I think you guys will like the next release, it's going to have lots and lots of new stuff and new fixes.
Dropbox still has me down for too much traffic, so here's a teaser of what you'll see in the new version, from the Changelog:
Dropbox still has me down for too much traffic, so here's a teaser of what you'll see in the new version, from the Changelog:
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GAME START
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- Player no longer always starts the game with a Knife in inventory. [RATIONALE: It's extraneous since you can get one right away anyway.]
- Algorithms for Tagged skills (to determine bonus starting items) are now correct. (In vanilla, almost all of them were wrong)
- If created character on Easy difficulty, player no longer gets Tagged skill starting items for ALL non-combat skills. Now it works the same as on Normal or Hard: If you Tag a skill, you get the applicable bonus starting items. [RATIONALE: While starting with more items on Easy makes sense, this made any non-combat skills you tagged completely irrelevant in terms of bonus starting items, and greatly reduced starting difference between character builds.]
- Number of bonus starting items received for each Tag skill now varies by selected difficulty level. (For example, Small Guns tagged giving 1 stack of ammo on Hard, 2 stacks on Normal, 3 stacks on Easy.) NOTE: These changes are minimal or disabled if Fixes Only mode is enabled. [RATIONALE: Balance change. This makes Hard more of a challenge, while allowing Easy to still give more items as it did before.]
- Base starting items (the items all characters always start with) now vary by selected difficulty level. (For example, base item of 2 Stimpaks given on Hard, 3 Stimpaks on Normal, 4 Stimpaks on Easy.) NOTE: These changes are minimal or disabled if Fixes Only mode is enabled. [RATIONALE: This allows difficulty level to matter more from the beginning; Hard is more of a challenge, and Easy is a little easier than before.]
- Skills that gave no items in vanilla if Tagged, now give items. Examples are a Laser Pistol for Energy Weapons, Flamethrower for Big Guns, and Stealth Boy for Sneak. NOTE: These changes are disabled or reduced if playing Fixes Only mode. [RATIONALE: The guns start with minimal ammo and you don't have access to high-level ammo until later in the game anyway, plus now it makes it much more attractive to Tag "endgame" or "less useful" skills, as well as increasing difference between character builds.]
- If selecting Science as a Tag skill, player no longer receives 2 Buffout in their inventory at the beginning of the game. [RATIONALE: Why would a science-focused character start with combat-focused drugs?]
- [OPTIONAL] Ironman mode: Player can choose to start with only Tagged skill bonus items (no base items), or start with no items at all.
- [OPTIONAL] If option of male characters smoking for idle animation is enabled, then male players start with a Lighter.
- [CUSTOM ONLY] If not enabled Fixes Only mode, player also starts with 2 Water Flasks if playing on Easy, or 1 Water Flask if playing on Normal.
- Time of day is randomized to between 05:00 and 07:00 at game start instead of being exactly 07:21, which means you will now sometimes see "night sky" message instead of "light of day" message. (In vanilla this message existed but was unused)
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VAULT 13
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- Descriptions for Entry Computer and Vault 13 Outer Door consolidated. (In vanilla, examine on either would display 2 messages)
- If explosives are detonated on the entry computer, the door will either be permanently stuck open or permanently shut, depending on if you pass a Traps skill check. [RATIONALE: Not much more than a curiousity right now, but will become important later on when optional content of continuing game as a Super Mutant is implemented.]
- [OPTIONAL] Player can choose to continue playing game after invasion of this location, if invasions are enabled. This does not effect dialog-triggered invasion, only the timer-triggered invasion.
- Inhabitants killed and bodies generated when invasion triggered.
- Rebels can no longer get stuck on their way to the meeting.
- Rebels walk to the meeting on time.
- Rebel meeting starts promptly at the time it's supposed to, once the rebels arrive.
- Rebel leader displays a float message when dialog ends, of when their meeting is held, if player has heard about their discontent and hasn't already completed the quest and leader isn't sleeping and meeting isn't currently in session. [RATIONALE: In vanilla, only the rebels would tell you the meeting time, but not the leader. That doesn't make any sense.]
- "Calm the rebel faction" quest is now added to PIP-Boy 2000 quest list once player has learned about the rebel faction's discontent.
- If you kill the rebel leader to complete the "Calm the rebel faction" quest, this now earns you 250 XP and -5 Karma, but only if already received the quest and not already otherwise completed it. (Previously it gave no XP and no Karma change)
- Message about the cave's darkness seeming unnatural to you, is restored for display at beginning of game. [RATIONALE: Player already gets a message about natural light when leaving the cave; restoring the complementary message about natural darkness seems appropriate, as well as accurate given the player's upbringing.]
- Medic is now standing on the North wall, between the beds. In the same room as before. [RATIONALE: Previously he was standing next to the door and hard to see. This way he commands a clear presence in the room and is easily seen by the player.]
- Medic no longer requires you to be injured (less than full HP) to offer to heal your irradiation or poisoning. You can request healing of poisoning or radiation, if either of those ailments exists.
- Medic, when telling how many rads he can remove, now properly says "rads" instead of "percent".
- Medic's healing times are now as follows: 3 minutes per point of Poison, 5 minutes per HP, and estimated time-to-heal reported is given in friendly hours format. (Vanilla just gave raw number of minutes and took 20 minutes per rad (!) to heal. 800 minutes to heal 72 rads? No thanks.)
- There's now a supply locker near the Medic's room, that contains 1 First Aid Kit, 4 Stimpaks and 4 Flares. (The item totals are the same as in Vault 15) [RATIONALE: Vault 15 has a locker there but Vault 13 doesn't, which is strange. Also, the Medic's vanilla dialog references stimpaks, stimpak rations and a wall locker.]
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GENERAL, GAME
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- Metal doors that auto-close now do so after 15 seconds. (Vanilla was 3 seconds) [RATIONALE: Having to rush through before doors close is annoying as hell. Also, this now means they'll stay open for 2 rounds during combat, closing on the beginning of the 3rd round after opening.]
- Metal doors can now destroyed by explosives as follows: 1 blast if you make a Traps check, otherwise 2 blasts. (Vanilla was 3 blasts and didn't make any Traps checks) [RATIONALE: 3 might be more realistic, maybe, but there's a limited number of explosives in the game... I don't think any player is ever going to use 3 explosives just to bust down a door. Especially considering that in vanilla game it's not documented anywhere that they're even destroyed after three blasts. You don't get a message after the blasts or anything.]
- Dialogue for the following scripts now have proper reaction/empathy flag values: Abel, Doc Morbid, Michael, Neal, Radio (item), Saul, Sophia, Super Mutants at Military Base, Trish, Vats Control Computer Technician, Vault 13 rebels, Vault 13 Security Officer.
- Description and displayed equation in character screen of First Aid's starting skill% is now correct.