What's he doing?
Is it convenient and easy to select the different burst modes?
Can't make it much more convenient than a key-binding which switches full auto for 3-round burst. Ideally I'd make some interface changes like the Nevada guys did, but that's probably something for way later.
Did you give the aimable burst a penalty to hit? Because bursts-to-the-eye sound like the most ridiculous-tastic cheesy thing ever.
They have the same recoil issues as all guns (every subsequent round drops in THC, especially if you're weak and the weapon generates a lot of recoil), so you can burst for the eyes all you want, even an expert shot'll probably hit the head on the first shot and miss the rest. You're probably best off bursting for the torso.
How's the AI doing with these new bursts?
They'll use them more than full auto; I think full auto will more be the option if (a) the AI's low on health, and (b) there's hostiles close.
Full Auto is a nice idea, Miniguns are going to get SCARY AS FUCK with Full Auto Fire. I can definitively see a use even while I see the risk. Can all weapons do full auto?
Yeah, though spraying an entire magazine, especially with heavy rounds (like, say, the FN FAL), will be pretty pointless as you'll miss almost everything, if not everything, unless you're insanely strong.
Any improvements to Unarmed?
Still going to implement the blocking/counter attacking stuff, so should be a lot more interesting.
Repair is still serving as a defensive skill against armor penetration crits? Those are THE scariest thing in Fallout 2, our last (ultra-munchkin) Fallout 2 LP had a ultra-munchkin character that avoided anything even remotely capabled of giving him Armor Penetration Crits like the plague, chiefly amongst them those damn turrets at the Oil Rig. That said, it does seem to make Repair still remain a weak skill in the early game - My original character was made using repair to get me some armor bonuses in order to remain a nimble, fast leather armored dodger with enough resistance not to easily die.
Yeah, armor bypassing resistance is still in, and also doing upgrades, but that's something you can probably do with Algernon, so that's not that much of a boost.
How much you could say you've completed and what is your launch milestone? This update is going to be GIGANTIC!
I've completed most of it by now, the economy stuff turned out to be insanely complex, and the custom burst cone too, so with that behind me I'm mostly just looking at some combat stuff. After that, it's going through all my old scripts and incorporating the new data, so that shouldn't be that much work. I'll try and put the update out late January, but don't hold me to that.
I think your mod needs a manual. Any help you can ask me.
I
think the .ini combined with the readme makes for enough info (it's already a pretty huge slog to go through both of them), but I'm probably wrong on that.
By the way, did Timeslip or someone else ever make some progress with the "Control Party Members" setting?
She put it back into sfall recently, but I think she's not working on it anymore, so don't count on it.