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Readme and changelogs for 0.9.3
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phobos2077 committed Aug 13, 2023
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62 changes: 62 additions & 0 deletions docs/ecco_changelog.txt
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-=== CHANGELOG ===-

v0.9.3
> Stealing & looting:
- Steal rolls calculation changed to make stealing harder but encourage investing into the skill
- if Steal roll fails but Catch roll also fails - fails steal without getting caught instead of just succeeding, as in vanilla
- Stealing now correctly uses number of items stolen when calculating difficulty
- Stealing money and other weightless items now adds to difficulty based on cost
- added karma reduction based on total value of goods being stolen
- buffed various doors and lockers throughout the game to have higher requirements for lockpicking, prying and disarming
- changed some doors to be destroyed based on total damage dealt instead of number of explosions (allows to burst-open some doors with powerful guns)
- certain "watcher" NPC's line of sight will now use the same logic as line-of-fire checks and will "see through" other NPC's to detect PC doing nefarious actions
- Redding: rewritten DrJohn thief-watching behavior to be more robust and interrupt his dialog with RatRay properly
- Redding: added thief catching logic to Sheriff Marion and some miners
- Redding: locked some doors and containers
- New Reno: more robust watching logic and buffed stats for certain doors at Bishop's casino
- NCR: increased difficulty of stealing from lockers in Guard Captian building

> Crafting & drugs:
- all drug crafting (except basic First Aid) now requires Doctor Skill
- added Doctor Skill book to the game (using one of Abbey's books)
- added more crafting components to some stores and to maps
- reduced prices for learning certain crafting recipes
- tweaked many crafting recipes for better reward/investment ratio
- non-craftable food effects reduced back to vanilla levels
- craftable food now heals comparable amount to Healing Powder but most of it is only applied after 30 minutes to avoid competing with Stimpaks
- craftable food now also increases EN/PE and reduces small amount of radiation/poison

> Balance:
- buffed some underused perks: Demolition Expert, Pyromaniac, Survivalist, MrFixit, Medic, Ghost, Ranger, Harmless, Salesman
- added ambient radiation to certain maps to have more use for radiation mechanic and Rad-Away
- tweaked some random encounter NPC's weapons for better tier balance and variety
- lowered some town-based price multipliers
- reduced NPC's AG-based free move points to match that of PC
- Abbey: replaced certain OP critter with a more appropriate one
- Abbey: reduced some XP rewards for trivial tasks
- replaced some weapons that are too powerful from early game locations
- made 40mm ammo more available in earlier areas
- replaced random-based destruction of 50% of NPC weapons with deterministic formula
- nerfed Grease Gun rate of fire to not overshadow other SMGs too much
- nerfed Shotguns AC mod and damage of Buck/Slug ammo to not overshadow Incendiary ammo and other weapons
- nerfed Sulik's melee damage to not completely trivialize certain combat encounters
- nerfed Vic's Repair skill to give some incentive for player to invest into that skill at mid game
- nerfed thrust attacks

> Traps:
- traps can now be assembled and armed during combat for 4 AP
- Bear Traps: prevent knockback for caught critters and "free" them if knocked down
- fixed "waiting" party members triggering traps
- fixed party members getting angry at dude if caught in trap explosion triggered by other NPC
- disabled "magical" revealing of player if NPC triggers the trap
- buffed some pre-placed mines (Redding, Raiders)

> Other:
- tweaked NPC best weapon selection logic to have a better understanding of actual weapon effectiveness
- disabled NPC's dropping weapons on the ground on death to avoid some frustrating situations
- fixed unspent AP carrying over to the next combat
- fixed car charging amount not taking reduced Cell capacities into account
- fixed infinite reward for Stark's NCR recon quest (Lujo's)
- fixed turning in Happy Harry to Stark (Lujo's)
- improved compatibility with THAT mod and fixed "generic" replies when THAT is not installed
- merged several fixes from RPU v27


v0.9.2
> Traps:
- new Bear Trap with mechanic for holding critter down for several turns
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62 changes: 62 additions & 0 deletions docs/ecco_changelog_ru.txt
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-=== СПИСОК ИЗМЕНЕНИЙ ===-

v0.9.3
> Воровство и лут:
- изменён расчёт исхода воровства для его усложнения и мотивации инвестировать в навык
- если оба броска на успех воровства и на успех цели вас поймать неуспешны - ничего не делать (раньше засчитывался успех)
- учитывается количество предметов в "охапке" при расчёте штрафа
- воровство денег имеет штраф в зависимости от суммы
- добавлено снижение кармы в зависимости от общей суммы наворованного
- усилены разные двери и контейнеры в игре: повышены требования для взлома, использования монтировки и разминирования
- для некоторых дверей логика уничтожения теперь учитывает суммарный урон вместо количества взрывов (можно разнести такие двери очередью из мощного оружия)
- для некоторых NPC проверки видимости будут использовать линию огня и не учитывать других NPC между ними и игроком
- Реддинг: улучшена логика защиты от воровства Доктора Джона и добавлено прерывание диалога с помощником
- Реддинг: добавлена защита от воровства Шерифу и некоторым шахтёрам
- Реддинг: замкнуты некоторые двери и ящики
- Нью Рино: более надёжная охрана дверей на втором этаже казино Бишопа
- НКР: усложнено воровство из контейнеров в здании Капитана Стражи

