New! The biggest change was to update all protos to work with the new RP and the Megamod, but they should all be perfect now, even the non-humanoid ones!
Changes in v2.2:
REMOVED the installer! Poof! Gone! Cleaned up folder names and typed a manual install guide along with a sample installation in Installation.txt - PLEASE read that one! Until I can make a proper InstallShield application, I don't want to release homebrew stuff that might not work depending on your OS version. Though I will say that there will never be a Mac version of F2WR. You are not allowed to download it onto a Mac.
Added F2WRTroubleshooting.txt, which has some FAQs and answers. Read it!
Increased the Super Sledge's damage to 35-50.
The HK G11E now has the Nightvision perk to match its image, meaning it functions like the modded FN FAL and the Flamers.
Metal Armor MkII no longer has any Electric resistance.
Gauss ammo (2mmEC) no longer increases the weapon's base damage, but its DR modifier has been increased to a muscular -50.
.45 caliber ammo now has a damage mod of 6/2 and a DR mod of 52, instead of a boring 1/1 and 0. This gives it good performance against leather and unarmored, but makes it poor against metal and practically useless against combat armor.
The Tommy Gun does an extra point of max damage. Also included a damage chart for the Tommy in the spreadsheet.
4.7 Caseless ammo has had its DR modifier increased from -10 to -15.
Ammo AC modifiers have been redone and reduced. Remember, this doesn't affect damage, only the chance to hit:
Sharp ammo (.223 FMJ, .44 FMJ, 7.62mm, 4.7 Caseless) has an AC modifier of -10.
Armor piercing ammo (10mmAP, 5mmAP, Needler AP, .44 Magnum FMJ) has an AC modifier of -20.
Super-AP ammo (14mmAP, 2mmEC) has an AC modifier of -30.
Flamer fuel and Improved Flamer fuel have AC modifiers of -10 and -20, due to their ability to burn and overheat armor.
Rockets and AP Rockets have AC modifiers of -15 and -30, due to their ability to shatter and distort armor plates.
All other ammo has an AC modifier of 0.
Changed the Unarmed AP costs from engine hacks to a proper script, thanks to Timeslip.
All critter armor values have been redone, as many of them were outdated and/or spectacularly bugged. Everything should now be up to date with Killap's latest RP version.
Some details:
AP ammo is extra good and JHP ammo is extra shitty against Aliens and Wanamingos. Used to be the other way around.
New Reno Bouncers wear extra tough Leather Armor. Try AP ammo or a special damage type (fire, splosions, etc.).
Some robots had human-like EMP resistance. They now only have 20%, which is what the toughest "normal" robots have.
The smartest recruitable Robobrain (Skynet) used to be immune to EMP damage. He now has a resistance of 30%. Watch where you throw.
In the Megamod, a LOT of non-robotic critters are vulnerable to EMP damage. With F2WR, this is no longer the case.
Included an optional "Unfair" ammo folder. You know how those ammo stacks in the "Scarce" folder have been cut in two? Well, these have been cut in four. A full brick of 5mm JHP thereby gives you 12 shots. The exception is the energy ammos, they've been cut in half. And BBs, because I can't be bothered.
For the hairiest, saltiest, most fearless wastelanders out there, I've included an experimental Worldmap.txt that balances random encounters out a little. THIS IS IN ALL CAPS BECAUSE IT'S IMPORTANT: THIS CAN ONLY BE USED WITH KILLAP'S RP! I MADE IT WITH THE RP V2.1, ANY OLDER VERSIONS MIGHT GO KABOOM! DO NOT USE THIS WITH ANY EXISTING SAVES, THEY WILL GO KABOOM! Okay, here's what it does:
Enemies carry no spare ammo, unless it's really rare. If an enemy uses a low-capacity weapon like a Shotgun, they will be given something else as a sidearm, like a pair of Spiked Knuckles, etc.
Molotovs and Throwing Knives are much more common in early-midgame encounters. (Hint: Molotovs are made with alcohol... who's got plenty of that?)
Grenades are more common in mid-lategame encounters.
Underrepresented weapons (FN FAL HPFA, XL70E3, Sawed-Off, M60) can now be found in a few more encounters.
What I've planned in the future is to edit the game maps to give many more enemies AP ammo, making the endgame suddenly feel alive. A couple of Salvatores will use Magneto-Lasers, raiders in Vault 15 will be able to throw the grenades they carry, etc. This will not happen until the final version of the RP maps is released.
A more immediate project is to add an optional mod that reduces the prices of ammo-based weapons greatly, and increases the prices of ammo. A Super Sledge will be more expensive than a flamethrower this way, as the flamer is only so much scrap metal without fuel. There are already mods out there that fiddle with the Barter skill, this should work nicely with those.
I am also looking into making random encounters more balanced, perhaps even more varied in terms of unique ones, etc.