Yes, as promised we uploaded a new testing package. I couldn't force myself to work on a full changelog yet
Nonetheless, a few pointers...
- Equipment module:
In the Documents page in the wiki is a link to the PN spreadsheet on google docs. That contains a list with all added items and where to find them.
- Rebalance module:
Well besides a few tweaks here and there one of the most notable things would probably be that there are different food variations (good, bad, very bad). With decreasing quality, the food removes less hunger and furthermore decreases the hunger rate for a while (lower=more hunger).
Also there's a new repair system. To repair anything, you'll need Repair tools now. These can be created at a workbench (hammer, duct tape, wrench and something else I forgot
). For each set of these items you can do 10 repairs. Repairing works with the normal repair interface in the pipboy, so besides the tools you still have to use up another item for the repair. If you don't have any repair tools, R) Repair will always be greyed out. Otherwise the number of repairs you have left is displayed in the top right corner of the repair interface.
To compensate for the fact that the number of repairs you can do is limited like that, the repair list are expanded as your repair skill increases. With 50 skill, you can repair a weapon with all other weapons of the same weapon type (like jury rigging). With 75 skill, you can repair a weapon with all weapons of the same skill class (Guns, EW, etc). With 100 skill, you can repair a weapon with all weapons of the same skill class + scrap items. And if you don't like this new system, you can disable it of course
- Cyberware module:
There are 2 perks now which give 2 additional slots for head and torso. Both perks are available at level 14, torso requires 8 endurance, head requires 6 endurance and 7 intelligence.
- Core module:
Hunger/thirst/sleep sounds have been added to warn you a few minutes before you get the respective sickness. Also, the explosive entry feature from FWE is back, though it works differently this time. You can place the explosives yourself near a lock. Depending on your explosives skill, the lock, the strength of the explosion and how well you placed it, you might break the lock. In general its a good way to open doors, but if you burst open containers, there's a chance that their contents are destroyed as well, leaving only scrap metal inside.
The grenade hotkey was upgraded as well, it supports multiple categories now. You can toggle them by holding H.
Alright, this has to do for now cause I'm off to bed!