-=== CHANGELOG ===- v0.9.5 > Crafting: - redesigned crafting button and item description window - added feature to use crafting tools/components from all party members (including car trunk) in proximity, instead of just the dude - added recipes to craft throwing knives, boomerangs and a new gun - added experience gain when crafting a new item for the first time - added more rocks to several locations and random countainers - rewritten to load schematics from data\config\pbs_craft.ini and text from text\\pbs_craft.msg - fixed multiple issues with ammo crafting, now individual bullets are properly displayed and accounted for - fixed several UI issues > Combat: - added scaling of Stimpak efficiency with First Aid skill - replaced Free Move system with buffed Bonus Move perk (available at lvl 3, 3 AP/rank) and simple condition to grant Melee NPC's 1 rank of this perk - unlocked gory death animations for Unarmed, Melee & Throwing even without Bloody Mess perk, similar to other weapons - applied Melee Damage value to Throwing attacks, just like it does to Melee and Unarmed (Normal damage type only) - applied bonus damage of a current primary Punch attack to any "punch"-type weapons for the player - added new Boomerang returning mechanic - added knockback effect to select shotguns - added alternative Throwing skill requirement for Pyromaniac perk - knockback distances slightly decreased and maximum distance is lowered to "halfway across the screen" > Weapons: - added new early/mid game weapons: fire-based Big Gun, Laser weapon - added new late game Spear - added new art for Home-Made Grenade - replaced Throwing Axe with Hatchet with new art and similar role - various minor weapon stat tweaks, mostly Melee & Throwing > Worldmap: - nerfed Car speed and fuel efficiency upgrades slightly - added script that ensures all gun-wielding NPC's have some extra ammo - increased variety of a few encounters with new weapons - buffed Cautious Nature distance bonus (requires future sfall update) > Misc: - increased MFC pack size to 24 - nerfed container loot and HP of guards at Salvatore base - rebalanced ammo AC modifiers and Power Armors AC slightly to make sure skill investments are relevant (closer to vanilla) - improved text messages when enemy weapon is lost and when sneak attack is performed - limited effect stacking of new drugs + Hercules carry weight bonus reduced - various internal improvements > Installer: - added options to disable a few controversial mod changes - RU localization - revert to InnoSetup 5 to restore WinXP support v0.9.4 - Compatibility with RPU v29 v0.9.3 > Stealing & looting: - Steal rolls calculation changed to make stealing harder but encourage investing into the skill - if Steal roll fails but Catch roll also fails - fails steal without getting caught instead of just succeeding, as in vanilla - Stealing now correctly uses number of items stolen when calculating difficulty - Stealing money and other weightless items now adds to difficulty based on cost - added karma reduction based on total value of goods being stolen - buffed various doors and lockers throughout the game to have higher requirements for lockpicking, prying and disarming - changed some doors to be destroyed based on total damage dealt instead of number of explosions (allows to burst-open some doors with powerful guns) - certain "watcher" NPC's line of sight will now use the same logic as line-of-fire checks and will "see through" other NPC's to detect PC doing nefarious actions - Redding: rewritten DrJohn thief-watching behavior to be more robust and interrupt his dialog with RatRay properly - Redding: added thief catching logic to Sheriff Marion and some miners - Redding: locked some doors and containers - New Reno: more robust watching logic and buffed stats for certain doors at Bishop's casino - NCR: increased difficulty of stealing from lockers in Guard Captian building > Crafting & drugs: - all drug crafting (except basic First Aid) now requires Doctor Skill - added Doctor Skill book to the game (using one of Abbey's books) - added more crafting components to some stores and to maps - reduced prices for learning certain crafting recipes - tweaked many crafting recipes for better reward/investment ratio - non-craftable food effects reduced back to vanilla levels - craftable food now heals comparable amount to Healing Powder but most of it is only applied after 30 minutes to avoid competing with Stimpaks - craftable food now also increases EN/PE and reduces small amount of radiation/poison > Balance: - buffed some underused perks: Demolition Expert, Pyromaniac, Survivalist, MrFixit, Medic, Ghost, Ranger, Harmless, Salesman - added ambient radiation to certain maps to have more use for radiation mechanic and Rad-Away - tweaked some random encounter NPC's