Patch notes/Full

* Source: https://www.nexusmods.com/fallout4/mods/17374/?tab=forum&topic\_id=5625687
* Use #Chapter:Verse to refer to a specific part (example: Patch notes/Full#1.1.2:1)
* `{{PN}}` can be used to refer to specific patch notes in wikitext

## Horizon 1.0

#1.0:1
Focused Specializations are a new way for your character to focus on one particular area of combat training. This system is on top of everything else, so it's not forcing you to do anything. Each specialization unlocks based on what perks you have in the perk tree. Primarily it's the source of gaining damage for specific weapons from the weapon-based perks.

#1.0:2
Dogmeat has received an overhaul to allow multiple ways to upgrade him. You can now turn your faithful little pup into a weapon if you choose.

#1.0:3
A new settlement device called the "Command Mailbox" is finally here. This is basically a mailbox that you can receive items/messages from various people.

#1.0:4
I'm introducing a new loot element called "Damaged Ammo." This ammo helps fill out some of the gaps in making NPCs feel like they're actually carrying more ammo, but don't always have good quality stuff. See more on this below for details.

#1.0:5
Crops are reworked, and you can now manually harvest crops again. It is rebalanced differently, so that harvesting a crop does not always give you an edible item. You may get a rotten crop or a dried up one. This adds some depth to the crops, and also lets people once again harvest them from any source (friendly or otherwise) and have it more evenly balanced with the game.

#1.0:6
(NEW) Focused Specializations

* You can now focus on 1 specialization to gain increased damage bonuses
* Most weapon specs are separated by base weapons, and not by semi-auto and automatic
* Focused specs can be selected at level 15, and require at least 1 related unlock (more on this below)
* Focused specs can be choosen from the "Training Desk" which can be built at any settlement
* The Training Desk is located under "Resources/Misc" in the workshop, and is easy to construct
* Specs can be untrained, but require 1000 caps (this price may change later)

#1.0:7
Weapon Perk Overhaul

* All weapon perks are redesigned around specializations
* Some weapon perks are more versitile in terms of the weapon types usable by them
* Energy weapons have their own category now
* Most perks based on specializations, are now only 4 ranks total
* All weapon perks are locked into tiers: Rank 1 = level 5, Rank 2 = level 10, Rank 3 = level 15, Rank 4 = level 20

#1.0:8
Rifleman is now "Marksman"

* Rank 1: Keep your distance long and your kill-count high. All ballistic firearms have a +20% increased effective range.
* Rank 2: All ballistic rifles ignore 10% of the target's armor. Also increases the chance to hit in VATS by +5% for all weapons.
* Rank 3: Unlocks the Sharpshooter Specialization. All ballistic firearms now have a +40% increased effective range.
* Rank 4: All ballistic rifles now ignore 20% of the target's armor. Also now increases the chance to hit in VATS by +10% for all weapons.
* Rank 5: [REMOVED]

#1.0:9
Specialization: Sharpshooter

* +25% damage to: Hunting Rifle, Combat Rifle, Pipe Rifles, Gauss Rifle, Railway Rifle

#1.0:10
Gunslinger

* Rank 1: Channel the spirit of the Old West! Semi-automatic ballistic firearms have improved hip fire accuracy. All weapons can now reload 10% faster.
* Rank 2: Semi-automatic ballistic firearms have improved hip fire accuracy. Ballistic pistols and shotguns have an increased effective range of +20%.
* Rank 3: Unlocks the Duelist Specialization. The effective range of ballistic pistols and shotguns is increased to +40%.
* Rank 4: Ballistic pistols and shotguns cause +25% extra limb damage, and have a chance to disarm opponents.
* Rank 5: [REMOVED]

#1.0:11
Specialization: Duelist

* +30% damage to: Any ballistic Pistols or the Double-barrel shotgun
* Grants a chance to stagger the opponent with these weapons

#1.0:12
Commando is now "Future Soldier"

* Rank 1: Enlist today, and become the soldier of the future! Hip fire accuracy is improved for all energy weapons.
* Rank 2: Energy Weapons deal +25% extra limb damage.
* Rank 3: Unlocks the Cyborg Specialization. Hip fire accuracy is improved even more for energy weapons.
* Rank 4: Energy Weapons deal +50% extra limb damage, and have +25% increased effective range.
* Rank 5: [REMOVED]

#1.0:13
Specialization: Cyborg

* +25% damage to: Any energy weapon (does not include flamers or explosives)

#1.0:14
Heavy Gunner is now "Commando"

* Rank 1: A seasoned Commando can deal with any situation. Automatic ballistic weapons have improved hip fire accuracy.
* Rank 2: Stick around. You can now craft Throwing Knives. Combat Knives and Throwing Knives have a +10% chance to critically hit at any time. Hip fire accuracy is increased for automatic ballistic weapons.
* Rank 3: Unlocks the Master Commando Specialization. Ballistic firearms and Combat Knives now have a chance to stagger your opponent.
* Rank 4: Ballistic firearms and Combat Knives have an increased chance to stagger your opponent.
* Rank 5: [REMOVED]

#1.0:15
Specialization: Master Commando (working title)

* +25% damage to: Submachine Gun, Light Machine Gun, Minigun, Combat Rifle, Combat Shotgun
* +20% critical chance to: Combat Knives and Throwing Knives

#1.0:16
Big Leagues

* Rank 1: Swing for the fences! Melee attacks can ignore 10% of the enemy's armor (including Punching weapons.)
* Rank 2: You can now hit all targets in front of you with each swing from a Two-Handed Melee weapon.
* Rank 3: Unlocks the Marauder Specialization. Melee attacks now ignore 20% of the enemy's armor.
* Rank 4: Melee attacks gain +5% critical hit chance with all attacks.

#1.0:17
Specialization: Marauder

* +30% damage to: Any melee weapon
* Power attacking with Blunt weapons have a 50% chance to knock down opponents.
* Power attacking with Bladed weapons have a 50% chance to cause opponents to bleed.

#1.0:18
Demolition Expert

* Rank 1: The bigger the boom, the better! Your explosives effect a 20% larger radius. Each rank allows you to craft and disassemble different explosives at the Weapons Lab.
* Rank 2: You've rigged your explosives to expel extra shrapnel, which now deals +25% extra limb damage. Additional recipes are unlocked.
* Rank 3: Unlocks the Demolitionist Specialization. Additional recipes are unlocked.
* Rank 4: Your explosives now deal +50% extra limb damage. Additional recipes are unlocked.

#1.0:19
Specialization: Demolitionist

* +30% damage to: Explosives, Missile Launcher, Flamer, Fat Man

#1.0:20
Attack Dog

* Rank 1: This little doggy has more bite than bark! Your faithful canine companions gain +3 base damage. You can now craft a device to call in a Guard Dog to assist you.
* Rank 2: Your canine companions gain another +3 base damage. When your canine holds an enemy, there's a chance he'll cripple the limb he's biting.
* Rank 3: Unlocks the Animal Handler Specialization. Your canine companions gain another +3 base damage.
* Rank 4: Go for the throat! Your canine companions gain another +3 base damage. When your canine holds an enemy, there's a chance he'll cause them to bleed.

#1.0:21
Specialization: Animal Handler

* Your dogs gain +5 base damage
* Your dogs take -75% Weapon Damage
* Your dogs take -75% Explosive Damage

#1.0:22
Robotics Expert

* Rank 1: Unlocks the ablility to craft certain robotic devices, such as mini-turrets. As long as you're not in combat, you can hack a robot to gain a chance to power it on or off, or initiate a self-destruct.
* Rank 2: You now gain +10% damage against Robots and Synths. When you successfully hack a robot, you can incite it to attack. Mini-turrets gain +1 base damage.
* Rank 3: When you successfully hack a robot, you can give it specific commands. Mini-turrets gain +1 base damage.
* Rank 4: Mini-turrets gain +1 base damage.
* (more styles of turrets will be added to certain ranks later)

#1.0:23
Specialization: Combat Engineer

* Turrets gain +3 base damage
* Turrets take -75% Weapon Damage
* Turrets take -75% Explosive Damage

#1.0:24
Iron Fist is now "Iron Defender"

* Rank 1: Channel your chi to defend yourself against harm! Take 10% less damage from melee attacks.
* Rank 2: Adrenaline now lasts twice as long.
* Rank 3: While under 20% health, you take 15% reduced damage.
* Rank 4: Intense focus allows you to withstand harsh elements. Gain +8 resistance to Cryo, Fire, and Poison damage.
* Rank 5: [REMOVED]
* (I may possibly add a specialization based on defense later)

#1.0:25
Strength Rebalancing
>> Because strength had no hard cap, it was a balancing nightmare, and needed to be fixed

* The melee damage you gain from strength is rescaled to use a custom system now instead of the default
* Strength now has diminishing returns above 10 Strength
* 1-10 Strength = 10% melee damage per point
* 11-20 Strength = 9%, 8%, 7%, 6%, 5%, 5%, 5%, 4%, 4%, 4%
* 21-30 Strength = 3%, 3%, 3%, 3%, 3%, 2%, 2%, 2%, 2%, 2%

#1.0:26
(NEW) Throwing Knives

* (WARNING: This item is still experimental and needs some adjustments)
* A throwable knife that is equiped in the grenade slot
* Consumed on use, cannot be picked back up (for balance reasons)
* Deals moderate damage
* Staggers the enemy on hit
* Is boosted by anything that effects the Combat Knife (crit, damage, strength, etc.)
* Requires Commando Rank 2 to craft, and requires adhesive and other materials
* Each craft makes 5 knives
* Is located in the Weapon Lab under "Grenades"
* These are somewhat difficult to use, so be aware of this
* NOTE: Throwing grenade-style items in 3rd person mode doesn't aim well.. they only work well in 1st person
* (I may alter how these knives work later)

#1.0:27
(NEW) Deployable Pipe Mini-Turret

* Deploy a mini-turret in front of you that can attack nearby targets
* Can be crafted at the Robotics Lab, and requires Robotics Expert Rank 1
* The device is located in the AID tab, the same way Cargo Bots are called
* The Turret's damage can be improved with both Robotics Expert and the Combat Engineer spec
* The turret is a consumable and burns out when it's duration is up
* The recipe requires smokeless powder and other parts
* The turret currently has enough ammo for the duration of it's lifetime, but this may change in a future patch
* The pipe mini-turret is supposed to be a low quality turret, so it's accuracy is very poor at range
* (In the future, I'll be adding more turrets - higher rank turrets will have better accuracy too)

#1.0:28
(NEW) Trained Guard Dog

* Training in the Attack Dog perk will allow you to summon a Guard Dog to assist you in combat
* Crafted devices use an electronic signal to call in a nearby trained Guard Dog
* When summoned, the Guard Dog will appear where you activated it, after about 6 seconds\*
* The Guard Dog will remain in the area for 5 minutes (10 minute cooldown)
* The Guard Dog does not follow you (I may or may not change this later)
* The range that the Guard Dog will help you is fairly large
* The Guard Dog's damage can be improved with both Attack Dog and the Animal Handler spec
* Can be crafted at the Robotics Lab, and requires Attack Dog Rank 1
* The device is located in the AID tab, the same way Cargo Bots are called
* The recipe requires energy cells, brahmin meat, and some misc ingredients
* If the Guard Dog is taken down, it can get back up but only after combat has ended for awhile
* Currently the Guard Dog cannot be healed with an injector (although I may try to add this in later)

#1.0:29

* As of right now, the dog appears where you when summoned it.. eventually I'll try to make it a little more immersive in how it is called in.

#1.0:30
Dogmeat
>> Dogmeat's damage has been rescaled to offer better ways to improve him if you choose to
>> If you want Dogmeat to actually do damage, you'll need to train him.
>> Without training he does much less than vanilla damage, with training he does more than vanilla

* Dogmeat's base damage and level-based damage bonuses are completely designed to fixed values
* Dogmeat still does very low damage at low levels, but his damage will naturally scale up better
* Increase Dogmeat's damage with the Attack Dog perk
* Increase Dogmeat's damage penetration with K9 Training Manuals
* Increase Dogmeat's damage resistance with K9 Training Manuals

#1.0:31
(NEW) K9 Dog Training Manuals

* These items are like magazines, which grant you perks to increase your K9 Training knowledge
* Each rank of K9 Dog Training improves Dogmeat
* K9 Training manuals can be received through the Command Mailbox based on specific events or conditions
* These manuals are tracked and processed through my new magazine system

(NOTE: Not all ranks are available yet. I will hopefully fill this out with the next patch.)

#1.0:32
(NEW) Ballistic Ammunition Guides

* These books can increase ranks of your "Recipe: Ballistic Ammunition" perk
* They can work in addition to Guns and Bullets magazines
* Guides can be received through the Command Mailbox based on specific events or conditions
* These guides are tracked and processed through my new magazine system

#1.0:33
(NEW) Energy Ammunition Guides

* These books can increase ranks of your "Recipe: Energy Ammunition" perk
* They can work in addition to Tesla Science magazines
* Guides can be received through the Command Mailbox based on specific events or conditions
* These guides are tracked and processed through my new magazine system

#1.0:34
Companions

* (NEW) Moxie (Curie Only): Laser Gun - Does +4 rad damage - requires that "Emergent Behavior" is completed
* (NEW) Winter's Edge (Nick Only): Submachine Gun - Does +2 cryo damage - requires the perk "Close to Metal"
* All companions are now immune to poison (based on the way poison works now, it's best this way)

#1.0:35
Caravan Travel

* (NEW) Caravan Travel Radio: A new craftable Travel Hub console with an indoor theme
* Outgoing Caravan Travel Radios are placed in: Goodneighbor, Railroad HQ, Prydwen
* These non-settlement transport consoles automatically bypass the settler requirement to use it
* The Goodneighbor Radio Console is located in the Memory Den
* The Goodneighbor Radio Console only appears after you are allowed to normally Caravan travel to Goodneighbor\*
* The RR and BOS Caravan hubs are always enabled by default
* For now, it only unlocks upon loading your save game. If you really want it open immediately after the quest completes: save your game, and then reload it.

#1.0:36
(NEW) Auto-Hack Devices

* Works just like other lock breaching devices, except on computer terminals
* Comes in 2 Tiers: Tier 1 = Novice/Advanced, Tier 2 = All levels
* Tier 1 Auto-Hackers require Hacker Rank 1 -or- Recipe: Hack Attack Rank 1
* Tier 2 Auto-Hackers require Hacker Rank 3 -or- Recipe: Hack Attack Rank 4
* When you use the option on a terminal, it will takes some time to hack in, displaying messages
* Will not work on terminals that cannot be hacked and require a password

#1.0:37
(NEW) Command Mailbox
>> The Command Mailbox is a mailbox that you can receive mail from various sources based on events or training

* This settlement object can be constructed from "Resource/Misc" category
* Interact with the Mailbox to open the menu
* From the menu you can read your unread messages or open the mailbox inventory
* Unread messages do not deposit their items into the inventory until you read them
* When taking a wrapped package, the contents open into the mailbox, not your inventory (this is so you can see the items pop out more clearly)
* Mail is processed once every 12 hours
* You can only have a maximum of 2 unread mails at one time (you'll need to read them before you can receive any new mails next cycle)
* Stats are tracked on the menu, including the total amount of mail you've ever received
* You can choose to use the mailbox as a storage container, but it's not recommended as it makes it difficult to see your new items received
* (If you want a shared storage container for settlements, use the "Shared Storage" or "Scrap Storage")
* NOTE: Sometimes you have to click an item twice in the mailbox, but I'm not sure if that's fixable.

#1.0:38
Command Mailbox Events

* Mail events are sent based on unlocking certain perks, completing quests, or having affinity with companions
* Most mail events will be undocumented, as they're supposed to be immersive content that you discover
* The number of events right now is very small, but more events will be added over time
* A few basic events that are included with 1.0:
* Level 1: Anonymous Sender = Sends you something after completing the Concord quest
* Level 2: Anonymous Sender = Sends you 1 Ammo Guide, if you have Gun Nut trained
* Level 2: Anonymous Sender = Sends you a tracking note for finding the first 5 magazines, if you have Gun Nut trained
* Level 2: Piper at 50 Affinity = Sends you 1 K9 Dog Training Manual (requires that you recruited Dogmeat too)
* Level 2: Codsworth at 50 Affinity = Sends you 1 Hacking Guide
* Level 3: Codsworth at 150 Affinity = Sends you 1 Energy Ammo Guide, if you have Science trained
* 2 additional issues of K9 Training can be acquired from companions based on different levels/perks

#1.0:39
(NEW) Crop Overhaul

* The actual crop plants can now be harvested manually again
* Harvesting crops has a chance to gain either: 1 crop, 1 rotten crop, or 1 dried up crop
* Surplus food from crops now puts "Settler Rations" into the workbench, instead of crops
* Settler Rations are specifically intended for settlers and supply lines, and not the player
* Settler Rations are worth 0 value and are not used for any recipes
* Settler Rations can be eaten by the player for hunger if you wish, but gives rads equal to eating most crops
* Dirty water bottles produced into the workbench are mainly intended for settlers and supply lines
* Dirty water will not produce as many bottles into the workbench
* Homemaker Patch: Standard crop planters can now be harvested

#1.0:40
Perks

* (NEW) Adrenaline now decays at 1 stack per 30 game minutes (15 mins for timescale mod)
* (NEW) Survivalist now has a chance to harvest an extra item from wild plants (increased each rank)
* Perk bonuses from Bobbleheads will now display in the perk list, so you can see what they are doing
* Well Rested no longer says it gives Endurance
* Aqua Boy/Girl: Rank 1 now adds +15% faster swimming
* Wasteland Survival 7: Reduced to +15% swim speed
* Astoundingly Awesome 5: Poison resist reduced to 2 (from 5) since poison is rescaled in Horizon
* Strong's perk now works with unarmed weapons
* [DLC Nuka]: SCAV - Some damage numbers were reduced
* [DLC Nuka]: SCAV Moneyless - Now gives Agility instead of endurance

#1.0:41
(NEW) Faction Perks and Perk Icons

* Many perks now have icons to sort them better
* All of the perks from the "perk tree" currently do not have icons (I need to figure out how to remove tags from the chart)
* The main factions will now display a perk when you're allied or friendly with a particular faction
* Faction perks are updated either: when you load your save game, or once every game hour or so
* Perks sorted at the top are generally: temporary buffs (adrenaline, etc.) and your focused spec
* Perks sorted at the bottom are generally: factions, recipes, magazine perks, misc

#1.0:42
(NEW) Perk Chart File Update

* I have a custom edited LevelUpMenu.swf file included with Horizon now
* This updates the perk chart so that Hunter and Future Soldier have appropriate looking graphics

#1.0:43
(NEW) Appliance Container Harvesting

* Technologists can now harvest parts from certain appliance/machinery containers
* Objects include: Refrigerators, Washers, Dryers, Milk Vending Machines, Ice Machines, News Stands, Cigarette Machines
* Each type gives appropriate parts depending on the machine
* Technologist gives +20% chance to salvage parts per rank (each part isn't guaranteed to drop though)
* Depending on your random chances (and rank), you can harvest a full assortment of parts on 1 machine
* There are 10 different new junk parts total

#1.0:44
Horizon's Doctor Menu

* Addictions are completely reworked, in order to fix problems and better scale it at the same time
* Curing Addictions now have a cost based on the amount of total addiction you have, not how many different addictions
* Curing 1 really bad addiction can actually be more expensive than curing 3-4 mild addictions
* Curing Addictions can be cheaper at a minimum, but can be more expensive for curing 1 really bad addiction
* Curing Addictions still maxes at 400 caps
* To cleanly prevent problems with curing "wounds only" when having rads, that option is now "Cure Wounds and Rads"
* Having a poison on you should now allow the "Cure Wounds" dialog option to appear (even if it does no damage)
* Far Harbor doctors should now use Horizon's doctor menu (this should work on all 3 of them)
* The institute doctor is no longer free, and brings up the doctor menu now
* When you cancel out of the doctor menu, it should no longer give you a message about not needing treatment
* Selecting the dialog option to Cure Addiction, should no longer tell you that you don't have enough caps

#1.0:45
Vendors

* Most weapons on vendors are now sold in packages (this prevents unwanted loose ammo)

#1.0:46
Quest Rewards

* The caps rewarded from quests are increased

#1.0:47
(NEW) Damaged Ammo

* Weapons that drop as damaged, now also drop damaged ammunition
* Damage weapons can still drop normal usable ammo too, but the chances are lower
* Damaged ammo comes in different types: "Damaged Rounds", "Damaged Cells", "Damaged Shells"
* Damaged ammo is junk items that can automatically be scrapped for ammo crafting components
* One of the benefits to damaged ammo is you can use the scrap for anything

#1.0:48
Regular Ammo

* NPCs who drop working weapons, now have a chance to drop more usable ammo

#1.0:49
Legendaries

* Pickman's Blade no longer comes with the Stealth Blade mod
* Brandis' Gun no longer comes with Sharpshooter's grip

#1.0:50
Weapons / Properties

* The "Assault Rifle" is now called "Light Machine Gun"
* Mutiny's legendary property is now: "20% chance to damage the target's legs." (this allows a more balanced way to eventually cripple the legs)
* Kneecapper is now "10% chance to damage the target's legs." (this allows a more balanced way to eventually cripple the legs regardless of where you hit)

#1.0:51
Crafting

* Tier 2 lock breaching recipes won't show up until level 5 now
* Explosive Charges I: Now can be crafted with either Recipe: Safecracker rank 1 -or- Demolitionist rank 1
* Explosive Charges II: Now can be crafted with either Recipe: Safecracker rank 4 -or- Demolitionist rank 3
* Locksmith Tools I: Now can be crafted with either Recipe: Safecracker rank 1 -or- Locksmith rank 1
* Locksmith Tools II: Now can be crafted with either Recipe: Safecracker rank 3 -or- Locksmith rank 3
* Autodialer I: Now can be crafted with either Recipe: Safecracker rank 2 -or- Technologist rank 2
* Autodialer II: Now can be crafted with either Recipe: Safecracker rank 5 -or- Technologist rank 4
* Memory Devices: Now can be crafted with either Recipe: Fact or Fiction rank 3 -or- Science rank 1

#1.0:52
Alpha Wrist Device
>> The requirements and design for the wrist device are altered to be specifically based around having a stealthed Cargo Bot per slot
>> Changing all the faction/settler slots to be based on Cargo Bots makes it feel a little more believable than the original way

* Every transmitter module slot requires 1 Cargo Bot and 1 Stealth Boy, plus additional materials
* Materials required have been simplified
* Faction-based Cargo Bots, now only require that you're friendly with the faction, and doesn't require the companion's perk

#1.0:53
Weapon Mods

* Many melee mod requirements are shifted around to match the new perk changes
* Flamer: Damage mods now properly add damage to the Flamer
* Flamer: Most upgraded mods now require Demolition Expert as a requirement
* Double-Barrel Shotgun: Rapid-Break Sawed-Off Barrel - Exceptional reload speed (requires Gunslinger rank 3)

#1.0:54
Weapon Mods - Receivers

* (NEW) Combat Rifle: 5.56 Rapid Auto Receiver: Replaces the old rapid receiver and uses 5.56 ammo
* Most receivers now have a better progression (in terms of requirements) and purpose
* All receivers on ranged weapons now require weapon parts to craft them
* All Advanced receivers require rank 3 of their associated weapon perk
* 10mm: Powerful Automatic: damage increased to be slightly under Powerful Semi-Auto
* 10mm: 5mm Rapid Receiver: now requires Commando rank 2

#1.0:55
Weapon Reload Speed Changes - Magazines
>> Each magazine now offers a specific advantage, even if it's only a small difference

* The following weapons are effected: 10mm, Deliverer, Combat Rifle, Combat Shotgun, Assault Rifle, Pipe Gun,
* Standard Magazines: Are now slower by default to try and replicate are more realistic base speed
* Quick Eject Mag is now "Rapid Eject Magazine", and are intended to always be the fastest reload speed now
* Rapid Eject Magazine: Slightly slower than before, but still feels noticibly fast over standard
* Drum Mags: Slightly slower than standard mags, but holds more ammo
* Large Mags: Hold more ammo, but as no reload speed change
* Quick Eject Large Mags: Slightly slower than rapid eject mags, but holds more ammo

#1.0:56
NPCs

* The lowest level Bloatflies are easier to kill now, and do less damage
* The lowest level Molerats are harder to kill, but they do less damage
* Deathclaws can no longer be knocked down or disintegrated
* Protectron limb damage is rebalanced
* Legendary Protectrons now give double xp, and have improved perception and damage

#1.0:57
NPC Weapons

* Miniguns now drop bonus ammo for 5mm
* Damaged missile launchers drop damage missiles
* The damaged weapons NPCs can roll do slightly less damage than normal weapons (this gives some variety and shows that maybe their weapon was already in poor condition to begin with)
* Gatling Lasers can drop as damaged and their scrap gives both heavy and laser parts
* Gauss Rifles can drop as damaged and their scrap gives both heavy and rifle parts
* Gauss Rifles can roll bonus ammo now
* The Gamma Gun now has the proper critical damage ranged weapons usually have
* Submachine Guns have their own damaged weapon junk items
* Most BOS NPCs can roll damaged weapons now
* BUG FIX: Some NPCs were incorrectly rolling automatic weapons too often

#1.0:58
Survival / Misc

* Ultra RadAway no longer causes immunity suppression, but requires extra materials to craft
* The "Rested" buff should now properly disappear when you are Tired, etc.
* Dirty Water bottles are worth 0 caps now
* The names of wild plants should now better match the wild fruits/herbs that get picked from it
* Decontamination archs in the world no longer work (this should have been disabled a long time ago)
* Decontamination archs in the world will grants +100 rad resists for 5 minutes
* The Horizon loader message now displays a proper looking version number
* [BUG FIX]: Fixed a bug that was preventing psycho from applying the property listed damage boosts

#1.0:59
Installation

* Some of the core addons are moved to the same page as the difficulties
* A new addon called "Scavenger" will give increased ammo, but is only recommended for players who are absolutely having a hard time with the standard balance

#1.0:60
Patches

* Homemaker patch now supports version 1.53
* Crossbows can now be crafted, and are no longer sold on vendors
* Raider overhaul: Chainsaw damaged is reduced

## Horizon 1.0.1

#1.0.1:1
Mini-Turrets and Guard Dogs

* Should now deploy with the proper factions, and no longer attack neutral/friendly NPCs

#1.0.1:2
Crafting

* (NEW) 2 recipes added to convert rotten fruit, along with bone, into fertilizer (I may add a perk requirement to this later, but for now, it's free.)

#1.0.1:3
Vendors

* Atomic Cats vendor now can sell fusing casings

## Horizon 1.0.2

#1.0.2:1
Items

* The icon for packaged Heavy Weapons is fixed
* Packaged Light Machine Guns are labeled properly
* Foam Rubber is now "Foam Rubber Bundle" (which is 60 packing material)
* (NEW) Foam Rubber - 10 packing material
* Rotten fruit, irradiated blood, and moldy food is tagged with a mushroom icon now to separate them as generic ingredients

#1.0.2:2
DEF\_UI Tags

* [Settings] and [Config] icon is added to the DEF\_UI tags config

#1.0.2:3
Factories (DLC Workshop02)

* The "basic" factory is now re-enabled and updated
* The following items can be created:

1. 1. Steel Ball (default)
	2. Bowling Pin (default)
	3. Teddy Bear (default)
	4. Foam Rubber (10 packing material) - requires plastic, rubber, and dirty water
	5. Large Gas Canister (20 fuel) - slightly more efficient than crafting it by hand in the lab
	6. Kickball (default)
	7. Turret Deployment Parts
	8. Plastic Pumkin (default)
	9. Fertilizer - requires rotten fruit, slightly more efficient than crafting it by hand in the lab
	10. Fertilizer - requires rotten vegetables, slightly more efficient than crafting it by hand in the lab
	11. New Toy Truck (default)

* I purposely chose workshop materials, since those are things that might be useful down the road to throw in the machine and have it stamp out a bunch.

(NOTE: some of these recipes may change again in the future)

#1.0.2:4
Sim Settlements Balance Patch

* If you currently don't own a City Manager holotape, you can craft one from the Robotics Lab under "WORKSHOP"
* All crops use the Horizon crop gathering loot tables, and are removed from being destructible
* The Sensor is now crafted in the Robotics Lab under "WORKSHOP"
* Sensors: Requires less/easier materials (no rare mats)
* Residential Plots: Requires more wood/steel, and 1 cloth/12 packing material (for the 1 bed)
* Commercial/Industrial Plots: requires more wood/steel
* Farm Plots: Requires fertilizer, rotten fruit, and rotten vegetables (since it's random)
* Notes/Sensors/Holotape are tagged

#1.0.2:5
Patches

* Raider Overhaul: Fixed the shishkebob tags

## Horizon 1.0.3

#1.0.3:1
This patch adds 2 new robotics devices for Robotics Expert, and 2 new dogs for Attack Dog.

#1.0.3:2
The new robotic devices added with this patch are reusable, and will refund the items (except pipe turrets.) These items only require that you craft 1 of them, but they may require ammo or fuel/food, and tools in order to repair/heal them.

#1.0.3:3
(Just in case, in order to avoid any problems, if you use a deployable turret or dog, make sure it's not active in your save game when you update.)

#1.0.3:4
Robotics Expert

* Each rank now gives turrets -10% armor piercing

#1.0.3:5
Robotics Expert - Devices

* Only 1 turret/robot can be deployed at a time
* Using any deployable turrets/robots brings up a menu with options
* Menu options: Retrieve device, Repair, Add Ammo, Remove Ammo, Follow me (robots), Wait here (robots)
* Turrets/robots can be repaired when disabled, and require an Auto-Repair Device
* If it begins to regen health (due to being out of combat), the repair option won't be available so you don't waste them
* By default, all mobile robots will automatically follow you when not in combat
* Mobile robots can be told to wait/follow
* Turrets/robots that are re-usable, will immediately refund the deployment device
* Turrets/robots last for 5 minutes, and essentially no longer have a cooldown when no devices are active
* When the device is picked up or expires, there's a 5 second window before you can deploy another device
* Turrets/robots don't have to be picked up when it's duration runs out\*
* The reason I don't force you to pick up the turret manually, is in case it falls down a hole or something and you can't get to it.

#1.0.3:6
Pipe Mini-Turret - Tier 1

* The pipe turret can now be activated to bring up a menu
* The pipe turret can now be repaired
* The pipe turret cannot be picked up, but can be destroyed to reset your cooldown

(NOTE: The tier 1 Pipe Mini-Turret is still supposed to be a 1-time use "throw-away" turret.)

#1.0.3:7
(NEW) MG Mini-Turret - Tier 2

* Allows you to build and deploy an MG Mini-turret
* Requires Robotics Expert rank 2
* Requires and consumes special .17 Mini-MG Ammo
* Is much more accurate than the Pipe Mini-Turret
* The deployment item is used from the AID tab, and can be used as a favorite keybind
* The deployment item is re-usable, and is refunded after usage
* (Setting the item as a favorite should retain its bind as soon as the item is refunded)
* When you deploy the turret, it automatically takes up to 1000 rounds from your inventory
* When the turret powers down or is picked up, it automatically gives you back all the remaining rounds it had

#1.0.3:8
(NEW) Microtron - Tier 3

* Allows you to build and deploy a mini version of a protectron
* Only 1 turret/robot can be deployed at a time
* Requires Robotics Expert rank 3
* Requires and consumes special Micro-Cell Ammo
* Has all the same functionality of Mini-MG Turrets

#1.0.3:9
Attack Dogs

* All summoned dogs can now be interacted with to bring up a menu
* Only 1 summoned dog can be called at a time
* The device to call your dogs, is now re-usable, and is refunded after usage
* Every time you call a dog, it requires and consumes 1 Canned Dog Food
* Dog Food can be crafted in the cooking station with different types of meat
* The menu allows you to dismiss, heal, or follow/wait (spec only)
* When the dog is dismissed or the duration expires, there's a 5 second window before you can call another dog
* Can now be healed when downed, with an adrenaline injector (through the menu)
* By default, dogs will automatically follow you when not in combat
* Dogs can be told to wait/follow
* Dogs should have better running speed acceleration/decelerations

#1.0.3:10
Guard Dog - Tier 1

* The guard dog no longer spawns with random outfits
* The guard dog is now named "Rocky"

#1.0.3:11
(NEW) Attack Dog - Tier 2

* Another dog can be obtained with Attack Dog rank 2
* The attack dog is named "Bandit"
* Bandit has a different fur color, and equipment
* Bandit runs 40% faster, but has less resists
* Bandit is smaller than other dogs

#1.0.3:12
(NEW) Armored Dog - Tier 3

* Another dog can be obtained with Attack Dog rank 3
* The armored dog is named "Tank"
* Tank has higher resistance and health than other dogs, but does -25% damage
* Tank has cryo resistance (other dogs don't have)
* Tank wears armor and a helmet
* Tank is larger than other dogs

#1.0.3:13
(NEW) .17 Mini-MG Rounds

* Crafted in the Weapons Lab under Ammunition
* Each craft gives 100 rounds
* Requires 20 Smokeless Powder and other materials
* This ammo has a very low weight

#1.0.3:14
(NEW) Micro-Cells

* Crafted in the Weapons Lab under Ammunition
* Each craft gives 100 rounds
* Requires 40 Energy Cells and other materials
* This ammo has a very low weight

#1.0.3:15
(NEW) Auto-Repair Kit

* Used to repair mini-turrets and mini-robots
* Crafted in the Robotics Lab and requires Rank 1 Robotics Expert

#1.0.3:16
Crafting / Items

* Canned Dog Food can now be crafted in the cooking station (has a few recipes to use different meat)
* Canned Dog Food uses a can icon now, and sorts on the top of most food
* Moved lock breaching tools to use a (Utility) tag, which sorts with bobby pins now

#1.0.3:17
Settlements

* Medium Water Purifiers were reduced to only require 2 filters
* The material costs of filters and purifier filter modules were readjusted
* The amount of Settler Rations produced has been reduced

#1.0.3:18
Feral Ghouls / Glowing Ones
>> Ferals are finally added to Horizon's NPC changes

* All health pools are scaled to fit Horizon's balance
* All ferals have scaling resists and damage now
* All legendaries give double XP
* Mid to High level ferals should now properly drop the bonus hunter loot
* A few new junk items were added to ferals, such as "ragged clothing scraps"
* Some types have their own loot table (such as Reavers)

#1.0.3:19
Mutant Hounds

* All health pools are scaled to fit Horizon's balance
* All legendaries give double XP

#1.0.3:20
Radstags / Brahmin

* All health pools are scaled to fit Horizon's balance
* All legendaries give double XP

#1.0.3:21
Super Mutants

* Head damage increased to 3.5x

#1.0.3:22
DLCs

* The Arcadia doctor should now allow you to activate the new doctor menu
* The Nucleus doctor should now allow you to activate the new doctor menu (untested)
* Many weapon mods have been tuned better to match Horizon
* Rifle mags match Horizon's reload speeds now
* Melee weapon mods that were overtuned have been toned down
* Many crafting requirements were fixed that didn't match Horizon's perks

#1.0.3:23
Patches / Addons

* Strict Carry Weight: Should no longer have icons for Strong Back
* Raider Overhaul: Rebalanced a lot of the overtuned armor stats

## Horizon 1.0.4

#1.0.4:1
One thing I'm introducing in this patch, is special prefab buildings that I've always wanted. There's a few mods out there that have prefab houses and such, but I couldn't find any that had large snappable settlement-style buildings that fit in with custom walls/floors/etc.

#1.0.4:2
The main prefab is a large tavern that's intended to be used with the Horizon "Full Bar" or any of the vendors, but it can obviously be used for anything. The other 2 prefabs are simple buildings that can be linked up.

#1.0.4:3
(Let me know if there's any problems with the workshop menu not working if you don't have the Contraptions DLC)

#1.0.4:4
Prefab images:

#1.0.4:5
2 Taverns placed together to make a very large building

#1.0.4:6
Empty Tavern

#1.0.4:7
How it might look quickly decorated

#1.0.4:8
Other prefabs

#1.0.4:9
(NEW) Prefab Buildings

* 2 styles of buildings are included: Tavern (3x4), and 2 types of Warehouse Buildings (2x4)
* These buildings are located under: Structures/Warehouse/Prefabs
* Has a built-in deep foundation that can be used on hills or to raise above pesky plants
* Has full snap points all around the edges/foundation
* Has snap points for doorways to add doors in either direction
* The Tavern has an extra snap point inside to allow you to extend the loft area if you want
* The Tavern has boards (and some invisible walls) inside, that are setup to allow decorations to be placed better
* Most walls use opaque textures to give a cleaner/solid feel
* You can link 2+ of the same building together to create even larger buildings
* You can easily wall off the openings with standard walls\*
* \*Works best with the "Warehouse" set of parts, included with the Contraptions DLC
* NOTE: Connecting them in both directions doesn't always work, but you can connect 2 buildings with standard building pieces
* NOTE: Sometimes it's hard to place buildings looking up a hill, try placing it looking down the hill

#1.0.4:10
Settlements

* Tier 1 Food Vendors now properly have no requirements (I must have missed this one before)
* Tier 2 Food Vendors only require Local Leader 1\*
* Tier 3 Food Vendors only require Local Leader 1 and Cap Collector 1\*
* The "Full Bar" now uses a better neutral color material
* I may reorganize some of the vendor stall requirements again in the future, but this is fine for now

#1.0.4:11
(NEW) Settings Holotape
>> A new settings holotape is available for Horizon to toggle certain options

* It can be crafted in the Robotics Lab under "EQUIPMENT" (this recipe disappears if you have one on you)
* "Show Special Menu Options": This option shows/hides the Companion Affinity menu option at the mailbox
* "Lock Breaching": You can now toggle on/off each specific lock breaching controller, in case you wanted to use another mod for this feature
* (more options will be added as needed in the future)

#1.0.4:12
Command Mailbox

* (NEW) 29 new mail events have been added, based on companion affinity
* A new menu option is added to check companion affinity, but is ONLY available if you toggle it ON in the settings holotape\*
* The affinity chart only shows companions that are above 0 affinity, so that they don't spoil any content
* This option is OFF by default, in case some players find it immersive breaking

#1.0.4:13
Specializations

* The Gatling Laser and Cryolator should now work with Cyborg

#1.0.4:14
Guards Dog / Mini-Turrets

* Mini-turrets now have the sneak perk like companions\*
* Guard Dogs and Mini-turrets now have agility like companions\*
* This might help reduce the chance of these NPCs drawing too much aggro off of you (needs more testing)

#1.0.4:15
Ammo Boxes

* Standard/Raider Ammo Boxes: Most types of ammo can now drop earlier
* Standard/Raider Ammo Boxes: A small amount of bonus ammo is more random now (slightly less on average)
* Standard/Raider Ammo Boxes: Increased chance of getting ammo scrap instead of generic junk

#1.0.4:16
Super Mutants
>> Super Mutants are balanced based on their health/regen, and less on armor

* Some super mutant types have their base resists reduced
* Low level super mutants have slightly lower health
* Higher tier super mutants have increased health
* Some types of mutants give more XP now
* The health regen that super mutants get, now scales based on level scaling (it's less at low level, and more at higher levels)

#1.0.4:17
Super Mutant Behemoths

* Adjustments to health/resists
* Now takes double damage from explosives
* Gives more XP
* No longer drops Deathclaw loot
* Now drops additional loot
* New junk items: Shopping Cart, Large Tattered Rags, Concrete Debris, Fire Hyrdant Weapon

#1.0.4:18
Deathclaws

* Tier 1 " Deathclaws" are now "Young Deathclaws" and are smaller and have less health (similar to New Vegas)
* Mid to high tier Deathclaws now have higher damage output
* Perception on lower Deathclaws is slightly reduced
* Damage vulnerability to the underbelly is increased to 4.0x (was 3.5x)
* Some Deathclaw types are different sizes now
* Chameleon Deathclaws: Now have a "stealthed while moving" mechanic, like Nightkins have
* Chameleon Deathclaws: Have lower health/resists than other Deathclaws

#1.0.4:19
Misc NPCs

* Radroaches: Legendary/Glowing radroaches have increased health/damage
* Mole Rats: Tier 1 Mole Rats no longer have a reduction to their damage

#1.0.4:20
Synths

* In the ArcJet quest, Danse should properly have reduced damage again, and now has increased damage against synths [only] in there
* Low level synths have less health

#1.0.4:21
Items

* Some Pre-war foods were slightly increased in value
* All Crops/Pre-war food was rebalanced to give a standard "rads per food value" now
* Ice Cold Nuka Cola Quantum now gives the same benefits as regular ones

#1.0.4:22
Perks

* Sniper (rank 2): Bolt-action rifles now have a higher chance to knock down targets, and other rifles have a lower chance

#1.0.4:23
Quests

* Some quests give increased caps (includes a few BOS quests, and DC wanted quests)

#1.0.4:24
Loading Screen

* Many loading screen tips have been updated

#1.0.4:25

## Horizon 1.0.5

#1.0.5:1
Command Table

* Fixed the broken menus from 1.0.4
* The menu system is now setup better to accommodate new future quests

#1.0.5:2
Doctors

* Settlement doctors should no longer say you don't have enough caps (needs more testing)

#1.0.5:3
Crafting / Settlements

* Scrapping Mini-Nukes in the Weapons Lab will now give you Nuclear Material
* Large Fuel Canister costs 5 steel
* Mailbox: Curie will now give the proper gift for the 2nd affinity mail

## Horizon 1.0.6

#1.0.6:1
I'm trying to get this patch out quickly to be available for the weapon pack. Hopefully I didn't forget anything major.

#1.0.6:2
(NEW) Incinerator (Hand-held Flamethrower Weapon)
>> It looks exactly like it's supposed to.. like someone took a bunch of random parts and made a custom weapon

* Only available to Demolition Expert rank 1 and above
* Uses Flamer Fuel\*
* Can be crafted in the Weapons Lab
* Can be modded, and has receiver upgrades for each rank of Demolition Expert rank 2 to 4
* Is considered a Flamer in terms of receiving bonuses
* It has a "Heavy Weapon" icon when being sorted in your inventory
* I had to customize a few mesh pieces from vanilla parts to make the attachments fit together
* I have plans to add more mod options to this weapon in the future
* NOTE: The texture on the fuel cartridge and the barrel/muzzle connection isn't perfect, but it looks good enough when using the weapon (I'll clean it up later)
* (I was originally going to have fuel cells to better fit the feel of the weapon, but theres's already enough crafted ammo as it is, so using flamer fuel directly is fine)

#1.0.6:3
(NEW) Townhouse
>> A large 2x2 custom prefab building that I created

* Full connection points
* Full navmeshes to allow NPCs to get all the way up to the rooftop (they can even walk between rooftops if they're linked!)
* Can be linked together
* Located in structures/warehouse/prefabs
* As of right now (as a testing phase), it requires no perks.. but I may make this only unlock with Trailblazer later on
* TODO: Currently there's no connection points at the rooftop level, but I may add some later

#1.0.6:4
Settlements

* (NEW) Robotics Lab: A new smaller version of the lab is available now (you can choose either)
* Placing the Tavern prefab may be easier to place now

#1.0.6:5
Crafting

* Converting rotten fruit into fertilizer now gives 2 per craft, but requires 8 fruit and 1 bone

#1.0.6:6
Loot

* .45-70 and 7.62 ammo can now drop in ammo boxes (level 7+)
* Flamer Fuel can now drop in ammo boxes (level 6+)
* The chance for getting nuclear material off of plasma crits is drastically reduced (I didn't even know this existed before)

#1.0.6:7
Vendors

* (NEW) Ammo packs for Flamer Fuel now exists and is sold on some weapon vendors
* Ammo packs for .45-70 and 7.62 will appear more often on Commonwealth weapon vendors now
* The price per unit on some ammo packs were reduced
* Many ammo packs now give slightly more ammo
* The Diamond City weapon vendor should have less of a random chance to stock some ammo packs
* DC/GN/AC vendors can now carry Fusion Casings
* BOS vendor can carry more base power armor pieces
* BOS vendor no longer can carry high tier power armor mods

(Reminder: vendors won't have new items until they respawn their stock)

#1.0.6:8
Armor

* (NEW) Insulated Weave (MK1 to MK5): Does the opposite of Ballistic weave, granting higher energy/fire/cryo resistance, and low physical resist
* Ballistic Weave's description is fixed to describe the balance of the values better (the actual values are unchanged)
* Many armor mod descriptions now show numeric values for bonuses (not completely done, but a fair amount is added)

#1.0.6:9
Ammo Framework

* (NEW) .50 Incendiary Rounds (used in the Makeshift Anti-Materiel Rifle)
* (NEW) .308 Incendiary Rounds (used in the Makeshift Anti-Materiel Rifle)
* (NEW) .45 Incendiary Rounds (available for future usage)
* (NEW) .45 Cryo Rounds (available for future usage)
* (NEW) Overcharged Fusion Cells (used in the Holorifle)
* 5.56 Incendiary Rounds now use a simpler recipe that can make use of existing 5.56 rounds
* 10mm Cryo Rounds now use a simpler recipe that can make use of existing 10mm rounds

#1.0.6:10
Weapon Modifications

* (NEW) Hunting Rifle: .45-70 Receiver (replaces the "Tuned Receiver")
* (NEW) Combat Rifle: 7.62 Receiver (replaces the "Hair Trigger Receiver")
* (NEW) Flamer: Concentrated Napalm Tank - Exceptional Damage
* Flamer Weapons: Setting enemies on fire now ticks for less damage per second, but weapon base damage can be upgraded higher now
* Combat Rifle: The automatic receivers are increased to right under semi (I must have missed a few of these before)
* 10mm Pistol: Hardened auto receiver is increased to right under semi
* 10mm Pistol: Cryo receiver was dropped down to Gun Nut rank 2, but requires Science rank 2 also
* The 10mm unique item sold on vendors no longer comes with a cryo receiver
* Light Machine Gun: .50 Receiver has increased damage (and now requires Commando rank 3)
* Light Machine Gun: Incendiary Receivers slightly increased in damage
* Light Machine Gun: Advanced receiver is now also automatic (since this weapon is supposed to be automatic-based)
* Fixed the order that some receivers display when modding weapons
* Fixed a bug with Curie's weapon not generating ammo
* Fixed a bug with Nick's 2nd weapon not generating ammo

#1.0.6:11
Protectons / Mr Handy

* Cryo arm weapons now do Cryo damage
* More flamer fuel should drop from robots with flamer arms

#1.0.6:12
Weapon Naming

* Added keyword support for all existing ammo types (not all weapons use the keywords though)
* Energy weapons should now sort with an Energy weapon icon (including the Gatling Laser)

(I'd like the icons to match with the specialization and style of a weapon)

#1.0.6:13
Misc

* Tooltip typo fix on water curing effect

#1.0.6:14
Zones

* Coast Guard Pier: The items inside the locked security room will no longer respawn
* Coast Guard Pier: The ammo box inside the locked security room is now a "Clean Ammo Box"
* Boston Police Rationing Site: The loose grenades in the area will no longer respawn
* The water fountain at the entrance to Vault 81 is properly removed

#1.0.6:15
Sim Settlements

* Farm plots no longer require rotten fruit

## Horizon 1.0.7

#1.0.7:1
NOTE: This patch is REQUIRED if you want to use the official Horizon weapon pack (coming soon.)

#1.0.7:2
DLC weapons are rebalanced and adjusted better. You now have options to use receivers with standard ammo in the DLC rifles.

#1.0.7:3
Triggermen are overhauled quite a bit. Damaged submachine guns will only fire at a semi-auto rate, and can break in combat, forcing the NPC to use their concealed melee weapon. This game mechanic is only active on submachine guns for now, and may be extended to other damaged weapons in the future. This system does not screw with the ammo drop balance at all (which is great.)

#1.0.7:4
This system won't work for "working" weapons, and I don't think I'd ever want it to. I still like the idea that NPCs can pin you down indefinately, provided they actually are using good weapons. This kind of gives you a sense that each NPC might be smarter, stupider, luckier, or lazier than others, when it comes to maintaining their weapon/ammo.

#1.0.7:5
NOTE: Any NPCs that are already spawned may not be updated with some of these changes.

#1.0.7:6
Radium Rifle (DLC Far Harbor)

* (NEW) .45-70 Powerful Piercing Receiver (replaces Calibrated Powerful)
* (NEW) .45-70 Powerful Piercing Auto Receiver (replaces Hardened Piercing Auto)
* All automatic receivers increased in damage
* Advanced receiver decreased in damage
* Calibrated receiver adjusted to match Horizon's critical damage balance
* Reload speed adjusted to match Horizon's tweaked
* Tagged to show it's caliber in the name

#1.0.7:7
Lever Action Rifle (DLC Far Harbor)

* (NEW) .308 Powerful Receiver (replaces Calibrated Powerful)
* Calibrated receiver adjusted to match Horizon's critical damage balance
* Tagged to show it's caliber in the name

#1.0.7:8
Handmade Rifle (DLC Nuka World)

* (NEW) 5.56 Powerful Receiver (replaces Calibrated Powerful)
* (NEW) 5.56 Powerful Rapid Receiver (replaces Rapid Automatic)
* All automatic receivers increased in damage
* Advanced receiver decreased in damage
* Calibrated receiver adjusted to match Horizon's critical damage balance
* Tagged to show it's caliber in the name
* BUG FIX: The reload speed is no longer unintentionally super slow

#1.0.7:9
Ammo

* .45-70: Value increased, crafting mats slightly increased

#1.0.7:10
Crafting

* The "Overcharged Fusion Cell" can now be crafted (for the Holorifle)
* Many ammo types have their recipe requirements lowered slightly
* Settlement beacons are slightly easier to build (only 1 crystal now)

#1.0.7:11
Items

* Dirty and Sanitized water is now normalized for rad damage per value
* Any remaining food/water that wasn't normalized for rad damage is fixed (DLC's included)
* Ice Cold Gwinnett Beers now have the same value as regulars
* Removed the ($) suffix on Gwinnett Beers
* The value of a few pre-war foods were slightly increased
* All raw meat has high illness risk now (some are increased from "standard" risk)

#1.0.7:12
Cooking

* Food recipes are sorted into categories that match the skill required:
* Simple Meals = standard recipes that don't require any skill-based perks (but a few may require magazine recipe perks still)
* Large Meals = Survivalist rank 1
* Exotic Meals = Survivalist rank 2 -or- special meals from exotic creature meat (deathclaw meals from quests, etc.)
* Reduced the amount of dirty water required for purified water and sanitized water
* DLC Recipes updated, and tweaked

#1.0.7:13
Specializations

* The Gauss Rifle now also works for Cyborg (but doesn't benefit from Future Soldier bonuses - most of them wouldn't be great for the Gauss anyway)

#1.0.7:14
Legendary NPCs

* Humans: No longer has a "Legendary" name prefix (it's just a normal named NPC who happens to have acquired a mutagen serum)
* Animals: Most legendary animals/creatures are now prefixed by "Mutant" instead of "Legendary"
* Robots: Most legendary robots are now prefixed by "Overcharged" instead of "Legendary"
* (Deathclaws can still be named "Legendary")

#1.0.7:15
NPCs

* Gunners: Tier 1 Legendary Gunners should now have the proper scaling resists
* Humans can have more detailed resist scaling now (so far, only Triggermen take advantage of this)

#1.0.7:16
Damaged Submachine Guns (NPC Only)

* These will be the first weapons in Horizon that can run out of ammo, causing the NPC to switch to a melee weapon
* This feature emulates the weapon breaking down while in combat
* The amount of "real" ammo on the NPC that drops is completely uneffected, and will NOT effect the existing ammo balance
* When an NPC rolls this type, it will always carry a small concealed melee weapon (switchblade, knuckles, lead pipe)
* The amount of ammo they can spend is random, but can still be a fair amount in some cases
* NPCs will fire damaged submachine guns at a semi-auto rate of fire, instead of full automatic
* This is considered a test, since Submachine Guns are fairly limited to mostly Triggermen
* The idea of this test, is that someone running around with a poorly maintained weapon, may actually break it in combat, and be forced to melee

#1.0.7:17
Triggermen Overhaul

* Now have unique names, stats, combat AI, and weapons for each type
* Triggermen are the first NPCs that I'm removing level restrictions completely
* All tiers can show up at any time and scale based on your level
* This will allow you to see all the types at any given time, regardless of level
* This will allow the main storyline quest to scale better, so you don't feel like you have to do it at an optimal time
* The types that are chosen, are balanced so you will see common types more often
* All health pools remain as normalized values, but the added resists mainly come from the level scaling, and not the "base" NPC stats
* Better variety of weapons even at low levels
* Instead of every melee Triggerman having a baseball bat, they have a wider variety of weapons that fit in with the genre
* Has their own loot table for personal junk and rare personal junk now
* Triggerman Associate: Uses pistols, has weaker stats, uses light scaling
* Triggerman Soldier: Uses random weapons, and standard stats
* Triggerman Bouncer: Uses melee weapons, uses heavy scaling
* Triggerman Enforcer: Uses submachine guns
* Triggerman Hitman: Uses a combat rifle\*, uses light scaling (these rifles are always damaged, for balance purposes)
* Triggerman Bodyguard: Uses random weapons, has higher base resists, uses heavy scaling
* Triggerman Captain: Uses a .44 Revolver, has higher resists, drops bonus ammo
* The Vault 114 guards with the boss, are specifically assigned as "Bodyguards", but are weaker versions to help with balance
* The Vault 114 bosses always drop modded weapons and extra ammo (as long as you're high enough level to even roll a mod)

#1.0.7:18
DLC Nuka World: NPC Balancing - Stage 1
>> NOTE: Even though I'm trimming down some bloat, some of these creatures still won't scale well for low levels, I may add better scaling later
>> Be aware that this rebalancing is NOT done yet.. but it should help a bit for the time being, until I can go over it more

* Many creatures were reduced in health, and had some resists tweaked
* Some creatures had their damage reduced
* All raider types now have the proper Horizon raider scaling/health
* Most NPC types will now spawn earlier to match Horizon's leveling system

#1.0.7:19
Misc

* Workshop building descriptions fixed for the Training Desk and Industrial Water Purifier
* Description for Survivalist is fixed

## 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

## Horizon 1.1.2

#1.1.2:1
WARNING: Be sure to prepare yourself BEFORE patching, as your carry weight may change upon loading your game!

#1.1.2:2
WARNING: The Raider Overhaul compatibility patch will no longer work properly.. remove it. If you want to use RO, it's at your own risk. I can no longer support balancing large overhauls patches that directly conflict with my own NPC overhauling.

#1.1.2:3
(NEW) Alpha Cargo Bot System (Overhauled)

* The Alpha Wrist Device no longer gives any carry weight bonuses (it may be re-used in the future, but currently does nothing now)
* All carry weight bonuses are obtainable from the "Cargo Bot Station"
* These new bonuses WILL work inside power armor or anywhere
* If you have existing Transmitter Chips in your Alpha Wrist Device, they can be extracted by swapping the mods to INACTIVE
* To manage your Cargo Bots, you need to construct a "Cargo Bot Station" in one of your settlements
* Using the station accesses a menu that allows you to see which Cargo Bots are active
* A sub-menu allows you to install Transmitter Chips to activate your Cargo Bots
* Transmitter chips (w/ the bots) are crafted in the Robotics Lab under the "Robotics" category
* The recipes to craft Transmitter Chips are more normalized to use roughly the same parts each bot
* When you craft Transmitter Chips, it will lock out the recipe if you are either carrying one, or have it installed already in the Station (this should help you avoid accidentially crafting a duplicate)
* Once you construct your bot, install the chip into the Cargo Bot Station
* Each Cargo Bot only grants 100 carry weight now (I may adjust this as needed - so don't freak out. I'm open to feedback)
* The Cargo Bot Station can access BOTH your Scrap Storage and Shared Storage containers
* The old "Scrap Storage" device can no longer be crafted (this replaces it), but existing ones that were built still exist

(In the future, I may give some type of universal upgrade, so you can have bots carry more than 100)
(I also have future plans to use this Cargo Station to allow you to access remote workbenches, provided they have a cargo station connected too)

#1.1.2:4
Crafting

* The gold requirement for crafting Cargo Bots themselves has been removed, but some recipes that use Cargo Bots still require gold
* Cargo Bots are cheaper to craft now
* "Call Cargo Bot" devices are slightly cheaper to craft now
* There's now duplicate recipes of bottle crafting in the cooking station under "Utility"
* All lock breaching devices now give 2 items per craft
* The standard Memory Device recipes requires Science only now (the "or" for the magazine is gone)
* Medicated Bandages have 2 recipes: 1 for medic, and 1 for the magazine

#1.1.2:5
Resource Manager

* Every non-DLC workbench is now available for changing the production/cargo destination\*
* The ZX-1 Lab will now always check your scrap storage for components, even if you set an alternate destination
* I could use some help testing this further, as I didn't check every single workbench myself. Thanks!

#1.1.2:6
(NEW) Primal Instincts (Perk)
>> Purposely choosing to bypass the VANS training system and use your instincts instead, will give you bonuses as originally planned
>> NOTE: This is considered an OPTIONAL hardcore system, that most people won't be interested in doing\*

* You gain +5% Damage every 5 levels (up to level 30)
* As soon as you train even 1 rank in VANS, you lose this bonus completely
* Damage bonuses kick in at Level: 6,10,15,20,25,30 (the first step is offset by 1 level on purpose)
* (More benefits may be added to this in the future)
* If you don't like this concept, just ignore it and play as normal. It's one of the aspects I originally wanted to implement when I made VANS an optional selectable method of gaining perk points.

#1.1.2:7
Doctor Menu

* The doctor menu will now stay active until you click the exit button to leave (allows you to cure individual things without exiting the menu)
* The minimum caps cost is only checked and applied for the FIRST treatment of that particular visit (you can see it change on the bill too)
* The doctor animation (with the screen fading) at the end of the treatment is completely removed
* There are now small delays inbetween treatments when you use "Cure Everything"

(for anyone who had crashes using "Cure Everything", please let me know if this still happens, as I can't reproduce this problem myself)

#1.1.2:8
Legendary Weapons

* Custom modded weapons (i.e. legendary) can now sometimes drop on legendary-tier human NPCs (NOT guaranteeed drops)
* Unlike the vanilla system, the NPC's primary weapon is the legendary itself, so it will actually equip this weapon and use it against you!
* Each weapon has it's own pool of effects it can roll, which is appropriate to that style of weapon
* Only tier 1 and 2 mods can drop on NPC weapons (tier 2 can start dropping at level 15+)
* Most vanilla ballistic weapons are covered in 1.1.2, but more weapons will be added in the future
* Currently, very few melee weapons can roll with custom properties (I may leave it like this, because melee weapons already have such a limited ugprade abilities, that it takes away from crafting.)
* Some bosses may also have a chance to drop these weapons

#1.1.2:9
Damaged Weapons

* NPCs that were still using the old system are converted over to the new system
* NPCs that use "Destroyed" weapons will have slightly more ammo to spend before their weapon stops working
* Damaged ranged weapons can be restored in the weapons workbench, using appropriate weapon parts and materials (in many cases, low-grade alloys)
* Restoring damaged weapons also requires specific perks depending on the type of weapon parts used
* Damaged melee weapons cannot be restored
* "Destroyed" weapons weigh drastically less (fixed weights) to emulate only carrying pieces of it, and to better match the ease of the old system
* "Destroyed" weapons will drop more often now on certain weapon types like they used to (especially pipe guns and lasers again)
* The "Damaged" tier is removed on ranged weapons ("Damaged" is still on melee weapons as it's worst tier)
* All tiers of damaged ranged weapons now give different amounts of scrap, like the old system had
* Melee weapons give the same amount of scrap regardless of the condition
* "Destroyed" = 2 parts, "Deteriorated" = 3 parts, "Degraded" = 5 parts, "Good Condition" = 6 parts
* Crafted weapons from the lab now give 6 parts
* In order to avoid weird problems, some NPCs such as settlers/minutemen will only receive weapons that aren't completely "Destroyed"
* Very rare "Pristine" condition weapons are worth 50% more caps now (instead of 40%)
* BUG FIX: Damaged energy weapons now properly have reduced energy damage

(NOTE: Energy and Heavy weapons may show multiple entries for "Destroyed" in the weapons workbench, this is intended)

#1.1.2:10
(NEW) ZX-1 Base Weapon Mods

* First Strike: +10-25% damage if the target is at full health (any ranged weapon)
* Disruptor: +15-30% damage vs Robots and Synths (energy weapons only)

#1.1.2:11
ZX-1 Lab

* (NEW) There's a new HELP menu, that explains a few parts of the crafting system in game
* Most weapon recipes require more weapon parts now
* The Aluminum Bat can be reverse engineered and crafted (see below)
* The Machete Glaive and the Handmade Axe can now be reverse engineered and crafted

#1.1.2:12
(NEW) Micro Sledge

* Based off the Micro Sledge from Fallout Tactics
* It is designed to give more variety to small concealed weapons for factions like the BOS
* It has mods similar to the Baton (including a re-sized stunpack that fits on the weapon properly)
* It uses the Baton animations when you take the weapon out and put it away
* VISUAL BUG: When the micro sledge drops on the ground, it breaks into pieces, but that's just a mesh problem, it doesn't really effect the item

#1.1.2:13
(NEW) Thermic Lance

* Based off the Thermic Lance from New Vegas
* Unfortinately, it doesn't operate how you think it would, it just swings like a melee weapon (I may change this later)
* This is designed to give more cosmetic variety to melee Synths and other factions, and not really supposed to be a player-used weapon

#1.1.2:14
(NEW) Institute Thermic Lance

* A "clean" looking institute version of the Thermic Lance (designed for internal institute use)
* This is designed for melee Synths inside the institute

#1.1.2:15
(NEW) Electro-Blade

* This is a hybrid of the Electro-Suppressor (Shock Baton) and a bladed weapon
* By default this weapon has both physical and energy damage
* It currently cannot be modded (yet)

#1.1.2:16
(NEW) Aluminum Bat

* Aluminum baseball bats are now a separate weapon from wooden baseball bats
* Both bats have their own attachments, and unfortunately can't share misc loose mods\*
* This bat is designed to be used for the ZX-1 Lab
* It can drop randomly from enemies who might carry baseball bats
* 1 bat is sold in DC on the vendor
* (This bat type may be expanded to swap to other metal types in the future)
* I tried to make them interchangeable, but the game doesn't like it

#1.1.2:17
Weapons

* (NEW) Submachine Gun: Semi-auto receiver (the NPCs used this one before, but it wasn't available to players)
* The Handmade Rifle is now categorized as a Combat Rifle (works for both Sharpshooter and Commando)
* The Lever-action Rifle is now categorized the same as a Hunting Rifle
* The wooden baseball bat can no longer be swapped to aluminum
* The Baton no longer requires Blacksmith for upgrades, but it requires higher ranks of Science
* The Handmade Axe is now set to dismember instead of explode
* The shovel, water pipe, and organ pipe, no longer explode or dismember
* The Machete Glaive was reduced in damage (this may be changed again if/when mods are added to it)

#1.1.2:18
Weapon Weight Tuning
>> The weights of weapons and mods seem a bit unrealistic in terms of how drastic the mods effect the weight, so this is being rebalanced
>> My goal with reworking weights, is so that a weapon that roughly weighs a certain weight, stays closer to this average weight

* Most "Standard" mods for ranged weapons are reduced to 0 weight, so that they are not effecting the base weapon weight at all\*
* Submachine mods are drastically lowered, but the base weight is slightly increased (so that the SMG hovers around 10 pounds)
* Weights on receivers for most firearms have been reduced
* (Other weapon mods will follow in time)
* This is mainly to help keep base weapon weight consistant, such as in "Destroyed" weapons

#1.1.2:19
(NEW) Clothing Variations
>> These are new clothing variants that are re-colored textures of existing clothing styles
>> I want more variety in clothing, and to specifically fit better with factions like Raiders

* All of these outfits are new items, so the original outfits still exist the same as they were
* New Headgear: Slicker Hat, Black Bandana, Faded Bandana, Blue Newsboy Cap
* New Clothes: Wastelander Clothes, Padded Jacket, Shoreman Outfit, Survivalist Outfit
* New Clothes: Black T-Shirt and Jeans, Red Jacket and Jeans
* New Clothes: Blue T-Shirt and Jeans, Black Jacket and Jeans
* Some NPCs will wear/drop these armors

(more are planned)

#1.1.2:20
Armor/Clothing Changes - Phase 1

* Some common clothing had it's SPECIAL stat buffs removed (mostly endurance and strength so far)\*
* This is being done to begin overhauling armor to make buffs more reasonable and balanced on armor/clothing

#1.1.2:21
Armorsmith Extended Patch

* Most of this patch's changes are compatible in the AE patch (at least the older version I'm using)

(WARNING: I am still currently not using the newest version of AE, so ballistic weaves and whatnot are NOT balanced yet)

#1.1.2:22
Synths

* Synths now have 3 tiers of resist scaling: light, standard, heavy, to help scale the different NPC types better as you level up
* Most Synth resists/healths were rebalanced and normalized better
* (NEW) Synth Stalker: A legendary-tier melee synth armed with the new Electro-Blade (this synth replaces the legendary Patrollers)
* Synth Stalker: Can become stealthed, but only while moving (also drops a burnt stealth unit)
* Synth Stalker: Has a 1 in 3 chance of dropping a legendary Electro-Blade
* The Eradicator (the highest tier synth) now has a lot more health but lower resists (this type is still MUCH tougher than all other synths)
* Some legendary-tier enemies will drop either good condition, modded, or legendary modded weapons

#1.1.2:23
Raiders

* Raiders have a better variety of clothing using the new color variations
* Veterans: Now have a chance to carry Handmade Rifles if you own Nuka World
* Wasters: Now have a chance to carry Lever-Action Rifles if you own Far Harbor
* Melee Forged raiders can now carry Thermic Lances, Machete Glaives, and Aluminum Bats (instead of wood)
* Some legendary-tier enemies will drop either good condition, modded, or legendary modded weapons

#1.1.2:24
Gunners

* A wider variety of Gunner ranks will appear much lower in levels now
* The distribution of ranks is better, in where there are always more lower rank gunners around than high ranks
* Conscripts: Carries their own junky weapons until they prove their worth in the Gunners
* Private/Corporal: Carries either a melee weapon or a basic firearm
* Seargent: Carries rifles
* Lieutenant: Carries a sniper rifle
* Captain: Carries energy weapons (including a gauss above level 20)
* Major: Carries automatic weapons
* Colonel: Carries a sniper rifle and a chance of a stealthboy
* Brigadier: Carries automatic weapons and a stealthboy
* Some legendary-tier enemies will drop either good condition, modded, or legendary modded weapons

#1.1.2:25
Super Mutants

* (NEW) Nightkin finally have a proper skin texture, which matches very close to the New Vegas colors
* Nightkin now have a chance to drop legendary Machete Glaives or Handmade Axes
* Some legendary-tier enemies will drop either good condition, modded, or legendary modded weapons
* Super Mutants have a more normalized health range now
* (more is coming soon with Super Mutants)

#1.1.2:26
Railroad

* Railroad NPCs are more diverse now
* Agent: Uses standard random weapons
* Scount: Uses standard random weapons
* Heavy: Uses light machine guns, combat rifles, and combat shotguns
* Infiltrator: Carries pistols or laser weapons, and can carry a stealthboy
* Sniper: Carries sniper rifles, and can carry a stealthboy

#1.1.2:27
Scavengers

* Scavengers now have their own loot tables and stats, instead of sharing it with settlers and raiders
* Scavengers should no longer have high settler-based resists if you have the Local Leader perks

#1.1.2:28
Children of Atom (Commonwealth)

* Has better loot tables, capable of more random weapons
* Commonwealth Children of Atom can drop Radium Rifles, if you have the Far Harbor DLC
* Has higher energy resists, but lower physical resists

#1.1.2:29
Cultists

* Has better loot tables, capable of more random weapons
* Bosses have their own stat balance

#1.1.2:30
Misc

* The Power Armor frame in Concord only comes with 1 badly damaged left arm and right leg
* Some named human enemies now carry legendary weapons

#1.1.2:31
Beta Testing (this stuff will not impact your gameplay)

* Leather Chest Pieces will show a Light/Medium/Heavy category when you go to mod your armor. You can't actually change anything yet, but it lets you visually see the 3 tiers of armor, and how the armor values differ. I plan to add this in for all armor pieces, and possibly allow you to change between the tiers, depending on your perks (usually armorer.)

#1.1.2:32
Sim Settlements Patch (Requires v2.0.0)

* Updated for 2.0.0
* Commerical plots now require caps (to somewhat offset getting free vendors - this NEEDS to be balanced better somehow in the future)
* SMM recipes are updated to match normal recipes
* 10-pack of sensors added and moved to the Robotics Lab
* Martial Plots require a few pipe weapon parts (this will need to be balancd better too... I'm not sure how)

#1.1.2:33
Raider Overhaul Patch

* Unfortunately I have to drop this patch completely now. The patch is no longer available in the zip file.
* Why? Because it directly conflicts against my own raider overhauling, and is too time-consuming to even try to make it work at all.

#1.1.2:34
Patch v1.1.3

#1.1.2:35
Installer

* The texture archive file should now be copied in when using the installer

#1.1.2:36
Horizon Loading Manager

* Horizon now has a version upgrade detection system (this won't kick in until after the next update)
* This will help give proper warnings based on your current save game in the future
* New save games won't receive past-version warnings, since they should begin with the newest version already set

#1.1.2:37
Patch v1.1.4

#1.1.2:38
NPC Health Bug fix

* Triggermen, Raider Dogs, Children of Atom, and certain named NPCs, should no longer be receiving a phantom scaling health bonus
* NOTE: Any NPCs that are already spawned may still have bugged health
* NOTE: Please let me know if you run into any named NPCs that appear to be negatively effected (via some Quest), by this reduction in health

#1.1.2:39
Triggermen

* BUG FIX: Triggermen should now properly be carrying their secondary concealed melee weapons again
* Triggermen levels shouldn't appear as high compared to their actual difficulty

#1.1.2:40
Crafting

* Caravan Supply Kits are now called "Supply Kits", and will have more uses soon
* (NEW) There's a 2nd recipe for making Supply Kits that uses Settler Rations, requires Local Leader rank 3

#1.1.2:41
Items

* (NEW) Used Duct Tape: 1 adhesive, 1 packing material
* Duct Tape: Now gives 2 adhesive, 1 cloth, and 1 packing material
* Duct Tape Pack: Now gives 6 adhesive, 3 cloth, and 3 packing material
* Military Duct Tape Pack: Now gives 7 adhesive, 1 Ballistic Fiber, and 3 packing material
* Some container loot has Duct Tape swapped with Used Duct Tape, so that finding full rolls feels more useful but you don't always get a full roll
* A few misc items had the wrong components in the DEF\_UI components ESP file

#1.1.2:42
Cargo Bots

* Cargo Bots have a steel colored texture, instead of bronze (I'm hoping to eventually add a carrying basket to them also)

#1.1.2:43
Strict Carry Weight Addon

* Now only gives +20 lbs of carry weight per bot

#1.1.2:44
Timescale Addon

* The "Worn Down" perk should now properly display if you're using the timescale addon

## Horizon 1.2.0

#1.2.0:1
PLEASE NOTE: v1.2 is considered a MAJOR update release. A few simple things will be required if you are using an existing Horizon save game.

#1.2.0:2
1> Load your save game (and backup any save games if you wish)
2> Unequip ALL your armor/clothing (don't be inside Power Armor either)
3> Don't have any food/chem buffs on
4> If you care about Power Armor, check the patch notes below, and unattach any material mods that are changed
5> Save your game
6> Uninstall the old Horizon, and install the new version
7> If you manually install, make sure "Z\_Horizon\_Tags.esp" is deleted. It's no longer used.

#1.2.0:3
Update v1.2.0 - The Commonwealth United

#1.2.0:4
The Command Table has returned in full force. This update contains part of what I originally wanted to bring to the Command Table when it was first implemented, but so many other things in Horizon have been taking priority before it.

#1.2.0:5
This update adds a new gameplay element to settlers, to allow them to perform tasks and missions for both you and the community you're creating by building up your settlements.

#1.2.0:6
My end goal with the settlement progression system (which still isn't anywhere near done) is to make settlements feel ALIVE and part of the game. You should want to expand settlements and rebuild the Commonwealth on a global scale.

#1.2.0:7
This new system should work perfectly fine in parallel with Sim Settlements. Settlers can have a Horizon job, and still live in a Sims residental house. Horizon jobs are very specific, so this isn't something you assign to all settlers. It will have a nice mixture and balance with standard jobs (farming, vendors, defense, etc.)

#1.2.0:8
Future updates will include reworking the Resource Manager and production to work more like this new system does.

#1.2.0:9
Armor and Power Armor is completely overhauled. Any existing PA in the a save game will need to be modded in a PA station to be upgraded.

#1.2.0:10
There are bound to be minor errors with armor (tags/icons, etc.), so please let me know when you find something.

#1.2.0:11
Full patch notes below

#1.2.0:12
Tags Addon ESP (OBSOLETE)

* The file "Z\_Horizon\_Tags.esp" is no longer needed!
* If you installed using the installer, it should automatically remove it
* If you manually installed Horizon, BE SURE TO DELETE "Z\_Horizon\_Tags.esp"
* Leaving the old file in place will cause your item naming to be incorrect
* A blank version is included in the zip, in case anyone does not read the patch notes, so they hopefully overwrite it

#1.2.0:13
(NEW) Settler Missions/Tasks (Command Table)

* Settlers can be assigned to specific roles, and sent on missions/tasks
* There is a maximum amount of personel that can be sent on missions/tasks, based on varying conditions (listed further below)
* You can have over this maximum of personal assigned, and they will gain settlement bonuses, but not be able to go on tasks/missions
* If you unassign a role that is used on a current task/mission, it will cancel that mission/task (this may or may not be working yet)

#1.2.0:14
Job Assignment Roles

* All job stations add small mounts of happiness to the settlement
* Militia: Military personel that are assigned to both defense and offense.
* Technicians: These are salvagers and repairmen.
* Hunters: Hunters can hunt animals for meat, and forage wild plants.
* Engineers: Engineers can craft random devices, and help research technology.
* Entertainers: Entertainers write literature and perform acts for other settlers.
* Doctors: Doctors that you assign to standard vendor stalls, count as Doctors.
* Traders: Traders that you assign to standard vendor stalls, count as Traders.
* (Doctors and Traders are tracked, but there are currently no tasks for them yet)

#1.2.0:15
Job Stations

* Each job station declares what role this settler is filling
* Job stations are located in the "Resources->Misc" category of the workshop
* Some roles have multiple job stations, but these are for cosmetic variety only.. you can choose any of them you want.
* There's an Options Menu in the Command Table, where you can turn off job assignment messages

#1.2.0:16
Job Assignment Missions and Tasks

* Militia: Assault missions, Scouting missions
* Technicians: Scrapping tasks, Scrounging tasks
* Hunters: Hunting tasks, Gathering tasks
* Engineers: Research tasks, Crafting tasks
* Entertainers: Book writing, Performing
* Craftsmen: Salvage/Scrap Armor, Salvage/Build Weapon Parts
* Doctors: N/A yet
* Traders: N/A yet

#1.2.0:17
Job Skills - Overview

* All job skills are global for all settlements
* Skill can be gained up to 100 points
* Skills are gained by sending personel on missions and tasks
* Failing a task still gains skill for that job role
* Most tasks have a 45-50% base success chance
* Every 2 skill points increases the task's chance of success by 1%
* Most tasks give 2-4 points per success, and 1-2 per failure (tasks with more settlers usually give more xp)
* Above 79 skill, there is a -2 skill per day decay\*
* This means settlers need to be honing their skills if they want to be in the "Master" skill level

#1.2.0:18
Job Skills - Types

* Military: Gained from Militia missions
* Scavenging: Gained from Technician tasks
* Survival: Gained from Hunter missions
* Engineering: Gained from Engineer tasks
* Entertainment: Gained from Entertainers
* Smithing: Gained from Craftmen tasks
* Medical: N/A yet
* Trading: N/A yet

#1.2.0:19
Tasks and Missions - Overview

* From the Command Table, you can send your personel out on tasks/missions
* Each task requires a certain number of personel, and supplies depending on the task
* Supplies are taken from either your inventory, the scrap storage, or your designated resource destination workbench
* Most tasks/missions have a starting 40-50% chance for success (this chance increases with skill)
* Most tasks take 48 hours (32 hours with timescale addon), a few larger ones take 72 hours
* The time it takes is NOT exact, as it is based on cycles

#1.2.0:20
Tasks and Missions - Types

* Scouting: 2 Militia can bring back military supplies, with a chance of a scouting report\*
* Assault: 6 Militia can assault an occupied enemy location, to obtain equipment and supplies
* Hunting: 1 Hunter can hunt wild game and return with raw meat, with a chance of a hunting report\*
* Gathering: 1 Hunter can gather wild plants
* Salvaging: 3 Technicians can salvage nearby debris for raw materials and machinery parts
* Scrounging: 1 Technician can scrounge nearby buildings for small random items
* Engineer Crafting: 1 Engineer can use spare parts to try and craft up a random crafted device (lockpicks, cargo callers, etc.)
* Engineering Research: N/A yet
* Writing: 1 Entertainer can write a novel, to earn caps
* Performing: 1 Entertainer can perform in a major town, to earn caps
* Armor Scrapping: 1 Craftsman can salvage and scrap armor, to gain raw cloth, leather, and ballistic fiber (higher skill)
* Weapon Parts: 1 Craftsman can build weapon parts from Scrap Kits
* Medical Crafting: N/A yet
* Medical Research: N/A yet
* Market Trading: N/A yet
* Bargin Hunting: N/A yet

#1.2.0:21

* Scouting Reports are not included in v1.2 - Coming soon..

