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Single fire mode for M60 + updated readme
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- Apparently it broke firing sound
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phobos2077 committed May 8, 2023
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226 changes: 226 additions & 0 deletions docs/ecco_changelog.txt
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-=== CHANGELOG ===-

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
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