HAM offers a variety of different customizable features which can be edited to the player's satisfaction. Some features are minor in scope, perhaps simply fixing a small bug. Other features are intricate and complex systems with many settings, that can dramatically alter the way that the game is played.
Based on the HAM version you are using, some features may or may not be available. Also, some features from older HAM versions may now be obsolete.
These features have the potential to change Jagged Alliance 2 gameplay to a considerable extent. Most of these features can be turned off using INI file settings, others can be turned off by editing the enclosed XML or using one of the alternate XMLs that mimic "normal" JA2 behavior (these are supplied with HAM). Most of these features are turned OFF by default.
Allows the game to control where Roaming Militia can and cannot go, based on which cities have been liberated (and are currently controlled) by the player. This system was fully XMLized in HAM 3.4.
A complete rework of the non-functioning Suppression Fire system from JA2. Puts a lot more emphasis on teamwork and tactics, and makes battles fast, furious, and dangerous.
AP cost for each "extra aiming" click has been changed. 5th Click and onwards costs more APs. Also, part of the gun's ready cost is added to the cost of the first click. Values are fully externalized in HAM 3.
Different guns have a different limits on the number of aiming levels you can add when shooting. Using a scope and a bipod can increase the limit even further.
Mobile Militia will enter cities and SAM sites to bolster local garrisons. Reduces the need to fly your trainers around the map to retrain weakened defenders.
Allows adjusting the effect and location of new facilities (akin to the Alma Gun-Range) that confer certain bonuses or penalties to characters performing a certain assignment in a sector. As of HAM 3.5, uses XMLs for full moddability, and allows creating entirely new facilities!
It is no longer necessary to use PROEDIT to edit the character profiles. This has now been moved to XML, and can be edited with notepad. This helps break some limits imposed by PROEDIT. Most importantly, it is now possible to edit merc opinions about each other, which was not possible with PROEDIT at all!
These are game-play features or enhancements that have limited impact on the way the game is played. They are mostly present to make the interface more friendly, or to increase realism with minor effect on the game itself. Like Major features, these can be turned on-and-off as you like, and most of these can be tweaked to have more or less effect on the game.
Characters are not able to tell their exact Chance-to-Hit, unless they have considerable combat experience. When using untrained characters, it may be impossible to tell how likely a bullet is likely to hit or miss, before that bullet is fired.
Makes sure that trainers and their students go to sleep at roughly similar hours, maximizing the time they spend working together, and thus making training sessions far more efficient.
Instead of causing every soldier to switch to the opposite set of goggles to what he is currently wearing, this hotkey switches an entire squad to the same type of goggles.
In the strategic view team panel, right-clicking the squad name ("Squad 1", "Squad 2", etc.) selects the entire squad. Also works with people doing the same assignment (e.g. Doctor) in the same sector.
A different method for calculating Progress. Allows the player to advance through the progress levels based on whatever aspect of the game he's been concentrating on so far, be it killing enemies, conquering cities, exploring the map, or making money.
Adds a list of all possible attachments to the tooltips at Bobby Ray's website. Hover your mouse over a gun (only guns supported at the moment) to see all possible attachments for it.
Enemy/Militia Reinforcements arriving into a battle from adjacent sectors start their first turn with 0 APs. This makes them stationary targets for a full round, and so less unrealistically-murderous.
Enemies can move through previously-explored sectors unseen, unless a militia unit is nearby to spot them. With HAM 3.5, your mercs can occupy certain facilities that allow detection at a distance.
Training Mobile Militia is now a separate assignment from "garrison" militia training. You can start training Mobiles as soon as a city is full of Rookie (green) militia.
A colored background appears behind the merc's attribute/skill values, showing progress towards the next stat point. INI settings allow changing the color of these bars.
Several updates to the message log include wider Strategic Screen Message Window in high resolutions, multi-colored messages, and more messages displayed in the Tactical Screen.
You can now disband militia in cities. This is mostly important if you've set a daily upkeep for Militia (see above) and can't afford to keep all of them.
Civilians who are not capable of combat don't go hostile, so you don't need to kill everyone in the sector just because some civilian died (intentionally or otherwise). Similar behavior also implemented for Militia (but they can eventually attack).
These features take previously hard-coded values from Jagged Alliance 2 and give players the ability to tweak those settings simply be editing the INI file with notepad. It is now possible to control many things that used to be unchangeable in JA2.
You can decide where Bloodcat ambushes will occur, how strong they'll be, and the chance of ambush. It's also possible to move the bloodcat lair and set new bloodcat garrisons.
These are not really features, but problems with the original JA2 or JA2 1.13 that have been solved during the creation of HAM. Most if not all of these bug-fixes have been merged into 1.13 as well. They do not add functionality or gameplay changes, only correct long-standing problems with existing JA2 features.
In other words, this is the "Headrock Shamelessly Bragging about All the Stuff He's Fixed" section.
Hmmmm... does anyone remember what they are, anyway?