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Updated changelog
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# Changelog
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## 4.4.1
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* HRP: Fixed the clickability issue of the file list for save/load and **'print to file'** options in the character screen
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* Fixed a bug introduced in 4.4 that caused saved arrays to have incorrect data in `sfallgv.sav`
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* Fixed a crash when calling `start_gdialog` outside the `talk_p_proc` procedure for talking heads
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* Fixed `create_object_sid` script function to allow creating an object with no script correctly when passing 0 as the script index number
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* Changed the calculation of the **'best armor'** score to exclude the EMP stats (gameplay mod friendly)
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* Tweaked the position of the ammo bar on the interface bar
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* Removed **AdditionalWeaponAnims** from `ddraw.ini`. Now additional weapon animation codes are always available
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* Updated **NPC combat control mod** to make the player's **Jinxed** trait/perk affect all controlled critters
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## 4.4.0.1
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* Fixed a crash on startup on Windows XP/2003
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@@ -91,7 +101,7 @@
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* HRP: Fixed a few issues with the main menu
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* HRP: Added support for **LocalMapXLimit/LocalMapYLimit** options in `ddraw.ini`
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* Removed **FadeBackgroundMusic** option because the fix in 4.3.3 doesn't work reliably in all cases
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* Added a fix for being unable to plant items on non-biped critters with the `Barter` flag set (e.g. Skynet and Goris)
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* Added a fix for being unable to plant items on non-biped critters with the **'Barter'** flag set (e.g. Skynet and Goris)
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* Updated the ammo ini loader mod in the **modders pack**
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## 4.3.3.1
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* Cleaned up `define_lite.h` and `command_lite.h` in the **modders pack**
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## 4.2.8
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* Fixed a bug in **ObjCanSeeObj_ShootThru_Fix** that caused the source to be unable to see the target if it has the `ShootTrhu` flag set
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* Fixed a bug in **ObjCanSeeObj_ShootThru_Fix** that caused the source to be unable to see the target if it has the **'ShootTrhu'** flag set
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* Fixed the encounter messages still being limited to 50 entries per table when **EncounterTableSize** is set to greater than 50
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* Fixed temporary arrays in scripts being cleared when flushing the keyboard buffer
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* Fixed the broken `Print()` script function
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* Improved the field of view check in **ObjCanSeeObj_ShootThru_Fix**
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* Improved the functionality of **GlobalShaderFile** to be able to load multiple shader files
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* Improved the performance of **DX9** graphics modes
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@@ -275,7 +286,6 @@
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* Added a fix for the flags of critters in the line of fire not being taken into account when calculating the hit chance penalty of ranged attacks
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* Added a fix to the check for ranged weapons in the **Fast Shot** trait and **FastShotFix**
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* Added a fix for the background image of the character portrait on the player's inventory screen
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* Added a fix for the broken `Print()` script function
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* Added the original Fallout 1 behavior of the **Fast Shot** trait to **FastShotFix**
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* Added an option to enable linear texture filtering for **DX9** graphics modes
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* Added support for **ACM** audio file playback and volume control to `soundplay` script function
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@@ -691,7 +701,7 @@ Various bug fixes and features based on the work by Mr.Stalin:
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* Fixed **DX9** mode not showing movie subtitles properly when not using the hi-res patch
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* Fixed **DisplayBonusDamage** not being applied to Melee Damage stat on the character screen when **BonusHtHDamageFix** is enabled
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* Improved the functionality of **ExtraSaveSlots**: added sound effect when clicking on the navigation buttons
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* Improved the fix for `start_gdialog` script function to fix a crash if calling `start_gdialog` outside of the `talk_p_proc` procedure for talking heads
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* Improved the functionality of **StartGDialogFix** to fix a crash when calling `start_gdialog` outside the `talk_p_proc` procedure for talking heads
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* Added a fix for the exploit that allows you to gain excessive skill points from **Tag!** perk before leaving the character screen
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* Added an option to change the limit of how many protos per type can be loaded into memory at once, and improved the functionality of `set_proto_data` script function to be able to automatically increase the limit when needed
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* Added an option to skip the **'Move Items'** window when taking items from containers or corpses and not holding down **ItemFastMoveKey**
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@@ -730,10 +740,10 @@ Original engine bug fixes and various features based on the work by Mr.Stalin:
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* Expanded `is_iface_tag_active` script function to check tag value of 0/1/2 (sneak/poisoned/radiated)
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* Added a fix for missing AC/DR mod stats when examining ammo in the barter screen
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* Added a fix for the display issue in the pipboy when a quest list is too long with **UseScrollingQuestsList** diabled
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* Added a fix for the clickability issue of holodisk list in the pipboy
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* Added a fix for the clickability issue of the holodisk list in the pipboy
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* Added a fix for the broken `obj_can_hear_obj` script function
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* Added a fix for multihex critters moving too close and overlapping their targets in combat
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* Added a fix for AI not checking weapon perks properly when choosing the best weapon in combat
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* Added a fix for AI not checking weapon perks properly when choosing the best weapon
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* Added an option to keep the selected attack mode when moving the weapon between active item slots
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* Added an option to set the number of additional notification boxes to the interface
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* Added an option to load alternative dialog msg and subtitle files for female PC (translation friendly)
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@@ -852,7 +862,7 @@ Original engine bug fixes and various features based on the work by Crafty:
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* Fixed broken `call_offset_*` script functions
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* Fixed **OverrideMusicDir** not using the correct path string
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* Fixed a bug in `metarule2_explosions` function that caused damage type change not to work
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* Fixed a crash if calling `reg_anim_obj_run_to_tile` after `reg_anim_combat_check`
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* Fixed a crash when calling `reg_anim_obj_run_to_tile` after `reg_anim_combat_check`
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* Changed `sfallgv.sav` to be loaded before other save game files to make saved arrays available in the start procedure
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* Changed **BodyHit_Torso** to **BodyHit_Torso_Uncalled** because it sets both *body_torso* and *body_uncalled* hit modifiers
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