Catalogue of the subtle changes since the new patch

Post » Sat May 29, 2010 6:55 am

I thought I'd start a thread that would catalogue the changes of a more subtle nature than the widely announced rebalancing of weapons stats or the widely bemoaned new bugs. I am talking about things like differences in enemy spawns, differences in loot, changes of game economics etc.

Here's what I have observed so far:

It is widely known by now that three less Convicts spawn in the outside areas of Primm, and one less on the rollercoaster.

Two of the three radscorpions in the Nipton trailer park do not spawn on the first visit, but do spawn later on.

Helios One- Three frag mines missing from the room with the terminal which switches off the defense turrets. The Mr Gutsy downstairs of the same area was replaced by a far more formidable Sentry Bot.

In each Viper crew, one of them now carries a Grenade rifle.

Legion Vexillarius who is part of the team of assassins the Legion sends after you when you're Vilified now carries a useable Sniper rifle at roughly 40% condition. It was previously completely broken, forcing the Vexillarius to switch to another weapon after the first attempted shot.

I am not 100% certain, but it appears that vendors restock more consistently now.



If you have noticed any other changes of similar nature, please list them here :)
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Prohibited
 
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Post » Sat May 29, 2010 9:19 am

Why would they fiddle with convicts spawn?
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Lucy
 
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Post » Fri May 28, 2010 10:49 pm

■ The Loose Cannon perk now affects Dynamite and Long-fuse dynamite.
■ The Professional perk now affects the 10mm pistol and 10mm submachine gun.
■ Vendors sell .44 Special Rounds.
■ Plasma Defenders are now distributed to NPCs with the correct ammunition (energy cells instead of microfusion cells).
■ The Splash Damage perk now has an effect. Previously, the perk's effects entry was empty.
■ Throwing knives will no longer explode when shot.
■ The player can now make .44 Magnum, SWC (Hand Load) with either the Hand Loader perk or the schematic from Jules. Previously the ammunition required both the perk and the schematic.
■ ED-E will be automatically un-frenzied upon exiting combat.
■ Killing Logan will remove the un-droppable Radiation Suit Package from the player's inventory.
■ The Securitron escort who may accompany you during the Hoover Dam battle will be disabled prior to the start of the endgame sequence, to prevent it from interfering with the slideshow.
■ Leaving The King's School of Impersonation will not arbitrarily cause Orris's thugs to appear or re-appear.
■ Nuka-Cola's health effect has been increased from 2(20s) HP to 2(25s) HP, the same as Sunset Sarsaparilla.
■ Coyote tobacco chew now randomly spawns in first aid boxes.


Arcade Gannon's Ripper
■Condition/Health up from 600 to 1200
■Base damage up from 30 to 50
■Now ignores target armor
■Skill requirement down from 75 to 50
■Crit damage up from 0 to 5
■Crit mult up from 0 to 1
■Vats damage mult down from 1.2 to 0.5
■Vats AP usage down from 70 to 45.
Boone's scoped hunting rifle
■Base damage up from 45 to 52
■Min spread down from 0.03 to 0.015
■AP usage down from 60 to 40
■Crit damage down from 45 to 15
■Crit mult down from 1 to 0.25
Cass's Caravan shotgun
■Base damage up from 45 to 54
■Min spread down from 4 to 2.2
■Crit damage up from 6 to 8
Lily's assault carbine
■Condition/Health up from 400 to 750
■Base damage up from 12 to 18
■Min spread down from 1.5 to 1.2
■Sight Usage down from 1.5 to 1
■Crit damage up from 12 to 18
■Crit mult up from 0.5 to 1.

