Patch notes/Horizon/1.6.0

#1.6.0:1
Settlement Water Production

* All production of Purified Water bottles now requires "Water Purification Units", which are separate from pumps that give water
* All existing water devices are now just called "Water Pumps", with no purification ability by themselves

#1.6.0:2
(NEW) Water Purification Unit
>> This new workshop device is what now determines whether or not your water production is being purified

* This object does NOT provide any "Water" rating at all
* Each bottle of Purified Water produced requires 20 Water rating and 1 Purification Unit
* Grants +40 Bonus Happiness to the settlement you place it in
* Currently, there's no requirement that the purifiers must be placed in the same settlement as your water pumps (but I may require it in the future, if it's possible)
* Crafting a Purification Unit requires 1 "Purifier Module" (see below)
* [Desolation Mode]: The crafting requirements are much higher

#1.6.0:3
(NEW) Water Purification Unit (Compact)
>> This unit is engineered to be more compact, but requires a higher Workshop Tech Level (4 in default, 6 in Desolation)

* Requires the same parts that the standard unit requires
* Gives the same benefits the standard unit does, but with a smaller footprint

#1.6.0:4
(NEW) Purifier Module

* This item is used for building Water Purification Units
* Modules can be crafted in the Tech Lab by having Workshop Tech Level 2 (Desolation Mode requires Tech Level 7)
* Modules can sometimes be found on DC or GN general vendors (not in Desolation Mode)
* Completing the Graygarden quest, you will send you a mail with 1 Purifier Module
* Earning "Local Leader II" will send you a mail with 1 Purifier Module
* Earning "Settler Skill: Engineering II" will send you a mail with 1 Purifier Module

#1.6.0:5
(NEW) Recruitment Station
>> This device is a replacement for the vanilla Recruitment Radio

* Located in Architect->Utility
* You can only place 1 per settlement
* Requires power, and being turned on to work
* Each day it adds +1 chance for a settler (in the timescale addon a "1 day cycle" is 16 hours instead)
* Each chance is based on different factors such as: available food/water/beds, happiness, and tech/trade levels
* Every time you visit the settlement, it checks to see if there are any possible settlers to recruit for that settlement
* Up to 30 chances can be stored at one time (i.e. 30 days)\*
* A maximum of 10 settlers can be recruited at one given time\*
* You can see your current recruitment statistics for that settlement by using the station
* You can turn the station on/off from the station menu
* Unlike the vanilla radio beacon, it does not require you to open your workshop mode for it to correctly recruit settlers
* The vanilla radio beacon will remain intact, in case other mods use it, or you prefer that one
* If you try to place a station in a settlement along with a vanilla beacon, it will be disabled and give a message\*\*
* If you try to place a station in a settlement along with another station, both will be disabled and give a message\*\*
* NOTE: This really doesn't effect you if you visit your settlements in a reasonable timeframe
	+ Sorry, no cheating!

#1.6.0:6
Recruitment Station - Chances
>> Different factors increase the daily chance of recruiting a settler

* Base chance = 10%
* Available food for a new settler = +10%
* Available water for a new settler = +10%
* A bed for a new settler = +5%
* 2 available Defense for a new settler = +5%
* Workshop Tech Level = +1% for every level above 1
* Workshop Trading Level = +1% for every level above 1
* Happiness = +0.5% for every happiness above 60% (100% happiness = +20% chance)

#1.6.0:7
(NEW) Milk Brahmin
>> Allows you to place a Brahmin that provides milk

* Requires 1 "Milk Brahmin Certificate" to place each Brahmin
* Produces 1 "Brahmin Milk" per production cycle (per Brahmin)
* Gives +2 Food and +5 Bonus Happiness
* Each Milk Brahmin incurs a -3% penalty to your "Crop Stabililty"
* The stability penalty is shown on the crop management menu, so you can clearly see it
* Your milk production is shown on the main menu of the Resource Manager
* The placeable object itself is a custom brahmin feeding trough
* After being placed, it automatically spawns a brahmin and a pen around the area
* You can move it at any time, and it will respawn everything
* The Brahmin should usually stay close to the trough
* NOTE: The pen does not have any collision, so it doesn't box the brahmin out

#1.6.0:8
(NEW) Milk Brahmin Certificate
>> Ingredient required to build a Milk Brahmin pen

* Completing "Out of the Fire" for Finch Farm will send you a mail with 1 certificate
* Earning "Settler Skill: Survival II" will send you a mail with 1 certificate
* Earning "Trailblazer II" will send you a mail with 1 certificate
* Earning "Trailblazer IV" will send you a mail with 1 certificate
* Earning "Trailblazer VI" will send you a mail with 1 certificate
* NOTE: Milk Brahmin are supposed to be limited right now, but I may add more methods of acquiring certs

#1.6.0:9
(NEW) Brahmin Milk

* Gives 21 thirst value
* Cures 50 rads slowly over time
* Low risk of disease
* Adds Fatigue & Suppresses Immunity for 5 minutes
* Used in cooking recipes

#1.6.0:10
Mailbox System

* You should now properly receive selectable rewards for earning Trailblazer rank 2-7
* Some of the selectable reward choices for Trailblazer are tweaked
* You should now properly receive mail for having Workshop Trading Levels
* New mails are added for the Kill Tracking system (see further below)

#1.6.0:11
(NEW) Crop Rows
>> A full row of crops that requires 1 settler (so that settlers aren't split between multiple plants)

* Gives 6 Food and 12 Crop Rating per plant
* Works with Architect's auto-assign system
* Custom meshes added for each type of crop
* Crops are in a line, so they should work fairly well even on hills depending on how you angle them
* Easily snaps into the center position of most of Architect's planters
* All crop types can be rows, including Tarberries

#1.6.0:12
(NEW) Large Garden Planters

* There's 2 versions: a flat version for floors, and an extended base for uneven ground
* There are 4 snap points for Crop Rows
* There are NO snap points for other crops, but you can manually place any crop on the dirt where you want
* There are 12 snap points for "Balcony" objects, which is designed for you to attach "Shack Steps" if you want
* NOTE: The collision on this object isn't perfect.. settlers may have trouble getting on it without steps, but they will eventually get up to it.

#1.6.0:13
(NEW) Planter Steps and Planter Stairs

* Similar to the standard "Shack Steps", but it matches the wood from the planters
* The planter stairs look like shack stairs except the texture is cleaner (these work well for the truck planters)
* Both objects can be used anywhere, just like standard steps/stairs
* The recipe is located next to the larger garden planters, so its easy to access

#1.6.0:14
(NEW) Food and Water Depots
>> Allows you to place food/water in any settlements, including ones that don't allow it normally

* Requires 1 settler to be assigned to it
* Does not contribute to any crop production
* Can contribute to water required for Water Purification Units
* Located under Architect->Farming->Supply Depots
* There are 3 types of Depots:
* 1> Food Depot: Gives 10 Food (Workshop Trading Level 2)
* 2> Food and Water Depot: Gives 10 Food and 10 Water (Workshop Trading Level 2)
* 3> Food and Water Depot (Large): Gives 30 Food and 30 Water (Workshop Trading Level 5)
* The Large depot only requires 1 settler, but requires 2 vendor contracts

#1.6.0:15
(NEW) Finch Shack
>> A copied version of the Finch Farm shack

* Located under Small Warehouses
* Contains: 1 door, 1 stairs, 1 detail layer, 1 debris layer, 4 beds, 1 light

#1.6.0:16
(NEW) Solar Panel (3x)

* A 3-panel solar panel that gives 15 power
* Has snap point on the ends to chain panels together
* The 1-panel solar panel now has snap points as well

#1.6.0:17
(NEW) Extended Sky Bridge
>> These new bridges use extended segments to allow you to cross long distances without the bridge unloading from memory

* There are 3 sizes: 1 segment, 3 segments, and 7 segments
* The 7-segment bridge can reach from the Castle to Spectacle Island

#1.6.0:18
(NEW) Town Sheriff

* Assign a settler to become the Sheriff of this settlement
* Gives 20 defense and 10 bonus happiness
* Can only build 1 per settlement
* Requires Trailblazer Rank 2 and Settler Skill: Military Rank 1
* NOTE: This station will give more benefits in the future, and more unique settler jobs may be coming soon!

