Patch notes/Horizon/1.1.0

#1.1.0:1
(NEW) ZX-1 Experimentation Lab

* This new settlement workstation can allow you to build customized weapons
* This station is located in "Crafting Stations" section of the workshop
* The system does not use the standard crafting, but an entirely new customized menu-driven system
* When you use the workstation, it will access the computer terminal to begin crafting
* The Terminal offers a wide range of dynamic information for every menu/step
* Once you can build a weapon, you will go through a series of menus to customize it
* No materials are used until you reach the final menu and choose to actually build the weapon
* Currently, the system only supports creating weapons, but I will probably add in armor and other items in the future
* The materials can be pulled from your inventory, or your current Scrap destination (NEW - see further below)
* You can safely use the terminal's "BACK" key to go back and redo steps\*
* There may be a few cases where some display information is not accurate when you use the back key. If this happens, go back to the main menu and start again.

#1.1.0:2
Learning Weapon Schematics

* To unlock weapons, it requires reverse engineering the weapons in order to learn the schematic to rebuild it
* Reverse engineering does NOT grant you automatic access to build it. You may still require specific perks.
* When you attempt to reverse engineer weapons, it will look through your inventory for weapons you are carrying
* Reverse engineering does NOT destroy or alter your existing weapons
* Once a weapon is cataloged, you no longer need to carry it in order to rebuild a new one

#1.1.0:3
Experimentation Points (EP's)

* When you reach the stage where you can improve the quality on a weapon, each material you use requires a certain amount of EP
* The base starting value is 100 EP, and you gain extra EP's based on your crafting skill
* EP's can max at 200 points (with 1000 skill)
* Titanium Alloy grants reduced EP cost for all grades

#1.1.0:4
Calibration Points (CP's)

* When you reach the stage where you can calibrate your weapon, each calibration consumes 10 CP's
* CP's are determined based on the quality of the weapon (10 CP's per 1% quality)
* Steel Alloy grants 20 extra calibration points

#1.1.0:5
Weapon Crafting Skill

* You can gain Weapon Craft Skill by crafting weapons and reverse engineering them
* Crafting gives skill based on the quality of the product, and the level of the base mod
* Crafting skill maxes at 1000 points
* For every 10 crafting skill, you gain 1 bonus "Experimentation Point" (max of 200 points)
* Reverse Engineering weapons gives 5 skill points per
* Weapon quality needs to at least be 1 in order to gain skill
* When you reach 250 skill, crafting weapons under 3 quality only gains half skill
* When you reach 500 skill, crafting weapons under 5 quality only gains half skill
* When you reach 750 skill, crafting weapons under 7 quality only gains half skill
* NOTE: Crafting skill is meant to be gained over the course of a playthrough. It's really not meant to be something you grind out to skill up.

#1.1.0:6
Legendary Properties

* The "base" mod you apply to the weapon is similar to a legendary property
* Many base mods require certain perks in order to appear on the list, so not everything is unlocked for free
* Most base mods can optionally be upgraded during the process, to increase it's effectiveness
* All crafted weapons are flagged as "legendary" with a star icon and description, but do not have the "featured" pop-up
* All crafted weapon mods will be reflected with the item naming (i.e. the Quickdraw mod will say: 10mm Pistol "Quickdraw")

#1.1.0:7
New Crafting Components (Alloys from prototypes and some junk items):

* 9 different grades of Steel Alloy (primary ingredient)
* 9 different grades of Aluminum Alloy (primary ingredient)
* 9 different grades of Titanium Alloy (primary ingredient)
* Beryllium Copper
* Tungsten Alloy
* Chromium Alloy
* Magnesium Alloy
* Nickel Alloy
* Zirconium Alloy

#1.1.0:8
New Crafting Components (Materials from animals and creatures):

* Mutated Leather, Mutated Carapace, Mutated Plating, Mutated Fibers
* Mutated Bone, Mutated Claw, Mutated Acid
* Mutated Neurotoxin, Mutated Hemotoxin, Mutated Atracotoxin, Mutated Dortoxin, Mutated Bufotoxin
* (NOTE: Some of these creature parts aren't used for much yet, but they will be for armor and possibly consumables)

