Patch notes/Horizon/1.5.4/raw

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(NEW) Trained Guard Dogs
>> Allows you to place a dog house which comes with 1 guard dog
- Grants 6 defense
- Located in Architect/Defense
- Up to 4 guard dogs can be placed per settlement
- Requires "Guard Dog Certificates" to build
- Certificates can be acquired in your mailbox when you take ranks of Attack Dog
- Certificates can be sold by some vendors
- Certificates can be acquired from settler Assault missions or a very low chance for Hunting missions

(NEW) Trained Junkyard Mongrels
>> Allows you to place a dog house which comes with 1 mongrel dog
- Same defense as Guard Dogs
- Certificates can sometimes be purchased at Cricket, and the Railroad (tier-4 Trading Skill)
- Certificates can be acquired from settler Assault missions or a very low chance for Hunting missions

(NEW) Trained Mutant Hounds
>> Allows you to place a dog house which comes with 1 mutant hound
- Same defense as Guard Dogs
- Certificates can sometimes be purchased at the Slog vendor, and Cricket (tier-5 Trading Skill)
- Certificates can be acquired from settler Assault missions or a very low chance for Hunting missions

(NEW) Refurbished Synths (Gen-1)
>> Allows you to deploy Synths in your settlements
- Can be assigned to mostly anything except supply lines
- Available in 2 colors: black and white
- Crafted from the Tech Lab under workshop, using "intact synth parts"
- Can be outfitted with the Settler Outfitter system
- Can equip most equipment except standard body clothing
- Comes equipped with a Settler N99 pistol

(NEW) Refurbished Synths (Gen-2)
>> Similar to Gen-1 Synths
- Can be outfitted with the Settler Outfitter system
- Can equip most human equipment
- NOTE: Wearing some types of clothing will have texture issues on the arms and other areas

(NEW) Intact Synth parts
- Parts include: head, torso, leg, arm
- Can randomly drop from synths
- Can rarely drop from settler salvaging missions
- Can appear on institute vendors and containers
- Can appear on railroad vendors at higher trading tiers
- Parts can be crafted in the Tech Lab with Workshop Tech Level 9

(NEW) Income Bonuses
- Supply Stockpile: Crates/barrels - Provides +6 Income and +5 Happiness
- Trading Storage: Large shipping containers that can be stacked - Provides +6 Income and +5 Happiness
- Shipping Manager: Assign a settler to manage your shipping routes - Provides +16 Income and +10 Happiness (Limit: 1 per settlement)
- Shipping Mangers act as 1 Trader job (although this job type isn't currently used)
- These objects require Vendor Contracts, but can be used as variety for creating Trading Market communities, instead of just having all vendor stalls

Mail System
- (NEW) The mail system now has the optional functionality to allow multiple choice rewards on mails
- (NEW) 4 new mails based on the Trailblazer rank, which allows you to select 1 of 4 rewards each
- (NEW) 9 new mails give 1 Vendor Contract for each Workshop Trading Level you gain
- (NEW) 3 new mails give 1 Guard Dog Certificate for each rank of Attack Dog
- The read mail button will now say "5+" mails if you have 5 or more mails ready
- [DEVELOPER]: The data for misc mail objects are changed (I'll explain the details if anyone needs)
- [DEVELOPER]: The addon quest is now implemented. You can now add your custom mails to the mailbox system.

Settler Missions
- When using the "Send all" button, it will pick missions more randomly now
- Entertainer missions have a chance to acquire Vendor Contracts

Settlements
- You can no longer open up multiple instances of the mailbox, resource manager, or command table while its trying to process
- The Experimentation Lab only requires 10 of each skill now
- The Military Bunker under urban buildings, no longer has a requirement for it to appear in the list
- The Local statistics panel in the Command Table now shows all the requires to meet successful/communities
- The statistics panels now state income is "Income Rating", to help clarify its not the caps amount you gain, but the vendor's actual value
- The income multiplier is displayed on the resource panel
- Income is now increased by +20% for all Workshop Trading Levels now (instead of the old system with diminishing returns)
- Income bonus from Trading Markets is now +20% for 1 market, +40% for 2 markets, +60% for 3 markets
- Trading Market communities require 70 Income Rating now
- Unlocking the Goodneighbor route for the caravan hub should work better now (needs testing)
- Robots can now be used for job stations and count as traders/doctors

Power Armor
- BOS NPCs wearing PA now have greatly increased armor, and usually drop destroyed PA pieces instead of real ones
- There's a 1 in 5 chance of getting 1 piece of usable PA per NPC
- The destroyed pieces are junk items with different amounts of components
- BOS NPCs cannot have their fusion cores stolen
- NOTE: Other PA NPCs will be updated in the future
- (This may need some testing, so don't freak out if you run into some power armor frame that doesn't work.. some are locked out on purpose)

Combat Plasma Rifle
- (NEW) The Combat Plasma Rifle has 4 "Condenser" mods (a new slot) to change the shape/speed of the projectile
- (NEW) Flame Condenser - adds fire damage and changes the plasma projectile into a small plasma fireball
- (NEW) Fiery Plasma Cartridge - Craftable in the weapons lab
- The textures on the magazines will change to match flame condenser
- Other condensers have minor differences
- The fire damage on the AP barrel was reduced
- The rad damage on the Sniper barrel is increased
- Marksman's stock requires Future Soldier rank 2
- Some material requirements were tweaked for barrels
- Mastercrafted receiver requires 180 science skill now (like other mastercrafts do)
- The flame-thrower mode now deals more physical damage
- The muzzle flash is toned down quite a bit (looks better now, and isn't flashing in your face)
- The ammo type is now reflected in the text name
- Crafting Plasma Cartridges requires more powder and cells now
- Plasma ammo will drop slightly more in ammo boxes
- Plasma ammo packs can be found on more vendors now (may require trading tiers)
- NOTE: Using a Flame condenser will still have a green flame for flame-thrower mode

