v0.9 is out, and it should be my last ever change to the weapons' stats. For v1.0, I will get the prices right.
Changes in v0.9:
HN Needler ammo has a negative DR modifier of 20.
HN AP Needler ammo has a negative DR modifier of 40 and a damage mod of 1/1 instead of 2/1.
It turns out I had made the Laser Resistance changes to the Robes armor item instead of the Bridgekeeper's Robes, which was of course not what I intended, and anyway there are no Robes in Fallout2. The Robes armor is now unchanged, and the Bridgekeepers Robes have gotten the right values. They also have a DT of 10 instead of 9, but still no DR.
The Rocket Launcher does 45-100 damage instead of 35-100.
Explosive Rockets have a DR modifier of 22 and a damage modifier of 2/1. AP rockets are unchanged. This means you should never ever pick on someone who has a Rocket Launcher until you're wearing a type of Power Armor. That's a good advice in real life, too.
Leather Armor has an Explode DT of 1 instead of 0.
Combat Armor Mk.II and Brotherhood Armor have exchanged Explode DR/DT values, so that Brotherhood Armor is better than Combat Armor Mk.II.
Power Armor and Hardened Power Armor have an Explode DT of 16 instead of 20.
Grenades do 50-80 damage, Plasma Grenades do 70-90.
Both types of Flamethrower Fuel have a weight of 5 instead of 10. Flamethrower Fuel also has a DR modifier of 20 instead of 25.
The Sawnoff Shotgun does 13-30 damage and its range is now 9.
Both Flamers now have a range of 6.
All instances of the .223 Pistol are now swapped with the 9mm Mauser.
The Mauser now has a damage of 10-16, a range of 25, a 20% bonus to hit (which was already there), a base price of 1200$ and an AP cost of 4.
The .223 Pistol and the Bozar sound like a Sniper Rifle when fired.
9mmBall ammo now has a damage mod of 3/2 and a DR modifier of 15. It also comes in clips of 18 rounds, which have a base sell price of 300$.
The stash of useless, descriptionless 9mm ammo in the locker where you used to find the Mauser has morphed into a stash of 9mmBall (same stats, different ID). Use it up or sell it as quickly as you can if it annoys you to have two stashes of the same ammo.
The .44 Magnum costs 5AP again, as the Mauser takes over its function as mid-level pistol with an AP cost of 4, suitable for those who have Fast Shot, Bonus Rate Of Fire and Sniper in place.
Changes in v0.9:
HN Needler ammo has a negative DR modifier of 20.
HN AP Needler ammo has a negative DR modifier of 40 and a damage mod of 1/1 instead of 2/1.
It turns out I had made the Laser Resistance changes to the Robes armor item instead of the Bridgekeeper's Robes, which was of course not what I intended, and anyway there are no Robes in Fallout2. The Robes armor is now unchanged, and the Bridgekeepers Robes have gotten the right values. They also have a DT of 10 instead of 9, but still no DR.
The Rocket Launcher does 45-100 damage instead of 35-100.
Explosive Rockets have a DR modifier of 22 and a damage modifier of 2/1. AP rockets are unchanged. This means you should never ever pick on someone who has a Rocket Launcher until you're wearing a type of Power Armor. That's a good advice in real life, too.
Leather Armor has an Explode DT of 1 instead of 0.
Combat Armor Mk.II and Brotherhood Armor have exchanged Explode DR/DT values, so that Brotherhood Armor is better than Combat Armor Mk.II.
Power Armor and Hardened Power Armor have an Explode DT of 16 instead of 20.
Grenades do 50-80 damage, Plasma Grenades do 70-90.
Both types of Flamethrower Fuel have a weight of 5 instead of 10. Flamethrower Fuel also has a DR modifier of 20 instead of 25.
The Sawnoff Shotgun does 13-30 damage and its range is now 9.
Both Flamers now have a range of 6.
All instances of the .223 Pistol are now swapped with the 9mm Mauser.
The Mauser now has a damage of 10-16, a range of 25, a 20% bonus to hit (which was already there), a base price of 1200$ and an AP cost of 4.
The .223 Pistol and the Bozar sound like a Sniper Rifle when fired.
9mmBall ammo now has a damage mod of 3/2 and a DR modifier of 15. It also comes in clips of 18 rounds, which have a base sell price of 300$.
The stash of useless, descriptionless 9mm ammo in the locker where you used to find the Mauser has morphed into a stash of 9mmBall (same stats, different ID). Use it up or sell it as quickly as you can if it annoys you to have two stashes of the same ammo.
The .44 Magnum costs 5AP again, as the Mauser takes over its function as mid-level pistol with an AP cost of 4, suitable for those who have Fast Shot, Bonus Rate Of Fire and Sniper in place.