Paramedics bag and field medic kits are actually better than standard kits.
Fixed armor pierce values for 2mmEC, Flamer Fuel and Explosive rounds
Rocket launcher damage increased 20%
Some of the special encounter traders have more useful items for barter.
Fixed sentry modes losing user target
Tweaked down armor piercing ammo strength.
Fixed nasty bug with Turn-Based AI reactions.
Disabled cautious nature, since it does nothing.
Tough Guy is now double XP
Fixed multiple attacks in one fire sequence
Brain Kills dont shift alignment
Death sense perk now available
Flamer does damage sooner so the pain and death animations caused look better
Books no longer print a message twice
When stealing, everything weighs at least 0.1, this means things that normally weigh 0 like BOS script, actually get harder to steal when there is lots of them
EMP damage +50% against non-living, -50% otherwise
Fixed Mutate perk
Dogs have some optional trait changes.
Fixed duration of drug and other consumable effects
Path finding more robust during collisions.
Recruits correctly gain rank now.
Special encounters correctly save now.
Fixed armor values bug for recruits.
AI is correctly using over watch mode during turn-based play. It should now be harder to exploit turn-based against the AI.
Fixed bug that may have been causing the main character to become last squad member.
Swift leaner perk correctly gives +5% XP instead of 1 XP
The science bonus to criticals on robots is working properly
Camera centers on players actors when reentering missions
Tweaked barter skill calculations so that the BAD pricing side of the scale (when you have worse skill) changes twice as fast as you put up skill. And the GOOD side of the scale (with better skill) changes in a more linear way. Basically I fixed the math.
Dead large actors (Behemoths etc) are no longer ethereal (cant walk through them)
Non bos human races can use first aid skill etc
Fixed random encounters chance so that frame rate does not alter the chance of encounters, as a result it should be more consistent (and lower) on all machines.
Fixed nasty recruit pool bugs
Fixed errant stat changes from hand items
Free heal for bandaged/winded/concussed whenever heal rate kicks in (each hour in game, rapidly while moving around world map)
Fixed problem where vehicles would keep moving when arriving on a new map
PathFind - Fixed problem with large critters and some ladders
Doctor skill lets you heal bandaged state, without getting the error message
Squad Turn Based - Restores previous turns selection states
Random encounters much rarer, fixed many errors in the random encounter chance code
Fixed a path finding bug with ladder tops and building gutters
Tutorial movies are also available from the pip-boy archive
Mission 11. Fixed bug which meant that if you killed the mutant generals and then killed
Fixed problem where Mission 3 Rock Falls, gate switch works one time only and will fail if gate motion is blocked by another character.
the mutant attackers the ghoul elder (Defcon) would not say his last line of dialogue and the exit grid would not appear)
Mission 4. Added some steps to the ledge of one of the buildings in mission 4 to stop characters getting stuck on the ledge. Theoretically they can't get onto the ledge anyway but at least one guy has managed to get his character stuck there.
The broken ladder in St. Louis should now be fixed.
Movies only play the first time, and not when you revisit bunkers.
Black Screen of Death. New DirectSound device detection to prevent lockup of Tactics on startup. If the client machine has an invalid device set as default, FOT will ignore it and search for a usable device.
Plays sound when using shortcut keys to switch between textlog / minimap
Vehicle engine volume lowered in TB when not vehicles turn