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Various tweaks after playtest (Klamath)
- Increased exp reduction treshold by 50%, but reduced min mult to 60% - Some tweaks to early item prices and stats - Add some crafting ingredients and reduce loot in Klamath - Write changelog
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README.md

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@@ -32,7 +32,7 @@ Design goals:
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- throwing weapons expanded and made more useful with critical chance bonus for blades, much deadlier grenades and new types to choose from
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- improved stats of several critters (like weak types of Deathclaws, large scorpions, etc.)
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- new stealth elements: blackjack and sneak attack
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- "fair" inventory management in combat - no cost to open, 2 AP per action, 4 AP to reload
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- "fair" inventory management in combat - no cost to open, 2 AP per action, 4 AP to reload (mag sizes matter now)
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**Economy**:
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- prices in stores are affected stronger by Barter skill increases at lower levels and less at higher levels

docs/ecco_changelog.txt

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-=== CHANGELOG ===-
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v0.9.1
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- fixed several broken global scripts
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- fixed several bugs with crafting UI
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- fix missing map tweaks in Redding
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- better exp for kill reduction (based on total exp per kill type)
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- portion of throwing crit chance bonus now depends on Luck
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- small adjustments to starting stats (skills & AC)
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- tweaked starting recipes and added a few items to Arroyo and Klamath to take advantage of crafting and traps early
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- remaining uses of a Spike Trap now shown in description
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- added full built-in support for Talking Heads and THAT mod
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- remove/decreased some unnecessary town demands
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- various small fixes and balance tweaks after playtest (Arroyo, Klamath)
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- updated sfall to latest dev version
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v0.9.0
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> Economy:
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(!) rebalanced barter - buy prices aligned with vanilla prices, sell prices higher at low skill and differ less between merchants
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- all mod configs moved to "mods/ecco" folder
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v0.8.0
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v0.8.0:
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(!) rebuilt the mod from the ground up on the new RPU
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- restored single-shot mode for M60 to fix firing sound issue
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- added a few text corrections from Dravean

docs/ecco_readme.txt

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-====================-
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-=== EcCo mod ===-
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-=== v0.9.0 BETA ===-
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-=== v0.9.1 BETA ===-
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-====================-
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by phobos2077
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> GUNS:
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- New gun for .44 Magnum and 14mm calibers to add variety and make these calibers feel "complete".
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- Reload now costs 4 AP up from 2. This makes magazine capacity a much bigger factor.
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- Shotgun Shells: much more deadly against unarmored critters, but cannot penetrate heavy armor and limited in range (but Slugs can!).
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- Sawed off shotgun have a duplet (burst) firing mode with single shot animation and correct death animations.
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- Some smaller pistols cost 4 AP to shoot to make them viable compared to "long" guns.
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- Burst sizes were reduced across the board and rebalanced. This should make bursts viable with the added ammo scarcity.
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- In critical bursts, only half of bullets will "inherit" the increased damage and penetration of the critical. This should balance against bursts being more "accurate".
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- Almost every weapon was subjectively improved (main concerns were: more interesting balance between weapons, taking new ammo behavior into account, BUT not going too far from vanilla stats, except those weapons mentioned specifically).
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- Reload AP cost is increased to 4 to make magazine capacity matter more.
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> BIG GUNS:
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- Two new 40mm Grenade weapons added to make Big Guns skill more useful in early-to-mid game.
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- Bozar changed to be a single-shot anti-materiel rifle, uses new .50 BMG ammo, need 7 STR and has very high damage. For machinegunning use LSW or M60 instead.
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- M60 is a true machine gun: more powerful with 100 rounds ammo capacity.
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- ST now adds to base skill
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> ENERGY WEAPONS:
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> MELEE & UNARMED:
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- Thrust attacks now do better against armored enemies, but will cost 1 AP more than swings.
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- The cost of unarmed special attacks has been lowered to 4 for punches and 5 for kicks (taken from Weapons Redone mod).
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- Increased melee damage bonus for high ST characters
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- Super sledge takes 4,5 AP instead of 3,4 (same as regular sledge).
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- Wakizashi blade is much more powerful.
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- New weapons: one spear and one sledge type.
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- Some melee oriented NPCs made more dangerous.
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> ARMOR:
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- Base AC is now = AG * 1.5 (was AG * 1, applies to all critters)
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- Armor Class lowered for heavy armor (metal and power). AC only affects hit chance, so it makes sense bigger/bulkier target is easier to hit.
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- Laser resistance changed: leather - zero protection, combat - mediocre, metal - good, power armor & tesla - great protection.
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- Explosion and Fire resistance slightly lowered for some armor.
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> MISC:
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- Small adjustments to base value formulas of some skills for better balance
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- Some mine traps in the game became more dangerous.
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- Nerfed slot jinxer perk: slots break for month instead of 1 day, high rollers give 2/5 of initial money and there is a luck-based chance to fail. You can still become insanely rich by gambling.
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- Nerfed gambling dice: you can win maximum about 1000-5000 caps per table, per week (that's still a LOT of money).
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-=== COMPATIBILITY ===-
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Talking Heads Addon & Talking Heads Actually Talk (THAT):
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- Full built-in support, no patches needed (if you previously used compatibility patches, DELETE them)
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Inventory Filter:
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- SmartBarter option seems to cause issues with barter, avoid!
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FO2Tweaks:
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- Don't use with default settings! Some of them has conflicts with EcCo features
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- Disable the following (EcCo already includes similar changes):
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molotov_fire=0
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damage_mod=0
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-=== CREDITS ===-
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Mod was developed by phobos2077 between 2010 and 2023 (with years-long gaps).

