Advertisement
Guest User

RSD addon changelist (outdated, March 2018)

a guest
Apr 24th, 2018
129
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
text 7.18 KB | None | 0 0
  1. GMDX RoSoDude Addon Changelist:
  2.  
  3. -Reverted HDTP Prod and Baton (will later consider doing something with the ini)
  4. -Added half of Speed Enhancement's groundspeed boost to Run Silent
  5. -Doesn't affect jump height or distance
  6. -Ballistic Protection (Passive) no longer drains any energy, but protects proportionally to current bioenergy level (up to 20/25/30/35% reduction)
  7. -Mantling ability now scales with Athletics (54/72/102/135% of original reach)
  8. -NOTE: Make sure that Master Athletes aren't punished by a higher trace cylinder above!
  9. -Removed deranged gravity simulation from hitscan weapons, replaced with linear damage falloff beyond a weapon's accurate range to make range modification more meaningful
  10. -Capped at 35% falloff
  11. -Only affects player's shots; AI have full damage at all ranges
  12. -Removed hidden influence of weapon maximum range on accuracy -- every hitscan weapon will behave like the pistol did with respect to how your reticule communicates accuracy
  13. -AI retain the old formula (tweaked for new ranges, see below) so they can still hit the broadside of a barn with an assault gun
  14. -Range mods now increase weapon max range (was just accurate range before)
  15. -DONE: need to update inventory UI so it shows these changes
  16. -Hitscan weapon ranges reduced across the board
  17. -Assault Rifle range reduced by 50% (300-600ft to 150-300ft)
  18. -Pistols/shotguns range reduced by roughly 25-35%
  19. -Pistol (125-250ft to 93.75-187.5ft)
  20. -Stealth pistol (150-300ft to 112.5-225ft)
  21. -Sawed-off shotgun (150-300ft to 93.75-187.5ft)
  22. -Assault shotgun (87.5-175ft to 62.5-125ft)
  23. -Sniper Rifle only nerfed by 20% (312.5-625ft to 250-500ft) to preserve its long-range dominance
  24. -Projectile weapons only adjusted to look consistent, should be unaffected (CHECK YOU DINGUS)
  25. -AI GetWeaponRanges() function adjusted so they still attack at the original ranges (Assault Shotgun users will move a tad bit closer now before they start firing though)
  26. -Medkit healing values changed from 30/60/75/90 to 30/45/65/90
  27. -Reworked wearable items. Picking one up adds the pickup's charge to your current wearable's charge -- if this charge exceeds 100%, one copy is added to the stack and the overflow is given to the top item
  28. -This removes the exploit where you could infinitely recharge any wearable with swapping shenanigans so long as you had at least 2
  29. -You still cannot exceed 1/2/3/4 copies in the stack (so picking up a wearable when at maximum copies just recharges the wearable)
  30. -Dropping a wearable item drops the top one on the stack (which will be the only one that may have less than 100% charge)
  31. -Using a Ballistic Armor/Hazmat Suit/Thermoptic Camo when another is already active will automatically deactivate the other and activate the new one
  32. -Rebreathers now recharge only 10% for each biocell applied
  33. -The inventory UI will now display the correct charge amount (used to say 15% for all when most are 30%)
  34. -Increased stealth pistol base damage back up to 9 (was accidentally reverted to 8 in v9 beta)
  35. -Increased stealth pistol recoil by roughly 50% so to be more in line with the assault gun and pistol
  36. -Added "SLEIGHT OF HAND" Trained Lockpicking perk. Allows you to lockpick and commit acts of theft without arousing suspicion from onlookers.
  37. -NOTE: Still need to remove/relocate Artificial Lock and make the perk require Trained Lockpicking
  38. -Added an "Info" button to the skills menu so you can see the level descriptions again without clicking on a new skill.
