Did this mod die?
Not dead, on hiatus

Did this mod die?
Additions/Changes/Fixes:
- 9 new perks added.
- Fixed Needler pistols doing poison damage, had become broken at some point.
- While adding a perk that adds a small amount of poison damage to each spear and knife the player attacks with (see the "Perks and Traits" doc), I've given one rank of this perk to each "primitive" critter. All this in a bid to make poison damage a bit more relevant (remember that it deals damage much quicker with this mod than in the original).
- To "solve" the issue where kicking progressively lags behind punching for unarmed combat characters because it can't equip anything, and is generally just boring mechanically, it now represents grappling or sweeping unarmed attacks. What this entails is that "kicks" cost more AP than punches, but carry with them a larger chance of status effects (disarms, knockdowns, etc.), and as the only attack in the game ignores the requirement of doing any damage to be able to cause such status effects. So, while kicks will do little to (probably) no damage to armored opponents, they will still be able to cause status effects.
-Implemented the molotov cocktail fix by phobos2077 (in vanilla FO2 molotovs do explosion damage, now they finally properly do fire damage).
-Fixed a bug in the Mobile Attacker perk: now it properly only applies for only one attack per turn.
Version 0.7:
- 8 new perks added.
- Healing system has been revised: the new resource-based healing system has been removed in its entirety, and doctor's bags and first aid kits now work as in vanilla FO2 again, while rest healing is the same effective auto-healing as in the original. Healing powder now works the same as the new stim paks, so you can use them to heal, but only once every 30 minutes. To give first aid some kind of purpose, you can now use 7 AP's to heal yourself or someone standing next to you with the J-key (note that the reduced AP doesn't show up in the UI immediately). The amount healed is based on the FA-skill and whether you have a First Aid kit in your active hand.
- Fixed a problem where "oops! hit the wrong target" was occuring a bit too often and randomly.
- Fixed issue with the message that the "this weapon can't be used properly" message appeared incorrectly.
- Fixed a bug in perks that cause critters to switch teams, so that if they are forced by their scripts to still attack the player on sight, they switch teams again.
Methinks I'm going to try this out. Kudos.
UPDATE: Heh...is it a common problem for The Chosen One to enter the Temple of Trials, attempt to punch an ant, and instead punch himself?
All my attacks are against myself instead of my target, which is kind of funny but probably not intentional.
I installed the RP2.3.3 over a clean FO2 install, then followed the installation instructions for the RP version of the mod with the exception of marking the files in the PatchDat folder read-only, because there were no files in that folder.
I also tried installing the new version of sfall, but there was no apparent change to the "punching myself" problem.
I notice you use some of Phobos' changes... how compatible is this mod with his economy/rebalance mod?
- Jack of All Trades now puts the skill cap at 125 instead of 100 (actually, it didn't do this at all yet, so this is also a fix)
- Fast Shot now also increases your critical failure chance on top of the decreased critical hit chance.
Why is this being done? Both of these penalties I mean. Balancing unnecessary IMO. There's already quite a big penalty, can't aim.Fast Shot now also increases your critical failure chance on top of the decreased critical hit chance.
Why is this being done? Both of these penalties I mean. Balancing unnecessary IMO. There's already quite a big penalty, can't aim.Fast Shot now also increases your critical failure chance on top of the decreased critical hit chance.
Well, I really liked your mod so far, but this Fast Shot change is unnecessary IMO. I think you should leave it as it is. The reason being too boring to play without aim is bad reason for me. The devs wanted it that way. You shoot fast so you don't have time to aim - makes perfect sense.You can aim with Fast Shot in my mod. Always thought that was a lame penalty (essentially the trade off was just a more boring playstyle), so instead you get penalty to crit chance and crit failure.
Well, I really liked your mod so far, but this Fast Shot change is unnecessary IMO. I think you should leave it as it is. The reason being too boring to play without aim is bad reason for me. The devs wanted it that way. You shoot fast so you don't have time to aim - makes perfect sense.You can aim with Fast Shot in my mod. Always thought that was a lame penalty (essentially the trade off was just a more boring playstyle), so instead you get penalty to crit chance and crit failure.
However I do hate the loot randomization, with a passion, and a vengeance. Is there any way to turn that off?