FatMerc
First time out of the vault
@phobos2077 So far new update is great. I only noticed that the craft button is "fixed" but persistent in some screens like dialog/barter etc.
I fixed that already for the upcoming update!@phobos2077 So far new update is great. I only noticed that the craft button is "fixed" but persistent in some screens like dialog/barter etc.
I buffed throwing a lot, but not sure about "pure" throwing. End-game you'll have to rely on grenades but they aren't unlimited. Boomerangs can work as unlimited ammo ranged weapon but they are more for mid-game. But maybe you should try anyway. You can use party members as backup and come up with some good suggestions for a new throwing weapon.I would like to try a pure throwing build, would this be viable under ecco? Is this going to scale well endgame?
Wow, I've stopped playing for like a month and we've already another new update. Thanks for the work!
The idea of buffing the first aid, doctor skill is really a great. In the vanilla game, they're simply not attractive with their neglectable amount of healing the over-abundance of money, loot and stimpaks in vanilla setting.
Adding the powerful final reward and the skill-scaling heal potential make them much more desirable, especially considering the scarcity of money and stimpak in EcCo mod.
I mean, with the buff you give to several skills they're now more like a skill that can be a real fortune that facilite the run at a daily basis rather than a hard number that grant access to a few dialogs or scenes in vanilla game.
come up with some good suggestions for a new throwing weapon.
Already there.- Throwing Axes
It matters to read this. I think about the Myth of Sisyphus a lot recently...I just wanna congratulate you on your tremendous effort of bringing more gameplay styles into fallout 2 and allowing for more roleplay styles
Seems like I messed that up somehow, they were supposed to be normal gang members. I'll check it.is the bounty hunter in vault 15, is it supposed to function similarly to how the sheriff is in NCR
It matters to read this. I think about the Myth of Sisyphus a lot recently...
Seems like I messed that up somehow, they were supposed to be normal gang members. I'll check it.
Is it the woman in the north room?
PS: I've been sitting on a new version for a while now. Nothing major this time, but a bunch of polishing and bug fixing. Not sure when to release it.
You must confuse it with something else. I never wanted to replace .223 Pistol. I did make it "unique" in 0.9, as in you can only find it in one spot in the game. Maybe it needs to be in another place though.I saw in the todo.txt you have been wanting to replace it
Did you mean the other way around? More AP to reload than fire? Right now it already takes more AP to reload than base game (4). So for one-shot weapons like Grenade Launcher you need to skip turn sometimes for reload, unless you have 9 AP or use AP reservation.ever considered having a weapon that takes more action points to fire than reload, or a weapon that takes more action points to fire than reload, take for instance one large damage hit for an entire turn using most action points then next turn having to reload and then not having enough action points until the next turn to fire again.
I'm planning to take a look at it. As always with changes like these, they effect many things you don't immediately think about it. I understand the idea because this is how it was in earlier EcCo versions. But when I was re-balancing everything for 0.9 I decided big pistols should be as "slow" as rifles.I think you should still reconsider my suggestion of lowering the AP cost of both DE and 14mm SIG Sauer down to 4 to keep them consistent with other pistols. You said you want to maintain a balance between the pistols themselves, but I think it's more important to establish a distinction between weapon types, especially weapons that share the same ammo pool, I wish to provide more thorough arguments.
It was never unique in FO2 IIRC. It can be found in a few random encounters. It's intended to be a rare weapon though. Stats-wise it's a 4-AP alternative to .44 Magnum (cheaper ammo, more range, bigger mag, but slightly less dmg).1) Where did you put the 9mm Mauser? I want to ask because I want to factor in the 9mm Mauser to the equation. Is it still a unique weapon?
When it comes to the Zip Gun, perhaps add the same reduced AP cost to reload perk as the Magnum speed loader? And maybe for the Pipe Rifle, you add a weapon-accurate perk? Those two weapons could use a bit of a leg-up they get replaced quickly during or after Klamath, it's very hard to make use of those low-damage weapons even with a small-gun skill-tagged character.
You must confuse it with something else. I never wanted to replace .223 Pistol. I did make it "unique" in 0.9, as in you can only find it in one spot in the game. Maybe it needs to be in another place though.
Did you mean the other way around? More AP to reload than fire? Right now it already takes more AP to reload than base game (4). So for one-shot weapons like Grenade Launcher you need to skip turn sometimes for reload, unless you have 9 AP or use AP reservation.
I'm planning to take a look at it. As always with changes like these, they effect many things you don't immediately think about it. I understand the idea because this is how it was in earlier EcCo versions. But when I was re-balancing everything for 0.9 I decided big pistols should be as "slow" as rifles.
It was never unique in FO2 IIRC. It can be found in a few random encounters. It's intended to be a rare weapon though. Stats-wise it's a 4-AP alternative to .44 Magnum (cheaper ammo, more range, bigger mag, but slightly less dmg).
I have found an issue that if you use wipe_inventory option in upu.h, you most likely will never see that unique .223 Pistol... I added a work around that will come in the next version. Also the pistol itself gets a slight buff and the return of original BLAM sound from FO1 (slightly remastered).Yes, I meant more ap to reload than fire, but decreasing the ap cost to fire, again, I could be suggesting something dumb haha, also yeah if you could find a new spot for the 223. pistol that would be awesome! Seriously continue with this amazing work man, you have people out here who eagerly await the next update not just me (:
Good catch, thank you.I have used the zip-file for installation.The new drugs.ini is not mentioned in the readme. I guess it should be linked in ddraw.ini as all the ini-files.
After reviewing, as promised, I decided to revert DE to 4 AP but adjust it's damage accordingly, so dmg/AP stays the same. Now the distinction is simple - if pistol uses SMG character sprites - it's 5 AP.Still grateful you are willing to take a look, considering what I said about the balance between the DE and Magnum, disregarding any others. Both appear as early as The Den (DE a potential store item and the Magnum sometimes a store item for another merchant, or held by the same jerk-wad merchant using kids as pickpockets that no one would even miss if raided and killed) but because the Magnum costs the same AP as most other pistols, while doing more damage and only having marginally worse range, again the DE falters.
So after all that, and if the ext mag is reduced to 12 rather than 14, the two pistols would be neck-to-neck, and the determining factor would be based on whether you want better raw damage or range (which can only be taken advantage of with higher Perception). I can see the result making them truly balanced, rather than the Magnum just being better cuz of it's higher dam while costing less AP than the DE in your current EcCo, again the DE as of now is just a weaker, less AP cost-effective loser brother of Magnum.