#1.6.0:19
Architect / Settlements

* (NEW) The production summary notification now displays in a large help message for 15 seconds, and includes all of your production gains
* (NEW) Upon reaching "Workshop Population Level 4" (50 settlers) you receive a mail with a free Workshop Tech Level upgrade
* (NEW) "Free the Robots" sign, available under Architect\Decorations (requires Settler Engineer Skill rank 1)
* There are now 15 ranks of "Workshop: Technology Level" (only 13 are currently obtainable)
* Some of the recipes for "Workshop: Technology Level" are altered, and 3 new ones are added
* New menus added under Farming for Crop Rows and Supply Depots
* Disabling Progression Mode will no longer give you free ranks of Workshop Population Level, but instead uses a different check now to allow you access to all buildings
* The Heavy Laser and Heavy MG now unlock based on Tech Level, instead of mistakenly by Population Level
* If you have no settlers assigned to any crops, the stability will now start at 25% instead of 100%
* The "last production output" should properly display income in the Resource Manager
* Turrets on platforms are increased to a minimum of 8 (and a max of 12)
* The radar tower is increased to 12 defense (up from 8), but now requires Tech Level 4
* The doorway wall piece in Architect has a snap point for a door now
* The standard 3-food Tarberry plant is smaller now, and always shows berry graphics
* Standard power generators should now once again be placeable in places like the airport, as well as indoor settlements
* The DLC fusion generator now requires Workshop Tech Level 4
* Some power/water devices should properly auto-repair now if they didn't before
* Turret Deployment Kits now only require 2 basic circuitry for a pack of 4 parts

#1.6.0:20
Vendor Credit and Settlement Income
>> Vendor Credit is being further separated from Bottlecaps, so that settlement income stops ruining the standard bartering system

* Vendor Credit (the item) is worth 0 value now
* Exchanging Vendor Credit in the Trading Market Terminal costs 100 credits for 25 caps (10 caps in Desolation Mode)
* Your existing Vendor Credit must be converted to use a new item (which is owned by Architect now)
* Converting old vendor credit can be done in the Tech Lab under "Item Conversions"
* All of the same recipes are still available in the Trading Market, and even more will be added
* (NEW) Random Pool Ball: Purchased from Crazy Eddie for 25 credits
* Buying wood/steel/concrete/plastic from Marty now costs Vendor Credit instead of caps
* Vendor Credit has it's own custom textured mesh now

#1.6.0:21
Trading Market Terminal

* Marty will sometimes trade Basic Circuitry for vendor credit and other materials

#1.6.0:22
Settler Missions

* Salvaging missions now have a chance (based on skill) to yield extra Basic Circuitry

#1.6.0:23
(NEW) Settlement Progression: Commonwealth Strength

* NOTE: This rating isn't used for anything yet, but will be in the future
* This is an overall rating for how large and successful your entire Commonwealth empire is doing
* Displayed in the Command Table on the main menu
* Different stats increase this rating by different amounts:
* Total Population = +0.1 per settler
* Total Population above 100 and Happiness of 95%+ = +20
* Total Population above 100 and Happiness of 85%+ = +10
* Total Population above 100 and Happiness of 75%+ = +5
* Successful Settlements = +2 each
* Communities = +5 each
* One of every Community = +80

#1.6.0:24
Caravan Travel

* (NEW) Nuka World Entrance (Travel route): Unlocks when completing "All Aboard"
* (NEW) Nuka World: There's a Caravan Radio to the left of where you spawn into the entrance
* (NEW) Nuka World: Using any Caravan Hub will automatically start "All Aboard" (bypassing the standard level 30 requirement)
* If for some reason your game doesn't like traveling to a certain settlement, a possible fix might allow you to still travel to the workbench (thanks redbaron)

#1.6.0:25
Crafting

* (NEW) Antiseptic - Wild (2 Count): Create 2 antiseptic from wild herbs (requires 30 survival skill)
* All antiseptic recipes show the method in the item's name now
* Cargo Orders are no longer craftable (but you can still trade common materials in the Trading Market Terminal)
* The "Item Conversions" menu will always be available, but is now on the very bottom of the Tech Lab
* Items that give skill gains are usually suffixed with "(+Skill)" now
* Converting outdated parts/kits, will no longer require you to have those items on you for the recipe to appear
* Crafting locksmith tools now gain Lockpicking skill instead of Engineering\*
* Crafting explosive charges now gain Explosives skill, and require less skill for grade-1, and more for grade-2
* Crafting auto-hackers now gain Hacking skill
* Crafting auto-dialers now gain Engineering skill, and require Engineering skill
* Crafting most explosives now gains Explosives Skill
* All breaching tools give much less skill gain for grade-1 tools
* Most breaching devices require less Advanced Circuitry now
* The description for crafting Cargo Bot 1-X is more detailed to tell you what it does
* Unique reusable items no longer say they are reusable in the item name
* Any skill you already gained on engineering will stay

#1.6.0:26
Architect Extras Addon

* The Architect menu has been moved to the very first slot (before the "Special" menu)

#1.6.0:27
Armor

* (NEW) Leather Paint: Black - This new color is much darker than the default "shadowed black" color
* (NEW) Black Hood: variant of the Green Hood
* The FO4 Paint slots are now properly working (you can now use the Creation Club paints)
* Horizon's leather/combat/metal/synth paints are now moved to the FO4 Paint slot\*
* All armor sizes are labeled as L/M/H, instead of Light/Medium/Heavy, so the armor names are shorter
* Raider armor limbs should now correctly have recipes that will work for the appearance slot
* A graphical bug with the male version of the Vaultsuit Mk.II was fixed, so it should look as good as the female version now
* The craftable invisible helmet and gas mask is renamed so it doesn't sound like it provides some stealth benefit
* Nick should be able to wear most clothing/headgear now
* The Hazmat suit helmets are fixed
* [DLC]: All armor sets that are supposed to be heavy or light, are properly labeled and given the proper base DR/ER now
* This may reset your paint colors when you first load your save

#1.6.0:28
Armor Slots (Super Mutants)
>> Super Mutants (including Strong) can now wear a few select pieces of human headgear that don't graphically look bad on them:

* Green Hood, Mascot Head, Tricorn Hat, Wrapped Cap, Faded Visor, Flight Helmet (Brown), Flight Helmet (Red), Mining Helmet
* Some Super Mutants can spawn with a few of these pieces now
* Nightkin wear a Black Hood now

#1.6.0:29
Power Armor

* (NEW) Power Armor now grants +200 Carry Weight (+100 in the strict carry weight addon)
* The landing impact effect should no longer effect targets who aren't hostile to you (needs testing)
* Power armor tiers are now unleveled, but the pieces that frames and containers can drop are based on the rarity of the tiers
* Raiders in PA now have higher resistances, and drop damaged PA pieces (like BOS do)
* Repairing Raider Armor now requires 20 Metalworking Skill
* Repairing T-45 now requires 30 Metalworking Skill and 20 Science Skill
* Repairing T-51 now requires 50 Metalworking Skill and 40 Science Skill
* Repairing T-60 now requires 70 Metalworking Skill and 60 Science Skill
* Repairing X-01 now requires 100 Metalworking Skill and 80 Science Skill
* DLC Power Armor repair recipes are updated
* (The updates to the skill requirements are also shown when you try to repair)

#1.6.0:30
(NEW) Power Armor Frame Salvaging
>> You can now salvage power armor frames for different purposes

* Requires "Settler Skill: Salvaging (Rank 1)"
* Salvaging the frame causes the frame to be removed completely
* Salvaging the frame will give you a "Power Armor Frame Voucher", which you can use later
* Vouchers can be sold, traded, or disassembled (in the Tech Lab)
* Vouchers will eventually allow you to recruit Power Armored militia settlers (this feature is N/A yet)\*
* Trading Market Terminal: Silent Jay will give you 100 Vendor Credit per voucher (requires 50 Trading Skill)

#1.6.0:31
(NEW) Weapon Augments
>> A new slot has been added to weapons to allow them to be slotted with an extra mod

* Augments cannot be crafted
* Augments rarely drop from some locked containers, boss containers, and legendary enemies
* Augments drop by themselves (not attached to a weapon), so they are more clearly visible
* Augments can be added or removed from weapons at anytime
* The loose mods can be found in the "Mods" tab of your inventory
* Adds a suffix to the name of the weapon when an augment is added: [A+]

#1.6.0:32

* Ballistic Augment: Critical Damage - Adds +5% Critical Hit Damage
* Ballistic Augment: Critical Damage - Adds +10% Critical Hit Damage
* Ballistic Augment: Critical Damage - Adds +15% Critical Hit Damage
* Ballistic Augment: +10% Base Damage
* Ballistic Augment: +1 Piercing Energy Damage (ignores armor)
* Ballistic Augment: +2 Piercing Energy Damage (ignores armor)
* Ballistic Augment: +3 Piercing Energy Damage (ignores armor)

#1.6.0:33

* Energy Augment: Critical Damage - Adds +5% Critical Hit Damage
* Energy Augment: Critical Damage - Adds +10% Critical Hit Damage
* Energy Augment: Critical Damage - Adds +15% Critical Hit Damage
* Energy Augment: +10% Base Damage
* Energy Augment: +1 Burning Damage
* Energy Augment: +2 Burning Damage
* Energy Augment: +3 Burning Damage

#1.6.0:34

* Melee Augment: Critical Damage - Adds +10% Critical Hit Damage
* Melee Augment: Critical Damage - Adds +15% Critical Hit Damage
* Melee Augment: Critical Damage - Adds +20% Critical Hit Damage
* Melee Augment: +10% Base Damage
* Melee Augment: +2 Piercing Energy Damage (ignores armor)
* Melee Augment: +3 Piercing Energy Damage (ignores armor)
* Melee Augment: +4 Piercing Energy Damage (ignores armor)
* Melee Augment: Melee Defense - Reduces incoming melee damage by 10%
* Melee Augment: Melee Defense - Reduces incoming melee damage by 15%
* Melee Augment: Cryo Damage - Adds +3 Cryo damage
* Melee Augment: First Strike - +20% damage if the target has 100% health

#1.6.0:35

* (More augments may be added over time)

#1.6.0:36
(NEW) Armor Augments
>> A new slot has been added to armor pieces (chest and limbs) to allow them to be slotted with an extra mod

* Augments cannot be crafted
* Augments rarely drop from some locked containers, boss containers, and legendary enemies
* Augments can be added or removed from weapons at anytime
* The loose mods can be found in the "Mods" tab of your inventory
* Adds a suffix to the name of the armor when an augment is added: [A+]

#1.6.0:37

* Chest Augment: +4 Damage Resistance
* Chest Augment: +4 Energy Resistance
* Limb Augment: +2 Damage Resistance
* Limb Augment: +2 Energy Resistance

