This page was last updated on 23 September 2023, 11:25AM
Changelogs
Version 1.0
Armor stats updated across the board, to reflect lack of non-base damage on weapons (pretty sure I got them all, but don't be surprised if Energy Resistance still pops up here and there, especially on upgraded armor pieces). All DLC armors improved. Marine Armor is now the best non-Power armor in the game. Base-game Raider and Metal armors improved. Metal Armor is now slightly superior to Combat Armor, in terms of protection, but weighs a lot more per piece. Reasoning being that a solid slab of steel is utimately more protective then any combination of lightweight polymer materials, but a LOT heavier.
Power Armor progression nerfed, quite a bit. Now, the difference in protective ability between a T45, and an X01, is roughly 2x, instead of vanilla 3,5x or so (all the other models fall-in between). Reasoning being, how much can you really up-armor a giant armored exoframe, before the weight of the components becomes prohibitive? Even including composite materials? You'll still benefit from getting your hands on better PA components, but not as much.
Power Armor protection in general, nerfed slightly, especially on arms and legs. With the associated perk allowing you to get more out of it, the idea is that you'll only get the most benefit of Power Armor, if you also take the perk (and by extension, invest in Intelligence). Using PA "on the dry" will not be sustainable, long term. A non-PA character with investments in Endurance and the Resilient Perk, will likely be more tanky, then a squishy character in PA. Even an X01 PA.
Institute will now deploy some Gen-3 synths aside from Coursers, in surface expeditions. All Synth Coordinators (synth bosses) are now Gen-3's (stats remained the same).
Some Forged made tougher. Gunners,. Minutemen, and settlement-based Settlers slightly debuffed (to give low-level Raiders a chance at actually doing some damage to the settlement).
Version 0.9beta
Increased Gunner and Supermutant spawns at certain locations, interior and exterior. Rebalanced level-scaling for both factions, as well as turrets. Minor changes to NPC damage buffs in general. Certain perks reworked.
Version 0.8beta
Turrets tougher. Rebalanced leveled lists for Supermutants and Gunners. Your Critical Chance on Coursers is now only 25% base (down from 50%). Coursers slightly tougher. Power Armored NPCs, Sentry Bots and Vertibirds tougher. Increased armour penetration on higher-level NPCs.
Version 0.7beta
Fixed missing armour from certain Gunners.
Version 0.6beta
Supermutants made tougher. DLC4 armour pieces need less perk ranks to upgrade.