Hi. Firstly I want to say I never even dreamed of anyone fixing the bugs in fallout2. So kudos to you, Killap.
On to my actual point. There are some very annoying bugs in the official release, which, after reading through this whole thread, I have not seen mentioned. If they've been fixed, that is awesome, but I want to be sure:
1.When you use Burst Fire, any corpses (or dead entities no longer visible because of being zapped out of existence with a Pulse weapon) that are between you and your target, or even on the same hex, will block and absorb your Burst Fire. In other words, corpses are obstacles to Burst Fire, rendering it useless in many combat situations. This bug was not present in Fallout1, which I find very strange. If it has been fixed, I am delighted, but since I've seen no mention of it in this thread, I worry. This is a serious issue permeating the whole combat system in a bad way.
2.Another bug which has bothered me is how they Developers made such a half-assed job in their overhaul of the ammo system for Fallout2. All Armor-Piercing ammunition in the game, save for HN AP Needler Cartdirge and AP Rockets, is essentially useless due to the ridiculous DMG MOD assigned to it. With most weapons, this is not a major issue, since one can always opt for JHP ammunition. However, there is only AP ammunition available for the 14mm Pistol. This means that the 14mm Pistol, a good weapon in Fallout1, is useless as anything else than merchandise in Fallout2. So, a fix which I assume to be rather easy for you experts to fix, is to simply fix the ridiculous DMG MOD of 14mm AP, changing it to the normal 1/1 and change the DR MOD of -50, whose original purpose was to make up for the terrible DMG MOD but which obviously doesn't suffice, back to 0 or something very slightly negative, rendering 14mm AP just a standard round of ammunition. That would make the 14mm Pistol the good mid-game weapon it was supposed to be.
3.Another, way more insignificant, bug is the following: When you get addicted to Jet, and while still on the drug high, you take a dose of Antidote, the Antidote doesnt get used up but remains in your Inventory. Worse, it not only cures the addiction, but the drug downer never arrives, which means you can permanently increase your action points this way. Like I said it's a minor bug and one can just refrain from exploiting it, but in case no one knew yet, it's there in the original version.
And once more, I'm delighted to see people are still working on making this awesome game as good as it's supposed to be!