#1.6.0:38

* (NOTE: This is only the FIRST phase for Armor Augments, more augments will be added in upcoming future patches)

#1.6.0:39
(NEW) Workbench Mod Attachment Icons

* Most Horizon attachments and slots now show icons in the workbench
* Horizon custom mod slots are usually sorted to the bottom so the icons for menus look cleaner

#1.6.0:40
Weapon Condition - Overhaul

* (NEW) Weapon condition now has a new slot, which should no longer be subject to those weird FO4 workbench bugs
* Weapon condition comes in 6 levels: Good Condition, Degraded (-5%), Degraded (-10%), Deteriorated (-15%), Deteriorated (-20%), Ruined (Unusable)
* Weapon suffix tags now show the -X% so you know exactly what the penalty is
* Weapon suffix tags are shortened to just the -X% numbers if you use the new optional naming addon
* Each degraded level reduces the effectiveness of ALL stats by that number: damage, speed, recoil, reload speed, and vats cost
* Most weapons can now be repaired to "Good Condition" once again (from any level of damage)
* There are different repair recipes for each style of weapon, including 3 types for melee
* Existing weapons from a pre-1.6 save game should automatically be converted to the new system
* Existing weapons may have different condition names so that you know it's an older weapon, such as: "Refurbished Condition" and "Damaged"

#1.6.0:41
(NEW) Melee Poison Upgrades
>> Most melee weapons now have an additional mod slot for applying poisons

* Poisons are permanent once crafted
* Most poisons require the rare mutated animal ingredients
* Poisons come in 3 flavors right now: Poisoned, Irradiated, and Poisoned+Irradiated
* Each type of poison has 3 levels of upgrades each
* Each upgrade requires specific skills

#1.6.0:42
(NEW) Weapon Equipping Requirements

* Equipping most heavy weapons and large melee weapons require a certain base strength now
* Temporarily buffed strength does NOT allow you to meet the requirements
* Temporary debuffs shouldn't effect your ability to equip weapons
* Being in Power Armor will bypass any strength requirement on weapons
* Exiting Power Armor will unequip the weapon if you lack the strength
* NOTE: This may not work on weapons you already have in an existing save game until you drop the weapon on the ground and pick it back up

#1.6.0:43
Melee Weapons

* Most mods that required Science now require Science Skill instead
* The Combat Knife's stealth blade mod now requires Blacksmith and Stealth Skill
* The Machete Glaive now has tape on the grip, and the blade can become bloody
* The Handmade Axe's blade can now become bloody
* The Board is properly categorized as a 2h weapon now

#1.6.0:44
Power Fist

* (NEW) Bladed: A new blade attachment; adds bleeding damage
* Now has an enhancement slot for damage upgrades
* The Heating Coil now deals fire damage, but it's reduced
* The puncturing mod does less damage now

#1.6.0:45
Grognak's Axe

* (NEW) A separate version of the Grognak Axe is created, which can be reverse-engineered
* The custom version is acquired from certain steps in the Silver Shroud quest (via your mailbox)
* Both versions can be upgraded with Enhancement and Augment slots
* NOTE: The original version of Grognak's Axe that you find cannot be reverse engineered

#1.6.0:46
(NEW) Bladed Polearm

* A new 2h weapon with the standard melee upgrade mods
* Can be carried by Super Mutants and rarely from Raiders
* Can be purchased at Diamond City and from Cricket (requires Tier 1 inventory from trading skill)
* Can be purchased through the Trading Market Terminal
* Can be crafted in the Experimentation Lab

#1.6.0:47
(NEW) Robot Mace

* A new 2h weapon with the standard melee upgrade mods
* This weapon has 4 unique mod attachements that change the head of the weapon with different robot parts
* Can be purchased at Goodneighbor and the Railroad
* Can be crafted in the Experimentation Lab
* [Automatron Only]: Can be carried by Rust Devils

#1.6.0:48
(NEW) Scythe

* A new 2h weapon with the standard melee upgrade mods
* Can be carried by Super Mutants
* Can be purchased through the Trading Market Terminal
* Can be crafted in the Experimentation Lab

#1.6.0:49
(NEW) The Grasshopper

* A new 1h weapon with the standard melee upgrade mods
* Crafted in the Weapons Lab under Weapons
* Requires 1 Gilded Grasshopper as an ingredient

#1.6.0:50
(NEW) Custom Rifle
>> A new custom-made rifle, designed to be an alternative to the Combat Rifle

* Uses the .45 ammo set that the Combat Rifle uses
* Has a selection of drum magazines and a quick-eject box magazine (similar to the SMG)
* Both Semi-auto and automatic firing modes available
* Has all of the usual mod attachment uppgrades
* Includes most of the standard rifle sights, including all scopes
* Can be crafted in the Experimentation Lab

#1.6.0:51
(NEW) Custom Plasma Rifle
>> A plasma version of the Custom Rifle

* Has all of the same mod attachment uppgrades that the Combat Plasma Rifle has
* Includes most of the standard rifle sights, including all scopes
* Can be crafted in the Experimentation Lab

#1.6.0:52
Combat Scopes

* Custom Rifle, Combat Plasma Rifle, and Custom Plasma Rifle share the same scopes (not sights)
* The loose mod items can be re-used on any of these weapons

#1.6.0:53
(NEW) Combat Pistol
>> A new custom-made pistol based on the combat rifle

* Uses the .22/.38/.45 ammo set
* Semi-auto only
* Has all of the usual mod attachment uppgrades
* Sights only include: iron sights, reflex (dot), and reflex (circle)
* Can drop from various enemies and some vendors
* Can be crafted in the Experimentation Lab
* NOTE: Yes, the hammer on the outside doesn't actually hit anything when it moves.. consider the hammer mechanism interal, and the lever just sticks outside the gun. It's mainly there for decorative flavor.

#1.6.0:54
(NEW) R55 Pistol
>> A new custom-made pistol

* Uses the 10mm ammo set (same as the N99)
* Has semi-auto and automatic firing modes
* Has all of the usual mod attachment uppgrades
* Sights only include: iron sights, reflex (dot), and reflex (circle)
* Can drop from various enemies and some vendors
* Can be crafted in the Experimentation Lab
* Has a chance to drop when rare sidearms spawn inside pre-war safes

#1.6.0:55
(NEW) VICE Gauss Rifle (Voltage Induced Core via Electromagnetism)
>> This new gauss rifle fires a special 2mm VICE slug that explodes with energy damage

* This weapon is considered a Sniper weapon for Sniper Skill
* This weapon is counted as an Energy weapon for specs (unlike regular Gauss rifles which are ballistic)
* It inflicts mostly energy damage, with a small amount of physical damage
* There are 4 receiver upgrades, and all of the standard rifle sights/scopes
* You can swap between 2 types of VICE ammo
* (NEW) 2mm VICE Cartridge: Standard ammo
* (NEW) 2mm VICE (AP) Cartridge: Armor-piercing ammo - Adds +30 unstoppable energy damage
* VICE cartridges can be crafted in the Weapons Lab under Energy Ammo
* Fusion and Electron cells can be traded to a trader in the Trading Market Terminal for standard VICE cartridges
* Can be crafted in the Experimentation Lab

#1.6.0:56
Gauss Rifles

* No longer grants armor piercing on the mod attachments
* The Handmade Gauss now has a less spammy muzzle flash, and the appropriate firing sound

#1.6.0:57
(NEW) Hunting Bolter
>> A new gas-powered weapon that uses Bolts, and is assembled with hunting rifle parts

* Uses all types of Bolts, and has the same basic setup as the Pipe Bolter
* This weapon is bolt-action (slower ROF), but has higher base damage than the Pipe Bolter
* Can use any CC paint that works on the hunting rifle
* Can be crafted in the Experimentation Lab

#1.6.0:58
Pipe Bolter

* Damage increased, so that it does more than a 5.56mm (which is what it is roughly balanced against)
* No longer has super high stability by default

#1.6.0:59
Armor-piercing for Energy Damage

* (NEW) Damage Type: "Piercing Energy Damage", a new damage type that ignores all armor
* All energy weapons properly use the new system now, since Energy weapons couldn't benefit from ballistic AP
* This special armor-piercing damage is added on top of existing damage, so it doesn't mean your laser gun's total damage will pierce 100% armor, just the added damage

#1.6.0:60
Fusion Cell Ammo

* "Overcharged Fusion Cells" are now called "Heavy Fusion Cells"
* NEW: Fusion Cells (MX) - Adds armor-piercing Energy damage
* NEW: Heavy Fusion Cells (MX) - Adds armor-piercing Energy damage
* These ammo types work for most laser weapons

#1.6.0:61
Gatling Laser
>> The Gatling Laser now uses the X-24 style modding system

* All custom barrels are added to work similar to the X-24 system
* Barrels no longer have different ammo types
* Old barrels and receivers are converted to outdated mods
* Beam colors can be changed
* Damage on receivers have been adjusted
* You can now swap between Electron and Fusion cells (in the toolkit also)
* Uses the "Heavy Weapon" icon in your inventory now
* The Gatling Laser is now craftable in the Experimentation Lab (after you reverse engineer it)
* NOTE: Outdated mods will disappear from the workbench once you sell/discard the old loose mods

#1.6.0:62
Electron Charge Cells

* Crafting electron cells costs more energy cells
* Engineer pets that use electron cells do slightly more damage

#1.6.0:63
Laser Barrels (All)

