But sadly, that's only on master builds.
I honestly don't know why it's so hard for someone to release a patch with master's targeting system, or even just point me to the code that controls it. I've asked around many times, but I don't get an answer, unless you count the condescending answers I get from a dev sometimes
I would in all honesty do the work myself if I knew how to, but I've never studied programming languages before and the best I can do is change variables and copy and paste. I can't even make a playable mod without problems, unless it's in an open folder. (Zarel knows what I'm talking about
In case you're wondering how would I be able to change the code if I don't even know how to effectively change the code and make it work, I want to see it so I can compare it with the targeting system code on 2.3.8.
So far, I don't see any sign that it's being worked on for 2.3.9, and I get the feeling it's either on the back-burner, or not enough people really care about it. I'll bet that most players on 2.3.8 don't even know that this improved targeting system exists on the master builds, but it solves that annoying problem with *everything* attacking one enemy at a time and wasting a whole lot of ammo.
But here's the question I ask right now: what makes a mod from 2.3.8 incompatible with master builds? I've found a couple things already while searching through the .txt files. The top line, where all the category names are are differently labeled in the two versions. Also, in master, you can actually select AIs in the menu. Also, if you try and run an old AI on master, you'll get a crash with something like a MAX_PLAYERS error. It's because of the two extra player slots in master builds. Also, scavengers can be played on at least 1-9 player maps in master.
These are some of the differences I found that make the two versions incompatible with each other when it comes to mods, but I think there's a lot more than just what I have here.