weapons for better tier balance and variety - lowered some town-based price multipliers - reduced NPC's AG-based free move points to match that of PC - Abbey: replaced certain OP critter with a more appropriate one - Abbey: reduced some XP rewards for trivial tasks - replaced some weapons that are too powerful from early game locations - made 40mm ammo more available in earlier areas - replaced random-based destruction of 50% of NPC weapons with deterministic formula - nerfed Grease Gun rate of fire to not overshadow other SMGs too much - nerfed Shotguns AC mod and damage of Buck/Slug ammo to not overshadow Incendiary ammo and other weapons - nerfed Sulik's melee damage to not completely trivialize certain combat encounters - nerfed Vic's Repair skill to give some incentive for player to invest into that skill at mid game - nerfed thrust attacks > Traps: - traps can now be assembled and armed during combat for 4 AP - Bear Traps: prevent knockback for caught critters and "free" them if knocked down - fixed "waiting" party members triggering traps - fixed party members getting angry at dude if caught in trap explosion triggered by other NPC - disabled "magical" revealing of player if NPC triggers the trap - buffed some pre-placed mines (Redding, Raiders) > Other: - tweaked NPC best weapon selection logic to have a better understanding of actual weapon effectiveness - disabled NPC's dropping weapons on the ground on death to avoid some frustrating situations - fixed unspent AP carrying over to the next combat - fixed car charging amount not taking reduced Cell capacities into account - fixed infinite reward for Stark's NCR recon quest (Lujo's) - fixed turning in Happy Harry to Stark (Lujo's) - improved compatibility with THAT mod and fixed "generic" replies when THAT is not installed - merged several fixes from RPU v27 v0.9.2 > Traps: - new Bear Trap with mechanic for holding critter down for several turns - remade internal mechanics for simpler scripts and more robust triggering (esp. out of combat) - replaced linear skill-based damage curve for Spike Traps with critical hit chance (with cripple effects), based on modified vanilla critical roll formula - for ALL traps - externalized all config to ini file (data/config folder) to allow traps to be easily ported to any game/mod - slightly buffed explosives damage - tweaked Modoc Brahmin quest to add delay before dogs attack (allows to prepare traps) > Balance: - replaced most of the EcCo maps changes with a new "map tweaker" script - add varius crafting components and remove excessive loot in and around Den & Modoc - slightly tweaked Tubby & friends to pose more of a threat - increased frequency for some AI types to use bursts - slight reduction to town demand multipliers - removed all changes to Trapper script (Random Encounter) to allow buying and selling pelts with a profit - various balance tweaks to crafting recipes - add crafting components and a few new items to random encounter containers - Vegeir: replaced Assault Rifle reward with Hunting Rifle > Other: - fixed empty Jo's shop inventory - changed crafting hotkey back to Ctrl+C (to avoid conflict with party_orders mod) - better Fix Boy button art - fixed Geckos and Rats being attracted to food from across the map - inventory AP cost is also applied when using certain items (such as explosives) v0.9.1 - fixed several broken global scripts - fixed several bugs with crafting UI - fix missing map tweaks in Redding - better exp for kill reduction (based on total exp per kill type) - portion of throwing crit chance bonus now depends on Luck - small adjustments to starting stats (skills & AC) - tweaked starting recipes and added a few items to Arroyo and Klamath to take advantage of crafting and traps early - remaining uses of a Spike Trap now shown in description - added full built-in support for Talking Heads and THAT mod - remove/decreased some unnecessary town demands - various small fixes and balance tweaks after playtest (Arroyo, Klamath) - updated sfall to latest dev version v0.9.0 > Economy: (!) rebalanced barter - buy prices aligned with vanilla prices, sell prices higher at low skill and differ less between merchants - party members with high barter now give simple discount to prices, instead of overriding player skill - added more items to town demands - reduced base price of some high-tier weapons and armor - massively increased base price of pelts, hides and other animal parts to make trapping and hunting more viable - reduced price to learn gecko skinning and leather crafting > Combat Mechanics: (!) new script-based damage formula (based on vanilla, with few important improvements) - throwing skill-based damage bonus replaced with a big critical chance multiplier - added armor penetration based on attack types for