[RELz] Hardercore

Post » Sat May 28, 2011 11:02 pm

I believe water activators, bedding, medicine magazines, and healing powder have been fixed. I will release .31 tomorrow if testing tonight goes well.
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A Boy called Marilyn
 
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Post » Sat May 28, 2011 3:49 pm

Have to agree on doctors. They feel somewhat unbalanced at the moment. For example, my newly made character has little in the way of medicine skill or barter, and is charged over 100 caps for a stimpack which, after damage, will restore something like 18 health. For the same number of caps a doctor can heal me 100%. I'd suggest perhaps a couple of things:

1) Make doctors restore only ~10% health & limb condition for 100 caps (I'd prefer this), or else boost cost significantly
2) Increase the effectiveness of stimpacks - with heavier damage in the early game, taking a single bullet costs me 500 caps worth of stimpacks, leaving me virtually confined to snipe/sneak tactics. Or putting the difficulty back down :) Maybe stimpacks could restore more health over a longer period of time or something like that.


Doctors being better than stimpaks (and a lot better) is a good thing in my opinion. Otherwise, there's no real reason to use them instead of just hording all the stimpaks you can find and using them to heal.

That said, going to a doctor should advance time by some amount rather than have it be instant.
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biiibi
 
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Post » Sat May 28, 2011 4:05 pm

Doctors being better than stimpaks (and a lot better) is a good thing in my opinion. Otherwise, there's no real reason to use them instead of just hording all the stimpaks you can find and using them to heal.

That said, going to a doctor should advance time by some amount rather than have it be instant.



Yeah I agree, they fit well. Advancing time would be a good balance.
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roxxii lenaghan
 
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Post » Sat May 28, 2011 1:25 pm

Advancing time when seeing the doctor might work - it would offset the low cost of getting the treatment with increased H2O and food needs (the taking care of which translates into very minor costs but still, it does introduce a bit more of a penalty).
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^_^
 
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Post » Sat May 28, 2011 12:34 pm

Couple more things I thought of:

-Doctor's Bag lasts a long time for me. Really long. is this supposed to be the case? Is it a non perishable item?

-Doctors should be much more expensive.

-Doctors should be able to cure you of addiction but over a longer period of time (3 or 4 days, e.g.), effectively causing you to suffer food and water penalties in addition to caps for getting your addiction cured.
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Stacey Mason
 
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Post » Sat May 28, 2011 7:51 pm

I think you're severely overestimating the increases in damage. Keep in mind that the skill change only brings weapons up to their existing potential, and the specific weapon edits only changed weaker weapons. The largest hits you can take are no larger than they were in vanilla. The only things that are going to one-shot the player are high explosives, and that only if unarmored. Also, as damage goes up and health goes down, each additional health point has increasing marginal value because there's less of a surplus buffer.


Is there any plan on changing this, maybe in a separate module somewhere down the road? As mentioned before I've been playing an explosives character with this mod, and I'm kind of disappointed that with light 10 DT armor, 100 Explosives and two ranks of +20% Explosives damage perk, I can still shoot a mini-nuke at my feet and not die. Admittedly I am End 10, but still...
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Valerie Marie
 
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Post » Sat May 28, 2011 6:30 pm

-Doctor's Bag lasts a long time for me. Really long. is this supposed to be the case? Is it a non perishable item?


Yeah, it seems that Doctor's Bag and Hydra effects are not getting removed.
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Chloe Mayo
 
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Post » Sat May 28, 2011 2:22 pm

Is there any plan on changing this, maybe in a separate module somewhere down the road? As mentioned before I've been playing an explosives character with this mod, and I'm kind of disappointed that with light 10 DT armor, 100 Explosives and two ranks of +20% Explosives damage perk, I can still shoot a mini-nuke at my feet and not die. Admittedly I am End 10, but still...


