steves_army-0.6.0.jar
Curse Maven Snippet
What's new
Soldier Swap
- Swapping bodies carries health with it: take the soldier's current health and leave your own behind. Swapping back no longer provides a free heal.
Machine Gunner Overhaul
- Machine gunners retain their existing support-role cover and movement safeguards while providing sustained ATTACK suppression.
- Suppression bursts rotate across every known enemy position, with multiple gunners interleaving their fire instead of stacking on one target.
- Visible targets receive longer bursts with faster recovery and better tracking on moving enemies, while low-in-cover firing keeps the gun's crawl recoil.
- Cover seeking now completes the move more reliably instead of stranding a gunner mid-seek or skipping from cover straight to the objective.
Danger Map & Moving Under Fire
- Squads build a line-of-sight danger map from known threats. Friendly and enemy pathfinding favors safer routes around kill zones, while danger remains a cost rather than an impassable wall.
- Suppressed soldiers keep moving when a safer route exists, and crawl through stretches where going low reduces exposure while incoming fire is fresh.
- Relocation under suppression only happens when the route is fully safe; fully pinned soldiers hold their cover instead of walking out.
Prone Positions & Squad Spacing
- Soldiers prioritize physical cover that protects them from the threat. When suitable cover is unavailable, they can spread into prone firing positions with usable sightlines.
- Squad spacing applies while moving and selecting defensive positions, including prone firing lanes. The spacing distance is configurable, with a default of 3 blocks.
CQB & Room Clearing
- Close-quarters behavior no longer freezes when an enemy is spotted nearby, and close-range cover seeking works more consistently.
- Squads queue at doorways, pre-aim around corners and search last-known enemy positions after contact breaks.
- Soldiers make smaller corner peeks and can briefly expose themselves to fire a short burst at a recently spotted enemy before withdrawing.
- ATTACK combines an assault with room-by-room and area clearing, advancing cover-to-cover and checking blind spots before reporting "Area secured. All clear."
- Improved clearing objectives and regrouping on slabs and other partial-height ground. New orders take over from earlier regrouping tasks.
Movement & Recovery
- Traverse lets soldiers relocate quickly while Tactical movement runs at 40% pace so they can fight while advancing.
- Fire teams cross open ground in bounds with an overwatching gunner; soldiers caught in the open return fire instead of endlessly re-seeking cover.
- Normal travel speed is capped around player sprint speed, with fixes for movement bursts and sudden skips.
- GO_TO orders arrive properly and hand off to cover, with improved long-distance travel and obstacle detours.
- Fixed soldiers becoming stranded outside cover during reloads, suppression or interrupted movement, and fixed doorway detection on raised paths.
- Added recovery from persistent movement failures. Soldiers trapped in enclosed terrain can relocate a short distance as a last resort while retaining their movement order.
Soldier Animation Overhaul
- Rebuilt soldier presentation around a Simple Enemy-derived full-body rig and animation set, with updated idle, hit reactions, death animations and head tracking.
- Improved TaCZ weapon handling and ready stances for rifles, pistols and miniguns, alongside updated armor and stowed-weapon rendering.
- Added refreshed standing, crouching, kneeling, cover and crawl transitions. Half-cover firing uses a planted one-knee stance, with an updated walking and running stride.
Command Wheels & Fireteam HUD
- Added optional click-to-open controls for command, vehicle, formation and fire-team wheels. Hold-to-open remains the default.
- In click mode, left-click confirms, Escape or the opener button cancels, and right-click switches between command and vehicle pages.
- Added a configurable compact fireteam HUD showing squad strength, orders and suppression, with estimated travel progress and arrival times.
Guns, Equipment & Squad Management
- Fixed the empty-gun reload loop: soldiers handed an empty gun now reload and fire instead of looping forever.
- Aim holds on moving targets more patiently, including imperfect bursts against fast movers. Reload timing is role-aware, and gun weight no longer pushes caution movement below sneak pace.
- Soldiers interrupt combat less readily for tactical reloads, with longer firing windows for machine gunners. Suppression survives player respawn.
- When death drops are enabled, guns and one carried ammunition stack per ammunition type used by those guns drop separately. Remaining equipment stays in the supply pouch, preserving its inventory slots.
- Fixed soldiers losing their owner's team affiliation while the owner is offline, including across chunk reloads.
- Enemy anti-tank soldiers can spawn into callsign squads.
Configuration & Performance
- Added optional server-side soldier chunk loading, disabled by default. It keeps qualifying nearby friendly and enemy soldiers active beyond normal ticking distance, with matching tracking distance.
- Chunk-loading distance defaults to 256 blocks and is configurable from 16 to 1024 blocks.
- Reduced processing costs for cover searches and squad danger updates.
Developer Tools
- Added headless simulation scenarios, a soldier flight recorder with trace viewing, and debug overlays for cover state, danger maps, movement courses and field of view.
- Added a recording command to capture soldier behavior for debugging.
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