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Various tweaks after playtest (Klamath)
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- Increased exp reduction treshold by 50%, but reduced min mult to 60%
- Some tweaks to early item prices and stats
- Add some crafting ingredients and reduce loot in Klamath
- Write changelog
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phobos2077 committed Jun 18, 2023
1 parent 524f30e commit e026232
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2 changes: 1 addition & 1 deletion README.md
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Expand Up @@ -32,7 +32,7 @@ Design goals:
- throwing weapons expanded and made more useful with critical chance bonus for blades, much deadlier grenades and new types to choose from
- improved stats of several critters (like weak types of Deathclaws, large scorpions, etc.)
- new stealth elements: blackjack and sneak attack
- "fair" inventory management in combat - no cost to open, 2 AP per action, 4 AP to reload
- "fair" inventory management in combat - no cost to open, 2 AP per action, 4 AP to reload (mag sizes matter now)

**Economy**:
- prices in stores are affected stronger by Barter skill increases at lower levels and less at higher levels
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17 changes: 16 additions & 1 deletion docs/ecco_changelog.txt
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-=== CHANGELOG ===-

v0.9.1
- fixed several broken global scripts
- fixed several bugs with crafting UI
- fix missing map tweaks in Redding
- better exp for kill reduction (based on total exp per kill type)
- portion of throwing crit chance bonus now depends on Luck
- small adjustments to starting stats (skills & AC)
- tweaked starting recipes and added a few items to Arroyo and Klamath to take advantage of crafting and traps early
- remaining uses of a Spike Trap now shown in description
- added full built-in support for Talking Heads and THAT mod
- remove/decreased some unnecessary town demands
- various small fixes and balance tweaks after playtest (Arroyo, Klamath)
- updated sfall to latest dev version


v0.9.0
> Economy:
(!) rebalanced barter - buy prices aligned with vanilla prices, sell prices higher at low skill and differ less between merchants
Expand Down Expand Up @@ -49,7 +64,7 @@ v0.9.0
- all mod configs moved to "mods/ecco" folder


v0.8.0
v0.8.0:
(!) rebuilt the mod from the ground up on the new RPU
- restored single-shot mode for M60 to fix firing sound issue
- added a few text corrections from Dravean
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23 changes: 21 additions & 2 deletions docs/ecco_readme.txt
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-====================-
-=== EcCo mod ===-
-=== v0.9.0 BETA ===-
-=== v0.9.1 BETA ===-
-====================-
by phobos2077

Expand Down Expand Up @@ -82,6 +82,7 @@

> GUNS:
- New gun for .44 Magnum and 14mm calibers to add variety and make these calibers feel "complete".
- Reload now costs 4 AP up from 2. This makes magazine capacity a much bigger factor.
- Shotgun Shells: much more deadly against unarmored critters, but cannot penetrate heavy armor and limited in range (but Slugs can!).
- Sawed off shotgun have a duplet (burst) firing mode with single shot animation and correct death animations.
- Some smaller pistols cost 4 AP to shoot to make them viable compared to "long" guns.
Expand All @@ -91,13 +92,13 @@
- Burst sizes were reduced across the board and rebalanced. This should make bursts viable with the added ammo scarcity.
- In critical bursts, only half of bullets will "inherit" the increased damage and penetration of the critical. This should balance against bursts being more "accurate".
- Almost every weapon was subjectively improved (main concerns were: more interesting balance between weapons, taking new ammo behavior into account, BUT not going too far from vanilla stats, except those weapons mentioned specifically).
- Reload AP cost is increased to 4 to make magazine capacity matter more.


> BIG GUNS:
- 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


> ENERGY WEAPONS:
Expand All @@ -119,13 +120,15 @@
> MELEE & UNARMED:
- Thrust attacks now do better against armored enemies, but will cost 1 AP more than swings.
- The cost of unarmed special attacks has been lowered to 4 for punches and 5 for kicks (taken from Weapons Redone mod).
- Increased melee damage bonus for high ST characters
- Super sledge takes 4,5 AP instead of 3,4 (same as regular sledge).
- Wakizashi blade is much more powerful.
- New weapons: one spear and one sledge type.
- Some melee oriented NPCs made more dangerous.