■Gannon family Tesla armor has had its weight reduced from 45 units to 35 units.
■All cowboy hats and ranger hats now have a DT rating of 1, (up from 0) and can be repaired with, or by, each other, as well as Pre-war hats.
■Field hand outfits, settler outfits, caravaneer outfits, and prospector outfits have had their weight lowered from 15 units to 1.5 units.
■Gun Runners will now stock twice as many weapon mods. They also carry 60% less "special" ammo and 250% more "common" ammo.
■All vendors will stock more "normal" versions of all calibers of ammunition, typically 50% more.
■Vendors now sell .44 Special rounds.
■Vendors who sell Guns-based ammunition (bullets) may also sell 25mm or 40mm grenades.
■Merchants selling low-tier Energy Weapons may stock energy cells in place of a "Tier 1" energy weapon (plasma pistol, laser pistol, and recharger rifle).
■The AI packages of Primm residents have been altered, reasons unknown.
■The inventories of certain NCR Rangers present for President Kimball's speech have had minor alterations done to their inventories, primarily to alter the condition of their armor.
■Some Glowing Ones will no longer respawn.
■Spore plants have been altered to work differently within VATS.
■Cazadores will no longer attack targets until they are significantly closer (4,000 game units, lowered from 10,000).
■The wall dividing Freeside has been increased in height and has had barbed wire added to the top.
■Numerous quest items have had their weight reduced to zero. This includes the NCR items found as part of the Wheel of Fortune, Mister Cuddles, and the Platinum Chip.
■Applying a stimpack on a companion after they have been poisoned by a Cazador no longer decreases their health.
■Sometimes when exiting to the Main Menu then returning to the game, the in-game day of the week would reset to Sunday. This no longer occurs.
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FLYBOYLEAK
 
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Post » Sat May 29, 2010 10:17 am

....
■The AI packages of Primm residents have been altered, reasons unknown.
...


That's an awesome list. Much appreciated. :bowdown:

I wonder if the Primm AI has been altered to facilitate a future DLC? Canyon Wreckage is pretty close.
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suzan
 
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Post » Sat May 29, 2010 3:37 am

"The wall dividing Freeside has been increased in height and has had barbed wire added to the top. "

I KNEW I noticed something weird about the Strip North Gate/Freeside bus gate loading zone door area.....aha!
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Dale Johnson
 
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Post » Fri May 28, 2010 9:03 pm

I noticed the lake lurks around Boulder Beach Campground are no longer there.
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:)Colleenn
 
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Post » Sat May 29, 2010 12:28 am

I noticed the lake lurks around Boulder Beach Campground are no longer there.


I got those, but none on the Scavenger Platform.
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Sarah Bishop
 
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Post » Fri May 28, 2010 10:47 pm

Surely this should be in the spoilers forum?
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laila hassan
 
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Post » Sat May 29, 2010 1:53 am

well i've just experienced dynamite works like a charm :toughninja:
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katie TWAVA
 
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Post » Fri May 28, 2010 6:40 pm

Surely this should be in the spoilers forum?

Since it's mostly tech-y (so to speak) info, I'd say no. I think the spoiler part (at least in these forums) is more concerned with actual quest/plot/story etc. spoilers, not weapon stats/effects. :)

And some good info in here, bookmarked for reference. I don't understand why they don't put this kind of stuff in a patch readme anymore.
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Neko Jenny
 
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Post » Sat May 29, 2010 3:41 am

Well, I'm not reading it until I've played through at least once.

So someone might have posted this before:

The coyote den north of Nipton along the rail tracks has been removed.
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Mariana
 
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Post » Fri May 28, 2010 9:11 pm

Did I kill the thread? I didn't mean to do that.

Generally speaking I've noticed a decline in minor enemies and a small increase in loot in some locations, such as the bridge where you enter the Repconn Test Site. I just picked up the YCS/185 at level 10/60 guns and it had zero CND which I haven't seen before.
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Katie Samuel
 
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Post » Sat May 29, 2010 1:43 am

"The wall dividing Freeside has been increased in height and has had barbed wire added to the top. "

I KNEW I noticed something weird about the Strip North Gate/Freeside bus gate loading zone door area.....aha!


Yeah:P I was used to seeing The Kings logo, I Knew something was wrong :D
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leni
 
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Post » Sat May 29, 2010 2:10 am

One of the Freeside rat chasing children, the girl, has gone missing.