> Scouting Reports: These are missions that the player is sent on to attack prime enemy targets that have been spotted by your scouts. They will always contain at least 1 legendary-tier enemy leader with a group.
> Hunting Reports: These are missions that give the location of legendary-tier creatures, spotted by your hunters.
(Reports will most likely only be gained from Tier-3 missions, which require 80+ skill, so by the time I finish this, you may be there)

#1.2.0:22
Tasks and Missions - Rewards

* Tasks that fail give no reward
* Each successful task gives random rewards based on task type
* Rewards are placed into the Mission Container, which is accessed from the Command Table
* You can only withdraw items from the Task Container, you cannot store items in it
* Rewards can become increasingly better as settlers in this role become more skilled
* There are currently 3 tiers of rewards: 1-39 skill, 40-80 skill, 80-100 skill
* Example: Scrounging Tier 1 gives common junk, Tier 2 and 3 adds a chance for rare and unique items
* Example: Crafting Tier 1 gives Grade-1 Lockpicking tools, Tier 2 and 3 may give Grade-2 tools and various devices

#1.2.0:23
Task Deployments (Maximum Deployments Slots)
>> The maximum amount of settlers you can assign to missions is based on your total settlement success in the Commonwealth

* Militia: 4 Starting, +1 per Successful Settlement, +4 per Military Outpost
* Technicians: 3 Starting, +1 per Successful Settlement, +2 per Industrial Park, +2 per Water Treatment Plant
* Hunters: 0 Starting, +1 per Farm, +1 at 1/3/6/10/15/21 Successful Settlements
* Engineers: 0 Starting, +1 per Industrial Park, +1 at 1/3/6/10/15/21 Successful Settlements
* Entertainers: 0 Starting, +1 per Recreational Park, +1 at 1/3/6/10/15/21 Successful Settlements
* Doctors: 0 Starting, +1 per Successful Settlement
* Traders: 0 Starting, +1 per Trading Market, +1 at 1/3/6/10/15/21 Successful Settlements

#1.2.0:24
(NEW) Settlement Classifications

* Each "Successful Settlement" can further be molded into a specific classification for that settlement
* Each settlement can only be classified as one thing at a time, but can change based on it's current conditions
* Different classifications unlock more slots for personel to go on missions

#1.2.0:25
Settlement Classifications are:

* Farming Communities: Requires 70+ food production
* Military Outposts: Requires 150+ Defense
* Trading Markets: Requires 25+ Trading Income
* Water Treatment Plants: Requires 100+ Purified Water Supply
* Industrial Park: Requires 200+ Power
* Recreational Parks: Requires 400+ Bonus Happiness

#1.2.0:26
Notes on Jobs and Missions

* Keep in mind, these job roles are designed as specialists, so you don't need to be assigning LOTS of settlers to these roles. Just assign as many as you need to fill open task/mission slots.
* Settlers assigned to jobs do not technically ever disappear from their station even when sent on a mission. This is done on purpose (for now), to ensure there aren't any assignment problems.
* The assignment system will never be perfect because of the way settlements work. I would recommend (if you can spare them), to have 1-2 "extra" settlers of each job over what you can currently send out on missions.
* Doctors and Traders require vanilla or Horizon vendor stalls. They currently won't work with 3rd party vendor stalls. But currently they do nothing yet anyway.

#1.2.0:27
(NEW) Settler Equipment Outfitter!
>> This brand new system allows you to walk up to a settler and quickly/easily equip them with weapons and outfits

* To access the menu for the outfitter, interact with a settler while you are CROUCHING\*
* This is done so that the option doesn't conflict with popular mods such as Quick Trade

#1.2.0:28
Settler Equipment Outfitter - \*\*IMPORTANT NOTES\*\*

* This system is experimental, and has limitations. Read before you use it.
* Don't keep any clothing/armor that you value on settlers, and it won't ever be a problem
* Equipping multiple settlers in a short time can cause a backlog. It'll go through but it may take a minute or 2.
* It's NOT recommended to leave a settlement (especially fast travel), until the settler's equipment swap is done

#1.2.0:29
Settler Equipment Outfitter - Options

* There is an OPTIONS menu on the bottom, that allows you to switch how old equipment is dealt with
* Click on each option button to cycle through the available settings

#1.2.0:30
Settler Equipment Outfitter - Weapons

* Weapons require weapon parts and some raw materials
* Weapons come in 2 Tiers: Standard (base weapon damage) and Powerful (+75% damage)
* Powerful weapons require Smithing skill (from Craftsmen) to be 50+
* These weapons CANNOT be modded, and have 0 caps value
* These weapons can be scrapped (usually 4 weapon parts)
* You can enable an option that will automatically move ALL old weapons/ammo into your inventory or scrap storage!

#1.2.0:31
Settler Equipment Outfitter - Outfits
>> WARNING: Outfits will always REPLACE existing clothing/armor on the settler
>> The system attempts to move all existing clothing/armor on the settler first, before applying the new one\*

* Clothing/Armor sets come in a variety of styles
* Equipment categories: Clothing, Leather, Metal
* Each category of armor usually requires different materials
* The destination of where the old clothing is put, can be selected in the options menu
* This automated process is done on purpose, because the game will DESTROY existing clothing
* WARNING: The system does NOT account for retrieving DLC armor/clothing or player-modded armor/clothing.. these items will be destroyed if replaced
* The system knows about most vanilla clothing/armor, but if it doesn't know how to "save" something, it will get DESTROYED. It will not destroy other items, such as weapons, ammo, etc.

#1.2.0:32
(NEW) Equipment Shredder
>> This new settlement device can shred large quantities of clothing and armor into scrap
>> This device may not make casual scrapping much easier, but it's designed to make swapping/scrapping settler outfits easier

* It can shred: clothing, hats, armor, helmets, and eyewear
* It outputs based on the scrap you normally get: cloth, leather, metal, plastic, and glass
* It does NOT account for mods. If you want the best possible scrap on armor, scrap it manually
* To build this device, it's located under "Crafting" in the workshop
* To use this device, simply activate it to bring up the menu
* Select "Open Container" and add any clothing or armor you want to scrap
* After you activate the shredder, you can go about your business, and the shredder works in the background
* Notification messages will appear when the shredder processes each material type
* These messages can be disabled/enabled in the menu
* When the shredder is completed, you can take the processed materials out of it's container
* Any items that it doesn't know how to process, will remain in the container

#1.2.0:33
Settlements

* Starting value for maximum settler population is now "20 + Charisma" (up from 10) to account for the Charisma changes
* The Mailbox container is now withdrawl ONLY (you cannot put items into it anymore)
* Opening the container on the mailbox will go back to the menu after
* The bonus happiness on the decorated pool table is increased considering it takes a lot of components
* Tier 3 vendors give more bonus happiness
* The Cargo Bot that you call out, is specifically called the "Cargo Bot 1-X", so that it has a unique name
* Fast Traveling no longer fails when you're over-encumbered and try to use the caravan transport (part of the point of a caravan is to carry stuff for you)
* BUG FIX: The Cargo Bot Station can now properly give you rank 9 of the Cargo Bot perk

#1.2.0:34
Caravan Travel Hub

* Supply Kits only give 30 supplies (based on the new ingredients per kit, its actually a +10 buff)
* It only costs 400 caps for 30 supplies (slightly cheaper per supply than before)

#1.2.0:35
Speech Check Overhaul
>> Dialog speech checks are changed to account for the changes in charisma (and because the default is not very good)
>> No longer should having 8 charisma FAIL on easy checks, and 10 is the maximum needed now

* REMINDER: Some survival debuffs reduce charisma... remember this before making incorrect bug reports!
* You need at least the minimum range listed below to have any chance to pass a check
* Easy (yellow) = Requires: 2-5 charisma (25%,50%,75%,100% chance)
* Medium (orange) = Requires: 5-8 charisma (25%,50%,75%,100% chance)
* Hard (red) = Requires: 8-10 charisma (35%,70%,100% chance)
* Lady Killer/Black Widow now give +20%/+40%/+60% chance (up from 10/20/30)\*
* Example: you have 5 charisma, 25% chance on medium, but with a black widow rank 1 target it would be 45%

#1.2.0:36
Chems

* Advanced Antibiotics are now called "Advanced Cure-X", and is priced higher
* Calmex's water breathing tooltip now properly states that it cures Insomnia too
* Calmex is reduced to 2 agility and 2 perception, but it's much more common now (on vendors and loot)
* Psychotats can be found more often on some vendors and loot
* Psychotats only lasts for 5 mins now, no longer gives perception, but gives +20 damage resist (up from 10)
* Psycho Raiders can now drop any of the 4 types of Psycho instead of just the regular one
* Psycho Jet is reduced back to the vanilla value of 25% damage, since it is more available now
* Refreshing Beverage requires Survivalist rank 2 and Survival Skills rank 5 now
* Poison Antidote gives a more stable version of the Poison Immunity buff now, and will display in the perk tabs while active
* Caps prices on some chems were adjusted
* Grape Mentats: Now gives +2 Int and 20% bartering bonus (up from 10%), but no longer gives charisma\*
* X-Cell: No longer gives charisma, but lasts for 10 mins now (up from 5m, which was originally 2m), and has half the addiction cost
* Day Tripper: No longer gives charisma, but gives +4 luck and only -1 strength
* Day Tripper: Fixed the bugged duration so it lasts for it's listed duration now
* [DLC] Smooth Operator: No longer gives charisma
* (All beers still give +1 charisma)
* This type of buff does exactly what was needed for a long time. It's actually useful for any charisma level, and less overpowered for low charisma.

#1.2.0:37
Doctors / Health

* Endurance now gives 20 health per point (up from 10), since you cannot gain it dynamically anymore
* Having "Dark Craving" should now be counted as an addiction to allow the menu you to cure you

#1.2.0:38
Crafting

* NOTE: There are more menu categories in both the Robotics Lab and Weapons Lab, so you'll need to scroll down now
* (NEW) Portable Memory Device Mk-2 (Reusable) - Requires Science rank 2 and Recipe: Fact or fiction rank 3
* (NEW) Tool Kits - Used for tasks/missions (and future uses)
* Tool Kits: There are 4 recipes - 3 use various tools, and 1 is for Local Leader 3 that allows raw materials
* The Purified Water recipe now shows that it gives 3 bottles, and also refunds dirty bottles and a used filter
* The Purified Water recipe only requires 4 dirty water now
* The Sanitized Water recipe now shows that it gives 4 bottles, and also gives dirty bottles back
* The Turret Deployment Parts recipe now shows that it gives 2 parts per craft
* Supply Kit recipes require less ingredients per kit
* The Supply Kit recipes that requires Local Leader 1 and 2, now gives 3 supply kits each
* The Supply Kit recipe that was in the Contracted Work tab, is now in the Workshop tab, and has no requirements
* Auto-Repair devices now give 4 per craft
* Filters and Filter Modules are separated into 2 recipes each, 1 for each possible perk
* The Decorated pool ball sets are moved to the "Tools and Parts" category
* Disassembling Baseball or Flash grenades no longer requires any skill
* The individual Herbal immunity buffs require 1 less herb each

#1.2.0:39
(NEW) Material Crafting

* There's a new category in the Robotics Lab called "MATERIALS"
* This category contains a few recipes that can be used to convert alloys into higher grades
* The maximum grade that can be upgraded to is Grade-5
* These recipes require both Blacksmithing and Chemist
* Grade-3 can be created using Grade-1 and Grade-2 alloys (requires rank 1 and 1)
* Grade-4 can be created using Grade-1 and Grade-3 alloys (requires rank 2 and 2)
* Grade-5 can be created using Grade-1 and Grade-4 alloys (requires rank 3 and 3)
* NOTE: This is an OPTIONAL way to get different grades.. not an intended way. Alloys are primarily gained from random loot.

#1.2.0:40
Lock Breaching Tools

* All breaching device recipes have their own category
* All breaching device recipes now show how many they give per craft
* Locksmith Tools and Explosive Charges are labeled as "Grade-1" and "Grade-2", instead of roman numerals
* Autodialers renamed to "Safe Autodialers"

#1.2.0:41
(NEW) Prismatic Shielding Generator

* Grants -90% damage reduction against most forms of damage
* Lasts 10 seconds
* There is currently only 1 in the game, located in Fort Hagen, and intended for the quest
* (This device may or may not be craftable in the future)

#1.2.0:42
(NEW) Energy Converter (Utility Weapon)

* This device can convert Fusion Cores into raw Energy Cells
* Simply hold down the trigger as long as you like to convert Fusion Core power into Energy Cells
* It will convert a full Fusion Core (500 ammo) into roughly 100 Energy Cells (randomly varies a bit)
* Energy Cells are deposited directly into your inventory
* It does not do any damage, and does not fire any real projectiles
* This device can be constructed in the Robotics Lab
* Recipe #1 = Located under "EQUIPMENT" - Requires Nuclear Physicist Rank 1
* Recipe #2 = Located under "CONTRACTED WORK" - Requires VANS rank 2 and Tricks of the Trade rank 3

#1.2.0:43
(NEW) Electron Charge Cell
>> The classic ammo type for Gatling Lasers has returned

* The Mini-Turret's "Micro-Cells" are renamed to "Electron Charge Cell"
* It has the classic red/white texturing on the ammo itself
* The beam color for this ammo type is now red (for the Microtron)
* Gatling Lasers now use Electron Charge Cells, instead of Fusion Cores
* Gatling Lasers will now drop with Electron Cells, for both regular and scrounger chances
* The energy cell requirements to craft this ammo is increased
* There's a 2nd recipe to craft this ammo now that matches the Fusion Core perk requirements
* The base damage on the Microtron was increased to 4 damage (up from 2)
* The base damage on the Gatling Laser was reduced slightly

(NOTE: The gatling laser still shows a fusion core when reloading the weapon, I may re-texture that later on)

#1.2.0:44
Ammo Crafting

* All ammo is now sorted into multiple categories: Ballistic, Energy, Contracted Work, Imported
* Overcharged Fusion Cells no longer require copper
* (NEW) Overcharged Fusion Cells ammo recipe in the Contracted Work tab
* Most ammo crafting recipes now give ammo packs, so you can see how many rounds you're getting per craft
* The 10mm and .38 crafting recipes are increased to 20 rounds each, and the gunpowder is appropriately increased
* The 5mm crafting recipe is increased to 50 rounds, and the gunpowder is appropriately increased
* .45 Contracted recipe is lowered to VANS 1
* 5.56 Contracted recipe is lowered to VANS 1
* .44 Contracted recipe is lowered to VANS 2
* .17 and .223 scrapping recipes should properly be in the Weapons Lab instead of the Robotics Lab
* (NEW) 9mm ammo recipe for the Contracted Work tab
* The 9mm ammo recipe requirements are reduced to match the .38 recipes
* The caps price on contracted work ammo are cut in half (the powder requirement remains the same)

#1.2.0:45
(NEW) Ammo Field Switching

* NOTE: Any existing weapons WILL NOT work with this until you drop them on the ground and pick them up again
* You can now use a device called the "Weapon Toolkit" to switch ammo and firing modes on certain weapons
* This device can be crafted in the Weapons Lab under "Tools and Parts"
* The device is located in the AID tab, and can be assigned to your favorites bar
* Certain ammo types may require additional tools called "Conversion Kits"
* You simply need to carry the appropriate Conversion Kit with you, in order to swap some ammo types
* Some ammo types that require a conversion kit cannot be swapped while in combat\*
* Ammo types that don't require a conversion kit, can be swapped at any time
* There are 3 styles of kits: Pipe, Pistol, and Rifle - Each has 3 ranks
* Each rank of the conversion kit can be upgraded into the next rank
* You only need to carry the highest rank conversion kit, and the previous kit is consumed when you upgrade it
* The toolkit menu will tell you which ammo requires a conversion kit (and which rank)
* The toolkit menu will display how much of each ammo you currently have
* I may possibly remove this, depending on how the balance feels

#1.2.0:46
Weapon Changes and Fixes

* (NEW) Many ballistic weapons now have a separate ammo mod with a few new ammo types
* (NEW) Some weapons allow you to change the firing mode now (Automatic and Semi-Automatic)
* Receivers are independent from the ammo loaded, so you can always upgrade to the best one
* Many ballistic weapons now have a chance to spawn on NPCs with different ammo loaded in them
* The Institute Laser Gun no longer has a damage penalty on the standard receivers
* Laser Gun: Sniper barrels now convert ammo to Overcharged Fusion Cells, and increase the damage
* Gatling Lasing: Charging Barrels - Reduced damage, converts ammo to Fusion Cells
* Laser Musket: 6-crank receiver lowered to Science rank 4 (still requires Future Soldier)
* Incinerator: now has a new properly textured ammo cell on the weapon itself
* "Pristine" weapon conditions are removed (they weren't used)
* Destroyed weapons should consistantly work better for NPCs (they shouldn't occasionally run out of ammo immediately)
* DLC: Melee weapons are properly added to Horizon
* DLC Automatron: The Tesla Rifle is properly flagged as an energy weapon
* DLC Nuka: The Wester Revolver is properly added to Horizon
* Machete Glaive: Slightly decreased the base damage\*
* Handmade Axe: Slightly increased the base damage\*
* Synth Blade: Increased caps value\*
* These weapons will be rebalanced again if I ever add mod upgrades to them

#1.2.0:47
Cryo Freezing Effects

* Freezing effects from the Crylotor or Cryo Rounds, now work on most enemies (to varying degrees)
* Consecutive hits on tougher enemies, only partially chill them, and still cannot completely freeze them
* Consecutive hits on weaker enemies can still freeze them solid as usual
* Some creatures now have Cryo Resistance (see further below)
* Creatures that have Cryo Resistance, are often susceptible to taking extra fire damage (useful when using Awareness)

#1.2.0:48
API Rounds (Armor Piercing Incendiary)

* There is no more armor penetration on perks and weapon receivers, its only based on the ammo now
* API Rounds loaded into weapons will grant armor penetration based on the weapon and the caliber
* .50 API = -100% Armor Penetration
* .308 API = -85% Armor Penetration
* .45 API = -50% Armor Penetration
* 5.56 API = -50% Armor Penetration
* Some API rounds can shoot through walls and body parts based on the weapon and the caliber
* Lower caliber rounds have a lower hit chance in VATS to hit through walls and body parts
* All API rounds are now more expensive to craft, and require Tungsten alloy
* There are more sources of Tungsten alloy in loot/junk now
* (NEW) Tungsten Rod: scraps into 2 tungsten alloy (located rarely on some vendors or loot)

#1.2.0:49
(NEW) HE Rounds (High-Explosive)

* These rounds explode on contact damaging everything in a small area for 20 damage per hit
* These rounds have a 20% chance of knocking down the main target you hit directly
* The knockdown effect does not work on larger enemies
* These rounds do not pierce armor (they do not have the internal mechanics that API rounds have to penetrate armor, only raw explosive material)
* HE rounds are only available on weapons that use .50 and 12.7mm
* You can craft them in the Weapon Lab

#1.2.0:50
(NEW) Irradiated Rounds

* Adds radiation damage, but reduces ballistic damage
* Irradiated rounds are only available on weapons that use .38 rounds

#1.2.0:51
(NEW) Pulse Rounds

* Adds energy damage, but reduces ballistic damage
* Deals +50% damage against Robots and Synths
* Pulse rounds are only available on weapons that use .44 rounds
* Has a graphical EMP effect upon impact

#1.2.0:52
(NEW) VENOM Rounds

* Adds 40 poison damage over 10 seconds, but reduces ballistic damage
* VENOM rounds are only available on weapons that use .44 rounds
* Has a graphical green cloud effect upon impact

#1.2.0:53
Gauss Rifle

* All Gauss weapons that use 2mm EC, now have 50% Armor Penetration as a standard property
* The Gauss Rifle has been reduced in damage
* The Gauss Rifle is now located in the "High-Powered Ballistic" category in the ZX-1 Lab

#1.2.0:54
(NEW) Handmade Gauss Rifle

* This new custom assembled gauss rifle is faster to use and smaller, but does less damage per shot
* This weapon does not require charging up like the large gauss rifle does
* It uses 2mm EC rounds, and can hold 4 shots per reload (4 high-voltage capacitors)
* Crafting it requires Science rank 2 and Energy Recipes rank 4
* It can use all of the same scopes that the laser gun can
* It has 3 upgrade options for receivers
* Legendary Gunner and Raider snipers can sometimes carry these above certain levels
* Railroad snipers can sometimes carry these above certain levels
* Can be crafted in the ZX-1 Lab

#1.2.0:55
(NEW) Institute Gauss Rifle

* This new custom assembled institute gauss rifle is faster to use and smaller, but does less damage per shot
* This weapon's frame is 30% smaller than the standard institute weapon
* It uses 2mm EC rounds, and can hold 3 shots per reload (3 high-voltage capacitors)
* Synth snipers can sometimes carry these above certain level ranges
* It can use all of the same scopes that the institute laser gun can
* It has 3 upgrade options for receivers
* Can be crafted in the ZX-1 Lab

#1.2.0:56
(NEW) Institute Tactical Pistol
>> This pistol is a rescaled copy of the institute laser gun, but smaller to match the size of the regular laser gun

* This weapon is 30% smaller than the standard institute weapon
* This version of the institute laser gun has a limited set of mod attachments
* It can use all of the same scopes that the institute laser gun can
* (NEW) Gamma Converter - This is a muzzle attachment that converts the weapon into a Gamma weapon
* The critical damage mods are moved to the barrel slot (I may do this for other energy weapons later)
* Some Synths can carry these weapons, and sometimes have a Gamma muzzle attached (beware!)
* Can be crafted in the ZX-1 Lab
* The meshes for this weapon were manually resized and adjusted
* This weapon does NOT replace the standard institute laser gun
* (More mod attachments will be added to this weapon later)

#1.2.0:57
(NEW) Laser Musket - Overcharged Receivers

* This new receiver uses Overcharged Fusion Cells, instead of regular cells
* It only needs to be cranked (reloaded) once per 3 shots
* The base damage is significantly higher, turning it into an easier-to-use laser sniper rifle
* Tier 1 = Requires Science rank 1, Sets the base damage to 68
* Tier 2 = Requires Science rank 2, Sets the base damage to 82
* Tier 3 = Requires Science rank 4, Sets the base damage to 96

(This receiver has a very nice and fluid feel to it, and I think people who hate the normal musket receivers may really like this option)

#1.2.0:58
Hunting Rifle

* Has a new mod slot to swap ammo types independently from the receiver
* Some receivers are changed, so that they are linear upgrades
* Each damage receiver upgraded (starting after "Hardened") requires the previous mod
* The base ammo is now .45-70
* NPCs at low levels will drop .45-70 ammo more often, but will carry more .308 as you level
* Sniper NPCs have a chance to use API and .50 rifles
* (NEW) Can use .50 HE Rounds

#1.2.0:59
10mm Pistol

* This weapon is now named the "N99 Pistol" to match FO's lore better (also because naming it by the caliber doesn't make sense)
* Has a new mod slot to swap ammo types independently from the receiver
* Has a new mod slot for Firing Mode to switch between Semi and Auto
* The base ammo is now 9mm
* NPCs at low levels will drop 9mm ammo more often, but will carry more 10mm as you level
* The 5mm ammo swap is NOT effected by the receiver upgrades, and remains at a fixed damage range
* The 5mm ammo will naturally benefit more from ZX1 upgrades, so this will even out
* (NEW) Can use 12.7mm Rounds
* (NEW) Can use 12.7mm HE Rounds

#1.2.0:60
.44 Revolver

* The .44 Revolver is now named "Revolver" (for the same reasons as the 10mm pistol)
* Has a new mod slot to swap ammo types independently from the receiver
* The base ammo is now .357
* NPCs at low levels will drop .357 ammo, and usually won't drop .44 until higher
* (NEW) Can use .44 Pulse Rounds
* (NEW) Can use .44 Venom Rounds
* (NEW) Can use .357 Rounds: Faster rate of fire and reload speed. Reduced damage.

#1.2.0:61
Pipe Revolver

* The base damage is increased to be close to other .45 weapons
* Has a new mod slot to swap ammo types independently from the receiver
* (NEW) Can use .44 Pulse Rounds
* (NEW) Can use .44 Venom Rounds
* (NEW) Can use .357 Rounds: Faster rate of fire and reload speed. Reduced damage.

#1.2.0:62
Combat Rifle

* Has a new mod slot to swap ammo types independently from the receiver
* Has a new mod slot for Firing Mode to switch between Semi and Auto
* (NEW) Can use .45 Cryo Rounds
* (NEW) Can use .45 API Rounds
* (NEW) Can use 5.56 API Rounds
* (NEW) Can use .308 API Rounds

#1.2.0:63
Light Machine Gun

* Has a new mod slot to swap ammo types independently from the receiver
* Has a new mod slot for Firing Mode to switch between Semi and Auto
* (NEW) Can use 7.62 Rounds
* (NEW) Can use .50 HE Rounds

#1.2.0:64
Submachine Gun

* The base ammo is now set to .38, however NPCs still drop .45 often
* The starting damage for .45 ammo is much higher now, but the receiver upgrades are less of an increase
* Has a new mod slot to swap ammo types independently from the receiver
* Has a new mod slot for Firing Mode to switch between Semi and Auto
* The Semi-auto receiver should no longer bug out the firing sound effects
* (NEW) Can use .45 Cryo Rounds
* (NEW) Can use .45 API Rounds
* (NEW) Can use .38 Irradiated Rounds
* Some templates were fixed, which might have had the wrong SMG's spawning on NPCs

#1.2.0:65
Pipe Gun

* Has a new mod slot to swap ammo types independently from the receiver
* Has a new mod slot for Firing Mode to switch between Semi and Auto
* (NEW) Can use .38 Irradiated Rounds
* (NEW) Can use .44 Venom Rounds
* (NEW) Can use .44 Pulse Rounds

#1.2.0:66
Companion Signature Weapons
>> All Companion weapons are reworked\*

* (NEW) All weapons now have their own damage receiver upgrades
* Damage can be upgraded from +25% to +125% (better than most regular weapons)
* All signature weapons now come with some built-in mods (such as scopes, better grips/stocks/mags, etc.)
* These weapons can't be modded with any other attachments
* Veracity deals 40% damage vs humans (up from 30%)
* Victory deals 40% damage vs super mutants (up from 30%)
* Justice deals 40% damage vs robots AND synths (up from 30%, and adds synths now)
* Unfortunately, your existing companion weapons won't have the intended starting mods.. but you can still use the old weapons.

#1.2.0:67
ZX1 Experimentation Lab

* NOTE: All schematics will disappear in this patch, and weapons need to be reverse engineered again
* The system to track learning weapons has been altered, to work better for non-vanilla weapons
* The Synth Blade, Improvised Mace, Improvised War Club, and Thermic Lance can now be reverse engineered

#1.2.0:68
Weapon Patch Support - (For weapon patch authors)

* Make sure every weapon in your copy of AddonItems\_Z\_TEMPLATE has a unique "Label" property
* Each label must be named something that no other weapon (including vanilla) will be named
* Try not to use any weird characters or anything, as I'm not sure what the game engine will do with them

#1.2.0:69
Perk Changes

#1.2.0:70
Perk: Penetrator -> Deadeye

* Penetrator is now called "Deadeye"
* No longer grants the ability to shoot through walls or body parts
* Deadeye rank 1: In V.A.T.S. you gain +10% chance to hit any target, on any body part.
* Deadeye rank 2: In V.A.T.S. you gain +20% chance to hit any target, on any body part.

#1.2.0:71
Perk: Marksman

* Rank 2 and 4 no longer give Armor penetration
* Rank 2 now gives improved hip-fire accuracy with semi-automatic ballistic rifles
* Rank 4 now gives +5% Critical Hit Chance with semi-automatic ballistic rifles
* Rank 4 now gives +15% VATS hit chance (up from 10%)
* Rank 2 and 4 now properly adds (instead of multiplies) the intended amount of hit chance in VATS (which is more now)

#1.2.0:72
Perk: Sniper

* Each rank of Sniper gains +25% Sneak Attack Damage (75% total at rank 3) while using a Scoped Long-Ranged weapon\*
* Each rank of Sniper gains increased stability with aiming through scopes (higher than vanilla)
* Rank 2 no longer grants the knockdown proc

#1.2.0:73
Perk: Marauder Specialization

* Super Mutants and larger creatures can no longer be knocked down by this ability
* Damage bonus increased to 40% (up from 30%)

#1.2.0:74
Perk: Ninja

* Sneak attacks from Ninja now only work for Melee (unarmed included), Pistols, and Shotguns

#1.2.0:75
Perk - Blacksmith

* Blacksmithing is now heavily involved with constructing and repair Power Armor
* (NEW) Blacksmith: Rank 4

#1.2.0:76
Perk: Fortune Finder

* Fortune Finder can now find other currency-type items in addition to caps
* Common finds: pre-war money, subway tokens, bobby pins
* Rare finds: rare coins, award medallions, book return tokens

#1.2.0:77
Perks

* Hunters (Rank 2+) now have a very small chance of harvesting Mutated parts from some standard animals and creatures
* Iron Defender rank 3 now gives -20% damage reduction (up from 15%) under 20% health
* Action Boy/Girl may have been bugged due to the DLC addon, but it's properly removed from the DLC
* Astoundingly Awesome perks that give 5% damage at night, and with scoped weapons, is disabled (I'll replaced these later)
* Magazine perks that are disabled in Horizon will no longer appear in your perk chart
* BUG FIX: The Training Desk will now properly take 1000 caps to untrain your specialization (it said 1000, but took only 500 before)

#1.2.0:78
Survival Mode

* You can now sleep in a sleeping bag or dirty mattress for up to 9 hours
* Sleeping bags and dirty mattresses no longer have a penalty to block you from getting "rested" status
* Sleeping bags and dirty mattresses still do not let you get the "Well Rested" buffs

#1.2.0:79
NPCs

* Tougher versions of many NPC types will now appear much lower in level
* Gunners now have customized armor/clothing lists based on their rank
* Albino Deathclaws now have some Cryo resistance, and now take 300% extra fire damage
* Albino Mongrels now have some Cryo resistance, and now take 300% extra fire damage
* Super Mutants and larger creatures can no longer be knocked down by some knockdown abilities

#1.2.0:80
Yao Gaui

* Tougher versions of Yao Gaui will now appear much lower in level
* Now take 400% fire damage (up from 200%)
* Now have some Cryo resistance, and some other stats were adjusted
* The non-legendary Dusky Yao Gaui give legendary materials
* The 2 highest tiers of legendary Yao Gaui gives extra materials

#1.2.0:81
Behemoths

* Tougher versions of Behemoths will now appear much lower in level
* Now give mutated crafting ingredients and extra loot
* Now give more XP
* Now have the standard Super Mutant health regeneration
* Can no longer be knocked down
* Glowing Behemoths can now give irradiated blood or nuclear material

#1.2.0:82
Radscorpions

* Tougher versions of Radscorpions will now appear much lower in level
* Now have some Cryo resistance, and some other stats were adjusted
* Now take 400% fire damage (up from 200% - Albinos still take 500%)

#1.2.0:83
Automatron / Far Harbor / Nuka World

* Most robots are reduced in health by a fair amount
* Many legendary enemies are now properly set to drop legendary materials
* (Legendary Trappers may still not always drop prototypes, this will be fixed later)

#1.2.0:84
Magazines/Guides

* (NEW) The unpublished issue of Robco Fun #3 can now be found somewhere! (increases the Robco recipe perk)
* (NEW) There are now 5 guides (of each listed below) available from random loot (30 guides total)
* Some of these issues are the same previous ones from rewards (which allows you another method to obtain them)
* You CAN get duplicate issues, which do nothing. It's random.
* Settler Scavenging Missions have a small chance to recover a guide, based on their current skill
* Settler Assault Missions have a small chance to recover a guide, based on their current skill
* Some trunks/safes can have random guides
* Locked safes have a 2nd chance to drop random guides
* Locked ammo boxes have a chance to drop ballistic ammo guides
* Medkits have a chance to drop a medical journal
* Locked medkits have a 2nd chance to drop a medical journal
* Medical Journal (Issues #1-5)
* Locksmith Manual (Issues #1-5)
* Energy Weapons Guide (Issues #1-5)
* Ballistic Weapons Guide (Issues #1-5)
* Hacking Guide (Issues #1-5)
* Leadership Guide (Issues #1-5)
* Covert Ops Guide (Issues #1-5)
* K9 Dog Training Manual (Issues #6-10)

#1.2.0:85
(NEW) Vault-Tec Training Manual

* Using this item will instantly grant 1 perk point
* This item is located in the "AID" tab
* 1 of these can be found in Sanctuary (this item will not be available for existing save games!)
* (I may add more of these later)

#1.2.0:86
(NEW) Research Notes

* Using these items will instantly grant XP
* This item is located in the "AID" tab
* "Research Notes" - Grants 750 XP
* "Page from a Military Tactics Manual" - Grants 450 XP
* "Notes on the Local Wildlife" - Grants 250 XP
* "Tips on First Aid Treatment" - Grants 250 XP
* "Raider Notes" - Grants 250 XP
* These items can be found on some NPCs above certain level ranges
* These items can occasionally be found in loot

#1.2.0:87
Items/Loot

* (NEW) Gold Coin, Silver Dollar, Collector's Coin, and other medallions/coins (drops for Fortune Finder)
* (NEW) Lead Piping: Can sometimes be harvested by Technologists from certain large appliances
* (NEW) Lead Bar: Rarely found in pre-war safes
* Gold, Silver, and Copper Bars can sometimes be found in pre-war safes
* When a safe has silverware (forks, knives, etc.), it rolls multiple pieces
* Nuka Cola in safes sometimes has multiple bottles
* Cans of smokeless powder, energy cells, and explosive material (from loot) give more components now
* Cap stashes have a wider random amount of caps to better emulate what different people are saving (it can be very low to moderately high)
* A few indoor areas have Prototype devices placed inside specific containers
* The Laser Musket in concord should now always spawn as degraded
* The Minigun in concord should now always spawn as deteriorated
* Removed the Clean Ammo Box from Home Plate, so that Horizon isn't editing that cell at all now
* There's 2 Portable Memory Devices in one of the Vault 111 desks now
* Purified Water may properly cleanse fire on you now if you were already buffed from it (needs more testing)
* Some loot containers (like trunks and safes) were giving the wrong amount (too few) of ammo
* The variety of ammo types found in trunks, safes, and ammo boxes is greatly expanded
* A few of the default placed Adrenaline Injectors are converted to real Combat Stimpaks
* Common items containing low grade alloys can now spawn in large tool chests and some other containers

#1.2.0:88
Sanctuary Cellar

* The safe in there now contains preset items
* There is now a lead bar and a small can of gunpowder
* The crate now contains 1 Vault-Tec Training Manual (+1 perk point)

#1.2.0:89
Vendors

* Weapon/General vendors in GN/DC have a lot more caps now
* Other vendors in GN/DC have more caps
* Rural and Farm vendors have a very low amount of caps, and focus on bartering
* Caravan have a low amount of caps, and focus on bartering
* DC Weapons: All armor is moved to Fallon's, Power Armor frame is moved to DC Surplus
* Melee weapons on vendors should now always be in good condition
* Most Caravans and rural area vendors have a lot less caps, and rely more on direct bartering
* Trauma Kits can now be sold by Doctors
* Herbal immunity buffs are found more often on doctors now
* 1 extra bandage may be sold on some doctors now
* Ultra Combat Stimpaks can rarely appear on doctors
* Atomic Scotch is now sold at the Third Rail in Goodneighbor
* Jet Coffee is now sold at the Dugout Inn in Diamond City
* Food/drink vendors no longer sell dirty water, but can sell Sanitized Water
* Prices on most crop bundles is lowered quite a bit

#1.2.0:90
Vendors: Ammo

* All smokeless powder and energy cell packs give a lot more units now, and cost less per unit
* All explosive material containers give slightly more material now, and cost slightly less per unit
* The prices on .45 and 5.56 ammo packs is slightly lowered
* .357 and 12.7mm ammo packs are added to some vendors
* Some larger ammo packs are less caps per unit than smaller packs
* Some ammo packs now spawn at level 1 instead of level 8
* Some higher tier ammo packs were slightly lowered to appear on vendors sooner when appropriate

#1.2.0:91
(NEW) Prototype Stealth Helmet
>> This really IS a prototype, in that the system is new and needs testing

* This is the first true "cheat-free" hidden helmet that I've seen
* It can be crafted in the Robotics Lab under EQUIPMENT
* It allows you to have a ballistic weave helmet, that is hidden and which doesn't use the top hair slots
* If you try to equip a real helmet, after you exit the pipboy it will immediately unequip it
* It uses a temporary hat in order to force the helmet off your head, which only takes less than a second of time
* You must remove the Stealth Helmet in order to wear another helmet
* This helmet uses the "Headband" slot.. so anything that uses that slot will remove the Stealth Helmet
* This helmet is still experimental, so please report any problems you see, and let me know if it works ok for you!
* NOTE: This hat switch occurs every time you equip any piece of armor, so you may see this hat flip on your head occasionally after you switched your clothing/armor.

#1.2.0:92
(NEW) Costumes
>> A few pieces of armor are added for those who wish to have the cosmetic version of something without being restricted

* Hazmat Suit [Costume]: This suit has no rad resists, but can be outfitted with a lining and weave
* Cleanroom Suit (Hooded) [Costume]: No rad resists, but can have a lining, weave, eyewear, and head lining
* The armorsmith patch supports color mods for these outfits

#1.2.0:93
Clothing Re-Colors

* (NEW) Army Fatigues (Dark) [Dirty] - A dirty army outfit with a black color theme
* (NEW) Army Helmet (Dark) [Dirty] - A dirty army outfit with a black color theme

#1.2.0:94
(NEW) Synth Armor Colors

* You can now change the colors on synth armor (which were in the game, but unavailable for players to change)
* Paint styles: Dirty White, White, Metallic, Dirty Black, Black
* This effects both armor pieces and helmets

#1.2.0:95
(NEW) Shoulder Bag

* This bag is extracted from the Postman's outfit
* This new bag can be carried on top of any other clothing (uses slot: "54 - UNNAMED")
* There are 2 types: a worn-down version, and a clean version
* It can be crafted in the Robotics Lab under "EQUIPMENT" (requires Armorer rank 1)
* The clean version requires Armorer rank 2
* One of them can be found in Vault 111
* It has 3 levels of Carry Weight upgrades: +40 (default), +60, and +80
* It can be colored through a mod slot in any armor workbench
* Each type has 16 colors to choose from
* These use custom textures and palettes

#1.2.0:96
(NEW) Backpack (Upper)

* This pack is extracted from the Field Scribe's outfit
* This new pack can be carried on top of any other clothing (uses slot: "55 - UNNAMED")
* It has 3 levels of Carry Weight upgrades: +40 (default), +60, and +80
* It only has the 1 default texture style (for now)
* It can be equipped at the same time as any lower packs
* It can be crafted in the Robotics Lab under "EQUIPMENT" (requires Armorer rank 1)
* Lucas (caravan vendor) and Fallon (DC) can sell packs

#1.2.0:97
(NEW) Backpack (Lower)

* This pack is extracted from the Field Scribe's outfit
* This new pack can be carried on top of any other clothing (uses slot: "54 - UNNAMED")
* It has 3 levels of Carry Weight upgrades: +40 (default), +60, and +80
* It only has the 1 default texture style (for now)
* It can be crafted in the Robotics Lab under "EQUIPMENT" (requires Armorer rank 1)

#1.2.0:98
(NEW) Scarf

* This scarf is extracted from Desdemona's outfit
* The scarf itself is only 1 item, but has 16 different color mods to choose from
* The default texture skin is the original texture from Desdemona's outfit
* The colored versions retain some of the default scarf pattern
* It can be crafted in the Robotics Lab under "EQUIPMENT" (no requirement)

#1.2.0:99
(NEW) Uniform

* This clothing is a copy of the Synth Uniform with the logo fully removed
* It has a full custom color palette with multiple color choices using the color mod slot
* It can be crafted in the Robotics Lab under "EQUIPMENT" (requires Armorer rank 2 and Tricks of the trade rank 2)

#1.2.0:100
(NEW) Vault Jumpsuit Mk II

* A new jumpsuit is added with a full color palette
* It's a plain suit, without a number on the back
* There are 14 colors to choose, which can be selected from a mod slot
* The default clean and dirty skins can also be selected from the mod slot
* Some normal vault jumpsuits can also use this new mod slot to color them, and will retain the numbers
* It can be crafted in the Robotics Lab under "EQUIPMENT" (requires Armorer rank 1)
* There is 1 Jumpsuit Mk. II in Vault 111 on top of some vault-tec boxes

#1.2.0:101
Vault 81

* (NEW) Over decades of time, Vault 81 has adapted to the newer Mk. II suits for their vault dwellers
* Different job roles have different colors:
* Red = Overseer
* Black/white = Security
* Green = Maintenance
* Gray = Vendors
* Blue = Everyone else
* NOTE: NPCs will not have these new suits on if you already visited them in an existing save game

#1.2.0:102
Armor Rebalancing - Phase 2

* Most clothing had it's SPECIAL bonuses removed
* All vanilla clothing effects for SPECIALs are disabled, which means it should automatically balance player-crafted armor too
* All glasses/sunglasses give +1 perception
* Most goggles and helmets that cover the eyes, have some fire resist now
* Many colors and "dirty" prefixes now read as: "Bandana (Red)" or "Fedora [Dirty]", to help find/read stuff easier
* Military Hat is now "Military Beret"
* Brotherhood Fatigues are now labeled to show the color

#1.2.0:103
Armor Rebalancing - Clothing

* (NEW) Clothing has it's own custom mod slots for Horizon now\*
* Body Clothing: Lining mod, Utility Mod
* Headgear (including Helmets): Lining mod (only)
* Eyewear: Utility mod (only)
* Gas Masks: (see below)
* NOTE: Any helmet that uses the eye slot will also have an eyewear mod
* The material slot for helmets no longer gives stats, only paint jobs
* Armor on clothing is more closely normalized, so that some clothing is not drastically overpowered over everything else
* Clothing like the Railroad Armored Coat, were drastically reduced
* Most clothing can be used with all armor pieces (chest, legs, arms)
* All clothing that uses the "body" slot, can use the ballistic weave slot
* All headgear that uses the "top of head" slot, can use the ballistic weave slot
* Clothing such as bandanas provide nothing and cannot be modded
* WARNING: Sorry, but some of your current Armorsmith clothing/headgear/eyewear mod attachments may disappear

#1.2.0:104
Armor Rebalancing - Eyewear Mods
>> Eyewear has new utility mods available

* RobCo On-Screen Database v1.7: +1 Intelligence
* RobCo On-Screen Database v2.3: +2 Intelligence
* Sensor Array Mk I: +1 Perception
* Sensor Array Mk II: +2 Perception
* VATS Matrix Overlay: Increases VATS hit chance by +10%
* Recon Sensors: Sighted aiming marks enemies with a compass pip
* S.M.R.T. Targeting HUD: Grants target highlighting while aiming - Enemies = Red, Friendlies = blue, Corpses = white

#1.2.0:105
Armor Rebalancing - Body Clothing Mods
>> Clothing has new mods available

* The Lining mod has an assortment of different resists
* The Utility mod has an assortmnt of different utilities

#1.2.0:106
Armor Rebalancing - Hazmat suits

* Hazmat and Hooded Cleanroom suits can not be worn with armor (Either risk the loss in armor while wearing it, or upgrade a gas mask.)
* Hazmat Suits now provided 400 Rad resistance plus their built-in bonus of -50% rads
* Hooded Cleanroom Suits now provided 400 Rad resistance, and now add the hazmat suit bonus
* While wearing these suits, your AP refresh is reduced by 90%

#1.2.0:107
(NEW) Gas Mask Upgrade System

* All vanilla gas masks now have 2 new mod slots
* The Assault Gas Mask covers the head, so it also has a ballistic weave slot, and a headgear lining slot
* All gas masks also cover the eyes, and have an Eyewear Mod slot
* Gas Masks scrap into "Used Filters"
* Rad Filter: This slot can be upgraded 5 times (+30-150 Rad Resistance)

#1.2.0:108
Gas Mask Upgrade System: Advanced Rad Defender System[/color]
>> The concept behind these gas mask upgrades, is they are very useful, but you don't want to wear it all the time
>> The design of the Defender System is to provide high rad resists while allowing you to wear your regular armor

* Advanced Rad Defender System: This slot can be upgraded 5 times (+50-400 Rad Resistance based on rank)
* The Defender system does not remove rad damage you already have, it simply helps to prevent further damage to your body
* The Defender system reduces your AP refresh while wearing it (-40% to -80% based on rank)\*
* The Defender system mods have a very unique crafting feel to them, with a progressive flow that requires different skills and recipes
* Each rank (above 1) requires the previous rank's loose mod
* To upgrade each rank, choose the standard mod to eject the current mod, exit the workbench, and then build the next rank with it\*\*
* NOTE: Be careful not to build the same rank twice by accident, as it will do nothing
* I may make a better debuff system in the future, but I don't want to add more to the patch right now
	+ The loose mod requirements won't update properly unless you exit/enter the workbench again

#1.2.0:109
Armor Rebalancing - Armor Pieces

* The weight differences between some mod options isn't so drastic on some armor types
* Biocomm Mesh is removed from armor pieces (you can get it on clothing)
* Armor pieces can be upgraded/downgraded to Light, Medium, Heavy, depending on your perks\*
* All "paint-based" material slots for armor such as Combat Armor, no longer effect the stats, just the paint
* They are displayed out of order in the attachment list, but I really don't want to screw with all of those mods for something so trivial.

#1.2.0:110
Armor Rebalancing - Scrapping

* All clothing and armor is organized into better categories for scrap
* All of the custom re-colored clothing I added, can now be scrapped
* All bandanas can now be scrapped for cloth
* All dog armor/accessories can now be scrapped for either leather or metal
* All goggles/glasses are properly in the "glass" category
* Full clothing gives 2 cloth, hats/misc give 1 cloth
* Large leather pieces give 2 leather, hats/misc give 1 leather
* Heavy Leather Armor can give 1 extra piece of leather
* Some metal armors can give more steel now

#1.2.0:111
Armor Rebalancing - Legendary Mods
>> Some Legendary mods are being rolled into the "Lining" mod section of specific armor types
>> This gives much better flexibility for allowing something like Leather armor to only have certain mods

* Legendary mods are crafted inside the Armor workbench as all other mods are
* Legendary mods usually require raw materials found on legendary enemies
* Legendary mods that didn't make sense or don't fit/balance, are not carried over (which are many)
* Some existing legendary mods are disabled

#1.2.0:112
Legendary Mods available so far:

* Leather Torso only: Chameleon - Enemies have a harder time detecting you, while you're sneaking and not moving.
* Leather Torso only: Poisoner's - +10 poison resistance.
* Leather Toros only: Sprinter's - Increases wearer's movement speed by 10%. Reduces weight.
* Leather Arms only: Lucky - +1 Luck
* Combat Torso: Cavalier - Reduces damage while blocking or sprinting by 15%.
* Combat Torso: Titan - Reduces damage while standing and not moving by 15%.
* Combat Torso: Punishing - Reflects 10% of melee damage back on attacker.
* Combat Arms: Duelist - 10% chance to disarm melee attacker on hit.

#1.2.0:113
Armor Rebalancing - Ballistic Weaves

* All non-stackable headgear can now have ballistic weaves (this matches armorsmith more closely)
* All ballistic weaves (in Horizon) are balanced around the possiblity of having 2 weaves total
* Ballistic Weave was rebalanced
* Insulated Weave was rebalanced

#1.2.0:114
Armor Rebalancing - Power Armor
>> The base armor value is no longer determined by the power armor itself, but with a new base structure mod

* Materials no longer give any stat bonuses (NOTE: some mods in this category are reworked)
* Winterized Coating is now "Winterized Paint" and retains it's paint style
* Added a missing misc mod (and ingredients) for the Minutemen paint job so that it will sort properly
* Motion-Assist Servos no longer give strength, but instead give +20% melee weapon damage
* Blood Cleanser is now "Contaminant Cleanser" - Increases poison resistance by 10
* Medic Pump is now "Winterized Insulation" which gives +5 cryo resist
* Emergency Protocols was always set to -25% DR, but the tooltip wasn't reflecting this before
* Photovoltaic Coating is now "Photovoltaic Plates", and is a Helmet utility addon, instead of a material
* Photovoltaic Plates gives +10% ap regen in the sun, and +5 fire resist
* Titanium Plating, Explosive Shielding, and Prism Shielding are removed
* Lead Plating is now "Rusty Paint", and allows you to put the rust texture back on any PA set
* (NEW) Lead Plating: a Torso utility addon that gives 150 rad resists
* Tesla Bracers were reduced to +30 energy damage per arm, and updated the tooltip to explain exactly what it even does
* Hydraulic Bracers show that it adds +15 damage per arm on the tooltip
* Tesla Coils is drastically reduced (this was way overpowered - may be changed again later)
* All armor pieces are named better and more consistant
* The battery drain is 5 times lower from normal running
* The battery drain is 10 times lower from sprinting
* The battery drain is 2 times lower when using action points (power attacks)
* Standard melee attacks now drain the battery by a very small amount
* Landing on the ground (shock absorption) now drains the battery by a small amount
* Jumping now drains the battery by a very small amount

#1.2.0:115
Armor Rebalancing - Power Armor: Classes (T-45, etc.)

* Armor values are rebalanced so that the different classes of PA aren't quite as far apart in stats
* Each class of Power Armor has it's own differences, even if they're minor

#1.2.0:116
(NEW) Armor Rebalancing - Power Armor: Base Structure Mod
>> This new mod slot is the core of Power Armor pieces now, which allows you to specify what material the base structure is made of

* There are 2 categories for these mods: Torso and Limb (includes Helm)
* Limb mods are 1/4th of the protection that the chest gives
* Structure mods are expensive/difficult to upgrade, but are interchangeable between different classes of Power Armor\*
* Structure mods are the first mods that return their full materials inside of the "loose mod" item\*\*
* Example: You can unattach an Aluminum Alloy mod from a T-45, and move it to a T-60
	+ What this means, is you can scrap your old detached mods and re-use the alloys again

#1.2.0:117
There are 3 paths you can take in the structure system:
>> The path you take is based on your stat preferences, and the materials you can find/spare
>> Titanium is the best overall, but it can be costly as it is ALSO the best for weapon crafting
>> You can still get a nice balance by mixing Steel and Aluminum pieces, but it's not quite as high as full Titanium

* Steel Alloy (rank 1,2,3) -> Reinforced Steel Alloy (rank 4,5,6)
* Aluminum Alloy (rank 1,2,3) -> Leaded Aluminum Alloy (rank 4,5,6)
* Titanium Alloy (rank 1,2,3) -> Insulated Titanium Alloy (rank 4,5,6)

#1.2.0:118
Each structure material has different properties:

* Rusted Steel: Very poor stats. Can sometimes be found on Power Armor you find on NPCs/frames
* Steel (Standard): Starting mod. This is the base default stats. Increased weight.
* Steel Alloy: Gives high Damaged Reduction (DR), low Energy Resistance (ER), adds armor health
* Reinforced Steel Alloy: Gives high DR, moderate ER, adds armor health
* Aluminum Alloy: Gives high ER, low DR, adds some fire resist, adds AP, reduced weight
* Lead-Lined Aluminum Alloy: Adds rad resists to Aluminum Alloy, moderate DR
* Titanium Alloy: Gives high DR and ER, adds armor health
* Insulated Titanium Alloy: Adds fire/cryo/rad resists to Titanium Alloy

#1.2.0:119
Armor Rebalancing - Power Armor: Overall Condition

* The "Model" mod slot is completely reworked and simplified for crafting
* The slot is now considered an overall "condition" slot, which is long-term wear that can't be fixed with just simple repairs
* Model A = "Rusted" - Very poor protection/durability/value (uses the rusted texture)
* Model B = "Deteriorated" - Poor protection/durability/value
* Model C = "Degraded" - Below-average protection/durability/value
* Model D = "Functional" - Standard protection/durability (This is the standard working version)
* Model E = "Improved" - Improved protection/durability
* Model F = "Customized" - Superior protection/durability
* You can craft anything Functional and above, in order to restore old and busted PA
* These upgrades are cheaper than structure upgrades, since they are tied to the class of armor
* Each level has increased protection, and significantly increased durability
* Raider armor now has all 6 levels of mods, instead of 2
* Raider: Small bonus to Damage Reduction each rank
* T-45: Small bonus to Damage Reduction each rank
* T-51: Small bonus to Energy Resistance
* T-60: Small bonus to both DR and ER each rank
* X-01: Small bonus to both DR and ER each rank
* The T-51 "Model A" slot now properly shows a rusted texture like the other PA types
* All Model A mods now have a loose mod so they sort correctly

#1.2.0:120
Armor Rebalancing - Raider Power Armor

* (NEW) Raider Power Armor now has a material slot
* (NEW) Now has a brand new texture map for palette colors
* (NEW) Now has a full palette of 16 possible colors patterns
* The default vanilla skin can be applied with a paint job called "Raider Paint"
* The default vanilla skin is automatically applied to "Deteriorated" and "Degraded" conditions
* The new "Rusty" paint is automatically applied to "Rusted" (The Model A)
* The new "Clean" paint is automatically applied to "Functional" and above
* These new palette-based paint jobs are very basic, but it adds a lot of variety to raider power armor

#1.2.0:121
Armor Rebalancing - Power Armor from Loot/NPCs

* Power Armor on frames will often spawn with varying health damage
* Power Armor frames will no longer automatically have only the "highest" class of PA based on your level (T51, etc.)
* Raiders with power armor will spawn with some variety of quality and paint jobs

#1.2.0:122
Armor Rebalancing - Armor/clothing naming

* Horizon's default armor/clothing naming/tagging system is fully expanded
* Every piece of vanilla/dlc armor and clothing will sort properly and have an appropriate icon
* You no longer require Armorsmith to have detailed icons/names, but it is still supported
* The Armorsmith patch itself now has the Horizon naming system, plus the AE tags as well
* All DLC armor/clothing is included with these changes
* Many DLC items no longer use the DLC naming rules, as Horizon's default rules account for mostly everything now\*
* I'll still need to fine-tune this for DLC items as I go

#1.2.0:123
Armorsmith Extended Patch
>> The armorsmith patch requires Armorsmith Extended 3.31+
>> The armorsmith patch requires Armor Keywords 3.2+

* Updated every damn item to be balanced and compatible with Horizon!
* All clothing uses Horizon's mods and balance now (let me know if I missed something)
* Fixed misc conflicts
* All of the Armor Keywords' armor/clothing naming rules now exist inside of this file, along with Horizon's naming rules
* Danse's PA pieces were missing in the patch, and updated with the proper Horizon balance
* All of the new ballistic weave recipes are disabled\*
* All of the stats on existing weave mods were balanced closer to Horizon's level (in case you are already using them)
* Sorry, but I'd rather use Horizon's balanced weaves, which are always available regardless of the mods you use. Horizon currently has 2 styles of weaves, but I may add 1 or 2 more, so you can get a wider customized feel.

#1.2.0:124
Armor Rebalancing - Notes/Future Plans

* I plan to add more mod attachments (some legendary) to certain mod groups, to make more use of Mutated creature parts
* I want a wide variety of options for armor attachments
* I want to make the upgrade attachments the real focus for gaining bonuses, not the armor itself
* I want upgrading your armor to have a progressive feel, so there's always something to work towards
* I want more options to buy/loot armor upgrades, so its not 100% tied to crafting

#1.2.0:125
Horizon Setting Holotape

* (NEW) Poison FX: You can now toggle on/off some of the poison effects that appear on your character\*
* NOTE: Not all poison effects may be included in the first version.
* NOTE: This feature needs more testing!
* This effect can be toggled at any time, including when you already have poison already on you

#1.2.0:126
Blur Removal Addon

* (NEW) Screen Blood Removal: The full version will install a BA2 archive which includes 1 texture that disables blood splatter on the screen\*
* You can use this BA2 file with any blur removal version. Just copy or delete it in the data folder. The full version option in the installer automatically includes it.

#1.2.0:127
(NEW) Camera Addon

* An optional addon can be selected, to remove camera shaking from FO4

#1.2.0:128
Strict Carry Weight Addon

* Updated to support the Cargo Bot fix
* Updated mod tooltips

#1.2.0:129
(NEW) Scrap Everything Patch (Optional)
>> NOTE: This patch is specifically tailored to what I personally want out of scrapping settlements. If you don't like it, don't use it!
>> My Goal: To be able to clean up settlements without the fear of accidentally deleting stuff that probably shouldn't be deleted
>> I limited what can be scrapped, so that it's safer to scrap areas without the fear of removing roads, sidewalks, foundations, and buildings.

* REQUIRES: Scrap Everything Ultimate v2.4 (All DLCs - I'm not making a patch for the regular version)
* Most scrap recipes are roughly balanced for Horizon, but its not fine-tuned or anything yet
* Most buildings, sidewalks, roads, bridges, large walls (i.e. permanent structures) are not scrappable
* Dirt hills, small grass, and large rocks are not scrappable
* Some recipes give no materials, such as removing corpses

NOTE: I've only tested this on Sanctuary, but you can freely scrap there without worrying about deleting structures. I'll tweak it as I go.

#1.2.0:130
Developer notes for patch authors

* Using bandages, cargo bots, and memory devices will use a message form now, so you can translate those messages
* NOTE: I'm trying my best to use message forms from now on, for text messages, to make it easier for translations. I will attempt to update more of the older code in the future as I go.

#1.2.0:131
Missing Patch Notes from 1.2.0

#1.2.0:132
Armor Rebalancing - Armor Pieces

* (NEW) Armor pieces can be hidden/shown using a mod slot

#1.2.0:133
Weapon

* Molotovs will now show a full description of what the fire damage does
* NOTE: Molotovs will appear with a legendary "star" (this is the only way to show the description)

#1.2.0:134
Q: Can companions work jobs?
A: Yes, human/ghoul companions can be assigned to settler job stations. However, I have plans to make their own missions (and skills) eventually.

#1.2.0:135
Q: What about Robots?
A: Robots don't count if you assign them. I plan to add special jobs that only work for robots, since some of the current job stations are too specific to humans.

#1.2.0:136
Q: The "Resource->Misc" category is getting crowded.
A: I know. I'll figure something out. But this works fine for now.

#1.2.0:137
Q: Can I remove the old ammo from settlers once they have a "Settler-Only" weapon?
A: Yes. The Settler-Only weapons use ammo that isn't visible to the player. By default, when you equip a weapon on a settler through the interface, it will give you all the old weapons/ammo automatically.

#1.2.0:138
Q: The shredder doesn't seem all that efficient at saving me time to shred clothing.
A: It's designed to work best for the settler outfit system, and in the future I plan to have an option for your Cargo Bot 1-X automatically drop off clothing/armor into the shredder.

#1.2.0:139
Q: I have player-created armor added, and it uses the Armorsmith attachment mods, is this ok?
A: It's fine. My main concern is making the base FO4 items automatically supported in Horizon. The Armorsmith mod slots are prefectly fine by themselves. If you want custom armor to use Horizon's mod system instead, it'll need a small patch.

#1.2.0:140
Q: Why was charisma nerfed so hard?
A: Temporary charisma was WAY too unbalanced. It never made sense that you can stack so much charisma. It made actually having real charisma not mean anything. If you really want the benefits of charisma, you should have to put points into it.

#1.2.0:141
Q: The carry weights on packs seem high since they add together?
A: I think they're ok, especially since my hardcore addon in the future may require you to carry a pack to get decent carryweight, since your starting value will be lower.

#1.2.0:142
Feedback I'm looking for:

* Anything on the settler task/mission system
* Anything on the settler equipment outfitter system
* Bugs, oversights, problems, with anything

#1.2.0:143
Special thanks to Kinggath for help with how to deal with certain parts of the settler assignment code.
Special thanks to Redbaron148 for helping with Power Armor ideas and balancing

## Horizon 1.2.1

#1.2.1:1
Armor pieces are receiving their 2nd pass at overhauling. All armor pieces are finely tuned to be balanced, yet have some diverse characteristics in terms of protection.

#1.2.1:2
Pieces now start at a more normalized protection. The total amount of protection will be similar between all armor types, but their ratio of damage/energy resistance varies, which is what defines each armor type's characteristics.

#1.2.1:3
The class/size (light, med, heavy) simply bolsters the base ratio directly by a smaller amount now. Whereas material mods add different amounts of protection, and give a lot more now.

#1.2.1:4
For example:
1> Leather chest base starting values = 4 DR / 12 ER
2> Leather chest "heavy" class adds +4 DR / +12 ER (instead of +21 DR / +26 ER)
3A> "Boiled" upgrade adds +3 DR / +9 ER (instead of +2 DR / +2 ER)
3B> "Treated" upgrade adds +12 DR / +36 ER (instead of +6 DR / +7 ER)
3C> "Studded" upgrade adds +24 DR / +24 ER (instead of +8 DR / +10 ER)

#1.2.1:5
This allows each type of armor to retain it's base characteristics better, and keeps the base class mods balanced better. It also makes the actual upgrade mods mean something now (which is how it should be.)

#1.2.1:6
Armor Pieces - Phase 2 Overhaul
>> All armor pieces now have lower base starting protection for all sizes, but gain more protection from mods

* (NEW) The appearance slot can now also change the visual style of the armor (light, medium, heavy)
* All armor pieces have their base values re-adjusted
* All armor pieces have their size (light,medium,heavy) protection reduced
* All armor piece upgrades (Material slot) are much more potent and balanced better
* The weight added with some mods is lowered in some cases
* Medium and Heavy armor is reduced in caps value
* Material slots add more value to the armor in some cases
* Limbs and torsos now have a proportional "weight to value" ratio, so both are almost as good in terms of selling for caps
* DC armor and Vault Security armor is now FULLY modable using the leather armor mods\*
* DC armor and Vault Security armor now has all 3 sizes (light, medium, heavy), but it uses the same graphic
* DC armor and Vault Security armor can now be properly hidden (may need more testing)
* DC Heavy Helmet now includes an eyewear mod slot, since it covers the eyes
* The "Light" armor mod no longer has any requirements, so that players can add a "Size" mod to DC/Security armor
* Size recipes have more appropriate ingredients
* Combat armor still sells for more than most other armors, but it's no where near as extreme now
* Torso: Lead lining now adds 30 rad resists, but now adds a straight 4 lbs, regardless of armor type
* Limb: Lead lining now adds 15 rad resists, but now adds a straight 2 lbs, regardless of armor type
* The different armor sizes have no bearing on the crafting recipe requirements for material mods now
* The metal helmet should have appropriate crafting requirements/materials now
* NOTE: Helmets still need to be reworked, which will be covered in the next patch

#1.2.1:7

* In order to install a Material mod on to an existing piece of armor in your save game, you must install a SIZE mod first

#1.2.1:8
Armor Pieces - DLC

* The extremely bloated numbers on armor, weight, and caps value of DLC armor pieces have been brought in line with vanilla armor
* DLC Armor pieces can now be properly hidden (may need more testing)
* The Trapper chest piece now has an "upper" backpack slot from Horizon (removes armorsmith's carry weight slot)
* Fixed some pieces of Trapper armor that were incorrectly set as raider armor by default\*
* Removed an extra unused Trapper ultra-light build recipe
* Some Marine and Trapper armor mods will now have better descriptions
* Marine torso's ligher build gives the proper +5 AP
* This fix will remove those trapper mods from the standard raider armor mod list

#1.2.1:9
Power Armor

* Power Armor paint jobs should now take priority over material swaps from other attachments
* Power Armor repair costs are tweaked

#1.2.1:10
Ballistic Weaves

* Have a "No Weave" mod, to allow you to extract the existing mod
* Each rank must be crafted in order now\*
* Requires rare materials for rank 3+
* The standard ballistic weave now also requires "Recipe: Ballistic Weaponry" to craft them
* Like other progression upgrades, you may need to exit/enter the workbench after you extract the current loose mod

#1.2.1:11
Backpacks

* (NEW) All bags have a 2nd version called "(Double Slot)", which takes up both equipment slots and gives 2 carry weight mods
* Packs can now be hidden with the appearance mod slot
* Packs can have the carry weight mod set to nothing
* All bags are worth 10 caps
* Carry weight values are halved in the Strict Carry Weight addon

#1.2.1:12
Weapon Toolkit (Ammo switcher)

* The N99 pistol, Revolver, Hunting Rifle, and Bolt-action Pipe, should now have the proper working order for ammo

#1.2.1:13
Incinerator

* The Incinerator has a new look with better attached parts
* Now uses rifle animations instead of pistol

#1.2.1:14
Institute Weapons

* (NEW) A new black texture set is now available for Institute weapons\*
* (NEW) The Tactical, the Gauss, and the standard Institute guns can now be set as Black or White with a mod slot
* NOTE: The specular (i.e. shiny) textures are not completed for this yet, so it will appear a little strange up close, but it isn't too bad for now

#1.2.1:15
Submachine Gun

* Now has a "Heavy" receiver
* All the recipe requirements are setup properly now

#1.2.1:16
(NEW) Water Purifier - Pump

* A small ground-placed pump that can be used as a real water purifier
* It gives 10 water and is similar to the medium water-placed purifier
* Requires Technologist rank 1
* Works with the resource manager (let me know if there's any bugs with it)

#1.2.1:17
Settlements

* (NEW) Tavern (Low) - This version has no foundation which makes it easy to place on flat surfaces
* (NEW) Townhouse (Low) - This version has no foundation which makes it easy to place on flat surfaces
* All job stations now have the proper recipe ingredients
* Added more components (mainly circuitry) to certain scrap items that really should give some
* Doctors and Traders should appear correctly on the mission menus (they aren't used yet though anyway)
* The Tier 3 food vendors no longer require cap collector, but require Local Leader 2
* Tier 3 Doctor vendors now require a "Scalpel (Surgical)", instead of the regular scalpel
* "Scalpel" can be converted to "Scalpel (Surgical)" by Medic rank 1, in the Robotics Lab under Tools and Parts
* The very large Horizon industrial water purifier only requires 1 module, and Trailblazer rank 2\*
* (it wasn't worth building before because it was more expensive per water unit, but now it's worth it)

#1.2.1:18
Settler Outfiter

* Powerful weapons now properly require 50+ Smithing skill, and also require Local Leader rank 3
* Powerful weapons can no longer be scrapped (standard weapons still can be)\*
* Standard settler weapons now cost 2 weapon parts and 10 steel
* Powerful settler weapons now cost 3 weapon parts and 20 steel
* The N99 is now properly named on the outfitter menu
* When you equip 1 settler weapon to a settler, it will now give them all of the "Settler-only" ammo types\*\*

#1.2.1:19

* This allows you to scrap standard weapons to build powerful ones, but you can't get extra scrap from powerful ones with mods
	+ This allows you to trade weapons from one settler to another, and they will be able to fire them as long as they were equipped with at least 1 weapon from the menu

#1.2.1:20
Crafting

* Dog/turret devices now properly say if they are reusable or single use
* Raw wood, steel, concrete, plastic, and packing material is no longer worth any caps
* (NEW) Wood, steel, and concrete, can be packaged into "Cargo Orders", which can be sold to vendors
* Cargo Orders do not directly contain any materials, but can be disassembled in the Disassembly category
* Disassembling Cargo Orders costs caps to pay someone to unload it (prevents infinite crafting XP loops)\*
* The reusable Cargo Bot 1-X only requires Robotics Expert rank 1, and some ingredients were changed
* The reusable Portable Memory Device only requires Science rank 1, and some ingredients were changed
* The 2nd Medicated Bandage recipe should no longer conflict with the medic version of the recipe
* DLC firearms require a minimum of 4 weapon parts for receivers now, so that they will properly scrap into weapon parts
* Ideally you wouldn't want to disassemble these.. if you make them, you're intending to sell them

#1.2.1:21
Items

* (NEW) A reusable Portable Memory Device can now be purchased from Daisy in Goodneighbor for 750 caps
* The memory drain on the Memory Device is now -3 INT (up from -1 INT)
* XP consumable items are now worth some caps
* A few vendors will can now sell Stealth Boys
* A whole bunch of vendors that I missed, now have weapons that won't show their ammo on the barter screen (or damaged rounds)
* The desk in Vault 111 now gives 5 Portable Memory Devices
* There's 1 supply kit in the sanctuary cellar crate now
* Level-action Rifle is reduced in caps value
* The shipment of packing material is greatly reduced in caps value, and increased in quantity
* A bunch of junk items have their component tags fixed (there may be some missing still)
* Fixed a few junk items from not having the same components in the DEFUI esp
* Fixed a bug where vault 81 vendors weren't giving enough crops and water
* Codsworth will now give 2 Sanitized Waters as his gift instead of tools

#1.2.1:22
Perks

* All ranks of Trailblazer should now show an image when crafting something that requires it
* Technologist rank 4 is properly labeled

#1.2.1:23
Magazine Guides
>> This now brings the total number of guides obtainable from loot to 50 issues

* (NEW) Tricks of the Trade (Issue 1-5) - Adds to the trading recipe perk
* (NEW) The Wanderer's Survival Guide (Issue 1-5) - Adds to the survival recipe perk
* Locked safes now have a greater chance of dropping a guide
* Some "boss-level" trunks have a higher chance of dropping a guide
* Some bosses have a guaranteed chance of dropping a guide
* Settler Missions: Scavenging has a higher chance of finding a guide
* Settler Missions: Assault missions have a higher chance of finding a guide (higher skills can find 2 guides)
* Settler Missions: Entertainers have a small chance of finding certain utility-based guides

#1.2.1:24
NPCs

* Machinegun Turrets were incorrectly set, and not giving all the loot they were supposed to
* Machinegun Turrets will now give more than 1 ammo (bubble turrets are 10mm, tripods are 5.56mm)
* Laser Bubble Turrets will now give fusion cells
* The first tier of Mirelurk Hunters had higher DR than intended
* Fixed 1 type of Mutant Radroach that wasn't set to give legendary loot

#1.2.1:25
Companions

* Companion data is updated to prepare them for a future patch for a companion XP system
* DLC Companions are updated also
* (The companion XP system is not enabled yet)

#1.2.1:26
Strict Carry Weight Addon

* Pocketed mods for new Clothing mods now give half the carry weight, to match the other armor mods
* Backpacks give half the carry weight of the default mode

#1.2.1:27
Scrap Everything Patch

* Starlight: Removed the "Projector" (which is a building) from the gadgets category, so you can't scrap it
* The Castle: The Armory Door should no longer be scrappable
* Tenpines Bluff: You can now scrap that destroyed tiny house, the small maple tree, and the plank of wood
* Home Plate: Removed being able to scrap any permanent structures (walls, floors, stairs)
* NOTE: I still haven't visited many settlements, so this patch is NOT finished yet

## Horizon 1.3.0

#1.3.0:1
This update cleans up and moves the old production system into the new assignment system. It also polishes and expands the Cargo Bot 1-X system.

#1.3.0:2
Vendor stalls are reorganized and require a progression now. They are MUCH cheaper to build Tier-1 and Tier-2 stalls now, but there is a limit to how many of those you can build in a period of time. Once your Tier-2 vendors gain enough income, you can use that income to build Tier-3 stalls. This allows you to place Tier-2 vendor stalls without feeling like you're wasting materials since you eventually want Tier-3.

#1.3.0:3
Pipe Turrets are expanded to 4 grades, and are aimed at being the "go to" turret for quick setup.

#1.3.0:4
Ballistic Weaves can be acquired with or without the Railroad unlock. Settlers can help you craft weaves if you lack the skill to do it yourself.

#1.3.0:5
A major overhaul of the Weapon Pack was done, along with a lot of other weapon changes.

#1.3.0:6
This patch also introduces the alpha version of Horizon's hardcore mode. You don't have to restart your game to add it on, simply select it when you install. And if you do want to restart, the very begining of the game is not really any different, so you could always just load any early Horizon save, if you wish to save yourself the hassle of recreating the character again.

#1.3.0:7
There's a lot of changes in this update, so please be patient and report any problems. Thanks!

#1.3.0:8
Settlements

#1.3.0:9
(NEW) Settler Skill Perks

* When your settlers reach certain skill levels, you will now gain a perk for it
* Rank 1 = 25 skill
* Rank 2 = 50 skill
* Rank 3 = 75 skill
* Rank 4 = 100 skill (not obtainable yet)
* To receive perks you are eligible for, visit the Mission Manager in the Command Table

#1.3.0:10
(NEW) Settler Crafting

* The skill that settlers gain from tasks/missions, can now be used to directly craft items for you
* This allows you to have settlers craft some items that you normally would need specific perks for
* Many "Contracted Work" items now require settler skill ranks
* Some workshop objects require settler skills to build (such as rank 2-4 MG turrets)
* Ballistic weave mods can be crafted by settlers now (more details much further below)
* Items such as turret parts, cargo bots, and memory devices don't require settler skills (I want these widely available still, so I'm not sure how I want to deal with them yet.)
* (More recipes will be added next update)

#1.3.0:11
The Resource Manager and the following workshop production devices are reworked:

* Water Purifiers
* Lumber Mill
* Stone Yard
* Steel Yard
* Oil Well

#1.3.0:12
NOTE: If you're using an existing save game, each of these resource generating devices will need to be STORED and PLACED again, in order for them to count properly in the Resource Manager.

#1.3.0:13
Workshop Production

* "Work Orders" are removed, and no longer needed
* Each production device will automatically be activated once you assign it a settler or give it power (as long as it's newly placed)
* Production will now track better in DLC settlements (could use some more testing)

#1.3.0:14
Setter Assignments (Both Jobs and Resources)

* Assignments should be more accurate to the exact settlement now (There used to be a chance that 2 close settlements (like Red Rocket and Sanctuary), could count each other's resources, but it will now check to make sure each station is inside the settlement.)

#1.3.0:15
Notes on Settler Assignments and Resources:

* + - Placing job stations or resources very close to the border of settlements may not work
		- Very long distances between similar stations may not work for totaling up resources. Most settlements are fine, ex: if you place stuff on each end of Sanctuary, it should be fine. Whereas a place like Spectacle Island could have problems if you place stuff too far apart.
		- Settlements very close to each other can still occasionally have incorrect assignments (I fixed this so it should usually work fine)

#1.3.0:16
Water Purifiers and Purification

* The upkeep on water purifiers is now 1 "Maintenance Kit" for each bottle produced, instead of fuel
* Each craft makes 4 Maintenance Kits which require 4 Clean Bottles and 1 Tool Kit
* Filters crafted from contracted work now require Settler Skill: Engineering rank 1

#1.3.0:17
(NEW) Extra Crop Production

* You can now gain an additional yield of crops using fertilizer
* Adding 1 fertilizer will grant you 3 "fertilizer units" for settlers to use (for 3 crops)
* You can gain a bonus of up to 20% of your crops in surplus (+1 crop per 5 grown)
* You can allocate fertilizer from the resource manager's main menu
* You can choose exactly which crop types you want to have your settlers focus your fertilizer on
* Surplus crops are evenly distributed based on what you are currently fertilizing
* Surplus crops are always healthy crops, and never rotten

(Simply put.. if you want settlers to focus on a healthy surplus carrots and corn, disable all the others in the options menu, and you're done.)

#1.3.0:18
Resource Manager

* (NEW) A smaller profile vault-style Resource Manager is now available
* The original Resource Manager cabinet has a cargo bot with shorter antennas
* The menu will now only show active production devices, it no longer shows inactive devices that don't have power or a settler assigned to
* (NEW) The Cargo Bot 1-X item destination is now separate from the production/crafting destination\*
* The Cargo Bot was only depositing into the Scrap Storage anyway, but that is fixed now with the new destination

#1.3.0:19
Settler Missions

* You now get 1 Engineer and 1 Entertainer task slot to start off with

#1.3.0:20
Cargo Bot 1-X

* (NEW) Cargo Bot 1-X now has it's own skinned mesh that has a basket attached, and shorter antennas
* (NEW) There's a new option to automatically move all your junk items to the Cargo Bot, and then open the inventory
* You can now set the destination for the cargo deposit on the Cargo Bot menu
* The remote access to the command menu now properly requires Local Leader rank 3

#1.3.0:21
More Patch Notes...

#1.3.0:22
Caravan Transport

* NOTE: "Z\_Horizon\_DLC\_AllCaravan.esp" is NO LONGER USED. Delete it if you manually install Horizon\*
* The DLC addons no longer edit the Caravan system
* (NEW) You can now travel to the Nuka-World settlement if you own it
* Traveling should no longer consume supplies unless it actually traveled you somewhere
* An empty version is still included with the zip file, in case people aren't paying attention so that it overwrites the old file

#1.3.0:23
(NEW) Vendor Credit

* Tier 2+ vendor stalls that gain income now earn Vendor Credits instead of caps
* Can be either cashed in for caps, or used to build to Tier-3 vendor stalls
* Credits are worth 1 cap each if you want to directly sell them to vendors
* Credits are prefixed as "(Currency)" and put in your misc tab with other currencies
* Can be crafted through supply lines into caps in the Robotics Lab under WORKSHOP
* NOTE: The prices to buy tier 3 vendors may possibly be a little cheap, but since this is a new system I want to see how it balances

#1.3.0:24
(NEW) Vendor Contracts

* Vendor Contracts are required to build Tier-1 and Tier-2 Vendor stalls
* 1 contract can be bought by: Carla, Lucas, Daisy
* 2 contracts can be bought by: DC Surplus, Deb
* 3 contracts are sent to your mailbox if you are Local Leader rank 1
* Vendor contracts are cheap (30 caps), but you can only get so many over a period of time

#1.3.0:25
Vendor stalls

* Tier-3 Weapon, Armor, and Clothing vendors no longer require Cap Collector, but instead require "Settler Skill: Craftsmanship" Rank 1
* Removed the ability for vendor stalls to be destroyed in an attack
* Vendor stalls are labeled with their tier number now
* (Bug fix): Tier 1 Bars no longer can income (they weren't supposed to)
* All Homemaker vendor mats are updated to match Horizon

#1.3.0:26
Settlement Turrets

* (NEW) Pipe Turret Mk II: 6 defense, increased health, increased damage, has a smaller base without the tripod legs sticking out
* (NEW) Pipe Turret Mk III (MG): 8 defense, increased health, increased rate of fire
* (NEW) Pipe Turret Mk IV (Irradiated Rounds): 10 defense, increased health, adds radiation damage per hit
* Each tier of pipe turrets use +1 more turret deployment part; the Mk IV also requires radioactive material
* The basic Pipe Turret (and the mini-pipe turret) uses a better firing sound effect now
* The basic Pipe Turret should have better alignment for the muzzle flash and firing origin
* MG Turret Mk 1: Requires Gun Nut rank 2
* Heavy MG Turret Mk 3: Requires Settler Skill: Engineering 1
* MG Turret Mk 5: Requires Settler Skill: Engineering 2
* Heavy MG Turret Mk 7: Requires Settler Skill: Engineering 3
* The health/resists on some turrets were increased
* The damage was rebalanced on all turrets

#1.3.0:27
Settlement Objects
>> I got tired of the lack of support columns, so I added a few. I also got tired of seeing crops floating above the ground.