The only mod I know of that fixes explosives damage is the http://www.newvegasnexus.com/downloads/file.php?id=36208 mod. Makes mini-nukes absolutely something to be feared.
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john page
 
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Post » Sat May 28, 2011 8:11 am

0.31 Changelog:
Deadlier Combat- Increased damage and lowered rate-of-fire of the plasma defender.Healthier Healing- Water activators do not heal in hardcoe mode.  They will still show HP when moused over because the healing effect is still present, just suppressed in hardcoe mode.- Makeshift bedding should no longer cause crashes by trying to unfold inside containers.- Med-X's interactions with stimpacks and blood packs are independent of the order in which they are taken.- Raising Medicine through temporary effects like magazines will work for allowing use of doctor's bags and blood packs.- Duration of Doctor's Bag, Blood Pack, and Hydra effects are now correctly in game hours rather than real hours.- Reduced healing powder's sleep deprivation from 300 to 70.- Cannibalism doesn't heal in hardcoe mode, but does reduce hunger more than before.

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YO MAma
 
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Post » Sat May 28, 2011 9:00 am

Rhoark, when the healing powder was giving +300 in sleep i started using stimpaks and i've been finding very easy to buy stimpaks from caravans and traders in general even with the barter changes, you could reduce the chance of a caravan having a stimpak for sell.

EDIT: After updating my limbs aren't healing any more, i had about 3 limbs crippled i tried using Hydra and Sleeping and it didn't work, i tried with doctor's bag too and nothing happened still had crippled limbs..
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Eddie Howe
 
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Post » Sat May 28, 2011 11:38 am

Sort of an odd situation, but doctor's bags aren't healing health when sleeping when you do this:

1. Have 30 medicine skill (just enough to use doctor's bags)
2. Get Mentats withdrawal, or other withdrawal that lowers your INT (drops your INT to 28)
3. Read Today's Physician (putting you at 38 medicine skill, but doctor's bags won't work)

They work again, however, if you take a mentats and first clear up that withdrawal.

Doctor's bags are healing limbs for me, as well, but only if I restore my medicine skill to above 30 by removing withdrawals.

Hydras aren't working for me at all.

Edit: I take it back, doctor's bags aren't working for me (now) at all either.
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Katie Samuel
 
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Post » Sat May 28, 2011 7:27 pm

Had an idea for stimpacks: instead of having them do damage after they wear off, how about having them reduce your walk/run speed instead and maybe making vision a little blurry? Stimpacks should heal some decent health, I think, but not be spammable in battle. If your speed and vision were impaired, it would discourage using them in battle.

Thoughts?
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Lyd
 
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Post » Sat May 28, 2011 6:45 pm

There seem to be a number of problems with rest, unfortunately none of which turned up in my evening of play before releasing. It all seems to come down to all the evaluations taking place at the end of rest. I've completely rewritten the rest script to do things incrementally over the course of rest. The stimpack delayed damage has been temporarily removed, as it was part of that script, and I want to get a corrected version out with minimal delay. It's available now as .32
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Ella Loapaga
 
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Post » Sat May 28, 2011 7:13 pm

Any ETA on Manual Aiming or Sneakier Sneaking?
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Sunnii Bebiieh
 
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Post » Sat May 28, 2011 4:51 pm

Sneaking is more involved than the other modules, and my time to work on it has been less, but its still progressing.
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Vicky Keeler
 
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Post » Sat May 28, 2011 10:27 am

A new maintenance release is now available

0.35 Changelog:
Deadlier Combat
- Increased DT reduction from melee/unarmed skills from 5 (at 100 skill) to 10.
- Energy Weapons skill bonus changed from crit to up to 10 DT reduction (at 100 skill).
- Reviewed and rebalanced all energy weapons (including uniques).

Reduced Wealth
- Further reduced random food loot from 50% to 33%
- Increased rads on uncooked meat.

Healthier Healing
- NPC doctors no longer heal directly, but instead apply a Doctor's Bag and Blood Pack. The player must then rest to benefit.
- Doctors' treatment for radiation takes effect over time (-17 rads/sec)
- Doctor's Bags, Blood Packs, and Hydra provide feedback messages confirming they were applied or failed to apply.
- Stimpacks no longer deal delayed HP damage, but instead immediately damage fatigue.
- Messages will warn when the player is nearing unconsciousness due to fatigue damage (regardless of the source of fatigue damage.)
- Fatigue pool no longer increases with level (but does still increase with Endurance.)


http://newvegasnexus.com/downloads/file.php?id=35715
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George PUluse
 
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Post » Sat May 28, 2011 11:27 am

Updating..
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Trevor Bostwick
 
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