Fallout 4




This article covers: Combat changes, NPCs, Companions, Weapons, and Armor changes.

Most NPCs in Horizon are completely rebalanced to allow for much better and smoother scaling while you level.

Companions are overhauled to be much more balanced, and have a leveling system and unique upgrade options.



Critical Damage Overhaul

Critical damage should occur because of the following situations:

    Skill - Being skillful enough to aim at weak points even inside of vulnerable areas
    Surges - Energy weapons could potentially be overloaded to provide extra damage at times
    Strength - Using brute strength to occasionally add more power to your swing


Critical damage is now intended to only work well if you actually invest into it.

Specific info regarding perks, is located in another documentation article.

  • The base critical hit damage for most ranged weapons is now +25% damage (down from +100%)
  • The base critical hit damage for most melee weapons remains at +100%
  • Critical damage bonuses is usually removed (or lower) on ballistic weapon mods
  • Critical damage bonuses will remain on energy weapon mods, with the idea that surges of energy could be released
  • Critical damage is adjusted on perks
  • Critical Hit chance is added to 3 different perks, and works with all attacks (even outside of VATS)
  • (NOTE: Executing critical hits in VATS still guarantees a hit, which can be extremely powerful even by itself)



Sneak Attacks

Sneak attack damage is much more balanced in Horizon. You can no longer stack absurd amounts of it, but it's also not necessary anymore either since Horizon's NPC health is no longer bloated out of control.

  • Base ranged weapon sneak attack damage is +50% damage
  • Base melee weapon sneak attack damage is +100% damage
  • Most sneak attack bonus damage on mods and perks is reduced







Many changes were made to NPCs in Horizon. Most revolve around making them challenging throughout your entire playthrough.

There's so many changes, that I may even have missed a few in the documentation below.

General Changes, Additions, and Notes

  • NPCs no longer gain any health bonuses from levels
  • Many NPCs scale their resistances and damage based on level now
  • NPCs will now consume any grenades they're carrying
  • NPCs often drop more appropriate loot
  • Many NPCs have brand new loot personalized for their types
  • NPCs can consume Adrenaline Injectors to heal themselves (just like the old stimpaks work)
  • Most "standard" enemies, no longer can carry modded weapons
  • Boss type enemies can (and should always) carry modded weapons


Legenadaries

  • Legendary NPCs usually give double experience now
  • Often drop unique junk loot only found on legendaries
  • Can sometimes spawn at low levels now
  • More on legendary loot further down



Level Scaling

Most NPCs will often better match your level, even if they were already spawned 20 levels ago. This was a huge problem in vanilla FO4, as these NPCs would be feel way too easy if you came back to an "already spawned" area later on. Some people think that simply changing the NPC's level to automatically match the player's level magically fixes it, but it does not. A special system needed to be created in order to make NPCs truly scale better. Your own companions use a similar system as well.

Most NPCs types will also appear at most levels, which means there is much more variety in the enemy types at all levels.  Some of the enemy types are more difficult than others, but they all will scale properly at any level.

  • NPCs that use the scaling system gain resistances as you level
  • NPCs that use the scaling system gain damage as you level
  • The level that the NPC spawns at still effects what equipment and items they spawn with
  • The level that the NPC spawns at effects the intimidation perks
  • Companions use a similar system (more on this in the Companion section)


Durability

Durability is a new system which allows certain enemies to continually game defenses as you level up, but allow small calibers weapons to NOT because sorely outdated.  The problem with the standard DR (damage resistance) system, is that smaller caliber rounds will have their damage reduced worse than larger calibers rounds.  In some cases, this is fine.  Some enemies are supposed to have high armor, while others shouldn't.

Generally speaking, "softer" enemies use durability, but have VERY low resistances.  As the enemies level with you, they will gain defenses that mitigate some of their damage, but it effects damage equally.  They usually do NOT gain DR/ER though.. other than actual equipment they might be wearing.  That means a .38 round might get reduced at the same rate a .308 round would.  So your low caliber rounds don't become worthless as you get higher in level.  They will actually be usable and have a purpose depending on the situations.

Enemies that use durability, are the types you would think of as being low-armored.. such as humans (not counting armor they're wearing), feral ghouls, most animals, most insects, etc.

Enemies that don't use durability, are the types you would think of as being high-armored.. such as deathclaws, mirelurks, most robots, etc.

