-----------------------
GRAPHICS
-----------------------
- Implemented/restored many missing situational death animations for all humanoids and critters as appropriate. This is most noticable on Normal violence level, and was done using existing vanilla graphics. They are usually the falling down burnt animation, but in some cases also the explosion animation, full auto animation, and up in smoke animation. For the burnt animations, most non human critters already had it, with a puff of smoke above them, but of humanoids only the human male jumpsuit had the same animation, and without the smoke puff.
- The darker/blacker burnt death animation and burnt corpse versions of humanoid bodies from Fallout2 Restoration Project have been used for Black Guy and both gender's Combat Armor graphics.
-----------------------
GENERAL, GAME
-----------------------
- ddraw settings now run the game at 104% speed by default. This is to avoid the slideshow cutoffs. Personally I play at 108% to 115% unless near the slideshow.
- New items in inventory now go to the top, like Fallout 2, instead of the bottom. Also the keys Page Up, Page Down, Home, and End now work in inventory. NOTE: These are all features of f1_res and can be disabled at any time; just open f1_res.ini in your Fallout Fixt folder and locate the appropriate entries.
-----------------------
NPCs AND PARTY
-----------------------
- All NPCs who have unworn armor in their inventory the first time (and only first time) a map is visited will now equip it. (In vanilla, some NPCs would start with armor in one of their hand slots) NOTE: This does not check for Brotherhood Armor, Tesla Armor, Power Armor, or Hardened Power Armor, as I'm not aware of any NPCs starting with those unworn, so this saves CPU cycles.
- Party members are now checked properly in situations where something needs to happen to them, for example Halls Of Revulsion or Garl-HtH-Fight. The vanilla code was never updated, meaning it checked their base entry, but none of the other 27 entries, so if they were levelled up or wearing different-than-default armors, the scripting wouldn't trigger properly.
- Can now get Mr Handy at Military Base to join your team. At the current time, he only follows you on that level. You must repair him first, meaning three sequential skill checks: Repair, Science, and Repair again (or use a Radio on him).
-----------------------
COMBAT
-----------------------
- Floating Eye robots next to Master now have scripts linked to them, meaning they will engage in combat properly.
- "max_distance" for The Master set to maximum, meaning you can't just run down the hall and kill him from long range for free. He will still be shooting at you.
- "max_distance" greatly increased for hirable NPCs and especially the Mysterious Stranger, meaning they should now always hunt down and kill your enemies and not just stand around.
- Mole Rats and Pig Rats now have combat floats, as normal Rats do, at the same 5% chance-to-display.
- Mole Rats now actually use the Mole Rat A.I. type.
- Mole Rats now sometimes do Called Shots in combat. (Previously they never did)
- Pig Rats now have their own A.I. type, instead of just using same A.I. as normal Rats.
- Radscorpions in Southern Desert encounters no longer use the Shady Sands Radscorpion script.
- Chance to do a Called Shot increased slightly for various critters and NPCs.
-----------------------
PERKS
-----------------------
- Educated now gives 5 skillpoints per level for each rank of the Perk, instead of 2 skillpoints. RATIONALE: An attempt to make Educated be actually useful and worthy of picking.
- Survivalist now gives a permanent +20% to Outdoorsman skill for each rank of the Perk, as well as the +20% bonus to survival situations. This means you effectively get +40% in survival situations. RATIONALE: The vanilla usefulness of this Perk was painfully minimalit only impacted dehydration and rockfalls, both of which were mere annoyances to begin with.
-----------------------
TEXT
-----------------------
- Nasty Radscorpion (the upgraded version of radscorpion used in some random encounters) is now actually referred to by the game as Nasty Radscorpion. (Meaning you can now tell them apart without requiring the Awareness Perk to see their HP)
- Floating Eye robots now use their proper names. Now the stronger one is properly labeled as Floating Eye Mark II.
- Player now gives correct directions when/if revealing location of Vault 13 to the bad guys.
- Robots are properly identified as Mr. Handy and Floating Eye Mark II instead of just Robot.
- Mr Handy at Military Base has expanded dialog and new dialog options, and various fixes.
- [Restoration] Police officers now display Thanks for killing the Deathclaw message when appropriate.
- [Restoration] Unused vanilla loudspeaker message now displays when and where it's supposed to.
-----------------------
ITEMS
-----------------------
- Electrical Resistance on Robes reduced from +40% to +30%
- Normal/Fire/Explosion resistances increased slightly on Tesla Armor so that all its stats are equal to or better than Metal Armor.
- Laser resistance reduced on some armors: [RATIONALE: Laser weapons are imbalanced in vanilla game due to most armors having disproportionate amounts of Laser resistance. This, for example, makes laser pistols much less effective than conventional pistols with similar damage potential. You can also shoot people in Power Amor with the Gatling Laser point blank and have almost no effect.]