* (NEW) Added new Razorgrain meshes that extend into the ground properly, even on fairly steep hills
* (NEW) Added new Corn meshes that have a wider stalk that extends into the ground properly
* (NEW) Wooden Support Column
* (NEW) Wooden Support Column (Double)
* (NEW) Wooden Support Column (Thin)
* (NEW) Wooden Support Column (Y Bracing)
* (NEW) Concrete Support Column

#1.3.0:28
Survival

#1.3.0:29
Ground Meat
>> Ground Meat is a new type of raw meat that can allow you to mix different raw meats to make an edible meal

* (NEW) Ground Meat (Animal): New recipes in the cooking station let you convert raw animal meat into ground meat
* (NEW) Ground Meat (Exotic): New recipes in the cooking station let you convert raw creature meat into exotic ground meat
* (NEW) Wasteland Burger: Uses ground meat, gives low nutritional value
* (NEW) Hearty Soup: Uses ground meat and purified water, gives moderate nutritional value and hydrates
* (NEW) Animal Stew: Uses ground meat and purified water, gives high nutritional value and hydrates (Survivalist 1)
* (NEW) Bug-Kabobs: Uses exotic ground meat, gives low nutritional value
* (NEW) Mystery Soup: Uses exotic ground meat and purified water, gives moderate nutritional value and hydrates
* (NEW) Arthropod Stew: Uses exotic ground meat and purified water, gives high nutritional value and hydrates (Survivalist 2)
* Grinding meat into ground meat always only requires 1 raw meat
* Converting 1 raw meat into ground meat outputs a varied amount based on the size of the animal
* Example: 1 ground meat = squirrel bits, iguana bits, cat meat, radroach
* Example: 2 ground meat = dog meat, molerat meat
* Example: 4 ground meat = radstag meat, brahmin meat
* Canned Dog Food only has 1 recipe now under "Utility", which uses "Ground Meat (Animal)"
* New Category in the Cooking Station: "Ground Meat"
* All Ground Meat recipes have their own unique output items, so that the list doesn't unsort while crafting

#1.3.0:30
Raw Meat
>> Meat dropped from animals is redesigned

* All animals and creatures now drop low quality or bad meat, regardless of skill
* Only skilled hunters can learn how and where to harvest full non-diseased cuts from these post-war mutant animals
* 1 of 3 random meats will always drop from all animals regardless of skill:
* (NEW) Meat Scraps - These are generic scraps of meat that can only be converted into "Ground Meat"
* (NEW) Exotic Meat Scraps - Same as meat scraps, except drops from exotic creatures
* (NEW) Gristly Meat - Cannot be used for any cooking recipes, but can be converted to fertilizer
* (NEW) Diseased Meat - Cannot be used for any cooking recipes, but can be converted to fertilizer
* Different sized animals (small, medium, and large) can drop different amounts of these scraps
* All DLC creatures that are supposed to be accounted for, are included with these changes

#1.3.0:31
Juices
>> New juices are available, which give you an option to "boost" purified water

* (NEW) V7 Juice: Cures Lethargy. Gives double the hydration as purified water. +10 dmg/energy/rad/poison/cryo resists
* (NEW) Ultra Carrot Juice: Grants Night Vision and +1 Perception for 15 mins. Hydrates/buffs the same as purified water.
* (NEW) Melon Juice: Resistance to all illness, +10 dmg/energy/rad resists for 15m. Double the hydration of purified water.
* Juices require Survivalist rank 1/2
* Juice/water buffs are usually separate from food buffs, and should stack with food

#1.3.0:32
Food

* Many medium/large cooked meals that give buffs have increased ingredients
* Some cooked food now weighs in relation to it's nutritional value
* Most DLC meat is included in the Ground Meat recipes
* Pre-war food is worth less nutrition and caps value now
* Cooked pre-war foods no longer hydrate you (the water is the cost of purifying this food)
* Raw meat now states in the tooltip that it has high risk of illness
* Harvesting Tarberries can no longer gives dried material, so you have a better chance of getting a good piece now

#1.3.0:33
Illnesses
>> As you advance further through the Commonwealth, more deadly infections can emerge

* Infection does 4 damage per tick from level 1-4 (down from 5 damage)
* Infection does 8 damage per tick from level 5-9 (down from 10 damage)
* Infection does 12 damage per tick from level 10-19 (new)
* Infection does 18 damage per tick from level 20+ (new)
* Lethargy is reset back to it's vanilla value of -50% AP refresh rate
* Weakness now appears on the top of your perk chart as an alert
* Insomnia now also reduces your Rad Resistance by -30
* Parasites now also reduces your Poison Resistance by -10 (Note that your base resist is 10, so going to 0 can potentially be really bad.)
* The illness "Fatigue" is now renamed to "Overfatigue" so it isn't confused with the Fatigue bar

#1.3.0:34
Chems/Aid

* (NEW) Rebound: Cures Overfatigue. +10 Max AP and +5 AP regen for 10 minutes.
* Rebound can be crafted with Chemist rank 1 and requires adrenaline, jet, mentats, and sugar bombs
* Rebound can drop from loot and some vendors, and has it's own unique graphic
* Rebound is considered a "Jet" chem, in terms of addiction
* Jet Fuel is changed to: +50 Max AP and +20 AP regen for 1 minute. (up from 35/10)
* Skeeto Tonic now also hydrates, but requires purified water to craft it
* (NEW) Fixer: Lowers addiction levels (is not a full cure)\*
* Fixer has negative side effects: -2 agility for 5 mins, -20 health
* Fixer only drops rarely from loot and vendors, and has it's own unique graphic
* Fixer may need some tweaking, and I would also like to give players a way to see their actual addiction levels somehow, so you know what it's even doing

#1.3.0:35
Doctors

* NOTE: The doctor menu has been moved to a better centralized system, let me know if any doctors have a problem with the menu now
* The doctor menu can now be accessed from certain objects
* (NEW) Medical Triage Station: There is a station located in Goodneighbor to allow you to use doctor services there now
* (NEW) Medical Triage Station: There is a station located in the RR HQ near the doctor
* (NEW) Medical Service: There is a wheelchair located in the BOS HQ near the caravan radio
* (NEW) Medical Service: A wheelchair can be placed in settlements that allow you easier/instant access to local doctors
* Medical Stations will only work if the doctor in the area is alive and NOT hostile towards you
* The Medical Service in settlements will not work unless you have an active doctor in the settlement
* Curing illnesses, limbs, and poisons at doctors costs more now
* The cannibal debuff should properly be checked now at doctors and on DLC doctors too

#1.3.0:36
Items and Crafting

#1.3.0:37
Item Graphics

* (NEW) Bandages are resized smaller and given a new white-colored texture
* (NEW) Pharmaceuticals, smokeless powder, and explosive material, now have custom textures on the bottles
* (NEW) Added a new box graphic for different boxed items, such as parcels and supply kits
* (NEW) Added a cleaner looking book with the jagged pages removed
* (NEW) Some books are different colors now, so they're not all red anymore
* (NEW) Rad-Off, Ultra Combat Stimpaks, and Ultra Radaway have unique graphics now
* (NEW) Locksmith Tools (grade-2) has it's a new graphic

#1.3.0:38
Items

* Some kits were given more appropriate graphics
* Bloatfly Gland is now tagged as a tool (so it won't be auto-scrapped if you need it for the quest)
* You can disassemble the bloatfly gland in the robotics lab, to turn it into the old scrappable junk item
* "Scalpel (Surgical)" is now removed from the DEFUI addon, and won't be considered a junk item
* Loose mods for the N99 and Revolver are named properly
* The Shishkebab from the quest, should now always drop in good condition
* The icons for disposable armor buffs are no longer upside down
* The amount of smokeless powder in cans from loot is lowered (vendors are unchanged)
* Some of the alloy grades in prototype parts were tweaked
* The amount of tungsten in some items was reduced

#1.3.0:39
Loot

* A couple new prototype parts can drop from legendary enemies (adds better variety of alloys now)
* Some prototype parts weren't correctly added to some loot (adds better variety of alloys now)
* The rare components that Technologist rank 5 can salvage, can sometimes roll prototype parts
* All Grade-2 alloys will drop more often from some sources
* More Filters can appear on vendors that normally stock them
* Filters can rarely appear in toolboxes now
* Rare items have a greater chance to spawn in locked medkits
* Locked medkits now have an extra chance to roll a useful medical consumable
* More clean bottles will appear on vendors that sell them
* Reworked some of medkit/mirror loot lists, to possibly fix a problem
* Bobby pin boxes will have a better chance to drop more than 1 pin now
* Humanoid NPCs can drop dirty water more often now, and rarely basic food
* Ammo loot in general was slightly reduced
* Specialty ammo should drop in smaller amounts
* Some calibers of ammo were giving a chance for a bit too much ammo
* Some fusion cores that are found on the ground, are now damaged junk that can be scrapped for components
* Power armor frames in the world should usually never roll a full set anymore (a few can, like raider armor)
* Fusion cores have a lower chance of dropping on power armor frames found in the world, and when they do they have less battery power also

(fusion cores in generators are still full power.. which makes finding an active generator rewarding.)

#1.3.0:40
Safes

* Pre-war safes should now properly give bonus loot if they are locked
* Unlocked pre-war safes give less of certain types of loot
* Locked safes have a chance to drop low grade alloy items (pre-war is higher chance)
* Master locked pre-war safes always have at least 1 guide
* Locked pre-war safes have a chance to drop pistols (rare pistols and weapon pack included)
* The Deliverer can rarely drop from locked pre-war safes

#1.3.0:41
Unopened Pre-war Parcels

* This item has been changed to a new item type that you manually open from your AID tab
* Many items have been added to the loot table for pre-war parcels (mainly clean pre-war items)
* Parcels can be found in a few more containers, such as rarely in pre-war filing cabinets
* Some vendors can occasionally have parcels
* Tier 2+ settler scavenger missions have a chance for parcels
* This item uses the new box graphic
* The old parcels may still exist in some containers in your existing save games (if it's broken, just vendor it)
* (This should replace the problem with the old items where it would randomly not open the box when you looted it.. plus it lets you manually open the box so you can notice what item you got.)

#1.3.0:42
Crafting

* (NEW) Maintenace Kits: Used to maintain water purifiers
* Tool Kits were cut in half, so you only need 1 of each tool, but every recipe outputs only 6 kits now
* The Tool Kit recipe that requires Local Leader 3 also requires VANS 5 now
* Clean Bottles now give 4 bottles per craft (uses much less antiseptic per bottle)
* Pulse rounds now properly require it's rare material (Beryllium Copper) to craft them
* HE rounds now properly require it's rare material (Magnesium Alloy) to craft them
* The medicated bandages that only require recipe perks, have a minimum required level of 15 also
* Ingredient type items in the chem lab and cooking station are moved to a new category called "INGREDIENTS"
* Ammo categories are resorted and given new icons (DEF\_UI addon)
* (DEF\_UI addon) Unused menu categories are given icons in case some other mods use them
* Vegetable Starch is moved to the chem lab under INGREDIENTS
* Fertilizer recipes are moved to the chem lab under INGREDIENTS
* Frag Mines require less explosive material to properly match their damage
* Jet Coffee and Atomic Scotch no longer mistakenly say they give 2 bottles per craft
* Rad-Off can be crafted in contracted work with Settler Skills: Survival rank 2
* The Weapon Lab has a description when you go to build one
* The Armor Keywords Ammo workbench is renamed to "AK Workbench"
* ZX1 Lab: ingredient requirements were tweaked (mostly reduced)
* ZX1 Lab: crafting weapons now gives double the skill gain per point of quality, but the maximum gain per craft is capped at +90 skill
* Crafting Antibiotics (Basic) now requires 4 moldy food per craft (up from 1)
* Crafting Antibiotics (Herbal) now requires 4 moldy food per craft
* Crafting Advanced Cure-X now requires Chemist rank 4 (up from rank 1! Sorry, this was way too good at rank 1.)
* Converting Fusion Cores to Energy Cells via the Energy Convertor now gives ~150 cells average per core (up from 100)

#1.3.0:43
Magazine Guides

* (NEW) Blacksmithing Guide (issues #1-5): Adds to the Grognak magazine melee recipe perk
* Some guides have different colored books now
* The Hacking manual from Nick's mail will now require higher affinity and level to receive it
* Locked safes should drop guides more often now

#1.3.0:44
Lock Breaching
>> Requirements to build devices has been redesigned..

* The Locksmith perk now gives you mail with Locksmith Guides at rank 1 and 3
* The Hacker perk now gives you mail with Hacking Guides at rank 1 and 3
* Locksmith Tools Grade-1: Now requires Recipe: Safecracker rank 1
* Locksmith Tools Grade-1: Now requires Recipe: Safecracker rank 3
* Auto-Dialer Grade-1: Now requires Recipe: Safecracker rank 2
* Auto-Dialer Grade-2: Now requires Recipe: Safecracker rank 5
* Explosive Charge Grade-1: Now requires both Demolition Expert rank 1 AND Recipe: Safecracker rank 1
* Explosive Charge Grade-2: Now requires both Demolition Expert rank 1 AND Recipe: Safecracker rank 4
* Auto-Hacker Grade-1: Now requires Recipe: Hack Attack rank 1
* Auto-Hacker Grade-2: Now requires Recipe: Hack Attack rank 4
* All Grade-2 tools still have a minimum requirement of level 5 for them to be craftable

#1.3.0:45
Weapons and Armor

#1.3.0:46
Ammo Swapping

* (NEW) When you swap ammo, it will now pause for a second and force a reload animation\*
* Switching firing modes has a brief pause, but no reload animation\*
* To avoid problems, the in-combat restriction for swapping ammo was removed from all weapons
* If you don't have any of the ammo you're trying to load, it will no longer swap to it
* The firing mode message can be toggled off via the holotape
* All ammo swaps are now adjusted properly for rate of fire
* Higher caliber rounds (or specialty rounds) now usually fire slower than before (both auto and semi)
* Ammo swap rate of fire adjustments should now stack better with firing modes and some other ROF adjustments from mods
* Swapping ammo or firing modes in the middle of combat is always a risk. Don't complain if you die because your character paused for 1 second while swapping. That pause is supposed to happen.

#1.3.0:47
Mod Descriptions

* Many weapon and armor mods have much greater detailed descriptions now
* Many magazines now show the exact ammo capacity for each magazine mod (including the standard one)
* Burning damage numbers are now shown as the total damage added per shot
* Many weapon mods now show recoil, hip-fire/sighted accuracy, stability, bash damage, and VATS cost numbers
* A very few mod properties still don't show numbers, because the numbers could just be more confusing than the words
* Scopes now show the zoom level

(Energy weapons may be tweaked next patch, so some of the descriptions aren't complete yet for them)

#1.3.0:48
Weapons

* Light Frame Receivers no longer have a damage penalty
* Degraded and Deteriorated weapons now have worse reload speed, sighted accuracy, recoil, ROF, and higher VATS cost

#1.3.0:49
Grenades/Mines/Traps

* NOTE: Your old pre-existing items will NOT have the tooltips or some of the new special properties, and do NOT stack with new items
* (NEW) Most grenades, mines, and traps now have a full description tooltip (this requires them being marked as legendary items)
* (NEW) Pulse Grenades/Mines now deal +30% extra damage to robots/synths
* Cluster Bombs from NPCs will now break into 8 fragments dealing 25 damage each (was 12 at 10 damage each)
* (NEW) Baseball grenades can be crafted in contracted work using Settler Skills: Craftsmanship rank 1
* (NEW) Frag mines can be crafted in contracted work using Settler Skills: Craftsmanship rank 2

#1.3.0:50
(NEW) Altered Mirelurk Egg
>> Performing gene and pheromone alterations on mirelurk eggs? Crazy.

* A grenade-style egg that will hatch into a mirelurk spawn after being thrown
* These spawns are friendly to the player and allies, and will follow you when they are not in combat
* Spawns will fight for you until they die
* Spawns will slowly die over about 10 minutes of time (not accounting for combat damage they take)
* Spawns are very hearty and start with very high health, but slowly loses this health over time
* Spawns are vulnerable to fire damage
* Is bolstered with adrenaline and does much higher damage than normal mirelurk spawns
* Each attack also deals 5 radiation damage (these creatures are best used against enemies without rad immunities)
* Unlike other grenades/mines, the egg projectiles are immune from being damaged, to ensure they aren't wasted
* They can be very powerful if you spawn a few at once
* There's no limit to how many you can have out at once, other than they will eventually die
* Can be crafted 2 ways in the weapons lab:
* 1. Chemist rank 1 and Animal Friend rank 1
* 2. Settler Skills: Survival rank 2
* Requires 4 mirelurk eggs per craft, but gives 4 egg grenades
* (sometimes the corpses of the spawns look like they are still alive, but I think that's a bug with the game itself)

#1.3.0:51
DLC Traps

* Caltrops now deal 15 damage per spike
* Poisoned Caltrops now deal 15 damage per spike + 30 poison damage over 30 seconds
* Traps cost more materials to craft now
* Traps will craft into ammo packs, so you can see how many you get per craft
* Bear Traps have their own bleeding effect now, which deals 2 damage per second for 20 seconds (up from 1/10 sec)
* Bear Traps will no longer incorrectly be protected by the old vanilla Sneak rank 2 ability (for both you and enemies)

#1.3.0:52
Throwing Knives

* (NEW) Throwing Knives deal +200% damage if the target is under 30% health
* Now deals 30 base damage (up from 20)
* Now craft into an ammo pack, so you can see how many knives you get per craft
* Now give 10 per craft (up from 5), but require 1 steel alloy grade-1

#1.3.0:53
Ammo

* (NEW) .50 AE Round: This is a .50 caliber round for pistols
* Magnum Ammo Set: The magnum ammo set now includes .50 AE
* (NEW) Ammo Set: All 40mm grenade and missile rounds
* (NEW) Ammo Set: .223, .38, .45, 5.56 (Crude Blowback, That Gun, Varmint Rifle)
* (NEW) Ammo Set: 9mm, 10mm, .38, .223 (Deliverer)
* (NEW) Ammo Set: Auto/Semi Firing Mode ONLY (Mauser)
* There's a new category in the Weapons Lab for heavy ammo (includes 40mm, rockets, etc.)
* The smokeless powder required for some ammo was tweaked to better match their damage
* .45 rounds do less damage now, and are closer matched to the newer 10mm damage range
* N99 Ammo Set: 9mm and 10mm swapping requires Gun Nut rank 1 or a Rank 1 Conversion kit
* N99 Ammo Set: 12.7mm damage is reduced, and the crafting ingredients reduced

#1.3.0:54
Scopes

* (NEW) The glass on the reflex sights for most weapons use custom textures now to clean some of the dirt off
* The camera will now move closer to the 10mm reflex sight, so the area of the sight doesn't look so tiny

(The 10mm dirt was especially horrible, you can actually see through the site now)

#1.3.0:55
(NEW) 40mm Ammunition

* All 40mm ammunition is added internally to Horizon
* It includes: Frag, Cryo, Plasma, Pulse, Shotgun, Slug, Flechette, Incendiary, RPG, RPG Seeker, Mini-Nuke
* The ammo switching system now supports a 40mm set
* The speed at which most 40mm projectiles travel is slower
* The China Lake in the weapons pack now uses Horizon's ammo
* The 40mm ammo in the weapon pack is no longer usable, but can be sold for caps

#1.3.0:56
(NEW) Pipe Launcher

* This is a new custom pipe gun that I assembled to use 40mm ammo
* It can be crafted in the Weapons Lab
* It is considered an entry level "stepping stone" weapon that you might use before you get a China Lake
* (the graphics still needs some work on this weapon)

#1.3.0:57
(NEW) Katana

* This weapon was extracted from the Shishkebab, and modified as a 2H sword
* This weapon can be modded to remove the rust from the blade
* This weapon can be modded with the new damage enhancements (seen further below)
* Can be found on some melee NPCs, and rarely on some weapon vendors above level 11
* Can be reverse engineered and crafted in the ZX-1 Lab

#1.3.0:58
(NEW) Wakizashi

* Smaller one-handed version of the Katana
* This weapon can be modded to remove the rust from the blade
* This weapon can be modded with the new damage enhancements (seen further below)
* Can be found on some melee NPCs, and rarely on some weapon vendors
* Can be reverse engineered and crafted in the ZX-1 Lab

#1.3.0:59
Incinerator

* Now has the proper grip attachments for the 2 upgrades
* [Bug fix] should no longer be using the "flare gun" aim model, and should no longer have unintended recoil

#1.3.0:60
Submachine Guns

* (NEW) 30-round Box Magazine (replaces the Rapid Eject mod)
* The Thompson SMG is now defaulted to semi-auto and uses .38 rounds
* Very low level SMG's always drop as .38 now
* Low level SMG's won't always drop as "destroyed" from triggermen now
* Swapping .45 rounds now requires Gun Nut rank 2 or rank 2 conversion kits
* .45 rounds do slightly less damage now
* Removed the VATS cost increase on some receivers
* Removed the range penalty on all receivers
* NOTE:

#1.3.0:61
Deliverer

* (NEW) Now has it's own ammo set: 9mm, 10mm, .38, .223
* Defaults to 9mm now
* (NEW) Reflex Sight: Allows you to put a reflex sight on the deliverer

#1.3.0:62
Revolver

* (NEW) .50 AE Rounds: Requires Gun Nut rank 3 or rank 3 conversion kits
* Swapping .44 now requires Gun Nut rank 2 or rank 2 conversion kits

#1.3.0:63
Hunting Rifle / Pipe Bolt-Action

* Swapping .308 now requires Gun Nut rank 1 or rank 1 conversion kits
* Swapping .50 now requires Gun Nut rank 3 or rank 3 conversion kits

#1.3.0:64
Combat Rifle

* .45 rounds do less damage now
* Swapping 5.56 and 7.62 now requires Gun Nut rank 2 or rank 2 conversion kits

#1.3.0:65
Light Machine Gun

* Does slightly more base damage now

#1.3.0:66
Institute Tactical

* Fixed a bug with the 2 crit barrels that caused the rifle stock to bug out
* Fixed a bug with barrels not firing their lasers from the correct position

#1.3.0:67
Pipe Weapons

* .45 rounds do less damage now
* The long scopes were reduced to Science 2 and Gun Nut 2 (still requires Sniper)

#1.3.0:68
Laser Weapons

* Burning damage now does real fire damage, but applies it slower
* Burning damage rank 1 does 10 fire damage over 10 seconds (from 9 over 3 seconds)
* Burning damage rank 2 does 20 fire damage over 10 seconds (from 15 over 3 seconds)
* The amount of burning damage is now noted on the mod's description

#1.3.0:69
Gatling Laser

* Burning damage rank 1 does 5 fire damage over 5 seconds (from 9 over 3 seconds)
* Burning damage rank 2 does 10 fire damage over 5 seconds (from 15 over 3 seconds)

#1.3.0:70
Plasma Gun

* Boosted Photon Agitator was fixed to match other critical hit damage mods

#1.3.0:71
Melee Weapons

* Synth Blade: Can now be colored black or white just like the other institute weapons
* Micro Sledge: Can now be reverse engineered and crafted
* Pipe Wrench: Can now be reverse engineered and crafted
* Knuckles: Can now be reverse engineered and crafted
* Lead Pipe: Can now be reverse engineered and crafted

#1.3.0:72
Machete Glaive / Handmade Axe / Synth Blade / Katana

* These new melee upgrades are cheap and based on skill rather than materials
* These mods cannot be transfered to other weapons
* (NEW) Sharpened (Average Quality) upgrade: +25% damage
* (NEW) Sharpened (Better Quality) upgrade: +50% damage
* (NEW) Sharpened (High Quality) upgrade: +75% damage
* (NEW) Sharpened (Master Quality) upgrade: +90% damage, causes the target to bleed
* The base damage was slightly adjusted on these weapons

#1.3.0:73
Micro Sledge / Organ Pipe, Water Pipe

* (NEW) Hardened (Average Quality) upgrade: +25% damage
* (NEW) Hardened (Better Quality) upgrade: +50% damage
* (NEW) Hardened (High Quality) upgrade: +75% damage
* (NEW) Hardened (Master Quality) upgrade: +90% damage

#1.3.0:74
Thermic Lance / Killamajig / Skull Pike / Improvised Mace / Improvised War Club

* (NEW) Enhanced (Average Quality) upgrade: +25% damage
* (NEW) Enhanced (Better Quality) upgrade: +50% damage
* (NEW) Enhanced (High Quality) upgrade: +75% damage
* (NEW) Enhanced (Master Quality) upgrade: +90% damage

#1.3.0:75
DLC Weapons

* DLC firearms have their receivers setup to match Horizon
* The Handmade Rifle uses .45 by default so it can make use of the combat rifle's ammo switching
* The Handmade Rifle will still often drop as 7.62mm even though the weapon is defaulted to .45
* The Radium Rifle does less ballistic damage now
* The Radium Rifle no longer has any automatic receivers, and can only use .45\*
* The Radium Rifle has a new slot for swapping semi/auto, but cannot use the field ammo switcher
* Since this weapon has built-in rad damage, it needs to be balanced separately. I may rework other ammo types for it later.

#1.3.0:76
Companion Weapons
>> Crafting these weapons is made into a more varied and immersive "contracted work" style system

* Each item is crafted using a different assortment of items in which traders want in exchange for these weapons
* The ingredients and perks can vary for each weapon

#1.3.0:77
Deployable Turrets/Dogs

* The order of the interaction menu is altered, so that double pressing the use key doesn't ruin your summon:
* Dogs: The first menu key is now "follow me", so you don't accidentally dismiss your dog and waste food
* Disposable turrets: The first menu key is now "exit", so you don't accidentally destroy it
* Re-deployable turrets/bots: The first menu key is still "pickup" since there's no consumable loss

#1.3.0:78
Old Legendaries and Uniques

* All vanilla legendary properties are now considered either obsolete or only minor bonuses
* All vanilla legendary properties are reduced in strength
* Unique items sold on vendors are now considered minor optional upgrades
* Most unique weapons sold on vendors are weaker, and reduced in price
* Most uniques and old legendaries are no longer consider "featured" items, and can be scrapped

#1.3.0:79
Ballistic Weaves

* Ballistic Weaves can be acquired with or without the Railroad unlock
* Mk1 weaves can be acquired 2 ways:
* -- 1> Acquire a piece of gear from the railroad with an Mk1 mod, and re-use that mod\*
* -- 2> Settler Skills: Craftsman Rank 1 (i.e. 25 Smithing skill)
* Mk2 to Mk5 upgrades can be crafted normally at the Armor Workbench with the Armorer perk, OR through Settler Crafting
* Mk2 to Mk5 Ballistic Weaves now require rank 4,6,8,10 of the Ballistic Weapons recipe perk
* Mk2 to Mk5 Insulated Weaves now require rank 4,6,8,10 of the Energy Weapons recipe perk
* Mk2 to Mk5 weaves require Armorer rank 1-4
* This method is essentially the original way to unlock it, since they don't sell the armor until you unlock weaves

#1.3.0:80
DLC Armor

* DLC Power Armor repairs now match the standard power armor
* Marine Armor is now considered "heavy" armor by default and given the proper base DR values
* The Zealot tier of Marine Armor is considered a base-level upgrade level
* Inquisitor/Assault Marine Armor upgrades now act as the top upgrade in terms of protection values

#1.3.0:81
Misc Changes

#1.3.0:82
NPC Humanoid Damage scaling

* Humans deal more damage now per level bracket (your level)
* Level 5-10 = +10% (up from 5%)
* Level 10-15 = +20% (up from 10%)
* Level 15-20 = +30% (up from 15%)
* Level 20-25 = +40% (up from 20%)
* Level 25-30 = +50% (up from 25%)
* Level 30+ = +60% (up from 30%)
* (Scaling effects humans, feral ghouls, and super mutants)

#1.3.0:83
Horizon Tutorial Help Messages

* New help messages pop up at certain levels to explain Horizon game mechanics
* After getting the first help message, you can select the 2nd button to hide further messages
* Message: Level 2 - Explains that further levels won't heal you, and level 5 unlocks VANS
* Message: Level 5 - Explains the VANS system is available, so players remember to spend their next point on it
* Message: Level 15 - Explains that Combat Specializations are now open

#1.3.0:84
NPCs

* Raiders should now spawn lower tier types more often than higher
* Raider Scavvers have their own selection of random outfits
* Shaggy Yao Guai's fur is now 2x more vulnerable to fire than other Yao Guai, but they have higher DR/ER resists now
* Deezer and Dora in Covenant should only be killable by the player (like how the abernathy cat is set)

#1.3.0:85
Misc

* Some loading screen descriptions are updated for the N99
* DLC esps were cleaned up so that they don't contain any new form ID's for loot

#1.3.0:86
Scrap Everything Patch

* Most friendly NPCs (cats, settlers, overseer, etc.) are no longer scrapable (covenant is still scrappable)
* Most NPC animation markers are now scrappable again (minor cosmetic animations like for cats and dogmeat, are still hidden.)
* The Doghouse is removed from the scrap lists, since it's a vanilla buildable item
* You can now scrap short stone walls
* If you want to actually "scrap everything" you can manually install "Z\_Horizon\_Patch\_ScrapEverythingFull.esp", but only use 1 of the ESPs at a time

#1.3.0:87
Homemaker Patch

* All of the vendor stalls are updated to match Horizon

#1.3.0:88
Weapon Patch Authors

* Some of the keywords required for ammo swapping were changed
* Ammo swapping can now support separate menus from the actual mod attachment keywords for ammo sets
* More keywords were added for vendors
* A keyword was added for pre-war safes to drop rare sidearms

#1.3.0:89
Horizon - Desolation (Alpha Version)

#1.3.0:90
Desolation is a new hardcore mode that focuses on tougher survival. This version is very rough, and doesn't contain a lot of changes yet.

#1.3.0:91
In this mode, there's a bigger emphasis on being more self-sufficiant, instead of relying on NPC vendors and doctors. Combat Stimpaks are harder to craft/buy, as there is more pressure to make sure you're healed up properly outside of combat.

#1.3.0:92
Most illnesses and diseases should be cured as soon as possible. They are balanced so that you should no longer feel it's "ok" to just wait to cure them.

#1.3.0:93
This mode will not change NPC damage multipliers or carry weight. You can optionally use the existing addons for those.

#1.3.0:94
I definitely want feedback on it, but this mode isn't made for new players. If it's too taxing on you, turn it off.

#1.3.0:95
Food/Medical

* All pre-war food (that isn't preserved) is considered garbage food and has high risk of disease (not recommended to eat)
* All pre-war food is worth very little caps
* The debuff on Combat Stimpaks is increased to -150 rad resists (up from -50)

#1.3.0:96
Crafting

* Purified water can no longer be crafted by hand, and requires real purifiers to process it for you
* Some medical supplies require more antiseptic or other materials
* Crafting antiseptics from alcohol requires more pharmaceuticals
* Pharmaceuticals require more materials
* Cooked pre-war food is not available

#1.3.0:97
Loot

* Less ammo drops on NPCs
* Ammo Boxes generally have less ammo
* Ammo and smokeless powder drops less from some containers
* Tools drop less from containers

#1.3.0:98
Bartering

* Vendors don't trust you. All sell prices are 25% of the caps value (down from 50%)
* Combat Stimpaks and Blood Packs cost more caps

#1.3.0:99
Survival

* Weakness makes you take 40% extra damage
* Lethargy reduces AP regen by -75%
* Insomnia also reduces your Rad Resistance by -100
* Parasites also reduce your Poison Resistance by -30
* Some poisons deal more damage per tick
* Infection does 10 damage per tick from level 1-4
* Infection does 15 damage per tick from level 5-9
* Infection does 20 damage per tick from level 10-19 (this can now kill you)
* Infection does 30 damage per tick from level 20+

#1.3.0:100
Armor

* Power Armor repairs are more expensive (not implemented yet - next patch)

#1.3.0:101
Q: My Submachine Gun or Mauser (or others possibly) won't work right with the ammo swapping.
A: Try throwing it on the ground and picking it up. If that doesn't fix it, you may need to get/craft a new version of that weapon post-patch if you want the ammo swapper to work properly.

## Horizon 1.3.1

#1.3.1:1
General

* The Command Menu should now work again
* The missing reflex sight textures are now included

## Architect 1.0.0

#a1.0.0:1
Architect is settlement building system that allows you to place structures of any size, virtually anywhere.

#a1.0.0:2
Everything in Architect is optional, so you can use exactly what you want. It should be fully compatible with any mod (including Sim Settlements), because it uses very few Fallout 4 overrides. There are even specially designed platforms built specifically for Sim Plots.

#a1.0.0:3
I created this mod, because I have always wanted a way to place very large structures, WITHOUT the age old problems that are associated with placing large prefabs. Architect makes placing large structures very easy, and includes many options per structure. It also removes that horrible problem with prefabs, where you could accidentally move or scrap the building you're trying to decorate. On top of that, it doesn't count towards your settlement build limit.

#a1.0.0:4
Architect is included with Horizon, but will be released as a stand-alone mod soon.

#a1.0.0:5
Highlights of Architect

* Very easy to place ANY size structure with very little placing restrictions.
* You cannot accidentally scrap/store/move the buildings while you're decorating them!
* Does NOT effect your settlement build limit!
* Structures are grouped into categories, so that the ingredients required are appropriate.
* You can change Building Designs at any time (within it's category.)
* Many buildings contain their own stairs, doors, detailing, clutter, and furniture.
* The different layers of objects can be turned on and off individually (beds, clutter, doors, etc.)
* Buildings can be moved manually (by moving the controller object) or nudged around (via the menu) after they are placed.
* Multiple building designs can be selected via a UI system, based on the category of the structure.
* The master controller object can be used to access the options menu per structure.
* The controller objects are generally small immersive objects, such as mailboxes and power boxes.
* You can "lock" the structure in place, so that you can move the small master object around afterwards.

#a1.0.0:6
More Patch notes..

#a1.0.0:7
Technical Highlights

* All buildings have full navmeshes.
* Navmeshes in Architect are active immediately, and do not require any reloads or restarts.
* Authors who wish to create buildings for Architect, also do NOT need navcuts (if built properly.)
* Most of my buildings don't use glass in the windows on purpose, to keep framerates high.
* Most of my buildings don't overpopulate clutter, so it looks nice and runs fast.

#a1.0.0:8
Currently Available Structures by Category..

#a1.0.0:9
Small Houses

* Small House (2-Story): 9 colors, 4 beds (optional)
* Cabin: 3 colors
* Covenant Houses: 2 styles

#a1.0.0:10
Large Houses

* Large House (2-Story): 5 colors, 8 beds (optional)
* Large House w/ Garage (2-Story): 5 colors, 6 beds (optional)
* Sanctuary House (Refurbished): This is a grungy sanctuary house refitted with sheet metal panels

#a1.0.0:11
Small Urban Buildings

* Townhouse: 9 colors, 4 beds (optional)
* Old Townhouse: 4 colors, 4 beds (optional)
* Red Rocket: Has 3 connection points for a floor vendors behind the counters
* Drumline Diner: Has 1 connection point for a floor vendor behind the counter
* Military Bunker

#a1.0.0:12
Large Urban Buildings

* Brick Store: 6 beds (optional)
* Panucci's Pizza: Can have 5 beds enabled upstairs
* Large Brick Building
* Supply Yard

#a1.0.0:13
Warehouse Buildings

* Tavern (The tavern from Horizon which was filled out more)
* Warehouse Garage

#a1.0.0:14
Wooden Boardwalks

* Boardwalk (2 dockable plots for Sim Settlements)
* Large Boardwalk (10 dockable plots for Sim Settlements)

#a1.0.0:15
Metal Structures

* Military Platform
* Military Platform (Large)
* Industrial Platform
* Barge (Small)
* Barge (Large)

#a1.0.0:16
Foundations

* House Foundation (3x6)
* Warehouse Foundation (3x3)
* Stone Foundation (5x7)
* Bunker Foundation (5x6)

#a1.0.0:17
Natural Foundations

* Terrain (A large elevated dirt/grass terrain patch)
* Main Street Road (A large straight section of street)

#a1.0.0:18
Colossal Structures

* Falon's Department Store (A very.. very large 4-story building with a large roof top)
* Airship Construction Yard (A very large construction yard with industrial buildings underneath a large airship)

#a1.0.0:19
(..Many more buildings will be added over time, including ones from other authors!)

#a1.0.0:20
Author-created Structures

* Architect has support for authors to add their own buildings via an addon module
* Alternatively, authors can contact me about contributing structures directly to Architech
* Instructions, tips, and discussions will be provided to help you assemble all the parts of your building. I've worked out many easy shortcuts and processes to help make buildings relatively quick.
* Navcuts are NOT needed for Architect buildings, providing you follow my tips. Navmeshes work fully upon placement in Architect.
* Keep in mind, I don't have time to teach authors the basics on building structures in the creation kit, you need to have some understanding yourself.

#a1.0.0:21
Vendors

* Many of Horizon's vendor stall meshes are moved to Architect
* All Architect vendors are upgradeable (see further below)
* There are 2 styles of vendors: Standard decorated counters, and bare-bones vendors mats
* Architect vendors are located in the Arcitect menu, not the vendors menu (it's too cluttered in the vanilla stall menu)
* (Horizon Only) Vendor upgrades often require Vendor Credits, instead of caps
* (Horizon Only) All vendor stalls will count as Job Stations for Traders/Doctors

#a1.0.0:22
Upgradeable Vendor Stalls
>> These new vendor stalls can be upgraded as you progress, without the hassle of dealing with replacing tiered stalls

* All Architect vendors are classified as Tier-3
* All Architect vendors start with NO income gains, and require upgrade modules to add income and happiness
* All stalls have connection points on the sides, so they can snap together like (and with) vanilla vendor counters
* 4 upgrades can be added to each stall to increase their income and happiness ratings
* You do not need to upgrade them if don't care about income generation for your settlements
* Each module adds +2 Income and +5 Happiness to the settlement
* Upgrade 1: Caravan Beacon - Requires Local Leader 1
* Upgrade 2: Cash Register - Requires Local Leader 2 and Cap Collector 1
* Upgrade 3: Radio - Requires Local Leader 2 (Horizon: Local Leader 3)\*
* Upgrade 4: Supplies - Requires Cap Collector 2 (Horizon: Settler Skills)
* There are separate supplies for each type of vendor, which require different materials/supplies
* Floor-mat vendors all use the same generic supply upgrade instead of specific supplies
* I may add alternatives for this slot, so it's more of an "advertising" type slot, and everyone isn't just using radios to attract customers

#a1.0.0:23
Upgradeable Vendor Mats

* These objects are a simple floor mat that can be placed behind any appropriately sized counter
* Along with the floor mat, there's also a crate on the floor, which is used to hook in supply and caravan upgrades
* Each type of vendor has decoration on the counter appropriate to the type, along with hooks for radio and register upgrades
* NOTE: These objects can fit behind most counters, but still require a certain amount of space for the upgrades (and they also require an appropriate HEIGHT)

#a1.0.0:24
Empty Vendor Counters

* A few styles of counters can be used with any vendor mat
* Each counter has connection points for a vendor mat to easily snap into
* Each counter has connection points so you can link them together from the sides
* (More counter types will be added in the future)

#a1.0.0:25
(NEW) Large Crops
>> Large crops give you an easier way to manage/produce your crops, without making you feel obligated to hand-pick them

* Each crop gives 3 food and 6 production rating (this rating is 4x higher than vanilla crops)
* These plants CANNOT be harvested manually by the player (since they yield more production)
* Each large crop has it's own new customized graphic
* Objects like Melon/Gourd crops, have a new trellis which looks much better on uneven terrain
* 1 settler only needs to tend to 2 of these plants (settlers can harvest 6 "food" total)
* (Horizon Only) Vanilla crops can be scrapped now, so you can re-use existing plants for large crops

#a1.0.0:26
(NEW) Farming Workbench

* Allows you to convert food items into fertilizer
* Allows you to convert wild plants and vault plants into plantable crops (Horizon: Requires Survivalist)
* The workbench can be constructed from "Arcitect/Farming"

#a1.0.0:27
(NEW) Garden Planters

* These new custom planters allow you to plant crops anywhere, just like the DLC Garden Plots
* The new large crops will automatically snap into slots per planter, making it very quick and easy to plant crops
* There are currently 8 planter types
* NOTE: You CAN move the planters WITH large plants attached to them, but the game doesn't update some of the farming data until you load your save game again. So your settlers may be harvesting the old locations, etc. until you reload.

#a1.0.0:28
(NEW) Defense Upgrade Options

* Horizon's Guard Stations are moved to Architect
* Most guard posts are set to +6 Defense, to flag them as a full-time defense assignment
* Guard Post: (+6 Defense) A simple floor mat for a guard to stand at
* Guard Patrol: (+2 Defense) A simple floor mat that allows patrols (Use 3 mats to create a patrol route)
* Guard Barrier: (+6 Defense) A simple sandbag guard post
* Sentry Chair: (+6 Defense) A simple chair for a guard to sit on
* Upgradeable Guard Tower: (+6 Defense base) Can be upgraded to add defense
* Guard Tower Upgrade: Watchman's Upgrade (+4 Defense)
* Guard Tower Upgrade: Command Tower Upgrade (+5 Defense)
* Command Tower Upgrade: Radar (+5 Defense)
* Command Tower Upgrade: Siren (+5 Defense)
* (More upgradeable guard posts are planned, especially a floor-mat style one that is smaller and can be placed behind existing barricades)

#a1.0.0:29
Pipe Turrets

* Horizon's Pipe Turrets are moved to Architect
* There are 4 grades of Pipe Turrets available
* Pipe Turret Mk I: 4 defense
* Pipe Turret Mk II: 6 defense, increased health, increased damage, has a smaller base without the tripod legs sticking out
* Pipe Turret Mk III (MG): 8 defense, increased health, increased rate of fire
* Pipe Turret Mk IV (Irradiated Rounds): 10 defense, increased health, adds radiation damage per hit
* (Horizon Only) Each tier of pipe turrets use +1 turret deployment part; the Mk IV also requires radioactive material

#a1.0.0:30
Caravan Transport

* Horizon's Caravan Hubs are moved to Architect

#a1.0.0:31
Workstations

* A new vault-style Chemistry stations is added
* A new cooking stove is added

#a1.0.0:32
Decorations

* Pinball Machines: Gives +5 Happiness. There are 16 styles, each has different magazine perks as requirements
* Arcade Machine: Gives +5 Happiness
* Pinball and Arcade machines are limited to 1 per settlement (per type.. you can have 1 of each pinball machine active)
* Giddyup Buttercup: Gives +10 Happiness.
* Decorated Pool Table: Gives +50 Happiness. Requires a full set of pool balls (Horizon sorts these as crafting ingredients)
* Pool Ball sets are crafted in the chemistry lab under utility (located in a different workbench in Horizon)
* Intact Giddyup Buttercup misc items can be assembled from individual parts in the chemistry lab under utility (located in a different workbench in Horizon)

#a1.0.0:33
Beds

* 2 new beds are added that have covers and pillows
* Personal Beds can be crafted that are only usable by the player and do not count as settler beds

#a1.0.0:34
Power Pylons

* Telephone Pole: Gives 3x the range of standard pylons
* Small Traffic Light: Gives 3x the range of standard pylons

#a1.0.0:35
Directional Stools

* 5 vanilla stools that have very small (and appropriate looking) markers added to them so you know which way they are facing
* The small marker piece is located at what is the BACK of the stool
* Located in the vanilla category with other chairs and stools

#a1.0.0:36
Structural Objects (with connection points)

* Blocks (1x1): 13 styles of foundation blocks (most match the textures I use for buildings)
* Stairs: 4 styles of concrete stairs, and 4 styles of large wooden stairs
* Walls: White plaster wall, White plaster doorway wall
* Support Columns: 5 styles of support columns
* (More pieces will be added, but I don't plan on building up a large library of pieces.. these are simply appropriate pieces to go along with textures and parts that I use in my buildings.)

#a1.0.0:37
Misc Objects

* Red Carpets can be crafted or stored (The ones from the airport)
* Bars can be crafted or stored (The ones from the airport)
* Added 3 workshop stairs useable in Homeplate, in case you scrap the stairs in there with SE

#a1.0.0:38
Workshop Menus

* Architect has it's own menu located on the main menu, which contains sub-menus for everything
* Some Architect objects will exist in the vanilla menus, but I may move more into this menu over time
* The vanilla icons for Resources, Food, and Water were replaced
* (Horizon Only) The Architect Menu will appear at the front of the workshop menu for easy access (this directly edits vanilla records)

#a1.0.0:39
Addon Module: Architect Extras

* WARNING: This addon is optional! If it causes mod conflicts, either don't use it, or you're responsible for patching it yourself. This is separate from Architect for just that reason.
* The Architect Menu will appear at the front of the workshop menu (this directly edits vanilla records)
* (More stuff will be added here over time)

#a1.0.0:40
Addon Module: Build Limits

* NOTE: This addon mod should be loaded BEFORE other mods that edit settlements (such as Scrap Everything)
* Increases the height you can build in settlements
* Increases the height that settlers will travel around (i.e. sandboxing)
* (Horizon Only) This addon mod is NOT required if you are using Horizon's Scrap Everything patch, as that automatically adjusts the limits

#a1.0.0:41
Tips and Comments on placing your structures:

* Be sure to move your building around BEFORE you decorate it with your own objects. Objects you place do NOT move with the building. Walk around your building, and make sure it's in a good position first.
* It's recommended to position your building before enabling beds, since this makes moving the structure slower.
* Don't worry about having the controller in a bad spot.. you can move it separately later on, by "locking" all objects. Then you can move the controller freely (or even on or inside the building itself.)
* If you try to move the controller object before it's done "building", only the controller will move.
* Be sure to NOT block off the controllers. There's currently no way to access the menu if you bury the controller. I may add some recovery option in the future.

## Horizon 1.4.0

#1.4.0:1
Architect is a major portion of this update. The concept of Architect is to give Horizon a foundation to make building up multiple settlement easier, more fun, and look way more awesome. I want the option to be able to actually REBUILD The Commonwealth.

#1.4.0:2
More Patch notes..

#1.4.0:3
Now that we have a good foundation and large buildings to put things in, the next update (v1.5) will probably contain more settlement progression. I want settlements to actually feel like you're rebuilding The Commonwealth, and visually be able to see it happen.

#1.4.0:4
A new optional death/revival mechanic is addded to Horizon, to partially remove the cheesy feeling of "dying and reloading save games with all your stuff restored with no conscequences other than losing real time." This system is still in beta testing, but you can choose to enable it in the Horizon holotape settings. (I may default this feature to ON in the future once it's tested more.)

#1.4.0:5
I would really appreciate any testing and feedback on this update:

* Is there any textures or meshes missing? (possibly due to me missing something in the BA2 archives)
* Is there any issues with placing or removing structures in Architect?
* Any problems when dying and reviving in a settlement?
* Any issues with the Caravan Hub travel system?
* Any issues with newly placed Water Purifiers or Vendors?
* Any feedback or reports is appreciated. Thanks!

#1.4.0:6
(NEW) Player Revival (BETA Testing)

* Upon normal death, you're instead incapacitated, where you're dragged back to a settlement by either your companions or settlers
* You can choose to enable this new mode from your Horizon holotape settings
* The closest settlement to your last known outdoor location is choosen
* If you have no settlements, it will revive you at Vault 111 (I may change this later)
* When you awaken, you will have only 25 health
* If you die with 1000+ radiation, you'll awaken with 970 rads (I may change this, but for now, it works)
* You lose the amount of caps based on your health/rads restored (currently its set to the same as doctors charge)

(Keep in mind this is a beta feature, I still want to add more depth to this system, such as limitations of settlements based on certain conditions, and more penalities so you can't abuse the system in certain cases. But I'd like to test it as-is for now.)

* NOTE: Just because the system allows you to bypass the need for reloading saves, doesn't mean you shouldn't save your game OFTEN. The game can crash. I may even implement an auto-save feature in the next updates.
* WARNING: Don't kill yourself with rad overdose inside the pipboy, or it gets stuck there.

#1.4.0:7
Resource Manager

* Crops are measured in terms of "Rating", where some types give better ratio of "rating per food" than others
* You now always produce crops at 5% of the "total rating" of each crop (without fertilizer)
* You now produce extra crops at 5% of the "total rating" of each crop (using fertilizer)
* These values look smaller, but they are actually double the potential crops if you use the new crop types
* Vanilla crops will produce roughly 2x less in total (regular production and fertilizer combined)
* [Bug fix] Crops for production should now only count if you actually own the settlement

#1.4.0:8
Settlement Crops

* All vanilla-placed crops are scrap-only, and will give you 1 crop now when you scrap them
* Regular crops are now only worth 1/4th the value for production (both settler rations and fertilized production)
* Regular crops still give 1 "food" per plant for settlers (note that "Food" is NOT the same as "Production Rating")
* Tarberries are added to the resource manager now
* Tarberries are worth more production rating than other crops (enough to get +1, and another +1 with fertilizing)
* Planting "Domesticated Crops" is changed (see further down)

#1.4.0:9
Obsolete Objects in Horizon

* WARNING: All Horizon-specific objects listed below will be phased out:
* Vendors / Defenses / Decorations / Beds / Water Pumps / Power Generators / Caravan Hubs
* These objects will continue to function for a few patches until I remove them in the future
* All of these objects can be replaced with Architect
* Scrapping all of these objects should refund you the FULL amount of all materials, so you can replace them

#1.4.0:10
Settlements

* Standard Small Power Conduits/Pylons now give 2x the range for lights
* Large Power Pylons now give 4x the range for lights
* Fixed a few bugs with Armor and Clothing stalls for tracking traders
* Vanilla Tier-1 and Tier-2 Doctor stalls now require 2 vendor contracts and 100 caps
* Homemaker doctor stalls are updated for this change also

#1.4.0:11
(NEW) Workshop Menus

* Horizon now has it's own menus in the workshop
* Resources->Utility: Resource manager, command table, mailbox, etc.
* Resources->Job Stations: All job stations
* Resources->Production: All Horizon production devices
* NOTE: Currently there is no uninstall for this if you remove Horizon (Horizon was never meant to be uninstalled from an active save game, but I may add the menu uninstaller later)

#1.4.0:12
Crafting Stations

* A weapon lab and robotics lab were added to the RR HQ and the memory den
* Weapon labs were added to a few indoor raider-based areas

#1.4.0:13
Vault 81

* Now has crafting stations
* The middle oven in the kitchen area is a clean version of the new kitchen stove
* One of the storage rooms is converted into a crafting room, with armor and weapon workbenches
* A robotics lab is located near the generator room
* The medical lab has the new vault-style chemistry station

#1.4.0:14
(NEW) Scrapping Tools (BETA)
>> Please note that this is brand new, so it may need some testing

* This kit allows you to scrap junk items in your inventory into raw components
* Use this kit from the AID tab, and then exit your pip-boy
* You will get a pop-up message to press a button and turn your items into scrap
* The scrapping process averages 5-15 seconds depending on the amount of junk
* Crafting the kit requires either Scrapper rank 1, or Settler Skills: Salvaging rank 1

#1.4.0:15
(NEW) ZX-1 Experiementation Lab: Weapon Tinker Kits

* These kits are used to gain Weapon Crafting Skill more quickly in the ZX-1 Experimentation Lab
* Tinker kits can be used in the ZX-1 lab under "Tinkering"
* Each kit grants 50 skill and some experience points
* Each kit requires a large assortment of materials (you need to scroll down the list when you craft it)
* Some of the materials required include: grade-1 alloys, adhesive, many pipe weapon parts, tools, and other components
* They are crafted in the Robotics Lab under WORKSHOP

#1.4.0:16
Crafting

* (NEW) Adhesive - Craft bubblegum, beer, acid, and hubflower into 2 adhesives (requires Survivalist rank 2)
* (NEW) RadAway Chew - Removes 50 rads slowly over time (requires Survivalist rank 2)
* (NEW) Supply Kits: Craftable using Mutfruit, Melons, Tatos, and only 1 water (the melons hydrate) - Requires Local Leader 2
* Supply Kits that use settler rations, require Local Leader 3 now
* Supply Kits can also be assembled in Cooking Stations now too
* Clean Bottles now give 5 per craft, and require liquid fuel instead of oil
* Maintanence Kits now give 5 per craft, and can also be crafted in the Cooking Station
* Military Kits now use Supply Kits instead, so you're not forced to use rations only for food (they're also slightly cheaper to craft this way for Local Leaders)
* The single-use Cargo Bot caller device no longer has any perk requirements (other than placing one of the scrap storage objects)
* The single-use Cargo Bot caller in the contracted work tab is removed
* The multi-use Cargo Bot caller requires more materials now to craft, and also requires Robco Secrets rank 2
* The single-use Memory Device no longer has any perk requirements
* The single-use Memory Device in the contracted work tab is removed
* The multi-use Memory Device requires more materials now to craft, and also requires Fact or Fiction rank 2

#1.4.0:17
(NEW) Grenade Swapper (BETA)
>> This is a proof of concept item I'm testing, but it's available for you to try out

* Using this device gives you a popup menu to select a grenade or mine in your inventory
* Inside the [Mine] menu, you'll find an option that you can toggle to make grenades/mines automatically throw as soon as you press the button
* This device can be crafted in the weapons lab, and is located in the AID tab
* You can add this item to your favorites bar

#1.4.0:18
Icons/Tagging

* New icons are added to some items so they look nicer and you can spot them faster
* Tags in the AID tab are rearranged to sort categories better, but still have an order of importance
* Category order: Meds, Cures, Buffs, Tools/Devices, Chems, Water, Drinks, Food, Crops, Liquor, Prewar, Raw, Wild, Junk

(I consider all the stuff on the bottom as junk you throw into your settlements, so its easy to scroll down and just chuck everything upwards into a container really fast)

#1.4.0:19
Items

* (NEW) Sealed Literature Package: A sealed package that contains a random guide or magazine
* (NEW) 5 volumes of books are added to expand the "Unstoppables" magazine recipe perk
* (NEW) 5 volumes of books are added to expand the "Amazingly Awesome Tales" magazine recipe perk
* The misc item for Beryllium Copper is properly labeled
* Atomic Scotch and Jet Coffee only give 1 per craft now
* The Trailblazer's guide is renamed to "A General's Guide to Leadership"
* (NEW) "Prototype Acid Canister": can drop from legendary humans above level 15
* Charge Cards are labeled as "Currency" and are no longer scrappable
* Pre-war money is labeled as Currency instead of crafting material
* Some Nuka World items are labeled as Currency

#1.4.0:20
(NEW) Dynamic Magazines
>> Static placed magazines often ruined part of the exploration aspect for many players. So now, many magazines are now random to help remove that "meta-gaming" knowledge of knowing where stuff already is.

* Many vanilla pre-war Magazines that are placed around the world are now randomized loot
* Not all placed magazines are replaced
* Magazines are replaced with a "Sealed Magazine Package", which has it's own envelope style package graphic
* "Sealed Magazine Package" will always give a vanilla pre-war magazine, and not a Horizon guide
* "Sealed Literature Package" are different, and located in other sources, and contains random guides or magazines

#1.4.0:21
(NEW) Micro-Drone

* Hand launch a small drone that flies slowly until it impacts a target
* Explodes for 175 damage
* Requires Robotics Expert rank 1 and Demolition Expert rank 1
* Settler Engineer missions can sometimes make you Micro-Drones
* (This device is intended to be a seeker, but I can't get that working yet with grenades)

#1.4.0:22
(NEW) Pipe Bomb

* Grenade-style explosive that deals 65 damage
* Requires Recipe: Inconceivable rank 1
* Drops from some loot that can drop grenades
* Some raiders and super mutants can carry these

#1.4.0:23
(NEW) Pumpkin Fire Mine

* Mine that deals 35 damage plus 60 fire damage over 30 seconds
* Requires Recipe: Inconceivable rank 2

#1.4.0:24
(NEW) Handmade Frag Mine

* Mine that deals 85 damage
* Requires Recipe: Inconceivable rank 3
* Drops from some loot that can drop mines

#1.4.0:25
(NEW) Unknown Improvised Enemy Mines

* While rare, a few improvised mines are placed in some Commonwealth interiors.. watch out!

(more may be added later)

#1.4.0:26
Weapons

* The pipe gun should properly show the .223 ammo count on top, and the other ammo counts should be shifted correctly now
* The 12.7mm ammo requires higher rank perks now
* Fixed the "Outdated" receiver on the Submachine Gun, in case you somehow still have or find an old SMG
* Fixed some NPCs from possibly dropping the old damaged weapons
* Possibly fixed smg sound effects for some people (I can't test this, because I don't have the problem)
* [Bug Fix]: Vendor-sold missile launchers should now always roll as "good condition"
* Scrapping some heavy melee weapons give more materials
* Scrapping Synth Blades now gives laser parts
* Scrapping the Micro Sledge now gives baton materials

#1.4.0:27
Survival

* All thirst levels are pushed up by 8 hours, but everything still requires the same amount of water per hour of time passed
* The first thirst level is now 16 hours (up from 8)
* Each additional thirst level is every 8 hours after

#1.4.0:28
(NEW) Trap Disarming
>> Many traps and mines now require skill (perks) to disarm them, but with some freedom in choices

* There are 4 classifications of traps: Basic Traps, Basic Mines, Class-1 Tech, Class-2 Tech
* Basic Traps can be disarmed with: Master Thief 1, Hunter 2, Technologist 1, Sneak 2, or Recipe: Covert Ops 4
* Basic Mines can be disarmed with: Demo Expert 1, Master Thief 1, Technologist 4, Sneak 4, or Recipe: Covert Ops 6
* Class-1 Tech can be disarmed with: Science 1, Technologist 2, Master Thief 3, or Recipe: Covert Ops 8
* Class-2 Tech can be disarmed with: Science 3, Technologist 5, Master Thief 4

#1.4.0:29
Perk: Pickpocket is now "Master Thief"

* Rank 1 now grants the ability to disarm Basic Traps and Basic Mines
* Rank 3 now grants the ability to disarm Class-1 Tech Traps and Mines
* Rank 4 now grants the ability to disarm Class-2 Tech Traps and Mines

(I will probably add more benefits to Master Thief in the future)

#1.4.0:30
Perk: Sneak

* Sneak level requirements are changed to: 1, 6, 12, 18, 24
* Sneak rank 5 no longer gives you magical invisibility, but instead gives you another 10% bonus to sneaking (I thought I did this months ago, I must have forgot it)
* Reworded rank 3 to "moving at normal speed" instead of "running" so that it actually makes sense, since you don't "run" while sneaking\*
* Many players often don't understand the difference between walk mode and run mode, so hopefully this helps

#1.4.0:31
Attack Dogs

* Your Attack Dog will now stay out for 10 mins (up from 5 mins)

#1.4.0:32
Companion Revival

* The timers were reduced for how long it takes for companions to get back up after combat ends
* (Keep in mind, I have plans to rework how companions are revived, but I'm not ready yet)

#1.4.0:33
Enemies

* All insect type creatures have their endurance removed to match all other NPCs (please let me know if you notice any weird problems with this)\*
* All raider types and gunner ranks will now spawn starting at level 1\*\*
* Some legendary raiders should have the proper templates for faces
* This includes DLC Ants and Crickets
	+ Since the levels were mostly low as it was, I want to see if this helps fix distribution of types better

#1.4.0:34
Mutated Creatures/Parts (i.e. legendary)

* Stingwings, bloodbugs, bloatflies, Yao Guai now have their own custom loot distribution for mutated parts
* For many mutated creatures, the guaranteed part that drops is now more specific to that specific creature type
* Stingwings: Always drops 1 Mutated Stingwing Stinger (new)
* Bloodbug: Always drops 1 Mutated Bloodbug Gland (new)
* Bloatfly: Always drops 1 Mutated Bloatfly Stinger (new)
* Radscorpion: Always drops 1 Mutated Radscorpion Stinger (new), and sometimes a carapace or claw
* Mirelurk King: Always drops 1 Mutated Poison Gland (new), and a carapace
* Mirelurk Queen: Always drops 2 Mutated Poison Glands (new), and 2 carapaces
* Yao Guai: Always drops 1 Mutated Yao Guai Fur (new), and sometimes some teeth, and 1 extra part above level 15
* Deathclaw: Always drops 1 Mutated Deathclaw Hand (same as before)
* Glowing and high-tier Feral Ghouls: Now also drops a mutated organic part, in additional to the random prototype
* Feral Ghouls have a small chance to give a mutated organic part for Hunter rank 2+
* Hunter rank 2+ has a chance of getting mutated parts from more creatures now (most are medium/large animals and creatures)
* Hunter chance for mutated parts uses a better distribution of parts based on the specific creature
* The weights on mutated parts are now setup based on the components
* The radscorpion stinger drops 3 different poisons, which is loosely based on some real-life scorpions
* The stingwing and bloatfly stinger drops 2 different poisons, which is loosely based on real-life bees/wasps

#1.4.0:35
Graygarden
>> The crop plants in Graygarden were altered in order to fix numerous issues with them

* All mutfruit plants are converted to "Withered Mulfruit Plants" which are small mutfruit-sized trees
* All planters are coverted to "Withered" crops
* All withered plants are static scrap objects, which can be scrapped for materials
* Each withered plant will give 1 crop of the appropriate type, which you can use to re-plant a new crop if you wish
* The vendors are updated to reflect these changes (requires a vendor recycle)

(I feel these changes fit fine with the quest and the story behind Graygarden, so I don't see it removing any immersion.)

#1.4.0:36
(NEW) Graygarden Robot Controller

* A craftable AID item that can disable (or re-enable) the Graygarden robot animations
* Located in the Robotics Lab under Workshop
* This recipe only appears after you own Graygarden

#1.4.0:37
Armor

* Horizon's "No Weave" slot for ballistic weaves is now activated
* Armorsmith's "No Weave" slot is disabled in the patch, so there aren't duplicates
* The value of loose mods for weaves is increased
* The value that weaves add to armor is increased
* Ballistic Weave Mk1: DR reduced to 15 (from 20)
* WARNING: Horizon still does not support the newer Armor Keywords and Armorsmith yet. This will come soon in the next patches. For now, use v3.2(?)

#1.4.0:38
Misc

* (NEW) The memory den now has a wheelchair up front so you can use the doctor's services before the basement is open
* Reworded the Blacksmithing description
* Fixed some texture mapping problems on the training desk
* Renamed the old parcel package, in case you somehow still have a bugged one, so you know its just vendor junk
* The shovel is no longer incorrectly added to the defui addon

#1.4.0:39
Sim Settlements Patch

* Updated to work with the newer versions

#1.4.0:40
Scrap Everything Patch

* (NEW) Now increases the height limits for settlement building to 10,000 units for all settlements
* Increases the height range that settlers can sandbox around
* Removed the ability to scrap graygarden pipes, and railroad tracks
* Added the "Dead Tato plants" to a scrap list so you can now scrap them
* Air ducts can now be scrapped
* All animations markers are scrappable
* Added bird markers to the animation marker list
* Small rocks can now be scrapped (I cant test all of them, so let me know if any cause holes in the terrain - I still don't allow large rocks/cliffs to be scrapped though)
* Sanctuary: houses can now be scrapped (since you can easily place new houses now)
* Sanctuary: steps, driveways, and footpaths can now be safely scrapped (none of them appear to have any bad terrain under it)
* Sanctuary: Moved over that fallen tree (and 2 other trees) in the back leaning on the house, so it's inside of the scrappable area now
* Sanctuary: Adjusted a few dirt mounds so edges weren't sticking out when you scrap foundations and steps
* Starlight: You can now scrap the broken wing, and some of the pieces
* Abernathy Farm: All buildings and the tower is now scrappable
* Abernathy Farm: The wire connecting the electrical tower is disabled so isnt hanging there if you scrap the tower
* Sunshine Tidings: All buildings are now scrappable
* Taffington Boathouse: All buildings are now scrappable
* The Castle: The small interior portal door was removed from the scrap list

#1.4.0:41
Places to be cautious of when scrapping everything:
>> The following settlements don't scrap well, so save your game and scrap only certain objects

* Warwick Homestead (major problems.. scrapping the buildings leaves problem areas)
* Croup Manor (minor problems.. but you can work around it as long as you don't fall into the pits.)

## Horizon 1.4.1

#1.4.1:1
Architect

* (NEW) Restrooms: A medium size building that has restrooms with toilets/sinks/showers [Medium Urban]
* (NEW) Shed: A very small shed, great for forcing on top of floating workbenches (because of scrapping) [Small House and Tiny Buildings]
* The Large House was updated: better looking sinks, a better bathroom, a patched up roof, smaller painting, and a few other tweaks
* (NEW) Large House (Worn Down): This style of large house uses the old mesh with the broken roof, except it also has broken glass and dirty walls
* (NEW) Large House (Yellow)
* The UV mapping for the bay window on the small house is fixed

#1.4.1:2
Fixes

* The new death mode can now be toggled on or off
* The new death mode is enabled by default for new games\*
* The new trap disarming system should now be functioning properly (could use some testing feedback on this)
* The caravan radio upgrade for vendors now costs caps instead of vendor credit
* Some references to Robotics Labs fixed
* Horizon's old guard defense should now appear again
* Drumlin Diner properly named
* Walking speed is reverted back to normal
* You can now properly scrap all of the obsolete Horizon objects for full materials (without needing the Scrapper perk)
* Some withered plants at greygarden were still showing as mutfruit plants if you don't use the SE patch

#1.4.1:3

* If you are currently playing an existing save game, it will be in whatever state it was. Be sure to turn the option ON now if you want it on!

#1.4.1:4
Weapons

* The handmade rifle no longer can use .308 ammo (BUG: it might still be selectable through the workbench.. if so, I'll fix that later)

#1.4.1:5
Perks

* Scrapper: Changed the vanilla description to note that it also works on settlement scrap (this is only valid on stuff you can build, not the static junk you scrap)

#1.4.1:6
(NEW) Nuclear Fragments

* 20 Nuclear Fragments can be combined to create 1 Nuclear Material
* 1 Nuclear Material can be split to create 20 Nuclear Fragments
* Conversion recipes are located in the Tech Lab under "MATERIALS"
* Nuclear Fragments are found in pre-war junk that used to contain nuclear material
* Some additional junk items have nuclear fragments added to them now
* Some settlement scrap has nuclear fragments, such as cars
* Some glow sights now use 3-5 nuclear fragments instead of full material

#1.4.1:7
Scrap Everything

* Some large objects now give more scrap (ex: cabins give 280 wood)
* Both versions of the patch should have all the greygarden stuff sync'd up now
* Trees are sorted better, and generally give more wood
* Sanctuary houses give more scrap
* foundations give more concrete

## Horizon 1.4.5

#1.4.5:1
This patch is very large, and covers a lot of things, so there's bound to be something I forgot to finish, or left in some testing state. Hopefully it's nothing big.. and I'll try to fix any problems tomorrow if I need to hotfix another patch.

#1.4.5:2
(NEW) Architect: Slocum's Joe!

* A large coffee house with an apartment on the 2nd floor
* Located under "Large Urban"
* Has a fire escape in the back that leads up to both rooftops
* Contains 1 door, 4 booths, 2 stools, 2 lights, 6 beds (all optional as usual)
* Has 2 connection points for vendor mats behind the counter
* Has 3 detail layers, in which you can turn off the logo signs separately from other detail

#1.4.5:3
(NEW) Architect: Cargo Yard

* This very large foundation is the first structure in the "Colossal Foundation" category
* This structure allows you to basically cover a large area of a settlement
* There's lots of space on top for many buildings, and comes with 2 optional detail layers
* This structure was designed specifically for the expanded Murkwater settlement, but can be used anywhere

#1.4.5:4
(NEW) Architect: Sanctuary Houses

* 3 Colors of refurbished houses, with full post-war textures
* 1 Color of a pre-war clean house

#1.4.5:5
(NEW) Architect: Large Park

* A large circular park with 3 benches and 3 detail layers
* The healthy trees can be toggled off using the "clutter" option
* The gazebo structure can be toggled off using the "signs/misc" option

#1.4.5:6
(NEW) Architect: Capsule Homes

* 3 sizes for capsule homes: single, double, and large
* Included in the Small and Large House category

#1.4.5:7
(NEW) Architect: Switching Tower

* The small white wooden tower you see near railroads is now included with small houses

#1.4.5:8
(NEW) Architect: Small House Garage

#1.4.5:9
Architect

* (NEW) The buttons on the management menu will now only show if that building actually has those layers to toggle
* (NEW) A 3rd detail layer has been added, which was created to toggle off company logo signs without removing other detail
* (NEW) Cash Register (Gray): An alternate color for the cash register upgrade in case you don't want a bright blue one
* (NEW) Thin Wooden Stairs (without rails)
* The clutter button was moved up with the detail layer buttons, and renamed to "Detail (Clutter)"
* Fallon's, Panucci's Pizza, and Drumlin Dinner, now all have a separate layer for signs\*
* The Small House now uses the "Stairs (Secondary)" toggle for the back steps separately
* The Small House now has 2 snap points for front and back stairs if you want to add your own stairs
* The Small House now comes with back stairs without rails
* The Bar and Diner Vendors now have the proper snap heights for the cash register and radio upgrades
* The Restroom building now properly has the clutter layer working
* You need to re-select the design in order to add them, but that shouldn't ruin your placement at all

#1.4.5:10
Architect: Settler Outfitter - Overhaul
>> The outfitter is overhauled and moved into Architect

* Settlers now equip their new outfit very fast, without the slow processing it used to have to do!
* Settlers use custom armor items now, which eliminates ALL of the balance issues with using "real" armor..
* Settler outfits are worth 0 caps
* Settler outfits cannot be worn by the player
* Settler outfits have their armor ratings balanced specifically for settlers (or companions)
* Settler outfit scrap is balanced based on the costs, so you can exchange outfits without (usually) losing any materials
* If a settler already has an Outfitter outfit, it will automatically refund you the full cost
* Weapons are refunded the same way as well
* Added many new outfits
* Vanilla FO4 armor/weapons are now given directly to your character
* Added an option to suppress messages when you equip a settler (located in the options sub-menu)
* Horizon: The old settler weapons are still usable, but non-refundable. They can be sold for caps though if you wish to discard them.

#1.4.5:11
Settlements:

* Murkwater has it's borders expanded in the Scrap Everything Patches or Settlement Limits addon
* NOTE: Do NOT use an SE patch and settlement limits addon at the same time

#1.4.5:12
Holotape Config and Perk Loading System

* (NEW) You can now disable the new trap disarming system if you wish
* Some of the options will now active upon toggling the option without requiring a reload
* (Some of the automatic perks you gain in Horizon were moved to another system.. let me know if you see any weird problems with Faction perks, Brute Strength, Primal Instincts, or Trap Disarming Skill not showing up properly)

#1.4.5:13
(NEW) Auto-Save

* You can now enable auto-saves from your Horizon Holotape
* The main option is: OFF, 5 mins, 10 mins, 15 mins, 30 mins
* It will print the save message 2 seconds BEFORE saving the game, this way its not as surprising and jarring when it lags for a second to save the game
* There's an option to turn off the message each time it saves (ex: "Saving Game...")
* There's an option to stagger autosaves and real saves: OFF, Every 5, Every 10
* Having the stagger option off, means it will ALWAYS save a "real" save game every time
* Having the stagger option on, means it will only make a real save game every 5 or 10 "autosaves"
* NOTE: Remember that your save games will keep adding up. It's recommended to delete old saves if you've accumulated over 100. The stagger option will reduce this quite a bit, but many people like myself prefer it to save real saves everytime.