Laser Gun
>> The vanilla Laser Gun now uses the new X-24 modding system
- Has all the custom barrel mod options as the X-24
- Can now change beam colors
- Can switch firing modes in the weapon toolkit

Weapons
- The Pipe Bolter will now add text suffixes for it's ammo
- You can no longer select .308 (which was supposed to be removed) on the ammo menu for Combat Rifles
- You can now select 7.62mm API on the ammo menu for Combat-style Rifles
- 7.62mm requires rank 3 ammo swapping kits now
- The hunting rifle receiver recipes are fixed
- Added modified collision to the .308 and .50 shell casings to avoid them blocking your shots in certain cases (thanks Reaper)
- 7.62 rounds use 5.56 casings instead

Basic Circuitry
>> The following items now give Basic Circuitry:
- A few types of appliance parts
- Certain robot/synth parts
- Certain prototype parts
- A few types of settlement scrap give more basic circuitry
- 2 more vendors sell basic circuitry shipments
- Scrapping weed wackers were incorrectly not giving basic circuitry before
- Some objects (such as Alarm clocks) give basic instead of advanced

Items and Loot
- (NEW) MRE - New Vegas style MRE food package, and has a custom texture using the package mesh
- MRE's are valued at 16, has no rads/disease, and can rarely be found in loot that can roll pre-war foods
- The orientation of the package object in the preview is aligned better
- Vendor Contracts can appear more often on many vendors at higher trading tiers
- Disarming laser trip wires should give the proper scrap
- Some bosses or boss trunks now have a small chance to have a prototype or mutated part*
*the list of prototypes can be almost anything in the game

Loot Respawn Addon
- Many of the fusion cores in generators, will have real cores again

Perks/Skills
- A possible fix to a Lockpicking/Hacking bug some players get (needs more testing and research)
- Decay is disabled (for now), which effects Lockpicking and Hacking
- "Rested" is renamed to "Revitalized" so its not as confusing, and has a different icon
- Sharpshooter, Duelist, and Cyborg should now properly give +20% damage (instead of 25%)

Player Movement Speed
>> Apparently only pistol speeds (and some PA modes) were being reduced this whole time.. so I went through and fixed the others
- Strafe/backpedal speeds are properly reduced for non-pistols in both first and third person
- Pistols and 1-handed melee allow you to move faster than rifles and 2-handed weapons
- Base swimming speed is reduced (although I'm not certain this is working)

Companion Leveling
- (NEW) Robotics Engineering: Mini-Turrets, Microtron, and Mini-EyeBot pets can now level up on their own category!
- Engineering pets should no longer gain XP for the Mercenary class

Cargo Bot 1-X
- When you click the button to move all junk, it will also move tools and ingredients
- Items included: Most tools, crafting ingredients, raw meat, wild plants, crops, hard alcohol
- Items excluded: bloatfly gland, green paint, fishing rod (items that you would want to carry on you for quests, etc.)

Misc
- Menu colors are tweaked to match Phlunder's colored icons
- The collision for using the 4 workstations on the Equipment Workstation should be better
- Single bottlecaps will no longer show up as "Bottle Cap" with no icon
- When you go to revive a companion it will now say "Revive" instead of "Stimpak"
- The pipe gun ammo swapping menu should properly tell you that you need rank 1 kit to swap low level ammo
- Fixer can now cure Insomnia too
- Atomic Scotch recipe uses nuclear fragments now
- Nuka-Cola text wording is fixed
- Drifter outfit weighs less
- All of the caps symbol items are now sorted properly together
- "Auto-Repair Device" is renamed to "Engineer Repair Kit"
- Robot Repair Kits have a different icon
- The defense buff (against other NPCs) that DC Guards have is slightly reduced so they aren't quite as powerful
- Kellogg now uses "Heavy" armor scaling
- Kellogg should no longer drop his vanilla weapon with the new one
- Pickman's blade should no longer drop with the new one
- The costume version of the hazmat should have its helmet, and is labeled properly for non-AE horizon
- The damaged hazmat suit should no longer block the headband slot
- The Ultra Combat Stimpak mesh should now display properly in Desolation Mode
- The loading message should properly say that its v1.5.4

DEF UI
>> NOTE: It's HIGHLY recommended to use Phlunder's modified DEF_UI icon library
- The DEF_INV_TABS.xml was updated to set better icons
- Mags/holotapes/notes are filtered out in the "misc" tab now
- The icon for junk is now properly a junk/component icon, and not the tool icon
- (NEW) Food tab - contains all food-type items, separated from chems/meds/devices
- (NEW) Tools tab - contains all tool/workshop ingredients, separated from misc items
- Holotapes and notes are combined in 1 tab
- Magazines have their own tab, since it helps moving magazines around easier (since you probably do it more often)
- Some items were changed to new icons

Extras Addon
- The custom Home Plate uses its own unique floors, just to make sure they can't be scrapped and the collision works properly

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