Legendaries

Legendary enemies are changed in Horizon to feel a bit more reasonably realistic.  They still exist, but they are no longer named "Legendary" (except deathclaws), and instead they are named just as any other enemy is.  Humanoids now use a mutagenic serum, which drops as an empty item you can loot.

Legendary enemies will drop special rare prototypes, which contain rare materials.  These materials are used to craft customized weapons in the Experimentation Lab, or in a few other crafting recipes.


Vulnerabilities and Defenses

NPCs also have had their vulnerabilities adjusted. Some take more damage in vulnerable areas, and/or take less damage in some defensive areas.


Humans

This includes: Raiders, Triggermen, Gunners, All humans in major factions, etc.

  • Has normalized health pools, regardless of their personal level
  • Use the durability system
  • Humans average 60-100 HPs, but their defenses scale up higher than before
  • Gain resistances as they (or you) increase in levels
  • Gain damage as they (or you) increase in levels
  • Some higher level types also gain additional armor and defenses
  • Vulnerability: Head damage increased to 3.0x (up from 2.0x)



Raiders

General Changes:

  • Raiders are setup to be moderately easy enemies, and are known as the average criminal of the commonwealth
  • Some types of raiders will now have a unique feel (not ALL raiders are crazy psychos anymore.. which was kind of cheesy TBH)
  • Raiders will now use a wider variety of weapons with levels (the defaults were blocking weapons out)
  • Any raider that carries a grenade will carry a wider variety of raider-style grenades
  • Raiders can now carry appropriate personal junk with a small chance for rare junk
  • Legendary raiders now carry grenades and additional items
  • Legendary raiders can now appear starting at level 4
  • Raider Bosses now carry grenades and additional items
  • Raider Bosses carry modded weapons


Types:

  • (NEW) Raider Pyro: Equipped with a flamer and molotovs - Can appear starting at level 11
  • Psychos: Gain +15% damage and 15 DR from being drugged up
  • Wasters: Now uses pipe bolt-action rifles, and the AI is more cautious and defensive
  • Survivalist: Has a moderate chance of carrying (and using) Adrenaline Injectors to heal themselves
  • Survivalist: Has increased base resists
  • Survivalist (Grenade variant): Armed with a Cluster Bomb (NEW)
  • Survivalist (Legendary): Armed with multiple Cluster Bombs


Misc Humans

  • Gunners: Use level scaling and have some loot changes
  • Gunners: Some types (and legendaries) can carry Flashbang grenades
  • Gunners: Have a specific loot table for their personal loot now
  • Triggermen: Use level scaling
  • Coursers: Use level scaling and have some loot changes
  • Brotherhood: Use level scaling and have some loot changes
  • Railroad: Use level scaling
  • Minutemen: Use level scaling
  • Children of Atom: Use level scaling



Super Mutants

General Changes:

  • Uses durability
  • Has normalized health pools, regardless of their personal level
  • Average 200 HP, and gain increased resists with levels
  • Can now regenerate health, both in and out of combat
  • Higher level Super Mutant types also gain additional armor
  • Some loot is changed (I want to expand this more still)
  • Any mutant that carries a grenade will carry a wider variety of grenades
  • Vulnerability: Head damage increased to 3.0x (up from 2.0x)


Types:

  • (NEW) Sapper: Armed with Cluster Bombs
  • (NEW) Commando: Armed with Cluster Bombs
  • (NEW) Nightkin: A very few Nightkin have made their way east, and can rarely be found
  • Nightkin are not common, but may begin appearing above level 10-15
  • Nightkin activate their stealth only while moving or stalking their enemies
  • Nightkin lack the ability to regenerate their health in combat
  • Nightkin have 2 kinds: Nightkin and Nightkin Masters
  • Nightkin currently don't have a New Vegas style texture, but I may add one in later
  • Enforcers: Snipers armed with bolt-action rifles (also has a sniper-based AI)
  • (I plan on expanding each type to be more unique as I go)



Synths

General Changes:

