I did a whole lot of things yesterday that I plan to upload tonight.
By tomorrow, the mod will include:
Throwing Knives do 5-13 damage but are throwable only. Real throwing knives barely have any shafts and are hard to cut with, meant to be used as projectiles instead of melee weapons. I've never seen a throwing knife that looks like the one in F2. The higher damage is meant to simulate the fact that a thrown knife is much harder to evade or block than a thrusted spear or a swung combat knife. Sadly, I cannot set different damage for thrown and thrusted variants of the same weapon, such as the Spear.
Grenades do around 50-100 damage. Along with Molotovs, they also get a +40% bonus to hit, because you have to be real thick to miss with a weapon that does splash damage and scatters shrapnel all over. I'm tired of seeing grenades "miss", exploding right on top of enemies/doors and doing no damage. This way, they will almost always hit, but the low minimum damage simulates the fact that the damage done from a grenade is hard to predict. Molotov damage is less variable, around 30-50. Sadly, setting the Molotov to do Flame damage (it currently does Explosion) removes its explosion graphic.
Plasma Grenades and Pulse Grenades get a +20% bonus to hit, for the same reason as above. The lower amount is due to their area of effect being smaller (plasma grenades rely on heat damage from their ejected plasma, but do not really explode.) Plasma grenades also do much higher damage, around 80-120. The high minimum damage is because the damage from plasma is more predictable.
Laser pistol and its upgrade does 22-34 damage, costs 4 ap to fire and are equipped with a "laser sight" as seen on their view model (same hit % in light and dark conditions). Plasma pistol and its upgrade does 29-38 damage, but its range has been reduced a bit. Laser Rifle and its upgrade do 35-80 damage. I have not changed the Plasma Rifles.
Things I've begun doing but have not yet finished (will not be updated until the end of next week):
Almost every melee weapon redone for consistency and balance. Sharp weapons (knives, spears) will generally do low minimum damage and high maximum damage, because you can cause lethal wounds with a knife/spear but also miss with it. Blunt weapons (knuckles, hammers, clubs) will do medium min-damage and a bit higher max-damage, since it's hard to miss with them but also hard to cause a good critical.
I also imagine a weapon progression like this, listed by weapon damage. Remember that a weapon might do lower damage than another, but a lower AP cost would make up for that:
Blunt: Brass knuckles < Club(police baton) < Wrench < Crowbar <Power Fist < Louisville Slugger < Sledgehammer < Mega Power Fist < Super Sledge
Sharp: Sharpened Pole < Knife < Spiked Knuckles < Spear < Combat Knife < Shiv/Switchblade < Sharpened Spear < Little Jesus < Wakizashi Blade(it's a small sword, not a knife) < Ripper
Generally speaking in AP costs: ,
Automatic pistols/energy pistols/automatic rifles/SMGs/thrown weapons 4AP,
Regular pistols/regular rifles/energy rifles 5AP,
All bursts 6AP
There will be exceptions, like the Turbo Plasma Rifle, which has an AP cost of 4 rather than 5.
Weapon damage will be rebalanced. The Sniper Rifle and Desert Eagle are too weak, and the Sawnoff Shotgun is just useless.
Weapon prices will be rebalanced. I'm talking about really common weapons (like the combat shotgun, H&K CAWS, so on) selling for many thousands. This should help reduce the excessive cash pileup every F2 player experiences from Vault City and onwards.
I'm not really planning on editing anything else than weapons. The mod will be compatible with Killap's patch/project for all eternity, as he edits very few weapons, and anyway I've incorporated his changes into the weapons I've edited.
Killap:
If you can send me your edited source scripts and dialogue files for Algernon, I want to make him require one load of Junk parts to make an upgrade, while being compatible with your patch. That means you eventually have to pay for upgrading a weapon.
By tomorrow, the mod will include:
Throwing Knives do 5-13 damage but are throwable only. Real throwing knives barely have any shafts and are hard to cut with, meant to be used as projectiles instead of melee weapons. I've never seen a throwing knife that looks like the one in F2. The higher damage is meant to simulate the fact that a thrown knife is much harder to evade or block than a thrusted spear or a swung combat knife. Sadly, I cannot set different damage for thrown and thrusted variants of the same weapon, such as the Spear.
Grenades do around 50-100 damage. Along with Molotovs, they also get a +40% bonus to hit, because you have to be real thick to miss with a weapon that does splash damage and scatters shrapnel all over. I'm tired of seeing grenades "miss", exploding right on top of enemies/doors and doing no damage. This way, they will almost always hit, but the low minimum damage simulates the fact that the damage done from a grenade is hard to predict. Molotov damage is less variable, around 30-50. Sadly, setting the Molotov to do Flame damage (it currently does Explosion) removes its explosion graphic.
Plasma Grenades and Pulse Grenades get a +20% bonus to hit, for the same reason as above. The lower amount is due to their area of effect being smaller (plasma grenades rely on heat damage from their ejected plasma, but do not really explode.) Plasma grenades also do much higher damage, around 80-120. The high minimum damage is because the damage from plasma is more predictable.
Laser pistol and its upgrade does 22-34 damage, costs 4 ap to fire and are equipped with a "laser sight" as seen on their view model (same hit % in light and dark conditions). Plasma pistol and its upgrade does 29-38 damage, but its range has been reduced a bit. Laser Rifle and its upgrade do 35-80 damage. I have not changed the Plasma Rifles.
Things I've begun doing but have not yet finished (will not be updated until the end of next week):
Almost every melee weapon redone for consistency and balance. Sharp weapons (knives, spears) will generally do low minimum damage and high maximum damage, because you can cause lethal wounds with a knife/spear but also miss with it. Blunt weapons (knuckles, hammers, clubs) will do medium min-damage and a bit higher max-damage, since it's hard to miss with them but also hard to cause a good critical.
I also imagine a weapon progression like this, listed by weapon damage. Remember that a weapon might do lower damage than another, but a lower AP cost would make up for that:
Blunt: Brass knuckles < Club(police baton) < Wrench < Crowbar <Power Fist < Louisville Slugger < Sledgehammer < Mega Power Fist < Super Sledge
Sharp: Sharpened Pole < Knife < Spiked Knuckles < Spear < Combat Knife < Shiv/Switchblade < Sharpened Spear < Little Jesus < Wakizashi Blade(it's a small sword, not a knife) < Ripper
Generally speaking in AP costs: ,
Automatic pistols/energy pistols/automatic rifles/SMGs/thrown weapons 4AP,
Regular pistols/regular rifles/energy rifles 5AP,
All bursts 6AP
There will be exceptions, like the Turbo Plasma Rifle, which has an AP cost of 4 rather than 5.
Weapon damage will be rebalanced. The Sniper Rifle and Desert Eagle are too weak, and the Sawnoff Shotgun is just useless.
Weapon prices will be rebalanced. I'm talking about really common weapons (like the combat shotgun, H&K CAWS, so on) selling for many thousands. This should help reduce the excessive cash pileup every F2 player experiences from Vault City and onwards.
I'm not really planning on editing anything else than weapons. The mod will be compatible with Killap's patch/project for all eternity, as he edits very few weapons, and anyway I've incorporated his changes into the weapons I've edited.
Killap:
If you can send me your edited source scripts and dialogue files for Algernon, I want to make him require one load of Junk parts to make an upgrade, while being compatible with your patch. That means you eventually have to pay for upgrading a weapon.