* Prismatic barrels now deal Cryo, Physical,and Radiation damage
* High Intensity barrels now just deal fire damage, and no AP
* Crit barrel does +10% crit chance and +20% crit damage
* The Gamma Wave barrel no longer uses a different ammo type (since ammo is controlled separately now)
* The Gamma Wave barrel properly adds 11 Rad damage
* The Gamma Wave barrel adds +25% base energy damage
* The Gamma Wave barrel "charge up" time for full power is cut in half, to 1.5 seconds (down from 3 seconds)
* The X-24's Gamma Wave barrel now has a custom graphical attachment which displays the lights for the "charge level" for damage
* Vanilla Laser/Institute guns have a new standard Long Barrel for a lower-level option
* Outdated barrels will graphically display as a standard barrel attachment
* X-24 barrels properly add reduced stability (scope sway)
* All barrels have reduced stability (scope sway)
* Most laser barrels have reduced range

#1.6.0:64
Laser Guns (All types)

* (NEW) Can now "ammo swap" between: Fusion Cells, Fusion Cells (MX), Heavy Fusion Cells, Heavy Fusion Cells (MX)
* The Institute Tactical's damage was brought in line with other lasers
* The unused receivers are now called "Outdated" and should no longer allow you to attach old loose mods
* You can now switch firing modes from the workbench
* Beam colors are labeled better
* (Any unused loose mods can be sold for caps)

#1.6.0:65
Laser Musket

* NOTE: Existing Laser Muskets may have buggy stats until they are properly modded with an Ammo type\*
* The following ammo can be swapped at any time using the Weapon Toolkit: Fusion Cells, Fusion Cells (MX), Heavy Fusion Cells, Heavy Fusion Cells (MX)
* The 2 styles of firing are now based on the ammo currently swapped in
* The "Overcharged" receivers are now phased out, however they will work as standard receivers if you already paid for them
* All barrels have increased range
* The musket can now use CC skins (even though the game doesn't enable this by default)
* The overcharged ammo mode will now have a proper firing delay between shots
* New Muskets that drop will be properly set by default

#1.6.0:66
Incinerator / Flamer

* The direct damage gained on the upgrade mods is significantly increased
* The fire DOT they apply is reduced
* The Flamer now has 3 damage upgrade levels instead of only 2
* The requirements and materials are increased for the highest damage upgrade

#1.6.0:67
Plasma Weapons

* The High Intensity barrel no longer has armor piercing, but instead gains direct Piercing Energy damage
* The crit barrel's critical hit damage is reduced to +20%
* The Combat Plasma Rifle's automatic ROF is slower now, and has a -10% base damage penalty
* The Combat Plasma Rifle's iron sights are now properly aligned

#1.6.0:68
Armor Piercing
>> API rounds are redesigned to be much more expensive, but more consistantly powerful and useful

* Horizon no longer uses the vanilla Armor Penetration actor value stats, due to it being prone to bugs
* Any mods that use the vanilla actor value for AP, will no longer gain AP from this source
* Horizon uses a new system that has a specific armor piercing perk for each API mod, which can also be tweaked without bugging out AP values
* Most API rounds now deal -100% Armor Piercing, so that any API round feels like it's fully effective for it's damage
* API recipes are greatly increased, and also require Zirconium (which is somewhat plausible for realism)

#1.6.0:69
(NEW) Grenade Launcher (40mm)

* An alternate version of the Pipe Launcher using missile launcher parts
* Craftable in the Tech lab
* Works with any CC skin that works on the vanilla missile launcher
* Uses all existing 40mm rounds in Horizon, as well as the ammo swapping menu

#1.6.0:70
40mm Changes

* (NEW) 40mm RPG (API) - Same stats as the API Missile
* 40mm Shotgun is now called Irradiated Shotgun, and adds rad damage
* 40mm Slugs are now Venom Slugs that add poison damage
* 40mm Flechettes are now Heated Flechettes, and adds fire damage and -50% armor piercing
* The Pipe Launcher's animation will now actually load a 40mm shell into the chamber

#1.6.0:71
Creation Club Paint Skins

* Most armor pieces should now properly work with the paint slot
* Many of Horizon's paint mods are moved into the default FO4 paint slot now
* Most weapons now work with Creation Club skins: Handmade Gauss, all Instititute weapons, X-24, Incinerator, VICE Gauss Rifle
* The Submachine Gun now has a paint slot (NOTE: the CC skins don't do anything for it)
* If you have progressed far enough into the Silver Shroud quest, you can now paint regular Submachine Guns with the Shroud paint

#1.6.0:72
Weapons

* The Flare Gun now has a tooltip explaining what it does
* All Laser Musket barrels have reduced stability (scope sway)
* Crafting Throwing Knives now requires 30 Metalworking instead of Commando
* Combat Shotguns can now switch firing modes from the workbench
* The Micro-Drone now has a proper ground item model, so it can be dropped and picked up
* Wakizashi based damage increased
* The N99 12.7mm and 10mm Cryo have less of a firing rate penalty
* Scrapping certain melee weapons gives basic circuitry instead of advanced
* The scrap parts from the combat plasma should properly unpack the parts instead of giving you the misc item
* Degraded is now labeled as "[Degraded-]" (more minuses mean it's worse)
* Deteriorated is now labeled as "[Deteriorated--]"
* The reward weapon from the Silver Shroud quest, should hopefully not come damaged anymore\*
* If yours is already busted, you can just use a regular SMG and paint it to look the same

#1.6.0:73
Icon Library

* (NEW) Horizon now includes a new version of Phlunder's Icon Library
* (NEW) All weapon icons used in Horizon are reworked, and show a symbol to denote the skill and damage type
* Ballistic Skill = 2-bullet symbol
* Energy Skill = lightning bolt symbol
* Sniper Skill = crosshairs symbol
* Heavy Weapons Skill = flame symbol
* Damage type colors are: blue = ballistic, yellow = energy, green = plasma, red = fire, purple = radiation, white = cryo

#1.6.0:74
Weapon Naming/Icons

* Melee weapons have different icons for 1h blunt, 1h bladed, 2h blunt, 2h bladed, and unarmed
* Melee weapons sort below ranged weapons
* Standard ballistic Pipe weapons have their own icon, and no longer annoyingly switch icons if its pistol or rifle
* Gamma and Flame weapons have their own icons
* Alien blaster is sorted with energy weapons
* The Flare Gun has it's own icon and sorts with grenades
* Grenades and mines are sorted better with different icons based on energy or ballistic categories
* Artillery smoke, synth relay, and vertibird grenades each have their own unique icons
* Micro-drones have their own new icon
* Combat and hunting weapons no longer change their name based on the mods\*
* Pipe guns only change their name based on pistol or rifle (not smg, or sniper, etc.)\*
* The vanilla name changes before were confusing and misleading for no reason

#1.6.0:75
Ammo

* 2mm EC recipes in the Weapon Lab are moved to Ballistic Ammo
* Crafting most Energy ammo now requires Aluminum instead of Advanced Circuitry
* Crafting Pulse Rounds and Shock Bolts require less Advanced Circuitry
* Crafting Fusion Cores requires 2 Advanced Circuitry
* Crafting 40mm Shotgun shells now requires raw materials instead of shotgun shells
* Crafting 40mm Shotgun and Slugs now gains ballistic skill
* A new Overcharged Fusion Cell recipe that lets you craft 40 at a time
* Explosive rounds no longer have a penalty for their direct damage, the area damage is just added on top
* The 9mm ammo for the N99 is now setup properly for "9mm JHP" like the deliverer (I must have forgot to finish this before)
* 9mm ammo is properly named "9mm JHP"
* 12.7mm's powder/price was reduced
* 12.7mm is now sold in packs of 25
* [Far Harbor]: Crafting Harpoons properly gives the 10-pack, instead of 10 individual harpoons

#1.6.0:76
Experimentation Lab

* All base damage gains are reduced in half, to a maximum of +30% damage (down from +60%.... sorry!)
* All range gains are doubled!
* Recoil control was reduced (it was too high)
* Miniguns and Gatling Lasers can now be reverse engineered
* Melee "vanilla" armor piercing was converted to the new AP system
* The property "First Strike" should now properly work
* All upgrade tiers on base mods require unique materials each
* The Bleed properties no longer work on robots/synths (keep in mind, bleed damage is unresistable.. so its still good on many things)

#1.6.0:77
Companions

* (NEW) Brutality: A companion-only handmade axe that unlocks for Strong, purchased via the Trading Market Terminal from Trevor
* (NEW) Mercy: A companion-only katana that unlocks for Strong, purchased via the Trading Market Terminal from Trevor
* You should no longer see Mercenaries leveling up randomly, even if you have no companion
* Mercenaries are no longer automatically detected, you'll need to patch your mod-added companions to use a keyword
* If you previously had no companions actively with you, they should no longer gain free xp when one initially joins you
* The rank-up messages for Robotics Engineering are shortened so they aren't split into 2 lines
* Moxie now comes with a Prismatic Barrel
* (if you want your existing weapon to receive this, have the weapon in your inventory, then use the Companion Menu and select the "convert old weapons" button)

#1.6.0:78
(NEW) Slayer (Enemy Kill Tracking)
>> This new system allows you to track what types of enemies you've killed and receive bonuses based on it