docs/maps_changes.txt

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KLADWTWN:
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- added 1 Traps book to shelf at open part of Vic's and 1 Repair book to shelf at closed part
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KLARATCV:
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- E1: 1 rope to shelf near entrance (15337)
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- E1: replace Crowbar with Spear at bones (18262)
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- E2: 1 Junk to sentry bot corpse (23465)
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- E3: 1 Booze to shelf (17274)
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KLAMALL:
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- Footlocker in house: remove half of all pelts (20946)
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- North part, shelves: add 2 sharp poles (14089)
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KLATOXIC:
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- replaced combat armor MK2 with MK1
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- unloaded both energy pistols and Bozar

docs/todo.txt

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for *:
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- playtest
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for "future":
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- port "grenades anywhere" script from FO2Tweaks
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- port "grenades anywhere" script from FO2Tweaks?
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- port auto-cursor from FO2Tweaks (with modifications)
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- add tie-ins to barter "demand" feature, have some trader explain it in dialog (and maybe also boost your barter skill)
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- rewrite Mr.Fixit to read config from INI file and texts from game/craft.msg
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- sneak attack msg from combat.msg
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- replace "handmade grenade" sprite
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- add info about bonus move points to stat description
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- replace some of the map changes with scripts where possible
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- script for adding items to maps (universal with ini config or custom for Ecco?)
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- add some craft components to Klamath Trapper Town North
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IDEAS:
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- use Beer and Nuka Cola in crafting somehow
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- one more "unarmed" weapon above Spiked Knuckles (knuckles with knife?)
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- flashbang grenade (lose turn)
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- molotov creates a circle of flame for 1-2 turns that damage when stepped on

extra/compile.cmd

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@ECHO OFF
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SET cwd=%cd%
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cd /d "%~dp0..\"
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SET root=%cd%
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SET output=%root%\root\data\scripts\
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if not exist "%output%" mkdir %output%
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SET compile=%root%\extra\bin\compile.exe
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cd /d "%cwd%"
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echo Output= %output%/%~n1.int
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"%compile%" -l -O2 -p -s -q -n "%~nx1" -o "%output%/%~n1.int"
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:end

root/data/maps/klamall.map

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root/data/maps/klaratcv.map

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root/data/proto/items/00000004.pro

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root/data/proto/items/00000285.pro

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root/data/text/english/dialog/kctrapr.msg

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{501}{}{You look like you know how to handle geckos. Can you teach me something?}
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{502}{}{Me wants skin Gecko. Trapper knows. Trapper teach us.}
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{503}{}{Nothing.}
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{505}{}{Damn right I can. But I see no reason to help you for free. $300 should cover it.}
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{505}{}{Damn right I can. But I see no reason to help you for free. $200 should cover it.}
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{506}{}{Here is your money.}
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{507}{}{I don't have such money.}
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{508}{}{Money, here.}
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{530}{}{Hey, what do people do with all the gecko skins?}
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{531}{}{They make tough clothing and leather armor, as far as I know. Well, I know they make leather jackets, because I even know how to do it.}
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{532}{}{You know how to make a leather jacket? Could you teach me?}
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{533}{}{Sure, if you give me $300. Don't ask me, how to make Leather armor though, there's more to it than I know. Jackets are simple enough.}
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{533}{}{Sure, if you give me $200. Don't ask me, how to make Leather armor though, there's more to it than I know. Jackets are simple enough.}
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{534}{}{All right, here's your money.}
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{535}{}{I think I'll pass.}

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