#1.4.5:14
(NEW) X-24 Laser Pistol
>> This new laser pistol is assembled using different weapon parts to make a unique looking pistol

* It has a similar damage range to the vanilla Laser Gun, but with a much smaller profile
* The laser beam effects are smoothed out better, and don't have that flood of swimming particles in your face
* There are 6 barrel to mod. Each barrel defines special properties with the weapon.
* Most barrels have different colored beams
* Standard Barrel: Standard. 20% Reduced Recoil. +20% Sighted Accuracy.
* High Intensity Emitter Barrel: Adds +5 Burning damage. Ignores 50% of the target's damage resistance. Improved range. -50% Ammo Capacity.
* Photon Agitator Barrel: +10% Critical Hit Chance. +25% Critical Hit Damage. +15% Hip-fire Accuracy.
* Prismatic Emitter Barrel: Adds +5 Fire, Cryo, and Radiation damage. Better range. +25% Sighted Accuracy. +25% VATS Cost.
* Gamma Wave Sniper Barrel: Adds +15 Radiation damage. Exceptional range. +25% Sighted Accuracy. +25% VATS Cost.
* Ultraviolet Modulator Barrel: Emits low visible light levels and sound. +15% Sighted Accuracy. +20% VATS Cost.
* There's a separate color mod slot to change the color of the beam (does not work with ultraviolet)
* Beam colors: Red, Blue, Cyan, Yellow, Orange, Green, Purple, White
* Scopes are sorted better so you can read them easier
* Unlike the vanilla laser gun, this actually has a dot reflex sight
* Grips: Standard, Weighted, Sharpshooter's, and Gyroscopic Stabilizer Grips offer different options
* Works with the Experimentation Lab system

#1.4.5:15
(NEW) Combat Plasma Rifle
>> This new rifle is assembled using combat rifle, plasma weapon, and other parts

* It has a similar damage range to the vanilla Plasma Gun, but with the profile of a combat rifle
* The modding system for this weapon uses a new format which I would like to expand to most energy weapons
* Barrel: This slot is now used to change different styles: Critical hits, Long range, or AP (burning damage)
* Receivers: All receivers are linear damage upgrades
* Magazine: Standard, Quick, and Large magazines offer versatility for what works best for you
* Sight: Uses most of the standard combat rifle scopes and sights
* Stock: Standard, Weighted, and Markman's stocks offer different options
* Firing Mode: Semi-Auto, Automatic, Splitter (shotgun), Plasma-thrower
* Works with the Experimentation Lab system

#1.4.5:16
(NEW) Crude Laser Gun
>> This new laser pistol is a crudely handmade energy weapon to give more variety to some NPCs

* Deals damage similar to the laser gun
* Cannot be modded (it's supposed to be a crude junky weapon for NPCs)
* Raiders, Super Mutants, Gunner Conscripts, Minutemen, and some Railroad agents, can use these at any level

#1.4.5:17
Shotguns

* (NEW) 12ga Double Slug Shells: increased damage. increased stagger.
* (NEW) 12ga Cryo Shells: +4 cryo damage, chance to freeze
* (NEW) 12ga API Shells: +8 fire damage, -50% armor piercing
* (NEW) 12ga Terror Shells: causes the target to flee for 10 seconds
* (NEW) 12ga Mind Cloud Shells: chance to blind the target so they can't find you at a distance
* (NEW) 12ga Irradiated Shells: +15 rad damage
* Standard "Shotgun Shells" are now called "12-gauge Shotgun Shells"
* Double-barrel and Combat shotguns can now be used with the weapon toolkit (drop your current weapon on the ground and pick it up for it to work)
* Terror and Mind Cloud shells require Chemist and make use of rare toxins (from Mutated creatures)
* The Double-Barrel and Combat shotguns both have significantly less spread now, and should feel a little bit closer to a real shotgun, but still has a video game feel (if you want the most narrow spread, use a long barrel)

#1.4.5:18
(NEW) Lever-Action Shotgun

* Requires Far Harbor DLC
* Uses the Lever-Action Rifle graphics
* Holds 5 rounds, Can use all 12-gauge rounds
* Fires similar to the (newly updated) double barrel
* In the event that the DLC is removed (somehow), it reverts to a double-barrel shotgun graphic
* Works with the Experimentation Lab system

#1.4.5:19
Minigun

* (NEW) 5mm API Rounds: +1 Fire damage. Ignores 50% of the target's armor
* 5mm API Rounds are exclusive to the Minigun, and not available to other small arms that can use 5mm rounds
* The minigun can now work with the weapon toolkit (drop your current weapon on the ground and pick it up for it to work)
* Barrel upgrades are increased in damage so the minigun scales better as you level
* A 3rd barrel upgraded was added in the middle, to give more upgrade options while leveling
* Barrel stats are tweaked so they each have a different feel, but still upgrade in damage with each tier
* The resources required for barrel upgrades is changed

#1.4.5:20
Weapons

* 7.62 ammo is increased in damage, and increased in crafting materials
* .223 requires the proper powder to craft now
* Combat Rifle scopes are sorted better
* The critical effect from plasma kills that generates nuclear material on the corpse, now drops nuclear fragments instead but at a higher droprate

#1.4.5:21
Perks

* Cap Collector is now called "Marketeer"

#1.4.5:22
(NEW) Market Trading Terminal
>> This station allow you to trade items and currencies for an assortment of goods

* Requires Marketeer Rank 1 to build, located under Resources->Utility
* The Market is a crafting station, but has a different feel with a unique style of random items
* Every 48 hours, the market changes, in which each category cycles to it's own random set of items
* Each menu category is a unique trader or faction (5 standard traders, 4 factions, 1 black market)
* Marketeer Rank 3 unlocks the Black Market
* Some traders require Vendor Credits or Pre-war Money as currencies
* Some traders require different items in exchange for their goods
* There is currently no limit to how many of each trade you can do, but the costs can be fairly steep or limited based on rare items or currencies
* Faction traders require that you are on good terms with them (i.e. the faction perk you gain)
* The faction traders should be hidden until you are at least introduced to them
* The faction traders don't offer much yet, but I'll add more (there's currently no trades for institute or MM yet)
* (More items will continue to be added to the market over time)

#1.4.5:23
Aid

* Medicated bandages now only have -20% AP regen penalty (down from -40%)
* First Aid Kits now also heal 20% limb damage slowly over time, and only -20% AP regen penalty

#1.4.5:24
Crafting

* Bandage crafting is changed, so it doesn't feel like a ripoff to "top yourself off" with a small bandage
* Medicated bandages no longer use bobby pins and instead use 2 adhesives
* First Aid Kits requires 3 adhesives and have other materials altered
* Locksmith Tools use Tool Kits now instead of specific tools
* Some lock breaching recipes are tweaked
* Converting Fusion Cells to Overcharged Cells with Contracted Work no longer requires settler skill
* Converting Fusion Cells to Overcharged Cells with Science only requires Fusion Cells

#1.4.5:25
Item Shredding

* (NEW) The Equipment Shredder (and the new toolkit) now shreds items immediately as you move them into the container
* WARNING: Don't put good equipment in there... there's no "undo" button
* WARNING: Don't put good equipment in there... there's no "undo" button
* WARNING: Don't put good equipment in there... there's no "undo" button
* (I may add some type of warning popup for first time usage, but I'll add that later)
* Items that do not shred into scrap, will be immediately handed back to the player
* The new Personal Toolkit can use this feature as well
* If you have any existing items in the shredder before the patch, you can still retreive them
* The Shredder now requires power

#1.4.5:26
(NEW) Item Shredding: Weapons

* You can now put weapons in the shredder or personal toolkit
* Weapons do NOT give the same materials as workbenches, and usually only give weapon parts
* Each rank of Scrapper gives you +1 weapon part per rank, regardless of condition\*
* This technically means you can get MORE parts by scrapping destroyed and deteriorated weapons this way if you are a skilled Scrapper

#1.4.5:27
(NEW) Personal Toolkit

* The Scrapping Tools have been renamed to the "Personal Toolkit", and now has multiple menus
* There are currently 4 categories: Junk Scrapping, Armor scrapping, Science Tools, and Medical Tools
* Science tools can be used to convert 20 fusion cells to 10 overcharged cells
* Medical tools can be used to craft basic bandages
* Clothing/Armor scrapping uses the new shredder functionality
* Crafting the toolkit itself no longer requires any perks (recipe removed from contracted work)
* The specific button options in the menu now require perks based on what they do
* Both scrapping features require the "Scrapper" perk (rank 1)
* (This toolkit may have more uses in the future)

#1.4.5:28
Scrapping

* Clothing/armor scrapping has been overhauled
* Some clothing/armor now gives the proper amount of materials it was supposed to
* Gas masks properly give 1 used filter like they were supposed to
* Hazmat suits now give a lot more scrap including 1 filter and 1 used filter
* Degraded weapons now only give 4 parts, instead of 5
* (NOTE: DLC armor/clothing may not be fully included with these changes yet)

#1.4.5:29
Fixes/Tweaks

* Some API recipes were incorrectly set to Gun Nut instead of Demolition Expert
* The Resource Manager should now show the correct production cycle time if you're use the timescale addon
* The damage on the Handmade rifle is reduced to only be slightly higher than the combat rifle
* Made changes that may possibly fix the "Worn Down" perk from getting stuck
* The "Worn Down" perk now states the amount debuffed in the name
* Crafting a Power Armor station now requires Blacksmithing instead of Armorer
* Swapping between 9mm and 10mm ammo types at the workbench for N99's no longer requires Gun Nut, however it still requires the conversion kits to do it in the field
* The range on the double-barrel shotgun barrels for short, long, and rapid-break were increased slightly
* Fixed a vanilla bug where the dirty Lab Coat wasn't using the dirty texture for female characters
* Nuclear Fragments are now included in any component scrapping tools or functions
* Some small artifacts on the scarf and backpack textures are fixed
* Fixed the placed pumpkin mine
* Crop production is worded better, to state that it gives you double the yield (it does not lower the rating requirements)
* I think I forgot to include my cleaner scope textures in 1.4.1, but they're included now

#1.4.5:30
Vault 111

* The Horizon Holotape can now be acquired in Vault 111 next to a computer terminal
* One of the 10mm pistols is removed
* The other 10mm pistol is restored to a standard 10mm pistol, but is moved to the exit, and has it's tutorial script removed (so it should work with the weapon toolkit now)

#1.4.5:31
HC\_Manager

* JacobBruce's VATS Freeze Fix has been incorporated into Horizon's HC\_Manager
* This fix isn't fully tested in Horizon yet, so it will need more testing
* NOTE: Just because the HC\_Manager has a possible fix to crashes in VATS, doesn't mean OTHER parts of the game that apply potions still can't possibly crash VATS

## Horizon 1.4.6

#1.4.6:1
Fixes

* Fixed the missing meshes for many of Horizon's custom weapons (missing in 1.4.5)
* More NPC types will now carry the new laser/plasma weapons, and lever-action shotgun

## Horizon 1.4.7

#1.4.7:1
Architect Structures and Horizon Job Stations (and Water Purifiers)

* You can now place these objects near the borders of settlements

(it should even work fine with expanded settlement sizes, like my expanded Murkwater)

#1.4.7:2
Settler Outfitter

* All armor sets should now use 1 item for the full armor set (to avoid caps value and other problems)
* All armor sets now have the proper armor ratings
* Outfitter minutemen outfits should now have hands
* Fixed all the icon tags on outfits

#1.4.7:3
Scrap Everything

* Added the missing "Marsh Moss" and Car wrecks to the scrap lists, so you can scrap them
* Added more scrappable zones to Murkwater so you can scrap the stuff on the sides too

#1.4.7:4
Fixes

* Double-Barrel long barrel requires gun nut rank 2 now
* Combat Rifle hardened receiver requires gun nut rank 2 now

## Horizon 1.4.8

#1.4.8:1
In some cases, Armor Penetration was bugged or not giving the proper amounts (mainly for API rounds.) This was fixed, and in some cases AP was changed in other areas of the game. Horizon does not support any external changes for passive AP from other mods modifying the Armor Penetration actor value (unless it comes from the weapon itself.)

#1.4.8:2
PLEASE NOTE: There's a small chance your character's Armor Penetration stats may be bugged, but Horizon will attempt to fix this only WHEN you swap ammo with the Weapon Toolkit. Melee weapons and energy weapons that give AP shouldn't be effected or cause any problems. A message box will pop up letting you know if it found a problem, and fixed it. You shouldn't see this message more than once.. if you keep seeing it, let me know.

#1.4.8:3
(NEW) Architect: Progression Mode
>> A very simple mode which puts restrictions on building based on your total population

* This system is optional, and can be turned on or off
* Architect (Perk): "Rally your settlers to help construct larger and more complex structures."
* This perk has 10 ranks (rank 1 is automatic)
* Ranks are gained by having total settler population across all settlements
* Rank 2: (10 Settlers) Small Houses, Boardwalk Foundations
* Rank 3: (25 Settlers) Large Houses, Warehouses, Small Urban Buildings
* Rank 4: (50 Settlers) Medium Urban Buildings, Metal Platforms, Natural Foundations
* Rank 5: (75 Settlers) Large Urban Buildings, Colossal Foundations
* Rank 6: (100 Settlers) Colossal Structures
* Rank 7: (150 Settlers) Sewage Treatment Units
* Rank 8: (200 Settlers) ?? (nothing yet)
* Rank 9: (300 Settlers) ?? (nothing yet)
* Rank 10: (400 Settlers) ?? (nothing yet - some type of achievement-style decorations maybe)
* This perk is currently only updated upon loading your save, or opening the new Global Options Menu

#1.4.8:4
(NEW) Architect: Cargo Bot Supply Lines
>> This new system lets you add supply lines that don't require settlers

* Build a "Cargo Bot Station" to manage all of your Cargo Bot utilities in 1 device
* Each station can establish 1 supply line to any of your owned settlements
* Home Plate can be linked as a supply line
* All DLCs can be linked as supply lines
* You can build multiple stations in the same settlement if you want multiple links
* Rejects selections if there is already a supply line (by either Cargo Bots or settler caravans)
* This station comes with a "Personal Storage" which is a new shared container for you to store whatever you want safely out of settler's hands
* This station also allows you to access the Compost Bin and Plant Nursery, but only if you have Local Leader rank 2
* Located under Architect->Utility
* (Horizon) Located under Resources->Utility
* (Horizon) This station allows you to open the scrap and shared storage containers
* (Horizon) This station allows you to upgrade your personal cargo bots (carry weight)
* (Horizon) The old Cargo Bot stations are obsolete but can be scrapped for a full refund

#1.4.8:5
(NEW) Architect: Options Menu

* You can turn on/off Progression Mode
* You can turn on/off Settler Outfitter or Settler Outfitter (Companion)
* An uninstall option for the workshop menu (this is mainly for the stand-alone version)
* Craftable in the Cooking Station under Utility
* (Horizon) Craftable in the Tech Lab under Workshop

#1.4.8:6
(NEW) Architect: Apartment Complex

* This very large building is 6-stories tall, but has only a moderately sized footprint
* It is designed to fit inside most settlements, but allows MANY settlers to live in it
* There are 9 styles to choose from
* The lower levels have a few areas for vendors or whatever you want
* The largest room on the first floor is designed to be a bar, with 10 stools and a static bar included
* The bar itself only requires that you place a floor mat vendor behind it, and its ready to go
* This bar room also has extra space on the opposite side of the room for another vendor or whatever you want
* The upper 4 stories are apartment style floors with 24 optional beds in total!
* The rooftop has 3 planters for growing crops
* For immersion, there's a public bathroom and kitchen area
* This building is the first structure to use the "Detail (Debris)" layer

#1.4.8:7
(NEW) Architect: The Gallows (Colossal Structure)

* This massive building is designed to be placed in Hangman's Alley, but it can be used anywhere
* While this structure is much larger than 9 stories, it has 9 useable floors
* This structure currently does not have any layers, and is intended as a large empty platform for whatever you want
* NOTE: For Hangman's Alley, use the new "Locking Plate" system to snap this structure into place, so that it locks into the place where it's designed for, otherwise it will look bad and stick outside of the default build area.
* (In the future, I may make a shorter version of this structure, for those who just want something more simple, like 2 floors above hangman's alley)

#1.4.8:8
(NEW) Locking Plate System

* This new system is designed to drop "Locking Plates" down in certain settlements, to help align colossal structures
* The menu can be accessed from any controller
* Currently only Hangman's Alley uses this so far

#1.4.8:9
(NEW) Architect: Atomic Cat's Garage

* Located under Warehouse (Large)
* Contains 2 vendor hookpoints, 5 stools, and 5 beds (optional)

#1.4.8:10
(NEW) Architect: Marina Warehouse

* Located under Warehouse (Large)
* Lightly detailed with 3 layers so there's room to build what you need
* The marina sign can be turned off separately
* The clutter layer is mostly indoor furniture/objects that you can turn off if you want a little more room inside
* The sand areas can actually be used to plant crops
* Because this structure is so large, it has an "escape ramp" underneath it in case you spawn under it (this may not always work)

#1.4.8:11
(NEW) Architect: Utility Warehouse

* Located under Warehouse (Small)
* A small warehouse building

#1.4.8:12
(NEW) Architect: Pier Bridge

* A very long 1x16 bridge
* Located under Wooden Foundations (with Boardwalks)
* Great for connecting far harbor with longfellow's, or making shortcuts across the sanctuary water

#1.4.8:13
(NEW) Architect: Foot Bridge

* A small wooden bridge
* Located under Wooden Foundations (with Boardwalks)

#1.4.8:14
(NEW) Architect: Concrete Bridge (Large)

* A very large concrete bridge
* Located under Foundation (Large)

#1.4.8:15
(NEW) Architect: Custom Lighting

* Architect now has it's own set of custom-modified lights
* All Architect lights do not require power\*
* Architect lights should be more efficient than standard lights, since they do very little interaction with the workshop code
* When lights are added to buildings, they will now automatically and immediately light up
* All lights are usable, which will turn them on or off manually
* There's so many lights available (50+), that it's divided into 4 sub-categories under Architect->Lights
* Many of the lights are types that weren't previously available in the workshop before
* Some lights are brand new styles, such as the Telephone Pole with a light
* Some light types now have a larger/brighter range than standard workshop lights, so they actually light up the area now
* A few light types have 2 versions: normal and bright, so you can choose which you want
* Some light types use a warmer light color now
* Some "DLC style" lights are added, but they were re-created from 100% vanilla assets/data to create new lights (they don't require the DLCs)
* RECOMMENDED: If you want the new lights in your existing buildings, you may need to toggle OFF/ON your devices in the menu (in some cases you may need to re-choose the building design to reset it.)
* (This was done mainly to minimize vanilla bugs with workshop lighting and power objects, but it also makes placing lights much less annoying)

#1.4.8:16
(NEW) Architect: Workshop Ration System
>> This new system will compensate you food/water while you're inside of a settlement, which allows you to spend as much time as you want to build freely without feeling like your survival supplies are wasting away

* This system can be disabled in the Global Options Menu if you wish
* As time passes, you build up "ration points" which will automatically give you a "Workshop Ration" every few game hours
* Workshop Rations give you both food and water, which is most (but not all) of the hunger/thirst you lost
* When you first enter a settlement, it takes up to a half of a game hour to kick in
* When you exit a settlement, after a short amount of time it will stop counting ration points
* There's a small grace period where if you step out of a settlement, you have some time to get back inside before it resets your timer to the longer duration
* Your ration points are stored permanently until it uses them, so it will resume the next time you enter a settlement again
* Your ration points are displayed in the Global Options Menu

(In the future, I may change this system to automatically feed you the ration, but for now its better to visually see the food in your inventory to make sure its working well)

#1.4.8:17
Architect

* (NEW) New layer: Detail (Debris) - This layer is primary used for junk/garbage/debris (most buildings don't use this yet)
* (NEW) New category: Warehouse (Large)
* (NEW) New category: Urban (Large)
* (NEW) New category: Foundation (Large)
* (NEW) Metal Bunk Bed - Covered with sheets and a pillow, has 1 bed, and can have a 2nd bed attached
* (NEW) Vault Bunk Bed - Covered with sheets and a pillow, has 1 bed, and can have a 2nd bed attached
* (NEW) Comfortable Mattress - A mattress that can be stacked on a top bunk, or used by itself
* (NEW) Comfortable Mattress (Vault) - A mattress that can be stacked on a top bunk, or used by itself
* (NEW) 4 new colors of standard covered bed are added (Red, Blue, Brown, Beige)
* The default covered bed texture is smoothed out a bit
* Most buildings will now use different colored beds for variety
* The Telephone Pole and Traffic Light only act as simple wire connectors now (Sorry, but I want NO part of power radiation anymore! Goodbye power radiation.)
* The Telephone Pole and Traffic Light are moved to a new category under Architect->Lights->Power
* The existing Traffic Light is renamed to "Power Connector" (since there's a new Traffic Light with a light)
* The Red Rocket now has 3 doors and 1 light
* The Drumlin Diner now has 2 lights
* The Brick Store now has 3 more styles
* Changed the default stairs for small/large houses, so they don't have rails, and the back steps are wider (if you want the rail stairs again, you can just disable stairs, and place your own from the structure menu)
* The large house now has an alternate stairs layer for the side entrance
* The Tavern has more appropriate stairs that fit the front steps and match the railings
* The "Signs" layer should properly be removed/added when you adjust the position
* A few new styles of stairs/steps added
* Some errors with Slocum's Joe were fixed
* Slocum's and Panucci's will now place the proper non-scrappable beds

#1.4.8:18
Revival System (Alternative Death Mode)

* When you disable the system, it will immediately disable the functionality, but further reloads won't prevent other mods from enabling their own death modes
* Reviving will now cure poisons, but has an added caps penalty (which is more than doctors charge)
* The caps penalty for healing health/rads is 2x at level 10+, 4x at level 20+, and 6x at level 30+

#1.4.8:19
Market Trading Terminal

* (NEW) Railroad: Ballistic and Energy weave rank 1 can be purchased if they are unlocked and you are allied with the RR
* (NEW) Black Market: Alloy Trading - Allows you to trade rare alloys, but at a steep exchange rate\*
* (NEW) Black Market: Mutant Part Trading - Allows you to trade rare toxins and some mutated parts, but at a steep exchange rate\*
* These recipes are always available on the Black Market, regardless of what trading cycle you're on

#1.4.8:20
Changes/Fixes

* The ZX-1 Lab will now check your local workbench even if it's not your designated workbench
* All vanilla power pylons are reverted back to their default values (the increased ranges seemed to just add to the pylon bugs)
* All vanilla weapons now properly have the new Creation Club "Material" slot for weapons
* Scrap kits cost slightly more than the materials they use, so they have a real crafting cost associated with it
* Many unique items found on vendors no longer have high level mods attached by default
* The Lever-action Shotgun should now properly appear on some weapon vendors at level 5+
* The pre-war sink should no longer be useable
* Post-war sinks and fountains now show they give dirty water on the activation text
* .223 rounds are renamed to ".22 LR"
* The rate of fire on 7.62 is decreased for automatic mode
* Standing power attacks in first person mode should now properly animate

#1.4.8:21
Power Armor

* Repairing T45 can be done with either Science 1 OR "Recipe: Energy Weaponry" rank 4
* Repairing T51 can be done with either Science 2 OR "Recipe: Energy Weaponry" rank 6
* Repairing T60 can be done with either Science 3 OR "Recipe: Energy Weaponry" rank 8
* Repairing X01 can be done with either Science 4 OR "Recipe: Energy Weaponry" rank 10

#1.4.8:22
Settlements

* Horizon's workshop menus for utilities, job stations, and production, are moved into the Architect menu
* The maximum storage for Fuel/Maintenance/Fertilizer, now increases by 10 per successful settlement (up from 5)
* The minimum storage for Fuel/Maintenance is increased to 30 (up from 20)

#1.4.8:23
Desolation Mode

* "Full" cans of smokeless powder (or energy cells or explosives), drop a lot less often than "used" or "damaged" cans now

#1.4.8:24
Weapon Toolkit (Ammo Swapping)

* The Weapon Toolkit is changed to swap ammo smoother and remove the problem with AP not applying correctly
* Any possible errors with your Armor Penetration stats will be automatically fixed when you swap ammo
* The popup message you receive when it fixes your AP, will only popup once
* NOTE: Please report any problems with this, as it may still need a little testing
* 7.62mm on the Combat Rifle now requires rank 2 conversion kits

#1.4.8:25
Perks

* (NEW) Fusion Core Ejection: You can now craft an item in the Tech Lab to toggle the fusion core ejection system (requires Nuclear Physicist rank 3)
* Nuclear Physicist rank 3 no longer automatically grants fusion core ejections
* Big Leagues no longer provides Armor Penetration, but instead just gives the same amount in standard damage bonus\*
* Blackmith ranks are now: 0, 7, 14, 21 (down from 24)
* "Recipe: Architect" is renamed to "Recipe: Construction"
* Hunter rank 2+ now has a greater chance to get mutant parts off standard deathclaws, radscorps, and yao guai
* I will probably change this in the future to something more interesting, but I wanted to remove AP from skills for now

#1.4.8:26
Grenades

* (NEW) Explosive Molotov: Explodes for 50 damage. Deals 180 Fire Damage over 30 seconds.
* Explosive Molotov crafting requires Demo Expert rank 3
* Crafting standard Molotov Cocktails now gives 4 per craft, and all ingredients except adhesive are increased

#1.4.8:27
Missile Launcher

* (NEW) Missile (API) - Increases direct damage by a large amount. Direct hits ignore 100% armor and add 140 fire damage\*
* (NEW) Missile (Nuclear) - Explodes with a nuclear blast. Direct hits ignore 75% armor piercing and add 120 radiation damage
* Direct hits from standard Missiles from the Missile Launcher ignore 25% of the target's armor
* These new bonus damages do NOT work from the explosive itself, it requires a direct hit
* The Missile Launcher can now use the weapon toolkit to swap ammo
* All missiles can be crafted in the Weapons Lab
* Standard missiles now require a lower rank of Energy weapons recipes
* API Missiles are very strong if they directly hit a target, but require 1 tungsten alloy per rocket. The area damage is the same as normal missiles.. so don't miss.

#1.4.8:28
Armor

* Combat Armor now properly has Horizon's "Paint" slot for all pieces, instead of just the helmet
* Marine Armor provides less starting protection, but is setup by default as "Heavy" armor
* Marine Armor now has armor upgrades like other armor types, so they scale upwards better
* The Marine Armor cosmetic styles are now considered the "size" mod attachment, and have only small defensive bonuses

#1.4.8:29
Sim Settlements Patch

* Recipes are fixed for 3.0 (keep in mind, these are NOT tuned well yet.. a more thorough balancing is still needed for plots)
* Some tags are added (not all yet)
* All aid items are fixed
* All health restoration and endurance/health buffs removed from beers
* All Sim crops cannot be harvested by the player anymore (they still count for Horizon's production system though)
* Power Armor vendors have less items and no cores
* Decontamination Archs no longer cure rads
* Ammo/weapons/explosives production now instead gives stuff like weapon parts, gunpowder, and explosive material
* Chem production has a high chance to give nothing
* Nuclear production only gives nuclear fragments
* Processed Fuel now gives Liquid Fuel instead of oil
* Paper gives packing material instead of cloth
* Hazardous ore gives nuclear fragments instead of full nuclear material
* Uncommon junk cannot give adhesives
* Purified water production gives less
* (the missing output from some industrial production should now work properly from the stand-alone patch)

#1.4.8:30
Scrap Everything Patch

* Deco parts are no longer scrappable, so places like hangman's alley aren't a mess. I can't remember if any settlements actually needed these parts to be removeable, but I may manually edit those parts in some cases.

## Horizon 1.4.8

#1.4.8:1
In some cases, Armor Penetration was bugged or not giving the proper amounts (mainly for API rounds.) This was fixed, and in some cases AP was changed in other areas of the game. Horizon does not support any external changes for passive AP from other mods modifying the Armor Penetration actor value (unless it comes from the weapon itself.)

#1.4.8:2
PLEASE NOTE: There's a small chance your character's Armor Penetration stats may be bugged, but Horizon will attempt to fix this only WHEN you swap ammo with the Weapon Toolkit. Melee weapons and energy weapons that give AP shouldn't be effected or cause any problems. A message box will pop up letting you know if it found a problem, and fixed it. You shouldn't see this message more than once.. if you keep seeing it, let me know.

#1.4.8:3
(NEW) Architect: Progression Mode
>> A very simple mode which puts restrictions on building based on your total population

* This system is optional, and can be turned on or off
* Architect (Perk): "Rally your settlers to help construct larger and more complex structures."
* This perk has 10 ranks (rank 1 is automatic)
* Ranks are gained by having total settler population across all settlements
* Rank 2: (10 Settlers) Small Houses, Boardwalk Foundations
* Rank 3: (25 Settlers) Large Houses, Warehouses, Small Urban Buildings
* Rank 4: (50 Settlers) Medium Urban Buildings, Metal Platforms, Natural Foundations
* Rank 5: (75 Settlers) Large Urban Buildings, Colossal Foundations
* Rank 6: (100 Settlers) Colossal Structures
* Rank 7: (150 Settlers) Sewage Treatment Units
* Rank 8: (200 Settlers) ?? (nothing yet)
* Rank 9: (300 Settlers) ?? (nothing yet)
* Rank 10: (400 Settlers) ?? (nothing yet - some type of achievement-style decorations maybe)
* This perk is currently only updated upon loading your save, or opening the new Global Options Menu

#1.4.8:4
(NEW) Architect: Cargo Bot Supply Lines
>> This new system lets you add supply lines that don't require settlers

* Build a "Cargo Bot Station" to manage all of your Cargo Bot utilities in 1 device
* Each station can establish 1 supply line to any of your owned settlements
* Home Plate can be linked as a supply line
* All DLCs can be linked as supply lines
* You can build multiple stations in the same settlement if you want multiple links
* Rejects selections if there is already a supply line (by either Cargo Bots or settler caravans)
* This station comes with a "Personal Storage" which is a new shared container for you to store whatever you want safely out of settler's hands
* This station also allows you to access the Compost Bin and Plant Nursery, but only if you have Local Leader rank 2
* Located under Architect->Utility
* (Horizon) Located under Resources->Utility
* (Horizon) This station allows you to open the scrap and shared storage containers
* (Horizon) This station allows you to upgrade your personal cargo bots (carry weight)
* (Horizon) The old Cargo Bot stations are obsolete but can be scrapped for a full refund

#1.4.8:5
(NEW) Architect: Options Menu

* You can turn on/off Progression Mode
* You can turn on/off Settler Outfitter or Settler Outfitter (Companion)
* An uninstall option for the workshop menu (this is mainly for the stand-alone version)
* Craftable in the Cooking Station under Utility
* (Horizon) Craftable in the Tech Lab under Workshop

#1.4.8:6
(NEW) Architect: Apartment Complex

* This very large building is 6-stories tall, but has only a moderately sized footprint
* It is designed to fit inside most settlements, but allows MANY settlers to live in it
* There are 9 styles to choose from
* The lower levels have a few areas for vendors or whatever you want
* The largest room on the first floor is designed to be a bar, with 10 stools and a static bar included
* The bar itself only requires that you place a floor mat vendor behind it, and its ready to go
* This bar room also has extra space on the opposite side of the room for another vendor or whatever you want
* The upper 4 stories are apartment style floors with 24 optional beds in total!
* The rooftop has 3 planters for growing crops
* For immersion, there's a public bathroom and kitchen area
* This building is the first structure to use the "Detail (Debris)" layer

#1.4.8:7
(NEW) Architect: The Gallows (Colossal Structure)

* This massive building is designed to be placed in Hangman's Alley, but it can be used anywhere
* While this structure is much larger than 9 stories, it has 9 useable floors
* This structure currently does not have any layers, and is intended as a large empty platform for whatever you want
* NOTE: For Hangman's Alley, use the new "Locking Plate" system to snap this structure into place, so that it locks into the place where it's designed for, otherwise it will look bad and stick outside of the default build area.
* (In the future, I may make a shorter version of this structure, for those who just want something more simple, like 2 floors above hangman's alley)

#1.4.8:8
(NEW) Locking Plate System

* This new system is designed to drop "Locking Plates" down in certain settlements, to help align colossal structures
* The menu can be accessed from any controller
* Currently only Hangman's Alley uses this so far

#1.4.8:9
(NEW) Architect: Atomic Cat's Garage

* Located under Warehouse (Large)
* Contains 2 vendor hookpoints, 5 stools, and 5 beds (optional)

#1.4.8:10
(NEW) Architect: Marina Warehouse

* Located under Warehouse (Large)
* Lightly detailed with 3 layers so there's room to build what you need
* The marina sign can be turned off separately
* The clutter layer is mostly indoor furniture/objects that you can turn off if you want a little more room inside
* The sand areas can actually be used to plant crops
* Because this structure is so large, it has an "escape ramp" underneath it in case you spawn under it (this may not always work)

#1.4.8:11
(NEW) Architect: Utility Warehouse

* Located under Warehouse (Small)
* A small warehouse building

#1.4.8:12
(NEW) Architect: Pier Bridge

* A very long 1x16 bridge
* Located under Wooden Foundations (with Boardwalks)
* Great for connecting far harbor with longfellow's, or making shortcuts across the sanctuary water

#1.4.8:13
(NEW) Architect: Foot Bridge

* A small wooden bridge
* Located under Wooden Foundations (with Boardwalks)

#1.4.8:14
(NEW) Architect: Concrete Bridge (Large)

* A very large concrete bridge
* Located under Foundation (Large)

#1.4.8:15
(NEW) Architect: Custom Lighting

* Architect now has it's own set of custom-modified lights
* All Architect lights do not require power\*
* Architect lights should be more efficient than standard lights, since they do very little interaction with the workshop code
* When lights are added to buildings, they will now automatically and immediately light up
* All lights are usable, which will turn them on or off manually
* There's so many lights available (50+), that it's divided into 4 sub-categories under Architect->Lights
* Many of the lights are types that weren't previously available in the workshop before
* Some lights are brand new styles, such as the Telephone Pole with a light
* Some light types now have a larger/brighter range than standard workshop lights, so they actually light up the area now
* A few light types have 2 versions: normal and bright, so you can choose which you want
* Some light types use a warmer light color now
* Some "DLC style" lights are added, but they were re-created from 100% vanilla assets/data to create new lights (they don't require the DLCs)
* RECOMMENDED: If you want the new lights in your existing buildings, you may need to toggle OFF/ON your devices in the menu (in some cases you may need to re-choose the building design to reset it.)
* (This was done mainly to minimize vanilla bugs with workshop lighting and power objects, but it also makes placing lights much less annoying)

#1.4.8:16
(NEW) Architect: Workshop Ration System
>> This new system will compensate you food/water while you're inside of a settlement, which allows you to spend as much time as you want to build freely without feeling like your survival supplies are wasting away

* This system can be disabled in the Global Options Menu if you wish
* As time passes, you build up "ration points" which will automatically give you a "Workshop Ration" every few game hours
* Workshop Rations give you both food and water, which is most (but not all) of the hunger/thirst you lost
* When you first enter a settlement, it takes up to a half of a game hour to kick in
* When you exit a settlement, after a short amount of time it will stop counting ration points
* There's a small grace period where if you step out of a settlement, you have some time to get back inside before it resets your timer to the longer duration
* Your ration points are stored permanently until it uses them, so it will resume the next time you enter a settlement again
* Your ration points are displayed in the Global Options Menu

(In the future, I may change this system to automatically feed you the ration, but for now its better to visually see the food in your inventory to make sure its working well)

#1.4.8:17
Architect

* (NEW) New layer: Detail (Debris) - This layer is primary used for junk/garbage/debris (most buildings don't use this yet)
* (NEW) New category: Warehouse (Large)
* (NEW) New category: Urban (Large)
* (NEW) New category: Foundation (Large)
* (NEW) Metal Bunk Bed - Covered with sheets and a pillow, has 1 bed, and can have a 2nd bed attached
* (NEW) Vault Bunk Bed - Covered with sheets and a pillow, has 1 bed, and can have a 2nd bed attached
* (NEW) Comfortable Mattress - A mattress that can be stacked on a top bunk, or used by itself
* (NEW) Comfortable Mattress (Vault) - A mattress that can be stacked on a top bunk, or used by itself
* (NEW) 4 new colors of standard covered bed are added (Red, Blue, Brown, Beige)
* The default covered bed texture is smoothed out a bit
* Most buildings will now use different colored beds for variety
* The Telephone Pole and Traffic Light only act as simple wire connectors now (Sorry, but I want NO part of power radiation anymore! Goodbye power radiation.)
* The Telephone Pole and Traffic Light are moved to a new category under Architect->Lights->Power
* The existing Traffic Light is renamed to "Power Connector" (since there's a new Traffic Light with a light)
* The Red Rocket now has 3 doors and 1 light
* The Drumlin Diner now has 2 lights
* The Brick Store now has 3 more styles
* Changed the default stairs for small/large houses, so they don't have rails, and the back steps are wider (if you want the rail stairs again, you can just disable stairs, and place your own from the structure menu)
* The large house now has an alternate stairs layer for the side entrance
* The Tavern has more appropriate stairs that fit the front steps and match the railings
* The "Signs" layer should properly be removed/added when you adjust the position
* A few new styles of stairs/steps added
* Some errors with Slocum's Joe were fixed
* Slocum's and Panucci's will now place the proper non-scrappable beds

#1.4.8:18
Revival System (Alternative Death Mode)

* When you disable the system, it will immediately disable the functionality, but further reloads won't prevent other mods from enabling their own death modes
* Reviving will now cure poisons, but has an added caps penalty (which is more than doctors charge)
* The caps penalty for healing health/rads is 2x at level 10+, 4x at level 20+, and 6x at level 30+

#1.4.8:19
Market Trading Terminal

* (NEW) Railroad: Ballistic and Energy weave rank 1 can be purchased if they are unlocked and you are allied with the RR
* (NEW) Black Market: Alloy Trading - Allows you to trade rare alloys, but at a steep exchange rate\*
* (NEW) Black Market: Mutant Part Trading - Allows you to trade rare toxins and some mutated parts, but at a steep exchange rate\*
* These recipes are always available on the Black Market, regardless of what trading cycle you're on

#1.4.8:20
Changes/Fixes

* The ZX-1 Lab will now check your local workbench even if it's not your designated workbench
* All vanilla power pylons are reverted back to their default values (the increased ranges seemed to just add to the pylon bugs)
* All vanilla weapons now properly have the new Creation Club "Material" slot for weapons
* Scrap kits cost slightly more than the materials they use, so they have a real crafting cost associated with it
* Many unique items found on vendors no longer have high level mods attached by default
* The Lever-action Shotgun should now properly appear on some weapon vendors at level 5+
* The pre-war sink should no longer be useable
* Post-war sinks and fountains now show they give dirty water on the activation text
* .223 rounds are renamed to ".22 LR"
* The rate of fire on 7.62 is decreased for automatic mode
* Standing power attacks in first person mode should now properly animate

#1.4.8:21
Power Armor

* Repairing T45 can be done with either Science 1 OR "Recipe: Energy Weaponry" rank 4
* Repairing T51 can be done with either Science 2 OR "Recipe: Energy Weaponry" rank 6
* Repairing T60 can be done with either Science 3 OR "Recipe: Energy Weaponry" rank 8
* Repairing X01 can be done with either Science 4 OR "Recipe: Energy Weaponry" rank 10

#1.4.8:22
Settlements

* Horizon's workshop menus for utilities, job stations, and production, are moved into the Architect menu
* The maximum storage for Fuel/Maintenance/Fertilizer, now increases by 10 per successful settlement (up from 5)
* The minimum storage for Fuel/Maintenance is increased to 30 (up from 20)

#1.4.8:23
Desolation Mode

* "Full" cans of smokeless powder (or energy cells or explosives), drop a lot less often than "used" or "damaged" cans now

#1.4.8:24
Weapon Toolkit (Ammo Swapping)

* The Weapon Toolkit is changed to swap ammo smoother and remove the problem with AP not applying correctly
* Any possible errors with your Armor Penetration stats will be automatically fixed when you swap ammo
* The popup message you receive when it fixes your AP, will only popup once
* NOTE: Please report any problems with this, as it may still need a little testing
* 7.62mm on the Combat Rifle now requires rank 2 conversion kits

#1.4.8:25
Perks

* (NEW) Fusion Core Ejection: You can now craft an item in the Tech Lab to toggle the fusion core ejection system (requires Nuclear Physicist rank 3)
* Nuclear Physicist rank 3 no longer automatically grants fusion core ejections
* Big Leagues no longer provides Armor Penetration, but instead just gives the same amount in standard damage bonus\*
* Blackmith ranks are now: 0, 7, 14, 21 (down from 24)
* "Recipe: Architect" is renamed to "Recipe: Construction"
* Hunter rank 2+ now has a greater chance to get mutant parts off standard deathclaws, radscorps, and yao guai
* I will probably change this in the future to something more interesting, but I wanted to remove AP from skills for now

#1.4.8:26
Grenades

* (NEW) Explosive Molotov: Explodes for 50 damage. Deals 180 Fire Damage over 30 seconds.
* Explosive Molotov crafting requires Demo Expert rank 3
* Crafting standard Molotov Cocktails now gives 4 per craft, and all ingredients except adhesive are increased

#1.4.8:27
Missile Launcher

* (NEW) Missile (API) - Increases direct damage by a large amount. Direct hits ignore 100% armor and add 140 fire damage\*
* (NEW) Missile (Nuclear) - Explodes with a nuclear blast. Direct hits ignore 75% armor piercing and add 120 radiation damage
* Direct hits from standard Missiles from the Missile Launcher ignore 25% of the target's armor
* These new bonus damages do NOT work from the explosive itself, it requires a direct hit
* The Missile Launcher can now use the weapon toolkit to swap ammo
* All missiles can be crafted in the Weapons Lab
* Standard missiles now require a lower rank of Energy weapons recipes
* API Missiles are very strong if they directly hit a target, but require 1 tungsten alloy per rocket. The area damage is the same as normal missiles.. so don't miss.

#1.4.8:28
Armor

* Combat Armor now properly has Horizon's "Paint" slot for all pieces, instead of just the helmet
* Marine Armor provides less starting protection, but is setup by default as "Heavy" armor
* Marine Armor now has armor upgrades like other armor types, so they scale upwards better
* The Marine Armor cosmetic styles are now considered the "size" mod attachment, and have only small defensive bonuses

#1.4.8:29
Sim Settlements Patch

* Recipes are fixed for 3.0 (keep in mind, these are NOT tuned well yet.. a more thorough balancing is still needed for plots)
* Some tags are added (not all yet)
* All aid items are fixed
* All health restoration and endurance/health buffs removed from beers
* All Sim crops cannot be harvested by the player anymore (they still count for Horizon's production system though)
* Power Armor vendors have less items and no cores
* Decontamination Archs no longer cure rads
* Ammo/weapons/explosives production now instead gives stuff like weapon parts, gunpowder, and explosive material
* Chem production has a high chance to give nothing
* Nuclear production only gives nuclear fragments
* Processed Fuel now gives Liquid Fuel instead of oil
* Paper gives packing material instead of cloth
* Hazardous ore gives nuclear fragments instead of full nuclear material
* Uncommon junk cannot give adhesives
* Purified water production gives less
* (the missing output from some industrial production should now work properly from the stand-alone patch)

#1.4.8:30
Scrap Everything Patch

* Deco parts are no longer scrappable, so places like hangman's alley aren't a mess. I can't remember if any settlements actually needed these parts to be removeable, but I may manually edit those parts in some cases.

## Horizon 1.5.0

#1.5.0:1
WARNING: Architect has undergone major changes. Your old Architect data in your save game will be obsolete, however most of the objects/data will remain until you're ready to replace it.

#1.5.0:2
Architect's main file is now "Z\_Architect.ESM" instead of ESP. "Z\_Architect.ESP" is now a separate optional conversion addon that contains the old data if you are using an existing save game.

#1.5.0:3
If you are starting from a new playthrough, you don't have to worry about the old data, and you DON'T need to load "Z\_Architect.esp" at all either.

#1.5.0:4
If you have existing Architect objects in your save game:
1> Before you upgrade, remove all items from your: Scrap Storage, Shared Storage, Personal Storage, Compost Bin, Plant Nursery, Mailbox, and Mission containers
2> Save your game, and backup your saves
3> Install the new version of Horizon/Architect
4> You can scrap and replace the old Architect objects as you go (There's no immediate rush to replace everything unless you need to actually move/use something.)
5> If (or when) you're sure you have scrapped all your old stuff, you can stop loading Z\_Architect.esp

#1.5.0:5
You don't HAVE to scrap anything that doesn't need to be scrapped. You can leave your old buildings if you wish. Just realize farther in the future the old conversion system may be removed from Horizon.

#1.5.0:6
Architect Framework

* Many of Horizon's settlement systems are moved to Architect, to make Architect a large central framework
* This allows either Horizon players or stand-alone Architect players to use the same framework for addons and patches

#1.5.0:7
Z\_Horizon\_Patch\_Architect.esp

* WARNING: This file is no longer used, and should not be loaded. If you chose to manually install Horizon, delete this file. If you don't read the patch notes and ignore this warning, its your own fault.

#1.5.0:8
(NEW) Turret Platforms
>> This new system allows you to place platforms in which you can change turrets at any time

* Turrets unlock based on your Technology level for your settlements (globally)
* Placing the platform will automatically pick a random turret that is currently unlocked
* Turrets on platforms do not require external power, so you don't need to screw with wires

#1.5.0:9
Turrets available on platforms:

* Laser and Heavy Laser
* Shotgun
* All 4 Pipe Turrets
* (NEW) Heavy MG Turret Mk III
* (NEW) Heavy MG Turret Mk VII (API)
* (NEW) Gauss Turret
* (NEW) Plasma Turret
* (NEW) Radar Tower
* (NEW) Surveillance Camera
* (NEW) Decoy

#1.5.0:10
(NEW) Upgradeable Command Tower (Overhauled)
>> The upgradeable Guard Tower is changed to automatically upgrade itself now

* Upgrades are based on your Workshop Tech Level
* Starts with one mk-1 pipe turret on one of the platforms
* Tech Level 2 adds the barricade and center platform
* Tech Level 3 adds another mk-1 pipe turret on the other platform
* Tech Level 4 adds the side platforms
* Tech Level 5 converts one mk-1 turret into an mk-3 pipe turret
* Tech Level 7 converts the other mk-1 turret into an mk-3 pipe turret
* The old tower upgrade modules are obsolete, but can be scrapped for a full refund

#1.5.0:11
(NEW) Upgradeable Watchman's Tower
>> This version of the upgradeable tower does not have turrets, so you can use the platforms yourself

* Cheaper material cost over the Command Tower
* Upgrades are based on your Workshop Tech Level
* Tech Level 2 adds the Watchman Tower barricade upgrade
* Tech Level 4 adds the Command Tower upgrade
* Tech Level 3 adds +4 defense
* Tech Level 5 adds +2 defense
* Tech Level 7 adds +2 defense
* Tech Level 9 adds +2 defense

#1.5.0:12
(NEW) Guard Post (Metal)

* A small guard post that uses modified pieces from the BOS-style metal barriers
* Gives 6 defense
* (does not have any upgrades or anything)

#1.5.0:13
(NEW) Equipment Workstation
>> This new workstation contains 5 workstations in 1, all placeable by 1 object

* Weapons Workbench
* Armor Workbench
* Tech Lab
* (Horizon) Weapons Lab
* (Horizon) Experimentation Lab

#1.5.0:14
(NEW) Command Workstation
>> This new workstation contains 6 workstations in 1, all placeable by 1 object

* Cooking Station
* Chemistry Station
* Command Table
* Mailbox
* (Horizon) Market Trading Terminal
* (Horizon) Training Desk

#1.5.0:15
Workbenches
>> Many Horizon workbenches are moved into Architect, including keywords used for most menus

* Workbenches effected: Tech Lab, Weapons Lab, Trading Market
* The old benches in Horizon can be used or scrapped for full refund

#1.5.0:16
Vendor Stalls

* All vendor stalls use a new method of tracking, which is faster, more efficient, and less prone to problems
* Vendors will attempt to automatically assign a settler when placed or moved
* Vendor addons are now obsolete, but can be scrapped for a full refund
* All equipment Vendors provide 6 income per stall (like vanilla)
* Food/Bar Vendors now provide 3 income per stall (like vanilla)
* Medic Vendors now provide 1 income per stall (like vanilla)
* (Horizon) Horizon automatically scales all income, which starts at 0 for the base Workshop Trading Level 1

#1.5.0:17
(NEW) Settler Recruitment Items

* A new aid item was added, which allows you to radio in a settler to the current settlement you're in
* Each settler queued takes ~6 seconds to arrive at the settlement
* Up to 10 Settlers can be queued up at one given time
* If you're not inside a valid settlement, or theres too many settlers, you'll get a popup message and the item will be refunded
* (Horizon) Assault Missions have a high chance to rescue a settler, and give you a Settler Recruitment item
* (Horizon) Entertainer Missions have a small chance to recruit a settler

#1.5.0:18
(NEW) Settlement Status Levels
>> This new system allows you to globally unlock settlement upgrades, to make upgrading existing settlements much easier

* (NEW) Workshop: Technology Level - This level determines what technology might be available (such as turrets)
* (NEW) Workshop: Trading Level - This level determines how much income your settlements can make globally
* The old "Architect" perk is renamed to "Workshop: Population Level"
* Tech and Trading levels can be upgraded by crafting recipes that require specific perks and materials
* Each different upgrade recipe will increase your level independently, so that you have more upgrade options
* The upgrade levels will continue to add together, up to level 8
* Most unlocks will occur by level 5-6, so you shouldn't feel pressured into unlocking all of them, however the high levels may still give special bonuses so they feel worthwhile
* Population Rank 2 now only requires 5 people
* Population Rank 3 now only requires 20 people
* (Horizon) Income starts at 0 with level 1, and you'll only gain income slowly with each level

#1.5.0:19
(NEW) Documentation System

* A new menu-driven documentation system is added, which allows me to easily add new sections
* The following sections are available:
* Architect - Building: A summary of building things in Architect
* Architect - Missions and Production: Details on how missions work
* Horizon - Skills: Details on each skill in the skill system
* More will be added with future patches

#1.5.0:20
Mailbox System (Overhaul)
>> Horizon's mailbox system is moved to Architect and overhauled

* The new mail system allows me to add new mails more easily, as well as allow addons to be created from other authors
* Mail is now sent every 36 hours (instead of 12), so you don't feel you have to check it as often
* Mail is now sent every 24 hours in the Timescale addon
* You can receive up to 3 mails at a time per cycle
* Most of the mail from the old system is added, as well as a few new mails
* (NEW) 15 new mails are added that give you a Settler Recruitment Radio after you complete certain quests\*
* The mail system's data is brand new, so you will receive the same mails that you already did in the old system
* A new method of checking delivery time is now used, which is more accurate, efficient, and less prone to timer problems
* The old mailbox from Horizon can be scrapped for full materials
* WARNING: Be sure to clean out your old mailbox container BEFORE you upgrade to v1.5
* Some of these may need some testing

#1.5.0:21
Settler Missions
>> Horizon's Settler Missions/Jobs are moved to Architect

* All job stations use a new method of tracking, which is faster, more efficient, and less prone to problems
* (NEW) Job stations will attempt to automatically assign a settler when placed or moved
* (NEW) A new menu button that allows you to deply all possible jobs at once!
* (NEW) A new menu button that allows you to complete all missions with 1 total report!
* (NEW) Hunter Mission: Fishing - Requires 1 "Fishing Pole (with Bait)"
* Scavenging and Salvaging missions have a greater chance to find tools
* Entertainer and Militia missions have a chance to recruit/rescue a settler (via the Settler Recruitment radio)
* Assault missions have a more random chance of getting prototype parts
* A new method of checking mission timers is now used, which is more accurate, efficient, and less prone to timer problems
* Missions should now give the proper skill gains for multi-person missions
* Mission timers are now properly scaled in the Timescale Addon
* (Horizon) Leadership Skill 100-200 reduces the duration that settlers take to complete missions (from 5-30% faster)
* WARNING: Be sure to clean out your old mission container BEFORE you upgrade to v1.5

#1.5.0:22
Production Stations
>> Horizon's production stations are moved to Architect

* All stations use a new method of tracking, which is faster, more efficient, and less prone to problems
* Stations will attempt to automatically assign a settler when placed or moved
* The Lumber Yard mesh is split into 2 separate stations now
* The Scrap Yard mesh is split into 2 separate stations now
* The Stone Yard mesh is split into 2 separate stations now
* Each station has 2 recipes which vary slightly with material costs
* Lumber Yards give 100 wood per cycle now (up from 75)
* Oil Wells now require 5 Power (down from 8)

#1.5.0:23
(NEW) Power Surplus Converter

* This device converts raw Power into "Power Units"
* Requires 20 Power
* Requires Workshop Tech Level 5
* Power Units produced are added to your production destination container

#1.5.0:24
(NEW) Power Units

* Power Units are items that can be used for various recipes and requirements
* There is a recipe that can construct Energy Cells from Power Units
* One of the Workshop Tech Level recipes makes use of Power Units
* (More recipes and uses will come in the future)

#1.5.0:25
(NEW) Generator - Solar Panel

* Gives 5 Power
* Requires Workshop Tech Level 2

#1.5.0:26
(NEW) Generator - Windmill (Large)

* Gives 20 Power
* Requires Workshop Population Level 2
* This object uses the new dynamic building system to apply the animated blades after the tower is built, which also makes it have a small footprint for placing it

#1.5.0:27
(NEW) Generator - Windmill with Sails (Large)

* Same as the other windmill, but the blades have cloth sails attached

#1.5.0:28
Resource Manager
>> Horizon's Resource Manager is moved to Architect

* (NEW) Supply Kits are gained for every 20 surplus rating of food/water that your settlements aren't using
* (NEW) The resource manager now controls all income, and sends it to your production container
* (NEW) Power Units can be produced from surplus power
* Resource production can give 3-10 Supply Kits maximum per cycle based on your progression
* Resource production can give 3-30 Purified Water bottles maximum per cycle based on your progression
* Resource production can give 10-30 of each crop maximum per cycle based on your progression\*
* Resource production can give 500-2000 income maximum per cycle based on your progression
* Using Resource Manager will now fix your production timer, just in case somehow it wasn't rolling over
* The Scrap Storage is now called "Production Storage"
* The Shared Storage is now called "Personal Storage #1"
* The Personal Storage is now called "Personal Storage #2"
* The Documentation Menu can be accessed from here
* WARNING: Be sure to clean out your old scrap/shared containers BEFORE you upgrade to v1.5
* Using fertilizer will double this value

#1.5.0:29
Command Table
>> Horizon's Command Table is moved to Architect

* The stats that are checked for things like "Successful Settlements", should now check all settlements including player-made ones (provided they are properly created)
* Trailblazer is now automatically granted based on your successful settlements
* The options menus are sorted and labeled better (includes Architect options now)
* The Documentation Menu can be accessed from here

#1.5.0:30
Cargo Bot 1-X
>> Horizon's Cargo Bot 1-X is moved to Architect

* The caller device is now reusable only, the old single-charge items are no longer a thing
* You can now access the Resource Manager if you have Local Leader rank 1
* All old devices from Horizon are obsolete, and can be sold for caps
* The caller device can be crafted or purchased through the Trading Market Terminal

#1.5.0:31
(NEW) The Gallows (3-Floor)

* A shorter version of The Gallows with just the first 3 floors only
* Located in both Colossal Structures and Colossal Foundations\*
* It's cheaper in foundations, but I put it in structures also, in case you want to downgrade the big version

#1.5.0:32
(NEW) Parking Garage

* Located under "Foundation (Large)"
* Contains: 1 detail layer, and 1 debris layer

#1.5.0:33
(NEW) Warehouse Strip

* Located under "Warehouse"
* Contains: 1 detail layer, 1 clutter layer, 1 signs layer, 10 beds

#1.5.0:34
Item Conversion
>> Many kits are now migrated to Architect

* Supply Kits, Military Kits, Maintenance Kits, Tool Kits, Turret Deployment Parts, and Cargo Bots
* All of these items can be converted if you have old versions of them in an existing save game
* A menu at the top of your Tech Lab will appear if you have any items that need to be converted over
* You need the old items on your character for the recipe to work (you can't have them in a workbench)
* When you no longer have any items to convert, the menu will no longer appear

#1.5.0:35
(NEW) Settlement Build Limit Budget
>> You can now increase/decrease the build budget per settlement in game!

* These options can be found in the Command Table under "Settlement Options"
* Each adjustment only modifies the current settlement you're in
* There are 3 options: Show current values, Increase, and Decrease
* Each increase/decrease goes by 2,000,000 polygons at a time
* The system makes sure you can't increase/decrease the limits by too much
* All changes should be permanent in your save game
* WARNING: You cannot undo this back to the default, but you can attempt to decrease them if you want

#1.5.0:36
(NEW) Fishing Pole (with Bait)
>> Inspired by RickTheNexus's fishing pole!

* Fishing Bait can be crafted in the cooking station using 1 of 4 recipes
* To create a Fishing Pole, use the bait in your AID tab, and have a Fishing Rod in your inventory
* The baited Fishing Pole is located in your AID tab
* You must be standing in water for the pole to operate (only has to be shallow)
* Fishing takes 4 seconds to complete
* Results are either a failed attempt, or 1 of 3 types of fish, or junk
* Fish can be converted into exotic ground meat in the cooking station
* Your starting chance to fish up something is 25%
* Your success chance is boosted by your Survival Skill
* Fishing gains a very small amount of Survival Skill per cast
* The condition of your fishing pole slowly degrades until it will finally break
* The condition is reduced randomly by 10-20% per cast
* Baited Fishing Poles can also be used with Settler Missions to send Hunters out to fish
* WARNING: This is the most boring activity in FO4 possible!

#1.5.0:37
Architect

* (NEW) Tarberries: Can be planted in water (requires rare materials in Horizon)
* (NEW) Industrial Platform (Style 2): Alternate texturing version
* Cargo Bot Station: Home Plate should now properly be able to establish outgoing supply lines
* Cargo Bot Station: The text for The Slog and Greentop should display properly now
* The workshop recipes for buildings/foundations now list some of the designs that each one has
* Workshop Rations: The system now requires that the settlement you're in has at least some food/water output
* Workshop Rations: The system now checks to make sure you actually own the settlement
* The debris layer will now properly be deleted when you move/alter a building with the debris layer on
* All lights use different addon nodes now, so they hopefully don't conflict with any mods
* You can no longer try to equip a settler weapon on a Follower from the Outfitter
* Concrete blocks can now be stacked on top of each other

#1.5.0:38
(NEW) Z\_Architect\_Extras.esp Addon

* Allows you to manually override the workshop menu to put the Architect menu first
* Increases the height at which settlers can pathfind in settlements (this is included in the SE patch also)
* NOTE: This is not compatible with mods that manually edit the workshop menu

#1.5.0:39
Horizon

#1.5.0:40
Take note that the skill system is a rather large addition to the game. Please report any bugs you notice.

#1.5.0:41
All skills are balanced so that you can stack both the benefits from perks AND doing things AND finding magazines/bobbleheads/etc. AND in some cases Settler Skills. In most cases, if you really want to reach very high skill, you'll need all sources, because the skill you can gain by doing things is limited. This gives you the option to "dabble" in skills to unlock a few recipes, even if you're not a master. But if you want to master your skills, you'll need to invest in the perks as well, so that you are fully trained.

#1.5.0:42
Weapon skills are balanced slightly different, where the higher skill sometimes provides better scaling bonuses. Which means, that taking the perks by themselves may not feel worth it, until you ALSO skill up the weapons by using them too. Weapon skill above 100 can begin to gain larger chunks of bonuses. Making 100-200 better than 0-100.

#1.5.0:43
Many recipes now use skills instead of specific perks, to give you more opportunities. However, most weapon/armor mods still require the actual perks, because replacing this would be too daunting right now. This may or may not change in the future.

#1.5.0:44
Don't let the system overwhelm you at first.. it's simple once you're used to it. The short answer to gaining skill is this: Just play the game. In most cases there's no need to worry about "wasted" sources of skill.

#1.5.0:45
NOTE: You won't see skills in your perk list until you have at least 10 points in the skill. The perk ranks are only updated every 10 skill points.

#1.5.0:46
RECOMMENDED MOD for 1.5: "DEF\_UI Iconlibs Rescaled and Fixed" (by Phlunder)
https://www.nexusmods.com/fallout4/mods/31088

#1.5.0:47
(NEW) Dynamic Skill Advancement
>> This new system uses a REAL advancement system for skills, allowing you to gain skill in different ways

* Some skills can be gained by just doing normal activities while you play the game (ex: picking locks)
* Some skills can be gained by crafting items
* The amount of skill you can gain by doing activities/crafting is often capped at a certain point
* Skill can be gained from level-up perks (ex: Locksmith)
* Skill can be gained from magazines, guides, and bobbleheads
* Settler Skills can sometimes grant you a small bonus to your own total skill
* A small amount of skill can be gained from your hard points spent in SPECIALS (NOT from buffs or equipment)
* Skill usually goes from 0-200
* Many skills are balanced so that if you want to reach 200 skill, you need to gain skill from all sources possible
* A few skills may benefit above 200, in the case that you gain increases to loot chances that aren't capped out yet
* Skills that grant bonuses to loot will continue to increases even "in between" the perk ranks
* Many recipes now require Skill instead of specific perks
* The Personal Toolkit functionality now requires Skill instead of specific perks
* NOTE: Some of the numbers may be tweaked in the future, to fine-tune the skills better.. however any future patches will retroactively adjust your total skill automatically!
* A few skills have an ongoing decay multiplier based on how often you use them\*
* Skill decay can be toggled on/off in the options

#1.5.0:48
Skill: Lockpicking

* Allows you to pick locks
* Grants access to crafting recipes for lock breaching tools
* +30 per Locksmith rank (90 total possible)
* +5 per Master Thief rank (20 total possible)
* +5 per Lockpicking magazine recipe rank (50 total possible)
* +10 Lockpick Bobblehead
* +1 per Perception
* Up to +50 from picking locks
* Skill above 75 gives a chance when crafting lock breaching tools, to gain an extra tool from the materials
* Skill at 200+ allows you to never break bobby pins
* This skill is subject to skill decay (from p icking locks) if the option is enabled

#1.5.0:49
Skill: Hacking

* Allows you to hack computer terminals
* Grants access to crafting recipes for hacking tools
* +30 per Hacker rank (90 total possible)
* +5 per Hacking magazine recipe rank (50 total possible)
* +10 Science bobblehead
* +1 per Intelligence
* Up to +50 from hacking terminals
* Skill above 75 gives a chance when crafting hacking devices, to gain an extra device from the materials
* Skill at 200+ allows you to never get locked out of a terminal
* This skill is subject to skill decay (from hacking terminals) if the option is enabled

#1.5.0:50
Skill: Hunting

* Increases your chance to harvest meat and other parts from animals and creatures
* +25 per Hunter rank (125 total possible)
* +3 per Survival magazine recipe rank (30 total possible)
* +5 per Settler Skill: Survival rank (20 total possible)
* Up to +50 from killing animals and creatures
* Skill 10-100 gives 10-100% chance to harvest meat from animals
* Skill 10-200 gives 5-100% chance to harvest meat from creatures
* Skill 10-200 gives 5-100% chance to harvest extra parts from both animals and creatures
* [Desolation Mode]: Skill above 200 works in Desolation mode, and continues to increase your loot chance
* [Desolation Mode]: The perk description in game is updated for Desolation mode so you can see your proper percentages

#1.5.0:51
Skill: Survival

* Grants access to crafting recipes
* Increases your chance to harvest twice as much from wild plants
* +30 per Survivalist rank (90 total possible)
* +5 per Survival magazine recipe rank (50 total possible)
* +5 per Settler Skill: Survival rank (20 total possible)
* Up to +40 from harvesting plants and cooking food

#1.5.0:52
Skill: Ballistics

* Grants access to ammo crafting recipes
* +25 per Gun Nut rank (100 total possible)
* +5 per Ballistic Weapon magazine recipe rank (50 total possible)
* +5 Large Guns Bobblehead
* +5 Small Guns Bobblehead
* +1 per Intelligence
* Up to +30 from crafting ballistic ammo and certain items
* Skill above 75 gives a chance to craft extra ballistic ammo

#1.5.0:53
Skill: Science

* Grants access to certain crafting recipes
* +25 per Science rank (100 total possible)
* +10 per Nuclear Physicist rank (30 total possible)
* +5 per Energy Weapon magazine recipe rank (50 total possible)
* +5 Science Bobblehead
* +5 Energy Weapons Bobblehead
* +1 per Intelligence
* Up to +30 from crafting energy ammo and certain items
* Skill above 75 gives a chance to craft extra energy ammo

#1.5.0:54
Skill: Stealth

* Improves your sneaking ability
* +30 per Sneak rank (90 total possible)
* +5 per Covert Ops magazine recipe rank (50 total possible)
* +10 Sneak Bobblehead
* +2 per Agility (20 total possible)
* Up to +30 from dealing Sneak Attacks, Sandman Kills, and Picking Pockets
* +50 Assassin Specialization (this is not required to reach 200 skill, but it gives you an advantage earlier on)
* Skill 10-200 gains 5-100% Improved Sneak ability
* Skill 60-200 gains 5-50% Speed while sneaking
* Skill 100-200 gains 5-30% Reduced light detection
* Skill 100+ Sneaking at normal speed no longer reduces stealth.

#1.5.0:55
Skill: Engineering

* Grants access to certain crafting recipes
* +20 per Robotics Expert rank (80 total possible)
* +5 per Technologist rank (20 total possible)
* +5 per Robco Fun magazine recipe rank (25 total possible)
* +10 Repair Bobblehead
* +1 per Intelligence
* +5 per Settler Skill: Engineering rank (20 total possible)
* Up to +35 from disabling robots and crafting engineering tools and devices
* Skill above 75 gives a chance to craft extra tools, turret parts, maintenance kits, auto-repair devices, and other items

#1.5.0:56
Skill: Medical

* Grants access to certain crafting recipes
* +25 per Medic rank (100 total possible)
* +5 per Medical magazine recipe rank (50 total possible)
* +10 Medical Bobblehead
* +1 per Intelligence
* Up to +30 from using stimpaks/radaway, or crafting certain medical supplies

#1.5.0:57
Skill: Chemistry

* Grants access to certain crafting recipes
* +25 per Chemist rank (100 total possible)
* +5 per Chemistry guide recipe rank (50 total possible)
* +1 per Intelligence
* Up to +40 from crafting certain items

#1.5.0:58
Skill: Leadership

* Grants access to certain crafting/trading recipes
* Companions gain +1% XP per skill point (up to +240%)
* Skill 100-200 reduces Settler Missions by 5-30%
* +20 per Local Leader (60 total possible)
* +20 per Inspirational (60 total possible)
* +5 per Leadership guide recipe rank (50 total possible)
* +5 Speech Bobblehead
* +1 per Charisma
* Up to +20 from successful speech checks
* +5 per Trailblazer (35 total possible - this perk is not accounted for to reach 200)
* Eating corpses, murdering, and stealing has a negative effect on your leadership skill
* All skill gained from magazines, charisma, and speech checks, are effected by this penalty
* Local Leader and Trailblazer are applied after the penalty, so these perks always work

#1.5.0:59
Skill: Trading

* Grants access to certain crafting/trading recipes
* Grants access to the Trading Market Terminal at 30 skill
* +30 per Marketeer (90 total possible)
* +5 per Trading guide recipe rank (50 total possible)
* +5 Speech Bobblehead
* +10 Barter Bobblehead
* +1 per Charisma
* Up to +40 from successful speech checks
* Skill 10-200 gains 2-40% Buying price discount at vendors
* Vendors gain additional inventory/caps at: 20, 60, 100, 140, 200 skill (5 tiers)
* NOTE: The Black Market still requires having Marketeer rank 3

#1.5.0:60
Skill: Exploration

* Effects your loot chance for finding extra ammo and junk in containers\*
* +30 per Scrounger or Fortune Finder rank (120 total possible)
* +2 per Luck
* +5 per Fact or Fiction recipe rank (50 total possible)
* Up to +40 from exploring locations and clearing dungeons
* Skill above 200 may continue to increase for certain sources of loot
* (This chance can actually go above 200 skill, even though your display perk stops at 200)

#1.5.0:61
Skill: Explosives

* Grants access to certain crafting recipes
* Allows you to disarm conventional mines at
* +30 per Demolition Expert rank (90 total possible)
* +10 Explosive Bobblehead
* +1 per Perception
* Up to +40 from disarming mines and crafting certain explosives

#1.5.0:62
Skill: Salvaging

* Effects your loot chance for looting parts from appliances, machinery, robots, and synths
* +25 per Technologist rank (100 total possible)
* +15 per Scrapper rank (30 total possible)
* +10 per Settler Salvaging Skill (40 total possible)
* +1 per Perception

#1.5.0:63
Skill: Fitness

* Grants you bonuses to your sprinting AP drain, power attack AP drain, breath holding for scopes, swimming, and jumping
* +3 per Strength (30 total possible)
* +3 per Constitution (30 total possible)
* +3 per Agility (30 total possible)
* +5 per Moving Target, Action Boy, Aquaboy ranks
* +5 Melee Bobblehead
* +5 Unarmed Bobblehead
* (NOT FINISHED - more ways to increase your fitness skill will be added in the future)
* Fitness skill 10-100 gains 2-20% reduced AP while sprinting
* Fitness skill 100-200 gains 20-70% reduced AP while sprinting
* Fitness skill 60-200 gains +5-45% reduced AP while holding your breath for scope aiming
* Fitness skill 40-200 gains +5-25% Swimming speed
* Fitness skill 80-200 gains +2-14% Jumping height

#1.5.0:64
Weapon Skill: Firearms (Standard)

* Includes: ballistic pistols, shotguns, standard rifles, and other similar weapons (not heavy weapons)
* Skill 10-100 gains 2-20% Hip-fire Accuracy and 2-20% Range
* Skill 100-200 gains 20-40% Hip-fire Accuracy and 20-60% Range
* +25 Gunslinger rank 1-2
* +25 Marksman rank 1-2
* +10 Small Guns Bobblehead
* Up to +90 from kills made with Firearms
* (Keywords required: Ballistic)
* (Keywords rejected: Sniper, Heavy)

#1.5.0:65
Weapon Skill: Sniper

* Includes: Hunting rifle, laser musket, bolt-action pipe, gauss weapons, and other similar weapons
* Skill 10-100 gains 5-50% Sneak Attack Damage, 2-20% Range, and increased aiming stability
* Skill 100-200 gains 50%-100% Sneak Attack Damage, 20%-60% Range, and increased aiming stability
* +25 Marksman rank 1-2
* +25 Sniper rank 1-2
* +10 Big Guns Bobblehead
* Up to +90 from kills made with Sniper weapons
* (Keywords required: Sniper, Scope)
* (Keywords rejected: Pistol, Shotgun, HeavyGun)

#1.5.0:66
Weapon Skill: Energy (Standard)

* Includes: Laser guns, plasma guns, and other similar weapons (not heavy weapons)
* Skill 10-100 gains 2-20% Hip-fire Accuracy and 2-20% Range
* Skill 100-200 gains 20-40% Hip-fire Accuracy and 20-60% Range
* +25 per rank of Future Soldier
* +10 Energy Weapons Bobblehead
* Up to +90 from kills made with Energy weapons
* (Keywords required: Energy or Laser or Plasma)
* (Keywords rejected: Ballistic, HeavyGun)

#1.5.0:67
Weapon Skill: Heavy Weapons

* Includes: Flamer, missile launcher, minigun, gatling laser, broadsider, and other similar weapons
* Skill 10-100 gains 2-20% Hip-fire Accuracy and 2-20% Range
* Skill 100-200 gains 20-40% Hip-fire Accuracy and 20-60% Range
* +25 per rank of Commando
* +10 Big Guns Bobblehead
* Up to +90 from kills made with Heavy Weapons
* (Keywords required: HeavyGun)

#1.5.0:68
Weapon Skill: Melee

* Includes: Any melee or unarmed weapon
* Skill 10-200 gains 5-100% Critical Hit Damage
* Skill 10-200 gains 3-60% Limb Damage
* +25 per rank of Big Leagues
* +5 Melee Bobblehead
* +5 Unarmed Bobblehead
* Up to +90 from kills made with Melee weapons
* (Keywords required: Melee 1H or Melee 2H or Unarmed)

#1.5.0:69
Weapon Skill Notes

* Weapon Skill is usually based on the weapon itself, and NOT the mod attachments (except Sniper which requires a Scope)
* Weapons can only be 1 skill. ex: Gatling Laser is a Heavy Weapon and NOT a "Standard" Energy Weapon
* Weapon Skill is gained upon killing enemies, based on your current equipped weapon
* Synths are worth 2x skill gain
* Robots are worth 1.5x skill gain
* Legendary enemies are worth 5x skill gain
* If you can't figure out what skill your current weapon uses, there's a button in the skill menu that can tell you
* NOTE: Killing enemies with explosives or other means, still gives the "credit" to the main equipped weapon. While this isn't a perfect system, it's acceptable enough considering the tracking method is fast, and should keep combat efficient.

#1.5.0:70
Skill Recalculations

* Skills aren't updated in realtime, instead they're only checked once in awhile to keep them efficient
* Skill recalcs are done every time you exit your level-up perk chart
* Skill recalcs are done once every 6 game hours if they haven't been checked by then\*
* Skill recalcs are done briefly after you load a save game
* The very first time you load the game after updating to v1.5, it may take about a minute to fully set all your skills
* If you're in combat it will delay the recalc, and re-check again later. This is done so that your perks aren't being altered while you're in mid-combat

#1.5.0:71
Skill: Karma (Beta Test)
>> Karma is currently considered a beta test, and isn't fully implemented yet

* Karma's skill rating can go from 0 to 200, 100 being "neutral"
* The perks display karma as -9 to +9 in terms of ranks
* Murdering reduces your karma, but only above 10 murders\*
* Assaults reduces your karma, but only above 10 assaults\*
* Stealing reduces your karma only above 20 thefts\* and above 110 skill\*\*
* Pickpocketing reduces your karma only above 20 pickpockets\* and above 110 skill\*\*
* Eating corpses reduces your karma above 80 skill\*\*
* Sandman kills reduces your karma above 70 skill\*\*
* Completing quests improves your karma
* More to come later...
* (Karma is currently not used for anything yet - mainly because it's not setup fully)
* Having a threshold allows some of the buggy counts to not ruin your rating
	+ Some penalties only occur if you're already above a certain karma level (i.e. its not "evil" to steal for neutral karma, but if you're a good karma person it will lower your karma)

#1.5.0:72
(NEW) V.A.T.S. Overdrive Module
>> This new optional system turns VATS into special attack system

* Provides 100% accuracy for a short burst of shots in VATS, after which a cooldown activates
* While the system is on cooldown, VATS turns into 0% accuracy (i.e. unusable)
* The base cooldown is 10 minutes, but can be lowered with certain perks
* Quick Hands rank 1: reduces the cooldown by 1 minute
* Quick Hands rank 2: reduces the cooldown by 2 minutes total
* Marksman rank 3: reduces the cooldown by 2 minutes
* The item to toggle this system on/off is crafted in the Tech Lab

#1.5.0:73
(NEW) Pickpocketing - Overhaul
>> Pickpocketing is changed so that it's actually useful yet not unrealistic/overpowered

* Instead of always have a max of 90% chance of success, you can actually reach 100% now\*
* Your Pickpocketing chance is (mostly) binary, which means either you can steal something guaranteed, or not at all
* Pickpocketing can no longer loot equipped items (sorry but that was stupid as hell, and exploitable)
* This allows you to not be scared of turning the whole town on you, and making you feel like you need to reload your save

#1.5.0:74
Trap Disarming
>> Requirements for disarming is shifted around a bit, requiring one of the following for each type..