Brotherhood Armor: reduced from 8dt +70% to 8dt +60%
Combat Armor: reduced from 8dt +60% to 5dt +50%
Hardened Power Armor: reduced from 19dt +90% to 14dt +60%
Leather Armor: reduced from +20% to +15%
Leather Jacket: reduced from +20% to +10%
Metal Armor: reduced from 6dt +75% to 4dt +40%
Power Armor: reduced from 18dt +80% to 13dt +50%
Robes: reduced from +25% to +10%
- If not playing Fixes Only, Lit flares giving light radius when in inventory or off-hand as well as in active hand.
- Combat Armor and Brotherhood Armor no longer grant +20% Radiation Resistance. RATIONALE: Why would they? They are combat polymer armors, not environmental suits.
-----------------------
BROTHERHOOD OF STEEL
-----------------------
- The Doctor, Lori is now referred to as Lorri from all sources. RATIONALE: Consistency. This was a tricky one... in the internal script lists it says Dr Lorri, but the Doctor's Assistant has a dialog line saying Lori's the doctor but Lorri's own dialog file never says her name, it just says You see the Brotherhood Doctor. However, there is a Follower named Lori, so I think going by Lorri is better than having duplicate names. Lorri is being used as her first name, not last name.
-----------------------
TRAPS
-----------------------
- Traps can be attempted to be disarmed 3 times total. If you still fail on the third try, the trap is triggered.
- Some traps now do more damage than they used to, or at least are able to do more damage some of the time.
- Explosion traps now actually do the damage they were supposed to in the original game. (Instead of using the damage range specified in the code, it randomized damage between 1 and whatever number was rolled in the specified range. Apparently a huge oversight by the developers.)
- If player gets a critical success when detecting or disarming traps, the experience points earned for successful skill usage is doubled.
- If player gets a critical failure when detecting or disarming traps, the trap immediately triggers and does +5 its normal damage range.
- Traps are no longer triggered or detected by non-party-member NPCs or critters. [RATIONALE: The vanilla messages and script indicate that it's only supposed to work on player and party members, yet vanilla script still checked for all types of NPCs critters when dealing damage. Likely a scripting oversight.]
- Now only the player can detect & disarm traps. However, party members can still trigger traps; but the trap only gets triggered if the *player* fails skill checks to detect and disarm it. (In vanilla, player's party members could detect and trigger traps, and player got 25 XP if someone else detected the trap.) [RATIONALE: Your party members have 21%, 25%, and 26% respectively in their Traps skills. Letting them detect/disarm traps won't help you at all in the vast majority of cases, it will just increase your chances of a triggered trap and critical failures. This reduces the usefulness of putting points into Traps, which we don't want.]
- [Restoration] Gas traps in The Glow are now functional.
-----------------------
BONEYARD / ADYTUM
-----------------------
- [Toxic waste moat at Gun Runners] Now always damages player when walking through it, instead of making a roll against Agility. [RATIONALE: Fast, nimble or not, the player isn't a Jesus Lizard: even short distances would require contact with the liquid.]
- [Toxic waste moat at Gun Runners] Now also gives player 100 rads per step. [RATIONALE: Dude, it's toxic waste.]
- [Toxic waste moat at Gun Runners] Does less damage to NPCs so that they don't die every time. [RATIONALE: NPCs will run through it due to their pathfinding code. This is a convenience fix so that the NPCs aren't dying in stupid ways that are simply due to limitations of engine design.]
- [Toxic waste moat at Gun Runners] Damage amount varies by selected difficulty level. (At Normal difficulty, damage is same amount as vanilla)
-----------------------
GETTING DIPPED
-----------------------
- Location and facing of Lieutenant and player during the sequence prior to cutscene changed slightly, to be more "realistic".
- A screenfade occurs when moving to Vats Control Computer. (Previously it was just an instant teleport)
- Lieutenant now animates the "magic hands" animation, giving a better sense that he has personally initiated the dip. (And also enough time for player to realize what happened; previously the teleport to this room happened so fast before showing the cutscene, that you couldn't really take it all in before the screenfade.)
- Player is now always shown in their Vaultsuit during the sequence prior to cutscene, when standing next to the Vats Control Computer.
- [Restoration] Previously-unused narration about Vault Dweller's actions and future is now heard, if dipped in the Vats, after cutscenes and before returning to main menu. [NOTE: This is just audio at the moment. I don't know if restoring an actual ending-slide would be possible, and I don't think a slide for this even ever existed, so for now it just fades the screen and stays faded while the narration is read.]
- NOT YET IMPLEMENTED: [New Content] Player can now continue game as a Super Mutant, if dipped in Vats. (Currently this is just a Work-In-Progress testing implementation. Dialog will not change when you talk with anybody so it's more of a proof-of-concept at this point.)
-----------------------
RAIDERS
-----------------------
- If mistaking you for Garl's father, have a chance to run away from you instead of walk away, on two out of the six float messages.
- If mistaking you for Garl's father, now have better distance-to-move and how-often values for walking/running away from player and displaying float messages.
- Finally should be fixed so that none of them play the float messages at hyper-speed.
- Various fixes for Hand-to-Hand fight with Garl.
- If player chooses to fight Garl hand-to-hand for Tandi, player is now informed that they can keep wearing their armor. (This is vanilla functionality, I've just changed dialog so that player is aware of this fact. It could very easily be a life-or-death knowledge.)