-added to event config backpack with knives, grenades, laser spears
-price for knives, grenades, laser spears set to 1 for selling on events
-added to war officer backpack with knives, grenades, laser spears
-added 5.56mm AP ammo ( 0 AC mod, -15 DR mod, 2/3 DM mod, tier 4)
-changed ammo for steyr to 5.56
-changed DR mod for 2mm to -65
-changed Range of Gauss rifle to 64
-Advanced Defence doesnt work on Reduction from Charisma and mini Toughness
-uncalled bug fixes
-Clone doesnt copy lvl 6 perks(red)
-Clone now have to reload weapon
- fixed bug with unaimed attacks having its AS slower than aimed(now its swapped)
- fixed Stealth Armor MK II crafting
- fixed currency in hub mine machine
- fixed double fury bug (killer will still get fury from NPCs attacks)
- fixed one-hander pistols 40% dmg bonus
- fixed plasma smg & plasma gatling to correctly check firefighter perk for conversion synergy
- fixed super regen armor perk
- fixed heavy handed ST calcs
- fixed luck only protecting one leg from being crippled
- fixed 3rd phoenix fire dmg
- fixed pyromaniacs not working against bosses
- fixed lethal protection fully blocking danger zone bosses extra flat dmg
- fixed danger zone boss damage penalty providing bonus damage instead
- fixed more critical weapon perk
- fixed aggressives leftovers granting extra crit chance
- multiple other fixes to crit chance
- multiple fixes to crit rolls
- extra damage provided by crits now inline with wiki table (also wiki updated)
- armors & helmets crit roll multiplier resistances no longer affect base crit rolls
- aggressives crit power penetration is no longer nullified by armor crit res to have no further effects
- aggressives leftovers no longer overflows granting extra crit roll
- aggressives no longer granting +5% crit roll multiplier
- fixed bug where combat master's ST scaling provided crit roll multi instead of base crit roll
- fixed bug where final negative crit roll multiplier provided crit roll bonus instead
- Clone won't copy terminator resistances
- reorganised, refactored and optimised combat-related scripts (lots of it - am serious here. And more to come!)
- expect lessen server lag during intense multiple players/NPC fights (like war events)
- easier to track out bugs / implement further changes
Balance changes
-Changed critical table damage multipiers
-Luck Synergy crits no longer double flat damage for burst attacks
-Kamikaze receives a buff. Its now a separate 15% damage multiplier that multiply its other sources
-Slayer Synergy now penetrate 80% of armor crit power multiplier protection
-Marksman Synergy receives significant buff. Its increased aimed crit chance calcs multiplier is now 7% instead of 5%
-Soldier damage received cap is now based on its damage type:
Normal: 400 - 10xagility
Laser: 700 - 10xagility
Fire: 300 - 10xagility
Plasma: 600 - 10xagility
Electro: 500 - 10xagility
Explode: 200 - 10xagility
Melee changes:
-Lifesteal doesnt work on poisoned target
-Lifesteal capped on 25% max HP
-Base AP cost of melee weapon attacks are now based on their old thrust AP costs
-Changed perks of switchblade to penetrate, lifesteal, lifesteal
Swing
-causes 1 AP drain (target AP remain unchanged)
-cost 1 AP less
-doesn't have any armor penetration
-takes into account 66% of melee damage stat
Thrust
-reduce Lifesteal by additional 50% (allowing for max 12,5% heal)
-cost 1 AP More
-DR pen: Normal 40%, Plasma 50%, Laser 50%, Electro 20%
-DT pen: Normal 4, Plasma 8, Laser 8, Electro 10
-takes into account 75% of melee damage stat
Punch
-now gives 5 Heavy handed Malus
-has normal AP cost
-DR pen: Normal 10%, Electro 40%
-DT pen: Normal 4, Electro 10
-takes into account 50% of melee damage stat
Pip boy changes
-Added Personal Scores to pipboy (replaced hospital visits and timeouts)
-Shorter Scores names
-Moved Town Control, Base Control and Turn-based Control Scores to Archives
Armors & skins changes
-Characters with Super Mutant Class perk are now allowed to wear combat armors