  • Synths use the level scaling system
  • Synths will almost always be above the player's level
  • Synth spawns now start at "Synth Strider"
  • The different types of synths will appear sooner as you level
  • Average 200+ HP, and increased defenses
  • Has fairly high fire resistance and are immune to poison
  • AI is much more aggressive in groups, but is more defensive when solo
  • Will dodge more attacks
  • Has much higher accuracy
  • Generally have much higher perception now
  • Gen1/Gen2's no longer drop caps
  • All scrounger loot is appropriate for synths
  • Legendary Synths can now appear starting at lower levels
  • Vulnerability: Head damage reduced to 1.0x (down from 2.0x)
  • Vulnerability: Arm damage increased to 2.5x (up from 1.0x)


Types:

  • Seekers: Snipers that can stealth while standing still (uses a cautious/defensive AI)
  • Troopers: Carries Cryoblast Grenades (NPC-only grenade type)
  • Assaulters: Carries a Gatling Laser (always drops as broken with a broken fusion core)
  • Stormers: Carries a Cryolator and Cryoblast Grenades (always drops as broken)
  • Eradicators: Carries Shock Grenades and Cryoblast Grenades
  • Eradicators: Significantly more health/resistances than other synths
  • Eradicators: Significantly more XP
  • Eradicators: Even the non-legendary versions will drop extra synth-based loot (parts with rare mats)
  • (I plan to add more to synths as I go)



Robots

General Changes:

  • Robots can drop special new junk items, based on your Salvaging Skill.



Protectrons

  • Protectron armor is VERY high for it's chest and most body parts
  • Leg health is very low, to encourage firing at the legs to cripple them
  • The combat inhibitor on their back is very vulnerable to damage
  • Vulnerability: Body damage reduced to 0.1x (down from 1.0x)
  • Vulnerability: Head damage reduced to 0.2x (down from 0.33x)
  • Vulnerability: Leg damage increased to 0.5x (down from 1.0x)
  • Vulnerability: Combat Inhibitor damage increased to 2.0x (up from 1.0x)


Mr Handy

  • Flamethrowers do fire damage now
  • Vulnerability: Body damage reduced to 0.25x (down from 1.0x)
  • Vulnerability: Eye damage increased to 2.0x (up from 1.25x)
  • Vulnerability: Thruster damage increased to 3.0x (up from 2.0x)
  • Vulnerability: Combat Inhibitor damage increased to 2.5x (up from 2.0x)


Sentry Bots

  • Very high fire resistance
  • High damage resistance
  • Moderate energy resistance
  • Vulnerability: Fusion Core damage increased to 9.0x (up from 5.0x)
  • Vulnerability: Shoulder damage increased to 1.5x (up from 1.0x)
  • Vulnerability: Body damage reduced to 0.5x (down from 1.0x)


Assaultrons

  • Very high fire resistance
  • High damage resistance
  • Moderate energy resistance
  • Their main gun damage is reduced, so they can't just 1-shot you as easily
  • Vulnerability: Body damage reduced to 0.25x (down from 1.0x)
  • Vulnerability: Combat Inhibitor damage increased to 2.5x (up from 2.0x)


Feral Ghouls

  • Uses durability
  • Can now drop bonus loot for hunters which can contain a trophy head and/or extra blood samples
  • Glowing Ones: Loot changes
  • Vulnerability: Head damage increased to 2.5x (up from 2.0x)
  • Vulnerability: Leg damage increased to 1.25x (up from 1.0x)
  • Vulnerability: Body damage reduced to 0.85x (down from 1.0x)



Animals and Creatures

Bloodbugs
  • Uses durability
  • Different types will now appear lower in levels
  • Health/resists are adjusted
  • Infected/Red Widow/Vampiric types are no classified as "infected", and can poison you
  • Glowing Bloodbugs have very high energy resists
  • Legendaries have more health/resists than normal versions


Bloatflies
  • Uses durability
  • Different types will now appear lower in levels
  • Health/resists are adjusted
  • Glowing Bloatflies have very high energy resists
  • Legendaries have more health/resists than normal versions


Molerats
  • Uses durability
  • Different types will now appear lower in levels
  • Health/resists are adjusted
  • Glowing Molerats have very high energy resists
  • Legendaries have more health/resists than normal versions


Radscorpions
  • All health is lowered and normalized better (higher level scorps no longer have bloated health)
  • Has very high resistance to ballistic and energy damage
  • Is vulnerable to fire, and takes 300% damage from fire
  • Glowing Radscorpions have extra high energy resistance
  • Albino Radscorpions have extra high resistances, but take 500% damage from fire
  • (NEW) Players with Hunter rank 2+ can now harvest 4 new Radscorpion parts
  • Legendaries have a chance to drop some of the new parts even if you're not a hunter (if you're a hunter you get even more)


