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Fallout1in2 v1.3.2128

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@antalaskaya antalaskaya released this 16 Aug 09:44

v1.2035

  • Added: Fallout 2's Metal Armor Mk2 has a small chance to spawn at the Gunrunners, and a smaller chance to spawn at Jacob's in Oldtown, because why not.
  • Fixed: Changing map elevations could result in visual glitches outside the map area if the screen resolution was set too high (HRP bug).
  • Fixed: Floating text will correctly disappear now on map elevation change (vanilla Fo1/2 bug).
  • Fixed: Survivalist perk now correctly gives +20% Outdoorsman skill on each of its 3 ranks.
  • Fixed: Armor destroy mod had wrong conditions set ...
  • Fixed: Lorenzo in the Hub had a typo in his move order, which would send him outside the FLC house.
  • Fixed: Razor would not move to the Adytum entrance after the Blades attacked without the help of the player.
  • Fixed: Blades would not join the attack on Adytum if the player attacks the Regulators on his own after telling Razor "let me speak with Zimmerman first" (example: due to player not having the Holodisk to show Zimmerman).
  • Fixed: After the Blades attacked Adytum without the player, Zimmerman would remain as a "dead ghost" in frozen animation and not disappear correctly.
  • Fixed: Miles in Adytum would GIVE the player 1.000 caps when making a hardened power armor, not TAKE it from the player.
  • Fixed: Miles in Adytum would spend +6 hours (reading the science books) when hardening every power armor, not just the first.
  • Fixed: Killian in Junktown would restock his money on every map_enter if he doesn't have any in his inventory.
  • Fixed: Neal killing the Skullz ganger in Junktown could leave behind a "dead ghost" in frozen animation.
  • Fixed: "Knocking out" the raider in Marcelle's Crash House won't trigger the "you killed him"-dialog anymore.
  • Fixed: Seth in Shady Sands still had a dialog option to teleport the player to the radscorpion caves, even with the satellite locations feature enabled.
  • Fixed: The Necropolis Hall of the Dead door guard will only float text if he actually sees the player using the door.
  • Fixed: The Necropolis invasion would still happen after killing Harry and his friends, even though it was disabled (set to 0) in the fo1_settings.ini file.
  • Fixed: The Master now uses his correct critical hit tables.
  • Fixed: Mitch in the Hub was still using the "old way" of the Fo2-style merchant inventory spawning mechanic.
  • Tweaked: Changed the conditions for the "good" Hub ending slide to be more in line with the information on the Wiki (complete "find the missing caravans", don't finish any of Decker's quests, be friendly with Harold). Skipped Iguana Bob, though, because it's too random right now. Also Jain is a bit of an exception - she can be killed as long as the player didn't get the job from Decker.
  • Tweaked: Katja will now gain a few % of lockpick skill per level up.
  • Tweaked: Killing Vance in the Hub now gives "neutral" reputation instead of "bad".
  • Tweaked: Lorenzo in the Hub has a more lenient loan timeout now (4 hours instead of 24).
  • Tweaked: Lowered the requirements a bit to turn in Iguana Bob to the Sheriff.
  • Tweaked: Re-enabled attack animations when using punching bag scenery objects (overrides the "use" animation).
  • Tweaked: Reduced Mauser ammo on Gizmo back to 20 bullets (reverted Fixt change).
  • Tweaked: Removed Stimpaks from Gizmo (reverted Fixt change).
  • Tweaked: Removed one more repeating dialog loop from Gabriel in the Boneyard.
  • Tweaked: New text to Razor in the Boneyard, to remove some of the really shitty repeating dialog states.
  • Tweaked: The Shady Sands merchant is now disabled by default.
  • Tweaked: Wu in the Cathedral is selling his emblem again (alternative path to get the key).