melee weapons (thrust vs swing) - up to 2 unspent AP carry over to the next round (optional) - bonus move points now awarded to player and NPCs with high AG, adjusted AG of some critters to take advantage (optional) - added option to have opening inventory cost no AP, but every action cost 2 AP in combat (replaces "drug free uses") - added script to differentiate bullet distribution (spray) in bursts between weapons - EMP grenades now stun PA users for 1 turn instead of damaging them - added kill EXP points reduction based on number of kills per kill type > Combat Balance: - armor and ammo stats revamped for new formula: AP ammo will now do better against late game armor - nerfed burst criticals: only a fraction of bullets will retain critical effects (optional) - rebalanced shotgun shell types to make both crafted types useful - removed duplet mode from regular shotgun (reserved for Sawed-off variant), but kept the high damage - new guns: 14mm SMG and .44 lever-action (in shops and on some enemies) - new ammo types: 7.62mm AP, 12ga Incendiary Shells (replaces "Buckshot" from 0.6.2) - .223 Pistol is now unique (can only be bought from one person and is back to it's full power) - Zip Gun, Pipe Rifle, 9mm SMG are distributed in early game - added Weapon Penetrate to XL70E3 - removed HK G11E & Pulse Pistol from random encounters - small adjustments to ammo&weapon stats based on data analysis - revamped bursts: lower burst sizes for most weapons, but damage and spray settings tweaked to compensate - reverted flamers to use both fuel types and rebalanced them - rebalanced armor AC and added script to auto-correct for changed armor protos in existing saved games - slight buff to Dogmeat agility and melee damage - buffed AG, melee dmg and skills of some melee-oriented human NPCs - rebalanced melee and throwing weapons, thrust attack costs 1 AP more > Other: - replaced art of most new items with higher quality original sprites - crafting system: new UI art, button on main panel, full keyboard navigation, close window button, various bug fixes and improvements - rebalanced many crafting schematics and added Metal Armor to craft - added back Russian translation - replaced all human NPC armor changes with a script (and fixed several issues of wrong armor being applied) - rewritten most global scripts: fixed some issues and improved compatibility - all mod configs moved to "mods/ecco" folder v0.8.0: (!) rebuilt the mod from the ground up on the new RPU - restored single-shot mode for M60 to fix firing sound issue - added a few text corrections from Dravean v0.6.2: - moved to latest sfall with new engine features (a lot of refactoring, something might broke) - improved quality of trap explosion effects and spike trap kill animation - fixed duplicate trap kill EXP bonuses and kill counter increments - incendiary projectile weapons now inflict fire damage to secondary targets too - strong single-shot energy weapons now spend more than 1 cell round for each shot - slightly lowered armor piercing values for some ammo types - reverted speed of travel through mountains to vanilla level (was lowered at some point, now I don't think this was a good idea) - all hotkeys (crafting menu, set trap, party orders) now work without delays (you don't have to press and hold them now) - you can now close crafting menu with Escape key - added option to delay Hakunin dreams somewhat - nerfed double-barrel shotguns: when duplet mode is installed (which is off by default now), vanilla base damage will be used; still higher damage when duplet mode is disabled - added optional AP requirement when using more than 2 drug items from inventory during combat - added Traps and Barter skill books to the game - doors to a bunch of loot at Bishop's club are better protected - removed perk "Bonus rate of fire" - no more free loot at Dr. Johnson (his stock is hidden just like any other merchant and he keeps an eye on his room) - implemented robust code that fixes invalid ammo counts and calibers for all map objects (on first map enter) - expanded melee (throwing, unarmed) combat by adding 4 new mid-game weapons (some craftable, some buyable, some can be found in the world) - rebalanced some random encounters a bit (mainly to avoid instagib encounters in early game) and fixed several occasions of people unable to use their weapons (due to lack of animation) - added more powerful shotgun shells to craft - changed weapon destroy script - it works only for weapons listed in the INI (there were exclusion list before) and weapon destruction is shown in the message log v0.6.1: > Bug fixes: - fixed not beign able to push Vic - fixed several bugs related to traps - mole rat hide now drops from Pinky & Brain - fixed wrong ammo types found in guns and wrong ammo amount in the last pack in