Misc fixes, features, and a large overhaul of the perk system.
Levels:
- Disabled HDTP for trees on Liberty Island to reduce poly count and increase framerate.
- Fixed upside-down turret in chapter 2.
- Robots in friendly hubs have unlimited charges available.
Gameplay:
- Allowed grenades to be thrown through windows.
- Being shot while holding an unconscious person sometimes kills them.
- Disabled being able to upgrade the light aug.
- Disallowed robots from being able to open or break doors.
- Fixed upgrading the medicine skill still giving bonus health until it was refreshed.
- Riot prods and flamethrowers now deal damage to robots again.
- Tear and halon gas now does damage every 0.5 seconds compared to every 1 to make it more reliable.
- The player is now blamed for the deaths of anyone they set on fire and killed with a flamethrower.
Perks:
- Added check box on character creation to enable/disable the perk system in non-hardcore.
- Fixed 'Neat Hack' perk saying that it gave an extra 20%, when it gave an extra 50% (FYI, this perk does nothing for ATMs).
- Fully overhauled the perk system to be more managable:
- each skill can have its own perks defined, you can mix and match these if you want a different experience, including swapping new perks for old ones.
- old perks can be re-enabled by setting Human.bUseOldPerks to true.
- perks no longer are defined by text but by arrays.
- perks now auto-update their names, descriptions, and costs, based on the perks defined in the skill.
- perks can now have a cost of 0.
- Reduced bonus range from "WIRELESS STRENGTH".
- Renamed to 'Feats'.
- Replaced old perks with new ones (old ones can be re-enabled):
- replaced computer trained perk "MODDER" (double STOP! worm effectiveness) with "FILE GRABBER" (save emails to datavault).
- replaced computer advanced perk "MISFEATURE EXPLOIT" (additional resources from medbots/repairbots) with "OVERCLOCKER: REPAIR" (additional resources from repairbots).
- replaced computer master perk "NEAT HACK" (+50% credits from credit chits) with "OVERKILL" (additional rate of fire from hacked turrets).
- moved demolitions master perk "KNOCKOUT GAS" to advanced.
- replaced demolitions advanced perk "SHORT FUSE" (-1 fuse on grenades) with "IMPACT DETONATION" (grenades explode on contact with enemies).
- replaced enviro master perk "TECH SPECIALIST" (tech goggles see through walls) with "PERFECT SEAL" (hazmat suits protect from catching fire).
- moved lockpicking trained perk "DOORSMAN" to advanced.
- replaced lockpicking advanced perk "ARTIFICIAL LOCK" (unlock trained/advanced perks without upgrading skill) to trained "SOFT SPOT" (crowbars can open locks below 10% strength or 15% for wooden doors).
- replaced lockpicking master perk "LOCKSPORT" (open any lock with one lockpick) with "BARRICADE" (left clicking an unlocked door jams the lock and makes the AI unable to open it).
- moved medicine advanced perk "TOXICOLOGIST" to trained.
- replaced medicine trained perk "BIOGENIC" (+5 energy from biocells) with advanced "OVERCLOCKER: MEDICAL" (additional resources from medical bots).
- replaced stealth trained perk "NIMBLE" (silent while mantling) with "DISTRACTOR" (melee weapons always make a sound when hitting walls).
- replaced stealth advanced perk "NERVES OF STEEL" (no sound when taking damage) with "RELAXED AURA" (animals prefer to eat than attack).
- replaced stealth master perk "CREEPER" (stamina regenerates while crouch walking) with "SECOND SKIN" (no longer slowed while holding bodies and bodies reduce damage taken).
- replaced atheletics trained perk "CLARITY" (no drug effect while drowning) with "DAUNTLESS" (33% reduction in drowning damage).
- replaced atheletics master perk "ENDURANCE" (double stamina regeneration) with "IRON WILL" (arm health doesn't affect aim).
- replaced electronics master perk "CRACKED" (bypass any device with one multitool) with "COMMAND OVERRIDE" (multitools can be used to disable robots).
- replaced weapons: heavy advanced perk "PERFECT STANCE" (improved recoil and sway when looking through scopes) with "RADIOWAVE TARGETING" (GEP gun locks on to cameras/turrets/alarms).
- replaced weapons: low tech trained perk "SHARP-EYED" (see path of darts and throwing knives) with "LOOSE FIT" (increases holster/raise speed of melee weapons).
- replaced weapons: low tech advanced perk "PIERCING" (more likely to stun with melee weapons and +20% damage to robots) with "LOW BLOW" (increased stun duration when using gas/prod).
- replaced weapons: rifles advanced perk "GUNSLINGER" (+30% scope speed) with "AFTERMARKET 20MM" (increased range when using 20mm ammo).
Misc:
- 'Skip Intro' option now only skips the intro when starting a game, not when pressing the "Show Intro" button on the main menu.
- Allowed all melee weapons to be secondary weapons without perks enabled.
- Damage mod bar appears with damage mods installed.
- Fixed crosshair reappearing on gameload.
- Fixed errors when robots took damage from items.
- Fixed FOV not resetting after using GEP scope.
- Fixed Invisible War toolbelt not keeping items highlighted.
- Fixed women sometimes sounding like men upon save+load.
- Made the vanilla death option more vanilla, no more blood coating the screen.
- Turning invisible now kills your shadow.
Audio:
- Removed Invisible War sound when:
- activating radar transparency.
- opening the augs screen.
- picking up objects.
- running out of energy.
- selecting an aug.
- unequipping a prod, knife, or dragon's tooth sword.
- upgrading a perk.
- upgrading a skill.
- using a public terminal.
- using a watercooler.
- using a basketball.
- Reverted greasel spitting sound.
Hey, I have two problems:
First, the characters in the intro (and possible in all dialoques) stop moving their lips. I use Galaxy audio device, but also tried OpenAL. I also tested 60, 80 and 100 latency. No success. I also noticed the whole animation stops, maybe it's not an audio issue.
Secondly, the subtitles: With bWideRatioMonitor I finally have subtitles in 21:9, but the bars are huge. Is it possible to halve the bars?
Here is a short video showing both problems: Youtu.be
Saving Ford is impossible in the first visit to NYC, the deletion of the lower bridge on the sewers makes it impossible for the NPC to reach the location that triggers the quest completion
I've found a way to save him, you have to use cheats in order to spawn ford on the other side of the lower bridge.
I honestly want to try this once it's properly updated, so I hope the bugs, reported in the comments here, will be addressed.