My main intention was to make the various weapons a little more unique while keeping them somewhat balanced. And of course it’s unavoidable to still have some starter weapons that are appropriate for the earlier areas and will simply not be competitive later on.
Some stats that I have changed are accuracy, recoil, handling, rate of fire, reliability and durability, magazine size and so on. Sometimes ammo type. The L85 for instance is very accurate, but a bit on the weak side in some other areas. The Sig-550 can only be fired semi-auto, the magazine only holds 20 rounds and it’s quite clunky, but it’s quite powerful as well.
In regards to artifacts: Mostly just a matter of numbers I think. Not too noticeable overall. I also tried to make Bleeding a little more relevant, and so replaced the penalty of the health regen-artifacts, which used to be that you would take more damage from various damage-sources, with a Bleeding-penalty. This is very noticeable and should be handled with care Oh, and the more common an artifact is the less money you will get for it and the difference is now quite significant.
I have been trying to make the economy a bit more challenging, but it’s hard to tell how well that has worked out without other people having played it. Personally I’m still not quite satisfied. The money accumulation is slower, but eventually you can still become rich. Traders pay out a certain percentage of the actual value and I played around with that a bit, but unsuccessfully. It’s something I want to revisit at some point. Still, ammo is more expensive and common artifacts are barely worth picking up now.
Outside of weapons, I’d say that it’s the most impactful (all of it in relation to Complete, not Vanilla):
- that the human AI is more accurate over long distances (when aiming at the player)
- that they see farther and that they
- are permitted to react to approaching mutants earlier (the distance-setting used to be tiny)
- that Bloodsuckers are faster and more resistant to bullets
- that Pseudodogs are faster
- that negative effects take much longer to stop on their own > bandages and anti-bleeding-artifacts!
- that medical items are less effective
- that stash contents have been adjusted (less medical items, some weapons added due to balancing etc.)
- that the player character is a bit slower, especially when walking backwards
There are also two guns which were in the game-files, but if I’m not completely mistaken, were never actually in the game. They can be found in some stashes.