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Vision\n\nIn short, this is a conservative gameplay overhaul.\n\nDesign goals:\n- make more skills useful, to make non-standard builds more viable (Barter, Throwing, Melee, Repair, etc.)\n- add a little more challenge to the combat, barter and other aspects of the game, without any \"hardcore\"\n- make most weapons and other items in the game have a purpose\n- keep things configurable and modular, so the players can tweak mod to their liking and mod authors can re-use parts of it in their own creations\n- attempt to fix balance issues introduced by RP (more \"free\" loot, much more EXP, etc.) as well as original game\n- stay true to the original game mechanics and design as much as possibly, always try to improve when possible, not reinvent\n\n\n## Main Highlights\n\n**Combat**:\n- rebalanced weapons and adjusted their distribution to make most of them have good use cases\n- added a few new guns to \"fill\" certain voids, like .44 and 14 mm calibers having too short \"life\"\n- automatic weapons further diversified by varying bullet dispersion\n- ammo types matter with more to choose from and AP made useful thanks to improved damage formula\n- energy weapons made more effective against lesser armors, and laser weapons made more powerful\n- melee is more viable mid-game for player as well as NPCs thanks to new more powerful melee weapons, more move points and rebalanced stats\n- Big Guns and Energy Weapons skills can now be used earlier thanks to new lower-tier weapon options\n- throwing weapons expanded and made more useful with critical chance bonus for blades, much deadlier grenades and new types to choose from\n- improved stats of several critters (like weak types of Deathclaws, large scorpions, etc.)\n- new stealth elements: blackjack and sneak attack\n- \"fair\" inventory management in combat - no cost to open, 2 AP per action, 4 AP to reload (mag sizes matter now)\n\n**Economy**:\n- overall prices are reduced by ~40% so quest rewards and money sinks are more meaningful now\n- Barter skill matters more as it affects prices more strongly now\n- value of goods sold to NPC's now also depend on Barter skill (instead of always being at 100%) and item category\n- some items vary in prices between towns, so you can trade for profit with enough skill\n- raise money by selling new types of monster parts or by doing several new quests (see details)\n- reduced and made harder to get some overpowered loot in several locations\n- ammo, drugs and weapon abundance from fallen foes reduced\n\n**Progression**:\n- several small adjustments to quest flow to integrate content from Restoration Project better into the game\n- some gangs made tougher (Metzger, Salvatore, Vault 15 raiders)\n- redesigned entrances to the Raiders hideout for more challenge and variety\n- reduced unbalanced EXP rewards for several quests\n- reduced experience when killing the same critter type many times\n\n**Crafting System**:\n- craft various items: weapons, ammo, drugs, armor, etc.\n- available via a new interface button or a via hotkey\n- unlock new items by finding crafting teachers across the game or buying schematics from vendors\n\n**Traps System**:\n- installable traps: \"melee\" type Spike Trap, Bear Trap that immobilizes enemies, explosive mine and sensor bomb\n- explosive traps are customized by arming them with any type of explosives or grenades\n- become a trapper by luring geckos and rats into your traps using food as bait!\n\n**New Quests**:\n- a couple of random-encounter-based \"Bounty Hunt\" quests\n- a couple of fetch quests involving new monster/animal parts\n\nFor a detailed description of all features, see [full readme](https://github.com/phobos2077/fo2_ecco/blob/master/docs/ecco_readme.txt).\n\n## COMPATIBILITY\n\nCan ONLY be used with the *Restoration Project: Updated* and *Maps Updated* by Pixote (see release page for more info).\n\nSee [full readme](https://github.com/phobos2077/fo2_ecco/blob/master/docs/ecco_readme.txt) for details on compatibility with other mods.\n\nStart of a new game is **required**, if you're updating from EcCo 0.6.2 or basic RPU.\n\n[sfall](https://github.com/sfall-team/sfall) **v4.4.0** or higher is required! (comes with RPU)\n\n## INSTALLATION\n\nFind the latest release on [releases page](https://github.com/phobos2077/fo2_ecco/releases) and follow instructions.\n\nIf you don't like any changes to mechanics or some other aspects, feel free to read and edit the INI files in the mods/ecco folder.\n","project_url":"https://awesome.ecosyste.ms/api/v1/projects/github.com%2Fphobos2077%2Ffo2_ecco","html_url":"https://awesome.ecosyste.ms/projects/github.com%2Fphobos2077%2Ffo2_ecco","lists_url":"https://awesome.ecosyste.ms/api/v1/projects/github.com%2Fphobos2077%2Ffo2_ecco/lists"}