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Legendary Overhaul v4.0 Changelog

Oct 3rd, 2016
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  1. LEGENDARY OVERHAUL v4.0 CHANGELOG
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  3. Mechanics Changes
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  6. • In order to allow some of the new mechanics and legendary effects, this mod now requires AWKCR, so make sure it's above Legendary Overhaul in your load order.
  7. • The legendary spawning script has been completely revised. This should prevent multiple legendary items from spawning on the same enemy.
  8. • There are now restrictions on what legendary effects you can craft on what items. This is for balancing purposes and to prevent the player from using an effect that is incompatible with a specific type of weapon (two shot super sledge).
  9. • Legendary effect descriptions have been condensed to be more general descriptions of the effects. Much more detailed descriptions are available here: https://docs.google.com/document/d/1KFJ9wF9-EnM5HOV3WLLuCuHCQ2WhRgFJYIWwBbbg4hQ/edit?usp=sharing
  10. • There is now a much more expensive recipe for crafting a legendary effect onto a non-legendary weapon.
  11. • Legendary enemies now cannot be killed before they mutate. They also regenerate their health and limb damage slowly over time. You now gain 25-75 caps as additional loot from legendary enemies.
  12. • Legendary humans should now always equip the legendary item they spawned with (including armor) and won't run out of ammunition for the Missile Launcher or the Fat Man.
  13. • The spawn rate of legendary enemies has been increased slightly from v2.0's initial increase.
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  15. Legendary Effects
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  18. • The Brawler's effect can now only be found on 2 handed melee weapons. You now have a 12.5% chance to knock out your target on a regular hit which is doubled to 25% on power attacks. Knockout damage starts at 100 base damage and increases by 20% for each point in the Big Leagues perk you have.
  19. • Acrobat's armor now provides +35 action points while worn.
  20. • Explosive weapons' explosive impact damage reduced from 15 to 10, but blast radius has been increased slightly.
  21. • Furious bonus damage per consecutive hit has been rescaled to 20% on melee weapons, 10% on semi-auto guns, 3% on automatic guns, and 1% on the minigun and gatling laser.
  22. • The Unstable effect's cooldown now pauses while you are wearing no Unstable armor. The cooldown is equal to 5 hours divided by the amount of Unstable armor pieces worn. The cooldown progress is dynamic so it doesn't matter how many pieces you were wearing when the effect went off.
  23. • [NEW] Shatterproof armor prevents the limb this is worn over from becoming crippled. Unequipping the armor returns the limb back to its original health before equipping the armor.
  24. • [NEW] Slugger's armor increases attack speed while attacking by 50% if no weapon is equipped (25% if in power armor or have a weapon equipped). Increases punching damage by 50% (100% in power armor). Equipping the right arm piece provides a 25% (40% in PA) chance to stagger on hit and the left piece provides a 5% (15% in PA) chance to disarm on hit. You can now apply a Paralyzing Palm crit with your bare fists inside of VATS. None of the above effects will activate if you have a weapon equipped (except the attack speed), you must be using your bare fists.
  25. • [NEW] Juggernaut's armor grants 50% damage reduction from all sources (including explosions) and allows you to use the effects of the pain train perk while not in power armor. These effects only activate when at or below 25% health.
  26. • [NEW] Capitalists's weapon fires caps instead of regular ammunition. Has 30% reduced damage, 30% increased fire rate, lower recoil, doubled clip size, and greatly reduced hip fire radius. Projectiles travel more slowly than bullets.
  27. • The Assassin's effect now yields a much larger bounty upon contract completion (32-128 caps instead of 32-64) but no longer rewards ammunition.
  28. • The Hoarder's, Junkie's, Nimble, and Violent effects will now increase player explosion damage in addition to projectile impact damage (doesn't work on NPCs).
  29. • The Violent, Cryo-Shielding, Defiant, Inspiring, and Hoarder's effects should no longer send irrelevant notifications to the player if the player is not the one that has them equipped.
  30. • The Energized and Brawler's effects can no longer ragdoll (but can still damage) the player.
  31. • The Sharpshooter's and Wastelander's effects should now more properly adjust damage dealt and received based on distance.
  32. • The Demolitionist's effect now also increases explosive limb damage by 50% (much higher chance to cripple), but its bonus explosion damage and radius have both been lowered from 60% to 50%.
  33. • All elemental projectile effects (incendiary, galvanizing, cryogenic etc.) can now only be crafted and dropped on ballistic weapons (excludes the gauss rifle, railway rifle, and Broadsider).
  34. • The Galvanizing effect no longer has increased recoil, provides 30 less bonus damage, and improves fire rate by 20%.
  35. • The Two Shot effect has been renamed "Two Tap" and now has a melee effect. Every melee attack you issue causes an extremely quick follow-up attack.
  36. • The Overwatcher's effect has been renamed "Overseer's" and is completely reworked. Nearby hostile enemies (1500 range) reduce your damage taken by 1% for each piece of Overseer's armor you are wearing and become highlighted.
  37. • The Rival's effect has been renamed "Alpha" and is completely reworked. Your shots fired may call wild dogs (or wolves Far Harbor is installed) to your side. Their stats scale with the player's level up to level 100. You can have up to 2 dogs by your side at once.
  38. • The Chameleon effect should activate much more reliably now and the duration of the invisibility has been increased to 15 seconds.
  39. • [NEW] Overclocked weapon fires in random bursts of 2-8 shots at a time. +15% crit chance. +50% ammo capacity. Semi-auto is forced on this weapon, although the receiver still determines what bonuses you will get from perks.
  40. • The Violent effect is completely reworked. Enemies you kill will rupture in a bloody explosion. Each enemy that dies this way will grant you +10% temporary bonus damage and may cause other enemies close by to meet the same fate. 1 Violence stack wears off every 10 seconds. Having more Violence stacks improves the chance of additional deaths. Removing your Violent weapon instantly reduces your Violence stacks to 0.
  41. • The Punisher's effect now grants a clean 1% increased damage for each 1% health missing from the target.
  42. • The Hoarder's effect should cause less lag and will calculate your damage more reliably. Also increases explosion damage at 4x on the Missile Launcher and Fat Man the normal rate but the damage is capped at 500 held ammunition instead of the normal 2000.
  43. • The Nimble effect's damage bonus is now gained after you stop sprinting instead of when you start aiming. For 2 seconds after you stop sprinting, each of your attacks will give your target a 15% chance to miss their attacks for 2 seconds. This stacks up to 5 times for 75% miss chance. The weapon's weight is reduced to 40% of its original value.
  44. • The Untarnished effect's health per second reduced from 0.3% to 0.2%.
  45. • The Commander's effect now only provides a +2 to all SPECIAL bonus and can now appear on Helmets. Wearing 2 pieces of Commander's armor will provide a single additional bonus of +1 to all SPECIAL, bringing the total set bonus to +5.
  46. • The Plasmatic effect's stagger chance and magnitude is now slightly reduced for automatic weapons and greatly reduced for the minigun and gatling laser.
  47. • The Cavalier's dodge chance reduced to 10% per piece, but now stacks additively so you'll get a better dodge chance with more pieces worn up to 100% dodge chance at 10 pieces or more. No longer can dodge damage from melee weapons or explosives.
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