#1.1.0:9
Acquiring Materials

* The primary source of these new components is "Prototype" devices (junk items) that can be looted
* Prototype devices are primarily found on legendary enemies, but can also exist in certain containers and some NPCs
* There are currently 50+ different types of prototype devices and animal parts, each with a different mixture of components
* Some components can also be found in standard junk loot now, but is usually lower grade materials
* Many rare junk items contain alloys now
* Many rare robot/synth parts (mainly salvaged with Technologist) now contain these new components

#1.1.0:10
Weapon Selection

* Weapons are unlocked by reverse engineering them
* In most cases, weapons also require a perk to build (the pipe gun is one of the few that anyone can craft)
* Weapons are divided into different categories, which are based on the selection of base mods available
* After you select a category, and then a weapon, you will be brought to a confirmation menu which shows the materials/perk required to make this weapon
* Most weapons requires 3 components to craft, usually including weapon parts
* Each main faction has 1 signature weapon that requires being allied with them

#1.1.0:11
A few examples of Weapon requirements

* Pipe Gun: No requirement
* Laser: Requires Science rank 1+
* 10mm Pistol: Requires Gun Nut rank 1+
* Laser Musket: Requires "Faction: Minutemen"
* Gauss Rifle: Requires "Faction: Brotherhood of Steel"
* Institute Laser: Requires "Faction: The Institute"
* Deliverer: Requires "Faction: The Railroad"

#1.1.0:12
Base Modifications

* These mods are essentially legendary properties, which can enhance the weapon
* Every base mod has 4 different levels of upgrading to improve their stats
* Each upgrade level requires additional components and perk requirements
* Each upgrade level is cumulative, and requires ALL the components and perks before it
* Some upgrade levels have different mixtures of perk requirements, some of which might be from magazines recipes
* Currently there are 22 base mods (equaling 88 total legendary weapon mods possible to choose from)
* The damage bonus from "Quality" upgrades, is separate from the legendary base mod bonuses

#1.1.0:13
Base Mod Types:

* Standard: (All weapons)
* Quickdraw: 5-20% Less action points (All weapons - no requirements)
* Hawkeye: VATS accuracy increased, but costs more AP (All ranged weapons - Marksman rank 1)
* Balanced +10-40% faster movement while aiming (All ranged weapons - Gunslinger rank 1)
* Rapid: 5-20% fire rate, 5-20% reload speed (All ranged weapons - no requirements)

#1.1.0:14

* Heated Chamber: +1-4 fire damage (Ballistic weapons - Demolitionist rank 1)
* Chilled Chamber: +1-4 cryo damage (Ballistic weapons - Science rank 1)
* Electrified Chamber: +2-8 energy damage (Ballistic weapons - Robotics Expert rank 1)
* Radioactive Chamber: +2-8 rad damage (Ballistic weapons - Nuclear Physicist rank 1)
* Acid-soaked Chamber: +1-4 poison damage (Ballistic weapons - Chemist rank 1)
* Jagged Chamber: +2-6 bleed damage (Ballistic weapons - Commando rank 1)

#1.1.0:15

* Focused Heat: +1-4 fire damage (Energy weapons - Science rank 1)
* Overcharged: +10-40% critical hit damage (Energy weapons - Science rank 3)

#1.1.0:16

* Weighted: +10-40% critical hit damage (All melee weapons)
* Aerodynamic: VATS uses less AP (All melee weapons)
* Cavalier: 5-20% less damage while blocking or sprinting (All melee weapons)

#1.1.0:17

* Sharpened: +2-6 bleed damage (Bladed melee weapons)
* Puncturing: -5-20% armor piercing (Bladed melee weapons)
* Poisoned: 2-6 poison damage (Bladed melee weapons)

#1.1.0:18

* Armor Breaking: -5-20% armor piercing (Blunt melee weapons)
* Shell-Cracking: +10-25% damage against bugs/mirelurks/deathclaws (Blunt melee weapons)
* Skullcrusher: +10-25% damage against humanoids (Blunt melee weapons)