  39. -When clicking on a new skill, the menu will remember if you were looking at info or perks and stay on that menu for the new skill
  40. -Will do the same when upgrading a skill
  41. -Stealth skill makes you hide up to 0/15/30/45% better in darkness
  42. -Also crouchwalking now has the same percent speed bosts (was 0/10/20/30% despite description)
  43. -Using Tech Goggles or Vision Enhancement should no longer noticeably increase player visibility to AI (as they illuminate surrounding areas by 9.4%)
  44. -The IFF readout will still fluctuate, but quickly return to the correct value
  45. -Laser Mod Nerfed
  46. -Now randomly wavers based on current accuracy. Similar to Shifter, except the laser dot has a 1st-order proportional decay back to the center so it doesn't feel awful
  47. -Laser dot reinitializes in a random spot in your accuracy cone (er... box) when you turn on the laser
  48. -Laser dit now "kicks" within your accuracy box depending on the weapon's recoil stat. No more pinpoint accurate Assault Rifle bursts on Untrained
  49. -Laser dot disappears during reload cycles
  50. -Secondary items reworked:
  51. -Can use a secondary item when holding anything in hand (before it had to be a weapon)
  52. -Can now assign Tech Goggles as a secondary item (activate or deactivate without putting them in hand)
  53. -Can now assign Binoculars as a secondary item. Pressing the secondary fire key will toggle binocular zoom and put away your currently held item.
  54. -Can now assign medkits or biocells as secondaries with the Combat Medic's Bag perk (use without putting in hand)
  55. -The Dragon's Tooth Sword will only make the draw sound when it is first drawn as a secondary weapon
  56. -If you're not holding anything and equip a secondary weapon, pressing the secondary button again will use it
  57. -NOTE: perhaps add an option to make it always quickdraw and never equip normally when not holding anything?
  58. -Added the ability to add damage mods to the DTS
  59. -Nerfed damage from 26 to 22
  60. -Will get up to 83 damage with Combat Strength + Master Low-Tech + Targeting + 5 Damage Mods for the ultimate door buster
  61. -Changed the Hardcore lockpick/multitool nerf (10/15/25/50 -> 5/10/15/50) to 5/10/20/45
  62. -Added a buff on easy that brings it to 10/25/40/75 (vanilla numbers)
  63. -Added a rangefinder to Binoculars. Especially useful now that weapon range stats are more impactful.
  64. -Skill cost changes:
  65. -Increased cost of Environmental Training skill from 750/1500/3000 to 900/1800/3600
  66. -Increased cost of Demolitions skill from 625/1250/2500 to 750/1500/3000 (see max grenade change)
  67. -Increased cost of Pistols and Rifles skills from 1350/2700/4050 to 1500/3000/4500 (see ammo capacity changes, also to match Heavy)
  68. -Decreased cost of Medicine skill from 1225/2450/3675 to 1000/2000/4000 (see medkit healing value change)
  69. -Roughly halved most ammo capacities, added Ammo Capacity Aug to replace Energy Transference
  70. -Gives 20/30/40/50% boost to ammo capacity
  71. -Weapons skills (other than Demolitions) also enhance ammo capacity by an additional 0/10/25/50%
  72. -The Demolitions skill allows you to carry 5/7/10/15 grenades of each type
  73. -AI have more varied decision-making regarding how much they'll lead projectile shots
  74. -50% chance to lead perfectly
  75. -50% chance to lead randomly between not at all and slightly overshooting
  76. -Tranquilizer darts break when they hit the ground on Hardcore mode to disable dart farming
  77. -NOTE: A weaker hit sound effect helps establish this
  78. -Fixed a strong rightward and upward bias to projectile innaccuracy
  79. -Aggressive Defense system radius changed from 10/20/30/50 ft to 20/30/40/50 ft
  80. -The crossbow now loads one dart at a time to simulate an internal magazine
  81. -The Assault Shotgun now reloads the entire drum magazine at a time (5s base reload, longest in the game but shorter than loading all 12 shells individually)
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement