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Single fire mode for M60 + updated readme
- Apparently it broke firing sound
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-=== CHANGELOG ===- | ||
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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 | ||
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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 | ||
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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) | ||
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> 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 | ||
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> 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 | ||
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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 | ||
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> 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) | ||
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> 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) | ||
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> 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) | ||
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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) | ||
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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) | ||
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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 | ||
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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 | ||
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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 | ||
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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 | ||
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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) | ||
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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 | ||
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v0.3.1: | ||
- implemented fire damage type for Molotov | ||
- adjusted grenades damage | ||
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v0.3: | ||
- created installer | ||
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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 | ||
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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) | ||
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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 |
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