Alpha 2 / Revision .713 is now available for download here. The first post has been updated accordingly. Changelog: Spoiler Added: FoA good ending can be achieved with keeping Nicole and Laura alive. Added: offset parameter to define PipBoy water timer post-it position from .ini file. Used to fix its position when running odd / unsupported resolutions. Added: When joining traveling NPCs on the worldmap, the game time will now advance correctly based on distance to the target location (as example, via Harry from Necropolis to Mariposa takes ~22 days). Added: Fo2 styled merchant inventory restocking (optional!). Added: Resting timer now behaves like in Fo1 (06:00 instead 08:00) Added: If wearing power armor, radscorpions won't poison the player anymore. Added: Quick Pockets perk now acts like in Fo1 (3 ranks, -1 AP / rank). Added: Using binocular on owned bike now returns the battery power in %. Added: Custom ai packages for Mr. Handy robot. Added: Converted Ian, Katja, and Tycho party dialog to Fo2 style. Added: Door sfx to Glow doors (correct key / incorrect key). Added: power on / off sfx to Glow power management. Added: Animated power generator. Added: Glow robots now play getup/falldown animation depending on current power status. Added: Junktown casino now uses loaded dices. Added: "dice girl tamper timeout" - if the player tampers with the dices and the house noticed, the table will not not be locked forever. Added: More location related dialog to Ian (Junktown, Hub, Raiders, Necropolis). Added: Scrapheap / Fo1 demo map and location data (not available ingame yet). Added: Boneyard quest log entries. Added: V15 questlog entries are back, but only appear when entering the V15 location. Added: Destroying the rats tunnel in V15 now has visible feedback. As a bonus, rats on this level will respawn over time, unless the tunnel gets closed by the player. This will have barely any influence on any player, but still nice to know it exists. Added: Custom item proto for Boneyard farm quest. Added: Custom script and graphic for Gizmo's casino sign, to swap it out once Gizmo is no more. Added: Critter proto templates for small radscorpion, gecko, golden gecko, fire gecko, spore plant, and sentry bot (This is primarily for modders right now). Added: Geckos and small scorpions to encounter tables (rare chance only). Added: Geckos are only lootable with gecko skinning perk (currently not available). Added: The player now also receives a small dose of radiation while traveling on the worldmap around the Glow. So be sure to throw in rad-x a bit earlier than 2px in front of the green circle! Added: Alternative path for obtaining the motorcycle fuel cell controller. Added: Fo2 toe mutation code for lolz. :> Fixed: Cathedral tower staircase (teleport) Fixed: Unlimited XP exploit in Master's Vault computer terminal script. Fixed: Flip in Vats map won't bring the player to Lou if he attacks with the Brotherhood. Same for the gate and door mutants. Fixed: About a trillion bugs related to the vehicle. It should now be far more stable than it ever was in Fo2 vanilla. Fixed: Night Person trait now works correctly. Player receives the correct amount of skill points on levelup, and the trait can be removed via the Mutate!-perk. Fixed: "Destroy Armor Mod" wasn't removing armors in special cases. Fixed: Removed duplicated critters (cook, etc) in Shady Sands. Fixed: Party members can't run through the 2nd V13 door anymore. Fixed: Garl shouldn't drop his metal armor anymore if Armor Destroy Mod is active (untested). Fixed: Powered Armor and Hardened Power Armor weight adjusted to Fo1 values (had to double the weight, because Fo2 sets / 2). Fixed: Party member combat control settings are working now. Fixed: Junktown guards will now appear correctly when ambushing the Skullz. Fixed: Skills description changed from Fo2 to Fo1 version. Fixed: Marcelle won't leave the map anymore if NumPathNodes is > 6. Fixed: Neal in the Skum Pitt killing the Skulz ganger will now play the correct death animation. Fixed: Potential money stealing exploit (primarily in the Boneyard). Fixed: ai package for deathclaw eggs. Fixed: MacRae will not call female dude "lad" anymore. Fixed: Loxley now has the same team ID as everyone else in the thieves circle. Fixed: The BOS high elder is male now, as the dialog suggests (very likely protos swapped back in the days). Fixed: "Gain access to the Glow"-quest now appears correctly when entering the location. Fixed: "Restore power"-quest in the Glow now starting and ticking off correctly. Fixed: Video titles in PipBoy archive. Fixed: Can't steal from floating eye bots anymore. They also won't drop items. Fixed: Boneyard gangwar (Kill Razor) questlog entry and NPC reactions. Fixed: Rats would stop moving around after returning to a map. Fixed: Cutscene subtitles / color .pal files. Tweaked: If the player kills Garl in the fighting ring, Garl's items should be added to the beginning of the inventory now, and not the end. Tweaked: Added the V13 medial locker back into the game, but changed it's position and adjusted NPC dialog accordingly. The "original" position was shit and won't return under no circumstances. Tweaked: Increased big bike size by 1. Doesn't make much sense, but is better for gameplay I guess. Tweaked: The Deathclaw from the missing caravan quest can now be encountered on the worldmap again (only if missing caravans quest has been started, though). Tweaked: Armor stats to Fo1 vanilla. Other than that, the usual code fixes, redefines, cleanup, etc... didn't mention that in the changelog, because that would be blowing it out of proportions. IMPORTANT: Delete the alpha r548 folder first before installing the new alpha! Savegames won't be compatible anyway. Players have to start a new game otherwise stuff will be bugging out.