> Ремесло и наркотики:
- создание почти всех веществ требует навык Доктора
- добавлена книга навыка Доктор в игру
- добавлено больше единиц компонентов ремесла в игру
- снижены цены обучения некоторым рецептам
- поправлено множество рецептов для лучшего соотношения выгоды
- эффекты обычной еды возвращены к уровням оригинала
- приготовляемая еда восстанавливает ОЗ сравнимые с Порошком, но большая часть из этого только через полчаса
- приготовляемая еда также повышает ВН/ВН и немного снижает радиацию/отравление

> Баланс:
- усилены некоторые перки: Подрывник, Пироман, Мастер выживания, Мастер на все руки, Медик, Призрак, Странник, Безобидный, Торговец.
- добавлена фоновая радиация в некоторые
- поправлено оружие некоторых NPC в случайных встречах для лучшего разнообразия и баланса
- снижены множители спроса
- убрано преимущество NPC перед ГГ по количеству очков ходьбы
- Аббатство: заменено существо в на более соответствующее уровню локации
- Аббатство: снижен опыт за тривиальные квесты
- заменено некоторое слишком мощное оружие в ранних локациях
- 40мм гранаты сделаны более доступными
- заменена формула удаления оружия у 50% NPC при смерти на детерминированную
- снижена скорострельность Гриз Ган чтобы не затмевать остальные ПП
- снижен модификатор КБ дробовиков и урон обычных патронов чтобы не затмевать особые патроны и другое оружие
- Сулик: снижен бонус к урону от холодного оружия чтобы некоторые бои не были совершенно тривиальны
- Вик: снижен навык Ремонта чтобы дать повод игроку немного вложиться в навык
- снижена бронебойность колющих ударов

> Ловушки:
- ловушки теперь можно зарядить во время боя за 4 ОД
- капканы: убран отталкивание если персонаж в капкане, добавлено освобождение из капкана при успешном нокауте
- исправлено срабатывание ловушек на "ждущих" сопартийцах
- исправлена агрессия сопартийцев при попадании в радиус взрыва ловушки, сработавшей на другого NPC
- убрано "магическое" обнаружение игрока NPC при попадании в ловушку
- усилены некоторые предустановленные мины

> Прочее:
- поправлена логика выбора оружия NPC для лучшего понимания эффективности оружия
- выключено выпадение оружия у NPC при смерти во избежания неприятных ситуаций
- исправлен перенос ОД в следующий бой
- исправлен слишком эффективный заряд авто батареями
- исправлено бесконечная награда Старка за квест разведки (Lujo)
- исправлена сдача Гарри Старку (Lujo)
- улучшена совместимость с модом говорящих голов
- добавлены некоторые исправления из RPU v27


v0.9.2
> Ловушки:
- новый тип ловушки - капкан, способный удерживать противника в течении нескольких ходов
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41 changes: 25 additions & 16 deletions docs/ecco_readme.txt
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-====================-
-=== EcCo mod ===-
-=== v0.9.2 BETA ===-
-=== v0.9.3 BETA ===-
-====================-
by phobos2077


> CRAFTING:
- New crafting system based on Mr.Fixit by Team-X and Fix-Boy by Lexx.
- New crafting system based on Mr.Fixit by Team-X and Fix-Boy by Lexx with many improvements.
- Custom crafting schematics designed to serve game's balance and add variety, including new game items.
- All "schematics" are divided into several categories, you need to find teacher for each category.
- Knowing schematics is not enough: to start crafting you may also need skills, components and tools.
- Some craftable food.
- Craftable food that heals a little, reduces negative effects and increases some stats.
- Crafting menu is accessible by clicking a new button on main panel or with a hotkey: Ctrl+C.
- New book for Doctor skill (required to craft drugs).


> TRAPS:
- To use traps you need to craft a Trap Kit first (need explosive schematics for mines and electronics for sensor mine).
- To place the trap on the ground, put it in your active hand slot and use it ON your character (or just press Ctrl+4 hotkey).
- To place the trap on the ground, Use it from the inventory screen or from your active hand slot. You can also use hotkey Ctrl+4 if you have a trap kit in active hand.
- To actually arm the trap, use Traps skill on it.
- For mines: you can use any explosive from inventory on the floor trap tile; if you just use "Traps" skill on them, the game will first try to arm it with last used explosive type, and then with any explosive found in your inventory.
- You need to pass traps skill check to successfully arm the trap, if you are bad enough, you may end up blowing yourself. But if you're good, you'll have a chance of critical hit with your trap.
Expand All @@ -33,16 +34,25 @@
- Selling prices are affected by skill. (at lower levels prices may drop as low as 25% from their normal margin). This way, if you want to get rich by selling weapons, upgrade your Barter, or you'll need to sell many times more than before.
- Buying prices are comparable to base game, but have a steeper curve (slightly higher on low skill, lower on high skill) - see barter.ini or barter SSL code for detailed formula.
- Some misc items prices were adjusted, so you can still make profit selling them, especially in early game (gecko pelts and scorpion tails in Klamath, etc.).
- Some items have their prices differ between towns to reflect demand.
- New book for Barter skill added.


