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This page was last updated on 26 December 2016, 8:32PM
- Changelogs
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Version 0.4a
- Update Notes for v0.4a:
- More changes regarding Vault 111
- Iron Sights mode decreases your speed by an additional 20%.
- Having less than 30 AP gradually decreases your speed in 15% increments up to 45% slower movement.
- Decreased the flat damage reduction of Power Armor by one third. This should stop strong enemies from fleeing from you.
- Increased Confidence of Robotic and Supermutant Enemies so that they will fight you relentlessly.
- Lots of small tweaks
- Improved Compatibility
- Minor bugfixes
Introduction of a few script-based features:
- You can now force certain locks open by brute force. Just activate the respective container/door and you will get a message saying whether or not you can break it. If yes, just attack it with any melee weapon. The required strength depends both on the lock and the material of the object you want to force open. Some cannot be forced open at all, though (Vault Doors, Elevator Doors, Hydraulic Doors, Objects requiring a key etc.)
- Tricky chemists are now able to craft Fluoroantimonic Acid Dispensers which will dissolve any breakable lock without the need of passing the STR check. However, it requires Chemist (Rank 4) at the Chemlab and uses relatively expensive components.
- PEPS! Or: Pipboy Extension and Personalization System. It is an "infinite" AID-ITEM added automatically to your inventory that extends your Pipboy functionality in an in-character way. For instance, it allows you to hide Keys, Holotapes and Quest Items from your inventory, allows to scan your vitals or your surroundings, manages your Power Armor Upgrades (in case you do not want to use the cloakfield at the moment, for instance...) and much more.
- The Player is now able to kill most Essential Characters. If that happens, you will get a message in Morrowind Style telling you that the killed person might have been important later on. Tested on Preston. A few hundred times. Just to be sure.
- When drinking from bottles, you now get an empty bottle in addition to a cap.
- Update Notes for v0.4a:
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Version 0.3a
- Update Notes for v0.3a:
- Pre-War Safes now only contain Pre-War Items and have a chance to contain rare items like Gold, Silver and Crystal.
- Cooking Recipes now use Purified Water instead of Dirty Water
- Added a Recipe for Cat Soup
- Several new recipes at the Chemlab
- New Items: Fusion Core Mine
- Reduced the amount of T45 Armors found in the Wasteland and made some of them harder to acquire
- Raider and T45 Power Armor now drain more Fusion Core Charges
- Accuracy in Iron Sights modes now properly scales with your perks from abysmal to almost perfect accuracy
- The Consol can now be used in Survival Difficulty
- Lots of minor changes to weapon damage (mostly NPC-related)
- More tweaked perks
- More tweaked loot lists
- Fixed a bug that prevented Action Point Regeneration
- Update Notes for v0.3a:
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Version 0.2a
- Update Notes for v0.2a:
- Increased AP cost of holding your breath with scoped rifles greatly. The Sniper Perk reduces it a lot, though
- Hacking Attempts now scale with your Intelligence in relation to your perk rank
- Repairing Power Armor now requires ranks in the Armorer perk. Required ranks depend on Armor Type.
- The Chemistry Lab now requires perk points in Chemist to work at all
- Robitcs Expert now improves robot repair kits
- Nuclear Physicist and Science now allow you to convert Fusion Cores into Fusion Cells at the Chemlab
- Lots of minor Perk Tree Tweaks
- According to the original Fallout Lore, T51, T60 and X01 Power Armor models do not require frequent changes of fusion cores. Therefore, wearing a T51, T60 or X01 Torso will now drastically increase the charge of any Fusion Core. (C)
- The Gatling Laser now uses Fusion Cells as ammo
- The X01 Power Armor is now capable of a combo mod that rolls all available upgrades into one
- Power Armor Stealth Fields now activate when sneaking (regardless of movement type)
- Changed requirements of a few crafting recipes and added new ones
- New Items: Incendiary Grenade, Armed Fusion Core (Grenade)
- Changed or removed a lot of messages
- Tweaked Vault 111 some more
- Introduced a scaling system that will adjust weapon damage from other mods (currently only works with the player) (C)
- Minor compatibility enhancements
- Minor bugfixes
- More optional files
- Update Notes for v0.2a:
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- Author's activity
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December 2016
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26 Dec 2016, 8:32PM | Action by: Ne0pHyt3
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CORE - The Comprehensive Overhaul for Roleplaying and Enhanced Gameplay
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Change log added for version 0.4a
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