* Basic Traps: Engineering Skill (20), Hunting Skill (40), Stealth Skill (60), Master Thief (1)
* Basic Mines: Explosives Skill (30), Engineering Skill (60), Stealth Skill (90), Master Thief (1)
* Tech Class1: Science Skill (30), Technologist (3), Master Thief (3), Stealth Skill (140)
* Tech Class2: Science Skill (100), Technologist (4), Master Thief (4)

#1.5.0:75
Magazines / Bobbleheads

* Many perk bonuses granted directly by magazines are removed, since they contribute to skill instead
* Perks from magazines that no longer provide any direct bonuses, are no longer displayed
* Most bobbleheads now give skill instead of direct bonuses (some provide both)
* Some bobbleheads give more than 1 skill type

#1.5.0:76
(NEW) Chemistry Guide: Jacob's Guide to Chemistry

* 10 issues of a Chemistry guide are added, which can improve your chemistry skill
* These guides generally drop from the same sources that other magazines and guides drop from

#1.5.0:77
Specializations

* (NEW) Secondary Spec: You can now select a 2nd specialization at level 30
* Marauder: Damage reduced to +20%, and now gains "Incoming melee damage is reduced by 15%."
* Cyborg: Damage reduced to +20%, and no longer includes heavy weapons
* Duelist: Damage reduced to +20%
* Sharpshooter: Damage reduced to +20%
* Commando: Damage reduced to +20%, and includes heavy weapons, assault weapons, and combat shotgun
* Demolitionist: Damage reduced to +25%
* The menu now shows ALL the specs, and what they require if you don't already have them unlocked
* The specialization perks now give more information in the description on what they provide

#1.5.0:78
(NEW) Specialization: Assassin

* Requires: Sneak rank 3 and Ninja rank 2
* Grants +50 Stealth Skill
* Increases melee critical hit chance by 10% and melee sneak attack damage by 100%
* Reduces your VATS melee range, and cancels any effects from the Blitz perk
* NOTE: You can technically use this spec for ranged stealth improvements, but it's somewhat overkill, since ranged stealth detection is already much easier as it is
* (This spec may need some testing/tuning for how well the sneaking works with non-vats melee)

#1.5.0:79
(NEW) Specialization: Vanguard

* Requires: Iron Defender rank 3
* Damage taken is reduced by 15%
* Limb damage taken is reduced by 15%
* Falling damage taken is reduced by 15%
* Incoming staggering is reduced
* Damage dealt is reduced by 15%

#1.5.0:80
Perks

* The default melee range for VATS is decreased
* Blitz's improved VATS range is increased
* Blitz's improved VATS range no longer works while sneaking (sorry, but it needed to go already)
* Blitz rank 1 can now be taken at level 1
* Blitz rank 2 can now be taken at level 18
* Marksman rank 1 and 2 gives +25 firearms and +25 sniper skill
* Marksman rank 4 now gives +10% critical hit chance (up from 5%), but only +10% VATS hit chance (down from 15%)
* Marksman rank 4 now requires level 25
* Gunslinger rank 1 gives 25 firearms skill, and 10% reload speed
* Gunslinger rank 2 gives 25 firearms skill, and Ballistic Pistols and Shotguns cause +10% Limb Damage.
* Gunslinger rank 3 Ballistic Pistols and Shotguns cause +15% Limb Damage
* Gunslinger rank 4 now requires level 25
* Big Leagues rank 1 gives +25 melee skill
* Big Leagues rank 2 gives +25 melee skill
* Big Leagues rank 3 deals +10% damage
* Big Leagues rank 4 deals +20% damage and +5% critical hit chance to melee
* Big Leagues rank 4 now requires level 25
* Sniper now includes most Ballistic and Energy weapons, except Heavy Weapons
* Sniper's sneak attack damage no longer requires a scope
* Sniper rank 1 and 2 give +25 sniper skill each
* Sneak is reduced to 3 ranks
* Sneak rank 4 and 5 gives an extra +30 skill each if you already have it\*
* Ninja no longer gives critical hit chance
* Ninja only works on melee weapons now
* Moving Target is reduced to 2 ranks
* Moving Target rank 3 should remain if you already have it, but is changed to +75 resists instead of AP drain
* Mister Sandman is reduced to 2 ranks
* Mister Sandman rank 3 gives extra sneak attack damage if you already have it\*
* Hacker is reduced to 3 ranks
* Hacker rank 4 gives an extra +30 skill if you already have it\*
* Locksmith is reduced to 3 ranks
* Locksmith rank 4 gives an extra +30 skill if you already have it\*
* Local Leader is reduced to 2 ranks
* Local Leader rank 3 gives an extra +20 skill if you already have it\*
* Inspirational is reduced to 2 ranks
* Inspirational rank 2 now includes the +25 carry weight bonus
* Inspirational rank 3 gives an extra +20 skill if you already have it\*
* Technologist is reduced to 4 ranks
* Technologist gives +25 salvaging skill and +5 engineering skill per rank
* Technologist only gives +5 Energy Resist per rank now
* Technologist rank 4 no longer allows you to disarm basic explosives
* Technologist rank 5 gives an extra +25 skill if you already have it\*
* Robotics Expert now states in the description that it provides AP on mini-turrets

#1.5.0:81

* NOTE: These perk ranks give unbalanced extra bonuses, but since you may have already spent a perk point on them, you'll get extra skill for it

#1.5.0:82
(NEW) Companion Advancement System

* All Companions can now gain XP while they are travelling with you
* Each level grants them additional passive stats as they level up
* The XP they gain is based on your own XP gains, so they learn as you do
* You can view the current stats gained by using the Training Desk
* You can view an overall status of all companions in the Training Desk
* Only companions that have gained XP are shown in the Training Desk

#1.5.0:83
(NEW) Companion Weapon Overhaul
>> NOTE: All companion weapons are reworked, and REQUIRE a conversion to work properly
>> You can convert your existing weapons by having them in your inventory, and using the menu option at the Training Desk

* All weapons can be used by any companion now
* All weapons can no longer be equiped by the player
* All weapons now have a higher damage bonus, but cannot be upgraded (your follower damage upgrades now come from the follower itself)
* All weapons do not require ammo for the companion, and no longer use the ammo generation effect
* Each weapon still unlocks based on having access to specific companions
* Moxie is now an X-24 Laser Pistol (existing ones will look buggy until you exchange them)
* Moxie fires a white laser beam
* Freedom fires a blue laser beam
* Victory fires an orange laser beam

#1.5.0:84
Followers / Combat Pets

* Some minor problems were fixed to ensure damage/resists were scaling with levels and perks

#1.5.0:85
(NEW) Personal Toolkit - Follower Menu
>> Contains menu commands to tell all of your current followers (and combat pets) to do things

* Follow and Wait
* Set follow distance: Near, Medium, Far
* Issuing a command gives the same command for ALL active followers, so if you press "Wait" everything following you will wait
* You can also access the Follower Skills menu from this menu

#1.5.0:86
(NEW) Personal Toolkit - Skills Menu

* Allows you to access the skills menu from the toolkit

#1.5.0:87
Settlements

* (NEW) Vanilla Guard Towers and Vendors will automatically assign a settler when placed or moved (if the option is enabled)
* Small Power Generator is lowered to 5 Power
* Medium Power Generator is lowered to 15 Power
* Windmill Power generator is lowered to 10 Power
* The vanilla small/med/large generators are all now styled as low-tech gas-powered generators
* Settler Supply Lines are now unlocked with 30 Leadership Skill instead of Local Leader rank 1
* Standard guard towers give a full 6 defense now to make up for the lack of patrols
* Removed the power connection and requirement from Market Terminals (it didn't work anyway)

#1.5.0:88
Water Pumps and Purifiers

* Purified water production is now based on your total water output
* Purifiers no longer need scripts that require registering their data with the system
* Producing bottles of water now requires 20 units of water per bottle
* Purifiers no longer require Filters, but instead just require more materials directly
* All water devices (except the basic water pump) are considered purifiers now
* Basic water pumps can only have 1 placed per settlement\*
* Basic water pumps still give dirty water when pumped manually
* This new system also allows water to automatically contribute from other mods (such as Sim Settlements)
* [Vault 88]: The water purifer only gives 40 water now, but adds bonus happiness
* This is mainly done for balance purposes, but having more than 1 manual pump in a settlement makes no sense anyway

#1.5.0:89
Settlement Vendor Stalls and Income Generation

* All Architect vendors now give higher total income, but all income generated starts at 0 with Workshop Trading Level 1
* Increasing your Workshop Trading Level, will slowly increase your income
* Income is now calculated globally across all settlements, and deposited into your production destination
* This new system also allows vendor income from mods (such as Sim Settlements) to automatically be balanced with Horizon!
* All vanilla vendor stalls of the same type are now the same tier, base income, requirements, and materials

#1.5.0:90
Vendors - Overhaul

* Most vendors across the Commonwealth now use a new system where your Trading Skill determines what items are available
* The 5 tiers of bonus inventory are based on Trading Skill: 20, 60, 100, 140, 200
* This system includes standard vendors and workshop vendors
* Many vendors of the same type still have some unique differences
* At Tier 3 and 5, some vendors offer a box for sale containing a random prototype part
* Most vanilla unique items on vendors are gone (sorry, but they are terrible and cause problems)\*
* Atomic Cats: You can no longer buy the full set of armor, without Tier-3 Trading Skills
* Some general vendors can sometimes sell Cargo Bots (higher chances with more trading skill)
* General vendors sell less medical supplies
* The covenant doctor should no longer have double the inventory
* I may replace these with something else later on

#1.5.0:91
Quests

* "The Commonwealth United" was removed for now, but will return in the future
* "Engineering an Empire" was removed for now, but will return in the future

#1.5.0:92
Unique Items

* Artist's Blade: Replaces Pickman's Blade with a new Horizon-generated weapon
* Antique Revolver: Replaces Kellogg's Revolver with a new Horizon-generated weapon
* (More unique items that are dropped by NPCs or quest containers may be replaced later on)

#1.5.0:93
NPCs

* Human scaling for rad resists are greatly reduced (makes rad damage more useful now against humans)
* Super mutant scaling for rad resists are reduced
* NPCs that roll API weapons, should no longer roll .50 API, and can now also roll lower caliber 5.56 and .45 API as well
* Some NPCs should roll a better variety of ammo calibers
* A few unique NPCs now carry random-generated legendary weapons and more loot
* Some NPCs (such as feral ghouls), should be more random in their selection of which types spawn
* Most scavengers were adjusted so they should spawn normal weapons (instead of stuff settlers spawn with)
* Codsworth properly has 30 Fire Resist instead of 30 Poison Resist
* Stealth synths should no longer go stealthed when they're not in combat\*
* Dealing damage to the Yao Guai head now deals 3.0x damage (up from 2.0x)
* Dealing damage to the Radstag left head now deals 1.0x damage (up from 0.25x)
* Dealing damage to the Radstag torso now deals 1.0x damage (up from 0.75x)
* (Nuka World) Rad-rats have less health and resists now
* Enemies such as Nightkin and Chameleon Deathclaws can still be stealthed out of combat

#1.5.0:94
Insects (Stingwing/Bloatflies/Bloodbugs)
>> I'm once again trying to figure out the health bug problem with some insects

* Adjusted the level ranges to be much lower (usually this doesn't effect much.. but in this case lets try it)
* Overall DR and health is reduced for most insects
* Damage output is reduced on some types
* Dealing damage to the wings now deals 3.0x damage (up from 1.0x)
* Dealing damage to the torso now deals 3.0x damage (up from 1.0x)
* Dealing damage to the head now deals 6.0x damage (up from 4.0x)
* (This may make non-bugged insects feel very easy, but I'd rather it this way than having super insects that take too many hits to kill)

#1.5.0:95
Crafting

* (NEW) Scrap Kit: Resource Station - Includes the base materials to build one, but does NOT include the Cargo Bot!
* Tool Kits, Bandages (basic only), and Trauma Kits can now be assembled in Cooking Stations
* Nuclear Fragment conversions can also be done in the Chem Station now too under Ingredients
* Many workshop recipes that required specific tools now just requires generic Took Kits instead\*
* Crafting tools now requires alloys, and also some engineering skill in addition to Blacksmith
* The recipe for unique or reusable items, will disappear from the crafting menus if you are already carrying one on you
* The Market Trading Terminal now requires 30 Trading skill
* The Market now has some of the Horizon backpacks and clothes, to allow you an option to bypass Armorer
* The powder/cell/explosive exchange requires 100 Trading Skill, and now has a small tax aside from just vendor credits (which are also increased)
* Marty: will now buy Power Units for vendor credit (during certain cycles)
* Crazy Eddie: will now buy Jangles for 20 pre-war money
* Black Market: will now buy packs/cartons of cigarettes for vendor credit
* Weapon Tinker Kits can also be crafted in the Weapons Lab too
* You can now see the Far Harbor traps in the weapons lab even if you can't craft them, since they require skills to craft now
* Filter Modules are now obsolete
* The old Horizon prefab buildings are now obsolete, but can be scrapped
* Some of the extra "meat-only" food recipes are removed, since the ground meat system solves that problem
* This also means you can get a few tool kits from scrapping vanilla workbenches

#1.5.0:96
Circuitry
>> Circuitry is split between 2 types of circuitry now

* (NEW) Basic Circuitry: This component is primary used in settlement crafting
* Advanced Circuitry: This component is the standard circuitry and used for devices/weapons/etc.
* Some junk items now give different amounts of basic and/or advanced circuitry
* Settlement scrapping generally gives Basic Circuitry

#1.5.0:97
(NEW) Carbon Fiber
>> This is a new crafting component

* Requires Energy Cells, Smokeless Powder, Plastic, Oil, and Cryogenic Fluid
* Requires 30 Ballistics Skill and 10 Science Skill
* Used to craft Bolts and other items
* Crafted from the Tech Lab or Weapons Lab under "Materials"
* Can also be traded in the Trading Market Terminal

#1.5.0:98
Ammo

* (NEW) Bolt Ammo is now added to Horizon
* (NEW) 7.62mm API Rounds: Provides -60% AP
* (NEW) Rifle Conversion Kit (Rank 4)
* (NEW) Pistol Conversion Kit (Rank 4)
* (NEW) Pipe Conversion Kit (Rank 4)
* .22 LR rounds are now dirty rounds that deal 4 Rad damage but have reduced ballistic damage and reduced recoil
* 9mm rounds are now hollow points and deal 4 bleeding damage over 10 seconds, but have reduced range
* .50 API rounds used in an LMG only provides -75% AP
* .308 rounds are removed from assault rifles (Combat Rifle, Handmade Rifle)
* All ammo swapping mods and kits use Ballistics Skill instead of Gun Nut
* API rounds give less rounds per craft now (especially .50)
* API rounds no longer deal less physical damage
* Pulse rounds give slightly less rounds per craft
* HE rounds require more explosive material per craft
* .45, .44, .357, 7.62, and 5.56 now craft 20 rounds at a time
* Fusion cells, plasma rounds, and gamma rounds now craft 20 rounds at a time
* Some of the menus that mention .223 were fixed to .22 LR
* The duplicate recipe for 12ga Double Slug is removed
* Cryo rounds deal more cryo damage now
* Cryo rounds now have a small cryo explosion effect when they impact
* Some weapon vendors will now sell packs of 30 Overcharged Fusion Cells
* Some weapon vendors will now sell packs of 50 Gamma Rounds
* Containers that drop powder can now drop energy cells instead sometimes
* The types of ammo given from some loot containers was adjusted
* The tagging for the hunting rifle should no longer say it has .45-70 ammo when it doesn't
* The tagging for the handmade rifle should no longer say it has 7.62 ammo when it doesn't
* The tagging for the Deliverer should no longer say it has 10mm ammo when it doesn't

#1.5.0:99
Weapon Parts - Overhaul

* All weapons that give parts, now give the same starting amount of parts (generally 2 parts)
* You gain extra parts based on your Salvaging Skill (up to +3 parts.. giving 5 total)
* Extra parts are gained at: 30 Skill, 60 Skill, and 90 Skill
* You gain a very small amount of Salvaging Skill every time you scrap a weapon
* Scrapping from the Personal Toolkit AND the Weapons Workbench now gives the same amount of parts (including the bonus parts)
* Weapons that give parts will ONLY give weapons parts now as their base scrap (no screws or anything)\*
* Heavy weapons give 2x skill per scrap, pipe weapons give 0.5x per scrap
* Hybrid weapons can give different parts
* The Combat Plasma Gun should now scrap into parts
* Some weapon parts can be disassembled in the Tech Lab (not all types)
* You can no longer upgrade a damaged weapon to good condition
* If there are mods attached, it can still give raw materials for the scrap

#1.5.0:100
(NEW) Repeating Bolter
>> A new pipe weapon that fires crossbow Bolts

* Each magazine holds 4 bolts (7 bolt magazine for upgrade)
* Has 3 barrel attachments which changes the bolter and has a different balance of stats each
* This weapon is considered a Sniper weapon and uses "Weapon Skill: Sniper"
* Some NPCs have a chance to carry one of these
* Bolts can be sold at some weapon vendors
* Bolts can be crafted
* Ammo: Bolt: Standard damage
* Ammo: Bolt (Cryo): Adds cryo damage and a chance to slow or freeze targets, reduced ballistic damage
* Ammo: Bolt (Heated): Adds fire damage, reduced ballistic damage
* Ammo: Bolt (Shock): Adds energy damage, increased damage against robots/synths, reduced ballistic damage
* Ammo: Bolt (Explosive): Area damage on impact, chance to knockdown some targets
* Ammo: Bolt (AP): Increased damage, -50% armor penetration
* Ammo: Bolt (Whisper): Emmits no sound, adds Rad damage, reduced ballistic damage
* Ammo: Bolt (Venom): Emmits no sound, adds Poison damage, reduced ballistic damage

#1.5.0:101
Crossbows of the Commonwealth Patch

* Crossbows now use Horizon's bolts instead of their own
* Crossbows now use Horizon's ammo swapping system
* Does more damage per shot since the ROF is slower than the pipe bolter
* Mods are altered to work around the ammo swapping system
* Any existing bolts you have are useless but can be vendored for caps

#1.5.0:102
Weapons

* Most weapon mods use Skill requirements to craft
* Most standard mods require very simple materials to craft
* Most scopes of the same style have similar requirements and materials to craft
* Most scopes are sorted better in the workbench
* Switching firing modes on weapons should no longer reload the weapon
* The Shishkebab now has the proper blade enhancement slot, for physical damage upgrades
* The Shishkebab flame jets upgrade now works, and gives +4 fire damage
* Fixed a vanilla bug where medium institute scopes were the same as short scopes
* Crude Laser Guns have their own scope mod which also won't show up in the name
* Crafting a Handmade Gauss or Combat Plasma Rifle, should now guarantee it's a standard "good condition" weapon
* [Far Harbor]: Radium Rifle is rebalanced and now deals direct rad damage, instead of adding "rads"
* [Far Harbor]: Radium Rifle will now scale with receiver upgrades

#1.5.0:103
Gamma Gun
>> The gamma gun is changed to work differently now, so that NPCs don't annihilate you so quickly, and at the same time the weapon will be more useful for you to use yourself

* Being hit reduces your rads by 50 over 5 seconds
* This rad DOT cannot stack, but can have it's time extended if you're hit again
* Being hit also adds an instant radiation damage which immediately damages your health (not rads), but still uses rad resistance
* Dish upgrades deal much higher instant damage now, which helps make the weapon feel more effective against NPCs
* Gamma guns will appear as legendary weapons so that they can display a tooltip explaining the rad DOT
* (NEW) Improved Short Dish: Damage upgrade
* (NEW) Advanced Deep Dish: Damage upgrade

#1.5.0:104
Power Armor

* Repair recipes now use Science skill instead of the Science perk
* Lining recipes now use Science skill instead of the Science perk
* Some T60 lining recipes that incorrectly required Armorer instead of Blacksmith were fixed
* Standard Steel limb plating's DR was reduced to where it should be
* Rusted Steel torso plating's DR was slightly increased

#1.5.0:105
Armor/Clothing

* (NEW) Gas Mask (Stealth Prototype): An invisible gas mask (mouth-only slot)
* The invisible gas mask is craftable in the Tech Lab
* (NEW) Glasses/Sunglasses now have a mod slot to hide the graphic
* The 2 smaller gas masks no longer use the "headband" slot, so they can be used with helmets like the stealthboy helmet
* Using the Energy Weave Mk1 loose mod recipe incorrectly had perk requirements, when it was supposed to have none

#1.5.0:106
(NEW) Loot Balancing

* A new method of balancing loot lists is implemented, to help balance addons such as Desolation
* Global variables are used to control a number of different loot lists
* These globals can more easily be tweaked (by me, or mod authors) to make loot more difficult
* Most of these globals are only used for containers and NPCs (generally not for vendors)
* The following is affected: ammo, chems, food/drinks, caps, rare junk, unique junk, medical supplies

#1.5.0:107
(NEW) World Item Respawn Addon
>> This new addon manually stops many world items from respawning

* This covers all items that are generally seen as useful or valuable
* Many junky items still continue to respawn (such as empty bottles, cans, and such) to cut down on the number of edits, as well as provide some immersion from NPCs adding new trash
* A few "randomly generated" placed items may still respawn
* Reduces some loot such as purified water, chems, etc.
* Many Fusion Cores (not in generators) are now "damaged fusion cores" (junk items)
* Most cells that don't reset (like workshops) aren't included (I'm fairly certain they shouldn't be needed)
* This addon contains some of the changes that Horizon originally had for placed items
* There is a separate ESP file for all of the DLCs (requires all DLCs)
* NOTE: This addon does not require Horizon, so you can load these ESP files higher up in your load order, if other mods edit cells too

#1.5.0:108
World Item Respawning

* The default respawn time for cells is reduced in survival mode to match vanilla
* Cleared cells respawn in 20 days
* Uncleared cells respawn in 7 days
* This timer can be changed in the holotape to: default, 10, 20, 40, never
* After you change your timer, you must save your game and reload it
* NOTE: It's unknown if changing the timer will work until the cell has respawned

#1.5.0:109
Containers

* A few more types of containers will no longer respawn (most containers were already disabled from respawning in Horizon)
* Types that usually respawn: rusted ammo boxes, rusted chem/aid boxes, crates, trunks, toolboxes

#1.5.0:110
Loot

* Aluminum Alloy Grade-8 and Steel Alloy Grade-9 are now available in 3 obtainable prototypes
* Random pieces of power armor (usually rusted) can sometimes be found in certain containers (trunks, crates, and even large trash bins)

#1.5.0:111
Misc

* (NEW) Sealed magazine packages are larger with a new custom texture now
* Pre-war and post-war literature packages have a different texture each
* Some items that crafted in multiples from packs, no longer show loot messages
* The materials for the Caravan scrap kit were fixed
* A few inconsistencies with junk items were fixed in the DEF\_UI addon
* Auto-saves can be staggered up to 20 now in the holotape options

#1.5.0:112
Consumables

* Eating raw/diseased/gristly meat, moldy food, and rotten fruit now immediately gives you parasites (along with a very high chance of other diseases)
* Most disease tooltips will no longer show up for non-survival modes
* Stimpaks should apply the proper rad debuff based on normal vs desolation mode (50 vs 150)
* Soups and Stews that use a purified water to craft, will give back a clean bottle when eaten
* Poison Immunity for antidotes should be fixed
* The perk toggle items no longer weigh anything
* The amount of ground meat required for dog food is doubled to 8
* Memory Devices have a 5 minute cooldown now

#1.5.0:113
Survival

* Immunity suppression from Radaway items only last for 5 minutes now (down from 20 mins)
* Radaway tooltips now show how long that debuff lasts
* (NEW) Radiation Poisoning: similiar to standard poison, it puts a debuff on you and may add rads over time

#1.5.0:114
Doctors
>> Doctors now use a brand new system that dynamically changes as you play

* All prices for healing increases as you level up (levels 5-45)
* Doctors have a limited number of personal supplies to heal you with per week
* The number of supples for default Horizon is very high, and Desolation Mode is very low
* All supplies are shared between all doctors\*
* Doctors restock their personal supplies every 10 days (6 days in the Timescale Addon)
* Addiction costs can go all the way up to "1000 + Level Multiplier" in caps now if you have a ton of addictions
* Radiation healing now also heals the amount of health it cured, but charges you caps for that healing
* Wound healing can now be performed separately (since rad healing covers it's own part of the health bar by itself)
* Radiation Poisoning has its own button and cost listed on the menu
* (this keeps the system simple and reliable, and so you don't feel you need to micro-manage different doctors)

#1.5.0:115
Desolation Mode

* Crops/rations and Wild plants now have a moderate chance of disease (which makes cooked food much more valuable)
* Maintenance Kits cost more
* Resource production can give 3-10 Supply Kits maximum per cycle based on your progression
* Resource production can give 1-3 Purified Water bottles maximum per cycle based on your progression
* Resource production can give 3-10 of each crop maximum per cycle based on your progression
* Resource production can give 500-2000 income maximum per cycle based on your progression
* Desolation makes use of the new loot balancing system (loot overall will generally be more scarce now)
* All leveled list changes are removed from Desolation
* Some recipes (such as bandages) are no longer penalized, because of the new reduction of medical supplies from loot
* Hunting Skill is -50% as effective in terms of harvesting items
* Exploration Skill is -50% as effective in terms of scrounging extra items
* Salvaging Skill is -25% as effective in terms of harvesting items
* Doctors have a much stricter price increase per level
* Doctors have a very limited amount of healing per week compared to default mode
* (All numbers below are in relation to the default Horizon balancing.. NOT the old Desolation balance)
* Ammo boxes: -90% chance
* Ammo misc: -80% chance
* Ammo from NPCs: -85% chance
* Medical supplies: -50% chance
* Tools: -65% chance
* Unique junk: -30% chance
* Rare junk: -30% chance
* Food/drinks: -90% chance
* Chems: -90% chance
* Caps Bonus: -90% chance (partial coverage of rewards and loot)\*
* (these chances generally don't influence things like hunting, or vendors)
* This reduction usually only covers half of each reward/loot, so instead of getting the full amount you might only get around half or less in caps.)

#1.5.0:116
DEF\_UI AID Tab Sorting (For the sub-menu config option)

* The sub-menus for the AID tab are reworked...
* Cures, Chems, and Buffs: radaway, cures, chems, various buffs
* Food and Water: Clean water (on top), Clean food, crops, pre-war food
* Beverages: Colas, liquor, dirty water, misc beverages
* Ingredients: Raw meat, wild plants, rotten food, etc.
* Utilities: Perk Toggles, etc.
* By default, all toolkits and turrets/robots are kept in the main AID tab
* Some menu colors were tweaked
* NOTE: If you really want to move toolkits and such into "Utilities", it can be done so in the lyrConf.xml

#1.5.0:117
DEF\_UI MISC Tab Sorting (For the sub-menu config option)

* The sub-menus for the MISC tab are reworked...
* Mostly everything is sorted into sub-menus now, except currency

#1.5.0:118
Loading/Leveling

* Horizon's level-up healing removal is now activated starting from level 1
* The level-up healing will attempt to delay the healing adjustment until after VATS has ended
* The level-up healing system is cleaned up a bit (let me know if you notice any problems)
* The Horizon config holotape will now automatically be added (only once, if you want to throw it away, it shouldn't come back)

#1.5.0:119
Difficulty

* "Very Hard" by default in Horizon should now be 1.5x damage to the player
* Veteran and Outcast modes now give the proper damage multipliers in non-survival mode

#1.5.0:120
(NEW) Addon: Z\_Extras.esp
>> This is just a simple mod I use for sticking misc tweaks that I didn't want to include directly inside Horizon.. you can use it if you want

* Enables the console in survival mode
* Removes the cooldown on companions gaining affinity from stuff you do
* Changes the Holotape audio volume to use the "Voice" channel instead of "Sound Effects" (this helps a lot if you can't hear your holotapes and you like to keep your voice volume high)
* Contains a modified version of Home Plate: has a better floor, removes some of the support columns that are in your face, makes scrappable/nonscrappable pieces more polished (requires SE)

#1.5.0:121
Weapons Pack (requires using the ESP included with Horizon)

* DKS and Makeshift AMR has the proper 5.56mm default now to match the ammo swapping system
* Some weapons have recipes updated
* Misc tweaks

#1.5.0:122
Sim Settlements Patch

* The recipes for plots are updated
* Some tags added to items
* The Architect's T-Square is labeled as the "City Planner's T-Square" to avoid any confusion

#1.5.0:123
Homemaker Patch

* All vendors now match Horizon's normalized vendor system
* Misc recipe changes to use skills

#1.5.0:124
Patch Author Notes

* When using Skill perks for requirements, do NOT use the perks with a "DISPLAY" suffix
* Keep in mind that skills below 100 are usually (eventually) reachable without level-ups, and skill above 100 usually requires perks and other sources together
* An example of converting perks requirements: If something needs Gun Nut rank 1, requiring 30 ballistics skill usually works, Gun Nut rank 2 would be 60 skill. Most levelup perks give 25-30 skill, so you can base conversions on this. I also consider that you'll get a few magazines as you level, so 25+5 = rank 1, 50+10 = rank 2.

#1.5.0:125
Q: Can you also add Skills for stuff like Armorcrafting and Blacksmith?
A: I might. But there's already a lot going on in this patch with even just weapons, so we'll see how it goes and maybe I'll just converts all those over too in the future.

#1.5.0:126
Known bugs:

* (Rested) tag is incorrect (fixed in next patch)
* Farming Workbench doesn't work (fixed in next patch)

#1.5.0:127
WARNING: Many of your old Horizon patches (that aren't made by me) may be broken until they are updated. Please keep this in mind!

## Horizon 1.5.1

#1.5.1:1
Bug Fixes

* You can no longer equip DESTROYED weapons
* The Farming Workbench now works
* The (Rested) tags are fixed now
* Sniper Skill will now recognize non-ballistic sniper weapons
* Sniper Skill will now properly give sneak attack damage above skill of 40
* Sniper Skill no longer requires a scope, since it's supposed to be based on the weapon itself

#1.5.1:2
Skills

* Fitness: Temporarily you can only reach 70 Fitness Skill (a future patch will expand this further)

#1.5.1:3
(NEW) Emergency Fixes Menu

* Located under the Architect Options menu (on the bottom)
* New option: Reset all Workshop Menus to Default - this will erase all mod-added menus from your workshop menus in case you had something bugged\*
* You may need to save/reload your game in order for your current mods to re-add their menus back

#1.5.1:4
Weapon Pack

* The DKS is now classified as a Sniper weapon
* A few of the weapon attachment recipes now use skills

## Horizon 1.5.2

#1.5.2:1
Doctors

* (NEW) The days left before the next supply is now displayed on the menu
* A bug was fixed where the supplies weren't added properly the first cycle in a new game
* You will automatically get your supply restocked if your game didn't already spawn it yet
* The penalty on supplies as you level up is less strict now (mainly for desolation mode)

#1.5.2:2
Command Table

* (NEW) You can now view your total settlement statistics for stuff like total water and total income

#1.5.2:3
Skills

* Scrounger will now properly give it's Salvaging Skill
* Fortune Finder will now properly give it's Trading Skill

#1.5.2:4
Misc

* Harvesting plants should now show what you're looting

#1.5.2:5
Installer

* The DLC Loot Respawn addon now specifies it requires certain DLCs
* The Weapon Pack replacement ESP can be selected in the options

## Horizon 1.5.3

#1.5.3:1
Power Armor

* (NEW) You can now see which perks/skills you're missing when you're trying to repair power armor

#1.5.3:2
Companions

* (NEW) Attack Dogs can now level up! (all dogs are counted as 1 category)
* Curie should now level up properly
* Mercenaries (mod-added companions) should now level up properly

#1.5.3:3
Settlements

* The new auto-assigning should no longer try to re-assign your supply line provisioners\*
* The older Horizon guard posts will now have the new auto-assigning capability
* The 2 vanilla guard posts will now have the new auto-assigning capability

#1.5.3:4

* It's possible you might have a bugged out provisioner who was assigned previously, if you see a settler working some job in the middle of no where, try to re-assign them manually

#1.5.3:5
Loot

* The amount of Bolts that can drop from loot is increased
* Bolts can drop in certain containers now
* The amount of ammo in certain containers was unintentionally too low, but the chance for ammo to drop in these containers is slightly lowered
* All raw meat has a pickup sound effect

#1.5.3:6
Weapons

* The Combat Plasma scopes now have the proper detailed descriptions
* A few misc tweaks to descriptions

#1.5.3:7
UI

* Some of the item and menu icons were changed to match the new library by Phlunder (which looks awesome, and the next update coming out will be even better)

## 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

## 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

## Horizon 1.6.1

#1.6.1:1

NPCs

* (NEW) Dusky Radroach: a variant that has higher DR than ER, and takes extra fire damage
* (NEW) Large Radroach: a variant that has more health and is larger than average
* Glowing Radroaches should spawn less frequently
* Generic Bloatflies should spawn more frequently than special types

#1.6.1:2
Dynamic Encounters

* Dynamic encounters shouldn't occur at all until after you reached level 3 now\*
* Dynamic encounters will spawn less frequently below level 10
* This can be changed using a global variable if you want to make your own patch tweak

#1.6.1:3
Misc

* You should now receive a Personal Toolkit at level 2, in case your previous one was removed in the vault
* The Short-Names addon should now properly tag melee weapons
* The icon tag for melee enhancements should be correct now
* The CC Prey suit should no longer give you a suit for free (you only should have got the no-helm one anyway)

## Horizon 1.6.2

#1.6.2:1
Dynamic Encounters

* The minimum level check for encounters should now actually work (I missed something in 1.6.1)

#1.6.2:2
NPCs

* Companions should properly be compensated in carry weight for the strength they lost
* Common/Rabid molerats should spawn more frequently now than rare types
* Minor tweaks to many other creatures so the common types spawn more often

#1.6.2:3
DEF\_UI

* (NEW) A new option in the installer to install a Z\_Horizon.ini file that will set your UI to use colors properly
* Pipboy\_MapPage.swf and MainMenu.swf were incorrectly included, and removed from the installer now

#1.6.2:4
Misc

* All the new firearms should properly give weapon parts when you scrap them now
* The version number should properly say 1.6.2 in game and the installer

## Horizon 1.6.3

#1.6.3:1

(NEW) Workbench Item Transfer System

* You can now transfer ALL items from all supply-linked workbenches to your current settlement
* To do this, access the option from a Resource Station
* A confirmation box will pop up first when you select the option on the main menu
* NOTE: This is a beta feature and needs more testing.. save your game FIRST before using it!

#1.6.3:2
(NEW) Snuffles (Molerat companion)

* The caller device is crafted in the Tech Lab
* Requires Animal Friend rank 1
* Cannot be used at the same time as guard dogs
* Requires dog food (I may change this later)
* Because Molerats don't have a CC ability like dogs, I'll be tweaking it so the molerat has slightly better defenses/damage than a dog (let me know if it seems too powerful or too weak compared to a guard dog)
* BUG: Snuffles currently won't gain any XP. I'll fix this next patch.

#1.6.3:3
Companions

* The level-up system should now automatically try to fix any broken carry weight stats\*
* You may not see the fix immediately, or until your companion ranks up

#1.6.3:4
Misc

* The Combat Pistol comfort grip should no longer cause the icon to disappear
* The Combat Pistol non-standard receivers should no longer be tagged as 9mm

#1.6.3:5
Dynamic Encounters

* The option to disable it in the holotape now properly works
* The option showing ON/OFF was backwards before, and should show ON by default now
* The time inbetween potential attacks under level 10 is longer now

#1.6.3:6
NPCs

* (NEW) Large Mole Rat: larger than a standard mole rat, and does not tunnel underground
* Mole Rat Brood Mothers no longer tunnel underground
* Rabid Mongrels now have the proper DR value instead of the vanilla value
* Albino Mongrels now have lower DR at low levels, but their DR increases greater with levels
* Glowing/Stalker/Predator/Deathskull Radscorpions no longer tunnel underground
* Hunter Radscorpions are smaller now (i.e. all tunnelers are smaller than the non-tunnelers)

#1.6.3:7
Weapons

* Standard Laser weapons that use Heavy Cells can now work in automatic and shotgun mode properly
* The CC Handmade Shotgun now has a condition slot, and can drop damaged from raiders

## Horizon 1.6.4

#1.6.4:1
Companions

* (NEW) Companion Classification: Animal Companion
* Snuffles can now gain XP under Animal Companion
* Snuffles has a custom skin color now (requires him to be dismissed and called out again)

#1.6.4:2
Weapons

* (NEW) Hammer (1H)
* (NEW) Frying Pan (1H)
* (NEW) Spatula (1H)
* (NEW) Plunger (1H)
* (NEW) Copper Pipe (1H)
* (NEW) Buttercup Leg (1H)
* (NEW) Water Pump Handle (1H)
* (NEW) Clothing Iron (Unarmed)
* (NEW) Coffee Pot (Unarmed)
* (NEW) Broom (2H)
* (NEW) Mop (2H)
* (NEW) Hoe (2H)
* (NEW) Weed Whacker (2H)
* Average citizens of the commonwealth can carry some of these weapons
* Raiders can sometimes carry some of these weapons
* Super Mutants can wield weed whackers

#1.6.4:3
Skills/Perks

* Armorer now properly states that it gives you Tailoring Skill

#1.6.4:4
Loot Addon

* Malfuctioning Fusion Cores are moved into Architect, so they can be scrapped at the Tech Lab under Disassembly
* Some fusion core loot is converted to misc junk items instead of the malfuctioning core

#1.6.4:5
NPCs

* Many generic NPCs now use a real loot table for weapons
* Many generic NPCS now often carry a secondary melee weapon in addition to a ranged weapons
* Many Vault 81 residents should now carry degraded N99's instead of pipe weapons
* [CC T-Shirts]: Removed NPCs from spawning with the vault 111 shirts, because they seem too out of place

#1.6.4:6
DEF\_UI Config

* An updated "Translate\_en.txt" file is now included with Horizon, with some minor tweaks (thanks Phlunder!)\*
* The "lyrconf.xml" now has the proper Magazine tag for the sub-menus
* If you need a non-english file, you'll need to get one yourself from DEF\_UI

#1.6.4:7
Scrap Everything Patch

* Patched up the hole under the corner of the Red Rocket building

## Horizon 1.7.0

#1.7.0:1
This update contains an brand new settlement scrapping mod (optional addon), expanded version of Home Plate (optional addon), a new combat pet system, new follower revival system, many updates to the dynamic encounters system, new settlement features, new weapons, and a lot more.

#1.7.0:2
Even though v1.7 is a very large update, I consider it as a beta. Why? Mainly because there is a lot of different things all being added/tested all at the same time. I look at v1.7 as the beta preparation for v1.8. As long as things go well, update v1.8 is going to add a lot of new settlement activities and features. Some of these things I don't even want to spoil with teaser images until it's ready to be released.

#1.7.0:3
Does this mean 1.7 is unstable? No, not really. I'm sure it's fine.. just keep in mind that I may have forgot to adjust a few things, or something may still be throwing debug messages or something. If you see anything like that, just tell me and I'll patch it.

#1.7.0:4
On the plus side, there's been a large amount of prep work for v1.8 already done and tested. I don't have an estimated release for it, but a lot of the hard parts are done, they just aren't included with 1.7 at all.

#1.7.0:5
NOTE: As always, MAKE SURE your LOAD ORDER is set properly for Horizon when you uninstall v1.6 and install v1.7 (read the mod description tab for installation instructions.) Wrong load orders are the #1 problem people have that ruin their playthrough. Make sure its set properly BEFORE you play Horizon. Avoid being "that person" who plays for 20 hours until they realize their load order (and Horizon) has been completely broken!

#1.7.0:6
TESTERS WANTED! (any help would be most appreciated!)

* Testing needed on the new Settlements Enhanced addon
* Testing needed on the new Home Plate Enhanced addon
* Testing needed on Construction Yards, Workshop Construction Levels (perks), and Settlement Communities
* Testing needed on the new combat pet system, and reviving pets/companions
* Testing needed on the new auto-outfitter on assignments

#1.7.0:7
Full Patch Notes inside the spoiler tags:
\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_
Spoiler: Show

#1.7.0:8
ITEM CONVERSIONS
>> The following items have been moved into Architect, but some can be converted through crafting recipes

* Ground Meat, Meat Scraps, Gristly/Diseased Meat, Rotten Fruit/Vegetables
* Ground/Scrap Meat can be converted in the cooking station
* The old rotten meat/fruit is trash, so use it up before you patch
* PATCH AUTHORS: You must update any patched recipes using these items

#1.7.0:9
COMPONENT MIGRATION
>> ALL custom Horizon components are planned to be migrated into Architect (between v1.7 and v1.8)

* PATCH AUTHORS: All patches that use Horizon components will need to be updated!
* Save game data will be mostly uneffected by this change, as existing misc items will automatically have the new components
* This includes: Packing Material, Liquid Fuel, Basic Circuitry, Nuclear Fragments
* NOTE: The rest of the components will be migrated in upcoming patches for v1.8 (alloys, mutated parts, gunpowder, cells, etc.)

#1.7.0:10
(NEW) Combat Pet Menu System
>> A brand new system for calling out pets now exists

* There are 3 caller devices: Engineering Devices, Attack Dogs, and Animal Companions
* Each device brings up a menu to allow you to pick the various pets in each category
* Using the device once will bring up the pet selection menu
* Using the device twice (quickly double tap your keybind) will automatically summon your last pet again
* Pets can be dismissed from the menu (but NOT in combat)
* The pets available on the menu automatically unlock based on your perk ranks
* The base duration of engineer devices is 5 minutes, and +5 minutes per rank for Robotics Expert rank 2-4
* The base duration of attack dogs is 10 minutes, and +5 minutes per rank for Attack Dog rank 2-4
* The base duration of animal companions is 10 minutes, and +5 minutes per rank for Animal Friend rank 2-4
* There's no cooldown on calling/dismssing pets, but dogs and animals consume Canned Dog Food per summon
* You can no longer trade with pets
* You can no longer use the "talk" option with pets (the old menu is removed)
* Turrets will now make a sound with sparks when deployed
* The caller devices make a different sound now
* The old devices are no longer functional, but can be converted in the Tech Lab for a full refund
* Animal Friend rank 1 can now craft Canned Dog Food too

#1.7.0:11
(NEW) Companion/Pet Revival Overhaul
>> All companions and pets now use a new customized version of reviving them when they fall in combat

* The vanilla "use stimpak" revive option is overridden by the new activator option
* All humanoid companions and dog/animal pets require an Adrenaline Injector to revive them
* All robot companions and engineering devices require an Engineer Repair Kit to revive them
* When a companion/pet needs to be revived the activator text will say "Revive"
* When a companion/pet was just revived, it will say "Recovering..." and using it will do nothing
* When a companion/pet is Recovering, it will take roughly 5 seconds for them to recover and get up (in combat)\*
* Companions/pets will still automatically get up on their own after combat ends
* The new system uses animations for both 1st and 3rd person like the vanilla revival does
* [Automatron]: Robot Repair Kits can be converted to Engineer Repair Kits in the Tech Lab
* Please report any problems you have with this (and note that Horizon does NOT use the survival mode quest system)
* This will NOT work properly if you (or a mod) decided to change your game setting for follower death time (it's recommended to NOT change this game setting)

#1.7.0:12
(NEW) Beast Master Specialization

* Available for selection if you have Animal Friend rank 3
* Animal Companions gain +5 base damage and -75% damage taken
* Allows you to have up to 2 trained animal companions at once

#1.7.0:13
Perks/Specs

* (NEW) Animal Friend rank 4
* Animal Friend grants +3 base damage to Animal Companions per rank
* Animal Handler is now called Canine Handler
* Canine Handler allows you to have up to 2 canine companions at once
* Big Leagues rank 3-4 properly shows that they give melee skill
* Nuclear Physicist properly shows the correct skill it gives
* Local Leader rank 2 now requires level 15

#1.7.0:14
Companions/Pets

* (NEW) Hans: A Glowing Mole Rat pet that unlocks with Animal Friend rank 2
* (NEW) Rizzo: A Rad-Rat pet that unlocks with Animal Friend rank 1 (Requires Nuka World)
* (NEW) Nicodemus: A Glowing Rad-Rat pet that unlocks with Animal Friend rank 2 (Requires Nuka World)
* Changing the follow distance should properly set it now (this was bugged before)
* The distance setting you last picked, will now be saved, so that re-summoning pets won't reset to medium distance
* The frequency in which companions receive updates to check new xp gained is reduced (it was incorrectly set to my testing values)

#1.7.0:15

* + IMPORTANT NOTES before using the new Home Plate addon \*\*
* WARNING: Do NOT store any buildable workshop objects before installing the new Home Plate addon!
* This addon "reboots" Home Plate with a new workbench, which will need to be activated to claim ownership
* Any buildable objects (not items in workbench) that were stored, will be LOST
* Do not place any objects in the northern area, as they may be left behind the wall that was moved
* This addon will attempt to move your old items in the vanilla workbench over to the new workbench
* This addon will flag the location as "[CLEARED]" if (for some reason) you already had settlers or npcs in the cell

#1.7.0:16
Before you installing Horizon 1.7's Home Plate addon in an existing save game, you must do the following..

* Step 1: Place any stored buildable objects you wish to save, in the SOUTHERN area of Home Plate
* Step 2: Save your game OUTSIDE of Home Plate (being outside is optional, but recommended)
* Step 3: Completely uninstall all of the files for the previous version of Horizon
* Step 4: Install Horizon 1.7 with the Home Plate addon
* Step 5A: If you saved your game inside of Home Plate, you MUST exit to Diamond City first
* Step 5B: Enter Home Plate and use the new workbench (when you enter, you should also see it say if it moved your old items)
* Step 6: Now you can store any utilities or workbenches, and re-place them so they will properly link with the new workbench

#1.7.0:17
(NEW) Home Plate Enhanced (Z\_Architect\_HomePlate.esp)

* There is now a large underground area in Home Plate! Smash your way through the walled-off passage and discover a hidden area!
* Home Plate is now a fully functional settlement, and not just a workshop
* The crafting/living area is fully decorated and comes with crafting stations
* The bed is a covered "Personal Bed" and cannot be used by settlers
* The decorations can't be scrapped by accident, but CAN be toggled on/off by a switch on the wall near the workbench!
* The side by the other door is mainly untouched, and you can use this for whatever you want
* The front area is stretched slightly to make room for the staircase leading down
* Multi-workstations will now properly link to the workbench (since its now registered as a real settlement)
* You can now send settlers/companions to Home Plate, as well as recruit them using the Recruitment Station
* Now has a map marker, and will show your active supply lines to/from Home Plate on the pipboy map
* Brahmin should not spawn in Home Plate (I'm not sure about vanilla caravans though)
* Has it's own self-sufficient scrapping recipes so you can scrap most of the objects/debris in there
* Has custom walls and pieces that prevent scrap mods from scrapping them, so "scrapall" should usually be safe
* Automatically comes with 30 Defense since it's protected within Diamond City (mostly for recruiting purposes)
* The fusebox only gives 5 power now
* No longer comes with workshop lights or conduits in the front area

#1.7.0:18
Home Plate Enhanced - UNINSTALLING INSTRUCTIONS

* WARNING: If you choose to uninstall this addon at any point, you MUST take all your items from the workbench first, or they will be lost forever
* Any workshop objects you built must be scrapped, or they will be left behind. Storing them will not carry over.

#1.7.0:19
Architect Lights
>> Many of the Architect lights look MUCH better now, and theres new lights too!

* WARNING: A few Architect lights needed to be rotated, so some of your placed lights might need to be rotated
* (NEW) Industrial Light (the vanilla workshop one)
* (NEW) Red Rocket Light
* (NEW) Metal Ceiling Light (lower hanging)
* (NEW) Small Emergency Wall Light
* (NEW) Fluorescent Bar Light
* The 3 subway lights look much better, and have a light beam coming down from the 2 ceiling lights
* The Hanging Cage light looks much better
* The emergency flood light has 2 light beams coming off the lights now
* NOTE: The collision box on some lights isn't perfect, so it may not be accurate in terms of highlighting them to move/use them

#1.7.0:20
Settlements / Architect

* The order of the buildings menu is changed so it displays in the order of Construction Levels now (small warehouses are first)
* Armor, Weapon, and Power Armor workbenches no longer require a perk\*
* Armor, Weapon, and Power Armor workbenches require slightly more ingredients to craft them
* Power Convertors in Desolation Mode require Tech Level 7 and more materials
* The Command Table's activation text will now change based on whether it's processing or not
* The Atmoic Cats preview in the design window now shows the right 3d model
* The bugged bed layer is removed from the Marina for now (I may place proper beds in the future)
* The Free The Robots sign should place better
* Guard Dogs should spawn in front of the doghouse now
* Milk Brahmin should spawn in a consistent spot now, and should usually stay inside of the pen
* The Milk Brahmin's pen now has collision and is aligned so the brahmin can walk around inside the pen better
* When you approach a settlement that wasn't loaded, it will reset the positions of any dynamic npcs (guard dogs, brahmin, etc.)
* Settlers are no longer allowed to randomly sandbox vanilla Armor/Weapon workbenches (to prevent a bug, and also so they stop getting in your way; Horizon benches are already like this)
* At this point, I see no reason to even have this, since most other benches never had a requirement. It also prevented you from storing/placing existing benches, which was annoying

#1.7.0:21
Settlement Workshop Ratings

* Many of the workshop ratings displayed and used by Horizon, will now use the active ratings instead of the maximum ratings
* This means objects that are not powered, not assigned, or damaged, should no longer give ratings to some of the Horizon systems
* These ratings include: happiness, defense, power, food (not crop ratings), water, vendors, and bonus happiness
* The Recruitment Station is NOT included with this change, because its bonuses are SUPPOSED to count unassigned objects
* Individual crop ratings are NOT included with this change, and still use the "stability" system (this may change in v1.8)

#1.7.0:22
New Item Keywords (Mainly noted for developers and patch makers)

* Junk, food, water, and many other items are now flagged much more accurately using specific keywords
* Using keywords allows common items to be found by scripts without having to be put into lists
* Cargo Bot item transfer filters are more accurate using these keywords
* Many keywords are used by the new vendor filtering system
* DLC items now work with these types of filters
* Items on patched external mods can easily make use of these filters by just adding the keywords to the items
* DEVELOPER NOTE: All of the new ObjectType keywords are located in Architect, so they can be used with any external mod patch

#1.7.0:23
Examples of Item Keyword Types

* No Value: Very low quality junk that isn't worth even 1 cap (burnt books, plastic forks, folders, etc.)
* Common Junk (low quality): Very basic low quality junk (bottles, vases, kitchenware, lots of other items)
* Common Junk (low quality - medical): Low quality junk, but doctors may buy/sell these (flasks, test tubes, etc.)
* Common Junk (low quality - ammo): Damaged rounds and shell casings
* Common Junk: Common items that either have useful components, or are purposely filtered to stay in the environment (toasters, etc.)
* Organic Junk: Bones, animal parts, etc.
* Quality Junk: Items that have valuable components
* Legendary Junk: Items that have legendary-quality components (alloys, mutated parts, etc.)
* Other keywords: Quest items, different food types, devices, medical items, cures, sellables, utility, and many others

#1.7.0:24
(NEW) Master Workbench Synchronization
>> The Workbench synchronization is further expanded to allow you to assign a permanent destination
>> Cargo Bots once again help you to efficiently manage your items for crafting and settlements!

* All workbench sync options can be accessed from the main menu of any Resource Station
* Once you select a "Master Workbench", all workbenches in your supply line will be sync'd to it at certain times
* ALL items inside ALL workbenches in the supply line will be transported to your Master Workbench
* You can change the Master Workbench at any time

#1.7.0:25
Master Workbenches are sync'd up when..

* You first select a Master Workbench
* You press the "refresh" button on the sync menu
* You first open the ZX1 Lab
* You first open the Resource Management menu
* Every 30 minutes (real time)

#1.7.0:26
Crafting - Resource Checking and Consumption

* The ZX-1 Lab is now much faster if you have a Master Workbench assigned
* Once a master is assigned, Horizon crafting systems will always use the Master Workbench instead of wasting time searching supply lines
* The containers that are checked for components goes by the following now...
* No master assigned: Player inventory, production storage, local workbench, connected supply lines (if enabled)
* Master assigned: Player inventory, production storage, master workbench
* The settler mission system should now be able to take items from the above sources

#1.7.0:27
Cargo Bot 1-X

* (NEW) Can automatically fetch junk from you (based on your filter option) every [5/10/20] minutes!
* (NEW) The filter can be toggled in 2 modes:
* Filter Mode 1: Junk and Ingredients (tools, raw meat, etc.)\*
* Filter Mode 2: Junk, Ingredients, Crops, Alcohol\*
* (NEW) Cargo Bot 1-X now requires power to operate some of it's functionality
* Cargo Bot 1-X can still be called out even if it has no power, so that you can insert more power
* Without power, you cannot access the container or settlement utility menus
* By accessing the menu, you can add Energy Cells which each add +1 Power (up to 10 at a time)
* Crafting the caller device requires less Nuclear Material (acts as it's "low power mode" power so it can still move)
* NOTE: Some items are purposely flagged to be ignored by the filter (such as Blue Paint, Supply Kits) so they aren't fetched from you

#1.7.0:28
(NEW) (BETA FEATURE) Cargo Bot 1-X: Area Scavenging
>> This new option allows CB1X to automatically loot any low quality junk in your immediate area

* This option is located in CB1X's menu and can be toggled ON or OFF
* Requires "Workshop: Technology Level 3"
* Items are brought back to your Cargo Bot destination container
* CB1X only loots very low quality junk items (items with common components, bottles, kitchenware, very small junk, etc.)\*
* This does NOT loot high quality junk, or larger common junk that is supposed to stay in the environment (toasters, telephones, lamps, etc.)\*\*
* This does NOT loot weapons, armor, food, aid items, etc.
* This does NOT loot items owned by anyone, even if you are allied with them
* This does NOT loot items inside of containers or corpses (I may do this in the future)
* This should NOT loot items for quests (if you notice it looting stuff you're supposed to take for a quest, let me know)
* WARNING: Loot might be taken from behind locked doors. While this is somewhat unimmersive, remember that it's only low quality junk, so its hardly considered a cheat taking an empty bottle or a pencil.
* Very small junk includes stuff that is hard to see, like flip lighters and fuses, even though they might be considered "higher" quality items
	+ I did this so large visuals aren't taken away from the environment, but these items aren't as numerous as some of the other low quality junk

#1.7.0:29
(NEW) Scrap Kits

* The new version of Scrap Kits no longer contain components
* Instead they automatically unpack their contents when you transfer them to a container (i.e. a workbench)
* This allows scrap kits to not scrap themselves when crafting
* It also prevents the Junk Scrapper and Cargo Bot from thinking it's common junk
* The resource station scrap kit will now include a Cargo Bot with it
* Any existing scrap kits before the patch will remain as they were

#1.7.0:30
(NEW) Settler Oufitter - Auto-Equip Option

* Outfits can be applied automatically to settlers when they are assigned to jobs or defense
* The first time a job tries to be assigned, it will popup a help message to give you the option to change the defaults
* The options can be changed in the "Settler Outfitter Options" (under Architect Options)
* You can choose a default outfit style for Militia and Guard posts: Mercenary, Minuteman, Army, Off
* For now, there is only simple outfits for each role, but I may add faction-based options later on
* Defense and Militia: (based on the option mode selected)
* (If defense outfitting if off separately, Militia will default to an army outfit)
* Technician: Mechanic outfit w/ random headgear
* Engineer: Engineer outfit w/ random headgear
* Craftsman: Random blacksmith outfit w/ headgear
* Entertainer: Random suit w/ random hat
* Hunter: Shoreman outfit w/ hat
* Doctors: Doctor outfit w/ random eyewear
* Vendors: Random suit w/ random hat (includes Shipping Managers)
* Lumber Yard: Flannel Shirt w/ Hard Hat
* Stone Yard: Flannel Shirt w/ Mining Helmet
* Steel Yard: Flannel Shirt w/ Hard Hat
* Farmer: Random farmer outfit
* Supply Depot: Random suit w/ random hat
* Town Sheriff: A random sheriff outft
* The military outfits have a new selection of random headgear
* +75% Damage Weapons now require Settler Skill: Craftsmanship III, instead of Gun Nut
* By default the Companion Outfitter is disabled (only for new games)
* NOTE: If everything tests out OK with this first phase, I'll see about adding in better customization as to choosing specific sets per role, including more faction choices

#1.7.0:31
Jobs / Settler Assignments

* (NEW) Custom auto-assign messages will now show for crops, defense, etc. (will be hidden if job messages are off)
* (NEW) The auto-assigning functionality will now retry every few seconds if there is another auto-assign already in progress\*
* The Town Sheriff is now under Job Stations
* This will help if you place a couple objects in a short amount of time, so that FO4 doesn't try to assign the same settler to all the objects and then wind up failing all by 1 of them

#1.7.0:32
Caravan Travel

* Traveling to/from indoor locations will now use the outdoor locations to determine the supplies used\*
* Nuka World and Far Harbor still cost 10 supplies to/from the Commonwealth
* Example: traveling from Oberland Station to Home Plate will only cost a few supplies now

#1.7.0:33
(NEW) Workshop: Construction Level (Workshop Perk)

* This perk is required to construct Architect buildings and structures (replaces the Population perk requirements)
* This perk is gained by increasing settler population and Construction Depots (see below)
* Up to 7 ranks total can be acquired
* Having 5 settlers adds +1 rank (i.e. your first rank)
* Having 50 settlers adds +1 rank
* Each Construction Depot adds +1 rank (Up to a maximum of +3)
* If you have at least 1 Construction Depot and 100 settlers, you gain +1 rank
* If you have at least 2 Construction Depots and 200 settlers, you gain +1 rank
* The highest rank needed is rank 6 for Colossal Structures (this gives you some flexibility)
* NOTE: If you have "Progression Mode" off in Architect, you can still bypass these requirements
* (Some of these numbers may change in v1.8)

#1.7.0:34
(NEW) Construction Depot

* This depot constributes to your "Workshop: Construction" levels
* You can only place 1 Construction Depot per settlement
* Placing more than 3 depots will have no effect (this might change in 1.8)
* Requires: Workshop Tech Level 3 and 25 total settlers globally
* The construction depots are global, so you do not need them in the same settlement as your large buildings
* The depot spawns with a construction-style protectron that wanders around the depot
* The construction bot will help defend the settlement, altho it's probably not very good
* The number of Construction Depots is displayed in the Command Table under total stats
* The foundation has snap points to connect foundation blocks or floors
* NOTE: This depot uses a new method of tracking job/production stations, and is considered a beta test to help for v1.8. Please report any inconsistencies you see with placing construction depots. Thanks!

#1.7.0:35
(NEW) Wilson Factory
>> A modified version of Wilson Atomatoys Factory is now available

* Located in "Medium Urban Buildings" and "Large Urban Buildings"
* Layers: Detail, Clutter, Debris, and Sign
* This building does not contain any beds
* This building is very large, but its in both catgories for now. If I add more features to it, I may remove it from medium.

#1.7.0:36
(NEW) Build Category: Water-based Structures

* This category has a buoy as it's controller object
* Contains the barges and some of the platforms that metal structures does, but will be expanded more later on
* The large barge now spawns a ramp that can make connecting the barge to the shore easier

#1.7.0:37
Architect - Building Pieces

* (NEW) Pier Floor: A simple pier floor piece, located under structural pieces
* (NEW) Pier Platform (Style 1): A simple pier platform piece, located under structural pieces
* (NEW) Pier Platform (Style 2): A simple pier platform piece, located under structural pieces
* (NEW) Pier Platform (Style 3): A simple pier platform piece, located under structural pieces
* These pieces are custom modified and fitted so they align properly and match the standard workshop floors
* These pieces use standard workshop floor connection points

#1.7.0:38
(NEW) Enhanced Settlements (A new ESP addon mod!)
>> This mod is a fully functional settlement scrapping mod designed for Architect and Horizon
>> This mod is loosely based on Scrap Everything, so I want to thank Shadowslasher410 and Vlits for all their work/research/help
>> This mod has all of the same custom features that my custom SE patch had, plus many new features and changes
>> This mod includes all of my custom settlement changes, extended border adjustments, custom scrap lists, etc.

* IMPORTANT NOTE: This mod is NOT compatible with scrapping mods like Scrap Everything or other similar mods
* IMPORTANT NOTE: This mod is NOT compatible with mods that expand settlement borders
* (NEW) Some workshops now have special interactable devices that you can use to hide workbenches, salvage buildings, or upgrade areas!
* Some interactable features require materials, and some give materials
* If you "reverse" an action, it will give/take the materials back in reverse
* Most settlement repairs/upgrades require owning the settlement
* Sanctuary: 3 activators are located near the bridge (on the stone post) that allow you to dynamically alter Sanctuary
* Sanctuary: 1 activator allows you to salvage or replace the houses
* Sanctuary: 1 activator allows you to hide/unhide the workbench
* Sanctuary: 1 activator allows you to upgrade the bridge to a restored version
* Sanctuary: Houses are no longer scrappable, and can only be scrapped from the activator switch
* Sanctuary: Some house fixtures (like showers) are no longer scrappable but will be removed with the activator switch
* Sanctuary: A concrete block is now located under the workbench so it's not floating (this will be hidden if you use the hide option)
* Sanctuary: A few bushes/fences near the borders are now close enough to scrap
* The Castle: 1 activator is located near the workbench, that allows you to dynamically upgrade The Castle!
* The Castle: The upgrade fills the walls in, adds extra stairs, and adds a front gate with large sliding metal doors
* The Castle: The flare box is moved to one of the shelves, which is now blocked from being scrappable (neither box will be floating anymore)
* The Castel: The cables that stabilize the radio tower are no longer scrappable
* The Slog: The buildable area is greatly expanded outwards, deep into the water area and passed the diner!
* The Slog: The buildable area on the water side, goes further than the border graphic shows, allowing you to build large docks, etc.
* The Slog: The platform and diner are permanent landmarks and won't be accidentally scrapped
* The Slog: A catwalk staircase is added on the side of the building, which leads to the roof
* The Slog: 1 activator (to hide the workbench) is located on the main building near Arlen's shack
* Greygarden: 1 activator to disable the robot animations is located near the doorway of the greenhouse
* Greygarden: 1 activator to turn the water sprayers on/off is located near the doorway of the greenhouse
* Taffington Boathouse: The buildable area is expanded slightly further than before
* Taffington Boathouse: 1 activator is located on the stone wall on the side, that lets you hide/show the workbench
* Taffington Boathouse: The blood is hidden now
* Croup Manor: The buildable area is greatly expanded outwards into the water! (very far)
* Croup Manor: The water area has special border markers on the sides/corners so you know the edges (just something I'm testing out)
* Oberland Station: The buildable area is greatly expanded!
* Oberland Station: Some of the random encounter triggers were moved outside of the build zone (hopefully this doesn't break them)
* Jamaica Plain: The buildable area is greatly expanded outwards towards the water area and includes the church!
* Jamaica Plain: The buildable area is displayed by new custom borders so that the visible area is mostly accurate
* Jamaica Plain: 1 activator is located inside the church that allows you to repair the roof and fix the floor!
* Jamaica Plain: Some objects that are prone to scrapping problems are hidden by default (certain telephone wires, bushes, logs, etc.)
* County Crossing: The build area is greatly expanded! (easily enough to fit a large town now)
* County Crossing: Some of the random encounter triggers were moved outside of the build zone (hopefully this doesn't break them)
* County Crossing: 1 activator (to hide the workbench) is located on a telephone pole by the edge of the build area by the roadway
* Greentop Nursury: The buildable area is slightly expanded
* Greentop Nursury: 1 activator (to hide the sanctuary house) is located in the greenhouse
* Somerville Place: 1 activator (to hide the workbench) is located on a new telephone pole by the edge of the build area by the roadway
* Warwick: The shed that contains the quest console is no longer scrappable
* Sunshine Tidings: You can now scrap the "off" subway lights that I replaced
* Starlight Drive-in: The shed that contains the workbench is no longer scrappable
* Starlight Drive-in: The lights in the main building are now off
* Spectacle Island: Is now properly setup so that everything can be scrapped, except for the dockhouse
* Spectacle Island: The workbench has been moved to the dockhouse
* Spectacle Island: WARNING: Never use "scrapall" until you own the workbench after completing the quest
* Misc tweaks and fixes
* The scrap items given by the scrapping mod does not give Horizon/Architect components anymore (i.e. packing material)
* NOTE: In the future, more settlements may have expanded borders (within reason), but some may not
* TESTING FEEDBACK NEEDED: Please let me know if (and where exactly) job stations (etc.) don't register properly when placed in the expanded buildable areas

#1.7.0:39
(NEW) Enhanced Settlements - DLC (Addon)
>> This addon only includes changes for Far Harbor and Nuka World

* Cells are open to allow scrapping of objects that were inside of precombines
* This currently does not include any specific DLC objects (this may be tweaked in time)

#1.7.0:40
Documentation Menu

* New documents were added to the settlement menu regarding:
* Water production, crop production, cargo bot supply lines, Cargo Bot 1-X
* Workshop levels for Tech, Trading, and Construction
* Settler outfitter, Experimentation lab

#1.7.0:41
Dynamic Encounters
>> SUMMARY: Spawns should reliably spawn at better distances, and not as often unless you're a high enough threat

* Enemies spawn further away from you now, and also have a more randomized distance
* The system will attempt to not spawn enemies too close to the player
* Enemies will spawn faster together as a group now
* Enemy spawn locations can come from more directions now
* A group of enemies usually spawns together from 1 general location
* When packs are large enough (6+), they have a random chance to split up at 2 locations for a pincer attack\*
* The perception message will now correctly display AFTER all the enemies have spawned
* The timings for spawning events should be much smoother (and random) now
* When you exit a "safe area" the encounters shouldn't just immediately want to attack you
* More attack patterns like this will be added in the future

#1.7.0:42
Dynamic Encounters - Threat

* Active companions and pets EACH add a significant amount of threat now (lots of pets = lots of threat!)
* Being inside of Power Armor now adds a significant amount of threat now
* Item threat values are reworked to be more accurate, and more easily support DLC and external items\*
* Encounters are less frequent if your threat level is fairly low, and even less if its very low
* Feral Ghouls have a chance of spawning with lower threat now
* If you have the Ghoulish rank 3 perk, there's less of a chance Feral Ghouls will attack you
* NOTE: Threat increases the size of animal/creature groups, and increases the frequency of all encounters
* Threat is based on keywords now, so patches can easily make use of threat by just adding appropriate keywords to items. Many of these same keywords are used for other systems as well.

#1.7.0:43
Dynamic Encounters - Misc Fixes/Tweaks

* There's a new option stage in the config holotape called "ON (Casual)", which allows slower spawns without disabling them completely
* Checking to see if you're inside of a settlement should work better now (especially after you caravan travel)
* Some additional areas should now block dynamic spawns
* The simulation zone in Far Harbor should block spawns (needs testing)
* NOTE: v1.7's spawn system is much smoother, but realize this type of system will never be perfect, you'll still rarely get spawns in weird spots

#1.7.0:44
(NEW) Dynamic Traps (BETA Feature)

* NOTE: As with dynamic spawns, things may not always be placed in good spots, or be easily visible
* Mines and traps can now dynamically spawn in outdoor environments.. watch out!
* Dynamic traps use a custom-crafted trap system that have a different system than vanilla mines
* Dynamic traps work very similar to vanilla mines in many regards..
* They are triggered when you walk to close to them
* They can be disabled like regular mines, except that some traps require multiple disarm stages (see more below)
* After disarming a trap, you can salvage it just like how you "Pick Up" a mine
* Salvage is random, and different types of traps give different salvage
* They can be destroyed by shooting them (or taking any damage)
* Most traps have a slightly longer warning period (before they explode) than standard mines
* TIP: Traps/mines aren't always meant to be disabled.. if you have to run, just RUN!

#1.7.0:45
Dynamic Trap - Stages

* Some traps have different levels of disarming stages
* Each disarm stage requires you to use the item to advance further
* Example: Stage 1: Disarm Casing
* Example: Stage 2: Disarm Fuse
* Example: Stage 3: Disarm Wiring
* Not all traps have 3 stages, some have 1 or 2 only

#1.7.0:46
Dynamic Trap - Types

* Fragmentation Mine: Standard frag mine with a standard explosion
* Handmade Mine: Improvised Hot Plate mine with a standard explosion
* Typewriter Mine: Improvised mine with a standard explosion
* Stash Mine: Improvised Caps Stash mine with a standard explosion
* Paint Can Mine: Improvised mine with a standard explosion
* Board Game Mine: Improvised mine with a gamma explosion that leaves a radiation hazard
* Pumpkin Mine: Improvised mine with a molotov-style fire explosion
* Bucket Mine: Improvised mine with a molotov-style fire explosion
* Fuel Mine: Improvised Mr Handy fuel mine with a molotov-style fire explosion
* Teddy Bear Mine: Improvised mine with a standard explosion
* Cigar Box Mine: Improvised mine with a standard explosion
* Toaster Mine: Improvised mine with a standard explosion
* Electrical Trap: Electrical trap with an electrical explosion
* Radiation Trap: Radiation trap with an explosion that leaves a radiation hazard
* Cryo Mine: Same as cryo mines
* Plasma Mine: Same as plasma mines
* Pulse Mine: Same as pulse mines
* Nuke Mine: Same as nuke mines
* Bottlecap Mine: Same as Bottlecap mines

#1.7.0:47
Kill Tracker

* (NEW) A 3rd Minutemen mail reward is added for killing Feral Ghouls and Raiders
* Each faction mail reward is now unique
* The kill requirements for some mail rewards is increased
* Children of Atom should properly be tracked now

#1.7.0:48
(NEW) Dynamic Loot Quantities
>> The loot addon now contains a few types of items that can be given with random quantities

* Gasoline Can: Empty, 20%, 40%, 60%, 80%, 100% (Liquid fuel given is 1-5 based on percentages)
* Cigar Box: Can contain random amounts of cigars, with a low chance for a lighter or other items
* Cigar Boxes always give an empty Cigar Box
* Cigarette Carton: Contains random amounts of cigarette packs (1-10), with a low chance for a lighter
* (More items may be added in the future, provided these changes above work out well)

#1.7.0:49
Loot

* Individual cigars are now considered valuable items and worth caps (single cigarettes are still not)

#1.7.0:50
Power Armor Frame Salvaging

* WARNING: Marking frames for salvage will no longer automatically loot all the items inside it
* (NEW) Accessing the frame options can be done without a perk requirement now and brings up a new main menu
* The main menu contains the following options: Lock/Unlock Frame, Salvage Frame
* (NEW) You can now "Lock" a power armor frame to be completely unusable by NPCs (and you)
* Accessing the options again allows you to unlock a frame
* Salvaging still requires "settler skill: salvaging", but the button will tell you it's blocked
* When you mark a frame for salvage, a marker flag appears on the ground in front of the frame
* Once you mark a frame, you can no longer interact with it (sorry, there's no way to back out of it)
* The frame and marker will remain for 30 seconds until they disappear (just for some immersive flavor)
* The perk itself was moved to Architect, and can be disabled in the Architect Options

#1.7.0:51
Skills

* When you hack or lockpick, it should refresh the proper skill now at that time (this bug was basically only a display bug, you were still getting the right credit for the skill you performed)
* Each lock picked grants less skill now (NOTE: this is retroactive, you may lose some skill)

#1.7.0:52
Survival

* The Hunger Pains debuff perk is now more descriptive for each stage, so its more apparent that the debuffs are different
* The first stage of hunger no longer reduces your Charisma by 1\*
* It will say "0 CHR" on the debuff, but that should allow it to properly restore your charisma if you currently lost some from it before the patch

#1.7.0:53
NOTES: I chose to reduce the first stage to 0 CHR, only because its one of those things where it can accidentially screw over your speech checks if it just rolled over and you didn't notice it (which is annoying.) I think the first stage of conditions should mostly just be a mild "warning" like how I already have the thirst/sleep ones. So now, all 3 conditions should have very mild 1st stages, so you don't have to frantically worry about it ruining your choices, or make it completely necessary to eat/drink down to 0 food value. You can leave it at like 16 food value if you want, and it won't be that bad now. The 2nd stage of hunger is not nerfed though.. so it jumps up quite a bit if you let it go.

#1.7.0:54
Baseball Caps

* (NEW) 5 new colors that can be changed via a mod slot in the armor workbench
* Dark Green, Blue, Dark Red, Black, Brown
* The Settler Outfitter can make use of these new colors for outfits
* Some NPCs can spawn with them
* Color tags are written in the item name

#1.7.0:55
Knit Caps

* (NEW) 5 new colors that can be changed via a mod slot in the armor workbench
* Dark Green, Gray, Dark Red, Black, Brown, (Blue is the Default, which FO4 called "Gray")
* The Settler Outfitter can make use of these new colors for outfits
* Some NPCs can spawn with them
* Color tags are written in the item name

#1.7.0:56
Mechanic Jumpsuits

* (NEW) 3 new colors that can be changed via a mod slot in the armor workbench
* Dark Gray, Red, Blue
* The Settler Outfitter can make use of these new colors for outfits
* Some NPCs can spawn with them
* Color tags are written in the item name

#1.7.0:57
Leather Trench Coat (Piper's)

* (NEW) 4 new colors that can be changed via a mod slot in the armor workbench
* Black, Black w/ tan, Brown, Beige
* The Settler Outfitter can make use of these new colors for outfits
* Some NPCs can spawn with the non-red colors
* The red color only spawns on Piper (to keep her unique from other npcs)
* Piper's coat can be modded to other colors, and standard coats can be made red through the workbench
* Color tags are written in the item name

#1.7.0:58
(NEW) Bomber Jacket with Jeans

* A Bomber Jacket with jeans instead of the BOS flightsuit
* 2 versions: White shirt and black shirt
* The Settler Outfitter can make use of these new colors for outfits
* Some NPCs can spawn with them
* NOTE: This piece isn't perfect, there are some texture/mesh problems, but you can't really notice them from a distance

#1.7.0:59
T-Shirts

* (NEW) Red T-Shirt with Dark Jeans
* (NEW) Green T-Shirt with Black Jeans
* Horizon's Blue T-Shirt and Black T-Shirt now looks a lot better
* The Settler Outfitter can now choose from CC T-Shirts if you have the Horizon patch loaded

#1.7.0:60
Beaded Blazer

* (NEW) Beaded Blazer: A separate body piece (without the hat) from Mama Murphy's outfit
* (NEW) Beaded Hat: A separate hat from Mama Murphy's outfit
* The Blazer and Hat can sometimes be found on clothing vendors, or some NPCs
* The Beaded Blazer Outfit from Mama Murphy is now visible and usable

#1.7.0:61
Armor Augments

* (NEW) Headgear Augments: Fire Resist, Cryo Resist, Rad Resist
* (NEW) Chest Augments: +4 Fire Resist, +4 Cryo Resist, +10/20 Rad Resist, +8 DR, +8 ER
* (NEW) Limb Augments: +4 DR, +4 ER, +4 Rad Resist
* All headgear now has an augment slot (requires augments specifically for headgear)

#1.7.0:62
Armor

* (NEW) Doctor Lab Coat re-texture: The dirty lab coat is still grungey, but no longer disgustingly dirty\*
* A few color names are added to the naming tags
* Missng armor piece upgrade recipes are added to Horizon and updated to use skills
* A new separate item was created for this, so the old dirty one is still available in the game in some places

#1.7.0:63
Mailbox

* (NEW) Mama Murphy will send you a mail with a clothing set after you build her chair

#1.7.0:64
Personal Toolkit

* (NEW) Shows your hunger/thirst on the main menu
* (NEW) Survival Statistics Menu: Shows your hunger/thirst and revival mode stats
* (NEW) The Architect Options Menu and Settlement Options Menu can now be accessed from the main menu
* Putting items into the shredder or equipment scrapper, should now properly scrap them

#1.7.0:65
(NEW) Custom Bolt-Action Rifle
>> A new custom made bolt-action rifle based on the hunting rifle

* This weapon uses the .357/.44/.45-70 ammo set (same as the Lever-action Rifle)
* The bolt-action is much faster than the hunting rifle
* (NEW) Has 4 bolt upgrades (a new attachment slot), which improves the bolt-action speed even further
* Has 4 receiver upgrades
* Has 2 barrel upgrades
* Shares the same magazines, scopes (and sights), and muzzles as the Hunting Rifle\*
* Is sold at certain vendors
* A few types of NPCs can carry these
* Can be crafted in the Weapons Lab
* Can be reverse-engineered and crafted in the Experimentation Lab
* This means those loose misc mods can be re-purposed on both rifles

#1.7.0:66
(NEW) Custom SMG
>> A new custom made SMG that is designed to be an alternative to the Pipe Gun (especially if you hate the pipe gun)

* This weapons uses the .38/.22LR/.44 ammo set (same as the Pipe Gun)
* Has a nearly indentical feel to the pipe gun in terms of recoil/damage/etc.
* Has 4 receiver upgrades
* Has 2 barrel upgrades
* Has 2 grip upgrades
* Is sold at certain vendors
* A few types of NPCs can carry these
* Can be crafted in the Weapons Lab
* Can be reverse-engineered and crafted in the Experimentation Lab

#1.7.0:67
(NEW) R5A Machine Pistol
>> A new variant of the R55 Pistol that is specifically designed for the 5mm ammo set

* Has a modified 3d model that is different than the R55
* Can have all the standard upgrades that the R55 pistol has
* Can share the same loose mods with the R55, except the magazines
* Magazines sizes are 50-round for standard, and 100-round for large
* This weapon cannot use a suppressor
* This is an automatic weapon, and does not have a semi-auto firing mode
* Can be crafted in the Weapons Lab
* Can be reverse-engineered and crafted in the Experimentation Lab

#1.7.0:68
Ammo

* (NEW) 5mm Irradiated Rounds
* (NEW) 5mm Cryo Rounds
* The 10mm ammo set can no longer use 5mm rounds (existing 5mm ammo swaps are converted to use 9mm)
* 5mm projectiles that aren't fired from the minigun are smaller and no longer have guaranteed tracers
* The gunpowder required for .38 ammo is lowered (it should have been slightly lower than 9mm, not higher)
* The gunpowder required for shotgun shells is lowered
* .50, 12.7mm, and .308/7.62 API rounds can now upgrade weapons to sever or explode limbs (if the weapon couldn't normally)
* .45 API and 5.56 API can now sever limbs (if the weapon couldn't normally)
* Explosive and HE rounds can now explode limbs
* 2mm AP or 2mm VICE MX rounds can now explode limbs
* 40mm shotgun rounds will no longer explode limbs, but they can still sever them
* 40mm flechette and railway spikes are no longer recoverable from corpses
* The .45 and 5.56 ammo for the Combat Pistol has a slower ROF

#1.7.0:69
Weapons

* Some adjustments were made to the Handmade Rifle (which may possibly fix vanilla bugs - needs testing)
* The 4 laser guns now have consistent types of receivers, including the recipe requirements
* All laser receivers now use 5 materials like most Horizon recipes (so you don't have to scroll down)
* Some laser receivers were renamed so certain terms weren't used in other places
* Institute Gauss receivers no longer require the previous mods
* The R55 should no longer come in damaged condition when crafted
* The R55 has some mesh and texture adjustments to make it look better
* Hammer is now called Ball-Peen Hammer
* Coffee Pot is now called Weighted Coffee Pot
* You can convert the Ball-Peen Hammer weapon into a craftable tool in the Tech Lab under Tools and Parts
* You can convert the Buttercup Leg weapon into a craftable Front Leg in the Tech Lab under Tools and Parts
* Grognak's axe now has similar damage/speed/cost to other 2h weapons
* The Deliverer should no longer come with a hardcoded name (and the wrong tag)
* The Comfort grip for the R55 should no longer cause the weapon to lose its icon
* The railway rifle's mods now have the proper Horizon descriptions
* The Katana and Wakizashi can now be scrapped, and give steel alloy
* [Nuka World]: Some Handmade Rifles should no longer come with top-tier mods
* [Nuka World]: Baseball bat and sledgehammer mods are rebalanced
* [Nuka World]: Heated mods on the melee weapons actually add fire damage now

#1.7.0:70
(NEW) Gas Pump Part

* A new 1H melee weapon made of a gas station pump part
* Can sometimes be found in containers/vendors where tools drop
* Average citizens of the commonwealth have a chance to carry this

#1.7.0:71
Revival Mode (alternate death)

* In non-Desolation Mode, for level 1-3, you'll be revived with extra health and not charged any penalties
* In non-Desolation Mode, for level 4-6, you'll be revived with extra health if your death count is above 1 time
* In non-Desolation Mode, for level 7-9, you'll be revived with extra health if your death count is above 3 times

#1.7.0:72
Loot

* (NEW) Hacking Guides now have an Issue #6 and #7, so that you can actually reach 10 magazine recipe ranks total
* (NEW) La Coiffe and Taboo Tattoos will now add to the "Urban Artist" perk, so you can reach 10 ranks
* Low tier Augments can now drop more often from all loot sources for augments
* Some legendary robots and synths now have a chance to drop augments
* The amount of Packing Material contained in many junk items is increased
* [Far Harbor]: Some placed loot (like water and radaway) were removed in Far Harbor
* [Far Harbor]: Some chests have reduced caps
* Most Spatulas that drop as loot in containers will now drop as a spatula weapon instead
* Most Clothing Irons that drop as loot in containers will now drop as a Clothing Iron weapon instead
* Most Plungers that drop as loot in containers will now drop as a Plunger weapon instead
* Most Brooms that drop as loot in containers will now drop as a Broom weapon instead
* (Items on the ground are untouched, and won't be changed)

#1.7.0:73
Vanilla Legendary Mods

* Furious is now converted to "Quickdraw - Costs 10% less Action Points"\*
* Relentless is now converted to "Advanced - +10% Damage"\*
* Sorry, but some of these should have been changed a long time ago, this was just an oversight by me

#1.7.0:74
Quests

* Calvin will now only buy up to 50 tools maximum before he no longer wants anymore
* The Jamaica Plain laser tripwires may not trigger anymore from companions (needs testing)
* The Grognak axe mail reward now requires a further step in the kent's quest
* [Far Harbor]: Reduced the amount of pre-war money from rewards in vault 118
* [Far Harbor]: The named feral ghouls are significantly tougher to kill

#1.7.0:75
NPCs

* Ruined weapons will (for now) no longer cause the NPC to run out of ammo (until I can figure out a better balance for this)
* Radiation damage from Feral Ghouls now scales based on your level, and not the type of ghoul
* Rust Devils should now properly track as Rust Devils instead of generic Raiders for kill counts
* Raiders that Bethesda purposely placed as unarmed, are now labeled as "Raider Brawlers" so you know they are not bugged
* A few bosses (and named NPCs) should now have the proper boss loot table, and not ruined weapons\*
* Fahrenheit now spawns with a random legendary minigun and more 5mm ammo\*
* Settlers should no longer spawn with the old horizon NPC weapons\*
* Minutemen should no longer spawn with ruined weapons\*
* Rare types of radroaches are easier at very low levels, but scale up with more resists and damage at higher levels
* Some types of Ants were slightly reduced in damage and health
* Crickets do less base damage; leap attacks do less damage; poison attacks on Piercers do less damage
* Some types of Crickets have their health lowered, but some types scale up higher with damage or DR now
* Rad-rats do less damage now; Glowing rad-rats gain scaling energy resists
* Melee-specific raiders now deal more damage
* NPCs that can roll API, roll API less often, and some types no longer roll it at all
* If an NPC tries to consume Berry Mentats, it should no longer give the player the buffs
* Lucy Abernathy should spawn with farmer loot and not raider loot
* The Sentry Bot at the Training yard will always spawn as a Siege Breaker now, instead of a random type
* Most synths should no longer spawn with special barrels on their institute lasers
* NPCs who fire the institute laser should have a proper firing sound effect when in rifle mode
* Eyebots no longer drop loose weapon mods
* This obviously does not effect any NPCs already spawned in your save game

#1.7.0:76
Vendors

* (NEW) Some vendors will now only buy/sell certain types of items
* Doctors: will usually only buy meds, food, chems, and tools/junk
* Weapon Vendors: will usually only buy weapons, ammo, power armor, and tools/junk
* Clothing Vendors: will usually only buy armor, clothing, and tools/junk
* Farms: will usually only buy food, meds, weapons/armor (not power armor), and tools/junk
* General Vendors: will usually buy anything
* Food Vendors: will usually only buy food, meds, and chems
* Teagan: will buy armor, weapons, meds, food, water.. but doesn't want stuff like chems or collectables
* Some vendors will only buy quality junk items
* Certain "valuable" items ($) can usually only be sold by people who actually want them (like general vendors)
* Most vendors don't even bother to buy/sell really crappy junk like burnt magazines, plastic forks, etc.
* Some clothing vendors have a wider possibility of having most clothing in the game now\*
* Higher Trading Skill will also allow many more outfits on the clothing vendors for a better chance at finding something unique

#1.7.0:77
Trading Market

* Some recipes have their vendor credit costs increased (these are designed to be "credit dumps", and NOT supposed to be easily afforded)

#1.7.0:78
(NEW) Public Water Drinking Disabled

* By default, Horizon will block you from being able to drink from disgusting public water sources (rivers, puddles, etc.)
* If you want, you can re-enable this in the Horizon holotape options
* The quest in Far Harbor that requires you to drink SHOULD work because I added a special bypass for that area (needs testing)
* NOTE: Even though drinking is blocked, it still has a "Drink" activator, but it won't do anything if you use it

#1.7.0:79
Food/Water

* (NEW) Cram, Salibury Steak, Potted Meat, and Pork n' Beans can now be salvaged for small amounts of Ground Meat in the cooking station
* The prewar meat salvaging recipes require 20 Survival Skill
* The Institute Water to Purified Water conversion should now properly work
* Bartenders and food vendors will no longer block Nuka Cola on the buy/sell list
* Stew that takes 2 waters to craft, now gives 2 bottles after you eat it
* All empty bottles are prefixed with "Empty" now
* DLC drinks now give you an empty bottle when you drink them
* All Purified water/juices, Brahmin Milk, and Jet Coffee should no longer be classified as generic water, for the sake of preventing settlers from drinking it through the supply lines\*
* The keywords were changed so it's classified as a generic drink instead. This should still allow it to appear on bartender inventories and such

#1.7.0:80
Recruitment Station

* Recruitment now receives a hidden +25% chance for the first settler for each settlement (shares the same flag as the vanilla beacon)
* Recruitment now receives a hidden +25% chance for the first 10 settlers recruited from Horizon stations (globally)\*
* If the population is full, it will now show 0% chance to recruit
* The menu now shows your global population
* This gives new games a chance to get a kickstart on settlers a little faster, and also represents the chance of extra settlers roaming before your settlement homes exist. This bonus will also work in existing save games for the first 10 settlers recruited after you patched.

