Timez
First time out of the vault
Hello, fellow players/modders.
I was searching for deeper game engine modifications allowing fairer game experience not requiring expert knowledge of intrinsic mechanics and exploits. Game claims different build and different skill distribution are all equally playable and enjoyable but in reality it is quite skewed and there are such things as "better build" and "better skill". I would love to give life to some of the existing game options those are currently inferior and never chosen due to unfair game mechanics. Unfortunately, I didn't find anything like that so I have decided to create my own.
Please let me know if such mod exists so I don't invent a bicycle here.
General idea
Adjust game mechanics so people can focus more on the game flow rather than exploits and math formulas. Game should be about equally easy playable with any primary stats distribution or more or less any skill advancement. Difference in builds should result in characters more inclined to solve problems one way or another and not in drastic difference in difficulty.
Needless to say that focusing on exploits and research is very much lore killing.
Few ideas
Below are just some of the ideas on the matter.
Agility and AP
AP is one of the most important combat statistics governing number of combat actions per turn. Even complete pacifist needs to fight occasionally. Often adding 1-2 APs may allow another attack effectively doubling player firepower which is an immense advantage. Base AP allowance of 5 is ridiculously low as it not even enough to shoot most rifles!!! Agility accounts for 100% AP pool increase from 5 to 10 turning an absolutely combat crippled character into a relatively versatile fighter. That makes Agility so damn important that seasoned player never start with AG below than 6. That means that game mechanics dictates keep AG high and low AG would be a rookie mistake that most likely force novice to restart the game. That contradicts proclaimed game "freedom" and "flexibility".
Proposed fix
Generally low AP pool forces player to adjust it to be a multiple of their attack AP requirement. Otherwise, they could end up with big part of their precious AP wasted every turn (example: 7 AP and 4 AP spear). That is outright stupid and breaks immersion big time.
Proposed fix
Commonly known exploit of reducing skills by turning difficulty down or lowering primary stats before reading.
Why not just grant books fixed amount of SP? Yes, there won't be limit for raising skills this way but there is no limit anyway. Giving them like +2SP per book (+3 with comprehension) is completely adequate. Continuous visiting of Vault City book store will eventually raise skills high enough but regular game progress still produces more SP on average.
Difficulty exploits
Just disable all related exploits like SP cost. Tie it to some fixed value not difficulty related.
Unarmed attacks
It is there but … why? Anybody actually designed unarmed character to go through the game?
I have already adjusted unarmed attack table to progress more smoothly. Every 10 skill level reveals better attack with high end ones comparable to mega power fist in damage rate per AP. Could be pretty interested to use them.
Unfortunately, it is based on 4.3.1 sFall where unarmed attack modification is introduced but this version is buggy.
Summary of changes
Intelligence and SP/level
Intelligence is another very important stat as it influences skill rate too much. Probably worth shifting balance toward base value like Skill Rate = 10 + IN to allow players pick lower intelligence and not suffer greatly.
Another option would be giving it some active game meaning.
That is a cool feature potentially demanding higher strength for ranged weapon usage. However, developers seemed to not demand too much. The highest requirement is somewhere in 5-6 range. Why not spread this scale more. I would imagine Miniguns are heavy enough requiring 10 ST. Whereas pistols could be as low as 2-3. This way strength would be somewhat more important for ranged character too and encourage drug use to match the requirement.
I was searching for deeper game engine modifications allowing fairer game experience not requiring expert knowledge of intrinsic mechanics and exploits. Game claims different build and different skill distribution are all equally playable and enjoyable but in reality it is quite skewed and there are such things as "better build" and "better skill". I would love to give life to some of the existing game options those are currently inferior and never chosen due to unfair game mechanics. Unfortunately, I didn't find anything like that so I have decided to create my own.
Please let me know if such mod exists so I don't invent a bicycle here.
General idea
Adjust game mechanics so people can focus more on the game flow rather than exploits and math formulas. Game should be about equally easy playable with any primary stats distribution or more or less any skill advancement. Difference in builds should result in characters more inclined to solve problems one way or another and not in drastic difference in difficulty.
Needless to say that focusing on exploits and research is very much lore killing.
Few ideas
Below are just some of the ideas on the matter.