#1.1.0:19
Quality

* Improving the quality of a weapon requires rare alloys (you need at least 1 to build any weapon)
* Each point of quality adds +2% base weapon damage (this value is NOT multiplied by receivers and other bonuses)
* Each point of quality gives you "Calibration Points" to work with in the Calibration phase
* You can only work with 1 type of alloy on a weapon
* Each grade of alloy, requires a certain amount of "Experimentation Points"
* Lower grade alloys will drastically reduce your ability to improve the weapon
* Each alloy type has different properties and benefits
* Steel Alloy: Adds weight, adds bonus calibration points
* Aluminum Alloy: Reduced weight, no extra calibration points
* Titanium Alloy: Reduced weight, reduced cost for experimentation points
* Improving the quality requires 1 alloy per experiment (potentially stacking many times with a high quality weapon)
* Because of it's cheaper EP cost, Titanium has the highest potential for Quality

#1.1.0:20
Calibration

* You can spend Calibration Points to improve different weapon properties
* You can spend up to a maximum of 10 upgrades on each property
* Ranged and Melee weapons have their own set of properties to customize

#1.1.0:21
Calibration Properties (Ranged)

* Range: Increases the range of the weapon
* Accuracy: Increases the sighted focus
* Recoil: Reduces the weapon's basic recoil
* Control: Reduces the weapon's recoil control
* VATS: Increases your chance to hit in VATS by +1% per point

#1.1.0:22
Calibration Properties (Melee)

* Limb Damage: Increase the amount of limb damage
* Critical Hit Chance: Increases critical hit chance
* Critical Hit Damage: Increases critical hit damage
* Power Attack: Reduce the AP cost of power attacks
* VATS AP Cost: Reduce the AP cost in VATS

#1.1.0:23
How to Craft a Weapon:
Step 1: Build a ZX-1 Experimentation Lab in your favorite settlement
Step 2: Acquire some alloy (either from a legendary enemy with a prototype item, or from specific junk that may contain some)
Step 3: Use the Lab, and follow the menu system (outlined below)

#1.1.0:24
Reverse Engineering Process
Step 1: From the main menu, select "Reverse Engineering", then enter the Weapons menu for it
Step 2: You can view how many schematics you own, and how many are possible to learn (based on your inventory)
Step 3: Select "Reverse Engineer Weapons" to learn schematics for any weapons in your inventory
Step 4: Done. You can now return to the main menu

#1.1.0:25
Weapon Construction Process
>> This system is easy enough to follow in-game, but I'll outline it just in case
Step 1: From the main menu, select "Construct Weapon"
Step 2: Select the category of weapon you wish to build (Ballistic weapons, energy weapons, etc.)
Step 3: Select the weapon you wish to build (if there's more than 10 weapons, select "Next Page" to view more)
Step 4: Look over the materials/perk required to craft this weapon, and confirm your selection
Step 5: Choose the base modification you wish to apply to your new weapon (these are legendary-like effects)
Step 6: (Optional) Choose to upgrade the base modification (requires additional rare materials)
Step 7: Choose the type of material you wish to work with (Steel Alloy, Aluminum Alloy, or Titanium Alloy)
Step 8: Select the grade of material you wish to experiment with, in order to increase the quality
Step 9: Repeat this process as much as you want, until you use most/all of your "Experimentation Points" or materials
Step 10: Based on the quality, you can now calibrate your weapon to improve range, accuracy, recoil, control, and VATS accuracy
Step 11: Repeat this process until you used up your "Calibration Points", then continue onward
Step 12: Review your weapon summary, and craft it if you are happy with your results
Step 13: The materials required will now be consumed and you will receive the weapon in your inventory

#1.1.0:26
Experimentation Lab Compatibility

* The Lab system contains a special template which can be used inside of external weapon patches
* This template quest can be set up to have weapons added to the Lab (currently being used with the DLC weapons)
* The following DLC weapons are supported in the ZX-1 Lab: Lever-action Rifle, Radium Rifle, Handmade Rifle
* Sometime after 1.1 is released, the official weapon pack will have this added to it