Mirelurks
  • Uses durability
  • (NEW) Mirelurks have 2 new parts that drop for Hunter rank 2+
  • Queens now drop a few extra parts for hunters and non-hunters
  • Mirelurks Hunters/Kings have their own loot table now
  • Health pools normalized better
  • Generally has low energy resistance
  • Has moderate physical and fire resistance


Dogs
  • Uses durability
  • Normal dogs (i.e. guard dogs, not mongrels) now have their own loot table
  • AI: Dogs will flank around the target for less time


Yao Guai
  • Uses durability
  • Has high health, but low resistances
  • Is vulnerable to fire, and takes 200% damage from fire
  • All legendaries give double experience


Fog Crawlers
  • Is highly vulnerable to fire, and takes 800% damage from fire
  • Damage dealt is significantly lower
  • Health reduced
  • Resistances are rebalanced based on the type and level
  • Higher minimum spawn level; better level scaling
  • Legendaries have increased resists/health and drop extra loot


Gulpers
  • Uses durability
  • Damage dealt is significantly lower
  • Health reduced
  • Resistances are rebalanced based on the type and level
  • Higher minimum spawn level; better level scaling
  • Legendaries have increased resists/health and drop extra loot
  • Gulpers are slightly reduced in size
  • Gulper junk loot is balanced better


Angler
  • Damage dealt is significantly lower
  • Health reduced
  • Resistances are rebalanced based on the type and level
  • Higher minimum spawn level; better level scaling
  • Legendaries have increased resists/health and drop extra loot


Vulnerabilities
  • Feral Ghouls: Head damage increased to 2.5x (up from 2.0x)
  • Feral Ghouls: Leg damage increased to 1.25x (up from 1.0x)
  • Feral Ghouls: Body damage reduced to 0.85x (down from 1.0x)
  • Dogs: Head damage increased to 3.0x (up from 2.0x)
  • Mutant Hounds: Body damage reduced to 0.75x (down from 1.0x)
  • Mutant Hounds: Head damage increased to 1.75x (up from 1.25x)
  • Mutant Hounds: Leg damage increased to 1.5x (up from 1.0x)
  • Bears: Head damage increased to 2.0x (up from 1.25x)
  • Radstags: Left Head damage reduced to 0.25x (down from 1.25x)
  • Radstags: Right Head damage increased to 3.0x (up from 2.0x)
  • Radstags: Body damage reduced to 0.75x (down from 1.0x)
  • Brahmin: Left Head damage reduced to 0.25x (down from 0.5x)
  • Brahmin: Right Head damage increased to 1.5x (up from 0.5x)
  • Brahmin: Body damage reduced to 0.75x (down from 1.0x)
  • Gorillas: Head damage increased to 2.5x (up from 2.0x)
  • Mirelurks: Shell damage reduced to 0.1x (down from 0.25x)
  • Mirelurks: Head damage increased to 2.0x (up from 1.0x)
  • Mirelurks: Torso damage increased to 2.0x up from 1.0x)
  • Mirelurk Hunters: Shell damage reduced to 0.25x (down from 1.0x)
  • Mirelurk Hunters: Head damage increased to 2.0x (up from 1.0x)
  • Mirelurk Hunters: Torso damage increased to 2.0x up from 1.0x)
  • Mirelurk Kings: Head damage increased to 3.0x (up from 2.0x)
  • Mirelurk Kings: Torso damage increased to 1.5x (up from 1.0x)
  • Mirelurk Queens: Shell damage reduced to 0.1x (down from 0.25x)
  • Mirelurk Queens: Head damage increased to 1.5x (up from 1.0x)
  • Deathclaws: External body damage reduced to 0.1x (down from 0.33x)
  • Deathclaws: Underbelly damage increased to 3.5x (up from 2.0x)
  • Deathclaws: Head damage increased to 1.5x (up from 1.0x)
  • Deathclaws: Arms/legs/feet damage reduced to 0.5x (down from 1.0x)
  • Deathclaws: Tail damage reduced to 0.1x (down from 0.5x)
  • Radscorpions: Head damage increased to 3.5x (up from 2.0x)
  • Radscorpions: Stinger damage increased to 2.0x (up from 1.0x)
  • Radscorpions: Body damage reduced to 0.75x (down from 1.0x)
  • Radscorpions: Claws damage reduced to 0.25x (down from 0.5x)
  • Stingwings: Head damage increased to 4.0x (up from 2.0x)
  • Bloatflys: Head damage increased to 4.0x (up from 2.0x)
  • Bloodbugs: Head damage increased to 3.0x (up from 1.0x)
  • Angler: Head damage increased to 1.75x (up from 1.25x)
  • Angler: Leg damage increased to 2.0x (up from 1.0x)
  • Fog Crawler: Head damage increased to 2.0x (up from 1.25x)
  • Gulper: Head damage increased to 2.5x (up from 1.5x)
  • Wolf: Head damage increased to 3.0x (up from 2.0x)