#1.7.0:81
Recruitment

* (NEW) A new unique synth can be recruited when you achieve Settler Engineering: Rank 3 (via the mailbox)
* Synth settlers have an added tweak that should stop them from randomly disappearing\*
* Synth settlers will now be placed in front of you instead of randomly around you
* Unfortunately this will not apply to existing synth settlers

#1.7.0:82
Settler Missions

* Armor Crafting missions can sometimes yield a random piece of clothing (body, head, eyewear, or bandana)

#1.7.0:83
Crafting / Items

* (NEW) Packing Material (Bulk): crafted in the Tech Lab under Materials (required Tech Level 3)\*
* (NEW) Packing Material (Foam Rubber): crafted in the Tech Lab under Materials (required Tech Level 5)\*
* The old foam rubber recipe is removed
* Some junk items were adjusted to have more proper weight values
* A few quest-related items are tagged as quest items or tools now
* The 3 other synth settler recipes should be properly hidden until you kill at least 1 synth (only the black one was hidden before)
* The Giddyup Buttercup recipe is altered
* [Automatron]: You can convert Robot Repair Kits into Engineering Repair Kits in the Tech Lab under Devices
* [Far Harbor]: You can convert a Lumberjack Saw into a Carpenter Saw in the Tech Lab under Tools and Parts
* These recipes may change in v1.8, but they are added for now because of the rebalanced Packing Material in the new scrap mod

#1.7.0:84
Translate\_en.txt
>> If you use your own file, obviously you won't get these changes

* The "STIMPAK" button is now properly renamed as "ADRENALINE INJECTOR"
* The "COOK" button is changed to "CRAFT"

#1.7.0:85
Scavenger Mode
>> NOTE: Scavenger Mode is designed for players who want an easier looting experience like vanilla FO4

* Now adds more rare junk back into some of the container loot and vendors (including adhesives, antiseptic, etc.)
* Food/water can be found slightly more in some containers
* Crafting Vegetable Starch is easier in this mode

#1.7.0:86
Weapon Patching Addon

* Some "Standard" loot keywords are removed to streamline loot tables and make them less confusing
* A few tweaks were made to weapon loot tables so that many "standard" tables actually use the pistols and rifles tables, instead of directly using pistols and rifles individually
* A few new keyword/LL combos have been added for factions

#1.7.0:87
Official Weapon Pack

* The Crude Blowback now shows the proper ammo in the name
* Minor tweaks

## Horizon 1.7.1

#1.7.1:1
Misc

* The new scrap item for basic circuitry should now properly contain basic circuitry and not advanced circuitry
* The auto-outfitter will no longer function (or give the setup popup) until you are level 2
* The auto-outfitter setup message should (usually) only display once now, instead of multiple windows at the same time
* The loot manager should properly display it's message, instead of showing "[message"
* Missing icons were added to a few architect junk items

#1.7.1:2
Personal Toolkit

* The stats menu will now show a rough "Threat Level" that ranges from 0 to 5\*
* While I wanted to avoid showing your threat numbers, this rough value may be useful, especially for debugging

#1.7.1:3
Home Plate Enhanced

* The default wooden stairs are hidden and replaced with new stairs (in case you scrapped the vanilla ones before installing the addon)

#1.7.1:4
Homemaker Patch

* Fixed the recipes to use the new Architect components

## Horizon 1.7.2

#1.7.2:1
Equipment Scrapping

* Any items you lost when scrapping in the toolkit, should be returned to you when you try to scrap
* The item return for failed items takes 15 seconds after it attempts to scrap them
* You must wait a few seconds now if you wish to immediately open the scrap container up again
* NOTE: This is just a workaround to get your items back. I'm not sure if the bug itself will be fixed or not.. I'll need people to test this for me. Thanks!

#1.7.2:2
Combat Pets: Attack Dogs

* (NEW) Buster: A brown german shepherd with a new custom skin (unlocks with Attack Dog Rank 1)
* (NEW) Thunder: A silver german shepherd with a new custom skin (unlocks with Attack Dog Rank 2)
* (NEW) Lightning: A black german shepherd with a new custom skin (unlocks with Attack Dog Rank 3)
* Each dog has different gear, and are slightly different sizes
* Lightning runs faster, but has slightly lower resists (like Bandit)
* Thunder has higher health/resists, but deals -15% less damage (like Tank)
* These dogs are located in the Dog Caller menu
* NOTE: I just added these today, so they may need some testing still. Also note that I may change the requirements in the future.
* NOTE: The low-res textures will look really bad up close, but I'm not sure if this is for LOD or for low quality video settings?

#1.7.2:3
Companions

* If you don't have enough injectors when you revive a companion, it will now show a better error message

#1.7.2:4
Enhanced Settlements addon

* Croup Manor should now properly have the new graphical workshop border
* The floating block in sanctuary is removed

#1.7.2:5
Architect

* Turret platforms now ignore your default layer settings, so they aren't blocked by the device layer being off by default
* The shed now uses stairs without railings
* A few tweaks were made to the workshop code for buildings to match some of the other changes I made in 1.7\*
* (let me know if any architect buildings are saying they are "out of bounds" when they shouldn't be - this could also be a bug with the expanded borders in my new addon)

#1.7.2:6
DEF\_UI Config

* The Architect settings item should properly go into the Utility sub-menu under the AID tab
* The following tags will go into this sub-menu: Mod, Town, City, Menu

#1.7.2:7
NPCs

* Dora and Maisie (cats) should no longer be agro to most attacking enemies

#1.7.2:8
Misc

* The in-game version message should now say the current version

## Horizon 1.7.3

#1.7.3:1
WARNING: It's recommended to NOT have any engineer pets active before updating to 1.7.3 or you'll lose it's ammo

#1.7.3:2
Combat Pets

* NOTE: All active pets will be automatically dismissed when you first load your save game for v1.7.3
* Engineer pets will no longer receive or return ammo
* The "double tap" option will now automatically call out all your last pets depending on your max pets allowed!
* Dismissing pets (of the same category) will dismiss all of them closer to the same time
* If pets are dismissed while you have the command cursor active, it will no longer crash the game
* NOTE: .17 ammo can be disassembled in the Weapon Lab for smokeless powder refund

#1.7.3:3
Perks: Attack Dog

* (NEW) Attack Dog rank 5: Allows you to have 3 attack dogs out if you have the Canine Handler spec
* Attack Dog rank 5 requires level 40, and also increases the duration that attack dogs can stay out by +10m
* Attack Dog rank 4 now requires level 25, and increases the duration by +10m (up from +5m)

#1.7.3:4
Perks: Animal Friend

* (NEW) Animal Friend rank 5: Allows you to have 3 animals out if you have the Beast Master spec
* Animal Friend rank 5 requires level 40, and also increases the duration that animals can stay out by +10m
* Animal Friend rank 4 now requires level 25, and increases the duration by +10m (up from +5m)

#1.7.3:5
Perks: Robotics Expert

* (NEW) Robotics Expert rank 5: Allows you to have 3 devices out if you have the Combat Engineer spec
* Robotics Expert rank 5 requires level 40, and also increases the duration that devices can stay out by +10m
* Robotics Expert rank 4 now requires level 25, and increases the duration by +10m (up from +5m)
* The base duration for Engineering pets is doubled to 10m (up from 5m)

#1.7.3:6
(NEW) Engineer Power Cells

* These cells are batteries for robot pets, and craft in large quantities
* Crafted in the Tech Lab under Devices, in batches of 100 or 1000
* NOTE: Expect to have large amounts of these cells, they are scaled differently than most materials

#1.7.3:7
Combat Pets: Engineer

* (NEW) Laser Mini-Turret: Fires standard red lasers
* (NEW) Dozer (Utility Microtron): Has 1 arm that fires a nailgun and 1 melee arm
* (NEW) Blaze (Medic Microtron): Has 1 arm that fires a flamethrower and 1 melee arm (and no, it does not heal anyone)
* (NEW) Frosty (Firefighter Microtron): Has 1 arm that fires a cryo stream and 1 melee arm
* (NEW) Engineer pets now use a univeral ammo/power source called Engineer Power Cells
* Power cells are taken directly from your inventory per shot fired (instead of being transfered to the pet beforehand)
* Standard projectiles consume 2 power cells per shot, and flamethrower type weapons use 1 per tick
* Flamethrower type weapons are usually less cost-effective, but can usually deal higher dps
* Mobile robots require 1 power cell per deployment (this value may change in the future, its low for testing purposes)
* Turrets do not require power cells per deployment (since you are supposed to be able to deploy/redeploy them more often)
* When you run out of power cells, and a robot/turret tries to fire they will be dismissed
* Double-tapping the device key while the maximum devices are already out, will dismiss turrets (only)\*
* Engineer turrets are slightly larger now
* The mini-eyebot is now named "Zap"
* The microtron is now named "Blitz"
* This allows you to pick up turrets easier, without dismissing your mobile robot(s)

#1.7.3:8
Followers

* The amount of damage you need to do to enemies to get credit for follower kills is now 5% (down from 25%)

#1.7.3:9
Cargo Bot 1-X: Auto-fetch Junk

* The auto-fetch system should now properly check all owners and factions instead of just some\*
* The debug message should no longer keep saying that it found items
* The fetch radius is doubled
* (Please note that this particular system is still a beta feature, and needs more testing)
* This should stop the system from stealing objects it's not supposed to, but it still needs more testing

#1.7.3:10
Architect

* The Atomic Cats building should no longer have invisible collidable objects

#1.7.3:11
Enhanced Settlements

* Hiding workshop workbenches should now properly work\*
* The desk in Sanctuary is edited, so the UFO4P doesn't block it from being scrappable
* NOTE: If you currently have it "hidden" from the bugged versions, you need to unhide and then hide it again after updating to v1.7.3

#1.7.3:12
Command Table

* Checking the local settlement stats should no longer show incorrect values if you try to use it before the total stats are ready
* The local settlement stats should no longer show incorrect values due to the hide workbench bug

#1.7.3:13
Equipment Scrapping

* Using the equipment scrapping system should work properly now

#1.7.3:14
Misc

* Power Generator scrap kits will now properly give you 2 fuel instead of 1
* The scripts are removed from shipments so other mods that edit that script won't effect them. the basis of that concept fails if you craft from your inventory, so I'm just removing

#1.7.3:15
Weapons

* The R5A Machine Pistol is now be actually obtainable via crafting
* The requirement to craft the Custom Bolt-Action Rifle was lowered
* The default Custom Bolt-Action Rifle should properly be tagged as .357 instead of 5.56
* The standard receiver on the Custom SMG should no longer bug out the reflex sights

#1.7.3:16
NPCs

* Some Nightkin spawns should no longer have the wrong skin color
* Some Ogres and Runts should no longer have the wrong size

## Horizon 1.7.4

#1.7.4:1
Settlements

* There was some debugging messages running in 1.7.3 by accident, which is now removed

#1.7.4:2
Combat Pets

* The "no food" messages for animals and engineer devices were backwards and is fixed now

#1.7.4:3
Cargo Bot 1-X

* (NEW) You can now toggle the notifications button 3 times: SHOW ALL, HIDE AUTO-FETCH, and HIDE ALL
* Showing all notifications will now show how many items the auto-fetch found, but only if it found something
* Hiding just the auto-fetch message will still show the messages when CB1X physically leaves
* The "not ready" message is reworded for summoning cargo bot 1-x
* The auto-fetch pulse is extended to 30 seconds (up from 20 seconds)
* The auto-fetch timer resets when you first load your save to 60 seconds, so it gives your game time to load up
* (Please note that the auto-fetch system is still a beta feature and a work in progress - you can disable it in the menu if it causes you any problems)

## Horizon 1.7.5

#1.7.5:1
Crafting

* When you craft 1000 Engineer Power Cells it should now give you 1000 instead of 500

#1.7.5:2
Items/Loot

* The Scrap Kits should no longer bug out if you throw them on the ground
* Many prototype devices and robot parts now have some Energy Cells
* Additional sources of augments have been added
* Rare clothing now has a low chance to spawn inside dressers
* The preview book when you pick up a Blacksmith Guide should face the right way

#1.7.5:3
Misc

* Auto-Hackers will now display the correct messages
* Empty Gwinnett Stout Bottles and Cigars used by the Kellogg quest are now flagged as quest items and won't be picked up by Cargo Bot 1-X
* Fixed the 7.62 text in the ammo swap for the LMG
* The red and black jean/jacket clothes now have the proper Horizon texturing again
* The leather coat (piper's type) now has a new mesh replacement to fix the male version, so the textures actually work properly
* Watcher's Bandage is now unequippable by the player (it can be equipped on Strong)

#1.7.5:4
Weapons

* The receivers on the Custom Rifle now have the proper damage multipliers

#1.7.5:5
Skills

* Scrapping weapons should now properly add your crafting skill gains to the total\*
* You can now gain up to +30 Salvaging Skill from scrapping weapons
* The documentation menu for Salvaging Skill now shows that you can gain skill from scrapping weapons
* NOTE: All the skill gains from scrapping weapons previously were tracked, so you will get credit for them now

#1.7.5:6
NPCs

* Instead of being a random type, Dead Eye is now always a nightkin, and is also legendary and drops additional loot
* Some named npcs now drop specific types of augments
* Raider Psychos will always have more appropriate headgear now
* Raider Scavvers and Survivalists will have bandanas more often now so they look more like criminal bandits
* Raiders no longer spawn with the leather coat (piper's type)

#1.7.5:7
Workshop Testing

* The error messages when it says it "can't find a workshop for this resource" should now have numbers to help debug any problems
* Note that these messages most likely only occur because of the new construction depots (testing help is still needed for these)

#1.7.5:8
Recruitment Station

* (NEW) Recruitment Station (Console): An indoor style alternative to the larger recruitment station
* The new recruitment station has a snap point where you can dock a small power source (seen below)\*
* (NEW) You can adjust the limit to how many settlers you wish to allow recruited per settlement (located on the beacon's menu)
* The recruitment limits are: Standard (normal limit), 15, 20, 25, 10
* The menu will now show 0% chance when you have reached your limit or the station is powered off
* NOTE: You must still attach the wire from the battery to power the station

#1.7.5:9
Settlements

* (NEW) Wall-mounted Power Generator: Gives 5 power, must be attached to a wall
* (NEW) Battery: A car battery that gives 1 power, can be snapped to the side of the recruitment station
* (NEW) Electron Battery: A small battery that gives 1 power, can be snapped to the side of the recruitment station
* (NEW) Fission Battery #1: A small battery that gives 2 power, can be snapped to the side of the recruitment station
* (NEW) Fission Battery #2: A small battery that gives 2 power, can only be placed on the ground
* Architect windmills can now be placed in water
* The description for Atmospheric Condensers should no longer say it requires dirt
* Some water and power devices can no longer be damaged in combat (however, some workshop events can still cause them to take damage)
* The Construction Depot now requires the proper materials to build it
* The settler assigned as the Sheriff should be permanently assigned now (unlike generic jobs, which can potentially switch)

#1.7.5:10
Resource Station

* The Master Workbench now displays the name of the master workbench right on the menu (let me know if this doesn't work for you)

#1.7.5:11
Outfitter

* The auto-outfits from assignments should ignore companions now

#1.7.5:12
The following objects can no longer be placed in interior settlements:

* All windmills and solar panels
* All large guard posts and guard towers
* Architect buildings and foundations
* Construction Yards and Water Towers

#1.7.5:13
Enhanced Settlements

* Sunshine Tidings: The AC ducts are now scrappable
* Sunshine Tidings: Undoes what the UFO4P does to prevent you from scrapping the terminal
* Sunshine Tidings: Added a Sunshine Tidings sign to the shed, since it's considered a permanent structure
* Covenant: Undoes what the UFO4P does to prevent you from scrapping the terminal
* County Crossing: The tractor tiller is now scrappable
* Starlight Drive-In: Removed the emergency light beam in the back, and removed some sound markers in that building
* The workbenches that are moved to a new location, will only move once
* If you ever need to make the workbench move again to the same new location, there's a global variable to force it to move on every load

#1.7.5:14
Home Plate Enhanced

* (NEW) Access Panel: Call Unassigned Settlers - This button by the main door allows you to summon all unassigned settlers\*
* Settlers that are summoned are automatically teleported to the front area, in order to bypass any problems with moving settlers to Home Plate from other settlements

## Horizon 1.7.6

#1.7.6:1
Master Workbench

* If you have a large amount of dirty water and settler rations, the sync will evenly distribute them to all settlements in the supply line

#1.7.6:2
Misc

* The books and bandages on top of the mailbox, training desk, and chem stations should now have the proper textures
* The Vault 81 tool quest should now properly use Horizon's changes (a script file was missing)
* Some of the error messages for missing resources should show an ID number now
* The pipe turret pet was removed from the trading market (this device may return later on.. you probably can use the ones that you already have)
* Fixed a typo with one of the vanilla survival mode loading screen messages

#1.7.6:3
Enhanced Settlements

* You can now scrap all the robot parts and the machine near the workshop

#1.7.6:4
Desolation Mode

* Now has the proper fix for Berry Mentats

#1.7.6:5
NPCs

* Super Mutant Behemoths no longer regen health (this may not work on already spawned ones)
* Super Mutant Behemoths will now take +300% damage from explosives (up from +200%)

## Horizon 1.8.0.BETA-1

#1.8.0.BETA-1:1
WARNING: This is a beta release. If you're expecting a fully tested and polished version of Horizon, either use v1.7.6 or wait a few weeks to see how the 1.8.x patches go.

#1.8.0.BETA-1:2
Horizon/Architect v1.8 expands gameplay in multiple aspects of the game, including standard gameplay AND settlements. There are plenty of reasons to play v1.8 no matter how you enjoy Fallout.

#1.8.0.BETA-1:3
Highlights:

* Equipment Scrapping: Scrap armor and weapons directly from corpses! (can optionally loot other items too)
* Field Salvaging: Depending on your skill, you can now salvage some vehicles and machines out in the field!
* Armor Materials Overhaul: Scrapping armor and clothing now gives rare materials that are also used for upgrades!
* Crafting Improvements: Crating ingredients for armor/PA can now help you skill up, as well as help deal with alloys easier!
* Tool Rebalancing: All tools are rebalanced into a new system that makes using tools much easier!
* Production Overhaul: The entire production system is overhauled, and brand new systems are added!
* Production Overhaul: This includes new UI interfaces, mining, factories, and an assortment of new optional components!
* Tenants and Leased Buildings: Add background depth to your settlements, without crowding it with extra NPC settlers!
* Casino Games: Slot Machines, Blackjack, Poker, and Robot Racing Tables to create your Vegas-style recreational community!
* AI Voice Assistant: A brand new optional system that allows your upgraded pip-boy to talk to you based on certain situations!
* Enhanced Settlements: Scrap Cleanup Station - A utility you can use to help scrap/manage your settlements easier!
* Enhanced Settlements: Hangman's Alley now has 2 usable buildings with lots of room!
* Enhanced Settlements: Sanctuary now has a new option at the bridge to allow you to repair the house roofs!
* And much more...

#1.8.0.BETA-1:4
The settlement additions to Horizon 1.8 are basically laying the groundwork for what I want to continue with in future updates. Certain features (which are half done already), I had to sideline for now because it was too much work to jam into 1.8.

#1.8.0.BETA-1:5
\*\*\*\* BETA WARNING \*\*\*\*

#1.8.0.BETA-1:6
PLEASE NOTE: Horizon v1.8 is considered a BETA in every sense, due to many aspects not being fully completed or polished yet.

#1.8.0.BETA-1:7
Things that may possibly need some tweaking:

* The amount of materials yielded from armor scrapping
* The amount of materials required for armor and PA upgrades
* The amount of alloy required to create Alloy Platings
* The amount of materials required to build Factory stations and Leased Structures
* The amount of materials required for factory recipes, and possibly the perk requirements
* The amount of resources gained from mining and drilling
* Recipes that might have been missed, and need 1.8 balancing
* Updates for all the settlement info everytime you use the Command Table or Resource Manager needs to be pre-calculated somehow

#1.8.0.BETA-1:8
Things that aren't fully completed yet:

* Some settlement statistics may not be fully used yet (Wellness, Heating, etc.)
* Some of the new materials aren't used yet.. eventually most materials will have some use
* The Voice Assistant is still in it's early stages

#1.8.0.BETA-1:9
Things that NEED TESTING!:

* Test all the "usual" utilites to help me make sure I packed all the correct files!
* Equipment scrapping on corpses and scrapping items from your Field Kit
* Placing, managing, and observing settlement utilities such as purifiers, jobs, factories, etc.
* Leased buildings and tenants
* The new Scrap Station in the Enhanced Settlements addon (test various settlements - especially DLCs since they are untested)
* Test the upgrade panels at settlements

#1.8.0.BETA-1:10
\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*

#1.8.0.BETA-1:11
Recommendations:

* It is recommended to start a new game, but not required. You can use a 1.7 save if you wish, but read the warnings below first!
* It is HIGHLY RECOMMENDED to assign a Master Workbench (linked to a supply line) for your settlements. This will speed up any production/crafting systems tremendously. If you choose to not use a Master Workbench, don't complain about the slow production menus!

#1.8.0.BETA-1:12
<<<< PRE-1.8 UPGRADE WARNINGS >>>>
>> If you plan to use an existing save game, you should do the following BEFORE upgrading to v1.8:
1> Convert ALL of your "Nuclear Material" into "Nuclear Fragments" or you will lose materials (more info further down)
2> Unequip all Horizon backpacks (or patched backpacks).. or else your carry weight may get bugged
3> It's not recommended to have any food buffs (or similar buffs) on your character before upgrading
(If you really want to minimize all possible problems.. start a new game instead.)

#1.8.0.BETA-1:13
<<<< POST-1.8 UPGRADE WARNINGS >>>>
>> If you plan to use an existing save game, you should do the following AFTER upgrading to v1.8:
1> You will need to store and re-place all of your job stations (including steel/wood/etc.), purification units, and construction yards

#1.8.0.BETA-1:14
Q: Can I safely upgrade from v1.7?
A: Possibly, yes (as long as the save is from v1.6+).. but due to major structural changes, I make no guarantees that your save game will be balanced or even work properly. Afterall, 1.8 is a beta. Read the migration warnings listed above. Realize there WILL be some inconsistencies with your old save games.

#1.8.0.BETA-1:15
Q: Is there any risks using this since its labeled as a beta?
A: As with most mods, Horizon is always a work in progress, especially v1.8.0. Horizon 1.8 itself is moreso a beta than previous updates, because of a major overhaul in both the production system and the new workshop data that Architect uses. So there could possibly be things that go wrong. The absolute worse-case scenario is the workshop data gets bugged and you'll need to restart a new game in a future update. Non-settlement gameplay however, should be less prone to any major problems.

#1.8.0.BETA-1:16
Q: The new factory system looks way too involved and there's too many materials to deal with.
A: It's 100% optional, and you can play the entire game (and "standard" settlement building as usual) without it and without the expanded materials. If you don't want to deal with any of it.. simply don't! It's designed to be complex on purpose, for players who want this type of interactive end-game crafting system, and want to progress settlements to the next level. The same goes for the Tenant system.

#1.8.0.BETA-1:17
Q: Do I really need stuff like sanitation and heating in every settlement?
A: No, they're not mandatory for standard settlement building, but they do have an impact on some of the advanced statistics such as Wellness, Stability, and Tenants. Some of these workshop statistics will have more meaning in future patches as I go.

#1.8.0.BETA-1:18
Q: I started playing 1.8, and I can't find enough of [insert new material] for a common crafting recipe.
A: Some new ingredients, such as "Phosphorus", will need some fine-tuning as I proceed with future patches. Let me know specifics of what you think seems too difficult (or too easy) to obtain. Also realize that if you use a pre-1.8 save game, your current stock of materials might NOT be balanced properly (its at your own risk using pre-1.8 save.)

#1.8.0.BETA-1:19
Full Patch Notes below...
Spoiler: Show

#1.8.0.BETA-1:20
DEVELOPER NOTES ON SETTLEMENT SIZE:

#1.8.0.BETA-1:21
If you plan to make lots of settlements, my recommendation for the max settlers you should want in each settlement is 15-20 (maybe 25 max if your system can handle it.)

#1.8.0.BETA-1:22
There's a few reasons for this..

#1.8.0.BETA-1:23
1> In FO4 (even without Horizon or any mods), having more than 25 settlers in every settlement starts to cause extra lag and other workshop problems
2> Having 15 settlers is the current goal required to make a "Successful Settlement"
3> Settlements are roughly balanced around having 15 people available for workers, guards, jobs, etc.
4> Progression bonuses won't provide anything special above 15 settlers per settlement
5> You can now increase your global population (and utilities) by adding "Tenants", which don't add extra NPC lag

#1.8.0.BETA-1:24
This doesn't mean you have to stop at 15, but just realize there's a point where lots of NPC's will start to wear on your performance.

#1.8.0.BETA-1:25
[BETA] Architect Workshop Data Overhaul (PRIORITY TESTING NEEDED)

* NOTE: This system does NOT replace or modify the vanilla FO4 workshop data.. so it shouldn't directly mess with any standard workshop objects (such as water, food, etc.)
* In v1.7 I introduced an alpha version of new workshop data system (behind the scenes), which was actively used for only a few things. This system is expanded greatly in 1.8.
* This new data allows for a very large variety of different resources to be tracked per settlement and globally
* While you technically don't "see" this system directly in game, just be aware that it effects many of Architect's resources and utilities now
* These utilities consist of things like: Purification units, job stations, factories, fishing traps, tenants, heating, etc.
* To help test this system, simply place objects (listed above) and keep an eye on your settlement statistics and make sure the numbers seem like they line up properly

#1.8.0.BETA-1:26
[BETA] Advanced Settlement Statistics
>> New settlement statistics have been added, which add more depth to settlement communities and progression

* Stability: How well the settlement is doing overall (see more on this below)
* Wellness: How healthy your settlers are on average (see more on this below)
* Sanitation: Is your settlement being cleaned up of unhealthy garbage
* Sewage Management: Does your settlement have a working sewage system
* Heating: Does your settlement have functioning heating or hot water (either count)
* Refrigeration: Does your settlement have any working refrigeration units
* BETA NOTE: This system is NOT complete yet. Some of these statistics aren't fully used yet, but are planned to be in upcoming patches.

#1.8.0.BETA-1:27
[BETA] Settlement Wellness

* This new workshop statistic determines how healthy settlers are in each settlement
* Not having enough food, water, beds for settlers will decrease health conditions (per settler)
* Not having any doctors decreases Wellness by 30%
* Not having any Sewage decreases Wellness by 5%
* Not having any Sanitation decreases Wellness by 5%
* Not having any Purification Units decreases Wellness by 10%
* Settlements with any amount of Heating will gain a bonus of +5%\*
* Settlements with any amount of Refrigeration will gain a bonus of +5%\*
* Wellness stops dropping at 10% (which is really bad anyway)
* Wellness will be accounted for in other systems (possibly v1.9)
* These resources can potentially help offset the need for missing resources (ex: you can build heating and frigeration, and not need a purification unit)

#1.8.0.BETA-1:28
[BETA] Settlement Stability

* This new workshop statistic determines how balanced each settlement is
* Not having enough food, water, beds for settlers will decrease it (per settler)
* Smaller settlements (under 15 settlers) can never fully reach 100% stability
* Happiness under 75% loses stability (even moreso under 65%, 55%, and 45%)
* Wellness under 75% loses stability (even moreso under 60%, 50%, and 40%)
* Stability stops dropping at 10% (which is really bad anyway)

#1.8.0.BETA-1:29
(NEW) Architect Material Component Library

* Architect now has a full array of custom components, to allow addons/patches to easily make use of whichever components they want

#1.8.0.BETA-1:30
New Components (Used for standard gameplay)
>> These few materials are actively incorporated in normal gameplay

* cotton, wax, graphite, phosphorus, salt, chlorine, tin
* nylon, mixed alloy scraps, pigments and dyes (more info on these much further below)
* These materials can be found in junk items or armor scrapping

#1.8.0.BETA-1:31
New Components (Used mostly for the optional advanced crafting systems)
>> These materials are only used in the optional factory/mining system.. so don't freak out over how many there are!

* 9 different types of raw ores (seen further below)
* Refined coal, carbon, hydrogen, oxygen, nitrogen, sulfur
* Potassium nitrate, sodium, silicon, boron
* Calcium, uranium, tungsten, iron, magnetite powder
* Nickel, beryllium, platinum, titanium
* Chromium, magnesium, mercury, zirconium, zinc, cobalt
* Diamond, emerald, garnet, sapphire, ruby, topaz
* gravel, tobacco, centralite, nitric acid, talc, obsidian
* (A few of these materials may not be used yet, but they are available for future use or other mods that want to use architect as a framework)
* NOTE: Many of these components are considered part of the OPTIONAL end-game settlement/crafting system. You aren't being forced to manage most of these components in your regular gameplay at all.

#1.8.0.BETA-1:32
Moved Components
>> The following components are moved from Horizon into the Architect framework:

* Smokeless powder, energy cells, explosive material, cryogenic fluid
* All alloys, all mutated parts, acids, and poisons
* All weapon parts, fusion casings
* All alloys (common and rare) are named with a prefix "Alloy:" so they are easier to spot and sort together
* Rare alloys are renamed so they aren't confused with the raw materials:
* Chromium Alloy is now called Cobalt-Chromium
* Nickel Alloy is now called Nickel-Iron
* Tungsten Alloy is now called Tungsten-Carbide
* Magnesium Alloy is now called Magnesium-Zinc
* Zirconium Alloy is now called Zirconium-Tin
* All of your existing scrap items in a previous save game are automatically converted to contain the new components
* Ground Meat is doubled in quantity (in both recipes and scrapping), so that 1 Meat Scrap now equals 1 Ground Meat
* PATCH DEVELOPERS: All patches that use Horizon components must be updated! (Sorry, I know this can be annoying, but it's worth it)

#1.8.0.BETA-1:33
Removed Components
>> WARNING: In order to prevent losing material on an existing save game, convert all your "Nuclear Material" to "Nuclear Fragments" before upgrading

* Nuclear Fragments: Any junk items that had fragments are automatically converted into standard "Nuclear Material" (vanilla component)
* Each "Nuclear Material" is now worth 20x less per unit than previously.. which means that recipes that used to require 1 material now require 20
* All recipes that used Nuclear Fragments are converted to require Nuclear Material instead
* DEVELOPER NOTE: Basically, I reverted all the nuclear material back to vanilla form, and re-scaled its value throughout the entire game. So essentially, 1 standard nuclear material is now the same as 1 of the old nuclear fragments were.

#1.8.0.BETA-1:34
(NEW) Pigments and Dyes (Component)

* This new component is used for paint and coloring recipes
* Pigments can be found in some junk items such as chalk, pens, paint cans (generic or red), and certain organic animal parts
* Blue, Yellow, and Green paint can be manually converted to pigments (in the Tech Lab under Materials)
* There are 2 additional recipes to use raw metals to create pigments (in the Tech Lab under Materials)
* Many horizon armor/clothing/PA color and paint recipes require pigments now
* (Generally speaking, you will probably find enough pigments just from various junk items, but this adds a small bit of immersive flavor)

#1.8.0.BETA-1:35
(NEW) Salt and Chlorine (Components)

* Salt can now be found in Salt Shakers in varying amounts (including empty)
* Salt Shakers are added to many appropriate containers, npc loot, and vendors
* Salt Shakers can often be purchased from bartenders and food vendors
* Salt is used in a few recipes
* Chlorine and Sodium can be extracted from Salt in the Chemistry Station under Ingredients
* [Desolation Mode]: Chlorine is required to produce Purified Water Bottles from Purification Units in Desolation Mode

#1.8.0.BETA-1:36
Purified Water Production

* In standard Horizon mode, the purified water production requires: ceramic, aluminum, copper, clean bottle
* In Desolation mode, the purified water production requires: ceramic, cork, chlorine, clean bottle
* All water bottles are produced through the new production menu system (see more info below)
* Purification Units work the same as before, each unit can allow 1 bottle of clean water produced for you each cycle
* Purification Units now only require 10 Water Rating per Unit (down from 20 rating)
* Purification Units now require it's water rating to be located in the same settlement now
* Purification Units can also improve a settlement's "Wellness" rating (see more info below)

#1.8.0.BETA-1:37
(NEW) Production Overhaul
>> The entire production system in Architect has been completely reworked

* All the production code now runs through 1 system, to streamline everything and make the system much more expandable
* All ingredients for services/recipes are now taken directly from your designated workshop containers\*
* This means there is no longer any need to manually add things such as maintenance kits and fuel
* All production is placed into your designated production destination (the default is the "Production Storage")
* Some services can be manually allocated to produce specific amounts of resources (see: Work Orders below)
* Services are split up into different categories, which have different options and sub-menus
* New categories of production are added to Architect, such as factories and mining
* All production times are now based on real-time (this bypasses any time-scale or time-passing problems)
* Standard production takes roughly 90 minutes (real-time)
* Factory production takes roughly 15 minutes (real-time)
* Refineries and Arc Furnaces take roughly 30 minutes (real-time)
* Crop, fertilizer, and plant domestication now run through the new system (making compost from garbage items still requires the existing system)
* All of these menus operate similar, so it will be very easy and familar to navigate any category once you learn it
* Third-party player-created addons for Architect will be able to add their own schematics and recipes to some categories (such as factories)
* It is HIGHLY RECOMMENDED to assign a Master Workbench, as that speeds up everything drastically

#1.8.0.BETA-1:38
List of new tracked settlement resources:
>> Many new resources are now tracked per settlement!

* All existing job stations, including a Sheriff and Mayor
* Heating, Sewage Treatment, Sanitation, Refrigeration
* Fish, Wild plant nurseries (2 types), Brahmin Milk, Meat
* All factory types
* Mining and Oil extractors
* Tenants
* Other statistics coming in future patches
* (details on many of these topics are explained below)

#1.8.0.BETA-1:39
Production: Default Production Changes

* Vanilla Brahmin fertilizer production is moved into the new production system, and no longer produces to each local workbench
* Vanilla scavenging stations are no longer buildable (You should use the new Architect junk yards instead)
* Existing placed scavenging stations will still function, but their junk output is reduced

#1.8.0.BETA-1:40
Production: Work Orders

* "Work Orders" allow you specify ahead of time exactly how many units of something you want produced
* Example: You can now tell Lumber Yards to work 10 cycles and then stop completely (i.e. stop consuming fuel)
* The work orders will continue to run as long as the services are active and have the required ingredients
* Some production categories do NOT require Work Orders and run non-stop (such as "Passive Services")
* Work orders can be added in small or large amounts: +1, +5, +25, +200, +999 (max)
* Depending on the category, you can add/remove work orders to each service individually, or all at once
* If you want something to keep running nonstop, just set it to 999
* When you swap Schematics, you'll need to set all your work orders again (in the future I'll see about getting around this)
* Work orders are only consumed when the item is actually produced (so if you fail to have the ingredients that particular cycle, it doesn't consume the work order, and tries again next cycle)

#1.8.0.BETA-1:41
Production: Overflow
>> Some types of resources give their yield based in fractions of a unit.. so they may require more than 1 day to yield 1 unit

* Crops, Oil Drilling, and Ore Mining can all have partial yields
* Based on the settlement, Oil and Ore yields can range anywhere between 0.0 and 1.0
* The partial remaining yields will be rolled over to the next day
* Example: If you have a "1.5" carrot yield, you'll get 1 carrot per day, and +1 carrot every 2 days
* Yields that are VERY low could take days to produce 1 unit (i.e. having 0.12 oil rating in a particular settlement)
* If a yield requires an upkeep cost (for example: fuel), it will only take the cost when it actually produces at least 1 full unit

#1.8.0.BETA-1:42
Production Category: Passive Services
>> This category consists of services that always run, without work orders

* These services simply rely on the objects working properly in your settlement
* Only some services in this category actually require materials (such as compost to fertilizer)
* Passive services include:
* Income, Supply Kits, Brahmin Milk, Fertilizer, Compost, Power Convertors, Oil Wells, Research
* Both generic brahmin and milk brahmin will produce compost
* Fertilizer is produced by processing compost

#1.8.0.BETA-1:43
Production Category: Active Services
>> This category consists of services that you must active yourself with work orders

* Most services in this category require materials (such as fuel)
* Active Services require Work Orders to be set
* Active Services include:
* Lumber yards, stone yards, steel yards, junk yards, and water purification

#1.8.0.BETA-1:44
Production Category: Crops (Passive)

* This category is passive, and simply shows you your current yield of standard crops
* This category does not deal with fertilization (see below)

#1.8.0.BETA-1:45
Production Category: Crop Fertilization

* This category allows you to select which crops you want to add fertilizer to, to double your crop yield
* This can be changed at any time by selecting the recipes and assigning work orders
* You can individually assign the exact amount of work orders you want, per crop type

#1.8.0.BETA-1:46
Production Category: Plant Domestication

* REQUIRED: "Settler Skill: Survival Rank 1" or "Survival Skill: 30"
* Manually select which crops you want converted to domestic crops
* You can view the recipes to see what ingredients are required (most require some bone and fertilizer)

#1.8.0.BETA-1:47
\*\*\*\* Advanced Production \*\*\*\*

* PLEASE NOTE: Mining and Factories are considered an OPTIONAL advanced production system, and intended for higher levels
* If this system seems too complex or too tedious for you to deal with, don't use it then\*
* Advanced production systems are designed to be more involved, and require harvesting and using many unique resources
* These systems are ideally intended for level 20+, since some of them require high Workshop Levels and/or skills
* Some Schematics will only unlock if you have specific perks (skills or Workshop Levels)
* Some Schematic unlocks require having ALL of the required perks, and some unlocks only require ANY of the valid required perks
* Requirements for schematic unlocks are unfortunately not visible in game, due to limitations, but they will be shown in the documentation menu or patch notes
* This means the schematics don't appear in the list until they are actually unlocked (similar to Turret Platforms)
* Many more factory schematics will be added soon (and more over time)
* (on that same note, if producing valuable stuff actually seems TOO easy, please let me know! I want this system to feel balanced and rewarding.)

#1.8.0.BETA-1:48
(Advanced Production) Production Category: Mining

* This category lists all of the possible yields for your current mining extractors
* The ore yields are individually shown, but are considered 1 single service combined together
* Work orders can only be added to ALL at the same time, as each extractor automatically generates the yields
* Yields below 1.0 will carry over to the next production cycle
* Each individually produced yield requires 1 fuel (that means if you have 1.0 of every type of ore deposit, it would cost 9 fuel per cycle)

#1.8.0.BETA-1:49
(NEW) Small Mining Extractor

* This device can be placed in settlements to extract ore
* Requires Workshop Tech Level 6

#1.8.0.BETA-1:50
(Advanced Production) Production Category: Arc Furnace - Ore Processing

* This category allows you to process all raw ore into usable components
* Each type of ore can be processed to yield different materials
* Each type of ore has a different selection of random impurities that can yield rare materials
* 2 types of common materials are always guaranteed per ore processed
* 1 random type of rare material is given per ore processed
* Some types of rare materials appear less often than others
* Each ore type can be assigned it's own work orders, so you can specify exactly what you want processed
* All schematics in this category are locked and cannot be changed
* Each active Arc Furnace can smelt 1 of every type of ore, per cycle
* Each additional Arc Furnace can process +1 ore (of every type) per cycle

#1.8.0.BETA-1:51
Mining: Common Ores
> [Ore Type: Always gives common materials (random rare materials per yield)]

* Anthracite: refined coal, carbon, (hydrogen, oxygen, nitrogen, sulfur)
* Basalt: gravel, sodium (potassium nitrate, titanium, aluminum, silicon)
* Limestone: gravel, calcium, (lead, calcium, silver, uranium, phosphorus)
* Granite: gravel, tin (lead, copper, aluminum, tungsten)
* Magnetite: iron, magnetite powder (zinc, lead, gold, graphite)

#1.8.0.BETA-1:52
Mining: Rare Ores

* Chromite: iron, chromium (magnesium, asbestos, diamond, sapphire)
* Quartzite: iron, silicon (mercury, zirconium, emerald, garnet)
* Laterite: iron, nickel (aluminum, beryllium, platinum, ruby)
* Dolomite: magnesium, calcium (lead, zinc, copper/carbon, topaz)

#1.8.0.BETA-1:53
(Advanced Production) Production Category: Arc Furnace - Services

* An additional menu is available for the Arc Furnance which allows you to craft other materials as well
* Schematic: Uranium to Nuclear - Converts raw uranium into usable nuclear material (requires Tech Level 7 or Nuclear Physicist 3)

#1.8.0.BETA-1:54
(Advanced Production) Production Category: Refinery

* This category allows you to process all raw crude oil (and other recipes) into usable components
* You can select which schematics you want to use in this category
* Each type can be assigned it's own work orders, so you can specific what you want processed
* Each active Refinery can process 1 of every type of schematic selected, per cycle\*
* Schematic: Process Crude Oil - Converts crude oil to fuel, oil, and random byproducts
* Schematic: Convert Nuclear to Crude Oil - Creates crude oil from nuclear material and other ingredients (Requires: Workshop Tech 6)

#1.8.0.BETA-1:55
(Advanced Production) Production Category: Parts Factory

* Allows you to produce various parts and materials
* Schematic: Generic Parts - Gears, Springs, Screws (requires Workshop Tech Level 6)
* Schematic: Weapon Parts - Pistol, Pipe, Rifle, Heavy, Laser, Shotgun (requires high Workshop Tech Levels, and settler skills)
* Schematic: Widget - This simple object can be used to test the factory production (it uses cheap materials but is worthless)

#1.8.0.BETA-1:56
(Advanced Production) Production Category: Chemical Factory

* Allows you to produce various chemicals and materials
* Schematic: Nitric Acid (used for various recipes)
* Schematic: Smokeless Powder - Requires: Workshop Tech Level 6 and Ballistics Skill 100
* Schematic: Explosive Material - Requires: Workshop Tech Level 6 and Explosive Skill 100
* Schematic: Pharmceuticals
* Schematic: Yeast
* Schematic: Alcohol (Vodka)
* Schematic: Alcohol (Rum)
* Schematic: Alcohol (Whiskey)
* Schematic: Alcohol (Beer)
* Schematic: Ballistic Fiber - Requires: Either Settler Skill: Craftsmanship 4, -or- Chemistry Skill 140
* Schematic: Bone to Calcium/Phosphorus - Requires either Settler Skill: Engineering 4, -or- Chemistry Skill 140

#1.8.0.BETA-1:57
(Advanced Production) Production Category: Tech Factory

* Allows you to produce various devices and tech materials
* Schematic: Basic Circuitry
* Schematic: Energy Cells - Requires: Workshop Tech Level 6 and Science Skill 100

#1.8.0.BETA-1:58
(Advanced Production) Production Category: Textiles Factory

* Allows you to produce various textiles and materials
* Schematic: Ballistic Fiber
* Schematic: Packing Material (x1) - Converts wood/plastic into packing material (this simple recipe can be used to test the factory)

#1.8.0.BETA-1:59
(NEW) Tenants and Leased buildings!
>> This new system allows you to attract non-settler tenants and utilities to your settlements!

* The Leased Buildings system comes in 2 categories: Residential Tenants and Leased Factories
* All leased buildings are fully enclosed, which means the door is unusable and you cannot enter their buildings (stay out, land lord!)
* Leased buildings are an excellent way to upgrade your settlements into real towns without adding a lot of unwanted lag
* Most leased buildings are very efficient on frame rates, since they don't have interiors
* Most leased buildings require Workshop Construction Levels to build
* Most leased buildings require power
* Many leased buildings have snap points to allow them to chain together, to create city blocks
* Leased buildings come in all shapes and sizes, and are easy/fast to place
* In order to move/store these buildings, it requires you to highlight the "mailbox" area (the building itself is NOT targetable)
* This system allows you to easily place/move these buildings while seeing the entire building
* The power connectors on these buildings also have a targetable hot spot, so you can connect wires to it
* NOTE: This system is considered an optional advanced settlement system, and intended for higher levels

#1.8.0.BETA-1:60
Leased Residences (Tenants):

* Tenants are non-settlers who can help generate income for your settlements by paying rent
* Tenants are NOT visible and do not walk around your settlements (which is the whole point of the system)
* Residential Tenants do NOT count towards the settlement being a "Successful" community
* Residences come in different sizes, including small townhouses and medium/large apartment buildings
* Medium/Large residences (like apartment buildings) come with a light attached
* Residences have a maximum amount of tenants allowed, but tenants will move in and out based on settlement conditions
* (i.e. just because you have 3 apartment buildings, doesn't mean they can will fill up)

#1.8.0.BETA-1:61
Active Tenant Population:
>> Tenants won't move in unless certain conditions are met in the settlement

* The minimum requirement for any tenants to move in is: 5 settlers, 20 defense, 10 food, 10 water, 60% happiness
* There are 4 additional tiers that allow more tenants to move in (which scale based on food/water/happiness)
* Tier 1 requires: 5 Settlers, 20 Defense, 10 Food, 10 Water (+1 to 6 tenants)
* Tier 2 requires: 10 Settlers, 40 Defense, 20 Food, 20 Water, 1 Sewage (+1 to 8 tenants)
* Tier 3 requires: 10 Settlers, 60 Defense, 30 Food, 30 Water, 2 Sewage, 1 Heating (+1 to 12 tenants)
* Tier 4 requires: 15 Settlers, 100 Defense, 50 Food, 50 Water, 1 Doctors, 1 Purifier, 3 Sewage, 2 Heating (+1 to 16 tenants)
* Tier 5 requires: 15 Settlers, 140 Defense, 70 Food, 70 Water, 2 Doctors, 1 Purifier, 4 Sewage, 3 Heating, 1 Sanitation (+1 to 18 tenants)
* The amount of added tenants varies in each tier based on your happiness, wellness, communities, purifiers, and other aspects
* Having high happiness and/or high wellness will attract a few extra tenants
* Having some NON-tenant income (such as vendors or gambling) will attract a few extra tenants
* Having a doctor and/or purifier will attract a few extra tenants
* Being a recreational or trading community will attract a significant amount of extra tenants
* The current maximum potential of tenants per settlement is 60 total in a recreational or trading community
* The current maximum potential of tenants per settlement is 48 total in other communities
* Active tenants will automatically move in/out when conditions are either met or lost

#1.8.0.BETA-1:62
(Developer notes on Tenants):

* The concept of this system is that both you and your resident settlers are the "owners" of the settlement, and you're looking to make some profit and grown your settlement into a larger town. This is done by building permanent structures to rent out to commonwealth denizens that can afford to pay rent without doing any settlement work (lazy rich people!)
* My goal with this system is 2 things in 1: Allow you to build larger (and more interesting) towns, and at the same time NOT add more settler lag and bloat. There's a certain point where too many settlers (or other NPCs) just starts to kill the FO4 workshop.
* We really don't NEED to see every commonwealth person visually all the time for them to have a real meaning in the world. This allows us a viable way to build up the commonwealth with larger towns, without killing the game and your saves.
* The Tenants system does provide benefits in 1.8, but in the future updates it will also be part of a bigger end-game goal for settlement building.

#1.8.0.BETA-1:63
Leased Factories and Utilities (Production):
>> This system allows you to place self-contained factories if you wish to not use the settler-managed stations

* Leased factories will act as fully operational factories and/or utilities (the same as standard settler stations)
* They do not require a settler assigned, and do not use food or water
* Requires a significant amount of materials to build
* Requires power connected to them
* They usually do not generate income
* They do not increase the Tenant population (since they work for you, and are not paying rent)

#1.8.0.BETA-1:64
Available Leased Buildings (Standard style):

* Parts Factory: +1 Parts Factory
* Chemical Factory: +1 Chemical Factory
* Tech Factory: +1 Tech Factory
* Textiles Factory: +1 Textiles Factory
* Refinery and Arc Furnace: +2 Arc Furnaces, +2 Refineries
* Power Facility: +4 Power Surplus Convertors, Power
* Water Facility: +4 Purification, Water
* Large Apartment Building: +16 Tenants
* Medium Apartment Building: +8 Tenants
* Medium Corner Apartment Building: +8 Tenants
* Large House: +8 Tenants
* Medium House: +4 Tenants
* 16 styles of Small Houses and Townhouses: +2 Tenants

#1.8.0.BETA-1:65
Available Leased Buildings (Diamond City style):

* Chemical Factory: +1 Chemical Factory
* Refinery and Arc Furnace: +2 Arc Furnaces, +2 Refineries
* Apartment Building 1: +8 Tenants
* Apartment Building 1B: +8 Tenants (Same building but with an alternate platform foundation)
* Apartment Building 2: +8 Tenants
* Apartment Building 2B: +8 Tenants (Same building but with an alternate platform foundation)

#1.8.0.BETA-1:66
DEVELOPER NOTE: More buildings of various types will be added over time

#1.8.0.BETA-1:67
(NEW) Production Job: Junk Yard

* The junk yard works similar to the Lumber yards, in that it actively produces materials
* Produces the following per station per cycle: 25 packing material, 2 basic circuitry, 1 random junk item
* Each Junk Yard requires 1 Common Tool per cycle

#1.8.0.BETA-1:68
Production Job: Lumber Yard

* Produces the following per station per cycle: 100 wood, 3 plastic, and 1 random scrap item
* The random scrap item can contain either wood/steel, or cork, or
* Each Yard requires 1 Liquid Fuel per cycle

#1.8.0.BETA-1:69
Production Job: Steel Yard

* Produces the following per station per cycle: 50 steel, 1 aluminum, and 1 random scrap item
* The random scrap item can contain either wood/steel, or
* Each Yard requires 1 Liquid Fuel per cycle

#1.8.0.BETA-1:70
Production Job: Stone Yard

* Produces the following per station per cycle: 25 concrete, 1 glass, and 1 random scrap item
* The random scrap item can contain either wood/steel, or cork, or
* Each Yard requires 1 Liquid Fuel per cycle

#1.8.0.BETA-1:71
Farming Workbench

* (NEW) Each Farming Workbench now grants +2 Farming Utility, which counts towards unlocking slots for the Plant Nursery
* The plant nursery is now handled in the Production Manager system
* Converting compost to fertilizer per day is now handled in the Production Manager system
* NOTE: Making compost itself is still handled in the Farming Workbench, and works the same way
* A menu option to open the Production Manager is added to the menu

#1.8.0.BETA-1:72
(NEW) Handmade Water Heater

* Provides +1 Heating rating
* Requires Workshop Tech Level 2

#1.8.0.BETA-1:73
(NEW) Fireplace

* Provides +1 Heating rating
* Requires Workshop Tech Level 2

#1.8.0.BETA-1:74
(NEW) Electric Water Heater

* Provides +1 Heating rating
* Requires Workshop Tech Level 4
* Requires Power

#1.8.0.BETA-1:75
(NEW) Heating Unit

* Provides +1 Heating rating
* Requires Workshop Tech Level 5
* Requires Power

#1.8.0.BETA-1:76
(NEW) Functional Refrigerator

* 3 styles of Refrigerators are available
* Provides +1 Refrigeration rating
* Requires Workshop Tech Level 4
* Requires Power
* Is currently not usable by the player

#1.8.0.BETA-1:77
(NEW) Outhouse

* A large outhouse is now available
* Provides +1 Sewage Treatment
* In order to move this object, highlight the area near the life preserver
* After the outhouse is placed, it will automatically add the collision for it, steps in the front, and a door

#1.8.0.BETA-1:78
(NEW) Casino Games
>> A variety of new tables that can expand your recreational community and turn it into your own New Vegas!

* NOTE: These games are not actually playable by you, they're work objects for settlers (maybe in the future I'll add some interactive games)

#1.8.0.BETA-1:79
(NEW) Casino Game: Slot Machine
>> A handmade slot machine with a custom mesh

* Adds +5 Bonus Happiness and +1 Income Rating
* Comes in a few different styles

#1.8.0.BETA-1:80
(NEW) Casino Game: Blackjack Table
>> A Blackjack Table with a custom mesh

* Adds +40 Bonus Happiness and +6 Income Rating
* Requires a settler to be assigned
* Limit: 2 per settlement

#1.8.0.BETA-1:81
(NEW) Casino Game: Poker Table
>> A Poker Table with a custom mesh

* Adds +40 Bonus Happiness and +6 Income Rating
* Requires a settler to be assigned
* Limit: 2 per settlement

#1.8.0.BETA-1:82
(NEW) Casino Game: Blackjack Table
>> A Robot Racing Table with a custom mesh

* Adds +40 Bonus Happiness and +6 Income Rating
* Requires a settler to be assigned
* Limit: 1 per settlement

#1.8.0.BETA-1:83
Architect Structures

* (NEW) Boardwalk (Square) - a large flat square-shaped boardwalk with a building, detail, and debris layer
* (NEW) The 10-plot large boardwalk pier now has a layer for simple buildings and debris!
* (NEW) The defaults for Turret Platforms can be set to either "RANDOM" or "LAST SELECTION" via the Architect->Layers options menu
* (NEW) Airplane Housing - A new structure under "Basic Warehouses" that is a large airplane fuselage
* (NEW) Repaired Cabin - A new cabin mesh that repairs the smashed left deck (available in 3 colors)
* All cabins now use the proper concrete stairs for the foundation, instead of the incorrect wooden staircase
* The door added to all cabins is now properly aligned
* "Small Warehouse" is now called "Basic Warehouse", and uses a different controller object
* The 3 boardwalk structures are now ALSO in the Basic Warehouse category under buildings
* The following buildings were given better looking foundation textures:
* Red Rocket, Warehouse Garage, Parking Garage, Pizza Shop, Drumlin Diner, Large Brick Building, Cabin

#1.8.0.BETA-1:84
(NEW) Random Trees (Experimental)
>> Allows you to place random trees without having to pick and choose each type

* There are 4 types: Small Tree, Large Tree, Small Healthy Tree, Large Healthy Tree
* Healthy Trees use pre-war textures with healthy leaves, and require fertilizer and tech level 4
* A random tree is selected each time you place OR move the object

#1.8.0.BETA-1:85
(NEW) Barter/Inventory Activator Key

* Architect now has it's own version of quick trading, which is built specifically to interact with Architect's features
* Adds an activator choice to vendors for a "Barter" key
* Adds an activator choice to followers/settlers for a "Transfer" key
* An option to enable/disable each option separately is located in the Architect Options menu
* Trading is blocked when settlers are active in an event
* The "Transfer" button to settlers/companions will work at further distances than barter
* NOTE: This is NOT compatible with the "Quick Trade" mod

#1.8.0.BETA-1:86
(NEW) Menu Button Modifications!

* A new version of "MessageBoxMenu.swf" (modified by Phlunder) is included with Horizon now
* This new modification changes the button highlights to be the full size of the button
* This allows the text to be properly left-aligned (doing so prior to this, made the highlight look bugged)
* Having buttons left-aligned allows the icons to match up and look much nicer (and easier to read, even without icons)
* This system makes the dialog boxes look much more consistent with the other Fallout UI elements in the game
* You may also find that quickly scrolling through large left-aligned menus is much less of a headache than the centered text popping all around!
* The highlight of the button more closely matches the hitbox of the button (i.e. where you can click)
* Some menus (but not all) in Horizon/Architect will now use left-aligned buttons where appropriate
* This file also allows item icon tags to be removed in the message text
* NOTE: This swf change should not break any existing center-aligned buttons (if it does, let me or Phlunder know)

#1.8.0.BETA-1:87
Resource Station

* (NEW) The Courier
* The main menu will now show more info and uses the new style of formating
* The main menu and supply line menu will now show the name of the settlement this station is linked to
* The main menu will now show where your Master Workbench is set
* The main menu will now show where your Production Destination is set
* The main menu will now show where your Cargo Destination is set
* Uses the left-aligned text system now

#1.8.0.BETA-1:88
(NEW) Essential Settlers
>> This new system adds an immersive way to make your settlers essential (not killable by even you)

* By having at least 1 doctor in the settlement, you can toggle the option (per settlement)
* This option can be found in the "Local Settlement Stats" menu, from the Command Table or Recruitment Station
* This option is OFF by default, even if you qualify for it, so you need to turn it on
* This option is not global, and only works PER settlement
* If a doctor is no longer available in a settlement, the option will eventually turn off at certain times
* (in the future I may allow a global option to automatically turn it on based on the doctors, but for now I'd like to keep the system like this first)

#1.8.0.BETA-1:89
Settler Missions

* (NEW) A message will show when new missions are completed
* Messages can be disabled under the "Statistics and Options" menu in the Command Missions Menu
* Missions now use real-time instead of game time (just like the new production system)
* The time it takes to complete missions is based on what it would have been in game-time with 8 hours of sleep
* Most standard missions take 2 hours of real-time
* Larger missions take 4 hours of real-time
* Deploying missions should now be able to take required items from both you and your workshop
* Engineer missions can often yield Precision Tools in addition to its normal rewards
* Many mission rewards have had slight tweaks

#1.8.0.BETA-1:90
(NEW) Settler Missions: Mission Repeating
>> You can now choose to set specific mission types to attempt to repeat after they are completed

* Repeated Deployment Settings is a new sub-menu in the Command Missions menu
* You can choose to toggle on/off the repeating option for each mission type individually (scouting, assault, etc.)
* There are 2 additional options that allow you to toggle all types on/off at the same time
* Repeatable missions will automatically deposit the items and no longer give any type of debriefing reports
* A deployed mission will stop repeating if it lacks the resources or settlers required
* When a mission fails to repeat, you will have to deploy it manually if you want it to run again

#1.8.0.BETA-1:91
Settler Job Stations
>> Over time, I plan to keep adding more variety to job stations, to allow you to make your settlers feel more unique

* (NEW) Entertainer (Town Crier): An additional Entertainer job station for variety
* (NEW) Entertainer (Storyteller): An additional Entertainer job station for variety
* (NEW) Entertainer (Performer): An additional Entertainer job station for variety (this station uses separate male and female outfits)
* (NEW) Entertainer (Studio Technician): An additional Entertainer job station for variety
* (NEW) Engineer (Research): An additional Engineer job station for variety
* (NEW) Engineer (Chemical): An additional Engineer job station for variety
* (NEW) Engineer (Maintenance): An additional Engineer job station for variety
* (NEW) Hunter (Rifleman): An additional Hunter job station for variety
* (NEW) Hunter (Fisherman): An additional Hunter job station for variety
* (NEW) Technician (Disassembly): An additional Technician job station for variety
* (NEW) Technician (Scrounging): An additional Technician job station for variety
* (NEW) Technician (Salvaging): An additional Technician job station for variety
* (NEW) Militia (Locker): An additional Militia job station for variety
* (NEW) Militia (Strategy Table - Side): This station will only snap to 1 of 3 sides of the Militia Strategy table\*
* This lets you have 4 militia gathered around one strategy table!

#1.8.0.BETA-1:92
Settlements

* (NEW) Crate Bed - A covered bed with a pillow using crates as the frame
* (NEW) Cinder Block Bed - A covered bed with a pillow using cinder blocks as the frame
* (NEW) Tire Bed - A covered bed with a pillow using tires as the frame
* (NEW) Life Preserver Bed - A covered bed with a pillow, direct from Bikini Bottom!
* (NEW) Breakfast Station - Grants +10 happiness, requires Trailblazer rank 2, (limit 1 per settlement)
* The Centralized Sewage Treatment unit now gives +4 Sewage Treatment
* Companions are no longer used in the auto-assign system
* Pre-built workshops (i.e. Conqueror and Baron's job patch) should hopefully no longer show messages for job assignments at the start
* Salvaging jobs and Milk Brahmin can no longer be placed in indoor settlements
* Most lights now require basic circuitry instead of copper
* Power generators and water pumps have their materials scaled better based on the resource given
* Power generators are more expensive to build
* Larger power generators are usually slightly cheaper on materials per power supplied
* Standard Batteries and Electron Batteries now give 2 power
* Fission Batteries now give 4 power
* Large Fission Batteries now give 8 power
* The wall generator now gives 8 power
* The recipes to craft the DLC power generators are now in line with the other power generators
* Some scrap yields were tweaked
* Some bugs with a few scrap recipes were fixed
* The rewards for the Trailblazer mails have been altered
* The recruitment station's settler limit option is reworded (this limit does NOT change your maximum settlers, it just makes the station stop recruiting at the number specified)

#1.8.0.BETA-1:93
Settlements - Communities
>> In many cases, Communities now require specific resources instead of just generic workshop ratings

* (NEW) Research Outpost: This community replaces the Water Treatment Plant community
* (NEW) Research Outpost: New objects can be placed to increase your "Research Rating" (seen below)
* (NEW) Research Outpost: Engineer job stations contribute +10 points each
* (NEW) Research Outpost: Increases the amount of mission slots available for Engineers by 1 per Outpost
* (NEW) Research Outpost: Requires 200 points total
* Industrial Park: Now requires Factories, Extractors, Power Converters, and/or Construction Yards (instead of generic power)
* Farming Community: Now requires actual crops that produce items (instead of just generic "food" rating)
* Farming Community: Crops give +1 point per crop rating
* Farming Community: Milk Brahmin now contribute +20 points each towards a Farming Community
* Farming Community: Fish Traps contribute +5 points towards a Farming Community
* Farming Community: Hunter jobs contribute +5 points towards a Farming Community
* Farming Community: Now requires 200 points total
* Military Outpost: Militia job stations now contribute +10 each points each towards a Military Outpost (they still do NOT increase defense rating though)
* Military Outpost: Defense contributes +1 point per defense rating, but only up to 100 points max (this means you require Militia jobs in a Military Outpost also)
* Military Outpost: Requires 200 points total (ideally you would aim for: 10 Militia and 100 defense)
* Recreational Community: Now requires specific objects such as Casino games, Pinball machines, etc. (instead of generic happiness)
* Recreational Community: Most decorations or other objects that give happiness no longer contribute points
* Trading Market: Now requires 1 Shipping Manager (the job station) and 5 actual settler Traders (not shipping containers, etc.)
* Trading Market: Requires 100 points total
* NOTE: I plan to replace the Water Purification community with something else in the future, but it will remain as-is for now

#1.8.0.BETA-1:94
(NEW) Settlements - Research Rating

* NOTE: This category is NOT fully completed yet, and will be filled in more in a future patch
* Research Rating is a new settlement resource rating that will provide additional benefits
* Research Rating produces "Research Material" each production cycle, which can be used in some recipes
* Research Rating is a requirement for a Research Outpost
* Engineer Research missions will return with Research Material
* Research Library: A simple bookcase full of books that adds +10 Research Rating
* Research Computer: A computer mainframe that adds +20 Research Rating

#1.8.0.BETA-1:95
Settlements - Standard Production

* The daily cap for income generation now starts at 400 vendor credit per cycle
* The daily cap for income generation is now increased by +100 per Successful Settlement (up from +50)
* The income/crops/water/supply kit production is no longer capped differently in Desolation Mode

#1.8.0.BETA-1:96
Settlements - Defense

* All platform turrets now give 12 defense, since the unlocks are mainly related to their gameplay effectiveness\*
* All turrets (and platforms) cost more materials
* Defense values of standard turrets have been tweaked (12 is usually the maximum now)

#1.8.0.BETA-1:97
\*DEVELOPER NOTE: I did this so you didn't feel pressured to keep changing turrets just to increase your total defense value. The whole point of the platforms is to let you change (at a later time when you have higher unlocks) the style of the turret easily without having to re-place turrets.

#1.8.0.BETA-1:98
Settler Outfitter

* (NEW) Custom auto-outfits are now set for each individual station (useful for patches/addons that want custom outfits on their assignments)
* Many jobs now have a more specific customized outfit
* The auto-outfits from assignments should ignore companions now
* Some vendors now have different auto-outfits
* The tier-1 hunting rifle has a long barrel and full stock now
* The tier-2 hunting rifle has a marksman's stock now

#1.8.0.BETA-1:99
Settlement Vendors

* (NEW) Medical Station: A smaller decorated Doctor vendor stall
* (NEW) Small Diner Counter: A very small empty diner counter that has a snap point for vendor mats
* The vendor mats no longer have any collision for the crate on the floor (so it doesn't get in the way for placement)
* The medic vendor mat has a IV stand instead of the crate (decorative - no collision)
* The weapon vendor mat has a metal container instead of the crate (decorative - no collision)
* The vendor mats are cleaned up to remove the remnants of the old modular system (this should let you place them closer without them oddly snapping all over the place)
* You can only place 1 of each vendor stall now (duplicates seem very cheesy and unnecessary for a settlement to have)\*
* Technically speaking, you can still place 1 of each style of vendor, but the concept of spamming lots of the same vendor just to get happiness or income seems unrealistic. There's plenty of other ways now to add variety to your settlement for both income and happiness.

#1.8.0.BETA-1:100
(NEW) Robco Pip-boy Voice Assistant
>> This new system adds an artificial intelligence voice system to your Pip-boy

* It is named "M.A.X.I.N.E." (aka Max) = Military AuXiliary Intelligence and Navigation Entity
* This voice system is used to warn you of ambushes and other events
* This system is temporarily unlocked from a consumable item crafted from the Tech Lab under Workshop Upgrades
* This system can be disabled at any time from your Field Kit
* The player character will respond to some of Max's dialog
* For some dialog, there's a different set of responses for when the player character is in combat
* The player character responses can be disabled separately if you wish
* Currently, the female character has a lot more random variation in dialog lines than the male (this will be filled out later)
* This system outputs dialog to the "voice" channel, so you need your voice volume setting loud enough to hear it
* More dialog and triggers will be added over time for this system
* Max won't start a dialog if you're inside of a dialog scene (note that it may continue talking if you start a scene after it begins)
* NOTE: This system is still in it's early stages, more will be added over time

#1.8.0.BETA-1:101
(NEW) Player Character Voiced Comments

* In some situations, the player character can make comments out in the world (such as reviving in a settlement)
* This can be disabled in the "Pip-Boy Options" menu in the Field Kit
* NOTE: Disabling this option also disables ALL player voicing added by Architect, including comments in reply to Max\*
* (This means if you disable the player voice separately, Max can still talk to you but the protagonist remains silent)

#1.8.0.BETA-1:102
Plant Harvesting

* (NEW) Wild Seeds (Dry) - These seeds are used to create Wild Plant Gardens (Dry)
* (NEW) Wild Seeds (Humid) - These seeds are used to create Wild Plant Gardens (Humid)
* (NEW) Wild plants have a chance to give you a seed based on your Survival Skill
* Wild Seeds (Dry) - come from wild plants: hubflower, carrot, corn, gourd, melon, ashblossom, thistle, razorgrain
* Wild Seeds (Humid) - come from wild plants: bloodleaf, fungi, ferns, mutfruit, silt beans, tarberry
* The more rare types of plants have a higher chance to yield a seed
* Settler Hunter gathering missions have a chance to yield a random wild seed
* Settler Hunter gathering missions can now gather Thistle
* Thistle plants now use Horizon's harvesting system, where you can get extra plants with Survival Skill

#1.8.0.BETA-1:103
(NEW) Wild Plant Gardens
>> Wild Plants are difficult to grow and require a variety of seeds to emulate a natural environment

* There are 2 types of gardens: Dry and Humid
* Require Settler Skill: Survival III to build them
* Does not require an assigned settler to maintain them
* Each type requires a number of appropriate seeds to kick-start the garden's production
* Each production cycle will yield a random plant based on the garden type
* Each garden you build adds +1 of that type to the production system
* Wild gardens obey the same maximum production limit that standard crops do, except they cannot be doubled with fertilizer

#1.8.0.BETA-1:104
(NEW) Automated Planters and Crops
>> This new system allows you to use you to place crops that use power, instead of assigned settlers

* Each Planter requires an "Automated Crop" that can snap into the Automated Planter (these crops cannot be placed anywhere else)
* Available crops: Corn, Tato, Carrot, Mutfruit, Melon, Gourd, Razorgrain
* Each crop gives 6 food and 12 crop rating
* Requires 4 power each, but the power connector is only available when you place a crop in the planter
* Requires Workshop Technology Level 5
* Does NOT use an assigned settler
* There are 2 snap points on the sides of the planters so you can easily line a few up together

#1.8.0.BETA-1:105
Field Kit (aka Personal Toolkit)
>> The Personal Toolkit is now called the "Field Kit"

* Most crafting in the Field Kit has new crafting menus using the new production system
* Items can be crafted in the amount you want: 1x, 5x, 10x, 50x
* The Science Tools are now called "Utility Tools"
* (NEW) Medical Crafting: You can now craft Trauma Kits
* (NEW) Medical Crafting: You can now craft Medicated Banadges if you have Medical Skill 20
* (NEW) Utility Crafting: You can now convert tools into Tool Kits (either 1 tool or all)
* (NEW) Utility Crafting: You can now convert Fusion Cells into 2mm VICE rounds
* (NEW) Utility Crafting: You can now convert Electron Cells into Fusion Cells
* (NEW) Utility Crafting: You can now craft all of the lockpicking and hacking tools (requires the appropriate skills for each)

#1.8.0.BETA-1:106
Field Kit - Field Scrapping
>> Equipment Scrapping is now known as "Field Scrapping" and includes more types of items (other than just weapons/armor)

* The scrapping system has been updated, and is now MUCH faster and more efficient
* Melee weapons and DLC armor has been added to the Equipment Scrapping (see more on this below)
* All weapons/armor are updated to give the new materials
* (NEW) You can now convert Gwinnett beers into standard beers (which are used as ingredients in recipes)\*
* (NEW) You can now convert Cherry and Cold Nuka-Colas into standard Nuka-Cola (which may be used as ingredients in recipes)\*
* (NEW) You can now convert any DLC Nuka-Colas into standard Nuka-Cola\*
* (NEW) You can now scrap most raw meat (including DLCs) into Ground Meat (the same as the standard Cooking recipes)\*
* These types of items will only convert in your Toolkit scrapping, and NOT from corpse scrapping (so you don't have to worry)

#1.8.0.BETA-1:107
Weapon Kit (aka Weapon Toolkit)

* The Weapon Toolkit is now called the "Weapon Kit"
* The Conversion Kit system has been streamlined, to make the system much easier to deal with, and less confusing!
* Most "lower-tier" ammo types will now automatically be swappable by the default Weapon Kit
* Most "higher-tier" ammo types will now require an "Advanced Conversion Kit", which covers ALL ballistic weapon types in 1 item
* Some ammo sets don't require the Advanced Kit at all
* The Advanced Conversion Kit requires 40 Ballistics Skill to craft
* The "Rank 4 Pipe Conversion Kit" is converted to the Advanced Conversion Kit (so if you already had it, you now have the new kit)
* The rest of old conversion kits are converted to junk items that give you some of the materials back
* 40mm ammo menu: This menu will now only show buttons for ammo that you actually have\*
* NOTE: I will eventually do this for all ammo menus, but it is somewhat tedious, and I'd like to test it out on 40mm first. I need players to test it, and make sure there aren't any weird situations where the menu doesn't let you swap ammo that you should have.

#1.8.0.BETA-1:108
Horizon Start-up Items

* The start-up items are changed, so that they will only appear after "time has started" (which is after you exit the vault)
* Upon this time, you will be given: Horizon Holotape, Field Kit, Weapon Kit
* Upon reaching level 2, it will still attempt to give you these items again, in case it failed for some reason earlier

#1.8.0.BETA-1:109
Cargo Bot 1-X

* Cargo Bot 1-X's new name is now "Wilson"
* Cargo Bot 1-X's system was updated and reworked in some ways
* The caller device uses a new method of cooldown which starts at 12 minutes
* The cooldown is reduced by 1 minute for every Workshop Technology Level you have (up to level 10, at 4 mins)
* The cooldown will display in the menu now
* The cooldown now only starts after Wilson has actually left
* If no items were transferred, the cooldown is only 1 minute, since it doesn't have to actually return anywhere
* If you try to use the device when its on cooldown, it will tell you how many minutes are left before its ready
* Wilson stays active for 2 minutes before leaving (up from 1 minute)
* The menu system was updated to the new format
* The main menu now shows the name of the Cargo Destination settlement
* Wilson makes noises when summoned and dismissed
* The filter now has a 3rd option for "junk only" (no ingredients)
* You can now instruct Wilson to craft a "Scrap Kit: Resource Station" for you\*
* (NEW) The area scavenging feature now has 2 additional options to cycle through, which expands the quality of junk it will auto-loot
* The area scavenging feature will now be blocked from working in certain locations (Diamond city and a few other locations)
* This recipe does not require a Cargo Bot, but instead the raw materials. It can also use materials from your workshop's resource container or master workshop.

#1.8.0.BETA-1:110
(NEW) Lockboxes

* This lootable item (goes into your AID tab) consumes 1 Bobby Pin when you use it
* When you use the lockbox, it will give a random item (sometimes rare) or caps
* When you use the lockbox, it will give you a message saying how many bobby pins you now have left
* All lockboxes give a very small amount of Lockpicking Skill when opened
* There are 3 types of boxes: Basic, Standard, and Complex
* Basic Boxes don't require any skill, and give +5 xp
* Basic Boxes give mostly common junk/caps with a chance for a few types of rare loot
* Standard Boxes require 90 Lockpicking Skill, and give +15 xp
* Standard Boxes have a better selection (and chance) of rare loot
* Complex Boxes require 180 Lockpicking Skill, and give +30 xp
* Complex Boxes have a much better selection of rare loot, including: gunpowder, legendary parts, meds, chems, and more
* Lockboxes can drop from various containers and even some NPCs and settler missions
* Since these are looted items, they are easy to store away if you currently don't have the skill or pins yet
* If you never plan to open them, you can sell them for caps at most vendors

#1.8.0.BETA-1:111
(NEW) Electronic Lockboxes

* This lootable item (goes into your AID tab)
* When you use the lockbox, it will give a random item (sometimes rare) or caps
* Electronic lockboxes have a higher chance to roll legendary materials than standard lockboxes\*
* All electronic lockboxes give a very small amount of Hacking Skill when opened
* There are 3 types of boxes: Basic, Standard, and Complex
* Basic Boxes don't require any skill, and give +5 xp
* Basic Boxes give mostly common junk with a chance for a few types of rare loot (similar to lockboxes)
* Standard Boxes require 90 Hacking Skill, and give +15 xp
* Standard Boxes have a better selection of rare loot (similar to lockboxes)
* Complex Boxes require 180 Hacking Skill, and give +30 xp
* Complex Boxes have a much better selection of rare loot (similar to lockboxes)

#1.8.0.BETA-1:112
\*DEVELOPER NOTE: This is done since Hacking usually has less uses Lockpicking out in the world, so Hacking Skill now gains a new advantage.

#1.8.0.BETA-1:113
Q: Why move the reward of high hacking/lockpicking skill to lockboxes instead of containers?
A: One thing I hated about FO4 by default, is when you don't have enough skill to open a safe in the field, you always say "I could come back to this later I guess", but let's be honest you never remember where that stuff was. Instead, I would rather allow you more options to build/buy locksmith tools to deal with that immediately, and put more pressure on the skill for opening "portable" boxes, that you can deal with later on. You can either store them, or vendor them if you dont plan to skill up. It also adds more use for hacking skill, since that felt too limited.