* Unlike the standard game stats, the types of enemies tracked are more specific
* You gain bonus xp for the first kills of each enemy type (varied based on type)
* Bonus xp drops to 0 once you reached a preset limit
* Bonus xp is not modified by xp penalities or buffs (intelligence, debuffs, etc.)
* You still always gain the standard base xp per kill no matter how many you have killed
* Some npcs have rebalanced base xp because of this system
* Some enemies who you have killed a lot of, may give you bonus perks or rewards (varies per type)
* Companions and pets will give you kill credit, even if you don't get the base xp rewarded
* This system is NOT retroactive, you must gain kills after playing v1.6
* NOTE: The system may not properly track multiple kills at the same time (from 1 single explosion).. I'm looking into this to see if it can be resolved

#1.6.0:79
Enemy Kill Types
>> Enemy types have a priority (ex: dogs are checked as dogs first, even if they are flagged as being Raiders)\*

* Factions: Raiders, Gunners, Triggermen, Minutemen, Institute, Brotherhood, Railroad, Children of Atom, Rust Devils
* Super Mutants, Feral Ghouls, Glowing Ones
* Mole Rats, Rad-rats, Radstags, Brahmin, Yao Guai, Mongrels/Dogs, Wolves, Mutant Hounds, Small Animals (misc)
* Mirelurks: Standard, Hunters, Kings, Queens, Spawns
* Deathclaws, Gatorclaws, Fog Crawlers
* Bloatflies, Bloodbugs, Stingwings, Radroaches, Ants, Cave Crickets, Bloodworms
* Radscorpions, Gulpers, Anglers
* Mr Handy/Gutsy, Protectrons, Assaultrons, Sentry Bots, Turrets, Eyebots/Swarmbots
* Synths, Coursers

#1.6.0:80

* If you see any types that seem to be taking a priority that seems wrong, let me know

#1.6.0:81
Enemy Kill Rewards

* If you are allied with the BOS, killing 50/100 Super Mutants sends rewards to your mailbox
* If you are allied with the BOS, killing 50/100 Synths (or Institute Personel) sends rewards to your mailbox
* If you are allied with the Minutemen, killing 50/150 Raiders sends rewards to your mailbox
* If you are allied with the Minutemen, killing 50/150 Feral Ghouls sends rewards to your mailbox
* If you are allied with the Institute, killing 50/100 BOS Personel sends rewards to your mailbox
* If you are allied with the Institute, killing 25/100 Railroad Personel sends rewards to your mailbox
* If you are allied with the Railroad, killing 50/100 Gunners sends rewards to your mailbox
* If you are allied with the Railroad, killing 5/20 Coursers sends rewards to your mailbox

#1.6.0:82
Enemy Kill Reward Perks

* Slayer: Whack-A-Mole - Killing 50/150 Mole Rats will grant you -5%/10% damage taken from them
* Slayer: Loaded for Bear - Killing 10/30 Yao Guai will grant you -5%/10% damage taken from them
* Slayer: Ghoul Patrol - Killing 50/150/300 feral ghouls will grant you -5%/10%/15% damage taken from them
* Slayer: Devil Dogs - Killing 50/150/300 dogs/wolves/hounds will grant you -5%/10%/15% damage taken from them
* Slayer: Deadliest Catch - Killing 50/150/300 mirelurks will grant you -5%/10%/15% damage taken from them
* Slayer: Exterminator - Killing 100/200/300 insects/arachnids will grant you -5%/10%/15% damage taken from them
* Slayer: Rage Against the Machines - Killing 50/150/300 robots will grant you -5%/10%/15% damage taken from them
* Slayer: Big Game Hunter - Killing 20/50/100 deathclaws/fog crawlers/gatorclaws/behemoths will grant you -5%/10%/15% damage taken from them
* NOTE: Some bonus perks may offer additional unlocks for crafting

#1.6.0:83
Crafting Changes

* Crafting Cryo Resists onto clothing now requires "Slayer: Loaded for Bear" rank 1
* Crafting Fire Resists onto clothing now requires "Slayer: Deadliest Catch" rank 1
* Crafting Poison Resists onto clothing now requires "Slayer: Exterminator" rank 1

#1.6.0:84
Combat Pets

* All pets are now considered real teammates, and will use the default follower UI
* In order to access the special pet menu, use the "Talk" option on the pet
* Mobile pets can now be commanded like normal companions
* Mobile pets should now sneak when you sneak
* All pets should now properly gain follower XP
* All pets should now have the proper Player Ally faction set
* All pets should now try to spawn at a reachable location
* You can now disassemble Engineer pets in the Tech Lab (if you don't like them or want to exchange/upgrade it for another type)

#1.6.0:85
(NEW) \*\* Adaptive Difficulty \*\*
>> Adaptive Difficulty is intended to figure out how well you're doing, and make the game more difficult based on this

* NOTE: When I mention "adaptive difficulty", I mean an overall "game design", it's not a specific game mechanic itself
* The goal is to make the game more challenging, but without punishing you if you're having a hard time keeping up
* This allows the game to feel more ALIVE, and responsive, and not just a bunch of pre-placed NPCs and objects
* Starting with v1.6, different areas of the game will begin to use adaptive game design
* Some game mechanics for 1.6 listed below will be the first to be adaptive..

#1.6.0:86
(NEW) Player Threat Level
>> The "Threat Level" of the player helps Horizon determine how difficult to make certain game mechanics

* The amount of ammo, meds, cures, food, and water you are currently carrying increases your threat
* Each type of item increases threat by different amounts
* Bandages/stims are separated into 3 categories to account for different healing amounts
* Food/water is separated into 3 categories to account for different meal sizes
* Ammo is separated into 4 categories to account for different calibers and ammo types
* This value is done "behind the scenes" and will probably never be shown to the player (so don't ask)

#1.6.0:87
(NEW) Dynamic Enemy Encounters
>> This new system will spawn random enemies in your nearby area who are actively hunting you down

* NOTE: This system is somewhat considered a beta at first, but it can be disabled in the holotape options
* This system is adaptive, and scales based on your progress and/or Threat Level
* There are 2 separate categories of spawns: "Predators" and "Death Squads"
* "Predators" usually consist of animals, creatures, and common enemies
* "Predators" will spawn more enemies based on your Threat Level
* "Death Squads" usually consist of faction-based enemies
* "Death Squads" will usually only start appearing once you've pissed off a faction
* "Death Squads" will spawn more enemies based on how many of that faction you have killed

#1.6.0:88
Dynamic Encounters - Basic Mechanics

* Spawn events can only occur outdoors
* Spawn events won't trigger while you're inside of a settlement\*
* Spawn events won't trigger while you're inside or near Diamond City and Goodneighbor
* Spawn events won't trigger while you're near certain vendors/doctors (includes Far Harbor and Nuka World)\*
* Spawn events won't trigger while you're already in combat\*
* Spawn events won't trigger while you're in a dialog scene\*
* Spawn events won't trigger while your health is below 5% or you're knocked out\*
* The rate at which enemies will spawn, is based on your threat level and some randomization
* Enemies that are too far away from the player, will be removed
* Enemies and their corpses that are in range will remain until the next spawn cycle (you should have plenty of time to loot them)
* NOTE: Keep in mind, they can spawn before you are actively meeting one of these requirements

#1.6.0:89
Dynamic Encounters - AI
>> NOTE: Predators and Death Squads are SUPPOSED to be actively hunting you down, they're NOT passive spawns

* All spawns have a large bonus to perception, and can see through stealth much easier than standard enemies
* After they first spawn, they will begin to path in your direction
* They will not engage in combat with you, unless they actually spot you
* If any enemies fail to ever reach you, they will be removed before the next spawn
* NOTE: The spawn locations aren't guaranteed to be perfect spots.. so every once in awhile you're likely to get some spawns in weird places or spots they won't reach you, but this shouldn't happen too much hopefully

#1.6.0:90
Dynamic Encounters - Types

* Animals: mole rats, mongrels, wolves, rad-rats, yao guai
* Insects: bloatflies, radroaches, stingwings, bloodbugs, crickets, ants
* Creatures: radscorpions, deathclaws, mirelurk hunters (a new smaller type)
* Factions: raiders, gunners, triggermen, children of atom, BOS, RR, minutemen, institute, rust devils
* Humanoids: super mutants, feral ghouls
* NOTE: The DLC enemies above can spawn in the Commonwealth; if you don't have the DLCs, they are replaced by vanilla types

#1.6.0:91
Dynamic Encounters - "Extra" Spawns
>> Some enemies have a chance to spawn an "extra" enemy with them

* Each Raider has a small chance to spawn with an Attack Dog
* Each Minuteman has a small chance to spawn with a Guard Dog
* Each Brotherhood has a small chance to spawn with a Guard Dog
* Each Super Mutant has a small chance to spawn with a Mutant Hound
* Each Rust Devil has a moderate chance to spawn with a robot
* Each Yao Guai has a small chance to spawn with a Young Yao Guai (i.e. a parent teaching it's young how to hunt)
* Each Deathclaw has a small chance to spawn with a Young Deathclaw

#1.6.0:92
Dynamic Encounters - "Boss" Spawns
>> Some enemies have a chance to spawn a "boss" enemy with them

* Boss enemies unlock based on certain conditions being met, such as killing a certain amount of a faction
* Boss enemies also have random chance, depending on the NPC type
* Usually only 1 boss enemy can spawn per pack of NPCs
* Boss enemies aren't always necessarily "bosses", they can be different based on the type of NPC spawn
* Raiders can randomly spawn a "Raider Overlord" or a raider in Power Armor once you kill a certain amount of Raiders
* Triggermen can randomly spawn a "Triggerman Kingpin" once you kill a certain amount of Triggermen
* Gunners can randomly spawn a high-ranking Gunner or Gunner Sentry Bot once you kill a certain amount of Gunners
* Super Mutants can randomly spawn a minigun boss once you kill a certain amount of Super Mutants
* Vicious Dogs can sometimes spawn with an Alpha dog (killing the alpha dog, will demoralize the pack)

#1.6.0:93
TECHNICAL NOTES on Dynamic Encounters:

* Firstly, this initial version of the dynamic spawn system is somewhat of a beta feature, you can turn it off if it's causing any problems or it's too difficult for you.
* Second, I'm trying to keep this system as clean and simple as possible, so that things don't linger around longer than needed and eat performance/memory. This may mean it isn't perfect as to where/when things spawn/despawn, but it should be efficient on your game.
* Third, I'm trying to keep it balanced, adapative, and actually fit in with the game itself. I don't want it to just be some random spawn thing that is stuck on top.