Overall, companions were much too powerful at low levels, and had hardly any progression to level them up with you.

My goal is to make companions more upgradeable and scalable. So if you put some effort into them, they'll be effective. If you don't, they'll remain very weak.

I'm not finished with this yet, so keep in mind I have more plans for companions coming up.

Unfortunately, most companion mods will not be compatible unless you make/get a patch for it.

General Changes
  • Each companion levels up with it's own experience points
  • Companions gain experience based on how much experience you gain
  • All Companions now use custom level scaling for resists and damage output
  • All have the proper sneak perks
  • All should have the proper "Live and Love" perks
  • Are immune to falling damage
  • Are immune to poison damage
  • Will not trigger tripwires (even though the player's perk removes it)
  • All use better appropriate AI behaviors
  • When Preston receives a gift from someone, it should always roll something now; also has more variety of items
  • Changes for DLC Companions are included in the DLC addons


(NEW) Companion Signature Weapons

Companions now get their own signature weapons that you can craft for them, which ONLY work for those companions. Each companion finds their own ammo for these weapons, so you don't need to keep feeding ammo to them.

  • Each companion regenerates ammo automatically
  • Each companion weapon has a legendary property
  • Any companion can use any signature weapon, however they unlock BASED on specific companions
  • The legendary properties do not display in the crafting window, but you can see them in your inventory
  • Recipes will not appear in the Weapons Lab until the companion is recruitable
  • Recipes may also require Leadership Skill


Current List of Companion Weapons:
  • Justice (Nick Only): (.44 Revolver) +40% extra damage to Robots*
  • Victory (Danse Only): (Laser Rifle) +30% extra damage to Super Mutants
  • Freedom (Preston Only): (Laser Musket) +15% less damage while standing still
  • Veracity (Piper Only): (Deliverer) +30% extra damage to Humans
  • Mutiny (Hancock Only): (Submachine Gun) 20% chance to cripple the target's leg
  • Tenacity (MacCready Only): (Hunting Rifle) Chance to stagger on hit
  • Deception (Deacon Only): (Combat Rifle) Ignores 30% of the target's damage/energy resistance
  • Vengeance (Cait Only): (Double-Barreled Shotgun) Chance to stagger on hit
  • Moxie (Curie Only): Laser Gun - Does +4 rad damage - requires that "Emergent Behavior" is completed
  • Winter's Edge (Nick Only): Submachine Gun - Does +2 cryo damage - requires the perk "Close to Metal"
  • NOTE: Some of these stats may change from time to time based on the patch notes


Dogmeat

Dogmeat's damage has been rescaled to offer better ways to improve him if you choose to. If you want Dogmeat to actually do damage, you'll need to train him.

  • Dogmeat's base damage and level-based damage bonuses are completely designed to fixed values
  • Dogmeat still does very low damage at low levels, but his damage will naturally scale up better
  • Increase Dogmeat's damage with the Attack Dog perk
  • Increase Dogmeat's damage penetration with K9 Training Manuals
  • Increase Dogmeat's damage resistance with K9 Training Manuals
  • Has slightly increased health
  • Now has a small amount of starting base damage/energy resistance



(NEW) Deployable Mini-Turrets

  • Robotics Experts can deploy Mini-Turrets and Robots
  • Deploy a mini-turret in front of you that can attack nearby targets