There's fewer ghouls at the Mesquite Mountain Crater, there were only three when I went there at L10.
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James Potter
 
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Post » Sat May 29, 2010 8:28 am

Well, I'm not reading it until I've played through at least once.

So someone might have posted this before:

The coyote den north of Nipton along the rail tracks has been removed.


I'm on X-Box, and I got the Coyote Den.
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Ria dell
 
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Post » Sat May 29, 2010 5:28 am

The Hoover Dam battle sequence is slightly shorter. The Legates Camp is now much closer to the eastern side of the dam.
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lydia nekongo
 
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Post » Sat May 29, 2010 3:06 am

Seriously? That whole list of things and the fix for broken Boone wasn't in there. They broke him on the last patch in DECEMBER. I'm too sad for words and I was such a strong supporter. :(

"an issue in the VDialogueCraigBooneSCRIPT. There is a section that monitors the player's reputation with the NCR and triggers a force greet if certain conditions are met. The code was causing Boone to evaluate his packages every five seconds even when not required. Two semicolons fixes it. On hindsight, it's pretty obvious what was happening. An EVP will cause an NPC to drop out of combat - holster their weapon. When run constantly, apparently it breaks head tracking in the follow packages also."

http://www.gamesas.com/index.php?/topic/1155751-broken-boone-bugfix/
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Miguel
 
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Post » Sat May 29, 2010 2:55 am

Will my house at Harper's shack still be safe to store my equipment? just something i am worried about ever since that brotherhood of steel guy went in my house in megaton and stole my sniper rifle back in fo3
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helen buchan
 
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Post » Fri May 28, 2010 10:08 pm

"The wall dividing Freeside has been increased in height and has had barbed wire added to the top. "

I KNEW I noticed something weird about the Strip North Gate/Freeside bus gate loading zone door area.....aha!


Ouch, now I know why is the Invisible Wall Remover mod sort of broken by the new update. :sadvaultboy:
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Prue
 
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Post » Sat May 29, 2010 7:00 am

The Hoover Dam battle sequence is slightly shorter. The Legates Camp is now much closer to the eastern side of the dam.



That is outright bull [censored]. I just did a play through on Yes Man and noticed it. What the hell Obsidian? Instead of making it SHORTER, why don't you add MORE Legionaries on the road?

Will my house at Harper's shack still be safe to store my equipment? just something i am worried about ever since that brotherhood of steel guy went in my house in megaton and stole my sniper rifle back in fo3


The only items that are ever at risk are consumables, I think. Yeah, I remember him. Wasn't he at Church Falls or something where you had to rescue Initiate Pek?
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Dean Brown
 
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Post » Sat May 29, 2010 6:03 am

Haha holy shizm! I thought you was calling me a liar at first then... Bahaha
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Miss Hayley
 
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Post » Fri May 28, 2010 8:53 pm

Running through with a new character, I stumbled across Vault 11. I got the challenge complete sound and 11 xp. Challenge: Find Vault 11.

Never happened before the patch.

edit: 11 xp was because I was well rested.
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His Bella
 
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Post » Sat May 29, 2010 6:02 am

The only items that are ever at risk are consumables, I think. Yeah, I remember him. Wasn't he at Church Falls or something where you had to rescue Initiate Pek?
[/quote]

Ya after you help him out he just decides that he is an ass and wants to steal your stuff and never return to where he is supposed to be
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Joie Perez
 
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Post » Sat May 29, 2010 1:45 am

I'm on X-Box, and I got the Coyote Den.


Weird.
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Katie Louise Ingram
 
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Post » Sat May 29, 2010 10:34 am

After clearing Primm and reprogramming the robot to be sheriff, I watched the residents leave the casino and return to their homes. I haven't hung around for long before so that might not be new but I'm pretty sure the lights on the casino (Vicky & Vance and CASINO) weren't on and the Bison sign wasn't lit up and revolving as they are now.
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e.Double
 
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