#1.8.0.BETA-1:114
Perk: Locksmith
>> Locksmith is rescaled, and now allows you to front-load the skill in earlier levels, if you wish to spend the perk points on it

* Rank 1 now gives 20 Lockpicking skill - available at level 1 (20 Lockpicking Skill allows you to pick Advanced locks.)
* Rank 2 now gives 40 Lockpicking skill - requires level 4 (40 Lockpicking Skill allows you to pick Expert locks.)
* Rank 3 now gives 60 Lockpicking skill - requires level 8
* Rank 4 now gives 80 Lockpicking skill - requires level 12 (80 Lockpicking Skill allows you to pick Master locks.)
* (NEW) Rank 5 gives 100 Lockpicking skill - requires level 24 (this rank is optional, and not required to reach 200 skill)

#1.8.0.BETA-1:115
Perk: Hacker
>> Locksmith is rescaled, and now allows you to front-load the skill in earlier levels, if you wish to spend the perk points on it

* Rank 1 now gives 20 Hacking skill - available at level 1
* Rank 2 now gives 40 Hacking skill - requires level 4
* Rank 3 now gives 60 Hacking skill - requires level 8
* Rank 4 now gives 80 Hacking skill - requires level 12
* (NEW) Rank 5 gives 100 Hacking skill - requires level 24 (this rank is optional, and not required to reach 200 skill)

#1.8.0.BETA-1:116
Perk: Hunter
>> Hunter is rescaled, and now allows you to front-load the skill in earlier levels, if you wish to spend the perk points on it

* Rank 1 now gives 20 Hunting skill - available at level 1
* Rank 2 now gives 40 Hunting skill - requires level 3
* Rank 3 now gives 60 Hunting skill - requires level 5
* Rank 4 now gives 80 Hunting skill and +5 Damage Resistance - requires level 10
* Rank 5 now gives 100 Hunting skill and +10 Damage Resistance - requires level 20
* (the damage bonuses vs creatures per rank remains unchanged)

#1.8.0.BETA-1:117
Skill: Hunting

* You can no longer gain exotic creature meat (mirelurks, etc.) until you have a minimum of 40 skill
* You can no longer gain extra materials (bones, adhesive, legendary materials, etc.) until you have a minimum of 60 skill
* The chances for gaining legendary mutated parts from standard creatures is slightly higher (if you have the skill)
* Desolation mode no longer has nerfed values for Hunting, as the skill itself will now be balanced the same for all modes
* Some creatures no longer drop specific meat until you have the proper hunting skill (meat scraps can still drop for any skill level)
* NOTE: As usually, take note that 100% "Extra Parts", doesn't mean you're guaranteed parts. It just means that its guaranteed that the loot list will attempt to roll multiple parts. There's always a chance of bad luck not rolling for every valid part on the list.

#1.8.0.BETA-1:118
Perk: Survivalist
>> Survivalist is rescaled, and now allows you to front-load the skill in earlier levels, if you wish to spend the perk points on it

* Rank 1 now gives 20 Survival skill - available at level 1
* Rank 2 now gives 40 Survival skill - requires level 3
* Rank 3 now gives 60 Survival skill - requires level 5
* (NEW) Rank 4 gives 80 Survival skill - requires level 7
* (NEW) Rank 5 gives 100 Survival skill - requires level 20 (this rank is optional, and not required to reach 200 skill)

#1.8.0.BETA-1:119
Perk: Marketeer

* Rank 1 now gives +20 Trading Skill
* Rank 2 now gives +40 Trading Skill
* Rank 3 now gives +60 Trading Skill
* (NEW) Rank 4 gives +80 Trading Skill, and unlocks the Black Market
* (NEW) Rank 5 gives +100 Trading Skill
* Marketeer no longer says it requires 30 skill for the terminal, and the description now summerizes trading skill

#1.8.0.BETA-1:120
Skill: Trading

* Trading Vendor Credit for caps now requires 40 Trading Skill (in Desolation Mode it's 200 skill)
* Unlocking Workshop Trading Levels is significantly cheaper now for recipes that require personal Trading Skill\*
* (Having Trading Skill should be a benefit to more easily unlocking Workshop Trading Levels than the other skills)

#1.8.0.BETA-1:121
Caravan Travel

* You can now spend 800 vendor credits to add +30 supplies (requires Workshop Trading Level 5)

#1.8.0.BETA-1:122
Notes on Salvaging and Scrapping for 1.8
>> Many salvaging methods are reworked in this update, to remove the penalty of scrapping items/objects too early. Game mechanics like the old vanilla style of unlocking uncommon/rare materials via the Scrapper perk, made for a poor game mechanic that just penalized the player for not waiting before scrapping items. I'm also changing some of Horizon's salvaging system, so you aren't as penalized for not taking Salvaging Skill early.

#1.8.0.BETA-1:123
Scrapping Materials

* (NEW) Uncommon and rare materials from Scrapper rank 1 and 2 are now a baseline mechanic in the game, and do not require the Scrapper perk anymore!
* DEVELOPER NOTE: This was done to remove the annoyance of feeling pressured to hoard items for scrapping until you can get the perks. And if you didn't know to do this ahead of time, you were penalized. It also made Scrapper feel way too mandatory.

#1.8.0.BETA-1:124
(NEW) Vehicle Salvaging [BETA FEATURE]

* If you have enough skill, you can walk up to intact vehicles out in the world and salvage them for materials
* "Intact" means the vehicle actually has a full interior (seats, dash, etc.)
* Vehicles that appear stripped bare and rusted do not count
* This currently only works on cars and pickup trucks
* Each salvage requires and consumes 1 Tool
* When you salvage a vehicle, it will replace the current vehicle with a salvaged wreck
* While you're salvaging you cannot move for 2 seconds
* Salvaging is not allowed in combat
* A vehicle becomes unsalvageable once it catches fire or blows up
* When you try to salvage an object, if you currently don't have any Tools, it will attempt to automatically find a tool and convert it to 4 Tool Kit charges
* Once you salvage an object in the world, it should technically never be salvagable again (I'm not sure tho, this may need long-term testing)

#1.8.0.BETA-1:125
(NEW) Appliance/Machinery Salvaging [BETA FEATURE]
>> The old style of salvaging parts from machines is replaced with a new method

* To salvage a machine, simply use the 3rd activator key option and the items will be automatically looted to your inventory
* There are 3 categories for different loot yields: Refrigeration, Appliance, and Simple Machines
* Simple Machines consist of cigarette machines and news stands (requires 40 Salvaging Skill)
* Refrigeration consists of refrigerators, ice machines, milk machines (requires 80 Salvaging Skill)
* Appliance consists of washers and dryers (requires 80 Salvaging Skill)
* Each machine can only be salvaged once
* Machines that are built inside of workshops cannot be salvaged\*
* NOTE: Please let me know if you ever build a specific object and are able to salvage it

#1.8.0.BETA-1:126
(NEW) Direct Equipment Scrapping
>> This option lets you automatically salvage armor, clothing, and weapons directly from the corpse!

* A 3rd activator key will allow you to scrap (destroy) all valid items on a corpse and give you the proper materials back
* Pressing the button can only scrap ALL valid items on the corpse, and not specific items (loot weapons/armor you want first!)
* Requires 20 Salvaging Skill to unlock this feature
* Weapons that are scrapped by this system are automatically tracked for the ZX1 Lab for reverse engineering!
* This option can be disabled in the Architect Options menu under "Salvaging Options"
* An option to change the loot filter can be toggled in the Architect Options menu under "Salvaging Options"
* Changing the loot filter allows you to automatically loot other items too when you push the salvage button
* NOTE: Ash Piles cannot be used with this system, but you can choose to disable ash piles via the holotape (see below)
* WARNING: Mod attachments on weapons and armor are NOT accounted for or removed!

#1.8.0.BETA-1:127
TIPS ON CORPSE SCRAPPING:
1> Always check the inventory before you press the buttton! There is NO undo button!! Don't be in a rush to scrap every corpse just because there's an easy button now.
2> Check the value on weapons/armor first, items at 100% condition or that have mod attachments might be worth selling or using instead.
3> Weapons that you scrap on the corpse will be cached for the ZX1 Lab the next time you reverse engineer, so it's safe to scrap weapons you didn't unlock yet.
4> Items that are at -100% condition (with a trash can icon) can almost always be immediately scrapped

#1.8.0.BETA-1:128
(NEW) Ash Pile Disabling Option

* Located in the Horizon holotape, you can now disable Ash Pile corpses from occuring from energy weapon kills
* This does not account for any corpses that are already in your game
* This does not include pre-placed ash piles in the world

#1.8.0.BETA-1:129
ZX-1 Experimentation Lab

* (NEW) When you salvage a weapon (either from a corpse or your Field Kit), it will remember the weapon for the next time you go to reverse engineer at the Experimentation Lab!
* Reverse engineering external mod's weapons no longer grants skill or xp (this was unbalanced before)

#1.8.0.BETA-1:130
Trap Disarming
>> Trap disarming has been streamlined to only come from specific sources now

* Basic Traps: Master Thief rank 1, or Hunter rank 2, or Engineering Skill of 20
* Basic Explosives: 20 Explosives Skill only
* Complex Explosives: 40 to 80 Explosives Skill only (this is primarily for the dynamic trap system)
* Class-1 Tech Traps/Mines: 20 Science Skill only
* Class-2 Tech Traps/Mines: 80 Science Skill only

#1.8.0.BETA-1:131
Skill: Salvaging

* (NEW) If have 20 Salvaging Skill, you can now salvage weapons/armor directly from corpses
* (NEW) If have 40 Salvaging Skill, you can now salvage cigarette machines and news stands out in the world
* (NEW) If have 60 Salvaging Skill, you can now salvage large appliances (washers and dryers)
* (NEW) If have 80 Salvaging Skill, you can now salvage refrigeration machines (frigs, iceboxes, milk machines, etc.)
* (NEW) If have 120 Salvaging Skill, you can now salvage intact cars out in the world (see below)
* Desolation mode no longer has nerfed values for Salvaging, as the skill itself will now be balanced the same for all modes

#1.8.0.BETA-1:132
Perk: Technologist

* Rank 1 now gives +20 Salvaging and +5 Engineering Skill - available at level 1
* Rank 2 now gives +40 Salvaging and +10 Engineering Skill - requires level 5
* Rank 3 now gives +60 Salvaging and +15 Engineering Skill - requires level 10
* Rank 4 now gives +80 Salvaging and +20 Engineering Skill - requires level 15
* Rank 5 is removed
* Technologist no longer grants trap disarming

#1.8.0.BETA-1:133
Perk: Scrapper

* Rank 1 now gives 20 Salvaging Skill and 5 Metalworking Skill - available at level 1
* Rank 2 now gives 40 Salvaging Skill and 10 Metalworking Skill and items can be highlighted - requires level 9

#1.8.0.BETA-1:134
Perk: Sniper

* Rank 1 now gives +20 Sniper Skill, +5% hit chance to head shots in VATS with scoped sniper weapons
* Rank 2 now gives +40 Sniper Skill, +10% hit chance to head shots in VATS with scoped sniper weapons
* Rank 3 now gives +60 Sniper Skill, the cooldown on the V.A.T.S. Overdrive Module is now reduced by 1 minute
* (NEW) Rank 4 now gives +100 Sniper Skill, +20% hit chance to head shots in VATS with scoped sniper weapons

#1.8.0.BETA-1:135
(NEW) Spec: Sharpshooter

* A new version of the Sharpshooter spec which is focused directly on Sniper weaponry
* Sniper Weaponry deals +20% damage (does not include standard rifles)
* Requires Sniper rank 3
* (the bonuses on this spec may change in the future)

#1.8.0.BETA-1:136
Perk: Deadeye

* Rank 1 now gives ranged firearms and energy weapons +20% Sneak Attack Damage, and +5% VATS hit chance
* Rank 2 now gives ranged firearms and energy weapons +40% Sneak Attack Damage, and +10% VATS hit chance
* (NEW) Rank 3 now gives ranged firearms and energy weapons +60% Sneak Attack Damage, and +15% VATS hit chance
* (NEW) Rank 4 now gives ranged firearms and energy weapons +80% Sneak Attack Damage, and +20% VATS hit chance

#1.8.0.BETA-1:137
Perk: Ninja

* Rank 1 now gives melee weapons +25% Sneak Attack Damage
* Rank 2 now gives melee weapons +50% Sneak Attack Damage
* Rank 3 now gives melee weapons +75% Sneak Attack Damage
* (NEW) Rank 4 now gives melee weapons +100% Sneak Attack Damage

#1.8.0.BETA-1:138
Perk: Rifleman/Marksman

* Formly known as "Marksman" and "Rifleman", this perk is now known as "Trooper"
* Rank 1 now gives +20 Firearms Skills and +10% Critical Hit Damage with standard ballistic weapons (not sniper weapons)\*
* Rank 2 now gives +40 Firearms Skills and +20% Critical Hit Damage with standard ballistic weapons (not sniper weapons)\*
* Rank 3 Unlocks the Ranger Specialization. The cooldown on the V.A.T.S. Overdrive Module is now reduced by 1 minute.
* Rank 4 is changed to: If you have the Ranger specialization, standard ballistic rifles gain +5% Critical Hit Chance.\*\*
* (NEW) Rank 5: If you have the Ranger specialization, standard ballistic rifles now gain +10% Critical Hit Chance.\*\*
* (Rank 1 and 2 does in fact work for Pistols and Shotguns)
	+ (Rank 4 and 5 does NOT include Shotguns, Pistols, or Sniper Weaponry)

#1.8.0.BETA-1:139
Spec: Ranger

* Formly known as "Sharpshooter", this spec is renamed to "Ranger", and is focused on non-sniper ballistic rifles
* This spec includes: standard ballistic rifles, smgs, lmgs, and miniguns
* This spec does NOT include: shotguns, pistols, or Sniper Weaponry
* Standard Ballistic Rifles gain +10% Critical Hit Chance.
* Rank 4 and 5 of Trooper, essentially allow you to "upgrade" your spec at further levels

#1.8.0.BETA-1:140
Spec: Duelist

* Non-automatic Ballistic Pistols and Shotguns deal +20% damage and have a chance to stagger opponents.
* Now includes all shotguns, as long as they are NOT in automatic mode
* No longer includes pistols when in automatic firing modes

#1.8.0.BETA-1:141
Perk: Commando
>> Commando (and it's spec) is reworked to act as a universal weapons tree that can benefit being versatile in all weaponry

* Rank 1: A seasoned Commando can deal with any situation. You gain +10 to all Weapon Skills.
* Rank 2: Stick around. Combat Knives and Throwing Knives have a +10% Critical Hit Chance. Throwing Knives now stagger opponents.
* Rank 3: Unlocks the Master Commando Specialization. Ballistic firearms and Combat Knives now have a chance to stagger your opponent.
* Rank 4: You now have +20 to all Weapon Skills. Ballistic firearms and Combat Knives have an increased chance to stagger your opponent.

#1.8.0.BETA-1:142
Spec: Master Commando

* Now adds +5% Critical Hit Chance to all weapons, +10% damage to all automatic weapons (only when in automatic firing mode)
* (the knife bonuses remain unchanged)

#1.8.0.BETA-1:143
Spec: Marauder

* Now deals +15% Critical Hit Chance to melee weapons, instead of +20% damage

#1.8.0.BETA-1:144
Perk: Sneak

* Rank 1 now gives +20 Stealth Skill - available at level 1
* Rank 2 now gives +40 Stealth Skill - requires level 5
* Rank 3 now gives +60 Stealth Skill - requires level 10
* (NEW) Rank 4 gives +80 Stealth Skill - requires level 20
* (NEW) Rank 5 gives +100 Stealth Skill - requires level 30
* Sneak no longer grants trap disarming

#1.8.0.BETA-1:145
Perk: Master Thief

* Rank 1: Your quick hands and sticky fingers make picking pockets easier. You gain +5 Lockpicking Skill per rank, and can now disarm Basic Traps.
* Rank 2: You can now pickpocket heavier and more valuable items. You gain +10 Explosives Skill, and can also place a live grenade in a person's inventory.
* Rank 3: You can now pickpocket moderately heavy and valuable items. You now have +15 Lockpicking Skill.
* Rank 4: You can now pickpocket very heavy and valuable items. You now have +20 Lockpicking Skill.

#1.8.0.BETA-1:146
Perk: Science

* Rank 1: You gain +20 Science Skill per rank. (20 Science Skill allows you to disarm Class-1 Tech Traps and Mines.)
* Rank 2: You now have +40 Science Skill.
* Rank 3: You now have +60 Science Skill.
* Rank 4: You now have +80 Science Skill. (80 Science Skill allows you to disarm Class-2 Tech Traps and Mines.)

#1.8.0.BETA-1:147
Skill: Stealth
>> Stealth is rescaled, so that it isn't as annoying to sneak around at lower levels, but the sneak bonus is reduced

* The benefit of allowing you to sneak at full speed is reduced to 50 skill (down from 90)
* The sneak bonus from stealth skill is greatly reduced on every rank (220 skill is still a very high bonus, and only reachable with the Assassin spec)
* Base agility only gives +1 Stealth Skill per point now (down from 2)

#1.8.0.BETA-1:148
DEVELOPER NOTE: Basically, 100 Stealth skill was what should have been the maximum sneak bonus, and 200 was just way too high. Having the Assassin spec will still give you a significant boost. This should make it so sneaking isn't too easy, yet melee spec can still get a decent bonus for getting up close.

#1.8.0.BETA-1:149
Perk: Critical Banker

* Each rank now gives +10% Critical Hit Damage, instead of 3% Critical Hit Chance

#1.8.0.BETA-1:150
Perk: Gun Nut

* Rank 1 now gives +20 Ballistics Skill - available at level 1
* Rank 2 now gives +40 Ballistics Skill - requires level 5
* Rank 3 now gives +60 Ballistics Skill - requires level 10
* Rank 4 now gives +80 Ballistics Skill - requires level 20
* (NEW) Rank 5 gives +100 Ballistics Skill - requires level 30

#1.8.0.BETA-1:151
Perk: Armorer

* Rank 1 now gives +20 Tailoring Skill - available at level 1
* Rank 2 now gives +40 Tailoring Skill - requires level 5
* Rank 3 now gives +60 Tailoring Skill - requires level 10
* Rank 4 now gives +80 Tailoring Skill - requires level 20
* (NEW) Rank 5 gives +100 Tailoring Skill - requires level 30

#1.8.0.BETA-1:152
Skill: Tailoring

* Now gives 1.0 skill per base strength AND/OR agility, but this bonus maxes at a total of 10.0

#1.8.0.BETA-1:153
Perk: Blacksmith

* Rank 1 now gives +20 Metalworking Skill - available at level 1
* Rank 2 now gives +40 Metalworking Skill - requires level 5
* Rank 3 now gives +60 Metalworking Skill - requires level 10
* Rank 4 now gives +80 Metalworking Skill - requires level 20
* (NEW) Rank 5 gives +100 Metalworking Skill - requires level 30

#1.8.0.BETA-1:154
Perk: Chemist

* Rank 1 now gives +20 Chemistry Skill - available at level 1
* Rank 2 now gives +40 Chemistry Skill - requires level 5
* Rank 3 now gives +60 Chemistry Skill - requires level 10
* Rank 4 now gives +80 Chemistry Skill - requires level 20
* (NEW) Rank 5 gives +100 Chemistry Skill - requires level 30

#1.8.0.BETA-1:155
Perk: Medic

* Rank 1 now gives +20 Medical Skill - available at level 1
* Rank 2 now gives +40 Medical Skill - requires level 5
* Rank 3 now gives +60 Medical Skill - requires level 10
* Rank 4 now gives +80 Medical Skill - requires level 20
* (NEW) Rank 5 gives +100 Medical Skill - requires level 30
* Medic no longer gives any bonus to healing directly, all healing bonuses work through the skill now

#1.8.0.BETA-1:156
Skill: Medical

* (NEW) A skill level of 40 to 180 now improves healing for Bandages, Stimpaks, and RadAway
* Starting at 40 skill, every 20 skill gains 10% healing (80% max)
* Bandages include Medicated Bandages and First Aid Kits too
* Rad-Off and Rad-Chew do NOT work for the bonus healing

#1.8.0.BETA-1:157
Perk: Robotics Expert

* Rank 1 now gives +20 Engineering Skill - available at level 1
* Rank 2 now gives +40 Engineering Skill - requires level 5
* Rank 3 now gives +60 Engineering Skill - requires level 10
* Rank 4 now gives +80 Engineering Skill - requires level 15
* Robotics Expert no longer gives bonus damage to Synths/Robots (it already gives enough bonuses)

#1.8.0.BETA-1:158
Perk: Rad Resistant
>> Rad Resistant is now known as "Hazmat Specialist"

* Rank 1 now gives +10 Radiation Resistance and +1 Fire/Cryo/Poison Resistance, and +10 Explosives Skill and +10 Chemistry Skill
* Rank 2 now gives +20 Radiation Resistance and +2 Fire/Cryo/Poison Resistance, and +20 Explosives Skill and +20 Chemistry Skill

#1.8.0.BETA-1:159
Perk: Aquaboy/girl

* Rank 1: You take -50% radiation damage from swimming, and you swim +15% faster. You also gain +5 Fitness Skill.
* Rank 2: You become totally undetectable while submerged. You take -75% radiation damage from swimming. You now gain +10 Fitness Skill.
* Underwater breathing was removed from this perk (because it makes no sense)

#1.8.0.BETA-1:160
(NEW) Small Diving Tank

* Consumable that allows you to breathe underwater for 15 mins
* Crafted in the Tech Lab, and required Aquaboy/girl rank 1

#1.8.0.BETA-1:161
Perk: Basher
>> Basher is now know as "Revolutionary"

* Rank 1: The revolution is on! You lead by example, and aren't afraid to get up close in the heat of battle. You gain +10 Leadership Skill. Gun bashing does +25% damage.
* Rank 2: You now have +20 Leadership Skill. Gun bashing now does +50% damage and causes additional limb damage.
* (NOTE: This perk may be expanded more in the future)

#1.8.0.BETA-1:162
Perk: Rooted

* Rank 1: The magnitude of incoming staggers is reduced. While standing still, you gain +10 Damage Resistance and your melee and unarmed attacks deal 10% more damage.

#1.8.0.BETA-1:163
Perk: Idiot Savant
>> Idiot Savant is reduced to 2 ranks, and its xp bonus is rescaled to be smaller but more often

* Rank 1: You randomly receive +50% XP from any action. The lower your Intelligence, the greater the chance.
* Rank 2: You randomly receive +50% XP from any action, but the chance is now doubled.
* Rank 3 is removed
* The base chance to get a bonus is now doubled at rank 1, and quadroupled at rank 2
* The reduced chance to get bonus xp at higher intelligence isn't quite as harsh

#1.8.0.BETA-1:164
Perk: Lone Wanderer

* This perk was changed to give DR/ER instead of percentage-based damage reduction

#1.8.0.BETA-1:165
Perk: Awareness

* Rank 1: You can view a target's resistances in V.A.T.S, and the cooldown on the V.A.T.S. Overdrive Module is reduced by 2 minutes. You can now receive ambush warnings without requiring 8 Perception.
* (NEW) Rank 2: Learn from your enemy's mistakes. For every point of Perception, you gain +3% XP per kill in combat (up to +30% XP maximum.)
* Rank 2 requires level 15

#1.8.0.BETA-1:166
Perk: Ghoulish

* Rank 1: You gain +5 Damage/Energy/Radiation Resistance for every 100 rads you have (up to +40 resists maximum.)
* (NEW) Rank 2: You now gain +10 Damage/Energy/Radiation Resistance for every 100 rads you have (up to +80 resists maximum.) (Level 15)
* (NEW) Rank 3: You can now quench your thirst when drinking Nuka Cola, however it makes you more hungry. In addition, Feral Ghouls will sometimes become friendly. (Level 30)
* NOTE: Currently only standard "Nuka Cola" works with this.. I may or may not expand it to other flavors

#1.8.0.BETA-1:167
Perk Capstones

* All perks that require 10 of a SPECIAL attribute are now considered special "Capstone" perks
* Capstones are designed to feel unique and slightly more powerful than most standard perk ranks
* These perks require level 20 and ONLY have 1 rank now
* Many of these perks have been given new bonuses (see below)

#1.8.0.BETA-1:168
Perk: Pain Train (10 Strength - Level 20)

* Pain Train is now known as "Unstoppable"
* When facing only 1 opponent, you gain +15% Critical Hit Chance with melee attacks. While wearing Power Armor, sprinting into standard enemies hurts and staggers them.

#1.8.0.BETA-1:169
Perk: Concentrated Fire (10 Perception - Level 20)

* Concentracted Fire is now known as "Hitman"
* Ranged weapons deal +60% damage to targets under 30% health. In V.A.T.S. every attack on the same body part gains +5% accuracy.

#1.8.0.BETA-1:170
Perk: Solar Powered (10 Endurance - Level 20)

* (NOTE: This perk is not complete yet - will be overhauled better in a future patch)

#1.8.0.BETA-1:171
Perk: Intimidation (10 Charisma - Level 20)

* Fear is a powerful tool. When facing only 1 opponent, they will deal 20% less damage to you. With your gun, aim at any human opponent below your level and gain a chance to pacify them.
* NOTE: Percentage-based damage reduction can actually be very powerful when combined with other resistances. In some cases, it may actually feel like it reduces a lot more than 20%.

#1.8.0.BETA-1:172
Perk: Nerd Rage (10 Intelligence - Level 20)

* (NOTE: This perk is not complete yet - will be overhauled better in a future patch)

#1.8.0.BETA-1:173
Perk: Gun-Fu (10 Agility - Level 20)

* (NOTE: This perk is not complete yet - will be overhauled better in a future patch)

#1.8.0.BETA-1:174
Perk: Ricochet (10 Luck - Level 20)

* Ricochet is redesigned and now called "Luck of the Devil"
* You gain a +5% chance of completely avoiding an incoming attack, and you also gain +5% Critical Hit Chance with all attacks.

#1.8.0.BETA-1:175
Notes on 1.8's Perk Overhauling

* Please note that the perk overhaul isn't quite done yet in 1.8.0, and more will come in future patches!
* I want the Capstone perks to feel more powerful than 1 rank of standard perks, but not TOO powerful - any feedback you have is appreciated!
* A simple reminder: Cannibal and Bloody Mess are purely roleplaying perks - I have no plan to ever buff either of them.

#1.8.0.BETA-1:176
(NEW) Intimidation Perk Disabling

* You can now disable all intimidation activator keys, in case you don't want them or the are conflicting with other keys
* This can be done in the Game Options menu in your Field Kit
* If you disable the option, all relevant perks are disabled: Intimidation, Wasteland Whisper, and Animal Friend

#1.8.0.BETA-1:177
V.A.T.S. Overdrive System
>> The Overdrive system has been overhauled to be more stable, consistent, and informative

* This system is now available immediately, and no longer requires the Awareness perk
* When you active VATS, if the system is on cooldown it will display a message saying how much time is left
* The cooldown displayed is only updated each minute
* The system now tracks your cooldown separately from the perk itself
* The cooldown is activated to the maximum duration when you turn the system on
* There are now 5 perks that can reduce your cooldown (-6 minutes total), including Awareness rank 1
* The base cooldown is 15 minutes
* When you load a save game, it will "reboot" the perk (if enabled), to make sure its running properly (this doesnt reset the cooldown)
* If you're using an existing save in 1.8, you'll need to turn the system on again from your Field Kit

#1.8.0.BETA-1:178
Companions

* Danse's Power Armor actually has good defense now (this was an oversight before)
* Danse's X-01 gives a significant amount of defense over his T60
* Dog body armor no longer gives any DR\*
* DEVELOPER NOTE: I reverted this back to vanilla values, because I actually would prefer dog armor to be purely cosmetic. I know some players might like the idea of upgrading dogmeat's DR with armor, but you could easily argue he would lose the ability to dodge well in heavy armor, so you would gain no actual defense anyway.)

#1.8.0.BETA-1:179
Combat Pets

* The micro-protectron pets no longer use the same body part reduction as stanard ones (this means they don't inherently take -90% damage on their body anymore)\*
* DEVELOPER NOTE: These pets will no longer be overly tanky anymore, however I'd like to hear feedback on how fairly balanced you feel they are now

#1.8.0.BETA-1:180
Companion Perk: MacCready

* Headshot accuracy in V.A.T.S. is increased by 5%, and your Sniper weaponry gains +15% damage against targets under 30% health.

#1.8.0.BETA-1:181
Magazine Perks

* The "Unstoppable" perk is now called "Untouchable", and has a better description

#1.8.0.BETA-1:182
Skill: Melee Weapons

* The limb damage per rank has been reduced

#1.8.0.BETA-1:183
Skill: Heavy Weapons (Fire and Explosives)

* Heavy Weapons skill is now known as "Incendiary Weapons" (so that the vanilla term for "Heavy Weapons" isn't confusing)
* The descriptions clearly state this consists of "Fire and Explosive Weaponry"
* (NEW) When certain grenades or mines explode and hit an enemy, they will now grant Incendiary Weapon Skill\*
* Unlike regular weapon skill gains, the explosives don't need to actually kill the enemy to grant this skill
* You only get credit for the explosion hitting any target, regardless of how many targets it is
* There's a small delay before the skill gains are actually applied, so that any type of multi-explosives won't trigger extra gains
* The following works with this: frag grenades/mines, baseball grenades, handmade mines, pipe bombs, plasma/pulse grenades/mines, nuka grenades/mines

#1.8.0.BETA-1:184

* DEVELOPER NOTE: This new skill gain is somewhat experimental, and it only works on the explosives listed (or explosives that use the same explosion type.) It's coded so that only the player's explosives should give skill (and not NPCs), but this may need more testing in case there's weird situations that occur.

#1.8.0.BETA-1:185
Skill System: Sources of Skill
>> The skill system has been tweaked so that most skills now follow the same basic formula, to reduce confusion..

* (this only applies to non-weapon skills)
* Up to 100 skill can be obtained from the perk chart (usually)\*
* Up to 50 skill can be obtained from magazines
* Up to 50 skill can be obtained from activities/crafting
* Up to 5 skill can be obtained from a Bobblehead
* Up to 10 skill can be obtained from specials
* A few skills also still give some skill from misc sources like Settler Skills, but thats considered an extra bonus
* Weapon skills remain unchanged
* \*(in some cases perks might only net +80 skill, if 20 can be obtained elsewhere, including another perk tree)

#1.8.0.BETA-1:186
Skill System: Active Skill Gains
>> The "Skill Gain Pool" is the amount of skill you're allowed to gain by performing activities and crafting certain items

* (NEW) In the skills menu, there is now a 2nd column of numbers which tells you how much skill gains you have REMAINING in the Gain Pool
* As noted above, most skills will now allow up to +50 skill from activities and crafting (this should be a lot less confusing now)
* When you craft an item that gives skill, there's now a 5 second delay before it shows a message on your recent skill gains
* Crafting specific items now has it's own self-cap for how much skill they can give to your current Gain Pool..
* For example: Crafting cloth linings lets you skill up to 20 pts and then it stops giving skill, but ballistic weaves can go to max
* This cap is for the Gain Pool, so it doesn't matter what your total skill is at (from perks, magazines, etc.)
* Recipes that give skill will be suffixed in the item name as "[+Skill]"
* A suffix such as "[+Skill/10]" means this recipe stops giving skill at 10 points in the Gain Pool
* Generally speaking, if you see no skill gain messages after you craft something, it probably means that item no longer gives skill

#1.8.0.BETA-1:187
Skill System: Weapons

* (NEW) Weapon skill gain messages will now show, but only when you've passed intervals of 10 points of skill
* Weapon skill totals will now update shortly after you gain skill from kills

#1.8.0.BETA-1:188
Bobbleheads
>> Bobbleheads are overhauled, to balance them better and help remove some of the pressure of building characters around them

* The 7 SPECIAL Bobbleheads no longer give SPECIALS, but instead give +1 Perk Point each
* The 7 SPECIAL Bobbleheads are renamed so they don't have a misleading name (the perks are updated as well)
* The skill-based bobbleheads are rebalanced:
* Bobblehead: Tracker - You gain +5 Hunting Skill and +5 Exploration Skill.
* Bobblehead: Trespasser - You gain +5 Lockpicking Skill and +5 Explosives Skill.
* Bobblehead: Physician - You gain +5 Medical Skill and +5 Chemistry Skill.
* Bobblehead: Mechanic - You gain +5 Engineering Skill and +5 Salvaging Skill.
* Bobblehead: Scientist - You gain +5 Hacking Skill and +5 Science Skill.
* Bobblehead: Infiltrator - You gain +5 Stealth Skill and +5 Ballistics Skill.
* Bobblehead: Negotiator - You gain +5 Trading Skill, and +5 Leadership Skill.
* Bobblehead: Craftsman - You gain +5 Tailoring Skill and +5 Metalworking Skill.
* Bobblehead: Soldier - You gain +10 Firearms Skill.
* Bobblehead: Marksman - You gain +10 Sniper Weapons Skill.
* Bobblehead: Cyborg - You gain +10 Energy Weapons Skill.
* Bobblehead: Warrior - You gain +10 Melee Weapons Skill.
* Bobblehead: Arsonist - You gain +10 Incendiary Weapons Skill.

#1.8.0.BETA-1:189
DEVELOPER NOTES: I changed the SPECIAL-based bobbleheads, because feeling forced to go to a specific location to get a specific stat, seemed like a poor game mechanic. Instead, you have more freedom in obtaining bobbleheads in any order. The skill-based ones I don't feel are as forced for your build.

#1.8.0.BETA-1:190
(NEW) Crafted Armor Parts
>> Tailoring and Metalworking now has new universal components that are used in some recipes

* (NEW) Crafted Cloth Lining - Used in various clothing and armor upgrades (skill gains stop at 20.0 points)
* (NEW) Crafted Leather Patch - Used in various clothing and armor upgrades (skill gains stop at 20.0 points)
* (NEW) Crafted Ballistic Weave - Used as the base ingredient for ballistic weaves
* (NEW) Crafted Polymer Plating - Used in various clothing and armor upgrades
* (NEW) Crafted Cleansing Unit - Used in a gas mask upgrade
* Crafted parts are (usually) only accessible through the crafting system, and must be made by the player
* You can craft these parts in the Tech Lab under "Materials"
* Crafting these parts also gives you appropriate skill gains (if you are not capped on skill gains)
* These parts are a 1-way process, and CANNOT be scrapped for raw materials (for balance purposes)
* These parts can either be used in crafting recipes, or sold for caps (if you want to just skill up and ditch extras)
* Crafted Cleansing Units can either be crafted, or purchased on the Trading Market if you're in the BOS (it has a very expensive cost)

#1.8.0.BETA-1:191
(NEW) Crafted Armor Parts: Alloy Plating

* (NEW) Alloy Plating: Steel (3 Grades: Low, Mid, High)
* (NEW) Alloy Plating: Aluminum (3 Grades: Low, Mid, High)
* (NEW) Alloy Plating: Titanium (3 Grades: Low, Mid, High)
* You can craft these parts in the Tech Lab under "Materials (Alloy Plating)"
* Alloy Platings are commonly used in both Power Armor and standard armor upgrades
* Alloy Platings give you a much more flexible way to make use of various grades of alloys\*
* Low Grade Alloy Platings can be made with either Grade-1, 2 or 3 of an appropriate Alloy
* Mid Grade Alloy Platings can be made with either Grade-4, 5 or 6 of an appropriate Alloy
* High Grade Alloy Platings can be made with either Grade-7, 8 or 9 of an appropriate Alloy
* Each grade in each tier gives more platings (ex: Grade-2 gives 2 Low Grade plates, Grade-3 gives 3 Low grade plates)
* Crafting these parts allows you an opportunity to raise your Metalworking Skill
* The higher the grade you craft with, the higher the skill gain is (from grade 1 to 9)
* Crafting low grade plating caps at 10 skill gained
* Crafting medium and high grade platings can be skilled up until the maximum allowed gain
* These parts are occasionally used in other non-armor recipes too
* This new system allows you to choose which grades you want to use in each tier. So if you happen to have a lot more Grade-7, than 8 and 9.. its no problem because anything in that teir can be used for high grade plating. This also allows you to save which grades you want for weapon crafting, and then you can choose to "use up" the non-desirable grades on armor and other crafting.

#1.8.0.BETA-1:192
Ballistic Weaves
>> Weaves are reworked to make the upgrade process more flexible

* "Crafted Ballistic Weaves" can be crafted via 4 different methods now (any):
* 1> Unlocking the recipe the standard way via the RR, which allows you to craft it with raw materials
* 2> Converting an existing Mk1 loose mod item into 1 Crafted Ballistic Weave
* 3> Obtaining rank 8 of "Recipe: Ballistic Weaponry" (which is from collecting magazines and guides)
* 4> Obtaining "Settler Skill: Craftmanship (Rank 2)" (50+ skill), which is having your settlers help you craft it
* Crafting the weave items requires ballistic fiber and other materials

#1.8.0.BETA-1:193
Armor/Clothing Crafting

* (NEW) Eyewear Vision Mod: Corpse Targeting HUD (Tactical) - Low level corpse highlighting mod
* (NEW) Eyewear Auxiliary Slot: A new mod slot that is separate from the "Vision" slot
* Many clothing/armor upgrades are altered, to require nylon (along with other changes)
* Nylon is primarily only found by scrapping leather armor and some types of clothing
* Armor/clothing upgrades are balanced
* Upgrading sizes now requires less tailoring skill
* The "Utility" slot for armor pieces is now shared by all armor types\*
* Most armor upgrades in the armor workbench now have an icon
* Some upgrades use more appropriate materials that actually fit their name
* Many of the simpler armor upgrade recipes require less adhesive
* Most armor upgrades require different rare materials based on the mod (nylon, carbon fiber, alloy, etc.)
* Metal Armor's "Shadowed" mods now give better protection (equal in total value to leather's shadowed mod)
* The "cushioned" clothing mod should no longer conflict with the "raider strengthened limb" mod
* The invisible helmet now has an augment slot
* A few hats that were missing an augment slot now have one
* Raider armor properly has the FO4 paint slot (even though it might not be used)
* The pip-boy now has an icon when viewed in the armor workbench, and is sorted all the way to the bottom (so its out of the way)
* Glasses/sunglasses no longer provide perception (you'll need to mod the utility slot if you want perception on them)
* The "Branded Attire" CC T-Shirts (via the patch) won't appear on NPCs nearly as often as they used to

#1.8.0.BETA-1:194

* NOTES FOR PATCH DEVELOPERS:
* All armor piece "Utility Slot" upgrades use the "ma\_armor\_Universal\_Lining" keywords now, instead of specific armor types
* Armor piece utility mods use the "Metal Armor" data (although you should not modify these)
* All power armor "Utility Slot" upgrades use the "ma\_PA\_Universal\_Misc" keywords, instead of specific PA classes
* Power Armor utility mods use the "T-45" data (although you should not modify these)
* Simply reference how the vanilla armor was modified, so you can add the appropriate keywords to the appropriate pieces
* After you add the universal keywords, you'll then need to disable any recipes (for the patched item) that allow the player to craft utility mods for those specific armors
* This was done so that utility mods all come from 1 single source (which is balanced for Horizon), and there's no need for me (or patch makers) to edit 300 different areas when I make 1 change to a utility mod. It also allows players to transport utility upgrades from 1 piece of armor to another, if they want to change their armor.

#1.8.0.BETA-1:195
(NEW) Target Scanner

* A new eyewear attachment that allows you to scan targets at range to receive information on them
* This mod is crafted in the Auxiliary eyewear slot (i.e. glasses, etc.)
* When you aim at targets (sights or scope), an activator will be available that you use to show an information popup
* The info available is: health, durability %, resistances, vulnerabilities
* NOTE: This activator key will NOT work at the same time as the Intimidation perk commands (which can be toggled off now in the options menu)

#1.8.0.BETA-1:196
Armor Scrapping

* (NEW) Nylon - This new material is used for many clothing/armor upgrades
* (NEW) Mixed Alloy Scraps - This new material can be converted to alloys or used to repair PA
* (NEW) Ballistic Fiber Scraps - This new material can be converted to Ballistic Fiber
* (NEW) Leather Armor and some Clothing now also gives Nylon Threads when scrapped
* (NEW) Combat Armor now also gives Ballistic Fiber Scraps when scrapped
* (NEW) Metal and Raider Armor now also gives Alloy Scraps when scrapped
* (NEW) Synth Armor now also gives Carbon Fiber when scrapped
* (NEW) Various PA pieces can give Alloy Scraps when scrapped (in the Field Kit)
* (NEW) 50 Ballistic Fiber Scraps, 20 Nylon, and 5 Carbon Fiber can be crafted into 1 Ballistic Fiber\*
* (NEW) 100 Mixed Alloy Scraps can be crafted into 2 Steel alloy, 2 Aluminum alloy, and 1 Titanium alloy (all Grade-1)\*
* (NEW) Cotton can be converted to packing material (no requirement) or cloth (tailoring skill 20)\*
* Mixed Alloy Scraps can also be created (in reverse) by converting alloys\*
* Mixed Alloy Scraps are basically replaced in most junk items that used to contain Grade-1 alloys (all 3 types)
* Mixed Alloy Scraps are basically replaced in most recipes that requires Grade-1 alloys
* Carbon Fiber is scaled up in quantity, so that loot gives double the amount and crafting requires double the amount
* Various glasses give carbon fiber
* Broken armor and PA junk items can give some of these materials
* The Field Kit's scrapping system is updated to support these changes\*\*
* All DLCs are updated to use these new changes
* All DLC armor/clothing should now work in the toolkit scrapping
* The "Branded Attire" CC T-Shirts (via the patch) are now scrappable as well
* (All of these recipes are located in the MATERIALS menu in the Tech Lab)
	+ (REMINDER: As always, mod attachments inside of armor/weapons do NOT give you extra scrap in the Field Kit scrapping system)

#1.8.0.BETA-1:197
DEVELOPER NOTE: Mixed Alloy Scraps are a great way to now give standard junk/recipes 1 single common (and much easier to deal with) material source, while at the same time allowing them to optionally contribute to the "advanced" crafting system that requires specific grades of alloys.

#1.8.0.BETA-1:198
Weapon Scrapping

* Most ranged weapons now give 3 parts per weapon, instead of a scaled value based on skill
* Many melee weapons now give better materials, such as alloy scraps
* Some complex mechanical melee weapons now scrap as heavy weapons
* Melee weapons can now be scrapped in the personal toolkit!
* (REMINDER: As always, please keep in mind that mod attachments inside of weapons do NOT give you extra scrap in the toolkit)

#1.8.0.BETA-1:199
Weapon Value and Quality
>> Overall, weapons are currently too good quality (or worth too much) in a world that has such a low population and so many weapons, and this needs better balancing..

* Degraded (-5%) is now worth -50% caps value (down from -10% value)
* Degraded (-10%) is now worth -75% caps value (down from -20% value)
* Deteriorated and Ruined weapons are worth 0 caps value
* You can still repair weapons to "Good Condition" to sell for full caps value, but obviously it costs you materials
* Deteriorated and Ruined weapons will drop way more often now (which is how it used to be before I had those ammo issues awhile back)
* NOTE: Certain enemy types (like gunners) will still have a better chance to have better condition weapons

#1.8.0.BETA-1:200
Weapon Mod Values

* Most vanilla/horizon weapon mods are now set to increase their values equally to the loose mod's value\*
* This means that extracting a mod to sell it separately shouldnt yield any extra caps over just selling the weapon with mods in it
* Values for specific mod types are usually the same across most weapons (ex: all long scopes are the same value, all heavy receivers are the same value, etc.)
* Not everything is fully completed yet, and armor isn't done yet
* Any patched weapons are entirely up to the patch author to set this (it can be a somewhat tedious process)
* Example: A heavy receiver is worth 25 caps value, and when its in the weapon, the weapon itself now increases by +25 exactly

#1.8.0.BETA-1:201
Weapons

* Most sniper weapons have their range increased by various means, to ensure their dominance as long-range weaponry
* Mastercrafted upgrades for Sniper weaponry now require the Sniper perk instead of Rifleman or Future Soldier
* Bolter weapons now increase their range with each receiver upgrade
* Bolt-action rifle long barrels now have increased ranged
* The 9mm bleed damage now takes damage resistance into account
* The bleed damage from ranged weapons made in the ZX-1 Lab now take damage resistance into account (melee weapons are unchanged)
* The Custom Hunting Rifle now properly requires skill for crafting the upgraded firing bolts
* The R5A Machine Pistol is now called the "R5A SMG" and is now considered an SMG, and not a pistol
* Gamma Gun: no longer staggers
* Laser Gun: the ultraviolet barrel should no longer mess with the zoom properties for the reflex sight
* Micro-Sledge: The base damage is lowered (it wasn't supposed to have better physical AND energy damage than a wakizaski)
* Converting Fusion Cells to Heavy Fusion Cells no longer requires copper
* The Railway Rifle only requires 4 strength now
* The Reba rifle has the proper tag now (only if it didn't already spawn in your save game)
* A few loose weapon mods had their values adjusted
* Settler Laser Muskets: should no longer spawn a heavy fusion cell
* The Dorotoxin requirement for melee poisoning was moved from poison II to poison III
* The damage from the lingering fires that flamer weapons leave on the ground/walls has been significantly reduced so that it doesn't effect how the weapon is balanced
* The minigun tri-barrel now only reduces ROF by -15% (instead of 35%)
* .22 LR RAD ammo does more rad damage now, gives more rounds per gunpowder, and gives more rounds when purchased in an ammo pack
* .38 RAD rounds no longer have a penalty to physical damage
* Pipe syringer mods now have properly updated descriptions
* Some melee weapon mods are now properly updated to use metalworking skill instead of perks

#1.8.0.BETA-1:202
Gauss Weapons

* (NEW) Customization Slot - A new slot that allows custom modifications (Horizon's Gauss weapons only, not the vanilla Gauss Rifle)
* (NEW) Recoil Compensation - Reduces recoil (Customization Slot)
* (NEW) Faster Charging - Increases ROF, reduces reload speed, reduces vats cost (Customization Slot)
* (NEW) Sound Suppression - Reduces sound levels (Customization Slot)
* All types of gauss rifles now increase their range with each receiver upgrade

#1.8.0.BETA-1:203
Armor - Value and Quality

* (NEW) Armor Condition: Much like weapons, armor can now have 4 levels of "Degraded" and "Deteriorated".. and can be also be "Ruined"
* Degraded (-10%) reduces base Energy and Rad Resists by -10%, and is worth -50% caps value
* Degraded (-20%) reduces base Energy and Rad Resists by -20%, and is worth -75% caps value
* Deteriorated (-30%) reduces base Energy and Rad Resists by -30%, and is worth 0 caps value
* Deteriorated (-40%) reduces base Energy and Rad Resists by -40%, and is worth 0 caps value
* Ruined (-100%) armor is worth 0 caps value
* Ruined armor cannot be equipped by the player (it still has resists, so that NPCs gain some benefit before its considered ruined)
* Armor conditions are displayed in the item's name the same way that weapon condition works
* Armor conditions in the name are shortened if you use the optional short names addon (same as weapons)
* Medium and Heavy mods on armor pieces add a much smaller amount of value to the item
* Some Medium and Heavy mods on armor pieces are reduced slightly in weight
* The caps value on commonly found clothing has been reduced (rarer clothes are still worth decent caps)
* Vendors should usually sell good condition armor pieces, but occasionally you may find a damaged piece
* (Yes, you can buy clothing and scrap it for nylon, etc.. this is an viable strategy if you want to spend caps)
* DEVELOPER NOTE: Unfortunately I can't find a clean way to reduce physical DR on armor mods, so for now this will work fine. The important part is to degrade the armor (in some way) and devalue the caps value of it.

#1.8.0.BETA-1:204
Power Armor

* (NEW) Reinforcement - A new utility mod which allows you to sacrifice utility for extra defense
* The Lead Plating upgrade in the Utility slot now also adds a small amount of DR/ER
* Most of the PA's DR/ER defense now comes from the Armor Plating (alloy) slot\*
* The Condition slot no longer gives any DR or ER, but still gives health and some other defensive benefits (rad resists, etc.)\*
* The Condition slot varies slightly between the different types of PA
* The Condition slot is fairly cheap now to upgrade (in relation to other upgrade slots), but still requires skill
* Condition upgrades now only require 5 (or less) ingredients so you don't have the annoying scrollbar
* Raider power armor Legs/Arms can now properly use Alloy Plating upgrades (oops, it must have been bugged this entire time)
* Many utility recipes now require skill instead of perks, as well as a few tweaks to material costs
* All PA repairs now use "Mixed Alloy Scraps" instead of specific grades of alloys (this goes really well with salvaging PA and metal armor)
* Limb/Helm repairs are reduced in cost, so they actually match the ratio of defense they give in relation to the torso
* Limb repairs no longer require adhesive, but all repairs require Oil now
* Power Armor requires slightly lower Metalworking now to repair, and in equal amounts to the Science skill it requires
* You'll notice all PA alloy plating upgrades require at least 1 low-grade plating, which is to emulate the "front plating" which gets repairs the most (from alloy scraps)

#1.8.0.BETA-1:205

* DEVELOPER NOTE: This was done to make power armor upgrades less confusing by having your main source of DR/ER come from 1 single source (and it also makes a lot more sense.) The armor plating slot should really be WHERE most of the armor comes from. The condition slot is purely the "guts" underneath, which increase other properties, as well as providing some insulation (for rad/fire/poison/cryo resists.) While the differences between the classes of PA are not very drastic, there are some.. but most of your PA stats come from your own custom upgrades. Pre-war PA that is rusted and worn down, will never be like it was out of the factory.

#1.8.0.BETA-1:206
Crafting

* Specialty ballistic ammo is now separated into it's own menu
* Harpoons, Spikes, and Bowling balls are now grouped with Bolts in the category "AMMO (PROJECTILES)"
* All EC ammo is now grouped together in "AMMO (ENERGY)"
* Crafting many types of specialty ammo now gives skill
* Crafting API rounds require phosphorus instead of oil now
* Crafting standard Missiles requires phosphorus
* Crafting Energy Cells from Power Units by hand is removed (it now requires factories)
* The preview models for grenades/mines in the Weapons Lab is sized better
* You can no longer craft specific hammers, screwdrivers, wrenches, and saws
* Scalpels, scissors, and generic common tools now require Mixed Alloy Scraps
* The recipes (like companion weapons) require cigarette packs instead of cartons (same goes for cigar box to cigars)
* The Field Kit now says heavy fusion cells instead of overcharged fusion cells
* The ZX-1 Lab now says kits are crafted in the proper place
* Jet costs slightly more materials now to craft
* You can now disassemble a Cargo Bot item in the Tech Lab under "DISASSEMBLY"
* Crafting and Building no longer gives tiny bits of xp\*

#1.8.0.BETA-1:207

* DEVELOPER NOTE: Honestly, there is no good way to properly balance it, so getting XP for building simple objects with common materials made no sense at all. XP should really be gained from exploring, fighting, questing, and special tasks. If you really want it back that badly, just make your own FO4edit patch to reverse the change.

#1.8.0.BETA-1:208
Backpacks

* WARNING: Unequip all Horizon backpacks (or patched backpacks) before upgrading to v1.8 from an existing save game.. or your carry weight may be bugged.
* (NEW) Camping Backpack (Double-Slot) - A new backpack, using the backpack mesh from the Traveling Leath Coat
* The carry weight upgrades are rescaled into 4 upgrades now (instead of 3)
* Upgrade 1 = +20 carry weight (+10 in strict mode), requires no skill (default)
* Upgrade 2 = +40 carry weight (+15 in strict mode), requires 20 Tailoring
* Upgrade 3 = +60 carry weight (+20 in strict mode), requires 50 Tailoring
* Upgrade 4 = +80 carry weight (+25 in strict mode), requires 90 Tailoring
* Standard bags only require 10 Tailoring to craft now (60 for clean bags still)

#1.8.0.BETA-1:209
Vaultsuit MK II
>> Horizon's custom Vaultsuit has a few changes:

* (NEW) There are now 4 new colors that have a worn/dirty look that isn't shiny and clean as the other colors
* The colors are: dark blue, crimson, black, and dark green
* All npcs in Vault 81 will now use these 4 colors (which makes them look more appropriate), instead of the previous clean colors they had
* All existing clean colors still exist, although some are now moved to new color mods
* Some of the default color mods may have changed, but you can change back to your clean color via the workbench if you wish
* The dirty dark blue color is the standard default color now

#1.8.0.BETA-1:210
Items

* (NEW) Ballistic Vest Scraps (junk item found in some rare loot lists that contains ballistic fiber scraps)
* (NEW) Candles - junk item that gives Wax; can drop in various contains and on some npcs
* (NEW) Teddy Bear (Army) - junk item that gives ballistic fiber scraps
* (NEW) Teddy Bear (Cowboy) - junk item that gives nylon
* (NEW) Teddy Bear (Gladiator) - junk item that gives alloy scraps
* (NEW) Teddy Bear (Sunglasses) - junk item that gives carbon fiber
* (NEW) Appliance Hose - Junk item added to the appliance scrapping system
* Scrapping Fishing Rods in the Tech Lab also give Nylon now
* The loot addon replaces many placed teddy bears in the world with these new bears
* Most junk items that gave Grade-1 alloys before, now instead give "Mixed Alloy Scraps"
* Many junks items had their names tweaked to sort nicer
* Oven Mitts can contain small amounts of ballistic fiber scraps
* Shipments of Ballistic Fiber (25) no longer spawn on vendors, but are replaced by a shipment of (5) which spawns more often
* Augments now have no weight, so you don't feel compelled to put them in the workbench (in which you risk the vanilla FO4 X+ bug as with any loose mod attachment)
* Locked toolboxes now have their own loot table based on toolboxes, including 1 extra guarateed tool
* Some locked containers now have at least 1 extra junk item (even if its low quality)
* Tin Cans give 1 steel and 1 tin now
* "Can" gives 1 steel now and is called "Steel Can"
* Aluminum Cans only give 1 aluminum now
* Pencils contain graphite instead of lead
* Rat Poison contains phosphorus instead of asbestos
* Prototype Missiles give phosphorus
* Scrapping standard Missiles gives phosphorus (in addition to it's other materials)
* Comfy Pillows and Cotton Yarn now contain cotton
* Some junks had its component counts slightly altered
* Radstag Roast now gives a DR buff instead of carry weight
* A few food buffs have been slightly adjusted

#1.8.0.BETA-1:211
Nuka-Cola

* (NEW) Nuka-Cola (Purified) - Contains no rads and quenches the full thirst of it's caps value
* Nuka-Cola (Purified) can be crafted through the new Chemical Factory system, and requires 2 standard Nuka-Colas + other ingredients
* All types of Nuka-Cola (except Quantum), can be "scrapped" into standard Nuka-Cola in the Field Kit\*
* Fixed a bug with bethesda's hc\_manager code that was causing Nuka-Colas to reduce more thirst than it was supposed to
* Ice Cola Nuka-Colas are now renamed so the "(Ice Cold)" is the suffix
* REMINDER: Nuka-Colas are supposed to reduce a small amount of thirst, increase your hunger slightly, and give you rads
* This allows you to use any flavored colas (including the DLC ones) in certain recipes

#1.8.0.BETA-1:212
Vendors / Loot

* Vendors will usually no longer sell single bobby pins, but instead sometimes sell a pack of 5 pins
* GN/BOS vendors should now properly sell 5.56mm and a few other ammo packs again
* The Atomic cats paint is only 300 caps now (down from 4000, which was a bloated vanilla value)
* Atomic cats only sells 1 piece of their T-60 armor at a time, and they're all deteriorted now instead of rusted
* Assault rifles roll as automatic more often
* When weapons roll automatic or legendary, they will sometimes have extra ammo
* When disarmed, some dynamic-spawned mines can now give scrap such as explosive material or energy cells

#1.8.0.BETA-1:213
Basic Circuitry / Copper
>> Basic Circuitry is rescaled, and on average is doubled in counts (for most recipes and some junk)

* Basic Circuitry now replaces copper for many basic settlement object recipes\*
* The formula for Power generation devices is usually "1 basic circuitry per power they provide"
* The formula for Water pumps is usually "1 basic circuitry per power they require"
* Lights usually require 1 Basic Circuitry each, but no longer require copper
* Your current supply of basic circuitry is rescaled up as well (since junk items are updated)
* Junk item lamps and light bulbs now give Basic Circuitry instead of copper
* The copper yields found in some junk items is reduced
* Basic Circuitry can be generated by Junk Yards
* This includes commonly used objects such as power generators, lights, and certain other objects. Copper is still used for mainly objects that benefit the player or are considered advanced progression.

#1.8.0.BETA-1:214
Tools (Ingredients)
>> Tools are an immersive part of Horizon's looting and crafting system, and have been expanded to be easier to work with and have become a more interesting part of the environment

#1.8.0.BETA-1:215
(NEW) Common Tools
>> Instead of having to convert tools into "Tool Kits", each tool is now a junk item that counts as 1 generic tool

* "Tool Kits" are now called "Common Tools" (which act as a crafting component)
* Items such as hammers, screwdrivers, etc. each count as 1 Common Tool now
* When you use a recipe that requires Common Tools, it will automatically scrap any valid tools (just like standard junk items)
* Common Tools replace specific saws and other tools in recipes, such as when building steel yards
* A few junk items were converted to common tools: tongs, blowtorches, institute spanners
* (NEW) Hand Torch - A small handheld blowtorch
* You can craft Common Tools with a high amount of Salvaging and Metalworking skill\*
* Recipes to convert tools are removed
* The following WEAPONS will scrap into Common Tools: Pipe Wrenches, Tire Irons, Micro-Sledges, Sledgehammers, Ball-Peen Hammers
* DLC tools are converted to use the new system

#1.8.0.BETA-1:216
(NEW) Precision Tools
>> Instead of requiring specific tools for medical services and upgrades, it now uses a generic component

* "Precision Tool" is a new component that can be found in some junk items
* The following tools count as Precision Tools: Scalpels, Scalpels (Surgical), Scissors, Scissors (Surgical), Bonesaws, Bone Cutters
* The tools above are converted into junk items which contain the new component
* Every valid tool counts as 1 Precision Tool
* Recipes now that required specific medical tools now require Precision Tools instead
* A few junk items were converted to Precision Tools: bone cutters, institute injectors, tri tools, tweezers, and cauterizers
* You can craft Precision Tools with a high amount of Engineering and Metalworking skill\*

#1.8.0.BETA-1:217
(NEW) Kitchen Tools
>> Various cookware junk items are now classified as "Kitchen Tools"

* Items include: sauce pans, cooking pots, coffee pots, tea kettles, spatulas, etc.
* Most of these items used to give complete trash (like 1 steel), so they now at least serve some type of useful purpose (even if its minor)
* This category consists of cookware that would ideally be "usable and durable" pre-war items, so they serve a good use in this environment
* Some recipes require Kitchen Tools now (such as food vendors)
* Kitchen Tools can also be "dumped" in the Trading Market, by trading them to a trader for useful resources
* Generally speaking, these items aren't difficult to acquire, but they add some immersive flavor to loot and trading
* The following WEAPONS will scrap into Kitchen Tools: Spatulas, Frying Pans, Weighted Coffee Pots, Rolling Pins
* You can craft Kitchen Tools with a high amount of Metalworking skill\*
* NOTE: Since coffee pots were a source asbestos, other junk with asbestos has been INCREASED to give more asbestos now
* (Items such as glassware and dishware are unchanged, and will remain as items which give glass and ceramic.. which already serves its purpose)

#1.8.0.BETA-1:218
(NEW) Simple Tools
>> Simple janitorial/household type tools are now classified as "Simple Tools"

* Items include: shovels, hoes, mops, brooms, paint brushes, plungers
* Most of these items used to give complete trash (like 1 steel or wood), so they now at least serve some type of useful purpose (even if its minor)
* A few recipes require Simple Tools now
* Simple Tools can also be "dumped" in the Trading Market, by trading them to a trader for useful resources
* You can craft Simple Tools with a moderate amount of Survival skill\*
* The following WEAPONS will scrap into Simple Tools: Shovels, Hoes, Brooms, Plungers, Mops

#1.8.0.BETA-1:219

* NOTE: Crafting these tools from raw materials is considered an end-game thing, in case your exploring/loot starts to slow down at high levels.

#1.8.0.BETA-1:220
(NEW) Educational Material

* Many books (the ones you sell for caps) now provide an "Educational Material" component
* Educational Material is used in certain recipes and settlement crafting
* Different books provide different amounts of Educational Material (ex: a math book gives more than a literature book)
* These books can still be sold for caps, if you don't care about using them in crafting/settlement recipes
* Each point of Educational Material is worth 10 caps value (whether its in the books, or the scrapped Educational Material)
* When you put magazines/guides into the outgoing Mailbox (for pre-war money), you now also get 1 Educational Material each\*
* Some items that grant XP upon consumption, will also give you Educational Material when you consume them
* BOS Technical Documents can be converted into Educational Material in the Tech Lab under Materials
* Scavenger job missions can yield a random book each mission (it can be a ruined book or a useful book)
* Many books now have new graphical models
* 7 new types of books are available from loot (ex: different types of math, history, and science books)
* This is basically like writing down the info you learned, and then selling the original magazine to a trader

#1.8.0.BETA-1:221
Lock Breaching

* All lock breaching tools have been renamed, so they are easier to read and understand what they work on
* Lock breaching tools that can open up novice/advanced locks are suffixed as [Advanced]
* Lock breaching tools that can open up novice/advanced/expert/master locks are suffixed as [Master]
* Crafting locksmith tools no longer gives any skill gains
* Crafting auto-hackers now gains Science skill
* Explosive Charges requires less explosive material and it requires 1 basic circuitry instead of advanced circuitry
* Locksmith Tools require graphite instead of a Common Tool
* Some minor tweaks to the other recipes
* Requirements to craft breaching devices is changed, so that the skill required is more based on the non-lockpicking skills
* Tier 1 of the tools, requires no lockpicking skill now (this lets you actually use T1 tools at lower levels)
* Tier 2 of the tools, still requires some lockpicking skill
* All types of Tier 1 tools can sometimes be found in some loot

#1.8.0.BETA-1:222
Grenade Throwing Arc

* If you have the Greande Arc enabled, it should no longer appear for throwing knives and micro-drones
* If you wish to add this feature to external weapon mods (or your own tweaks), just add the keyword "WeaponTypeDisableArc" to any grenade item (never add it to a regular weapon, unless you want it to purposely block ALL grenade arcs for some reason)

#1.8.0.BETA-1:223
Desolation Mode vs Default Horizon
>> Due to confusion that many casual players have, I'm revising how default Horizon is scaled vs Desolation Mode

* Vendors: Most ammo packs, gunpowder, and energy cells are now cheaper in non-Desolation mode
* Doctors: Costs for curing is 50% less in non-Desolation mode

#1.8.0.BETA-1:224
DEVELOPER NOTE: If you find these changes make the game too easy, you might want to consider using Desolation Mode, as the point of that addon is to make resources/caps/ammo worth something. Desolation Mode was always intended as the "old school" Horizon survival balance, and that's what it's there for. You can also make your own custom patch for Desolation Mode (in fo4edit its pretty easy) if you want to tweak some of the Desolation values to your own liking. That's why I made many of the global variables in there.

#1.8.0.BETA-1:225
NPC AI Behavior

* NPCs will no longer eject from Power Armor just because the core is shot out
* Many ranged humanoid enemies can no longer unrealistically dodge projectiles (such as crossbow bolts or missiles)
* Some melee enemies had their dodge slightly reduced (but not removed)
* More types of synths can now dodge projectiles (instead of just a few specific types)
* Molerats and radscorpions should burrow less frequently
* Most deathclaws (the types who can't grab you) have reduced dodge now
* Mythic deathclaws (who CAN grab you) have no dodge now, but deal increased damage

#1.8.0.BETA-1:226
NPCs

* (NEW) Minuteman Gunslinger - One of the minutemen types that was unused is now a pistol user with its own random outfit
* NPCs in Power Armor should now have better balanced defense (in most cases, they will be much tougher now!)
* NPCs in Power Armor will now drop random "Power Armor Frame Scrap" junk items, which acts as salvage from the destroyed frame
* Raider's chatter frequency has been increased from 15/30 to 60/120 seconds (let me know if these tweaks even seem to work properly)
* Super Mutant minigunners now use their own custom combat style, instead of using the same default one all of them use in vanilla
* Super Mutant minigunners now have much lower accuracy
* Super Mutant rifle users now have slightly lower accuracy
* Some ranged Super Mutant Butchers should now properly use standard rifles instead of sniper rifles (Enforcers are the snipers)
* When legendary humans drop legendary parts, they now have a small chance to drop robot/synth-specific parts
* Phyllis Daily's hair is changed to a gray color
* Deezer is now considered neutral and not associated with Covenant's faction
* Honest Dan now has lower resists, but instead takes reduced damage from other NPCs
* The lowest type of Stingwings and Bloatflies, are now labeled as "Hatchlings" and are weaker
* Hatchlings appear less frequently than the 2nd type of each insect

#1.8.0.BETA-1:227
Dynamic Traps

* (NEW) You can now disable/enable dynamic traps separately from the dynamic encounters system
* (NEW) Each time you disarm a trap stage, the countdown beeping will reset and become slower each stage\*
* (NEW) Each disarming stage requires skill now (which increases each stage)
* (NEW) If you have player comments turned ON, when you successfully disarm the trap the character will make a random comment
* If the countdown gets low in any particular stage, the character makes a random "close call" comment instead of the standard one
* If you do not have the proper skill, the character will make a random comment about not being able to do it
* Disarming stage 1 usually requires Explosives Skill (20)
* Disarming stage 2 usually requires Explosives Skill (40)
* Disarming stage 3 usually requires Explosives Skill (60) (NOTE: not all traps have a 3rd stage)
* The activator button text will change to show if your attempt at disarming failed due to lack of skill
* A notification message will also display explaining your lack of skill, and how much you have vs what is required
* Disarming each stage has a small activation delay now, so you can't spam through it
* NOTE: The code for the dynamic traps was altered to support these new features, so it will need some testing (please report any bugs!)

#1.8.0.BETA-1:228

* DEVELOPER NOTE: This now makes the disarming MUCH smoother, and less confusing and frantic. So basically if you can successfully disarm a stage, you'll get more time now to disarm further stages (or more time to run away if you can't disarm further stages!)

#1.8.0.BETA-1:229
Dynamic Encounters

* Encounters will spawn slightly closer now
* The perception required for warnings is now 8 (up from 7)
* If you have MAX enabled, it will warn you of incoming enemies

#1.8.0.BETA-1:230
Alternate Revival System

* (NEW) If you have the Pip-Boy options enabled for Player Voicing, the character will randomly make a comment when reviving
* (NEW) Certain locations (faction hq's, and a few other areas) will instead kill you and require you to reload a save game
* (More locations will be added as needed, please let me know if you run into any quests/areas that should probably just kill you instead of reviving)

#1.8.0.BETA-1:231
Healing

* Combat Stimpaks and Ultra Combat Stimpaks give the appropriate threat gains in desolation mode now
* Bandages and Medicated Bandages no longer heal very small amounts of leg wounds (it was somewhat buggy)
* RadAway Chew is now known as "Rad-Chew"
* (Note that first aid kits still heal some wounds, and adrenaline injectors heal a very small amount of leg wounds)

#1.8.0.BETA-1:232
(NEW) Sleeping and Healing Warning/Blocker
>> A new feature allows messages to be shown over beds when you're healing, in order to prevent you from wasting bandages by accident

* There are 3 options for this system located in the Horizon holotape
* 1> Show Waring (default) - This adds a warning on the 2nd activator button
* 2> Block Sleep - This disallows you from even using the sleep button until you no longer have a heal on you
* 3> Disabled - this removes any button changes
* REMINDER NOTE: It's currently not possible to sleep without wasting your current heal buff. This is a limitation of the game itself and how buffs works.

#1.8.0.BETA-1:233
(NEW) Save Options at Beds
>> A new feature that goes along with the warning system, and adds an option at beds to save your game without sleeping

* There are multiple options in the Horizon holotape for this
* 1> Stagger 1 permanent save every 5 autosaves
* 2> Stagger 1 permanent save every 15 autosaves
* 3> Stagger 1 permanent save every 30 autosaves
* 4> Always do a permanent save
* 5> Disabled (removes the 2nd menu option at beds)
* Saving at beds requires that you are NOT in combat
* When you have an active healing buff on you, the button will show "Save Game" plus the warning after it
* There's a 30 second cooldown on saving, mainly so you don't accidentally save again

#1.8.0.BETA-1:234
Loot Respawn Addon

* All Malfunctioning Fusion Cores have been reverted back (again) to junk items instead of the damaged ammo
* The old ammo cores can be exchanged in the "ITEM CONVERSION" menu in the Tech Lab
* Malfunctioning Fusion Cores now come in various forms, with different amounts of materials in them
* Most Malfunctionig Fusion Cores now give various amounts of Energy Cells
* Some Malfunctioning Fusion Cores now give a Fusion Casing
* NOTE: Yes, the fusion generators aren't supposed to "turn off" when you extract the cores. Both the core and the generator are malfunctioning.

#1.8.0.BETA-1:235
Enhanced Home Plate Addon

* (NEW) There is now a panel by the Diamond City gate exterior, that lets you travel directly into Home Plate (as well as an exit back out)
* Many of the crates/shelves in the middle area of the first basement room have been permanently removed
* The fog is reduced, so that it looks more natural at close range

#1.8.0.BETA-1:236
Enhanced Settlements Addon
>> The ultimate goal of this addon, is to make every standard FO4 settlement feel fully polished, and give you options to remove buildings OR use them (without fear of accidentally scraping walls)
>> This includes changes like fixing up buildings that feel like they are just too smashed up to use, but at the same time still keep them beat-up enough that they properly fit into the environment
>> Many new changes below have been done to this addon to help reach this goal:

#1.8.0.BETA-1:237
(NEW) Enhanced Settlements: Scrap Cleanup Station
>> This new buildable station allows you to access a menu to help cleanup/manage scrap in settlements!

* Hide/Show Workbench: This option allows you to hide or show any workbench in any settlements\*
* Remove Corpses: This option will remove NPC corpses only if they are actually dead (unlike manual scrapping)
* WARNING: Any items left on the corpses will be deleted, so loot them first!
* Hide Prefab Houses: Allows you to scrap buildings that are normally blocked from manual scrapping\*
* Hide Prefab Houses: There are no scrap materials given/required for hiding/showing prefabs
* Hide Prefab Houses: Allows you to toggle 3 different layers, depending on the settlement's specific options
* Hide Prefab Houses includes many buildings in various settlements (more info further below)
* Restore Prefab Houses: This allows you to undo removing these particular buildings
* Scrap All Categories: This will scrap everything in every category below
* Scrap Shrubs, Plants, Vines, and Leaves
* Scrap Trees and Small Rocks
* Scrap Debris
* Scrap Candles, Decorations, and Signs
* Scrap Furniture/Junk Objects
* Scrap Structural Pieces
* Remove All Invisible Markers and Effects
* Objects that are purposely NOT scrapped: Containers, Activators, Prefab Buildings (usually), objects that give complex scrap outputs
* The cleanup process has a limited range, so in really large settlements you may need to move the garbage can to another area to scrap more objects
* This is not supposed to be as thorough as "scrapall" works. Not all objects in settlements will be removed (on purpose)
* Not all scrap yields are exactly the same as manually scrapping, but its close enough that it won't matter
* Obviously in some cases some objects leftover will be floating in the air, and its up to you to deal with that
* NOTE: Some corpses may not auto-scrap due to quest triggers (I'm looking to fix this - until its 100%, I'll still allow manual corpse scrapping for now)
* NOTE: If you already scrapped prefabs in a previous save game, you can't use the "restore" feature for buildings

#1.8.0.BETA-1:238

* These features replace some of the "access panels" located in some settlements, while expanding these features even further

#1.8.0.BETA-1:239
(NEW) Enhanced Settlements: Settlement Buildings Toggle System
>> Many settlements now have non-scrappable structures which can be hidden/shown via the Cleanup Station

* By having non-scrappable buildings, this allows you to no longer worry about accidentally scrapping pieces of buildings you want to keep
* If you don't want these structures, simply use the station and hide them
* Hidden structures can be restored at any time, provided you didn't permanently scrap them prior to v1.8
* This system works similar to the bridge panel in sanctuary, except it can work at any settlement using the Cleanup Station
* Valid settlements have anywhere from 1 to 3 layers which can be hidden/shown, which gives you multiple options
* Hiding/restoring buildings does not give or require any materials
* Some settlements take longer to process when hiding or showing buildings
* Some settlements were given extra scrap to make up for the loss of material from scrapping buildings (i.e. Sanctuary debris gives more now)
* NOTE: You may see the LOD meshes for buildings/trees/etc pop in for a few seconds while the system is removing/restoring buildings, but its only temporary and will disappear in a few seconds

#1.8.0.BETA-1:240
>> The following settlements now use the Cleanup Station to hide/restore the prefab houses and buildings:

* Sanctuary: All houses and their fixtures (note: this can also be done at the bridge panel too)
* Starlight: The projector screen (and its staircase)
* Red Rocket: The RR building (and its doors/switch)
* Abernathy: The electrical tower
* Covenant: All houses
* Egrets: Middle buildings and warehouse building
* Sunshine: Warehouse buildings (layer 1), Cabins (layer 2), Signs (layer 3)
* Taffington: Main house (layer 1), Warehouse boathouse (layer 2), slanted roof -> flat roof (layer 3)
* Spectacle Island: Warehouse building
* Jamaica Plains: Some of the residental houses

#1.8.0.BETA-1:241
Enhanced Settlements: Settlement Upgrades
>> The upgrade panels in certain settlements have received some improvements

* Some upgrade panels can now be used more than once to upgrade through different upgrade options
* Settlement upgrades no longer require materials\*
* Some buildings can be hidden by the panels OR the Cleanup station

#1.8.0.BETA-1:242
\* DEVELOPER NOTE: This was removed because of a few technical problems. Generally speaking, the materials required aren't anything special anyway, so it didn't add much to the gameplay. You still have to own the settlement before being allowed to use the panels.

#1.8.0.BETA-1:243
Enhanced Settlements: Sanctuary

* (NEW) The access panel at the bridge now allows you to upgrade the roofs on houses!
* (NEW) The access panel can be used 3 times: 1> Repair roofs, 2> Remove Houses, 3> Assemble Houses (default)
* The repaired roofs have solid surface like the pre-war houses, except they match the post-war textures
* If you want to remove the houses completely, you can now do so in the Scrap Cleanup Station (Main Layer)
* NOTE: If you scrap the houses in the tool while they have the repaired roofs, you'll need to "unrepair" them at the panel first

#1.8.0.BETA-1:244
Enhanced Settlements: Sunshine Tidings

* (NEW) You can now choose to repair all the cabins from an upgrade panel by the workbench!
* All repaired cabins are replaced with a better fixed up mesh that doesn't have a smashed left side deck
* You can also use the panel again to revert back to the default cabins if you wish
* If you want to remove the warehouse buildings, you can now do so in the Scrap Cleanup Station (Main Layer)
* If you want to remove the default cabins, you can now do so in the Scrap Cleanup Station (2nd Layer)
* If you want to remove the signs separately, you can now do so in the Scrap Cleanup Station (3rd Layer)

#1.8.0.BETA-1:245
Enhanced Settlements: Taffington Boathouse

* (NEW) There is now a restored roof on top of the house
* If you want to remove the main house, you can now do so in the Scrap Cleanup Station (Main Layer)
* If you want to remove the warehouse boathouse, you can now do so in the Scrap Cleanup Station (2nd Layer)
* If you want to remove the slanted roof (making the roof flat instead), you can now do so in the Scrap Cleanup Station (3rd Layer)

#1.8.0.BETA-1:246
(NEW) Enhanced Settlements: Hangman's Alley
>> The central and corner buildings in Hangman's Alley now has full interiors!

* The central building contains 4 floors total, so there's plenty of room inside
* The corner building (which is completely redesigned) contains 3 floors total
* It has full navmeshing for settlers to path inside (it should be nearly perfect, but let me know if there's any weird spots)
* It comes decorated with some debris and junk inside that you can scrap normally
* There's a light switch near the front door of the central building, which allows you to turn off the lobby lights
* The corner building is abandoned and has no lights and only a small amount of debris
* NOTES: Currently, I'm not adding interiors to other buildings, as many of the buildings are on the edge of areas I would like to avoid as buildable areas. I do have plans to possibly allow those buildings to be used for Tenants though!