  • Having the Combat Engineer specialization allows you to call out a 2nd robot
  • Having the Combat Engineer specialization AND Robotics Expert rank 4 allows you to call out a 3rd robot
  • The caller device can be crafted at the Robotics Lab, and requires Robotics Expert Rank 1
  • The device is located in the AID tab, the same way Cargo Bots are called
  • A full menu system is available to allow you to select which you want to deploy
  • The Turret's damage can be improved with both Robotics Expert and the Combat Engineer spec
  • Some turrets/robots require ammo, which is automatically consumed from your personal inventory
(NEW) Trained Guard Dogs

  • Training in the Attack Dog perk will allow you to summon Guard Dogs to assist you in combat
  • Crafted devices use an electronic signal to call in a nearby trained Guard Dog
  • When summoned, the Guard Dog will appear where you activated it, after about 6 seconds*
  • Having the Canine Handler specialization allows you to call out a 2nd guard dog
  • Having the Canine Handler specialization AND Attack Dog rank 4 allows you to call out a 3rd guard dog
  • Guard Dogs will remain in the area based on your ranks of Attack Dog
  • Guard Dogs' damage can be improved with both Attack Dog and the Animal Handler spec
  • The caller device can be crafted at the Robotics Lab, and requires Attack Dog Rank 1
  • The device is located in the AID tab, the same way Cargo Bots are called
  • Calling a dog requires Dog Food each time
  • If the Guard Dog is taken down, it can get back up but only after combat has ended for awhile
  • They can also be healed using an adrenaline injector
  • There are currently a number of different








Many changes are made to weapons in Horizon.


Global Weapon Changes
  • Ranged weaponry has it's critical damage significantly reduced
  • Mods that have critical damage now say the actual value instead of vague wording
  • Overall, most firearms in the game should now feel more balanced and usable
  • Many of the weapon attachments were rebalanced
  • The 10mm Pistol is now known as the N99
  • Shotguns have increased range and reduced spread now, to make them feel more useful
  • Automatic receivers are removed, and replaced (in some weapons) with a semi/auto firing mode
  • Most receivers now have a better progression (in terms of crafting requirements) and purpose


(NEW) Ammo Swapping and Firing Modes
  • Most firearms can now use the ammo-swapping system
  • Some firearms have a semi/auto firing mode
  • Ammo and firing modes can be changed in either the workbench or using the "Weapon Toolkit"
  • The types of ammo you can swap to, are based on your personal skill, which require you to craft "Ammo Conversion Kits"
  • Ammo Conversion Kits are a permanent item, and are not consumed, and can be crafted in the Weapons Lab
  • You can find a free Weapon Toolkit in the sanctuary cellar, or you can craft one in the Weapons Lab


New Weapons

  • There are a LARGE assortment of melee weapons (probably over 40)
  • There are many 2H melee weapons that allow Super Mutants to have a huge selection of weapons now
  • There are numerous firearms and energy weapons added, which fit in with the art style of all vanilla weapons
  • (there's too many new weapons added to Horizon to list all of them)



Legenadary Items

  • Legendary weapons are completely overhauled in Horizon
  • Legendary weapons are essentially created in the "Experimentation Lab" and require special materials and perks
  • MANY legendary properties have been rebalanced to fit Horizon
  • Legendary humans now drop an "Empty Mutagenic Serum" item (makes it more believable as to why a human is mutating)
  • Legendary synths and robots now drop a "Burnt Overdrive Unit" item
  • Some Legendary creatures now drop unique junk items that contain rare components (Hunters get even more)



Armor

More changes to Armor will come in time.

  • Asbestos Lining: Changed to +4 Fire Resistance
  • Ballistic Weave is reduced to: 20/30/40/60/80 DR and 10/15/20/25/30 ER
  • BioCommMesh mods reduced to 25% duration (this might not adjust existing items)
  • Hazmat suits are significantly reduced to 300 rad resistance
  • Hazmat suit's special rad reduction is reduced to 50%
  • NOTE: Some of these stats may change over time, check the patch notes for details



Power Armor

Power Armor is completely overhauled in Horizon.

Power Armor should not inherently have so much free rad resistance. If you want rad resists, you need to add lead plating and/or a rad scrubber.

  • Power Armor has a new mod slot in which you can upgrade armor plating using metal alloys
  • Each type of alloy gives different weights of damage resistance
  • Rad Scrubbers are changed to +95 rad resists (does not effect food anymore)
  • Many more changes




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