Version 0.8:
Changes/Additions:
- Changed the way agility works in deciding aiming bonusses in a more intuitive way. Now it decides your base aiming bonus, which is set at agility*20. Each AP spent aiming raises that by 50 up to a maximum of 200 + perception*20 (so, e.g., a character with 6 Agility, spending 3 AP's aiming gets a bonus of: 6*20 + 3*50 = 270). P
- added perk pictures for all the new perks; rather than fitting with the theme of the perk, these depict the attribute or skill needed to get additional ranks for that perk (usually 4 + 2 per attribute, and 50 per skill; so, e.g., if the perk picture is the same as that of charisma, then you need 6 base Charisma for one rank, 8 for two and 10 for three).
- changed the way unarmed damage works; previously both the "weight" of the attack and the amount of that weight that translated to damage was determined by Strength, which stupidly caused an exponential effect that caused low ST characters to do close to no damage. Now the weight is a constant 4 (same weight as a club, though the club gets additional max damage), which can get raised through the "heavy hitter" perk.
- all critters that make unarmed attacks with claws and teeth instead of blunt force (i.e. all of them other than humanoids) now have 25% higher max damage and 25% lower min damage (which means they have less chance of causing knockdowns and knockouts, but higher penetration), the max damage additionally gets raised based on their experience value.
- removed the healing item collection mechanic that had still remained over from the old healing system. Pressing Q or the corresponding button in the UI now shows the chance of a certain status effect (knockdown, knockout, etc.) occurring for the bodypart of the enemy you last aimed at (previously this was under a different key).
-raised the amount of melee weapon weight that gets translated to damage per melee damage stat point to 25% for max damage and 20% for min damage (this way even a 1 ST character can at least potentially deal some damage with his fists, which have a weight of 4: 1*4*0.25 = a max damage of 1).
-Lowered the critical failure chance and made the additional roll tied to the Jinxed trait independent from the Luck stat.
-Added the Golden Gecko bartender in Klamath to the new merchant system.
- Removed the new blocking mechanic, which was simply too untransparent and didn't really add anything in the way of tactical options because of that.
- lowered the stats of the temple of trials guy; he was way too tough for a non-combat build under the standardized stat system, and wouldn't want to force you to tag speech or make a thief build just to get past him.
- simplified the defence mechanic to one based on perception and unused action points (if you can see the enemy attacking you, you get a defence bonus based on how many AP's you've "spent" concentrating on figuring out his move), and another based on hexes moved and agility (the faster and more you move, the harder you are to hit).
- also simplified/merged the armor and carry weight penalties. Given that carry weight now concerns only worn armor and weapon in the active hand, it was needlessly complicating to keep separate penalties. The penalty is now also directly visible by applying it to the aiming bonus you change by spending additional AP's through the UI or key bindings. The way it works is simply that the percentage by which you exceed your max carry weight is substracted from your aiming bonus (so, if you get an aiming bonus of 200%, and you exceed your carry weight by 10%, this aiming bonus is now 200*0.9=180%).The maximum penalty is 50%.
- the aiming bonus now also reduces the thc nerfing. bit of a complicated issue, but what this basically helps to avoid is spending additional AP's being only useful when bridging very low (and thus unnerfed) THC values.
Fixes:
- fixed a huge bug in the damage formula that caused unarmed and melee damage in all cases to nonsensically depend on the player.
- Cleaned up some of the formulas and especially the damage formula so that it rounds the outcome both up and down rather than only down as it does in the original formula (given the relatively low damage outputs in the game this makes more of a difference than it would seem).
- fixed an oversight in the damage formula not being completely up to date for additional targets in a burst.
- Fixed a couple of issues with critters not properly getting the right stats under the new systems (namely melee damage, sequence and crit chance).
- Fixed an issue with several traders still carrying endless amounts of first aid kits and doctor's bags under the old healing system.
- Fixed an issue in the new burst system which was a result of an sfall bug that has since been fixed: previously all hits were dealt as "extra targets" meaning no status effects like knockdowns could occur, this has now been fixed and one of the hits is automatically treated as the "target".
- cleaned up a lot of scripts to be "safer" so as to prevent any potential bugs (debugging FO2 isn't exactly an easy job so tbh I'm not even sure to what degree this was necessary; it couldn't hurt at the very least). Also optimized a few to improve performance (especially the two handed switching script was needlessly bulky).
- fixed a problem in the loot generating script which caused ammo on your person to change amounts when first entering a map.
- fixed a bug in the container overseer system which caused the script to be attached to all ground items rather than just containers.
- fixed two potentially game crashing errors in the gear generation script and made it work properly for containers on the map, which wasn't happening previously.
- fixed a huge bug having to do with a version switch in sfall changing the way arrays work. Note that this has also resulted in a slight change in the installation instructions (found on the first page or in the zip file).