-Human NPC in dungeons can wear: heavy armor, infernal armor and Hardened Metal Armor
-Mutant NPC in dungeon can wear: all metal and combat armors
Skins:
- Changed skin for ranger combat armor to brown CA
- Infernal Armor (male, female, bald, long hair, mutant)
- Tesla Armor (male, female, bald, long hair, mutant)
- Metal Armor mk1 (male, female, bald, long hair, mutant)
- Hardened Metal Armor (male, female, bald, long hair, mutant)
- Heavy Armor (male, female, bald, long hair, mutant)
- Combat Armor MK1 (mutant)
- Combat Armor MK2 (mutant)
- Combat Armor enclave (mutant)
- Combat Armor NCR (mutant)
- Combat Armor VC (mutant)
- Combat Armor BoS (mutant)
- Combat Armor Desert(mutant)
- Combat Armor Constript(mutant)
- Combat Armor Ranger(mutant, Male, Female)
- APA MK2
Other
-fixed bug with missing combat log on death
-fixed bug with soldier loosing 1 educated skill point per level even without having educated perk taken
-fixed bug with perk selection appearing when other player distribute his PVE perks
-fixed bug with character sheet pve perk selection poping-up still when there are no perks left to be taken
(new chars has it fixed already. Existing characters needs to lvl up for fix)
-incorrect special anti-cheat will keep bringing ur hp to 1 instead of negative. You are now free to go and reroll
-Fixed Stonewall vs KD calculations
-some smaller server-side performance improvements
-Added russian prefixes (/Ń„) for faction chat and (/Ń€) for global chat
Content
Changed Vault City Map a bit for Refugees Master Army events
Added Desert Europe Music and added it to diffrent locations
VT-HQ changes:
-Seperate location in worldmap
-Added Surface level
-Merged level 1-3
-To inside there will be 3 ways to get in: garage rope, underground(bunker and mine), main entrance
-NPC will be spawning constant like in v15/v14/navarro
-there will be 3 terminals to open doors to main loot room, they will be in diffrent part of dungeon, doors will close after 10 sec, so players need co-op to get in.
-in main loot room spawning boss, tank, low dmg, chance to KO a player
-Boss can't leave main loot room
-players need to co-op to open room again
-Main loot its 5x t4 lockers
Vault 13 changes:
-merged all 3 maps
-between lvl 2 and lvl 3 there is terminal to open gate, its open for 6 sec, killing someone in doorway in case standing there
-end reward its 3x tier IV lockers now(refresh each open)
-boss have diffrent class perk and weapon each run
-added car spot
-end of event killing everyone inside vault
-changed amount of mobs from 45 to 60
Balance
-Pulse Rifle Damage changed to 20-30
-Pulse Rifle Range changed to 100
-Pyro! gives to fire attack a plasma damage ability to bypass critical resitance
-Fast Shot doesn't give AP Regen
-Fast Shot gives 10% shorter Attack Speed for single shots
-Fast Shot doesnt decrease Critical Power but gives critical power cap to 149
-Quick Fingers doesn't double AP Regen
-Quick Fingers gives 50% shorter Attack Speed for single shots(aimed or unaimed)
-Bonus Attack Speed give 10% shorter Attack Speed
-Movement Speed for non melee weapons capped on 20%
-Bounty stacks decrease 2% dmg instead 0.5%
-HP cap level changed to 18 from 20
-Lifegiver doesnt give flat 40, 40 or 30 HP
-Bonus Bullet Damage changed to 50 flat
-Advanced Defence gives 20% damage reduction
-Changed Super Mutant Damage Reduction from 15% to 10% + 0,3% per missing 1% HP
-Soldier protection doesnt protect from flat damage
-Soldier's ST doesnt lower Knockout
-Cyborg EMP explosion drain 50 AP also
-Paramedic doesnt buff himself
Fixes
-Fixed 3rd Tactical bug
-Fixed Cowboy
-Fixed Infinity Level 6 turnbased
-Fixed New Reno Music
-Fixed town-view in Vault City
-Fixed Vault 13
-Fixed HT-HQ doors
-War Event flags above 6 doesnt give extra points(leader)
-Fixed CH bonus without lifegivers
-Fixed Paramedic buffs
-Fixed Terminator infinity time bug
-Fixed Terminator running bug
-Fixed Mutant Damage Reduction bug