#1.1.0:27
Legendary NPCs and Weapons

* Legendary weapons/armor no longer drop from legendary-type enemies. That system is done with.
* Legendary-type humanoids/robots/synths usually drop prototype devices that can contain rare materials
* Legendary-type animals and creatures usually drop rare animal parts that can contain rare materials
* Animals and creatures often have at least 1 guaranteed part based on their type, plus another random part (i.e. you can always harvest a mutated stinger from a radscorp, plus an extra random piece.)
* Some NPC types are classified as "elite" and contain extra parts (i.e. Assaultrons, Sentry bots, high-ranking humans, Yao Guai, etc.)
* Your existing legendary weapons/armor will remain intact, but a few properties may have been altered
* FO4 Mods that edit or change legendary weapons/armor/NPCs, are NOT compatible with the new system
* (Unique weapons on vendors remain unchanged - for now)

#1.1.0:28
Damaged Weapons Rework - Stage 1

* The current damaged weapon system is being replaced by real weapons with damaged properties
* There are 4 types of damage: Degraded, Deteriorated, Damaged, and Destroyed
* "Degraded", "Deteriorated", and "Damaged" weapons have reduced stats/value, but are usable weapons
* "Destroyed" weapons are completely unusable. Either scrap it or sell it (it's better to scrap, as it sells for little.)
* Destroyed weapons have a limit to how many shots an NPC can fire it, before it breaks and they have to switch weapons
* Melee weapons don't drop as Destroyed
* Institute weapons don't drop as Deteriorated/Degraded, but can be Damaged/Destroyed
* Certain NPCs (usually named ones) that drop pre-war weapons can have improved quality called "Pristine", which gives +10% base damage
* Damaged weapons can still be reverse engineered, and scrapped
* The naming convention is updated to show you the weapon condition in the name of the weapon (i.e. 10mm Pistol [DESTROYED] )
* Destroyed and Damaged weapons are prefixed with a "trash can" icon, and sort to the bottom (makes it easy to scrap these)
* Degraded and Deteriorated weapons use the normal weapon naming (these are still considered "usable" weapons)
* This new method also eliminates the problem with seeing the NPC still holding a weapon even after you loot
* Some weapon drops will purposely use the old damaged weapon system for balance (ex: Crylolator parts on synths will always drop as damaged junk items)
* NOTE: Not all weapons are ready for 1.1, some will still have the "old" damaged parts, until the next patches
* (The weapon pack weapons will soon be added to this system, as well as some loot tables on NPCs)

#1.1.0:29
(NEW) Super Mutant melee weapons

* New weapons were created to specifically expand super mutant's melee weapons, to give them more variety
* They use the 2H Board animation so that super mutants can actually wield them (since many vanilla weapons can't be used by them)
* They can all be wielded by your character (although aren't really intended to be upgraded or anything - at least yet)

#1.1.0:30
(NEW) Handmade Axe (a new weapon made mainly for Super Mutants)

* This weapon has no attachments

#1.1.0:31
(NEW) Machete Glaive (a new weapon made mainly for Super Mutants)

* This weapon has no attachments

#1.1.0:32
(NEW) Skull Pike (a new weapon made mainly for Super Mutants)

* This weapon has no attachments

#1.1.0:33
(NEW) Killamajig (a new weapon made mainly for Super Mutants)

* This weapon has no attachments

#1.1.0:34
(NEW) Water Pipe (a new weapon made mainly for Super Mutants)

* This weapon has no attachments

#1.1.0:35
(NEW) Organ Pipe (a new weapon made mainly for Super Mutants)

* This weapon has no attachments

#1.1.0:36
(NEW) Shovel (a new weapon made mainly for Super Mutants)

* It technically can attach some existing pre-made board misc mods, but you cannot craft them from scratch onto the shovel (yet)
* It uses a modified version of the "nails" attachment mesh to fit the shovel mesh
* The shovel in the Sanctuary cellar is replaced by this weapon now

