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Found 2 results

  1. Currently mappers can't edit the objective screen gui. 1. But let's say you create a mission where you don't want any difference in difficulty, or set it in a different way, then I think you should be able to remove the 3 difficulty selections from the objective/dificulty screen. (Edit: Not possible yet, but objectives could be set in mission briefing and then difficulty selection screen can be skipped, See below.) 2. Also, maybe you don't want to list the objectives on an objective screen before mission start. Maybe you want to have a mission briefing, start the mission and after that give the objectives somewhere during the mission. Or maybe you want players to select difficulty inside the mission in some way. In this case there's no need for the objectives screen and you might as well skip this screen. (Edit: Already possible with #define ENABLE_MAINMENU_DIFF_SELECT 0 in mainmenu_custom_defs.gui )
  2. Yes, another feature suggestion... please don't kill me This is something very simple and minor, which should only involve adding a setting and a new menu entry if accepted. Hopefully it's not a pointless thing that no one else wants, but here it goes: The Settings -> Gameplay -> Difficulty menu lets you tweak the difficulty of the AI. Currently this only includes AI Vision and AI Hearing, which determine how quickly characters see or hear you. I was however thinking that a third setting might be worth adding: AI Persistence. It would allow people to tweak how long it takes for an AI to lose their alert level, and ultimately for how long they will search the area. This could be useful because different players might want to wait different amounts of time for guards to calm down, based on how long they're willing to wait to complete the level. A good minimum value would perhaps be one minute. So if a guard is attacking then you disappear from its field of vision, it would take about a minute until the guard looses all interest and resumes to patrolling. This would be useful for players who don't like waiting in a hiding spot for too long, similar to "nearly blind / deaf". A good maximum value might be something over 30 minutes. If a guard attacks you then loses sight of you, it would take them past half an hour to fully calm down and stop searching. This would be a realistic setting and suited for patient players or those good at sneaking quickly, similar to "hardcore".
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