#1.6.0:94
(NEW) Enemy Durability Scaling
>> Certain enemy types now have increased "durability" which somewhat emulates health scaling, but without the terrible drawbacks that the vanilla health scaling system had

* Durability reduces most damage taken based on the player's current level
* Some special types of damage are allowed to penetrate durability, such as certain DOT-type attacks (bleeds, electric dots, etc.)
* This system can allow certain NPCs to take better damage from lower caliber rounds without as much of a DR penalty (at ALL levels)
* Just like Horizon's other resistance scaling system, this stat applies dynamically, even if the NPC was already spawned 20 levels ago (which is why health scaling fails)
* This system is customized per NPC type and sub-type, to allow much better fine tuning

#1.6.0:95
NOTES: Durability vs Damage Resistance
>> The rule of thumb is that most enemies generally fall into 1 of 2 categories: High armor or low/no armor

* Enemies that are seen as having thick armor plating, often have resistance scaling (and no durability scaling)
* Enemies that are seen as having low/no armor, often have durability scaling (and no resist scaling)
* The base resists can still vary on all enemies.. so some enemies may have higher base resists, but they use durability as you level, instead of increasing resists
* This allows low calibers to still have a use, without getting washed away by vanilla DR as you level up
* And vice versa, where some enemies will shrug off low calibers much easier, and really require high calibers or even armor piercing to effectively kill faster
* Many high armor enemies will now start with lower DR at low levels, and scale upwards smoother
* It's recommended to use the Awareness perk if you need help in-game to figure out what resists enemies have

#1.6.0:96
NOTES: Durability/Resistance Cheat Sheet

* Low calibers now work better against: Feral Ghouls, most animals, most insects, most humanoids (depends on their equipped armor), gulpers
* Low calibers scale worse against: Deathclaws, mirelurks, robots, radscorpions, power armor, heavily armored humanoids, fog crawlers, anglers

#1.6.0:97
Enemy Levels

* Many sub-types of NPCs are now given specific hardcoded levels, so they balance with the intimidation perks
* NOTE: Enemy levels for humans only determines what gear they have equipped (same as usual)
* NOTE: Enemy levels do NOT effect health (same as usual)
* NOTE: Enemy resists and durability may be effected by the player's current level, NOT the enemy's level
* NOTE: Enemy damage output is effected by the player's current level, NOT the enemy's level\
* In short.. a "Skull" enemy doesn't necessarily mean it's going to be overpowered

#1.6.0:98
General Notes on Enemy Spawns

* Most sub-types of enemies will now spawn at all levels! (which adds much more variety at any level)
* Common sub-types may spawn more often than uncommon types
* Sub-types of enemies are no longer vastly different in difficulty, however many have different strengths and weaknesses
* XP for sub-types is normalized better, but varies based on their specific difficulty (and legendaries still give double XP)
* Most NPCs who are immune to radiation, were given 9000 rad resists too, just in case some types of effects didn't properly check the immunity
* "Boss" type enemies will no longer spawn with weaker sub-types
* Some enemies that are supposed to be rolled as Legendary, no longer have a chance to roll non-legendary types (which was reducing your chance of seeing legendary enemies)

#1.6.0:99
Feral Ghouls

* Now uses durability scaling
* Health is increased; Resists are greatly reduced
* Pink Ghouls should now be properly balanced like standard ghouls
* COMBAT SUMMARY: Ferals will take decent damage even from low caliber hits

#1.6.0:100
Molerats

* Now uses durability scaling
* Health is increased on some types; Resists are greatly reduced
* Are no longer flagged as completely immune to radiation, but now have 100 rad resists
* COMBAT SUMMARY: Molerats will take decent damage even from low caliber hits

#1.6.0:101
Mongrels / Dogs / Wolves / Mutant Hounds

* Now uses durability scaling
* Health is increased on some types; Resists are greatly reduced
* Are no longer flagged as completely immune to radiation, but now have 100 rad resists
* Wolves can now spawn in the commonwealth with the dynamic spawn system
* COMBAT SUMMARY: Canines will take decent damage even from low caliber hits

#1.6.0:102
Yao Guai

* Now uses durability scaling
* Health is increased on some types; Resists are greatly reduced
* Yao Guai cannot be knocked down anymore
* Yao Guai's head vulnerability is reduced to 2.0x (down from 3.0x)
* Are no longer flagged as completely immune to radiation, but now have 200 rad resists
* COMBAT SUMMARY: Yao Guai have high health, but will take decent damage even from low caliber damage, and are vulnerable to fire damage

#1.6.0:103
Radroaches

* Now uses durability scaling
* Health is increased on some types
* Glowing Radroaches have greatly increased energy resists and damage output
* Some types of radroaches weren't properly edited by Horizon previously and now are
* The smallest size of radroaches are now slightly larger
* Mutant radroaches are always larger than regular roaches now
* COMBAT SUMMARY: Radroaches will take decent damage even from low caliber hits

#1.6.0:104
Mirelurks

* All resists scale based on the players's level
* Health increased
* Now have some fire resists
* Mirelurks usually have less energy resist than damage resist (except glowing types)
* Mirelurk heads now take 4.0x damage (up from 3.0x)
* Mirelurk bodies (the soft area in the front) now take 3.0x damage (up from 2.0x)
* Mirelurk limbs now take 1.0x damage (up from 0.5x)
* (The shell still takes 0.1x damage)
* COMBAT SUMMARY: Mirelurk shells will absorb a LOT of damage, so always aim for their exposed frontal area

#1.6.0:105
Radscorpions

* All resists scale based on the players's level
* Radscorpion heads only take 2.0x damage (down from 4.0x)
* Radscorpion stingers only take 1.5x damage (down from 2.0x)
* Hunters and standard Radscorpions are smaller now
* Radscorpion Stalkers can now stealth while moving (like Chameleon Deathclaws do)
* Radscorpion Stalkers are slightly smaller, and move faster
* Albino Radscorpions are much smaller
* Glowing Radscorpions have very high energy resistance, and take less bonus fire damage, but have lower physical resist
* COMBAT SUMMARY: Radscorpions are more resistant to lower caliber damage, but are vulnerable to fire damage

#1.6.0:106
Deathclaws
>> Deathclaws should be more feared now, and will remain difficult even at higher levels

* All resists scale based on the players's level
* Different types of deathclaws have different scaling ratios
* Some types can spawn at lower levels now
* On average, deathclaws have much higher resists now
* Deathclaws now take double damage from explosives
* Belly vulnerability is reduced to 2.0x (down from 4.0x)
* Head vulnerability is increased to 1.25x (up from 1.0x)
* Only Mythic Deathclaws can grab you now
* Young Deathclaws are much weaker and smaller than full-grown ones now
* Alpha Deathclaw is just named "Deathclaw", so it doesn't make it sound like it's a high-tier leader or something
* Savage Deathclaws deal more damage now
* COMBAT SUMMARY: Deathclaws are more resistant to lower caliber damage, but take some extra damage from explosives

#1.6.0:107
Mr Gutsy

* Damage resistance now scales based on the player's level
* Has lower resistance at low levels, and more resistance at higher levels
* Damage output now scales based on the player's level

#1.6.0:108
Sentry Bot

* Damage resistance now scales based on the player's level
* Damage output now scales based on the player's level
* Sentry Bots have increased armor, but will now take +200% damage from explosives
* The highest tier Sentry Bot has much higher DR/ER, but takes +300% damage from explosives

#1.6.0:109
Synths

* (NEW) Synth Demolishers: Synths that use X-01 PA with the Institute Paint job
* Synths have slightly more Fire Resist scaling now
* Overcharged Synth Seekers should now properly have the stealth capability
* Synth heads now take 1.5x damage (up from 1.0x)
* Synth arms now take 2.0x damage (down from 2.5x)
* Patrollers can now sometimes wield melee weapons
* Many unedited synth spawns are now fixed for Horizon, so synth types spawn with appropriate weapons

#1.6.0:110
Behemoths

* Now uses durability scaling
* Behemoths no longer throw boulders that seek targets
* Damage output now scales based on the player's level
* Now takes +200% increased damage from explosives (up from +100%)

#1.6.0:111
Ants / Rad-Rats / Crickets / Bloodworms / Brahmiluffs / Gulpers

* Now uses durability scaling
* Health/resists adjusted
* Damage output now scales based on the player's level
* Crickets no longer have the improper vanilla endurance (which was bloating them)
* Ants and Crickets can now spawn in the commonwealth with the dynamic spawn system

#1.6.0:112
Rad Rats

* All types are slightly larger, and mutant versions are larger than normal types
* Can now spawn in the commonwealth with the dynamic spawn system

