v0.9.3 (BETA)
Pre-release
Pre-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:
- Install Fallout 2.
- Install RPU v26 from installer: https://github.com/BGforgeNet/Fallout2_Restoration_Project/releases/tag/v26
- Install latest version of Maps Updated: https://www.nexusmods.com/fallout2/mods/73
- Install EcCo using the attached installer into game root folder.
Updating from 0.9.0-0.9.2 (ONLY!):
- (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.
- Just run the installer on top of the previous installation.
- 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:
- Install/update EcCo as described above.
- Download and install Talking heads and patches, following instructions in each archive: https://www.nexusmods.com/fallout2/mods/45 (Main File, Maps Updated Patch)