Fallout 2 Armor Class
Here is a patch that fixes bugs listed below (to find out about them, see the readme.txt and this file). When you start the game, it will show that you're running the 1.02 version. This is normal. If you don't like it, close your eyes when moving around.
Basic Guide to Fallout 2 Perks – Character CustomizationPerks in are available at every third character level up (every fourth if the ‘skilled’ trait was taken at character creation) and the options offered will depend on skill and stat levels. Due to the fact that the available perks for a given character will vary significantly due to player choices, this guide will simply point out the options available at each level, and add in a few suggestions on which perks may be better, worse, or just plain hilarious. And one other hint – if starting out, consider this to obtaining Power Armor and 7-8 character levels early in the game. The best Fallout 2 perks at this level can vary depending on character type, but in general you can’t go wrong with Awareness. A perception of 5 is required, but Awareness provides information on NPC hit points and equipped weapon. This can be invaluable in combat when planning the use of stimpacks or targeting opponents.
If Perception is lacking, your character probably has sufficient agility to take Quick Pockets, and in frenzied combat the ability to minimize AP use taken to use a stimpack can be invaluable.The only perk to avoid at this level? Here and Now. You’ll level up as the game progresses. It is a waste to take it early on. Bonus Move is dead useful in combat, as AP is always running lower than you’d like, and moving two spaces can mean an opponent gets one less attack per round. Educated is another worth grabbing – extra skill points come in handy, and three levels means the perk can be taken multiple times. Just avoid Pathfinder: Fallout 2 perks exist that are far more useful, and there is no time limit to the game.
Regardless of character development, there are some skills to target here. Action Boy is absolutely vital if available, as a couple points in this perk plus the Bonus Move perk from Level 6 means you’ll dominate in combat.
Power Armor Fallout 2
Lifegiver is similarly essential, as with a few more levels the added effect of 4 more hit points at each level will tank out your character.Ah Interplay. Fallout 2 comes with such wonderful perksso why include Weapon Handling? If you’ve made a at any point, you’ll possess Power Armor, which boosts strength. Since few players use a character with less than 5 strength, Power armored characters will be able to use any weapon in the inventory anyway. Level 15 and Beyond – Specialization PerksThe Interplay Fallout 2 experience leads to only a few perks coming available between levels 12 and 24.
Well, here's me doing some gravedigging. I'm not entirely sure why this idea was given up on, but I'm probably going to have my optimism shattered soon enough.I think the concept here is very good. AC increasing with better armor made sense in, for instance, Baldur's Gate because the increase in chance to hit was more than offset by the deflected and decreased damage, both of which are however brilliantly incorporated in Fallout (with DT and DR respectively).
So, AC in Fallout should impact chance to hit period, which becomes easier as the armor becomes bulkier.Anyway, I came up with the following modification of Timeslip's basic script. Code:;ac9multi5=3multi1=1multi2=1 and then altering the armors to give negative AC.Ofcourse the new system would throw off the balance (mainly early enemies become about twice as hard to hit), which might be relieved by increasing the base combat stats in the skills.ini and using a global script to raise them for npc's. However, this would of course only exacerbate the balancing problem in the end of enemies being much easier to hit.
It's already (in my view) way too easy in the late game to just eye-crit your way past hordes of enemies, and this would make it only easier. Perhaps to counter this in part aimed shots can be made harder in the draw.ini, or (if that ever becomes possible) making skill progression harder (e.g. 2 points for 75-100, 3 points for 100-125, etc.).Anyway, do you all think I'm on an okay track, or what? Click to expand.Yeah, that is a really big problem. I was thinking; what if we just leave AC for what it is, armor doesn't affect it at all, and then just have armor decrease Agility? Leather armor reduces it by one, metal armor by two, etc. In fact, the more I think about it, the more sense it makes, because only altering AC is really only a poor workaround in many senses.
For instanse, why would bulkier armor hamper your defensive, but not your offensive maneuvering? Also, there are some checks in the critical hit table which account for Agility, and which should also be impacted. It would be totally perfect if skills were also impacted by a drop in Agility through an armor perk (how are sneaking/lockpicking/stealing not nearly impossible while wearing power armor?), but I'm pretty sure they aren't.If we use this system, early enemies remain as tough as they are. Click to expand.Yeah, but making them harder just overpowers the extremely boring fast shot/improved rate of fire combo. I personally feel that the ratios aren't that far off: if I have a 80% chance of hitting someone in a quick uncalled shot, then having a 20% chance of hitting them in the eye with a more focussed controlled shot seems more or less right. The problem is more one of skill progression, namely that by the end game both shots have a 95% chance, which is absurd. I'm not sure what the solution could be if skill progression can't be slowed down.I guess I can try and play around a bit with the hookscript timeslip posted in.
Yeah, that is a really big problem. I was thinking; what if we just leave AC for what it is, armor doesn't affect it at all, and then just have armor decrease Agility?
Leather armor reduces it by one, metal armor by two, etc. In fact, the more I think about it, the more sense it makes, because only altering AC is really only a poor workaround in many senses. For instanse, why would bulkier armor hamper your defensive, but not your offensive maneuvering? Also, there are some checks in the critical hit table which account for Agility, and which should also be impacted.
Fallout 2 Armor Class
It would be totally perfect if skills were also impacted by a drop in Agility through an armor perk (how are sneaking/lockpicking/stealing not nearly impossible while wearing power armor?), but I'm pretty sure they aren't. I'm a little late to the party, but through my own balancing efforts(Thanks magnus! I used your mod as a starting point for gun damage/armor values) I ended up just adjusting armor values.Since it's pretty much guaranteed you're not running around naked, you can just assume a leather jacket is the starting point and go from there.