#1.1.0:37
Weapons

* (NEW) Scrapping melee weapons now gives much better and appropriate scrap for the base item
* Scrapping all ranged weapons now gives 4 weapon parts (down from 6), but this includes all damaged weapons too\*
* Rolling pins, walking canes, and pool cues that spawn on NPCs will usually have spikes/razors on them, to better emulate a real improvised weapon
* The Deliverer is slightly lowered in damage to be closer to the 10mm
* The Deliverer no longer has a "featured" legendary pop-up
* Some signature companion weapons temporarily cannot be modded (I'm going to tweak this next patch)
* Unfortunately, I haven't figured an easy way to give different parts based on the new weapon system, but an average of 4 parts per drop balances the same as it was before.

#1.1.0:38
Weapon Mods

* (NEW) Hunting Rifle: .308 Incendiary-Calibrated Powerful Receiver (replaces Calibrated Powerful receiver)
* Hunting Rifle: .50 Receiver - The ROF was properly set to reduced rate of fire, instead of improved
* Submachine Gun: The rapid .38 receiver no longer has recoil reduction
* Pipe Revolver: .308 receiver no longer has improved rate of fire and reload speed
* Pipe Revolver: .38 receiver now has improved rate of fire and reload speed

#1.1.0:39
(NEW) Production and Cargo Bot Re-routing

* The destination for production from the Resource Manager, and Cargo Bot drop-offs can be changed to settlement workshop workbenches
* This feature can be accessed through the Resource Manager
* Currently this feature only has 3 settlements: Sanctuary, Red Rocket, and the Castle (more will be added soon)-
* The destination can be changed at any time at any Resource Manager
* The destination effects the ZX-1 Lab's crafting\*
* This feature does not work with supply lines yet (so the Lab will ONLY check that particular workbench itself, and not connected ones)

#1.1.0:40
UI Tags/Names/Icons

* (NEW) Bonuses such as critical hit chance and VATS accuracy from crafted weapons, will appear in your perks tab on the top when a currently equipped weapon has them (this is a nice indicator for some stats that won't appear on your weapon tooltip)
* (NEW) Padded/dense armor will show an active armor buff perk on the top of your perk tab
* (NEW) Your lack of hunger will now display a warning perk on the top of your perk tab explaining the debuffs
* The perk chart can now remove text icon tags (Thanks to McGuffin for this SWF modification!)
* Computer terminals can now remove text icon tags (Thanks to McGuffin for this SWF modification!)\*
* (Optional addon) The Workshop UI no longer shows text tags (Thanks to McGuffin for this SWF modification!)
* (Optional addon) The Crafting/Scrapping UI no longer shows text tags (Thanks to McGuffin for this SWF modification!)
* All perks on the perk tree will now show an icon in the Pipboy like I originally wanted
* All perks that are rank 2+ are named with their rank (you will never notice this normally, except inside the Experimentation Lab)
* Pistols should now have the standard [Auto] tag in the name if they're automatic, and no longer have the "Auto Pistol" name

#1.1.0:41

* NOTE: These are not automatic, and only work on terminals that are updated specifically for this formatting. I will try to edit vanilla terminals to support this when I get the chance.

#1.1.0:42
NPCs

* Human resist scaling was adjusted so that it scales upwards smoother
* Some humans have different levels of resist scaling now, so "light" or "heavy" armored NPCs will scale more appropriately
* Triggerman Bodyguards and Bouncers have less resists now (should be easier at lower levels)
* Kellogg now has human resist scaling, but less health
* Kellogg now drops a prototype part and extra ammo
* DC Guards have added resists (fire, etc.) and increased health, and are tagged as level 40+
* NPC loot lists are being setup to support external weapon patches and the weapon pack easier

