This repository was archived by the owner on Apr 14, 2020. It is now read-only.
v1.2
·
2769 commits
to master
since this release
Balance
- Refactored ranged accuracy formula. Guns now have significantly less range error at close range, which was making them miss downed animals from point blank a lot.
- Lead error and recoil increased across the board.
- Aiming accuracy and weapon handling stats now have post-process curves, so a level 20 shooter with bionics will no longer have literally perfect accuracy and nail you with a 10-round burst snapshot from across the map.
- Added new "Prometheum-soaked" hediff to Prometheum-based weapons. Upon hitting they apply the hediff, which increases flammability and automatically creates fire on pawn. Prometheum-soaked pawns cannot be extinguished fully until hediff is gone.
- EMP weapons no longer deal secondary electrical damage. Instead all EMP damage applies 25% of its value as electrical to organics, 100% to Mechanoids.
- Slightly nerfed charged ammo armor penetration.
- Increased scarring rates for internal organs.
- Rebalanced auto-turret accuracy. Regular auto-turrets now have significantly lower accuracy. Advanced turrets have better accuracy but still less than before.
- Reduced auto-turret magazine capacity 200->100
- Reduced the damage to weapon from parrying attacks.
- Reduced fragmentation range of explosives by ~50%
Armor
- Hard armor now always takes at least 1 point of damage from attacks, so high-quality power armor and plasteel shields are no longer literally invincible.
- Power armor HP increased by 50%.
- Advanced helmet reverted to pre-A17 recipe. Now stuffless, made from steel and Devilstrand.
- Renamed advanced helmet to composite helmet.
- Slightly decreased advanced helmet HP (in line with composite vest).
- Power armor now requires Devilstrand to craft.
Crafting
- Rebalanced weapon crafting costs and work to make. Increased component cost for more advanced firearms such as belt-fed MG's. Weapons with plastic parts now require chemfuel as ingredient.
- Post-WWII era firearms now require new advanced firearms research to craft. Ammo still unlocks at machining.
- Charge ammo requires charged shot research to craft.
Loadouts and inventory
- Reverted assign tab UI to old button graphics for more space efficiency.
- Refactored inventory generation. Most NPC's now have a chance to generate with faction-appropriate shields if they have a one-handed weapon, as well as sidearms and random ammo for all their ranged weapons.
- Rebalanced raider weapon money and tags. Should no longer see random pirates carrying Doomsday launchers and M60's all the time.
- Tribals can now spawn grenadiers which use stick bombs for sapping.
- Drugs can now be ordered ingested directly from inventory, same as meals.
Other improvements
- Hunters will now maintain optimal firing range if animal moves away and chase down fleeing animals.
- Hunters will cut throat of downed animals (boomrats/boomalopes are still executed from range).
- Using one-time use weapons like grenades or rocket launchers will now automatically equip another weapon, preferably of same type.
- Ammo is now displayed in categorized resource list.
- Weapon caliber and magazine stats are now listed under weapon stats, rather than item description. This should also fix a bug where weapons would not display those things in Prepare Carefully info-menu.
- Grenades and binoculars now ignore partial cover obstructions when determining line of sight.
Compatibility
- Added patch for Vanilla-Friendly Weapon Expansion.
- Added patch for Hand and Footwear mod.
- Added patch for Apparello
Bug fixes
- Fixed various XML errors with weapon stats.
- Fixed bows having wrong crafting materials.
- Fixed various bugs with auto-turret ammo selection.
- Fixed bullets hitting their shooter if target was in same tile as them.
- Fixed bullets sometimes phasing through walls.
- Fixed pawns with bionic arm being unable to equip shield.
- Fixed various bugs with loadout pickups not working properly.
- Misc other fixes.