#1.6.0:113
Angler / Fog Crawlers / Hermit Crabs

* Damage resistance now scales based on the player's level
* Damage output now scales based on the player's level
* Health/resists adjusted

#1.6.0:114
Super Mutants

* (NEW) Super Mutant Ogre: A super mutant that is larger than normal
* (NEW) Super Mutant Runt: A super mutant that is smaller than normal
* Now uses durability scaling
* Specific types have better base resists than others
* All types now use level multipliers to determine their level
* Super Mutants have much less fire resist now
* Super Mutants have much less (or none) poison resist now

#1.6.0:115
Triggermen

* Now uses durability scaling
* (NEW) Triggerman Kingpin: Only spawns with dynamic spawns

#1.6.0:116
Raiders

* Now uses durability scaling
* Raiders in Power Armor now use the new PA system that BOS were converted to previously
* Veterans no longer have an unintendedly high chance to drop magazines/guides
* (NEW) Raider Overlord: Only spawns with dynamic spawns

#1.6.0:117
Settlers

* Settlers now have a new random variety of outfits

#1.6.0:118
Vertibirds

* Greatly increased DR/ER
* Now takes +400% increased damage from explosives

#1.6.0:119
NPCs

* Some of the Scavenger data was tweaked

#1.6.0:120
Hunting

* Animals and creatures drop more diseased meat, gristly meat, and meat scraps based on their size
* Regardless of your Hunting Skill.. radstags, brahmin, and gazelles always give at least some usable "Meat Scraps"\*
* This makes these standard game animals feel more worthwhile to purposely hunt down

#1.6.0:121
VATS

* The base chance to hit the head (or weak spot) of most enemies is reduced, making VATS accuracy bonuses more meaningful
* MacCready's perk only gives +10% headshot accuracy now (which I think may still be too high)
* Marksman rank 4 only gives +5% VATS hit chance now

#1.6.0:122
(NEW) Detailed Survival Messsages

* Shows the food/thirst values you still need after eating or drinking
* Has 3 options you can toggle in the holotape: On (Every Use), On (Stages Only), Off
* "Every Use" will show a message every time you eat or drink, even if the stage doesn't change
* "Stages Only" will show a message only if the stage of hunger/thirst changed-
* The "Every Use" option is the default in Horizon

#1.6.0:123
Survival

* The first stage of being tired from lack of sleep no longer has an XP penalty (this stage should be more of a minor warning, than an actual debuff)
* The first stage of being tired only has -5% AP refresh (-10% on the timescale addon)
* Adrenaline Injectors now give +5 adrenaline stacks per use

#1.6.0:124
Food

* (NEW) Tato Pot Pie: Requires crops and wild plants
* (NEW) Wild Salad: Requires crops and wild plants
* (NEW) Cheese: Requires Brahmin Milk and other ingredients
* (NEW) Wasteland Pizza: Requires cheese, crops, and wild plants
* All cooked food and recipes (including DLCs) were rebalanced
* Many cooked food recipes have been rescaled downwards, so they are easier to cook but smaller meals
* Some basic recipes have been added back (they were disabled before)
* Some basic recipes have reduced or removed buffs
* Some recipes that quench thirst were properly rebalanced
* Many food buffs were tweaked
* All recipes were properly sorted into appropriate menus
* WARNING: It's best to make sure you have NO food buffs on you before you upgrade to v1.6

#1.6.0:125
Revival Mode (alternate death)

* (NEW) The revival penalty will now take Caravan Supplies first, and then caps if not enough supplies are found
* (NEW) The revival penalty will now take 1 Adrenaline Injector, and if you don't have one you suffer an Anemia debuff for 10 minutes
* (NEW) Anemia: A debuff that reduces your AP regen by 10% and you take 10% extra damage for 10 minutes
* Automatic Poison curing costs 6 supplies or 120 caps
* (NEW) Automatic Infection curing costs 6 supplies or 120 caps
* The absolute minimum penalty is now 2 supplies or 40 caps per revival
* The increased penalty based on level is more fine-tuned to increase at: 10, 15, 20, 25, 30

#1.6.0:126
(NEW) Rocket
>> This chem will allow you to remove your tiredness debuff that normally requires sleeping

* Cures all tiredness and gives +10 AP regen for 1 minute
* Gives 30 rads
* This chem is treated as "Jet" for addiction purposes
* Crafted with 60 Chemisty skill and 60 Survival skill
* Can sometimes drop where rare chems drop/sell
* NOTE: This may still need some testing to make sure it consistently works properly

#1.6.0:127
(NEW) Skill: Metalworking

* Ranks of Blacksmith give +25 (100 max)
* Ranks of "Recipe: Crush your Enemies" gives +5 each (50 max)
* Base Strength gives +1 each
* Crafting items gives up to +40\*
* Replaced in all recipes that required the Blacksmith perk

#1.6.0:128
(NEW) Skill: Tailoring

* Ranks of Armorer give +25 (100 max)
* Ranks of "Recipe: Inconceivable" gives +5 each (50 max)
* Base Strength gives +1 each
* Crafting items gives up to +40\*
* Replaced in all recipes that required the Armorer perk

#1.6.0:129

* NOTE: There may currently not be any way to achieve this yet

#1.6.0:130
Skills

* All skill perks have a potential to go to 220 now
* 220 skill is usually (but not always) intended for only specializations to reach
* The weapon range bonus is doubled for Ballistic, Energy, and Sniper skills (not heavy weapons)
* A potential fix to Lockpicking (and maybe others) not properly being added
* Loading a save game will force a full recalculation of all skills (which may take a full 20 seconds or so to fully update)
* The notifications for skill gains will only appear for specific skills that increase immediately
* Exiting your Pip-boy will show skill gain messages for any new skills you just increased
* Lockpicking and Hacking will now update after you successfully pick/hack something
* Skill gains from crafting will now display notifications
* Since the skill gain messages make more sense now and aren't spammy, they're enabled by default (retroactively in old saves too.. if you don't want it on, turn it off in the skill menu options)
* Crafting Engineer Repair Kits will give a small amount of skill up now
* Crafting certain items will now show that they give skill in the name by stating "(+Skill)"
* Stealing no longer adversely effects Leadership Skill
* You can now remove each Focused Specialization individually

#1.6.0:131
Skill: Stealth

* Stealth can now benefit up to 220 skill (only via the Assassin Spec)
* Stealth improvements from 100-200 skill are reduced

#1.6.0:132
Attack Dog

* (NEW) Trained Wolf: Available for rank 3 of Attack Dog (Requires Far Harbor)
* The Trained Wolf caller can be crafted in the Tech Lab with the other guard dogs

#1.6.0:133
Perks

* Iron Defender now reduces the amount of sleep you need to become "Well Rested", by 1 hour per rank for ranks 1-3 (thanks Pranj for the idea)
* Brute Strength now diminishes to 20 strength (down from 30) in order to balance melee damage better and make players not feel so obligated to stack so many strength consumables
* The description for Future Solider and Commando rank 3/4 now properly indicate they give weapon skill (display bug only)

#1.6.0:134
Magazines/Guides

* The clean book mesh now has proper collision, so it will drop to the ground and be usable
* Fixed a bug where some guides weren't giving any recipe ranks\*
* If you have a guide that didn't give you a perk rank, try throwing it on the ground and pick it back up.. if that doesn't work, you can try placing it into a settlement magazine rack and grabbing it off the rack

#1.6.0:135
Movement Speed

* The strafe (sideways) speed for 1h/2h melee and pistols/rifles was increased (not power armor)

#1.6.0:136
Personal Toolkit
>> Due to the personal toolkit now being such a pivotal tool in Horizon, a few changes were made..

* You will now automatically receive a personal toolkit if you don't already have one
* The toolkit now weighs nothing, as it shouldnt effect your survival choices
* You can access the documentation menu directly from the main menu now
* A new sub-menu was added called "Game Options", which now contains game perk toggles

#1.6.0:137
Equipment Scrapping (Personal Toolkit or Shredder)

* You can now scrap Power Armor pieces (gives random materials based on helm, limbs, and torso)
* Power armor pieces can no longer be scrapped off the ground in settlements
* Items won't be scrapped until you close the window now, so it won't be as risky to accidentally click the wrong items

#1.6.0:138
Documentation Menu

* Details on each skill now shows how much skill each source can give
* Some small errors were fixed

#1.6.0:139
Help Popups

* (NEW) Help Popup: The first level you gain, will now tell you about the Personal Toolkit
* (NEW) There's a button on the help popups that will take you right to the Documentation Menu
* (NEW) There's a button on the first help popup that will enable/disable Revival Mode
* The help popup will stay active until you click the OK button
* (NEW) The holotape now has an option to enable/disable help popups

#1.6.0:140
(NEW) Range Finder on Kill

* This feature lets you see how far your target was on the killing blow
* This lets you get an idea of what your weapon range is, and if you're losing damage because you're attacking too far
* Over time, this will help you better learn and judge distance, even if/when you turn the feature off
* This only works if your character delivers the killing blow
* The number displayed is the weapon range (which is actually in feet)
* Can be toggled on/off at any time from the Game Options menu in the Personal Toolkit

#1.6.0:141
(NEW) Game Options Menu
>> The Game Options menu is located in the Personal Toolkit

* VATS Overdrive: This option is now toggled in the personal toolkit instead of an item
* VANS Navigation: This option is now toggled in the personal toolkit instead of an item
* Grenade Throwing Arc: This option is now toggled in the personal toolkit instead of an item
* Fusion Core Ejection: This option is now toggled in the personal toolkit instead of an item
* NOTE: All of these options still require the appropriate perks
* All of the old perk toggle items are outdated junk, and can be sold to a vendor (don't use them, or they disappear)