> LOOT REDUCTION:
> STEALING:
- Steal rolls calculation changed to make stealing harder but encourage investing into the skill.
- if Steal roll fails but Catch roll also fails - fails steal without getting caught instead of just succeeding, as in vanilla.
- Stealing now correctly uses number of items stolen when calculating difficulty.
- Stealing money and other weightless items now adds to difficulty based on cost.
- Karma penalty based on total value of goods being stolen.


> LOOTING:
- There is a chance a weapon will get destroyed when critter dies (except unique and rare weapons).
- Corpses are stripped from some percent of ammo and stimpaks, thus reducing abundance and incentivizing shopping.
- Loot slightly reduced in various containers across the game.
- EPA: loot rearranged/reduced somewhat; room with most powerful stuff at security level will be harder to get in.
- It is harder to steal from Redding doctor now.
- Closed rooms in Bishop club are harder to get in.
- Loot slightly reduced/rearranged in various containers across the game, especially in certain underground installations.
- NPCs will be more likely to detect if you're stealing from their property.
- EPA: room with most powerful stuff at security level will be harder to get in.
- Measures to prevent trivial stealing from some places in Redding, New Reno and NCR.


> NEW QUEST CONTENT:
Expand All @@ -55,17 +65,17 @@


> COMBAT:
- A couple of unspent AP points carry over to the next round.
- A couple of unspent AP points carry over to the next round. This should make low-AG builds more viable and make difference between weapon AP cost less dramatic.
- Opening inventory has no cost, but every action requires 2 AP (except reload, see below).
- All characters now get a bonus move points (not AP!) for every AG point above 5. Double for NPCs. This should allow melee characters to close on their gun-wielding foes and make combat more dynamic.
- All characters now get a bonus move points (not AP!) for every AG point above 5. This should allow melee characters to close on their gun-wielding foes and make combat more dynamic.


> AMMO:
- Parameters of all ammo types were carefully edited to fix vanilla issues and add choices.
- AP/FMJ generally do less damage then JHP against unarmored, but is effective against armored targets (thanks to new damage script).
- Reduced pack sizes of certain ammo calibers to further balance the total amount of that ammo in game.
- Weight and cost was rebalanced as well.
- To further reduce "ammo swimming", all dying critters are stripped from some amount of ammo (optional), see MISC section.
- To further reduce "ammo swimming", all dying critters are stripped from some amount of ammo.
- Ammo now occupies space, so you cannot store unlimited ammo in car trunk (increased trunk capacity by 20% to balance that).
- New "calibers" and ammo types: .50 BMG (for AMR) and 40mm Grenade.
- New ammo types for existing calibers: 12ga Slugs, "special" 12ga ammo, .223AP, 7.62mm AP, 14mm JHP.
Expand Down Expand Up @@ -98,7 +108,7 @@
- Two new 40mm Grenade weapons added to make Big Guns skill more useful in early-to-mid game.
- Bozar changed to be a single-shot anti-materiel rifle, uses new .50 BMG ammo, need 7 STR and has very high damage. For machinegunning use LSW or M60 instead.
- M60 is a true machine gun: more powerful with 100 rounds ammo capacity.
- ST now adds to base skill
- ST now adds to base skill.


> ENERGY WEAPONS:
Expand Down Expand Up @@ -144,12 +154,11 @@
- Lidya in VC rewards 500 for shipment of alcohol (was 300).
- Better reward for VC plow quest.
- Algernon need rest after work.
- Trappers in random encounters now sell pelts through standard barter dialog only, but with high discount.
- Small changes which better integrate some content restored by RP. A few hooks for some content, a new scouting quest in Vault City, and adjustments to the Vault Village quest. (by Lujo)


> MERCHANTS:
- More crafting components (mainly junk) sold at general stores.
- More crafting components sold at general stores.
- Cash tender in Redding now offers cash from 1000 to 7000 depending on player's current level.
- Changed some merchants stock to offer some new items and more ammo for purchase.

Expand All @@ -162,10 +171,10 @@

> MISC:
- Small adjustments to base value formulas of some skills for better balance
- Buffed some underused perks: Demolition Expert, Pyromaniac, Survivalist, MrFixit, Medic, Ghost, Ranger, Harmless, Salesman.
- Some mine traps in the game became more dangerous.
- Nerfed slot jinxer perk: slots break for month instead of 1 day, high rollers give 2/5 of initial money and there is a luck-based chance to fail. You can still become insanely rich by gambling.
- Nerfed gambling dice: you can win maximum about 1000-5000 caps per table, per week (that's still a LOT of money).
- People drop their weapon to the ground in front of them when they die.
- Bonus Rate of Fire perk was removed (all pistols were completely OP if you take it, especially with the appropriate Trait).
- Hakunin dreams delayed, so they happen at more appropriate pace (RP has more content...).

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