Tested. Found a few bugs:
- The player can find 3 10mm AP rounds in the locked room on the left side of the "Blades" building (why just 3? Why not a full "box" of 24 or half-box (12) rounds, more typical for Fallout 1/2?)
Can't load them into any of the avialable weapons. (Can't reload even 10mm Pistol or 10mm SMG after all 10mm JHP rounds are spent but some 10mm AP rounds are still present in my Inventory.)
- Some really long (wide) items, lile the Gauss Rifle or the Minigun clip through (overlap) the left endge of the Inventory interface, if they are placed in the leftmost column of the Inventory.
- Radscorpions killed with Gauss Rifle instantly turn into corn plants (LMAO x'D )
- This is not a new bug, but I'm forgetting to write about it all the time: For some reason I can't hit anything with the Sledgehammer. I'd say 95% of my attacks on any enemy (be it any kind of human target, a Gecko, a rat or even an immobile carnivorous plant), miss. Actual hits occure SUPER rare. I have no problem hitting and even killing any enemy with a Spear or Fists though. My character's stats are: Melee weapons skill: 39% Unarmed combat skill: 45% S10 P10 E10 C2 I5 A10 L2 (I'm using Gifted and Bruiser Traits to get maximum bonus SPECIAL points when creating a character since they don't seem to give any disadvantages so far. Myabe it's an effect of the Bruiser trait that doesn't work for the Spear and Fists? Or is it my low Luck? Or is it because i use a female character (Chitsa) as a base formy character? (But she is a "She-Hulk" in my build, so this should not be a problem) I remember such things could happen in the original game when the player's character would not fit under the Minimum STRENGTH requirements for using certain weapons - like, many heavy weapons required min ST 5, 6 or more, and teh character would fail to use them effectively if their STRENGTH was lower than what was stated in the weapon's description, but I don't think thius is the case here, since my character has maximum STRENGTH, ENDURANCE and AGILITY, and PERCEPTION too - thus being the ultimate combat unit - aside from modes combat skills for those weapons. But that isn't preventing her from using her fists and the spear, or other weapons, effectively, so I think this is a bug).
- Still can't complete the wave of girls with pistols on the Arena, because the game gets VERY slow on shotgun blasts when a large number of their bodies piles up. i wouldn't say anything about performance there has improved (if you've changed anything there with this update at all).
Farmed lvl 12 on them already. Or is this wave infinite and men with SMGs or other enemies won't spawn thgere anymore?
- And again, a thing that I wanted to tell about for quite some time now, but always forget: the Gauss Rifle. First of all, I don't really like the new sprite. It looks too bulky for me and looks much less like the origial weapon from Fallout 2 than the previous version did. I liked the old sprite better (it was not perfect, but still better than this IMHO, despite this new one is being much more detailed). At least maybe make it like 2 times thinner and add a thin muzzle break (or whatever) at the end of the "barrel", so it would look more like the original weapon, rather than a fat cyber sausage or a cyber log or something (sorry, but I'm getting such associations looking at this thing, rather than thinking of it as a weapon - especially the one that used to be my favourite in Fallout 2 when I played it as a teenager many years ago, lol)?
Also it lack the "click" for when you try to shoot it but it has no ammo, and freezes in the "pushed back" position when you do that. Needs fixing.
Much like the other minor problems that I've pointed out previously (14mm Pistol using revolver's shooting sound, .223 Pistol using Needler Pistol's "shoot when empty" sound, etc.)
Also some other weapons need their animations sorted out (like the shotguns and other weapons should be pointed up after being swapped with other hand's weapon, like they do after being reloaded, but now they are pointing forward as after being shot once, same for the pistols, etc. generally, I think the weapons should be pointing forward "in combat" (after you've shot them, but haven't reloaded yet), then either be pointed up after reloading, and get downed and centered after swapping hands (when they are supposedly not in use and the character is idle) or vice versa (down after reloading and up while idle). Technically, down and centered should be while the characetr is idle (hand swap) and barrel pointing up should be when the weapon is ready (in combat, after reload), but personally I like the "barrel up" pose more, and think that "down and centered" position obstructs the already pretty thin window for the "field of view" of the player (especially with the pretty bulky 10mm SMG or the Bozar and Laser Rifle that have optical sights on them), while the "barrel up" position is much less obtrusive (but in terms iof realism the character will get tired pretty quickly if they would carry their weapons around like that all the time, so "down and centered" position feels more natural and logical).