stacks (will apply when pickup from container or put weapon in hand) > Balance - Salvatore gang members were made tougher - Increased number of guards in Vault 15 - replaced ALL combat armor in SAD with Metal Mk2 (to fight Salvatores) - early traps made more appealing: spike traps work in 1 hex radius like sensor traps, skill requirement reduced - adjusted some crafting schematics - removed ability to steal full stock from Modoc general store - added restockable non-stealable money pool to all NR drug dealers - Eldrige inventory is reduced upon his death (was gamebreaking loot) - reduced range of all shotguns, restored single mode for Pancor - reduced laser rifle max damage - rearranged loot in 2 rooms at EPA security level; only one room is "jammed" now (with better loot) - added "don't touch that" checks to containers at slaver camp > New features: - all geckos and some rats and molerats can now be lured into traps outside of combat using appropriate food - changed crafting skill requirements: now some schematics will require a sum of two skills instead of two separate skills. This allows for more flexibility in character development. - ability to craft Super Tool Kit at some point - changed encounter table for area around Vault Village: now you will encounter Mole rats in accordance to appropriate quest status - reduced range at which abbey deathclaws start combat (to be able to use traps) - moved tentacles quest from doctor to Henry next door (more appropriate) - added trigger to be attacked by bots on S.A.D first floor v0.6: > Economy: - in all barter price calculations, highest Barter skill in party is now used instead of PC skill only (to conform with vanilla) - price koefficients were tweaked: merchant skill affect prices in similar scale to vanilla game - one of the trappers in Klamath can now teach you gecko skinning (not free) and leather jacket crafting - Loot slightly reduced in S.A.D - Loot slightly reduced in Hubologist Stash - EPA: added skill-check on two doors leading to locker rooms on security level > Weapons: - laser rifle hold frame switched back to "big gun", now super mutants can use it again... - "LE" BB Gun nerfed a bit.. it's rare but was making many other weapons absolete because of accuracy, 4AP cost and enourmous magazine size - added 40mm grenade launcher (2 types) with 2 types of grenades - added 9mm SMG for flavor (and to use 9mm ammo) - two new craftable ammo types: 14mm JHP and 40mm Incendiary grenade - rechamber XL70E3 to .223 ammo, now it's a good light alternative to Light Support Weapon; added it to more places in game (still very rare) > Gameflow: - integrated Lujo Gameflow Fixes mod (experimental version): http://www.nma-fallout.com/showthread.php?201429-A-rewiev-of-the-RP-game-progression-experience-and-small-tweak-suggestions - Flick and Tubby in Den are now protected better and their on-death loot is reduced - Metzger gang made tougher - lowered several EXP rewards in NCR-Vault13 area - redesigned Raiders hideout: secret entrance is more challenging now, while front entrance more straightforward (but still features tough fight) > Misc: - included expanded version of Party Orders addon (with Switch Ammo Type feature) - all modified game scripts were "re-modified" and recompiled against latest RP source files - craftable food (new teacher in Den) - crafting menu improvements: changed order of items, more items per page, items split into categories for easier navigation (when there are many available) - rearranged crafting teachers (3 new teachers added) - text corrections in changed dialogs for better english - improved "destroy weapon on death" by excluding rare and unique weapons (they will never be destroyed) - added more Ropes and Spears to Maida, added free Junk in Den - added more grenades to NPCs in random encounters - fixed NPCs not being able to use Throwing Axes and Grenades in several random encounters - simplified trap assembling: now you need to place them in hands and use them on the chosen one (or press Ctrl+1) v0.5.2: - adopted to RP v2.3.3 - added russian translation of mod, readme file and installer - added new *better* buying price formula (not using vanilla price, but uses all proper variables like perks, discounts, etc.) - swapped .223 Pistol and Mauser back to vanilla places; to make .223 rare, removed it from NCR shop and all common encounters - changed some weapon distribution in random encounters according to changed weapon stats, added some grenades and throwing axes - throwing axe uses knife animation: not much worse than club animation, but allows it to be used by more enemies - two identical 9mm ammo types now split into "ball" and "Armor piercing" - fixed Mr.Fixit dialog not producing items when using keyboard shortcut (Ctrl+C) v0.5.1: - reduced weight of