ST:
- Carry weight. This used to be a stat that was more about convenience than anything else: how much would you need to manipulate your mules in the game? Now it's limited to what you carry in your hands and wear as armor. Exceed it and you get movement and THC penalties during combat. This means that having a low ST character will be no more annoying than a high ST one, but you'll only be able to wear light armors and weapons without penalties.
- Weapon min ST reqs. This now only affects recoil: each gun has a min ST requirement per bullet fired, and if you already exceed this requirement for the very first bullet, the weapon costs additional AP's to fire as you spend time steadying it. For burst weapons, every additional round you fire adds up to the requirement, resulting in stacking THC penalties if you exceed it.
- Melee Damage. This is now based on a weapon's weight (or, if unarmed, the "weight" of your punches is determined by your strength): each point of ST adds 10% of the weapon's weight to its damage, making ST much more relevant for heavy weapons like sledges than knives.
- Blocking power. Against melee attackers, you can choose to block, adding to your DR based on how much higher your ST is than your opponent. Note that a sufficiently skilled opponent can find a way to circumvent this block.
- Resistance against knockdowns and weapon drops.
PE:
- Sequence. This was a largely irrelevant stat because you'd almost always end up getting the drop on your enemies anyway: the real sequence in combat almost always worked out in your favor. Now the character with the highest sequence always gets the first turn: try aiming your weapon at a character with higher sequence (who also sees you pointing that weapon) and that character initiates combat.
- Ranged Modifiers. Worked as a lame flat bonus in the original. Now each point of PE substracts 10% of a weapon's range from the per hex THC distance penalty. So maxed out PE with a 70 hexes range weapon gives a 70% lower distance penalty. Scopes additionally multiply your effective PE by 1.5.
- Unused AP's defence bonus. If you can see the opponent attacking you and he's standing nearby you, each unused AP is spent focussing on his next move, giving you a defence bonus.
EN:
- Hitpoints. This mod introduces fixed HP, meaning that you won't end up with as much of an infinite supply of HP you would regardless of your EN. A low EN character will be very vulnerable throughout the game.
- Rad resistance. This mod has radiation zones on the world map, and increases the effect of EN on rad resistance.
- Poison resistance. Poison now affects you every turn in combat and every few seconds outside of it, making it more of a short-term threat. Additionally, Needler pistols now do poison damage.
- Resisting knockouts, missed turns, and crippling hits.
CH:
- Number of party members. Same as always, but the Leadership stat should make them more interesting (see below).
- One minor addition is that it now affects the likelihood of characters accepting a drink or drugs from you (and the number of intoxicants they accept before turning hostile).
IN:
- Skill Points. Same as always.
AG:
- Aiming bonus. AP is now set at a constant 10, unaffected by AG. Unaimed and aimed shots cost the same amount of AP (unaimed shots are now simply defaulted torso shots), and you can spend additional AP's to increase your chance to hit. Each point of AG increases the percentage that gets added to your effective weapon skill by 10%, up to a maximum of 200%, meaning a maxed out AG character can spend 2 AP aiming for a 100% skill bonus per AP.
- Movement speed. AG now only affects the cost for the first hex moved. Every second point of AG reduces that cost by 1, going from 6 AP for the first hex moved at minimum AG, to 1 AP at max. The cost of the first hex moved is additionally raised by large weapons (1 for sledges/rifles, 2 for big guns), and for moving to a hex either diagonally or straight behind you. This of course all in all highly complicates the peak-around-the-corner exploit. Moving during your turn now also gives a defense bonus against ranged attacks.
- Dodge bonus. If you aren't blocking, you gain a dodge bonus against melee attacks based on your AG.
LU:
- Damage. There are no longer criticals in the form of damage multipliers. Instead, LU affects the likelihood of hitting higher values in your damage range (e.g. with a weapon that does 15-40 damage, a high LU character would have a higher chance of getting 40 than a low LU one).
- Armor Piercing. The same principle applies to armor piercing, which is now based on your weapon's upper damage range. There's always a roll made to see how much you actually pierce, and LU determines how high this ends up.
- Special effects chance (knockdowns, knockouts, cripplings, etc.)
Concerning skills, in general your starting attributes have a much greater effect on them: they all have a base value of 10%, to which 40% can potentially be added through relevant stats. Skills have also been capped at 200%, and the first increment of increased cost now comes from 75-100%, rather than the original 100-125%. Now for a list of the changed skills:
- The six combat skills have been changed to One-handed small arms (pistols and smg's), Two-handed small arms (rifles), Big guns, One-handed melee (clubs and knives), Two-handed-melee (spears and sledges), and Unarmed. Skill simply depends on which animation is used for the weapon, so grenades use the unarmed skill, and throwing knives the One-handed melee skill. You also get a defense bonus based on your "relevant" melee skill (so, if your melee attacked while carrying a rifle, your ability to use that rifle as a tool to block an opponent's attack depends on your Two-handed melee skill).
- Gambling has been changed to Leadership, which raises the skills party members gain per level. Party members no longer gain levels at random, but every time you level up.
- Traps now lets you set traps yourself by entering Sneak mode and dropping either a spear or an explosive on the ground. The value of the item used to make a trap and the type of material of the tile you're placing it on determine how much trap skill you need to place it.
- First Aid and Doctor have become more relevant with Stimpaks mostly healing temporarily, and automatic rest healing being removed. You now need either First Aid kits or "Improvised Healing Materials" to heal HP's during rest, and Doctors Materials to heal crippled limbs, also during rest.
- Outdoorsman now affects world map travel speed (mostly useful when traveling through rad zones), and the quality of the Improvised Healing Materials you find (which affects up to how many HP's you can heal with them during rest).
- Stealing has gotten an additional barrier: the more allies of the target can see you, the harder it is to even see inside the inventory of your target, let alone steal or plant.
- Stealth has additional uses because of how enemies will be on the lookout for assassins if their buddies step on your traps, and that all unlocked containers are now "guarded" by characters that can see them, and who will warn you not to touch them.
As to Perks, the problem was of course that the vast majority of them simply weren't viable as 1 per 3 levels picks. My solution will be to have perks every level, and nerf the more overpowered ones. Also, perks will no longer be tiered according to level (meaning you had an ever-increasing number of obsolete low-level perks populating the list): att. and skill requirements only govern which perk you can have. You can find a provisional list of perk changes here:
https://app.box.com/s/0eema1esji3omeurwbae