Fully completed version of the mod including all planned changes to the game.
As always, bug reports and feedback are most welcome, enjoy.
- Added a supply crate in the first mission with several skill books on basic combat skills so the main character won't lag behind other recruits in terms of skill points.
- That, along with a few changes outlined below should make the start of the game considerably easier.
- Fixed a few leftover bugs, like the Quincy hostage bomb that would still explode even if disarmed on time.
- Added some more info to the character status screen, including how to calculate the drug overdose threshold for your character, maximum base stat values for different races and details on drug mechanics.
- Extended the bottom HUD to 2560p width to cover the black rectangles that appeared when playing the game in widescreen resolutions.
- Added a bit more background music from Fallout 2 to some areas.
- Added more ammo to early missions.
Recruit and Racial Changes
- Recruits available after the first mission start at level 2 so they're much more useful.
- All recruits have a small skill point bonus on account of special training, their skill investment is also more focused and consistent with the amount of skill points they would normally have at that level.
- Reworked all recruits and levelled NPCs to have the expected number of stat points and perks, also changed their stats to reflect the changes made to perks.
- Replaced the portraits for most recruits with new ones for consistency, altered their backstory to match their skills or portrait if needed.
- Replaced the portraits available at main character creation.
- Changed the maximum stat cap for some races.
- Super mutants have 46 stat point total.
- Ghouls get only Night Vision perk for free and Super Mutants get only Stonewall.
- Multirocket launcher is available earlier, launchers are a bit more powerful.
- Shotguns do less damage.
- Some critter weapons do less damage.
- Close combat weapons are slightly weaker.
- Skorpion replaced with Grease Gun, it was a more common weapon and has lower fire rate which is a good news for your ammo reserves.
- Minor adjustments to some other gear pieces.
- Added any properties you can't see on the weapon right away to weapon descriptions, like lower accuracy dropoff over distance, crit bonuses or shape of area effect. If the property applies to only one weapon mode it will say so, if not, it applies to everything.
- Added detailed descriptions for all drugs, food and drinks, including their full effect, durations, toxicity points and addiction rate (if any).
- Drugs are less powerful in general, but should still be worth using, the toxicity level for most drugs is higher.
- The duration of most items is measured in minutes or hours, it isn't days anymore. Those are real time minutes and hours so you can get a good idea about how long they will last.
- Drugs that used to boost endurance will affect Hit Points instead, so you can't take drugs to raise your overdose threshold, which would allow you to take more.
- Reworked the consumable system. As opposed to stimpaks that restore the full amount of Hit Points instantly, food and drinks restore a token amount up front and a higher amount over the next several minutes, drinks work faster and food restores more.
- Added the skill books for Melee and Unarmed.
- The main idea behind the perk changes, aside from buffing underpowered choices and removing ones that plain don't work, was to give non-combat skills more value and making some of the more pacifistic recruit setups a bit less idiotic. That means you will notice some powerful perks with high requirements in skills which were mostly cosmetic before.
- Previous goal aside, the requirements for most perks were altered to make more sense or just increased so that the Gifted trait is much more of a liability if you want a good perk selection.
- Gain Stat perks were moved down to level 6 and more powerful stat perks that can even go past the racial cap were added at highe levels. However, as you can go only 2 points past it, they're more of an alternative for drugs than an extra boost.
- Level requirements that were previously at odd levels are now set a level below to make it more friendly to characters with perk rate other than the default 3 (which also makes Divine Favor a bit more powerful).
- For detailed changes refer to the table in the readme, you can find a larger version with better readability in the ‘More Information' folder.