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This repository was archived by the owner on Apr 14, 2020. It is now read-only.

v1.2

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@NoImageAvailable NoImageAvailable released this 22 Jun 13:40
· 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.