rope, junk and fish - "reduce drugs loot" default setting changed to 50% - Algernon must rest before upgrading next weapon, plus weapon retain the amount of ammo it had before upgrade - Trappers in random encounters now sell pelts through standard barter dialog only, but with high discount - for plow quest in VC you get a little more worthy reward - adjust XP values of some monsters to reflect changes in their stats - removed Pancor Jackhammer from random encounters and moved M60 around - made Molerats a little bit tougher - added new lootable monster body parts: Death Claw, Mole Rat Hide, Wanamingo Hand, Mutant Tentacle. - added Bounty Hunt quest to Ascorti (Redding) - added Bounty Hunt quest line to deputy Karl (NCR) - added Bring Tentacles quest to NCR doctor - added Bring Molerat Hides quest to Balthas (Modoc) - experimental feature: stimpaks radiate on use, booze acts as a weak rad-away (optional) v0.5: - fixed Mr.Fixit dialog skipping craft items - fixed getting "trap kill XP" when target not actually killed - fixed crash when shooting walls - Taser stats improved - proper ground image for axe - added Hercules drug (Carry Weight bonus) - traps changes: - new Proximity mine (junk+battery), 1 tile radius - explosions damage calculation changed, critters at 1 tile from explosion will receive the same damage as in epicenter - easier arming of "customizable" mines (see TRAPS section) - new unique graphics of traps on ground - one spike trap can now be used only twice - possible stability improvements - added advanced drugs and leather armor teacher - craft menu can now be accessed with hotkey: Ctrl+C - source code file structure refactoring - micro fusion cell mag size reduced (1 full cell will still charge car with 50% power, so this wasn't affected) - some "lesser" critters made tougher (Tough Giant Ant, Large radscorpion, Deathclaws) - added loot reducing in corpses v0.4.4: - fixed Smitty dialogue to allow learn crafting after you got a car - fixed people drop their fist-weapons on death (how would that be possible?) - fixed "window hang" bug in Poison schematic definition - new weapon: Taser - restore Zip Gun in game (craftable) - party NPC skills used in crafting - added craftable and installable spike traps (stone plate graphics) - added configurable friend-or-foe system for traps - implemented gaining experience points for all trap kills - slightly reduced 10mm ammo pack size v0.4.3: - installable traps - sneak attack and blackjack - nerfed slot jinxer perk - nerfed gambling dice - adjusted weight and size of some items - fixed "dancing autofire" death animation occured when using shotgun duplet mode v0.4.2: - learn crafting before use - rebalanced craft rules - fixed molotov not exploding when miss or hit scenery - slight changes to barter price calculation (use round() instead of floor() on final prices) - fix bug in installer causing damaged installation v0.4.1: - new items (craftable): - home-made grenade - Dragon Skin (fire resistance drug) - 12ga slugs - .223 AP - improved Mr. Fixit code to support multiple items in one batch - added some crafting components to general stores (vanilla items) - added more town demand item rules - added weapon drop on death (my own version) v0.4: - new barter system - added some price diversity for some items - Sniper Rifle rechambered "back" to 7.62 - added some XL70E to stores. Still very rare. - added sniper rifle and some axes to NCR store - increased money in some stores v0.3.1: - implemented fire damage type for Molotov - adjusted grenades damage v0.3: - created installer v0.2.2: - *slightly* lowered damage and range of most pistols (to balance 5AP->4AP change) - Bozar AMR now uses Big Guns skill - M60 now has magazine capacity of 100 - reduced damage for Gauss weapons closely to vanilla state (because even Advanced power armor does not protect against their shots at all) - reduced rocket launcher damage with explosive rocket to lightly armored targets (was 50% more than vanilla, now only 30%) - increased DR mod for AP Rocket (to penetrate Adv. power armour) - reduced 5mm ammo pack size to 40 - increased weight of 7.62mm and .50 ammo packs to roughly meet RL counterparts - slightly reduced amount of .50 ammo in stores - minor changes and fixes to some weapon stats v0.2.1: - adopted to RP 2.3.2 - fixed some upgraded weapons having different specs from basic ones - added Mr.Fixit mod (obj_dude script was merged with RP version) v0.2: - adopted to RP 2.3 - throwing weapons rebalance, added damage bonus formula - added Throwing Axe - added .50 BMG and changed Bozar to use it - made critters armor changes consistent - damage changes for Bozar, M60 and LSW - improved double-barrel shotguns duplet mode with unique sound and proper animations - copy-pasted hs_calcapcost script from WR 2.2