- included zero's "M.E.R.C. is back" with his permission. Many thanks, again;
- changed new mercs portraits, gear, stats and looks to fit CE;
- fixed an issue where the additional info was not displayed in the right textbox for the new mercs;
- decreased range for 7.62 NATO chambered ARs and rebalanced stats accordingly;
- tweaked accuracy and durability for some weapons;
- increased range for 5.45 chambered ARs;
- tweaked some stats for sniper rifles;
- changed syringe medical requirement to 0 as it should've been (thanks Gen. Drax);
- modified some merc stats;
- added icons in weapon picture for weapon types and removed weapon type from text descriptions;
- added 7 new weapons (PPSh-41, Mosin-Nagant M59, AK-74, OSV-96, Skorpion vz. 82, SPAS-12 and baseball bat)
- changed loadout for some enemy soldiers;
- rebalanced the numbers and levels of enemies in some sectors;
- rebalanced some mercs;
- modified loot sectors and trader inventories (this is spreading across several versions);
- modified a few dialogues for immersion purposes;
- made Deidranna slightly more difficulty and slightly more paranoid;
- fixed Blood not being able to use his medkit (thanks reVurt);
- fixed Steyr Scout magazine size (thanks reVurt);
- fixed AKS-74U attachment point (thanks Specter);
- fixed a problem with the Neoprene skull mask textures - this time for real! no joke! (thanks Aemun and Guy);
- fixed Nightblind and Night Ops tooltips (thanks Specter);
- fixed a loading screen tip about CQB (thanks Blondy);
- fixed the flat cap not having a name and description (thanks Landwalker);
- removed laser sight light ray;
Note: If you have a vanilla savegame, a new game is highly advisable since there are too many changes that won't take effect and unwanted behaviour might occur. If you have a 1.05/1.05b CE mod savegame, it should be compatible, except for the fact that things like stats for the already hired mercs and content for the already looted containers won't come in effect.