Agility and AP
AP is one of the most important combat statistics governing number of combat actions per turn. Even complete pacifist needs to fight occasionally. Often adding 1-2 APs may allow another attack effectively doubling player firepower which is an immense advantage. Base AP allowance of 5 is ridiculously low as it not even enough to shoot most rifles!!! Agility accounts for 100% AP pool increase from 5 to 10 turning an absolutely combat crippled character into a relatively versatile fighter. That makes Agility so damn important that seasoned player never start with AG below than 6. That means that game mechanics dictates keep AG high and low AG would be a rookie mistake that most likely force novice to restart the game. That contradicts proclaimed game "freedom" and "flexibility".
Proposed fix
- Raise base AP to 7-9.
- AG over 6-8 contributes 1:1 to AP.
- AG over 1 gives 2-3 AC instead of 1 as in vanilla.
- Minimal base AP pool allows handling all combat items/actions at minimal level.
- There is no paralyzing fear to drop AG low anymore. Base AP pool is does not result in absolutely crippled fighter anymore. So player can go for not so combat oriented character and still be able to outrun ants in Temple of Trials.
- There is no stupid halves players need to be aware anymore. Every point of AG over threshold goes to AP pool. AG increasing effects (like drugs) are precisely effective and intuitive.
- AG stays relatively important even below AP contribution threshold due to two reasons: 1) Higher AG requires less drugs to reach/cross threshold and start affecting AP pool. So less amount of drugs needed. 2) Higher inherent AC becomes a noticeable protection bonus. So now AG on low level adds protection and on higher also adds potential firepower and mobility.
Generally low AP pool forces player to adjust it to be a multiple of their attack AP requirement. Otherwise, they could end up with big part of their precious AP wasted every turn (example: 7 AP and 4 AP spear). That is outright stupid and breaks immersion big time.
Proposed fix
- Up to 2-3 unused AP are rolled over to next round.
- AP usage now more smoothly distributed across turns. Adding 1 AP on top of 6 AP for 3 AP use attack allows to perform extra attack every 3 turns. Thus essentially giving 1/3 of attack as it should be. Less calculator usage, more playing. Every AP addition is useful.
Commonly known exploit of reducing skills by turning difficulty down or lowering primary stats before reading.
Why not just grant books fixed amount of SP? Yes, there won't be limit for raising skills this way but there is no limit anyway. Giving them like +2SP per book (+3 with comprehension) is completely adequate. Continuous visiting of Vault City book store will eventually raise skills high enough but regular game progress still produces more SP on average.
Difficulty exploits
Just disable all related exploits like SP cost. Tie it to some fixed value not difficulty related.
Unarmed attacks
It is there but … why? Anybody actually designed unarmed character to go through the game?
I have already adjusted unarmed attack table to progress more smoothly. Every 10 skill level reveals better attack with high end ones comparable to mega power fist in damage rate per AP. Could be pretty interested to use them.
Unfortunately, it is based on 4.3.1 sFall where unarmed attack modification is introduced but this version is buggy.
Summary of changes
- New attack type comes at every 10 skill level starting 40.
- Every new attack is generally more beneficial.
- Punches are faster but kicks are generally more damaging.
- Punches deliver slightly more damage / AP against unarmored target. Kicks stay more valuable against stronger armor.
- Higher level punches (especially secondary) relay more on critical. Higher level kicks (especially secondary) grow more in sheer damage.
Intelligence and SP/level
Intelligence is another very important stat as it influences skill rate too much. Probably worth shifting balance toward base value like Skill Rate = 10 + IN to allow players pick lower intelligence and not suffer greatly.
Another option would be giving it some active game meaning.
- SP from book reading?
- IN requirement for some sophisticated weapons?
- XP earned multiplier? This is less pronounced than SP bonus as XP=>level conversion ratio is degrading at higher levels.
That is a cool feature potentially demanding higher strength for ranged weapon usage. However, developers seemed to not demand too much. The highest requirement is somewhere in 5-6 range. Why not spread this scale more. I would imagine Miniguns are heavy enough requiring 10 ST. Whereas pistols could be as low as 2-3. This way strength would be somewhat more important for ranged character too and encourage drug use to match the requirement.
Last edited: