Skip to content

v0.9.3 (BETA)

Pre-release
Pre-release
Compare
Choose a tag to compare
@phobos2077 phobos2077 released this 13 Aug 20:06
· 129 commits to master since this release

v0.9.3

Stealing & looting:

  • Steal rolls calculation changed to make stealing harder but encourage investing into the skill
  • if Steal roll fails but Catch roll also fails - fails steal without getting caught instead of just succeeding, as in vanilla
  • Stealing now correctly uses number of items stolen when calculating difficulty
  • Stealing money and other weightless items now adds to difficulty based on cost
  • added karma reduction based on total value of goods being stolen
  • buffed various doors and lockers throughout the game to have higher requirements for lockpicking, prying and disarming
  • changed some doors to be destroyed based on total damage dealt instead of number of explosions (allows to burst-open some doors with powerful guns)
  • certain "watcher" NPC's line of sight will now use the same logic as line-of-fire checks and will "see through" other NPC's to detect PC doing nefarious actions
  • Redding: rewritten DrJohn thief-watching behavior to be more robust and interrupt his dialog with RatRay properly
  • Redding: added thief catching logic to Sheriff Marion and some miners
  • Redding: locked some doors and containers
  • New Reno: more robust watching logic and buffed stats for certain doors at Bishop's casino
  • NCR: increased difficulty of stealing from lockers in Guard Captian building

Crafting & drugs:

  • all drug crafting (except basic First Aid) now requires Doctor Skill
  • added Doctor Skill book to the game (using one of Abbey's books)
  • added more crafting components to some stores and to maps
  • reduced prices for learning certain crafting recipes
  • tweaked many crafting recipes for better reward/investment ratio
  • non-craftable food effects reduced back to vanilla levels
  • craftable food now heals comparable amount to Healing Powder but most of it is only applied after 30 minutes to avoid competing with Stimpaks
  • craftable food now also increases EN/PE and reduces small amount of radiation/poison

Balance:

  • buffed some underused perks: Demolition Expert, Pyromaniac, Survivalist, MrFixit, Medic, Ghost, Ranger, Harmless, Salesman
  • added ambient radiation to certain maps to have more use for radiation mechanic and Rad-Away
  • tweaked some random encounter NPC's weapons for better tier balance and variety
  • lowered some town-based price multipliers
  • reduced NPC's AG-based free move points to match that of PC
  • Abbey: replaced certain OP critter with a more appropriate one
  • Abbey: reduced some XP rewards for trivial tasks
  • replaced some weapons that are too powerful from early game locations
  • made 40mm ammo more available in earlier areas
  • replaced random-based destruction of 50% of NPC weapons with deterministic formula
  • nerfed Grease Gun rate of fire to not overshadow other SMGs too much
  • nerfed Shotguns AC mod and damage of Buck/Slug ammo to not overshadow Incendiary ammo and other weapons
  • nerfed Sulik's melee damage to not completely trivialize certain combat encounters
  • nerfed Vic's Repair skill to give some incentive for player to invest into that skill at mid game
  • nerfed thrust attacks

Traps:

  • traps can now be assembled and armed during combat for 4 AP
  • Bear Traps: prevent knockback for caught critters and "free" them if knocked down
  • fixed "waiting" party members triggering traps
  • fixed party members getting angry at dude if caught in trap explosion triggered by other NPC
  • disabled "magical" revealing of player if NPC triggers the trap
  • buffed some pre-placed mines (Redding, Raiders)

Other:

  • tweaked NPC best weapon selection logic to have a better understanding of actual weapon effectiveness
  • disabled NPC's dropping weapons on the ground on death to avoid some frustrating situations
  • fixed unspent AP carrying over to the next combat
  • fixed car charging amount not taking reduced Cell capacities into account
  • fixed infinite reward for Stark's NCR recon quest (Lujo's)
  • fixed turning in Happy Harry to Stark (Lujo's)
  • improved compatibility with THAT mod and fixed "generic" replies when THAT is not installed
  • merged several fixes from RPU v27

INSTALLATION:

  1. Install Fallout 2.
  2. Install RPU v26 from installer: https://github.com/BGforgeNet/Fallout2_Restoration_Project/releases/tag/v26
  3. Install latest version of Maps Updated: https://www.nexusmods.com/fallout2/mods/73
  4. Install EcCo using the attached installer into game root folder.

Updating from 0.9.0-0.9.2 (ONLY!):

  1. (if you have 0.9.0 or 0.9.1) remove all player-installed traps you may have from the ground (forgotten traps might bug out after the update), then make a new save.
  2. Just run the installer on top of the previous installation.
  3. If you previously installed any extra mods, open file "mods\mods_order.txt" and add directory/file names of those mods to the list. Don't add mods after rpu_y_ecco.dat unless specifically instructed to do so.

Talking Heads / THAT

If you want to use Talking Heads mods by Goat_Boy and BlackElectric1:

  1. Install/update EcCo as described above.
  2. Download and install Talking heads and patches, following instructions in each archive: https://www.nexusmods.com/fallout2/mods/45 (Main File, Maps Updated Patch)