![]() ![]() The exclusive use of Japanese capacitors rated to 105☌ and a 135 mm fan with a fluid dynamic bearing provide a quiet and reliable operation with an average life cycle of over 100,000 hours.Īdjustable Cooling. In addition, the power supply is equipped with all common safety features to protect against damage: Over current and over voltage protection, under voltage protection, short circuit protection and over temperature and over power protection are all supported. The SilentStorm Cool Zero is certified with 80 PLUS Gold, achieving at least 90% efficiency at 50 % load as well as 87 % efficiency at 20 % and 100 % load. Replaced the safe with fake gold (from the first mission of the German campaign of the original) with an empty one.Efficient and Safe. Leaving the map has become a little more difficult (if an attempt is made to escape, bypassing enemies).Ĭhanged the camera in the scene with the departing truck. Removed the ability to climb into unreachable territory for enemies.įixed a bug that allowed bypassing the launch of the ambush script.Ĭhanged the shape and composition of the enemies. Now, after the scene, the entire player group appears inside the "arena" (next to the gate). Now you can leave the map only after the destruction of the boss.Įnemies begin regenerating health when they sense the player's group. The balance of the map has been seriously changed. The MT satellite has been replaced with a downed German aircraft from the last mission.Īdded new enemies, changed some old ones. Increased spawn chance to 15% (up from 5%). Minor changes to skirmishes in Switzerland, Germany and England. Some bandits from skirmishes in the USSR can now surrender during combat. In its place appeared a meeting mausoleum Īll of the usual old and new skirmishes have been revisited and given cosmetic changes. The special meeting with the bank has been moved to Poland. Neutral encounters have appeared (no opponents, may contain items or anything useful) leveling is disabled, so it's better not to meddle in some areas too early Levels, perks and skill strength of opponents are determined randomly. Not only weapons and enemy placement can be random, but also enemy types, combat situations, rewards and allies. Opponents may have goals and missions (other than patrolling or guarding) Opponents received classes, perks, their skills were adjusted. Most of these documents can be found in story missions.Ĭhanged original meetings, added new ones Įach meeting is code-driven. Various documents have been added to the game that can be taken to a merchant to sell. Their descriptions have also been updated.ĭisabled the ability to render enemies unconscious with bare hands. Some quests are now rewarded with slightly more money.Ĭhanged difficulty levels. Interesting items can now be found in most skirmishes and missions. Increased the cost of repairing weapons at the base. Increased the cost of recruiting fighters. The cost of treatment at the base has been increased. If the enemy surrenders, the player will receive much more money for each living prisoner. Significantly increased the reward for surrender. Only works in story missions.Īdded new sounds, voice acting and music.Ĭorrected the description of the PC repair tool. The higher the difference in levels, the stronger the rebuff. In the event that the player's party will be ahead of the MT group in terms of level (for example, it will be pumped in advance in skirmishes), the enemies will be better prepared. Introduced a system of auto-balancing missions. Increased the radius of the AI to find the killer when finding the body of a comrade.Ĭompleting a mission block will now require completing the entire block, i.e. Increased the minimum chance to knock back an enemy during an attack. It will turn off only when it is completely destroyed. Upon contact with the enemy on some maps, turn-based combat may turn on. ![]()
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