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.
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.
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.
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.
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.
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?