Press F1/2/3/4 will override the time of day. (Hold START on gamepad.)
Medkits have been consolidated to Q. Press Q to quick use a medkit. Hold Q to open medkit wheel.
Disassembling weapons has been moved from U to V, which is more consistent with corpse pick up/looting bindings.
Cancel has been moved from Y to R. (For when you don't want to fire an arrow.)
Hold delay removed from gadget and weapon wheels.
Waypoint/Lure functions of Drone now set to LMB/RMB.
Weapon light/laser moved from 4 to L to be more consistent with vehicle lights.
Peeking while climbing is now LMB.
TAB now opens map menu.
Holding elevation adjustment (Q/E) will now cycle instead of having to press repeatedly.
Mouse acceleration and smoothing disabled.
+NPC spawn/despawn distance fixes.
+Fixed broken water quality and texture filtering settings.
+Car radio partially fixed.
+Extensive key rebinding fixes.
+Time of Day override. (Press F1, F2, F3, F4, or START.)
+Weapons are louder and silencers more realistic.
+Silencer degradation removed.
+Sidearms and secondary weapons more responsive ADS from a sprint.
+Significantly reduced XP allocation.
+Removed some OP skills from Skill Tree.
+Reworked per-difficulty HUD/gameplay options.
+Fixed strange torso damage multiplier
+Sniping zoom sway significantly increased. Stance/tripods/etc now have more significant impact on accuracy.
+Removed advanced tagging. (Seeing enemies tagged through walls, etc.)
+Removed auto-mantling/takedown system.
+Removed XP notifications.
+Removed aim toggle. (Leaning doesn't work.)
+Removed chromatic aberration.
+Removed Ubisoft-style alert ring.
+Now have chance of looting most ammo types (including arrows) from NPCs.
+Increased ammo carry capacity for pistols.
+Rebalanced shotgun damage.
It's been a little over a year since I released SGW3 Improvement Project 0.1 When I started working on this mod in August 2017, I never thought I'd come this far. Thank you to everyone who has come along on the journey by downloading my mod to make a rough gem of a game better.
Because I'm making significant changes to the game design in the Improvement Project, I felt it was necessary to split the mod into Improvement Project and Unofficial Patch. The Improvement Project seeks to improve the game design, but if you just want the vanilla experience with keybinding fixes, ToD override, and the infamous NPC spawning problems fixed, then Unofficial Patch is the version for you. Please bear in mind that you do not need the Unofficial Patch if you have the Improvement Project installed. The UP is simply a stripped down version of the IP.
This one was a tough call. I may restore MP access in the Unofficial Patch at some point, since the UP doesn't make anywhere near as many changes as the IP, but for now it's been disabled in both versions.
If you're someone who plays SGW3 using a gamepad instead of a mouse and keyboard, you'll be pleased to know that you can override the Time of Day by holding down START on your controller. Holding the button will make the game cycle through the four presets selectable on a Keyboard's F1-F4 keys.
In the vanilla game, silencers reduce weapon noise to almost nothing, but they break frequently. IMO, this is bad design. I've tried to find a middle ground where silencers reduce radius by 50%, but the silencers don't break. This is more in line with how actual guns work. As a side effect, the bow is a more useful weapon since it is no longer made completely redundant by pistols.
Pistols and secondary weapons now have a 100ms delay instead of a 300ms delay when ADS from a sprint. This makes them feel snappier. Sniper Rifles still have 300ms delay.
The vanilla game showers you with XP for pretty much anything that involves shooting people. I've significantly reduced the amount of XP you earn from tasks. In addition, I also...
In particular, skills that immediately reveal sniper locations through their laser sights, and skills that allow you to see enemies through walls. I feel these drain tension from the game like an axe through the side of a rum barrel.
I made some changes to the default difficulty settings. The Unofficial Patch is mostly the same as vanilla, but felt some of the Challenge HUD settings such as hiding your stance icon were really not properly thought out. In the Improvement Project, red dot aim assistance is disabled by default on all difficulties, among several other changes.
Some NPCs have a rather excessive damage multiplier for toros shots. (10x, compared to 1x for enemies wearing vests.) This meant that simply winging certain NPCs in the torso region immediately killed them. I reduced this multiplier to 1.5x
Stance/tripods/etc now have more significant impact on accuracy. If you want to take a shot long distance with any degree of steadiness, you'll need to go prone.
Enemies tagged using the drone no longer have icons showing you their location at all times.
The mantling system is decent idea on paper, inconsistent and borderline broken in practice. There's no consistency between whether you'll vault over one waist high wall or another. For this reason I've removed the functionality. You can still perform melee takedowns by pressing V of course.
While there is an option to disable these in the vanilla game and UP, I have chosen to disable them completely in the IP. There are few things tackier than a serious FPS game flashing congratulatory numbers on the screen every time you shoot someone.
The game's aim toggle was added in a patch, and it breaks leaning. You can't toggle lean around corners. Which is very bad, and for this reason I've removed the functionality from the Improvement Project version.
SGW3 has a particularly strong chromatic aberration implementation that I would reduce in intensity if I could, but since that isn't practical I've chosen to remove it completely. It's optional in the Unofficial Patch.
I think that telling the player where they are being viewed from is a tension drainer. With the alert ring removed, you have to peek around corners, hide behind trees, and take pot shots at enemies -- instead of having a big red arrow telling you exactly where the enemies are located so you can shoot them.
In the vanilla game, you only ever find one or two ammo types from enemies. Which is a huge pain for people who want to use bows, for instance. Or shotguns. Now you have a random chance of finding all the major ammo types during looting.
In the vanilla game, you can only carry 3 pistol magazines. I have increased this to 9. This makes using pistols as your primary weapon a far more viable option.
I've increased damage dropoff to try and make shotguns a bit less OP at long range. I'm not entirely happy with this adjustment because I think that shotguns should have decent range without being too effective. I'll probably tune it further in future versions of the mod.
The next version of the SGW3: Improvement Project is transitioning from a glorified fan patch into a more comprehensive overhaul mod. But (relative) purists...
It's nowhere near perfect, but I've created a hacky workaround to one of SGW3's most annoying technical issues.
It's been almost a year since Sniper: Ghost Warrior 3 launched, and we've recently seen the release of the 1.7 update and multiplayer.
A brief look at how SGW3: IP came to be, and what it does.
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Alternate version of the Improvement Project mod that steers clear of significant mechanical changes while retaining bug fixes and light-handed QoL improvements...
Adjusted ToD values (9, 12, 15, 20) and moved keybinds into SP-only.
Implemented a crude Time of Day override. Press F1/2/3/4 to change the time of day to your liking. No more constant midnight!
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