Attack targeting is being addressed with the new AI programming, as npcs are force-fed combat commands 80% of the time, rather than allowing the engine to make decisions for them.
Prices are a little off right now, I know.
The variety of weapons and skill of the enemy with that weapon is being improved in the next version, partly thanks to the new AI.
The XP formula is still a bit of a mystery.
Item degradation and repairing is being rehashed for the next version because of the new mechanics of armor penetration. The rate at which a gun loses condition will vary depending on the type of round being fired with it. Some guns will load cartridges they are technically not supposed to, which causes increased wear to the internal mechanisms. Also, weapon repair (for firearms) is being based on a concept of salvaging an item for parts, which weigh less than the original, and using those to repair a wider variety of items. The same is true for armor, however armor will hit a baseline level of protection at '0'% condition. Armor will provide a condition-based level of protection called AC, that can rapidly degrade depending on the armor. Example, vault security body armor is very effective at stopping bullets, but will quickly lose that primary-degree of protection.
Prices are a little off right now, I know.
The variety of weapons and skill of the enemy with that weapon is being improved in the next version, partly thanks to the new AI.
The XP formula is still a bit of a mystery.
Item degradation and repairing is being rehashed for the next version because of the new mechanics of armor penetration. The rate at which a gun loses condition will vary depending on the type of round being fired with it. Some guns will load cartridges they are technically not supposed to, which causes increased wear to the internal mechanisms. Also, weapon repair (for firearms) is being based on a concept of salvaging an item for parts, which weigh less than the original, and using those to repair a wider variety of items. The same is true for armor, however armor will hit a baseline level of protection at '0'% condition. Armor will provide a condition-based level of protection called AC, that can rapidly degrade depending on the armor. Example, vault security body armor is very effective at stopping bullets, but will quickly lose that primary-degree of protection.