About this mod
After hooking myself with Wasteland 2 for a while, I am interested in tweaking the game thanks to other mods I saw and play tested, the community complains and my own issue with the game, that's why I created this mod
- Permissions and credits
- Changelogs
- Donations
Gameplay Feature:
-Max Level Cap is 60 to fit that perk every 4 levels(15 perks in total, you can miss few with recruit though)
-Attribute point every 5 levels instead of 10
*Tweaked carry weight for Strength(read below)
*Added hit chance for Luck
-Max carry weight changed to 60 instead of 45 as default, with 10 points of Strength you get 240 lbs max instead of 165, +18lbs each level, for hoarders and automatic weapon users specially
-Added bonus for evey skills, I do my best to make them make sense, need others opinion about this though
*Vanilla - I have no complain about the base game weapon skill to be honest, but the weapon...
>Knowledge
*Alarm disarming gain bonus evasion when you expose(+20% max)
*Both field medic and Surgeon gain bonus damage against human(both +20% max)
*Both computer science and mechanical repair gain damage against synth(both +20% max)
*Demolition gain bonus critical damage multiplier(would like change it to explosive damage, but it feels quite broken and it conflict with perks)
*Lockpick gain bonus critical chance(+10% max)
*Safecracking gain armor penetration(+3 max)
*Toaster repair is an exotic skill, so It gain bonus damage to both human and synth while also gain critical damage multiplier to make it... more attractive(10% each and +0.5 max)
>General
*Animal Whispere gain bonus damage counter Animals(+50% max)
*Barter gain bonus in item pricing and reduce rogue chance(+50% selling/+30% buying and -20% Rogue chance max)
*Brute force gain bonus melee damage and carry weight(+50% and +60lbs max)
*Hardass gain bonus evasion counter melee(+20% max)
*Kissass gain bonus evasion counter ranged weapon and bonus pricing(+20% and +5%/-5% max)
*Leadership gain bonus radius, accuracy, combat initiative, action points and less rogue chance(15m instead of 10m, +10% CtH, +2 CI, +2AP and -50% Rogue max)
*Outdoorsman gain bonus Evasion and Armor when in cover(+10% and +4 max)
*Perception gain bonus radius, FoV, accuracy for both normal and critical hit, and damage for special attack(12m instead of 10,8m, 15m instead of 10m, +10% CtH, and +20% DMG max)
*Smartass gain bonus combat initiative and bonus pricing(+3 and +5%/-5% max)
*Weaponsmithing gain bonus for both weapon reload and unjam during combat(-3 AP to reload and -4 AP to unjam)
-Skill check probability is better, somehow
*yep, save scamming is no more... just kidding, I lowered both success and critical failure chance, not my original intention but is something that improve a lot for me
-Shorter animation time, better for any potato machine like mine
-More weapon mod slots
*Revolvers: scope, grip, barrel and underbarrel
*Shotgun: scope, grip, choke and underbarrel
*Energy weapon: grip, scope and underbarrel
*LMG: scope, grip, barrel, magazine and underbarrel
*Assault Rifle: scope, grip, barrel, magazine and underbarrel
*SMG: scope, grip, barrel, magazine and underbarrel
*Melee: Vanilla, I don't think a scope or magazine looks good in those bad bois
-NPC(making them more tanky)
*increased Vax HP to 950
*increased Jaime the Robot HP to 900
-Trinkets - I changed most of those which gives % of something, just the value not the effect, making them, more attractive or extreme in both buff and debuff
*Army Issued Backpack (-0.5 combat speed, +20 water and +50% carry weight instead of +20lbs)
*Aviators (-1 awareness, +10% chance to hit)
*Unusual Bow (increased weight to 6lbs, +15% critical hit chance)
*Inverted four-leaf clover (-2 Luck, -50% Evasion, +50% chance to hit)
*Polly (now is 3lbs, I can't belive that a small bird weight god darn 10lbs)
*Shaft of Prayer (-2 Coordination, +10% chance to hit, +6% critical hit chance)
*White Death (-20 Evasion, +20% Chance to hit)
*Tool Kit (now is 12lbs instead of 20lbs)
*Blank Voodoo Doll (increased weight to 5lbs, +20% critical hit chance)
Installation:
First thing first, you need to install Inxile Modding Compatibility Patch as any other mods, and make sure you follow every step
Then you drop this mod into the Mods file inside of your game directory(read the Readme file if you need it)
Credit for Phoynix of Weapon and Perk Rebalanced
I think that's all, unless I forgot something else, and yes, every suggestion is welcome and I do need feedback for further improvement