Tested. Found a few bugs:
- The player can find 3 10mm AP rounds in the locked room on the left side of the "Blades" building (why just 3? Why not a full "box" of 24 or half-box (12) rounds, more typical for Fallout 1/2?)
Can't load them into any of the avialable weapons. (Can't reload even 10mm Pistol or 10mm SMG after all 10mm JHP rounds are spent but some 10mm AP rounds are still present in my Inventory.)
- Some really long (wide) items, lile the Gauss Rifle or the Minigun clip through (overlap) the left endge of the Inventory interface, if they are placed in the leftmost column of the Inventory.
- Radscorpions killed with Gauss Rifle instantly turn into corn plants (LMAO x'D )
- This is not a new bug, but I'm forgetting to write about it all the time: For some reason I can't hit anything with the Sledgehammer. I'd say 95% of my attacks on any enemy (be it any kind of human target, a Gecko, a rat or even an immobile carnivorous plant), miss. Actual hits occure SUPER rare. I have no problem hitting and even killing any enemy with a Spear or Fists though. My character's stats are: Melee weapons skill: 39% Unarmed combat skill: 45% S10 P10 E10 C2 I5 A10 L2 (I'm using Gifted and Bruiser Traits to get maximum bonus SPECIAL points when creating a character since they don't seem to give any disadvantages so far. Myabe it's an effect of the Bruiser trait that doesn't work for the Spear and Fists? Or is it my low Luck? Or is it because i use a female character (Chitsa) as a base formy character? (But she is a "She-Hulk" in my build, so this should not be a problem) I remember such things could happen in the original game when the player's character would not fit under the Minimum STRENGTH requirements for using certain weapons - like, many heavy weapons required min ST 5, 6 or more, and teh character would fail to use them effectively if their STRENGTH was lower than what was stated in the weapon's description, but I don't think thius is the case here, since my character has maximum STRENGTH, ENDURANCE and AGILITY, and PERCEPTION too - thus being the ultimate combat unit - aside from modes combat skills for those weapons. But that isn't preventing her from using her fists and the spear, or other weapons, effectively, so I think this is a bug).
- Still can't complete the wave of girls with pistols on the Arena, because the game gets VERY slow on shotgun blasts when a large number of their bodies piles up. i wouldn't say anything about performance there has improved (if you've changed anything there with this update at all).
Farmed lvl 12 on them already. Or is this wave infinite and men with SMGs or other enemies won't spawn thgere anymore?
- And again, a thing that I wanted to tell about for quite some time now, but always forget: the Gauss Rifle. First of all, I don't really like the new sprite. It looks too bulky for me and looks much less like the origial weapon from Fallout 2 than the previous version did. I liked the old sprite better (it was not perfect, but still better than this IMHO, despite this new one is being much more detailed). At least maybe make it like 2 times thinner and add a thin muzzle break (or whatever) at the end of the "barrel", so it would look more like the original weapon, rather than a fat cyber sausage or a cyber log or something (sorry, but I'm getting such associations looking at this thing, rather than thinking of it as a weapon - especially the one that used to be my favourite in Fallout 2 when I played it as a teenager many years ago, lol)?
Also it lack the "click" for when you try to shoot it but it has no ammo, and freezes in the "pushed back" position when you do that. Needs fixing.
Much like the other minor problems that I've pointed out previously (14mm Pistol using revolver's shooting sound, .223 Pistol using Needler Pistol's "shoot when empty" sound, etc.)
Also some other weapons need their animations sorted out (like the shotguns and other weapons should be pointed up after being swapped with other hand's weapon, like they do after being reloaded, but now they are pointing forward as after being shot once, same for the pistols, etc. generally, I think the weapons should be pointing forward "in combat" (after you've shot them, but haven't reloaded yet), then either be pointed up after reloading, and get downed and centered after swapping hands (when they are supposedly not in use and the character is idle) or vice versa (down after reloading and up while idle). Technically, down and centered should be while the characetr is idle (hand swap) and barrel pointing up should be when the weapon is ready (in combat, after reload), but personally I like the "barrel up" pose more, and think that "down and centered" position obstructs the already pretty thin window for the "field of view" of the player (especially with the pretty bulky 10mm SMG or the Bozar and Laser Rifle that have optical sights on them), while the "barrel up" position is much less obtrusive (but in terms iof realism the character will get tired pretty quickly if they would carry their weapons around like that all the time, so "down and centered" position feels more natural and logical).