Patch notes/Horizon/1.5.4

#1.5.4:1
(NEW) Trained Guard Dogs
>> Allows you to place a dog house which comes with 1 guard dog

* Grants 6 defense
* Located in Architect/Defense
* Up to 4 guard dogs can be placed per settlement
* Requires "Guard Dog Certificates" to build
* Certificates can be acquired in your mailbox when you take ranks of Attack Dog
* Certificates can be sold by some vendors
* Certificates can be acquired from settler Assault missions or a very low chance for Hunting missions

#1.5.4:2
(NEW) Trained Junkyard Mongrels
>> Allows you to place a dog house which comes with 1 mongrel dog

* Same defense as Guard Dogs
* Certificates can sometimes be purchased at Cricket, and the Railroad (tier-4 Trading Skill)
* Certificates can be acquired from settler Assault missions or a very low chance for Hunting missions

#1.5.4:3
(NEW) Trained Mutant Hounds
>> Allows you to place a dog house which comes with 1 mutant hound

* Same defense as Guard Dogs
* Certificates can sometimes be purchased at the Slog vendor, and Cricket (tier-5 Trading Skill)
* Certificates can be acquired from settler Assault missions or a very low chance for Hunting missions

#1.5.4:4
(NEW) Refurbished Synths (Gen-1)
>> Allows you to deploy Synths in your settlements

* Can be assigned to mostly anything except supply lines
* Available in 2 colors: black and white
* Crafted from the Tech Lab under workshop, using "intact synth parts"
* Can be outfitted with the Settler Outfitter system
* Can equip most equipment except standard body clothing
* Comes equipped with a Settler N99 pistol

#1.5.4:5
(NEW) Refurbished Synths (Gen-2)
>> Similar to Gen-1 Synths

* Can be outfitted with the Settler Outfitter system
* Can equip most human equipment
* NOTE: Wearing some types of clothing will have texture issues on the arms and other areas

#1.5.4:6
(NEW) Intact Synth parts

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

#1.5.4:7
(NEW) Income Bonuses

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

#1.5.4:8
Mail System

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

#1.5.4:9
Settler Missions

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

#1.5.4:10
Settlements

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

#1.5.4:11
Power Armor

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

#1.5.4:12
Combat Plasma Rifle

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

#1.5.4:13
Laser Gun
>> The vanilla Laser Gun now uses the new X-24 modding system

* Has all the custom barrel mod options as the X-24
* Can now change beam colors
* Can switch firing modes in the weapon toolkit

#1.5.4:14
Weapons

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

#1.5.4:15
Basic Circuitry
>> The following items now give Basic Circuitry:

* A few types of appliance parts
* Certain robot/synth parts
* Certain prototype parts
* A few types of settlement scrap give more basic circuitry
* 2 more vendors sell basic circuitry shipments
* Scrapping weed wackers were incorrectly not giving basic circuitry before
* Some objects (such as Alarm clocks) give basic instead of advanced

#1.5.4:16
Items and Loot

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

#1.5.4:17
Loot Respawn Addon

* Many of the fusion cores in generators, will have real cores again

#1.5.4:18
Perks/Skills

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

#1.5.4:19
Player Movement Speed
>> Apparently only pistol speeds (and some PA modes) were being reduced this whole time.. so I went through and fixed the others

* Strafe/backpedal speeds are properly reduced for non-pistols in both first and third person
* Pistols and 1-handed melee allow you to move faster than rifles and 2-handed weapons
* Base swimming speed is reduced (although I'm not certain this is working)

#1.5.4:20
Companion Leveling

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

#1.5.4:21
Cargo Bot 1-X

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

#1.5.4:22
Misc

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

#1.5.4:23
DEF UI
>> NOTE: It's HIGHLY recommended to use Phlunder's modified DEF\_UI icon library

* The DEF\_INV\_TABS.xml was updated to set better icons
* Mags/holotapes/notes are filtered out in the "misc" tab now
* The icon for junk is now properly a junk/component icon, and not the tool icon
* (NEW) Food tab - contains all food-type items, separated from chems/meds/devices
* (NEW) Tools tab - contains all tool/workshop ingredients, separated from misc items
* Holotapes and notes are combined in 1 tab
* Magazines have their own tab, since it helps moving magazines around easier (since you probably do it more often)
* Some items were changed to new icons

#1.5.4:24
Extras Addon

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