> ARMOR:
- Base AC is now = AG * 1.5 (was AG * 1, applies to all critters)
- Armor Class lowered for heavy armor (metal and power). AC only affects hit chance, so it makes sense bigger/bulkier target is easier to hit.
- Laser resistance changed: leather - zero protection, combat - mediocre, metal - good, power armor & tesla - great protection.
- Explosion and Fire resistance slightly lowered for some armor.
Expand Down Expand Up @@ -158,6 +161,7 @@


> MISC:
- Small adjustments to base value formulas of some skills for better balance
- 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).
Expand All @@ -167,6 +171,21 @@



-=== COMPATIBILITY ===-
Talking Heads Addon & Talking Heads Actually Talk (THAT):
- Full built-in support, no patches needed (if you previously used compatibility patches, DELETE them)

Inventory Filter:
- SmartBarter option seems to cause issues with barter, avoid!

FO2Tweaks:
- Don't use with default settings! Some of them has conflicts with EcCo features
- Disable the following (EcCo already includes similar changes):
molotov_fire=0
damage_mod=0



-=== CREDITS ===-

Mod was developed by phobos2077 between 2010 and 2023 (with years-long gaps).
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10 changes: 10 additions & 0 deletions docs/maps_changes.txt
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Expand Up @@ -8,6 +8,16 @@ ARCAVES:
KLADWTWN:
- added 1 Traps book to shelf at open part of Vic's and 1 Repair book to shelf at closed part

KLARATCV:
- E1: 1 rope to shelf near entrance (15337)
- E1: replace Crowbar with Spear at bones (18262)
- E2: 1 Junk to sentry bot corpse (23465)
- E3: 1 Booze to shelf (17274)

KLAMALL:
- Footlocker in house: remove half of all pelts (20946)
- North part, shelves: add 2 sharp poles (14089)

KLATOXIC:
- replaced combat armor MK2 with MK1
- unloaded both energy pistols and Bozar
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8 changes: 6 additions & 2 deletions docs/todo.txt
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for *:
- playtest


for "future":
- port "grenades anywhere" script from FO2Tweaks
- port "grenades anywhere" script from FO2Tweaks?
- port auto-cursor from FO2Tweaks (with modifications)
- add tie-ins to barter "demand" feature, have some trader explain it in dialog (and maybe also boost your barter skill)
- rewrite Mr.Fixit to read config from INI file and texts from game/craft.msg
- sneak attack msg from combat.msg
- replace "handmade grenade" sprite
- add info about bonus move points to stat description
- replace some of the map changes with scripts where possible
- script for adding items to maps (universal with ini config or custom for Ecco?)
- add some craft components to Klamath Trapper Town North


IDEAS:
- use Beer and Nuka Cola in crafting somehow
- one more "unarmed" weapon above Spiked Knuckles (knuckles with knife?)
- flashbang grenade (lose turn)
- molotov creates a circle of flame for 1-2 turns that damage when stepped on
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17 changes: 17 additions & 0 deletions extra/compile.cmd
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@ECHO OFF

SET cwd=%cd%

cd /d "%~dp0..\"

SET root=%cd%
SET output=%root%\root\data\scripts\
if not exist "%output%" mkdir %output%

SET compile=%root%\extra\bin\compile.exe

cd /d "%cwd%"
echo Output= %output%/%~n1.int
"%compile%" -l -O2 -p -s -q -n "%~nx1" -o "%output%/%~n1.int"

:end
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4 changes: 2 additions & 2 deletions root/data/text/english/dialog/kctrapr.msg
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Expand Up @@ -86,7 +86,7 @@
{501}{}{You look like you know how to handle geckos. Can you teach me something?}
{502}{}{Me wants skin Gecko. Trapper knows. Trapper teach us.}
{503}{}{Nothing.}
{505}{}{Damn right I can. But I see no reason to help you for free. $300 should cover it.}
{505}{}{Damn right I can. But I see no reason to help you for free. $200 should cover it.}
{506}{}{Here is your money.}
{507}{}{I don't have such money.}
{508}{}{Money, here.}
Expand All @@ -104,7 +104,7 @@
{530}{}{Hey, what do people do with all the gecko skins?}
{531}{}{They make tough clothing and leather armor, as far as I know. Well, I know they make leather jackets, because I even know how to do it.}
{532}{}{You know how to make a leather jacket? Could you teach me?}
{533}{}{Sure, if you give me $300. Don't ask me, how to make Leather armor though, there's more to it than I know. Jackets are simple enough.}
{533}{}{Sure, if you give me $200. Don't ask me, how to make Leather armor though, there's more to it than I know. Jackets are simple enough.}

{534}{}{All right, here's your money.}
{535}{}{I think I'll pass.}
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