#1.1.0:43
Raiders

* The types of raiders will now spawn at much lower levels so you see much more variety
* The types of raiders have been normalized, so they scale better at all levels
* Raider outfits and weapon variety is being expanded (more will come later too)\*
* Not all raiders automatically wear armor pieces now, depending on the type
* Forged no longer drop large amounts of flamer fuel
* Melee raiders can now wield rolling pins, walking canes, and pool cues (always modded with spikes/razors to look like real improvised weapons)
* Wasters: Now have their own customized variety of outfits
* Survivalists: Now have their own customized variety of outfits
* Veterans: Now have their own customized variety of outfits
* Pyro: Now has it's own custom outfit
* (NEW) Deranged Raider: variant of the Psycho that has a bizarre choice in fashion, equipped with molotovs
* (NEW) Frenzied Raider: melee variant of the Psycho that deals extra damage
* (NEW) Scrounger: melee variant of the Waster that now uses ranged weapons and has extra ammo/junk
* (NEW) Pit Fighter: melee variant of the Survivalist, has a custom outfit, custom AI, and uses a different selection of melee weapons
* (NEW) Pillager: grenade variant of the Survivalist, has a custom outfit. (Still armed with cluster bombs)
* (NEW) Chem Dealer: grenade variant of the Veteran, has high armor, drops chems/caps

#1.1.0:44
Super Mutants

* Loot lists have been restructured to allow for better future balancing and weapon mods
* Ranged Super Mutants usually carry a "smaller" melee weapon as a backup
* The new 2H weapons I created can be carried by Super Mutants
* Boards, Bats, and Shovels wielded by Super Mutants will randomly have mod attachments on them based on level
* Dead Eye always carries a Machete Glaive
* Super Mutants can now drop random clothing/armor scrap junk items, since they generally don't drop armor

#1.1.0:45
Synths

* Loot lists have been restructured
* Some minor loot errors were corrected

#1.1.0:46
Crafting / Loot

* Breaking down .45-70 and 7.62 ammo now gives more gunpowder
* Some of the "1 of a kind" unique junk items now have better materials, so they feel like something special (for example, the championship bowling stuff has 1 gold, as if its branded with special gold engravings.)
* Curie's special ammo should no longer be visible
* Grognak's armor melee damage increased to 20%, but no longer provides strength

#1.1.0:47
Perks

* Hunter rank 2: Now gains +20% damage to most mammals
* Hunter rank 3: Now gains +20% damage to bugs and mirelurks
* Hunter rank 4: Now gains +20% damage to radscorpions and yao guai
* Hunter rank 5: Now gains +20% damage to deathclaws
* Made it more clear that the term "animal" in Fallout usually means specifically "Mammal" type animals

#1.1.0:48
Items / Loot

* The value of some smaller "concealed" melee weapons are reduced
* Lowered the amount of ammo found in the Coast Guard Pier

#1.1.0:49
DLCs

* All legendary NPCs are updated for the new system
* Raiders/Trappers have their scrounger entries fixed
* Legendary Nuka Raiders now have the proper junk loot

#1.1.0:50
Raider Overhaul Patch
>> Unfortunately, the Raider Overhaul patch is no longer officially supported. As much as I like some of what this mod does, keeping a patch to balance it properly is just unworkable. Horizon has it's own raider overhauling, which is what I really want to be the primary focus/balance for raiders in Horizon.

* The raider overhaul patch can still be located inside of the zip file, but is removed from the installer
* Lowered some armor values back to vanilla
* Removed Legendary prefixes on NPCs
* Moved food recipes into categories
* Adjusted some raiders to match Horizon's updated stats

(some loot lists for raiders will be broken as of 1.1, if you use this mod)

#1.1.0:51
(Developer Notes for Patch Authors) Weapon/Ammo Loot Table Changes

* The loot tables are being reworked to make my job (and weapon patches) easier to deal with
* LL ammo management for weapons is simplified for: scrounger, bonus ammo, and damaged rounds
* Weapon patches can now use 1 "LL\_Weapon\_Ammo\_xx" per weapon to automatically balance ammo rounds
* All NPC weapon loot is being overhauled to use an actual standard system for weapon LL's (I'll explain this later)
* This may effect existing weapon patches, but I'll go into this in detail once this system is fully completed