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CHANGELOG.md

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See README for detailed modification descriptions.

0.1

  • Initial HP formula changed.
  • Initial AP formula changed.
  • Initial AC formula changed.
  • Melee damage formula changed.
  • Carry weight formula changed.
  • Rad resitance formula changed.
  • Tagged skill (both initial and Tag! one) receives +20 bonus.
  • Tagged skill does not grow twice as fast.
  • Skill cost is based on skill level added on top of base and other bonuses. Thus eliminating skill cost exploits.
  • Average stats character should end up with all initial skills at about 25%.
  • Skill level advancement cost start from 1 SP and then increments every 25% skill added.
  • Combat skills base is about same for all of them. No more Small Guns preference.
  • Combat skills depends on various more or less lore related stats.
  • Speach and Barter are both now 5% x CH increasing CH stat attractiveness.
  • Other skill initial level formula changed to add more primary stats variety.
  • Unarmed attacks.
    • New attacks come at 10% skill intervals.
    • Stats requirements are reduced especially on lower level when player may not have drugs to raise them. EN requirement added for top level attacks instead.
    • Secondary attack AP requirements are reduced to have smoother progression. Vanilla 9 AP attack cost is completely insane.
    • Average damage (accounting criticals) per AP steadily grows with more advanced attack. There is no a single attack comptely inferior to preceeding one.
    • Punches are faster, deliver slightly more damage / AP, and have higher criticals. Kicks are generaly more damaging per attack.
    • Secondary attacks take more time but more damaging, and have higher criticals comparing to primary ones.
    • High end unarmed attacks are comparable to mega power fist.
  • Some amount of APs can be carried over to next round.
  • All ammo AC mod values are set to zero.

0.2

  • Skill rate = 15 + 1 * IN
  • All armor DT values are set to zero.
  • Books can affect other skills.
  • Books contribution to skill is equivalent of spending 6 SP on it.

0.3

  • AP = 7 + AG / 4 (fractional AP are accumulated over combat rounds).
  • AC = 2 * AG

0.4

  • Reverted: All armor DT values are set to zero.

0.5

  • Accounted for Comprehension in book effect.
  • Updated weapon Min ST formula.
  • Modified weapon display message with corrected Min ST.

0.6.

  • Modified ranged accuracy.
  • Mention weapon perk in the description.

0.7

  • Scrutinized weapon Min ST little bit.
  • Power armor ST bonus reduced.

0.8

  • Shotguns are reworked to be more accurate, short ranged, non AP weapons.
  • Weapon accurate perk is removed from all burstable weapons except shotguns.

0.9

  • Beautified weapon description with Min ST and perk on a new lines.
  • Fixed problem with proto data been reverted to original on map entrance.

0.10

  • Relaxed Min ST requirements. They are too harsh for weaker character.
  • Lowered insufficient Min ST penalty to 10%.
  • Shotguns are not accurate anymore.
  • Shotguns damage is not reduced anymore.
  • Shotguns range is reduced even more.
  • Ammunition DR mod is standardized and modified slightly.
  • Shotgun ammunition is given high DR mod for better damage but worse penetration.
    • Slug: +00.
    • Standard: +35.
    • Buckshot: +70.

0.11

  • Added flare and home-made grenade (EcCo) to improved grenades FO2Tweaks list.
  • All improved grenades in fo2tweaks.ini/[improved_grenades]/weapons are given weapon accurate perk.
  • QoL: Lockpick skill is adjusted automatically with lockpicks in the inventory.

0.12

  • Adjusted armor normal DT/DR for smoother progression and more distributed weapon type selection.