Fallout1in2 v1.5.2288
Sfall has been updated to version 4.2.9
- Added: Dogmeat can now be turned into a red dog (alternative skin, new setting in the fo1_settings.ini file, doesn't change anything else).
- Added: Party members will float random text if they have a crippled limb (inspired by Fo2 Unofficial Patch / Restoration Project).
- Added: Setting off the trap on Hightower's strongbox will now trigger his guard to investigate.
- Added: Trying to destroy a force field emitter but failing to do so will now show up accordingly in the message log.
- Added: The Mariposa force field emitter will now be visually "destroyed" once the Mr. Handy robot crashes into it.
- Added: If the player takes the Gun Runner guns as reward, Razor would not react to it accordingly.
- Fixed: Brotherhood Paladins in encounter maps would not recognize the player as an Initiate.
- Fixed: The Broterhood lower levels would not correctly disable after mutants invaded the location (it was possible to enter the maps via Town/World button).
- Fixed: Darrel at the Brotherhood now correctly shows his secondary "look at"-description text.
- Fixed: Hightower's strongbox was missing a blocking hex.
- Fixed: In a city encounter map it was possible for random encounter mobs to spawn inside objects (big vehicles etc).
- Fixed: Lou had a wrong dialog line in the torture sequence.
- Fixed: Main door in the Raiders map had a blocker missing (could still walk through a closed door).
- Fixed: The Radio item proto didn't have the radio-script attached, thus only very few (map placed) radios in the game could be used in Mariposa.
- Fixed: Talking to Calder at the Cathedral entrance while having the Childkiller-reputation would show the wrong dialog node.
- Fixed: Dialog with the guard to the Master's Lair could crash the game.
- Fixed: The 2nd guard to the Master's Lair was spawning an "ERROR" dialog.
- Fixed: The Master's Lair terminal that would mark Mariposa on the worldmap would sometimes not mark the location on the worldmap.
- Fixed: The Light Step perk wasn't working on mines.
- Fixed: The Skilled trait will now correctly give +10% to every skill and no additional skill points per levelup (as it was in Fo1).
- Fixed: The Skum Pitt and Vault 13 armory door would reset when loading a savegame.
- Fixed: The Watershed mutants would not leave the map on the correct path. Also added a check to remove them from the map if the player leaves before they walked off-screen.
- Fixed: The dynamite-exploit won't work on crucial NPCs anymore (Beth, Jacob, Zack, Razor, ...)
- Fixed: The relationship dialog between Trish and Saul has been fixed up and somewhat polished (old restored cut content).
- Tweaked: The "Tougher Mutants"-setting works as a multiplier now. 0 is vanilla Fo1, 1 is the preferred setting, 2 is still okay, but everything above slowly moves into some serious OVERKILL-territory.
- Tweaked: There is now a low chance for cavern encounters to not spawn any mobs at all.
- Tweaked: Ian, Tycho, and Dogmeat are more likely to try called shots now (closer to vanilla Fo1).
- Tweaked: Reduced the amount of radiation in the Glow zones on the worldmap.
- Tweaked: When captured by mutants and brought to Mariposa, party members will now temporarily get removed from the players party and moved into their own cell.
- Tweaked: When walking through the "revulse tunnel" in the Master's Lair, the party member damage information will now show before the players to not spam the message log so much.
- Tweaked: A new caps modifier has been added to reduce the amount of currency on the merchants by 50%.