Edit: Updated to v1.3, rebalancing complete for now barring bugfixes
Hi everyone, looking for some feedback on a mod I've been working on. It's a revamp of the unarmed attacks that's intended to make a pure martial artist playthrough more strategic and interesting to play, and most importantly to give a different play experience for yet another replay of Fallout 2 To install:
Secondary punch - Jab/Palm Strike/Piercing Strike
Primary punch - Strong Punch/Hammer Punch/Haymaker
Primary kick - Strong Kick/Snap Kick/Power Kick
Secondary kick - Hip Kick/Hook Kick/Piercing Kick
Additionally, the use of throwing knives has been buffed and supplemented with a new "Ghost Strike" attack to synergize with unarmed martial arts. In order to use Ghost Strike, you must take the Ghost perk (which has been adjusted to unlock at level 12 and require no skill requirements)
Hi everyone, looking for some feedback on a mod I've been working on. It's a revamp of the unarmed attacks that's intended to make a pure martial artist playthrough more strategic and interesting to play, and most importantly to give a different play experience for yet another replay of Fallout 2 To install:
- You must have v4 Sfall https://sourceforge.net/projects/sfall/files/sfall/sfall_4.3.3.1.7z/download
- Download attached mod (at bottom of this post) and unzip to your fallout 2 game directory
- In the game directory, open ddraw.ini
- Find the line ";UnarmedFile=sfall\Unarmed.ini" and remove the semicolon, changing it to "UnarmedFile=sfall\Unarmed.ini"
Secondary punch - Jab/Palm Strike/Piercing Strike
- 2AP quick attack, low damage, first unlocked at level 2
- Continuing to hit the same target builds up combo count up to a maximum of 1/2/3 for Jab/Palm/Piercing
- Hitting a different target, missing an attack, or using a different attack or weapon will drop the combo
- Combos give a stacking 10% to-hit bonus per combo count to all unarmed attacks (including this punch itself)
- Hitting with any of the other 3 unarmed attack types will use the combo count to generate varying effects
Primary punch - Strong Punch/Hammer Punch/Haymaker
- 3AP, medium damage (about half as much as using unarmed weapons), high base crit chance
- Gets an extra re-roll to crit for each combo point
- Gives +5 to critical effects table roll per combo point (stacks with Better Criticals perk, upgrades to +15 with Slayer perk)
Primary kick - Strong Kick/Snap Kick/Power Kick
- 3AP, high damage, almost as much as using unarmed weapons (i.e. power kick is slightly less damage than mega power fist)
- If you first cripple an enemy limb with any attack, then immediately follow up with this kick on that limb, you will get a 1.5x damage multiplier, and the critical rate will be as if you targetted the eyes (crippled limbs are sensitive!)
- The attack that crippled the limb can be anything, even a gun
- You must not hit with anything else or anywhere else before following up with the kick (though it need not be during the same turn)
- Exception: you may use jabs to build up combo count before hitting with kick, they do not need to hit the same limb
- For each combo count, the damage multiplier of the crippled limb attack is increased by 0.5x (so a full combo will result in 3x damage)
Secondary kick - Hip Kick/Hook Kick/Piercing Kick
- 4AP slow attack, very high damage, but inaccurate (all accuracy gained from skill points and bonuses are halved), first unlocked at level 4
- If you knock down an enemy with any attack and follow up with this kick, it will do 1.25x damage +.25x per combo point (similar rules to cripple bonus) and the AP cost will be retroactively reduced to 2AP
- The damage multiplier and AP benefit is also given whenever it would result in a killing blow
- The Bonus HtH attacks perk will not reduce the base AP cost of this kick, but it will reduce the discounted cost on kd/kill to 1 AP
Additionally, the use of throwing knives has been buffed and supplemented with a new "Ghost Strike" attack to synergize with unarmed martial arts. In order to use Ghost Strike, you must take the Ghost perk (which has been adjusted to unlock at level 12 and require no skill requirements)
- Base AP cost of attacking with throwing knives reduced to 3AP
- Either Bonus HtH Attacks OR Bonus RoF will reduce this cost
- Pressing the "T" key will equip a throwing knife at any time with no AP cost
- If you hit a target with a throwing knife, that target will be "marked" for a ghost strike, which replaces your throw attack (you must have additional throwing knives in inventory, even though ghost strike will not use one)
- Ghost strike costs 2AP, teleports you behind your opponent to punch them (this hex must be open), does very low damage, but generates 1 combo count
- Ghost strike is a guaranteed hit on your marked target if the hex behind them is clear, guaranteed miss otherwise
- Ghost strike will empty both of your weapon slots
- If you do not wish to use your ghost strike, you can toggle your throwing knife attack to swing and back to clear your marked target
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