#1.6.0:142
Level-up Events

* The healing after leveling up was changed so its more stable (please let me know if anything seems wrong)

#1.6.0:143
Misc

* Rad weaves should now properly use the Rad weave loose misc items, and not the insulated ones
* The Experimentation Lab will no longer display heavy/misc weapon categories
* The BOS dog tags should no longer have a def\_ui scrap suffix on them
* The condition slot for many pieces of power armor should now have the proper values and order for loose mods
* Vault 81: Added a workaround to fix that hall doorway bug where a corner piece was showing up invisible
* Cage Armor is no longer worth so much value
* Architect's chem station now costs the same as other chem stations in Horizon
* The Combat Sentry Prototype MK IV sentry bot has it's defenses reduced so it can eventually die from NPCs easier
* Mines placed by Horizon are no longer considered a "crime" when you disable/recover them

#1.6.0:144
Loot

* Some appliance parts now give basic circuitry when they didn't before
* Many appliance parts, robot parts, and prototype parts, now give more basic circuitry than they did before
* The damaged fusion cores (junk items) are replaced with ammo-based "Malfunctioning Fusion Cores" which should allow the generator to turn off properly (needs testing)
* The new damaged fusion cores can only be sold to vendors for caps
* Deliverers that can rarely drop inside of pre-war safes, will now drop at lower levels

#1.6.0:145
Wild Razorgrain

* The vanilla meshes for this were fixed so you can now harvest them properly
* The size of the plant was increased slightly so you can spot them easier
* [Loot Respawn Addon]: The loot addon now places 6 additional wild razorgrain plants around the commonwealth

#1.6.0:146
Vault 88

* The charisma buff now gives +5 energy resist instead\*
* The endurance buff now gives +5 damage resist instead\*
* \*NOTE: It is HIGHLY recommended to not have these buffs on you before you upgrade to v1.6

#1.6.0:147
Automatron

* The main quest should now appear at level 10 (instead of 15)

#1.6.0:148
Loot Addon

* Some lootable items were removed from Covenant

#1.6.0:149
Scrap Everything Patch (Standard patch) - HIGHLY RECOMMENDED!
>> This update polishes settlement scrapping so every settlement can safely be scrapped without holes, while keeping settlements unique
>> Some settlements were also overhauled, and have larger build areas

* The Slog: The main parts/animations of Arlen's shack are now unscrappable, so his work area is uneffected by scrapping
* The Slog: Lantern/candle light was removed, and those objects are shown as off now
* The Slog: Both doorway lights are now activate, on both sides
* Jamiaca Plain: Holes are filled in where the houses can be scrapped
* Jamiaca Plain: The main building with the workbench is fleshed out, so it's a usable building
* Jamiaca Plain: The damaged walls on the 2nd floor of the main building can be scrapped so the roof is flat
* Jamiaca Plain: Lights were removed, and the lamps are shown as off
* Abernathy Farm: The lights and fog areas in the house are removed
* Abernathy Farm: The workbench is moved to the side of the build area
* Sanctuary: Lights were removed, and the lamps are shown as off
* Croup Manor: The building itself is repaired and changed to be unscrappable
* Croup Manor: The buildable area is expanded
* Croup Manor: Lights were removed, and the lamps are shown as off
* Croup Manor: An ugly patch of terrain, and some random debris was removed
* Covenant: The buildable area is slightly expanded, so that the items in front can be fully scrapped
* Covenant: The main gate, the Covenant sign, and the area near the workbench are no longer scrappable
* Covenant: The turret swivels and chair can be scrapped now
* Covenant: Most lights were removed, and the lamps are shown as off
* Boston Airport: The buildable area is expanded out towards the water
* Boston Airport: The graphical border for the buildable area is crudely extended, but it's fairly accurate
* Boston Airport: The workbench is changed so this settlement is now treated as a real settlement
* Boston Airport: Some of the debris/plants by the water were removed
* Boston Airport: The benches on the 2nd floor are removed so that settlers aren't tempted to path over there
* Red Rocket: Some unscrappable debris around the workbench is permanently hidden (included in the full patch too)
* Oberland Station: Some unscrappable plants are permanently hidden (included in the full patch too)
* Greentop Nursery: Lights removed; Workbench moved to the greenhouse
* Hangman's Alley: All lights removed
* Somerville Place: All lights removed
* Graygarden: The workbench is moved inside the greenhouse
* Graygarden: The floor and a few misc objects are no longer scrappable
* Graygarden: A few lights were removed
* Sunshine Tidings Co-op: The small shed is now unscrappable
* Sunshine Tidings Co-op: The workbench was moved to the shed, so the middle area is clear
* Sunshine Tidings Co-op: All lights removed
* Kingsport Lighthouse: All lights are removed (except 1 by the workbench)
* Kingsport Lighthouse: The boat by the dock will stay
* Kingsport Lighthouse: Moved the beached whale close enough inside the border so it can actually be scrapped
* Taffington Boathouse: The build area is expanded
* Taffington Boathouse: Lights removed; Workbench moved to the ground
* Egret Tours Marina: The trashy/useless central buildings can now be scrapped
* Egret Tours Marina: The dock building is now immune to scrapping
* Egret Tours Marina: The workbench is moved to the dock building
* Egret Tours Marina: All lights are removed
* Egret Tours Marina: An ugly part of the terrain was patched up with sidewalk pieces
* Coastal Cottage: The wrecked house debris is all scrappable now
* Coastal Cottage: The lights, walls, and the 2nd floor of the wrecked house were removed
* Coastal Cottage: The workbench garage is immune to scrapping now, and the roof is repaired with plywood
* Coastal Cottage: The unscrappable tree mound was replaced by a rock/dirt mound instead so the hole in the ground is covered
* Warwick Homestead: All of the buildings will safely remain intact now
* Warwick Homestead: The catwalks were rebuilt so you can access the back building and the vats easier now
* Warwick Homestead: Some lights and debris were removed
* Warwick Homestead: The interior will keep some lights and machinery, so the lighting/effects can remain
* Tenpines Bluff: The hole in the terrain under the shack is patched up now
* Tenpines Bluff: Removed the lights, and the unscrappable plank of wood
* Tenpines Bluff: Changed the matresses so you can scrap them
* Nordhagen Beach: The workbench shack should be immune to scrapping
* Nordhagen Beach: All lights were removed
* The full patch now has a few of the original changes the standard patch had

#1.6.0:150
(NEW) CC Patch: Handmade Shotgun

* Adds Horizon support for the CC Handmade Shotgun
* Adds the shotgun to the Experimentation Lab
* Adds the shotgun to standard raider weapons
* Adds the shotgun to the weapon scrap list

#1.6.0:151
(NEW) CC Patch: Prey Space Suit

* Adds Horizon support for the defalt Prey Suit so that it matches other Hazmat suits
* (NEW) Morgan's Space Suit (No Helmet): A craftable suit with no helmet that acts as standard clothing (not hazmat)
* (NEW) Morgan's Space Helmet: A craftable helmet that acts as standard helmet
* All 3 items are craftable in the Tech Lab under Equipment
* The standard pieces requires 30 Tailoring skill to craft
* The full hazmat suit requires 60 Tailoring skill and 60 Science Skill to craft
* You no longer get a free suit automatically

#1.6.0:152
(NEW) CC Patch: Branded Attire (T-Shirts)

* Adds Horizon support for all shirts and notes
* Some NPCs such as Raiders and Settlers will now wear some of these T-shirts if they roll shirt-style clothing
* Vault 111 has 2 of the Vault 111 T-Shirts inside one of the dressers
* Fallon's shop in DC sells 1 random T-Shirt, and a 2nd at Tier 2 and a 3rd at Tier 4

#1.6.0:153
Difficulty Addons

* Novice mode now deals 1.5x damage from the player (up from 1.25x)
* All difficult addons should now contain adjustments for all the FO4 difficulties now (i.e. missing edits for VE and VH)

#1.6.0:154
Official Weapons Pack

* (NEW) Most weapons can now be purchased through the Trading Market Terminal from Trevor (requires trading skill)
* All pack weapons have support for augments
* Attachment recipes that didn't use skills are updated to use skills now
* ZX1 Lab recipes now require skill instead of vanilla perks now

#1.6.0:155
Extras Addon

* Removes combat music from normal enemies (not bosses or legendaries - needs more testing)
* Lowers the volume on cash register noise from XP gains
* NOTE: If you don't like some of the changes in the extras addon, either tweak them yourself, or don't use it

#1.6.0:156
[Developer] External Weapon Addon System

* The Forged have separate loot tables for weapons: standard, pistols, and melee
* Keyword pairs are created for each table

#1.6.0:157
Reference Notes on Enemy Tactics:

* Enemies with cold resistance usually means it takes increased fire damage
* "Albino" creatures usually have very high DR, but are vulnerable to fire damage
* "Glowing" creatures usually have very high ER, but low DR
* Softer targets that have very low DR allow lower calibers rounds to deliver their damage without be penalized as much
* Softer targets usually consist of: feral ghouls, molerats, dogs, flying insects, radroaches, etc.
* Creatures like Deathclaws are SUPPOSED to be tough, and may be bullet sponges. Take advantage of their vulnerabilities if possible.
* Some robots are supposed to be tough, so use armor piercing or anti-robot weapons/ammo against them.. and find their vulnerabilities