage event configuration
- Increased number of simultaneous Helicopter Flyby ambient events from 1 to 3
- Temporarily disabled ambient vehicle patrol system due to huge server issues
- Gunner will be randomly picked from faction character catalog instead of using default character
- Epinephrine 2.0 - ability to apply on conscious indviduals to provide some usefulness in single player runs, post-effect tweaks, autofill of 8 quickbar slot, other tweaks and fixes
- Disabled name tags for civilians
- RANDOM weather support in mission header config
- Location character managers merge
- Slightly increased ambient event chances
- Fixed mission header faction pick issues
- Car Alarm will automatically turn off after engine start within 10-20 seconds range
- Defend Radio Task refactoring to fix some network issues
### Removals
- Removed unused textures to reduce size of the mod package
- Removed some objects from the terrain to reduce navmesh size
- Removed some meaningless custom locations on Everon to reduce workload and size of the mod