#1.8.0.BETA-1:247
Enhanced Settlements: Changes/Additions
>> WARNING: Before updating to v1.8, read the notes below on settlements that have slightly REDUCED buildable areas\*\*\*

* Shrubs, leaves, and vines no longer give any scrap (theres too much of it to balance properly)
* The amount of wood that many types of trees give is reduced (mainly because you can scrap so many trees now)
* Candles give wax
* Wild plants (that weren't in vanilla scrap recipes) will now give their appropriate item when scrapped
* Oberland: Now has a new custom border graphic
* Oberland: The buildable area to the north and south are slightly REDUCED to fit inside the cells better\*\*\*
* Oberland: The buildable area to the east and west are expanded further
* Oberland: Many of the large rocks are now scrappable
* Oberland: Some of the patches of dirt are fixed so they aren't sticking up
* Oberland: There should no longer be any "dead zones"
* Oberland: The building can be toggled separately in the new Cleanup Station
* Sanctuary: Now has an expanded buildable area with custom border graphics (extends the east and west areas)
* Sanctuary: The borders were chosen so that they fit inside of certain cells, to minimize precombine breaks (i.e. better performance)
* Sanctuary: Some of the tree mounds are now scrappable
* Sanctuary: A vanilla dead zone near the south side was fixed
* Sanctuary: The houses can be toggled separately in the new Cleanup Station (includes doors/fixtures too)
* Sanctuary: Some foundations can be left intact in the new Cleanup Station by using the "Secondary" prefab scrap options instead
* Abernathy: Now has an expanded buildable area with custom border graphics
* Abernathy: The invisible collision ramps are removed
* Abernathy: The large electrical tower can be toggled separately in the new Cleanup Station
* Abernathy: Most wild plants were moved outside of the build area
* Abernathy: Some of the default cells that weren't properly setup for Abernathy, are now working properly
* Covenant: Now has an expanded buildable area with custom border graphics (extends the east and west areas)
* Covenant: The borders were chosen so that they fit inside of certrain cells, to minimize precombine breaks (i.e. better performance)
* Covenant: The brahmin trough and fire are unscrappable, so the roaming merchants can still interact with the area
* Covenant: The light beams from one of the construction lights is disabled
* Covenant: The houses can be toggled off separately in the new Cleanup Station (includes the doors too)
* Taffington: The house itself is now reserved from scrapping and fixed up!
* Taffington: The house can be toggled off separately in the new Cleanup Station
* Taffington: The roof can be toggled off separately in the new Cleanup Station (using the 2nd layer) if you want a flat roof instead
* Taffington: The warehouse-style boathouse is now reserved, so it can/will be scrapped normally
* Country Crossing: Now has a new custom border graphic
* Country Crossing: There should no longer be any "dead zones" for location flags
* Country Crossing: You can now scrap some of the large rocks there
* Outpost Zimonja: Now has an expanded buildable with custom border graphics
* Outpost Zimonja: Some of the rocks are now scrappable
* Outpost Zimonja: The pond is fixed so theres no jagged edges of water
* Outpost Zimonja: Wild Tarberries are no longer scrappable so they will permanently stay in the pond\*\*
* Outpost Zimonja: The other wild plants were moved outside of the settlement, so they still exist
* Outpost Zimonja: The lights and orange mist above the workbench is removed
* Egrets: The buildable area is expanded
* Egrets: Cleaned up a few misc things, including the hanging power lines, rust stains, and oil pools
* Coastal Cottage: The buildable area is greatly expanded (the default was so terrible)
* Coastal Cottage: Fixed a few cracks in the ground
* Warwick: The buildable area is expanded out into the water
* Warwick: The navmeshes are fixed to work with the existing changes to the platforms
* Somerville: The buildable area is greatly expanded (includes some of the water area too!)
* Somerville: The buildable area on the east side is reduced so it fits inside of the cells better\*\*\*
* Somerville: The rare encounter is moved southeast so it isn't inside of the settlement
* Finch Farm: The buildable area is expanded (with actual access to the beach and water)
* Finch Farm: The lamps and candles are now off
* Finch Farm: The main part of the highway remains intact, but you can manually scrap the collapsed pieces
* Finch Farm: If you want to remove the main highway, you can scrap it through the Cleanup tool
* The Slog: Now has a new custom border graphic
* The Slog: The buildable area is REDUCED to fit inside of the cells better\*\*\*
* The Slog: The counters in the diner are no longer scrappable (only if you didnt already scrap them)
* The Slog: The outside diner counters on one side has the bigger counters like the other side (so it fits the vendor mats better)
* The Slog: The shutters in the diner are raised up
* Graygarden: The vanilla buildable area was slightly REDUCED to fit inside of the cells better\*\*\*
* Graygarden: The tree cluster and car are now scrappable
* Boston Airport: Now has a new custom border graphic
* Boston Airport: You can now scrap the large rubble
* Boston Airport: One of the missing jersey barricades is now scrappable
* Murkwater: All of the extended buildable areas should have properly flagged locations now
* Starlight: The hanging telephone wires on the east side are removed
* Starlight: The entrance should now be properly flagged as a Starlight location (and not a dead zone)
* Starlight: Some of the diner shutters are raised up so the counters are usable for vendors
* Starlight: The projector screen can be toggled separately in the new Cleanup Station
* Sunshine: The buildings can be toggled separately using multiple layers in the new Cleanup Station
* Sunshine: The signs on the central building are now unscrappable, but can be toggled off
* Sunshine: The invisible collision around the silo areas is now removed
* Sunshine: One of the broken doors was replaced with a real door
* Sunshine: The roofs on the warehouses no longer have large holes
* Sunshine: One of the fallen trees was moved so it doesn't stick into the cabin
* Sunshine: One of the cells is properly flagged as a Sunshine Tidings zone
* Jamaica Plains: The main building now has a 2nd story, since the house connected is now in the toggle system
* Jamaica Plains: The house near the church is fixed up a bit, so it feels more usable by default
* Greentop: The house uses the new repaired roof by default, and the house is now part of the toggle system
* TODO: I still want to polish up the border graphics, some are temporary or hastily placed just so you have a visual for now

#1.8.0.BETA-1:248
\*\* DEVELOPER NOTE: I did this because wild tarberries seems semi-rare, so this lets you keep some in your settlement, as a special landmark bonus for owning that settlement

#1.8.0.BETA-1:249
\*\*\* DEVELOPER NOTE: You'll notice that I reduced a few borders slightly, and this was done for performance reasons and cleaner location areas. While its unlikely, you could have objects stuck outside of the border after upgrading, but be aware of this ahead of time.

#1.8.0.BETA-1:250
Enhanced Settlements - DLC

* Added plants and a few misc items to the scrap lists for Far Harbor
* Longfellow's Cabin: Should be clear of unscrappable debris
* Dalton Farm: Should be clear of unscrappable debris
* Echo Lake: The main building is completely fixed up, so it feels a lot more usable (better floors and some walls)
* Echo Lake: The floors, stairs and other building parts are no longer scrappable so the building isn't all screwed up
* Echo Lake: Should be clear of unscrappable debris

#1.8.0.BETA-1:251
Misc

* A new texture was added for certain books objects so they can have a post-war worn look (i.e. the training desk and writer desk)
* A new texture was added for certain towels so they can have a post-war worn look
* The mesh for the trash debris with the yellow holotape looking trash was modified to hide the yellow piece
* The documentation menu button should properly work in the help pop-ups

#1.8.0.BETA-1:252
(Modder Setting) Custom Threat Multiplier

* (NOTE: This is for players who want to manually make their own ESP override patch)
* The global variable "PlayerThreatLevelMultiplier" is created to allow you to tweak how much threat you get (for stuff like dynamic encounters)
* The allowed range for this is 0.25 to 5.0 (default is 1.0)
* This can allow players to make the dynamic encounters harder if you choose to not use the alternate revival system
* It's not recommended to change this value unless you absolutely know what you're doing!
* (As usual, if you want to change the defaults, make your own ESP with the override, never edit Horizon directly)

#1.8.0.BETA-1:253
Vault 88

* You can now move/scrap/store/craft the default Vault 88 Radio Beacon (this needs testing!)
* Uranium rocks actually scrap into Uranium (and other materials) instead of nuclear material
* You can no longer place solar panels and windmills in vault 88
* You can no longer place medium and large architect buildings inside vault 88

#1.8.0.BETA-1:254
Far Harbor

* One of the far harbor weapons wasn't flagged correctly to drop as loot

#1.8.0.BETA-1:255
(NEW) Balance Patch: Horse Power Armor (CC)

* Balances the Horse PA so that it matches Horizon's values

#1.8.0.BETA-1:256
Weapon Pack Addon

* The varmint rifle and a few others should now drop again from NPCs
* The varmint rifle receivers now have the proper display order and requirements in the workbench
* The riot shotgun now uses the same ammo swap menu system as the combat shotgun
* Some of the mod values were adjusted to match the new balancing

#1.8.0.BETA-1:257
Homemaker Patch

* Some recipes had their advanced circuitry converted to basic circuitry
* Vendors and power generators are no longer buildable, since Architect has similar utility features and updating these is unnecesary work

## Horizon 1.8.0.BETA-4

#1.8.0.BETA-4:1
Equipment Scrapping on Corpses

* The auto-loot option will now include tools, grenades, mines, and stuff like bobby pins (if you have the option enabled)

#1.8.0.BETA-4:2
Resource Station

* When you active the station menu, it will now block the station from being used again while the menu system is currently open

#1.8.0.BETA-4:3
Tenants

* The textiles factory should now properly act as a textiles factory instead of chemical factory

#1.8.0.BETA-4:4
Settlements

* The vanilla scavenging station can now be scrapped if you already had one in an old save game

#1.8.0.BETA-4:5
Items

* The Bobbleheads should now properly give you +1 perk point instead of the old SPECIALs (a file was missing)
* The Blast Radius junk item now has the same components in the DEFUI tags addon
* Irradiated Thistle should now properly work when you try to harvest them

#1.8.0.BETA-4:6
Field Kit

* The survival stats menu now shows your exact numerical XP and XP needed to next level

#1.8.0.BETA-4:7
Sanctuary

* A random bug should be fixed, where it sometimes didn't render the default roofs and player house (I'm not even sure why it sometimes bugged out the way I had it before.. it doesn't really make sense, but this engine is strange, and I think the latest FO4 patches could have broke stuff.)

## Horizon 1.8.0.BETA-5

#1.8.0.BETA-5:1
Scrapping

* Field scrapping vehicles and machines now says "-1 Common Tool" instead of tool kits

#1.8.0.BETA-5:2
Skills

* Advanced/Expert locks/terminals can now properly be unlocked at 20/40 skill
* Master locks/terminals are lowered from 80 to 60 skill
* Lockpick/Hacking skill perks no longer show the tier in the name itself

#1.8.0.BETA-5:3
Settlements

* The leased parts factory now has a proper power connector

#1.8.0.BETA-5:4
Enhanced Settlements

* The blue carpet floors and stairwells will now allow workshop objects to be placed on them

#1.8.0.BETA-5:5
DLCs

* A few recipes that used outdated components are fixed

#1.8.0.BETA-5:6
CC Shotgun

* Now properly uses the new shotgun parts

## Horizon 1.8.0.BETA-6

#1.8.0.BETA-6:1
Chlorine

* (NEW) A new recipe is added to the Chemical Factory to extract Chlorine from Salt
* Unlike the manual process, the factory recipe only requires half the salt, and also gives Hydrogen
* The factory recipe requires 40 Chemistry Skill to unlock
* The ingredients required for the manual chlorine extraction recipe are altered
* Salt is added to a few more loot sources

#1.8.0.BETA-6:2
Startup

* The Sanctuary cellar safe now has 1 bottle of chlorine
* The Sanctuary cellar safe now always gives a pre-war magazine, instead of a random guide or magazine
* The Sanctuary cellar now has a Custom SMG instead of a pipe gun (since its supposed to be pre-war based loot)

#1.8.0.BETA-6:3
Food

* The exotic ground meat recipes are now properly upgraded to the v1.8 scaling
* Ground meat soups use slightly less meat, and ground meat stews use slightly more

#1.8.0.BETA-6:4
Items

* Degraded and Deteriorated armor no longer has a weight reduction
* Weapon parts now weigh more

#1.8.0.BETA-6:5
Crafting

* Weapons/Armor/PA slots will now sort better in the workbenches (thanks Worsin!)\*
* The contracted work version of the Cargo Bot now requires the proper materials
* More tweaks on this will be made in the future, and possibly more icons for weapon/PA slots (so they look like armor does)

#1.8.0.BETA-6:6
Wilson (Cargo Bot 1-X)

* Moving items to Wilson should now cover all junk items and components

#1.8.0.BETA-6:7
Skills

* A possible bug was fixed where it wasn't showing skill update messages
* Recent individual skill update messages will now attempt to "retry" if they were rejected during a full skill update (like when you load a save or close the perk chart)

#1.8.0.BETA-6:8
Settlements

* The Command Tower guard post should now have the proper crafting material requirements

#1.8.0.BETA-6:9
Field Scrapping

* (NEW) When scrapping items from a corpse, it will equip the corpse with a pair of long johns, so there aren't naked bodies everywhere
* (Currently, there is no menu option to turn this off yet, but it can be toggled with the global variable "Z\_Arc\_Setting\_SalvageCorpsesAutoOutfit")

## Horizon 1.8.0.BETA-7

#1.8.0.BETA-7:1
Field Scrapping

* The auto-outfit feature when scrapping corpses can now be toggled on/off in the architect->scrapping options
* The auto-outfit feature will only work on humans or human-ghouls
* The auto-outfit feature will no longer make pre-placed corpses have invisible skin
* Corpse scrapping should no longer conflict with the Silver Shroud quest
* The auto-looting should no longer loot NPC-only grenades
* NOTE: The Cannibal perk probably conflicts, but I haven't determined a good way to deal with this yet

#1.8.0.BETA-7:2
Components

* (NEW) Seawater: a new resource that is extracted from ocean areas and used in some recipes

#1.8.0.BETA-7:3
(NEW) Seawater Extractor

* A new settlement production device that processes seawater from the ocean
* Extractors can either bottle seawater or process it directly
* Must be placed in water
* Can only be placed in settlements that have access to the ocean
* Requires Workshop Tech Level 3
* Requires fuel to produce resources, but does not require power
* Limit 3 per settlement
* Each extractor also gives +1 production towards seawater conversion to harvest salt
* NOTE: The smoke effect isn't located in the right position... I'll fix that in a later patch.
* NOTE: Seawater Extractors CANNOT be placed without the Enhanced Settlements addon being active

#1.8.0.BETA-7:4
Production (Active Services Menu)

* (NEW) Seawater: Gains +1 seawater per extractor; requires 1 fuel per cycle
* (NEW) Salt (from seawater): Gain +4 salt per extractor; requires 1 seawater per cycle
* 1 extractor can do 1 of each task per production
* NOTE: Seawater will also be usable for other advanced production (factory schematics) in the future

#1.8.0.BETA-7:5
Production (Plant Nursery Menu)

* (NEW) Compost (from Wood): An optional method to process wood/acid/fertilizer into raw compost
* This recipe is only intended as a last resort, in case you really need raw compost, otherwise its better to use the compost bin system

#1.8.0.BETA-7:6
Settlements

* Vanilla settlement attacks will no longer destroy junk items, food, or water (this is an outdated system that can really screw you over)\*
* The resource costs on building Tenant structures is fixed (this may still need more tweaking)
* Junk Yards should now properly use Common Tool components, instead of the actual item itself
* The Uranium schematic should now be active in the Arc Furnace menu
* Planters now require raw compost, instead of fertilizer
* Building a farming workbench requires "simple tools" now
* Building a cooking station requires "kitchen tools" now
* Building a chemistry station requires a "precision tool" now instead of a common tool
* Farming Workbench: The compost displayed should now be accurate to whats in your linked workshop containers
* The maximum production unlocks menu should be displaying supply kits accurately now
* (A more thorough job will be done in v1.9, if I remove vanilla attacks completely)

#1.8.0.BETA-7:7
Architect Buildings

* The railroad station now has 10 properly placed beds in the bed layer
* The airplane building no longer has any beds
* WARNING: Before upgrading to BETA-7, it is recommended to TURN OFF the bed layers on these 2 buildings if you already have them placed

#1.8.0.BETA-7:8
Armor

* The 4 legendary utility upgrades should now work for all types of armor pieces, and not just metal armor

#1.8.0.BETA-7:9
Weapons

* The Pipe Gun and Custom SMG now use a different ammo set: .22, .38, .45, 5.56
* The automatic firing rate penalty for .45 and 5.56 in the .22 ammo set is reduced (i.e. it fires faster now)
* Custom SMG: The texturing is overhauled, so the weapon looks much better now
* Custom SMG: Moved the sights and the camera further back so the weapon isn't clipping into the camera
* Handmade rifle: The suppressor no longer says it has poor range
* N99: The barrel weights are more appropriate now
* Double Barrel Shotgun: The hair trigger receiver had its attack speed reduced, however you may not notice a big difference

#1.8.0.BETA-7:10
DEVELOPER NOTE: .44 rounds are essentially removed from all automatic weapons, because that style of round was really intended for semi-auto weapons only

#1.8.0.BETA-7:11
Misc

* Selecting Ranger now shows the proper requirements and description on the menus
* Typo fixes

#1.8.0.BETA-7:12
Enhanced Settlements

* Hangman's Alley: The tunnels underneath should no longer be part of the build area, and should be safe from the scrapall command
* Hangman's Alley: The corner building is now open by default, in case the game causes enemies to spawn inside
* Hangman's Alley: The default travel spawn location was moved (let me know if this causes any problems)
* The Castle: Ronnie's post-battle position should be in a better spot, so it isn't inside of the rebuilt walls

## Horizon 1.9.0-ALPHA

#1.9.0-ALPHA:1
Horizon v1.9 - Reclaiming the Commonwealth

#1.9.0-ALPHA:2
Main features:

* Site claiming system
* New UI elements (some require HUD Framework)
* A full overhaul of combat defense
* Extensive improvements for upgrading armor, weapons, and power armor
* Extensive balance and realism changes to NPCs and their armor
* Many workshop changes and additions
* Many, many, other changes and additions (have fun reading 3000+ lines of patch notes)

#1.9.0-ALPHA:3
Q: Why is v1.9 so extremely large for just a +0.1 upgrade compared to previous updates?

#1.9.0-ALPHA:4
A: Everything in v1.9 is basically an alpha/beta build for Horizon 2.0 (which you can imagine should be huge update!) Once v1.9.x is finalized, it will turn into Horizon 2.0.

#1.9.0-ALPHA:5
Q: What is the goal of Horizon's settlement progression and what does v1.9 change?

#1.9.0-ALPHA:6
A: Since Horizon was first created, my primary goal has always been to make settlements and settlement-related activities feel like they are a real part of the game, instead of just a dead-end
sandbox.

#1.9.0-ALPHA:7
Other objectives:

* Less lagged than vanilla FO4 or mods (both framerate and scripts)
* Easier to startup and manage
* Make settlements feel like an accomplishment

#1.9.0-ALPHA:8
Just because a town has a lot of people, doesn't mean you have to show all of them visually 24 hours a day. This kills performance and creates many new problems (especially with assignments.)
Horizon's "Tenant" system (and site claiming system) helps you add population (and buildings) to the Commonwealth without adding extra script lag, framerate lag, and assignment problems. Your real
settlers are the active "owners" and workers of the settlements you see, but may not be the only people who live in the area!

#1.9.0-ALPHA:9
Horizon v1.9 introduces a brand new system that lets you claim numerous sites around the map. These sites add benefits to settlements and add immersion to the environment. Version 1.9.0 will start
with around 11 sites or so, and many more sites will be added with future patches.

#1.9.0-ALPHA:10
Q: Help! I crashed!

#1.9.0-ALPHA:11
A: If the game crashes when you first HIT an npc, that might be because of a bugged mesh I missed. If this happens, I need to know the EXACT npc you were fighting (i.e. Raider Scavver, etc.) I had a
few bugged meshes awhile back and I \*think\* I got them all, but possibly not. If you have some other random crash outside of combat, it might be because of something else.

#1.9.0-ALPHA:12
If the game crashes in your pip-boy or workbench, please reload the save game and slowly mouse over each item you were looking at previously, until you find which item crashes. Some of these crashes
may be due to patches and other mods, and not Horizon.

#1.9.0-ALPHA:13
These problems can occassionally happen when a new mesh has a problem. If I can narrow down the possible culprits, I can fix them faster.

#1.9.0-ALPHA:14
Q: Why are you moving so much data from Horizon into Architect?

#1.9.0-ALPHA:15
A: Horizon's core functionality needs to be in an ESM master file. My only regret is not doing this in Horizon from the start, but back then I didn't expect Horizon to be this gigantic ongoing
project for this long.

#1.9.0-ALPHA:16
Architect's purpose is to be the real "framework" or "engine" here, and Horizon is simply a plugin for it. Aside from the development benefits, it also gives players the option to run Architect
without Horizon, if they wish to use a vanilla fo4 list of mods. It can also make patching easier for patch developers.

#1.9.0-ALPHA:17
IMPORTANT NOTES ABOUT WEAPON/ARMOR MODS AND MOD PATCHING:

#1.9.0-ALPHA:18
It is HIGHLY recommended that you try Horizon v1.9 BEFORE you add any mods that alter NPCs or give them extra weapons and armor! Horizon 1.9 makes SIGNIFICANT changes to Raiders, Gunners, BoS, Super
Mutants and many other NPCs.

#1.9.0-ALPHA:19
Many new armor/headgear items were added to improve NPC variety. Raiders now feel a lot more like the original concept art for FO4 (as opposed to the released version), but with much better
uniqueness depending on the types. Using mods that give raiders mod-added armor will probably ruin this new theme and balance.

#1.9.0-ALPHA:20
So, before you destroy the NPC LL's by trying to give them more armor variety, try 1.9 first. Constructive feedback is always welcome regarding things like this.

#1.9.0-ALPHA:21
>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>

#1.9.0-ALPHA:22
BETA WARNINGS - PLEASE HELP TEST HORIZON!

#1.9.0-ALPHA:23
It is highly recommended that when players are beta testing v1.9, that they add as few mods as possible! I really need to know what is actually broken in 1.9, and not a bunch of false reports from
mod conflicts. Thanks!

#1.9.0-ALPHA:24
As usual, make sure your INI files are setup properly for modding, and your load order is correct BEFORE playing!

#1.9.0-ALPHA:25
>> Things that you can help report to me:
>> (PLEASE MAKE SURE that you DON'T have any mod conflicts or outdated patches!)

* Possible crashes? (could be related to broken meshes from new items)
* Missing textures? (i.e. purple textures)
* Missing meshes? (i.e. invisible objects)
* Utilities not working at all? (Possibly missing script files?)
* Did shooting a specific enemy cause a crash? (an exact NPC name is needed!)
* Any weird debug messages popping up?
* Recipes that seem "wrong"? (i.e. way too cheap, or don't seem correct at all)
* Weapons that use the new receiver upgrades that seem incorrect compared to other weapons?
* Factory schematics that don't match their requirements or ingredients?
* Weapon/armor attachments/recipes that seem broken?
* Power armor attachments/recipes that seem incorrect or broken?
* Weapon sights that are aligned incorrectly when the scope zoom is set on different zoom levels?
* NPCs with helmets who have no damage/energy resistances (I need specific npc names and locations!)
* NPCs without helmets who have damage/energy resistances (I need specific npc names and locations!)
* NPCs with errored names or other obvious problems?
* Are feral ghouls not attacking often enough? (they should be slower, but not TOO slow)
* Report any workshop crafting recipes that use more than 5 ingredients
* Report any workshop recipes (settlement building) that use more than 8 ingredients
* Clean or Dirty items that don't match a specific environment? (I need specific locations!)

#1.9.0-ALPHA:26
>> Bug Reports on Human NPCs
>> Humanoid NPCs have undergone a major overhaul in regards to armor and defense.. if you notice any NPC that seems to have the wrong type of defenses for what their appearance is, I really need to
know all the details:

* 1> What is the exact full name of the NPC?
* 2> Where did you find the NPC?
* 3> What level are you?
* 4> Are you sure this is a standard FO4 enemy and not something a mod added?
* 5> Are you sure your load order is correct and another mod isn't changing NPCs?
* Any reports on NPCs are invaluable, and I really appreciate it. Please keep in mind, I'm not responsible for any NPC added/edited by other mods.

#1.9.0-ALPHA:27
>> Known issues for things that are NOT finished yet:

* Some NPCs may not be fully updated for the new armor balancing
* The new "armor shattering" system requires more testing
* The updated community system for settlement progression is still a work in progress
* The precombines for the Enhanced Settlements addon are not all implemented yet
* There is no precombines for Concord in the first version of the Site Claiming addon (this may cause lights to not appear properly, as well as reduced framerate in Concord)

#1.9.0-ALPHA:28
>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>

#1.9.0-ALPHA:29
UPGRADE NOTES FOR PREVIOUS SAVE GAMES:
>> WARNING: Using a save game that was made prior to v1.9 is completely UNSUPPORTED by me, use at your own risk!
>> It's VERY HIGHLY recommended to start a new game with v1.9
>> NOTE: Old save games WILL have MANY unintended results, however it should still be "playable" if you really don't want to restart

* Existing save games could potentially have problems with the power grid system in settlements
* BEFORE upgrading to 1.9, unequip ALL backpacks, clothing, and armor pieces that have carry weight mods
* BEFORE upgrading to 1.9, remove all buffs and debuffs from your character
* Your old save game will NOT be balanced as intended for the removal of the VANS system
* Some skills/perks that have changed, will NOT be refunded/compensated in your old save game
* Some items that were changed or removed, will NOT be refunded/compensated in your old save game
* Some weapons and armor have different icon tags now, old tag names will be visible\*
* Many NPCs (enemies, companions, settlers) may have broken stats, such as inaccurate amounts of DR and health
* (These can be updated by throwing the items on the ground and picking them up, or modding/renaming them in the workbench)

#1.9.0-ALPHA:30
NOTES FOR MOD PATCH AUTHORS:

* Armor/clothing mods can now use Architect's "Equipment Lab" for crafting armor/clothing
* Multiple menu keywords were added that can be used for the Equipment Lab's menus
* Some keywords and items were moved to Architect: Custom Paint Colors, Backpacks, Scarfs, Vaultsuits
* The keywords/recipes for hiding an armor's appearance are moved into Architect
* The Doctor Manager has been moved into Architect
* NOTE: Trying to inject random outfits to certain NPCs may ruin the armor balancing, or the intended appearances of specific types of NPCs. It's recommended that armor/clothing mods be aimed for

player usage.

#1.9.0-ALPHA:31
NOTES ON COMBAT:
>> Many humanoid NPCs have had a fairly major overhaul, which mixes up combat and tactics
>> You'll find that armored humans feel a lot more realistic in terms of how much damage they take based on their armor (and headshots)
>> The short answer is this: NPC defense now more closely matches their actual appearance, including headshots.

* Humanoids are now classified based on their armor types:
* 1> Unarmored + hat (which means standard clothing, and light headgear, and maybe some light armor pieces)
* Unarmored humanoids often have 0 defense (or very little defense) and may be slightly easier to kill now
* Low calibers will usually damage unarmored targets EQUALLY as well as high calibers (i.e. low calibers are fairly efficient)
* 2> Moderate armor + open helmet: (which means the helmet covers their head, but not fully enclosed)
* Moderate armored humanoids usually have moderate defenses and will be harder to kill now
* Moderate armor protects better against low calibers better, but may still be viable
* 3> Heavy armor + heavy helmet: (which means the helmet is usually closed or at least well covered)
* Heavy armored humanoids (with heavy helmets) will be much more difficult
* Heavy armor protects well against low calibers, so you're best using higher calibers or even API for armor penetration
* In many cases, armored humanoids also have worse accuracy, to account for their bulky armor
* Heavy armored enemies are usually more rare, so you won't come across them as often, but they WILL be a challenge when you do
* NOTE: In the first patch for 1.9.0, this will only effect Raiders and Super Mutants. As long as they appear to be working perfectly, then I'll do the other factions.
* (More details on this much further below)

#1.9.0-ALPHA:32
DEVELOPER NOTES: Keep in mind the difference between "bullet sponge" and "bloated gameplay." Certain tanky NPCs that are supposed to be bullet-sponges are OK, provided they have some logical reason
why they're spongey. Unlike vanilla FO4, each version of Horizon tries to improve on making enemies feel APPROPRIATE to both their defenses and appearances. So a guy with a heavy helmet and full body
armor SHOULD take multiple hits, and a guy with a cloth coat and a hat should die much easier. But that doesn't mean the guy in a hat is a pushover, he may have better accuracy or other tricks that
makes him a challenge.

#1.9.0-ALPHA:33
Horizon Difficulty options are now outlined more clearly in the installer:

* Combat Difficulty: Scout, Wanderer, Survivor, Veteran, Outcast
* Loot Difficulty: Scavenger Mode, Standard Mode, Desolation Mode
* Scavenger Mode now gives more ammo/loot/meds/meat/etc. (more details much further below)
* Scout Combat Difficulty no longer has any ammo changes

#1.9.0-ALPHA:34
Timescale

* The Timescale Addon is completely REMOVED! (Make sure you're NOT using the old ESP file with v1.9+)
* Horizon has a default of "Timescale 10" now, as Horizon has been balanced for 10 for awhile now
* Survival Mode will automatically make some adjustments based on the current timescale
* Architect will automatically set FO4's timescale based on the "Z\_Arc\_Config\_Timescale" global variable\*
* NOTE: While it's not recommended, if you wish to change the timescale to something different, you can manually patch "Z\_Arc\_Config\_Timescale" to something else (6-20 is the safest range for FO4)

#1.9.0-ALPHA:35
Cell Respawns
>> The Cell Respawn options have been changed

* Cell Respawn times can be adjusted in the Global Options menu under Environment Options
* Cell Respawn timer options are now: Default, 7 days, 21 days, 35 days, 70 days, 140 days
* Cell Respawn timer option for "Never" is removed (140 days is a long enough time period)
* The "Default" option means it goes back to whatever vanilla FO4 was set to
* "Cleared" and "Uncleared" cells both respawn at the same rate now (if you use non-default options)
* The cell respawn setting in Horizon now defaults to 35 days on a new game (not on existing saves)
* NOTE: Cell respawn options ONLY work in Survival Mode

#1.9.0-ALPHA:36
New Game Startup
>> Many of the Horizon startup items and features will now activate faster after you exit Vault 111:

* Inside Vault 111: The Pipboy Voice Assistant can now be looted in the security cage
* Inside Vault 111: The security cage is now closed and locked (although you can easily use a locksmith tool to open it)
* Inside Vault 111: A number of loot items have been added in Vault 111 (some are fairly hard to find!)
* Inside Vault 111: You'll receive a popup regarding the Revival Mode options right before exiting Vault 111
* On surfacing: You'll receive the Field Kit and Weapon Kit
* On surfacing: Revival Mode activates
* On surfacing: Dynamic Encounter Mode activates
* On surfacing: The custom Timescale activates
* Reaching level 2: Trade Cycle activates (if you have Workshop Trading rank 1+)
* Reaching level 2: Help popup explaining the bonus perk points
* Reaching level 3: Help popup explaining tips (you can turn help msgs off from here or the Field Kit options)
* When placing a Resource Station: A popup will explain that the Master Workbench is set
* When placing settlement resources: A popup will explain the Production system
* [Enhanced Settlements]: A destroyed Water Purification Unit is located at the Red Rocket Truck Stop, which has a tutorial message that lets you salvage it for parts
* [Enhanced Settlements]: When you examine the destroyed purifier, it automatically removes the raider/dog/blood at the sanctuary bridge

#1.9.0-ALPHA:37
UI - Font Changes and Additions

* WARNING: Horizon is no longer compatible with custom fonts (unless they are modified for Horizon)\*
* (NEW) Horizon now comes with a customized version of "fonts\_en.swf", which greatly expands the UI
* This file is REQUIRED for Horizon.. otherwise your menus will look like trash
* This custom font file uses the standard FO4 fonts, in additional to custom UI graphical icons
* This custom font file changes the perk recipe font (the ugly script one) to a standard font
* Many of the Horizon menus were updated to use icons where they normally weren't possible before
* Many item icons have been tweaked or added
* TIP: For the best UI experience, the Horizon UI is recommended to be used with either white or pale colors for your UI color (this is not required though)

#1.9.0-ALPHA:38

* DEVELOPER NOTE: You absolutely cannot use an unmodified custom font, as most of the Horizon menus and messages will look terrible. Horizon also relies on some of the standard font sizes to

appropriately fit inside custom menus. If you really know what you're doing, you can technically import Horizon's icon fonts into a custom font library using JPEXS, but this isn't recommended.

#1.9.0-ALPHA:39
UI - Message Boxes

* WARNING: Horizon is no longer compatible with custom MessageBoxMenu.swf mods (unless they are modified to support Horizon)\*
* (NEW) Horizon now comes with an expanded message box size, which greatly increases the width!
* This new size allows for much more info to be displayed at once
* (NEW) The number of buttons displayed automatically scales based on the body text!
* The number of buttons show at once scales from 3 to 12
* Buttons are slightly smaller, so they don't take up so much room
* The spacing between buttons is slightly smaller, so buttons don't feel so far apart
* The height that the message box expands to, is roughly the same as how it was

#1.9.0-ALPHA:40

* DEVELOPER NOTE: If you use mods that alter the UI, you need to make sure they don't overwrite Horizon's MessageBoxMenu.swf, unless they have specifically been updated to support Horizon v1.9.

#1.9.0-ALPHA:41
UI - Crafting Workbenches

* WARNING: Using Horizon's modified ExamineMenu.swf is now HIGHLY recommended
* (NEW) The workbench UI is heavily modified now!
* Perk requirements are redesigned to be MUCH easier to read
* Perk names now show the rank in the name itself
* Horizon's skills will ignore the rank display since they have a skill number instead
* The component list on the left side is now aligned and fits much more text
* The component list now displays crafting skill-up tooltips better
* All items that lack an icon tag will now automatically have a blank icon so the text is aligned the same
* Horizon's version of ExamineMenu.swf now properly uses DEFUI's compatibility for 4 perk requirements
* Fixed a few bugs with DEFUI's border alignment

#1.9.0-ALPHA:42
NOTE: Currently these SWF files are setup for 16:9 aspect ratio, other ratios will possibly be added in the future.

#1.9.0-ALPHA:43
UI - Main HUD
>> The hudmenu.swf has a few tweaks

* NOTE: Using Horizon's modified hudmenu.swf is now recommended
* Messages no longer have the bracket graphic
* Messages can be slightly longer now (more text characters)
* Messages are now prefixed by a default icon if there isn't one in the data already
* Special code was added to allow vanilla messages to be completely ignored (i.e. critical hit messages!)
* The hip-fire reticle bug should no longer be a problem\* (thanks to brumley53 on Nexus for figuring this out!)

#1.9.0-ALPHA:44

* This bug occurs when you have a weapon attachment or perk that improves hip-fire accuracy. What happens, is the graphical reticle seems to "bounce back" to a larger reticle which does not match the

actual shots in game. This tiny 1 variable tweak seems to work so far (may need more testing.)

#1.9.0-ALPHA:45
UI - Item Icons

* WARNING: Horizon is not (and never was) compatible with custom DEF\_UI icon libraries. You absolutely must use the one provided.
* Many icons have been dramatically changed in Horizon's DEF\_UI icon library
* New icons are added for workbench modifications
* New icons are added for things like lockboxes, Wilson, and other items
* Many weapons, armor, and other items use less icons now, so its much easier to find things (too many icons makes sorting worse!)
* All weapon icons are now simplified symbols based on their damage type and style\*
* The new weapon icons make it much easier to glance through your list of weapons and find specific weapons faster
* Weapons/Armor can also be tagged as favorites in your workbench (see more on this much further below)
* All usable devices are now blue, instead of purple (looks nicer now)
* (While I don't recommend it, if for some reason you absolutely must have the old weapon icons, you can edit the tags.xml and use some of the weapon icons that are still in the icon library. Do so

at your own risk.)

#1.9.0-ALPHA:46

* DEVELOPER NOTE: This was done because quite frankly those tiny pixelated weapons are just too small and hard to tell what they are when glancing at your inventory. They scale poorly, and half the

weapons look like the same tiny sticks, so you can't even tell if something is a shotgun or a rifle or what. It may take you a bit to get used to it, but after you've gotten used to it, you'll
understand why this new system is so much better now. The whole point of icons is to sort items and help you find items easier... the old tiny complex icons actually make it WORSE than if there was
no icons at all.

#1.9.0-ALPHA:47
(NEW) HUD Buff and Debuff Bars!
>> Special thanks to Isathar (the author of Ammo Tweaks) for providing the framework code to make this possible!

* Horizon now comes with it's own custom buff bar and debuff bar!
* As long as you have HUDframework installed, it will automatically detect it and load the HUD in game
* If you don't have HUDframework installed, it simply won't display, and will not effect your game
* The Debuff Bar is designed to be displayed above the health bar
* The Buff Bar is designed to be displayed below the health bar
* However, you can move both of these bars independently where you want to on the screen, using the options menu
* The default positions are set for 1920x1080 (using Horizon's default DEFUI HUD config)
* If you don't use 1920x1080, let me know what offsets you use, and i can code in more preset options
* Options for the HUD widgets can be found in your Field Kit -> Global Options -> HUD Options
* Debuffs accounted for: Poison, Bleeding, Burning, Healing, Limb recovery debuff, Revival debuff, "in combat" indicator
* Buffs accounted for: Armor buffs (from AID items), Rad-X, Dog/animal/robot companions, when VATS overdrive is ready
* The "In Combat" indicator icon can be very useful so you can see if you're in combat without having to sneak
* If you want only 1 of these bars, or neither, you can uninstall them in the options menu
* You can change buffs to light or dark theme (dark is default, since it seems less distracting when you glance at your health bar)
* You can hide the "In Combat" indicator icon
* NOTE: The icon status will update every 5 seconds, so be aware that some icons are NOT instantly updated (this may be tweaked in the future)
* NOTE: These HUD elements will require some testing, and will possibly have future improvements over time
* NOTE: Also note that my goal for these bars is to have only the critical buffs/debuffs for combat, and I don't want to crowd the bars with too many buffs/debuffs that really don't need to be seen

on the UI all the time

#1.9.0-ALPHA:48
(NEW) HUD Display for Ammo, Grenade, and Pet Stats!

* Shows an ammo and grenade widget so you can see the name of the currently equipped ammo type or grenade
* Shows a pet widget that allows you to track how many combat pets are up, and their resources used to call them (dog food, etc.)
* The pet widget shows separate icons for dogs, animals, and engineer devices
* The pet info only shows if you actually have the caller device in your inventory, otherwise they are hidden
* The ammo and grenade info is updated a second or 2 after you equip a new item (not instant)\*
* The pet info is updated every few seconds (not instant)\*
* This HUD widget can be configured separately from the other widgets
* The names for ammo and grenades only work for vanilla or Horizon ammo/explosives
* \*NOTE: The display updates are NOT instant, it may take a few seconds for the updates to display with the new ammo/grenade/pets

#1.9.0-ALPHA:49
(NEW) HUD Display for a Progress Bar!

* Certain actions can now show a progress bar!
* Actions can include: harvesting, salvaging, scrapping, applying first aid, etc.
* There are many options for this bar, accessed in Global Option->HUD Options
* You can move the bar where you want on the screen (the default position is for 1920x1080)
* Theres 4 styles of bars you can choose from
* Style 1: Shows a text of the action taking place, with a background
* Style 2: Shows a text of the action taking place, without a background
* Style 3: Shows no text, and the icon is moved to the side of the bar
* Style 4: No text, and no icon, just a simple bar
* Style 5: Hidden, shows no bar for standard actions (this option is highly recommended over disabling/uninstalling the widget)\*
* BUG: When changing the style, sometimes the first thing you harvest won't display accurately, but after that it's fine. I'll look into it later

#1.9.0-ALPHA:50

* DEVELOPER NOTES: Why use the hidden option instead of disabling the widget completely? Basically, this option hides the progress bar for standard stuff (harvesting, healing, etc.), but it allows

Horizon to still use the bar for "special occasions" that may really need a progress bar.

#1.9.0-ALPHA:51
Settlement Streamlining and Optimizations
>> One thing I've always tried to do is keep settlement activities as clean/fast as possible (fast scripts, minimal lag, etc.), and this update continues that trend even further..

* Many settlements in the Enhanced Settlements addon have been optimized for performance (in some cases quite a bit)
* Many settlements in the Enhanced Settlements addon have been tweaked to remove/minimize potential FO4 problems
* Many settlements in the Enhanced Settlements addon have been altered to allow for some excellent (and easy to use) upgrade options
* Settlement scrapping via the Cleanup Station is now more polished, allowing you to specifically target junk/debris more accurately
* Many settlement utilities have been streamlined to make object placement faster and easier for players
* Many powered devices (mainly for Architect/Horizon) are now self-powered, and do NOT require power cables or power generators anymore\*
* Many settlement utility menus have been polished to make data much easier to understand and read
* A few help popups have been created for settlement activities, so that new players can learn about common utilities faster
* (I did this because FO4's power grid system can be unstable depending on what the user does in their save file. It also just adds more overhead and more hassle when it comes to placing simple

devices. This is why Architect has always had it's own lighting. Keep in mind though, many vanilla devices remain unchanged and this mostly effects Horizon.)

#1.9.0-ALPHA:52
Settlement Progression - Settlement Rescaling
>> This update aims to make each working settler feel more important, which can also help improve performance and management

* Small settlements can now gain a benefit to STAYING small on purpose (see more further below)
* The recruitment of settlers is slower and more meaningful (see more further below)
* The default settler max in Horizon is now 15 + Charisma (per settlement)
* The "Workshop: Population" ranks are no longer required for anything, and may be replaced with something else in the future
* Construction Levels only require Construction Yard rating now (and not population)\*
* The small architect houses and warehouses no longer have a construction level requirement
* Most construction level requirements are reduced
* NOTE: When you place a Construction Yard object down, there's a delay you'll need to wait for the stats to update, before you will gain your construction perks

#1.9.0-ALPHA:53
DEVELOPER NOTE: If you want to max every settlement, nothing is stopping you from doing so with this patch.

#1.9.0-ALPHA:54
TIPS on making the most from your settlers

* When using settlers on crops, use 10-food crop rows, as they give more food/rating per settler used (see further below)
* Consider using automated crops, the new overhaul makes them much easier and more versatile now (see further below)
* Tenants can help make your settlements feel like larger towns, without adding physical NPCs (which add lag/problems in large numbers)
* Some leased buildings can even act as factories or production facilities, without requiring a settler
* Use turrets and automated defenses, to replace some of your guards
* Let your real settlers focus on the unique jobs, so they feel like a more important part of your settlements
* Don't overcrowd your settlements, to reduce lag/problems/etc. (15 settlers max is ideal for a Community)

#1.9.0-ALPHA:55
(NEW) Settlement Progression - Expedition Camps
>> Settlements that maintain a small size, can now be eligible as an "Expedition Camp" based on it's qualifications
>> An Expedition Camp acts like a hub for you and your settlers, and gains special benefits

* Expedition Camps are a great way to make settlements feel more involved even at low levels
* Expedition Camps are aimed at granting benefits for keeping some settlements small on purpose
* Expedition Camps are not mandatory, however they are ideal for optimal benefits and Horizon's settlement progression
* For each Expedition Camp you have, you gain +1 Expedition Bonus (more info on this further down)
* Anything over 15 Expedition Camps, will provide no additional Expedition Bonus (maximum of +15 bonus)
* Expedition Camps grants a +25% production bonus to Extractors and Oil Wells in that settlement\*
* Expedition Camps help unlock Militia, Technician, and Hunter job mission slots
* Expedition Camps bypass the Caravan Travel Hub restrictions, and allow you to travel from them even with 0 settlers
* Expedition Camps require all of the following:
* The settlement has 5 or LESS settlers (it can even be 0 settlers)
* The settlement has at least 1 Communications Rating (i.e. Rescue Station or Crow)
* The settlement has at least 10 Food, 10 Water, and 20 Defense (either settler or automated or depot stockpile)
* The settlement has at least 1 type of production capability (crops, extractor, oil well, job stations, etc.)
* Tenants will NOT move into Camps because Tenants require at least 6 settlers in a settlement to move in
* Because its 5 or less settlers, your Expedition Camps will always contribute at least 5+ surplus food/water towards Field Supply Production
* LORE NOTE: Camps basically act as a hub or "supply depot" for settler caravans, settlers on job missions, your allies, or even your own personal caravan travel (which is why they require 10 food,

even though its 5 or less settlers)

* LORE NOTE: \*Settlers/Tenants in regular settlements, do not like the extra dust and noise. Expedition Camps allow these machines to operate in overdrive mode and gain extra materials.
* TIP: The "Food and Water Depots" are excellent for places you want few (or no) settlers, since they no longer require an assigned settler
* TIP: Be careful where you send companions, because if they increase a camp's population to 6, it will no longer qualify as an Expedition Camp

#1.9.0-ALPHA:56
DEVELOPER NOTE: Just because Expedition Camps only allow up to 5 settlers, doesn't mean you can't build them up and make them interesting settlement hubs if you want. Camps can still be mid-sized
farms, or heavy mining operations, or small military camps, etc.

#1.9.0-ALPHA:57
Recommended Expedition Camps (0-5 settlers)

* NOTE: This is merely a suggested list. You can still make settlements whatever you want.
* Red Rocket
* Abernathy (or Sanctuary... don't make both communities)
* Hangman's Alley
* Boston Airport
* Bunker Hill
* Greentop Nursery
* Jamaica Plain
* Graygarden (probably?)
* Tenpines (maybe?)
* Finch Farm (maybe?)
* Taffington (maybe?)

#1.9.0-ALPHA:58
Recommended Communities (15+ settlers)

* NOTE: This is merely a suggested list. You can still make settlements whatever you want.
* Sanctuary
* Oberland\*
* Outpost Zimonja\*
* Croup Manor\* (Use the upgrade panel)
* County Crossing\*
* Covenant\*
* The Slog\*
* (When using the Enhanced Settlements Addon, some of these places are drastically upgraded!)

#1.9.0-ALPHA:59
(NEW) Settlement Progression - Recovery Bonuses
>> A new production category has been added, called "Recovery Bonuses"

* Most recovery bonuses are usually acquired from the new addon shown much further below called "Empire"
* These bonuses require no upkeep in materials, and run infinitely as long as you have the bonus active
* You can see your active bonuses in the Production Manager menu, and drill down into each bonus to see what they give
* Each standard production cycle will yield these rewards, and place them into your designated production container

#1.9.0-ALPHA:60
(NEW) Settlement Progression - Expedition Bonus

* Expedition Bonuses are a type of "Recovery Bonus", and located in the same menu
* Expedition Bonuses give a variety of random items (common and rare) per production cycle
* Common rolled items include scrap, junk items, and tools
* Rare rolled items include settler radios, certificates, contracts, and more
* For every bonus you have, you get 1 roll (so +15 can be a significant amount of rewards per production cycle)
* Expedition Bonuses that are granted from claimed sites (such as Concord), are always added even if you maxed your settlement camps at +15
* LORE: The idea of Expedition Bonuses, is it's related to your settlement's exploration/exposure to parts of the Commonwealth. Running into more traders, or settlers, or opportunities, allows you to

gain random unique rewards (usually based around settlement progression.)

#1.9.0-ALPHA:61
Settlement Communities

* "Successful Settlements" are now just known as "Communities"
* The specific types of Communities are considered "Specialized Communities"
* Having more than 10 Communities provides no extra bonuses (but you can choose to build more if you wish)
* (Having more than 15 Expedition camps provides no extra bonuses)
* The ideal 10 Communities are balanced around: 2 Farms, 2 Military Outposts, 2 Trading Markets, 2 Recreational Parks, 1 Research Outpost, 1 Industrial Park
* While you don't have to stick with that balance, the maximum job slots are based on those numbers (seen further below)

#1.9.0-ALPHA:62
Trailblazer
>> Trailblazer is rescaled and accounts for Expedition Camps now too

* Rank 1 - Requires: 1 Community / 2 Camps
* Rank 2 - Requires: 2 Communities / 4 Camps
* Rank 3 - Requires: 3 Communities / 6 Camps
* Rank 4 - Requires: 4 Communities / 8 Camps
* Rank 5 - Requires: 5 Communities / 10 Camps
* Rank 6 - Requires: 6 Communities / 12 Camps
* Rank 7 - Requires: 7 Communities / 13 Camps
* Rank 8 - Requires: 8 Communities / 14 Camps
* Rank 9 - Requires: 10 Communities / 15 Camps
* NOTE: Trailblazer benefits will probably be expanded more in the future

#1.9.0-ALPHA:63
Settler Jobs - Missions
>> The goal with missions is that each mission should feel valuable, instead of it just being a mass-production system

* Multi-person missions ALWAYS grant better rewards now (per person, per time) than multiple single-person missions
* Some mission rewards are rescaled based on all of the adjustments made
* Mission: Craftsman Weaponcrafting is converting into a generic smithing mission
* Mission: Craftsman Armorcrafting is converted into a 2-person project mission
* Mission: Engineer Research Project now requires 4 Engineers
* Mission: Technician Salvaging team now requires 4 Technicians
* Some job stations have their costs adjusted
* Mission slots now line up better with Communities and Expedition Camps (seen further below)

#1.9.0-ALPHA:64
(NEW) Settler Jobs - Passive Production Benefits

* Settlers assigned to job stations can now be used for basic settlement production when they aren't deployed!
* This allows extra assigned jobs (or undeployed jobs), to feel useful (and even wanted)
* Settlers who are deployed on missions are automatically subtracted from the total jobs available for passive production
* Every job can perform any of the shared "Worker Production" tasks (located in the Production Management)
* "Worker Production" replaces the following 4 resources: Steel Yards, Lumber Yards, Stone Yards, Junk Yards
* Steel Yards and Junk Yards, now act as Technician job stations (simply for cosmetic variety)
* Lumber Yards and Stone Yards now act as Craftsman job stations (simply for cosmetic variety)
* The production yields for these 4 resources is now cut to roughly 1/4th their original yields (compared to v1.8)
* Each settler assigned to a job station can potentially work all 4 tasks per cycle (evenly distributed)
* Work Orders are still maintained for these production resources exactly the same as before
* Each Work Order is for 1 settler on that particular resource, so 4 settlers is 4 work orders consumed per cycle on that resource
* You can then decide which resource you actually want, and only spend upkeep materials on those particular resources
* Each settler can essentially do 25% of each resource evenly split, and you cannot put 100% of their effort on 1 specific resource
* Even though you're limited per resource, you will most likely get a lot more settlers available than you did before.. so you can still put a lot of them on concrete if you want
* Liquid Fuel units are 4x smaller now, so even though you use 1 fuel for 25% of the resource's value, it evens out
* This new addition allows settler jobs to no longer feel wasted or spread too thin
* It also lets you expand your variety of stations, without being chained to 1 specific type for basic production
* Some claimed Operation Sites can also add to Worker Production totals (such as concrete from the quarry)
* NOTE: Existing "yard" stations in save games, will need to be stored and re-placed
* TIP: The Technician is ideally the cheapest (and most appropriate) one to use if you just want "extra" workers to harvest basic resources, but any job station works.

#1.9.0-ALPHA:65
Settler Jobs - Mission Slots
>> All available Mission Slots have been rebalanced:

#1.9.0-ALPHA:66

* Militia: 2 base (starting value)
* Militia: +1 per Expedition Camp (up to +5)
* Militia: +1 per Community (up to +5)
* Militia: +4 per Military Outpost (up to +8)
* Militia Total: 20

#1.9.0-ALPHA:67

* Technicians: 1 base (starting value)
* Technicians: +1 per Expedition Camp (up to +7)
* Technicians: +2 for an Industrial Park (up to +2)
* Technicians Total: 10

#1.9.0-ALPHA:68

* Craftsmen: 1 base (starting value)
* Craftsmen: +1 per Community (up to +5)
* Craftsmen: +2 per Trading Market (up to +4)
* Craftsmen Total: 10

#1.9.0-ALPHA:69

* Hunters: 1 base (starting value)
* Hunters: +1 for every 3 Expedition Camps (up to +4)
* Hunters: +1 for every 3 Communities (up to +3)
* Hunters: +1 per Farming Community (up to +2)
* Hunters Total: 10

#1.9.0-ALPHA:70

* Engineers: 1 base (starting value)
* Engineers: +1 per Community (up to +5)
* Engineers: +4 for a Science Outpost
* Engineers Total: 10

#1.9.0-ALPHA:71

* Entertainers: 1 base (starting value)
* Entertainers: +1 per Community (up to +5)
* Entertainers: +2 per Recreational Park (up to +4)
* Entertainers Total: 10

#1.9.0-ALPHA:72
Settler Job Stations - Tips!
>> These are not hard requirements, but just tips on what ideally works best:

* Military Outposts require 10 Militia assigned (regardless of mission slots), so ideally you would want 10-12 at each (x2)
* Ideally you want ALL of your Engineers at your Science Outpost (you only need 1 outpost)
* Hunters can go anywhere (small bonus to having 2 per Farming Community)
* Entertainers can go anywhere (small bonus to having a few in your Recreational Park)
* Technicians can go anywhere (small bonus to having 3 in your Industrial Park)
* Craftsman can go anywhere (small bonus to having 3 in your Industrial Park)
* REMINDER: It's ok to have extra job stations at other settlements, as they can still function as generic gatherers! So don't be afraid to place job stations anywhere you can at first, just to get

things going.

#1.9.0-ALPHA:73
(NEW) Settler Job Stations - Companion Assignments (BETA FEATURE - Needs testing)
>> Companions now work differently than settlers at most job stations

* Companions can no longer count as job slots for missions (something that I always planned on doing)
* Companions who are assigned will gain benefits per cycle:
* A small amount of companion experience\*
* A very small amount of affinity (max of 900 - which means you can't reach the perk with it)\*
* A random reward: 1 junk item or 6-12 pre-war money or 10-20 vendor credits\*
* A small chance to increase the appropriate Settler Skill based on the job station
* Each cycle takes 2 realtime hours (not game hours)\*
* Rewards go into the Mission Container
* Companion experience is not added until the next time you take the companion with you (there may be a delay)
* Works for the following job stations: Militia, Engineer, Technician, Entertainer, Hunter, Craftsman
* No special activation is required; once you assign them they will passively give benefits over time
* NOTE: Some companions sometimes don't interact with assigned settlement objects, but it should still function normally
* NOTE: Existing companions assigned to a job station before this patch will need to be reassigned
* (Some of these values may be tweaked in the future)

#1.9.0-ALPHA:74
DEVELOPER NOTE: This system will need some testing to make sure there aren't any negative side effects for companions who are assigned.

#1.9.0-ALPHA:75
Factories

* Each standard factory station has now grants +3 of it's rating (up from +1)
* (NEW) Large Refinery: Adds +6 Refinery Rating
* (NEW) Small Arc Furance: Adds +3 Arc Furance Rating
* The Small Refinery (the original one) now uses the proper mesh and gives +3 rating (up from +1)
* The original Arc Furnance now gives +6 rating (up from +2)
* Large Refineries and Arc Furnaces cost more, but only require 1 settler to man
* Leased factories are now +3 rating (up from +1)
* Leased refinery/furnaces are now +6 rating (up from +2)
* Refineries and Arc Furances now process ore/oil 4x more at a time (with 4x more materials as well)
* NOTE: Since a standard station now gives +3, you only need 3 of each station to reach +9 slots unlocked. You can however, continue to make more stations to increase the yield of each slot further.

#1.9.0-ALPHA:76
Factory Schematics

* (NEW) You can now visually see unavailable schematics while in the schematics selection UI (the barter interface)
* Schematics that you lack the requirements may either show their specific requirement, or just be labeled as "Undiscovered Schematic" if it's hidden
* (NEW) Tech Factory: Basic Circuitry - Requires Workshop Tech Level 8
* (NEW) Tech Factory: Advanced Circuitry - Requires Workshop Tech Level 13 (which is "Advanced Tech Level 3")
* (NEW) Textiles Factory: Packing Material (Foam Rubber) - Requires Workshop Tech Level 6
* (NEW) Textiles Factory: Cloth (From Cotton)
* (NEW) Chemical Factory: Oxygen/Hydrogen (no requirement - comes with the chemical factory by default)
* (NEW) Parts Factory: Ammo: .38
* (NEW) Parts Factory: Ammo: .45
* (NEW) Parts Factory: Ammo: 5.56mm
* (NEW) Parts Factory: Ammo: .308
* (NEW) Tech Factory: Ammo: Fusion Cells
* Ammo crafting in a factory is slightly more efficient with Smokeless powder, however you don't gain any skill or extra procs
* The factory salt schematic now gives the actual components, instead of a junk item, so you can individually see what they are ahead of time
* Many schematics had their requirements altered
* REMINDER: The factories are still a beta feature, and more schematics will be added over time so that they feel more useful at various levels
* TIP: Factories take time to process. Never sit around and wait for them. Instead, setup your work orders, and then go out exploring and play the game. When you come back later you'll have stuff

ready.

#1.9.0-ALPHA:77
Liquid Fuel
>> Liquid fuel is rescaled upwards in larger amounts, so that smaller portions can be used in recipes

* Most liquid fuel in junk items have been increased by (up to) 4x in scale
* Many recipes that require liquid fuel have been increased to require (up to) 4x
* Most settlement production only requires 1-2 liquid fuel now
* MOD PATCHING NOTES: In any patches you made that use Liquid Fuel, recipes need to now convert 1 fuel as 4 fuel

#1.9.0-ALPHA:78
Ballistic Fiber
>> Ballistic Fiber is rescaled upwards in larger amounts, so that smaller portions can be used in recipes

* Ballistic Fiber is now the same size that "Ballistic Fiber Scraps" were (1 vanilla unit = 50 now)
* 1 unit of fiber is seen as 1 strand; and 100 strands would give you enough for a patch of Ballistic Weave
* The old "Ballistic Fiber Scraps" now give 1 Ballistic Fiber, and the component is obsolete now
* Ballistic Fiber is now found in junk items instead of Ballistic Fiber Scraps
* NOTE: This means if a recipe required 2 fiber before, it now requires 100 fiber (which equals 100 of the old scraps)
* MOD PATCHING NOTES: In any patches you made that use Ballistic Fiber, recipes need to now convert 1 fiber as 50 fiber

#1.9.0-ALPHA:79
Smokeless Powder (and Explosive Material)
>> Smokeless Powder is rescaled upwards in larger amounts, so that smaller portions can be used in recipes/scrap

* 10 units of powder is now the same as 1 unit of powder was in v1.8
* 1 unit of powder isn't quite the same as 1 grain of powder in real life, but it's similar enough
* 1 unit of powder needed to be smaller than a grain, so that it can divide more evenly at low numbers
* This allows crafting and scrap recipes to be more precise per round
* This also allows any caliber (even the smallest), to actually be scrappable in single units (in the field kit)

#1.9.0-ALPHA:80
Field Supplies (AKA Supply Kits)
>> Supply Kits have undergone a major overhaul

* "Supply Kits" are now called "Field Supplies" (let me know if you see any references to "Supply Kits" in game)
* Field Supplies are now components, and the items themselves are categorized as "junk" items (just like tools)
* Military Kits are now obsolete, however the items themselves are now junk items which contain most materials back (including Field Supplies)
* Each "Field Supply" item is now roughly 20x smaller in regards to it's portion and "value" per unit
* You gain 1 Field Supply produced for each surplus of 1:1:1 ratio of food/water/power rating (instead of 20:20 food/water)
* (The food/water/power surplus ratios are displayed on the top of the main Production Menu)
* The "power" required emulates a need for charging batteries, power tools, etc. (fuel is instead used for manually crafted ones)
* Each "supply" item is ideally 1 small item for a settler (1 portion of food, 1 portion of water, 1 battery, 1 unit of fuel, etc.)
* The smaller sized units allow them to be used in smaller portions for recipes, missions, and production
* The starting settlement production max for Field Supplies is now 40 (per cycle)
* The absolute settlement production max for Field Supplies is now 400 (per cycle)
* Each Expedition Camp increases the production max by +10
* Each Community increases the production max by +20
* Each Farming Colony increases the production max by an additional +20 (+40 total since its also a community)
* There are now 8 new recipes to manually craft Field Supplies, located in the Cooking Station
* Manually crafting Field Supplies is intended as a way for you to "donate" your own personal resources towards settlement progress
* Manually crafting Field Supplies is only done in the Cooking Station now, and has it's own menu category
* Manually crafting Field Supplies no longer requires any perks, and doesn't use purified water
* Manually crafting Field Supplies now requires salt, cloth, fuel, and a variety of different choices for food
* Field Supplies are used in many areas of settlement progression now (including the new Site Claiming system)
* Caravan Hubs now require 10 Field Supplies per allocation
* Settler Job Missions require more Field Supplies now, and they are also based on the mission duration
* The preview model of the Field Supplies is now a smaller object to represent the smaller portion

#1.9.0-ALPHA:81
Food and Water Depots

* Depots no longer require a settler to be assigned to it
* (NEW) Depots now require an upkeep of Vendor Credits per cycle
* The materials to build depots is relatively cheaper now
* Depots can contribute to Field Supply production
* There are only 2 types of Depots now:
* 1> Food and Water Depot (Small): Gives 10 Food and 10 Water (Workshop Trading Level 2)
* 2> Food and Water Depot (Large): Gives 30 Food and 30 Water (Workshop Trading Level 4)
* The small depot costs 10 Vendor Credits per cycle to operate
* The large depot costs 30 Vendor Credits per cycle to operate
* (Still does not contribute to any crop production)
* (Can still contribute to the water required for Water Purification Units)

#1.9.0-ALPHA:82
(NEW) Power Depot
>> This allows you to gain Power rating from Workshop Trading, which can go along with a Food/Water Depot

* Grants +10 Power rating
* Depots can contribute to Field Supply production
* Requires Workshop Trading Level 2 to build
* Costs 5 Vendor Credits per cycle to operate
* Located under Architect->Farming->Supply Depots (along with the other depots)
* TIP: If you can afford spending credits, 1 small Food/Water Depot and 1 small Power Depot can potentially net you +10 Field Supplies production

#1.9.0-ALPHA:83
DEVELOPER NOTE: I'm sure people will ask me: "If you can add upkeeep costs, should regular power generators require an upkeep of fuel too?" I might do this in the future, but for the short term
nothing will be implemented yet.

#1.9.0-ALPHA:84
Recruitment Station

* (NEW) The Recruitment Station will now advance the quest "Taking Point" if you're on the step that requires building a beacon
* The quest "Taking Point" now asks you to build a Recruitment Station instead of a beacon
* The menu is overhauled
* The menu now defaults to "STOP AT 15" when you first place a station
* The station is now self-powered and no longer requires a power connection
* The material costs are slightly increased, and requires some power-based materials
* The Recruitment Station scrap kit is updated to match the new materials
* The recruitment cycle is now automatically based on timescale\*
* Recruitment can now only "bank" up to 3 settlers max per visit
* The happiness bonus chance is only applied if there is actually surplus food/water
* The maximum chance per day to recruit is now 80% (the low-level hidden bonuses can still reach 100% for your first 10 settlers globally)
* The screen on the station console isn't so bright anymore
* The vanilla radio beacon is no longer buildable, but can be scrapped for materials
* A 3rd style of Recruitment Station can be built that looks like a vanilla beacon (found at the end of the utility menu)
* (NOTE: You still get the hidden +25% bonus for the first recruited settler, and another +25% for your first 10 settlers globally)

#1.9.0-ALPHA:85

* Example: Timescale 10 takes 24 game hours, and the default (timescale 20) takes 48 game hours

#1.9.0-ALPHA:86
(NEW) World Settler Recruitment
>> Some NPCs can be recruited in the world after certain requirements are met

* You need to own at least 1 settlement to get the option to recruit\*
* The Scavenger at the Rotten Landfill can be recruited immediately after you defeat the molerats and talk to the scavenger
* Patrick at the Drumlin Diner can be recruited after you resolve the situation (as long as both Patrick and Trudy are alive)
* Patrick is not immediately recruitable and will send you a mail later on asking you to see him
* (More recruits will be added over future 1.9.x patches)

#1.9.0-ALPHA:87

* Use the refresh button in the command table menu if it shows 0 settlements owned

#1.9.0-ALPHA:88
Workshop Perks

* All workshop-related perks are now 9 ranks each to keep everything consistant and allow better scaling
* This includes construction levels, tech levels, trade levels, settler skills, etc.
* All workshop skills now go from 0.0 to 9.0, so that they match the perk ranks
* The requirements for many of these perks is adjusted and rescaled (most of this is explain below)
* Some perks had rank 10+ removed, and some have ranks added to reach 9
* Tech and Trading levels no longer start at level 1
* NOTE: Some of the newly added higher rank perks may not be used or rescaled yet

#1.9.0-ALPHA:89
Workshop Settler Skills and Jobs - Overhaul
>> Settler Skills and Upgrade Levels are now overhauled to make upgrading more flexible and make skill ranks easier to understand

* This system now includes Technology and Trading Levels
* The display values for settler skills are now normalized to equal each rank (ex: "1.00" is rank 1, "1.52" is roughly halfway to reaching rank 2)
* All settler skills are scaled up to 9 total ranks now
* The amount of skill you gain from missions is no longer random, so you always get the same base amount of skill
* The amount of skill you gain from missions is the same now whether it's a failure or success
* The amount of skill you gain is reduced the higher your ranks are, requiring more missions/upgrades to then reach further ranks
* The amount of skill you gain from all sources is reduced by -50% once you reach rank 1.0 (meaning 2x as many missions are needed to get to 2.0)
* The amount of skill you gain from all sources is reduced by -75% once you reach rank 4.0 (meaning 4x as many missions are needed to get to 5.0)
* The amount of skill you gain from all sources is reduced by -87% once you reach rank 7.0 (meaning 8x as many missions are needed to get to 8.0)
* The amount of skill you gain from all sources is reduced by -94% once you reach rank 8.0 (meaning 16x as many missions are needed to get to 9.0)
* Reaching rank 1 is much faster now
* Reaching rank 2, 3, and 4 are similar to how they were before
* Reaching rank 5 and above is much slower

#1.9.0-ALPHA:90
DEVELOPER NOTE: While the patch notes sound confusing for all these workshop rank changes, in the game itself everything will be much easier to learn and follow than the old system.

#1.9.0-ALPHA:91
Workshop Technology and Trading Levels
>> Technology and Trading Levels are a mixture of both skill and resources, in order to bolster your settlements

* Workshop Technology and Trading Levels now work the same way that settler skills do, in that they are treated like skills
* Workshop Technology and Trading Levels now have the opportunity to gain skill from other sources now
* Workshop Technology and Trading Levels are subject to the same reduction of skill gains once you reach rank 1.0 or higher
* You no longer start at Tech and Trading level 1 anymore.. you now start at 0 (no perks)
* Example: To get to rank 1, it requires +1 upgrade (+1.0 skill)
* Example: To get from rank 1-2, it requires +2 upgrades (+0.5 skill each) (3 total upgrades)
* Example: To get from rank 2-3, it requires +2 upgrades (+0.5 skill each) (5 total upgrades)
* Example: To get from rank 3-4, it requires +2 upgrades (+0.5 skill each) (7 total upgrades)
* Example: To get from rank 4-5, it requires +4 upgrades (+0.25 skill each) (11 total upgrades)
* Example: To get from rank 5-6, it requires +4 upgrades (+0.25 skill each) (15 total upgrades)
* Example: To get from rank 6-7, it requires +8 upgrades (+0.125 skill each) (23 total upgrades)
* Example: To get from rank 7-8, it requires +8 upgrades (+0.125 skill each) (31 total upgrades)
* Example: To get from rank 8-9, it requires +16 upgrades (+0.0625 skill each) (47 total upgrades)
* NOTE: The upgrade totals sound high, but realize that MOST recipes now require LOWER ranks, so the new rank 9 is VERY high in comparison
* You still upgrade ranks the same way in the Tech Lab, under "WORKSHOP: UPGRADES"
* Upon reaching Rank 3 (5 upgrades), you can begin to unlock additional upgrades using repeatable Training options (see further below)
* When you craft an upgrade, it is now automatically applied (you no longer have to use an AID item)
* All upgrades give the same base amount of skill, which is then scaled based on your current rank
* The order that each particular upgrade is applied doesn't matter, as they are all added together over time
* Manual upgrades in the Tech Lab are now split into 2 menus for Tech and Trading (so that you don't get mixed up as easily)
* NOTE: If you are upgrading from v1.8, all your old unlocks will be automatically added as new skill gains, however your total levels will not be the same in the new system

#1.9.0-ALPHA:92
DEVELOPER NOTE: Basically, you need to get the first 5 Tech Level upgrades yourself (to reach rank 3), after which you can get "help" from Research Points each cycle.

#1.9.0-ALPHA:93
Workshop Technology and Trading Requirements
>> Many recipes are scaled down to require lower Tech ranks, since they are each more difficult to reach

* The Parts Factory, Arc Furnace, Refinery, and Oil Well only require Tech rank 2 now
* The Chemical Factory and Textiles Factory only require Tech rank 3 now
* The Parts Factory only requires Tech rank 3 now
* The Tech Factory only requires Tech rank 4 now
* The Construction Yard only requires Tech rank 3 now
* Many more recipes are lowered in a similar fashion, so you get the idea

#1.9.0-ALPHA:94
(NEW) Workshop Level Training Sessions

* Each trading cycle that passes, you now have 1 "Workshop Training Session" to spend to help improve your Workshop Levels
* Located under "WORKSHOP: Training", you can choose to boost your Tech or Trading skill
* Only 1 training session can take place each Trading Cycle
* Training for Tech Levels requires Tech Level 3 minimum
* Training for Trading Levels requires Trading Level 3 minimum
* Training is subject to the SAME reduction of skill based on your current rank

#1.9.0-ALPHA:95
(NEW) Settler Job Training

* Each trading cycle that passes, you now have 1 "Settler Training Session" to spend to help train your settlers and raise Workshop Skills
* In order to train your settlers, it requires that you have 120+ skill in the appropriate categories..
* If you have 120+ Metalworking or Tailoring or Ballistics, you can increase skill to Workshop: Craftsmanship
* If you have 120+ Engineering or Chemistry or Science, you can increase skill to Workshop: Engineering
* If you have 120+ Salvaging or Exploration, you can increase skill to Workshop: Salvaging
* If you have 120+ Hunting or Survival, you can increase skill to Workshop: Survival
* If you have 120+ Stealth or Explosives or Medical, you can increase skill to Workshop: Military
* If you have 120+ Trading or Leadership, you can increase skill to Workshop: Entertainment
* Training also requires a small amount of appropriate materials based on your choosen skill
* Training recipes will NOT appear unless you have at least 1 settler assigned to that type of job
* Training is only available up to rank 8 of each workshop skill
* Like the Trading Limits, if you don't use your session for the cycle, it does NOT carry over to the next cycle

#1.9.0-ALPHA:96
Settler Offense
>> Settlers are now automatically improved based on workshop skills!

* All Settler Weapons have been increased in damage (Tier 1 and Tier 2 are now the same damage)
* All Settler Weapons are balanced to be better (for them) than manually giving them player weapons
* All generic settlers (and many unique ones), now scale their damage output based on "Workshop Craftsmanship" ranks
* All generic settlers (and many unique ones), now gain armor penetration based on "Workshop Military" ranks
* NOTE: Even though their weapon damage is higher, settlers start off with weaker damage now; high levels of workshop skill gives significant damage increases

#1.9.0-ALPHA:97
Settler Defense

* Settlers will no longer gain any defensive bonuses from the Local Leader perks
* Settlers will no longer start with any resistances for DR, ER, or FR
* Settlers still have immunity to radiation and poison (for obvious game-balancing reasons)

#1.9.0-ALPHA:98
(NEW) Settler/Companion Durability Defense System!
>> Settlers and Companions have the option to gain "Durability" if they keep their DR/ER below a certain threshold
>> This works similar to enemy Durability, except it scales based on progression instead of levels

* Settlers/Companions start with a base Durability of 15% damage reduction to all types of weapon damage
* Each rank of Workshop Craftsmanship grants +5% damage reduction (up to 60% total, including the base)
* This defensive bonus is a straight damage mitigation unlike damage resistance
* If a settler/companion goes over 50 DR or 50 ER, they completely lose ALL of their Durability benefits
* This means that it requires either outfitter gear, starting gear, or any low DR gear
* This threshold is done so that you can't stack high DR on top of Durability
* This system is designed to compliment the outfitter/starter gear, which reduces micromanagement for the player
* It also boosts the starting defense for companions/settlers, without messing with player-wearable gear
* All outfitter outfits give +50 DR, +50 ER, +10 FR, +10 CR
* All companion starting outfits give +50 DR, +50 ER, +10 FR, +10 CR
* Hats/helmets for settler/companion gear always gives 0 DR
* Dogmeat does not use the Durability system, as he has his own system already (Canine Handler, etc.)
* NOTE: Outfitter outfits and starting companion gear CANNOT be worn by the player
* TIP: If you want to give a working backpack to a companion, make sure it doesn't have the DR bonus attachment, or you'll lose the Durability benefit

#1.9.0-ALPHA:99
DEVELOPER NOTES: The goal of this auto-scaling defense system, is so that you feel comfortable equipping settlers with outfitter gear, and never need to worry about upgrading it, or manually
equipping settlers. This removes a great deal of micromanagement, and lets you focus on workshop progression instead. And since this gear is not wearable by the player, it won't effect the player's
game balance. I chose to put the DR on the starting gear and outfitter gear (instead of just giving it to the NPC's stats), because that still allows players who wish to equip companions/settlers
with regular gear, if they don't want to lose the Durability bonus.

#1.9.0-ALPHA:100
Q: Why not just add scaling DR to npcs instead of percent-based reduction?
A: It was done this way on purpose for multiple reasons, the biggest one is that there are severe limitations in this game engine with NPCs not properly accounting for multiple sources of dynamically
added DR, especially with equipment swaps. It works fine for generated enemies and players, but NOT friendly npcs that the player can manually toggle equipment, or receive ongoing upgrades from other
systems. You still have the option to use standard DR on settlers/companions if you wish, but you lose the benefits of Durability above 50 DR.

#1.9.0-ALPHA:101
Workshop Turrets

* (NEW) Workshop turrets now scale their damage and defense based on Workshop Engineering Skill
* The vanilla Missile Launcher Turret is finally balanced properly (smaller missiles with less damage and much lower ROF)
* MG Turret damage was tuned slightly

#1.9.0-ALPHA:102
Workshop Misc

* The recipe for the Architect Options is no longer shown if Horizon is installed (this object was primarily for non-Horizon Architect installs)

#1.9.0-ALPHA:103
Companion Leveling System and Stats
>> Many changes were made to the leveling bonuses to work around FO4 limitations with resistances

* DR is replaced by outgoing limb damage (10-50%)
* ER is replaced by limb damage reduction (5-25%)
* FR is replaced by explosion damage reduction (3-15%)
* CR is replaced by avoidance (2-10%) (chance to avoid an attack completely)
* Outgoing damage is now balanced better
* All companions no longer gain any DR/ER/FR with player levels or upgrades
* All companions (except Dogmeat) now gain Durability (same as settlers)
* All companions (except Dogmeat) now gain armor penetration based on "Workshop Military" ranks
* Companions do not gain damage from Workshop Craftsmanship like settlers, since they gain damage from leveling
* Dogmeat still uses his own system of upgrades based on Attack Dog and K-9 Training Manuals, and not Workshop upgrades
* Dogmeat now starts with 50 DR, 50 ER, 10 FR, 10 CR
* Dogmeat's "Leader of the Pack" bonus now grants Dogmeat bonus base damage for every active canine (up to 3)
* Dogmeat only gains Armor Penetration from K-9 manuals now (no bonus DR anymore)
* Dogmeat and his pals (any animal companion) now have improved stealth over other companions
* Animal Companions now also gain the Armor Penetration benefits of K-9 Training
* If you have the Inspirational II Perk, all combat pets now ignore the player's damage if hit
* TIP: Dogmeat can still optionally gain 75% Durability if you take "Specialization: Canine Handler"

#1.9.0-ALPHA:104
Settler Outfitter System

* Using the outfitter system will almost always be better than manually crafting normal armor for settlers (when using Durability)
* ALL body clothing outfits now come with either built-in armor pieces, or invisible armor slots
* You cannot manually equip armor pieces on top of outfitter outfits, as these outfits are now intended to be 1 single piece only
* Visually, armored or unarmored outfits all have the same defense values (its strictly a cosmetic choice)
* Each outfit gives a base value of +50 DR, +50 ER, +10 FR, +10 CR
* Hats and helmets are still separate items, and provide 0 DR so that they don't influence customized appearances
* Auto-outfits from jobs are included with these changes
* (NEW) Auto-Defense Outfit option: Raider
* (NEW) Auto-Defense Outfit option: Brotherhood
* (NEW) Auto-Defense Outfit option: Vault Security (generic style)
* The BOS outfit is updated to reflect the new BOS look in Horizon
* Settler combat armor sets can (if you desire) be taken from settlers and painted with custom colors/decals in the workbench
* All settler armor/clothing items now say "[Settler Only]" in the name
* The option to use the outfitter system DIRECTLY on companions is removed\*
* Companions can still wear outfitter gear if you choose to manually equip them with it\*
* As always, outfitter gear cannot be worn by the player
* REMINDER: The Auto-outfit for defense option is located in your Field Kit -> Global Options -> Outfitter Options

#1.9.0-ALPHA:105

* If you wish to use settler gear on companions, you can manually take them from settlers. This system is removed from companions on purpose because the script system has the potential to cause outfit

problems on companions. Manually equipping companions yourself is safer.

#1.9.0-ALPHA:106
DEVELOPER NOTES: The outfitter system is now the only source of defensive upgrades for settlers (other than manually equipping armor yourself, which would be inefficient now.) This is done so that
the player never feels obligated to manually put real upgraded armor pieces on settlers. Settler defensive upgrades are something that should be automatically handled by your progression in the
settlement system, so that you don't have to micromanage it.

#1.9.0-ALPHA:107
Settler and Companion Weapons
>> Settler and Companion weapons now use the same streamlined system

* All companion weapons are moved into Architect
* The old companion weapons will work temporarily in existing save games, but they WILL be deleted in future versions
* All settler weapons now give the NPC ammo upon equipping
* Companions can now use settler weapons, and vice versa
* Signature weapons are now obtained one time each through the mail system only
* Most signature weapon mails are sent when a companion reaches 50 affinity
* All weapons are prefixed as "[Settler Only]", but this of course includes companions (which are considered settlers too)

#1.9.0-ALPHA:108
Market Trading Terminal - Overhaul
>> The distinction between the "Bottle Caps economy" and the "Vendor Credit economy" is now more clear:
>> Most player resources require Bottle Caps
>> Most settlement resources require Vendor Credits

* (NEW) Commodity Trading (see below)
* (NEW) Trading Limits (see below)
* Many of the existing recipes have been changed to use the new system
* Many new recipes are added
* Trading Cycles now rotate every 3 real-time hours
* A message will appear when a new Trading Cycle has begun
* You can no longer convert Vendor Credit to Bottle Caps (and no, this will never change, as it ruins the economy balancing)
* NOTE TO PATCH CREATORS: If you have patches that use the Market Terminal, you'll need to change the Cycle globals to the new architect ones. The old cycles will still remain active for now, but

will eventually be removed.

#1.9.0-ALPHA:109
(NEW) Market Trading Terminal - Trading Limits

* Most trades in the Market now have a limitation of how much you can trade per cycle
* Each Trading Cycle your available "Trades" will reset
* You get more "Trades" per cycle based on your Trading Skill and your Workshop Trading Level
* Unused "Trades" do NOT carry over, as the point of the system is "how much can you do within that particular cycle"
* Once you use up your Trades, you can't get anymore until the next cycle
* Any skill/levels you gain during the cycle won't effect your Trades until the next cycle
* Each new cycle you may be granted some personal "Trading Skill" based on how many trades you made LAST cycle
* Limited Trades are intended to emulate one or more of the following:
* Vendor stocks
* Your ability to trade well (as well as your workshop's trading skill/efficiency)
* The time it would take to negotiate deals with various traders
* The ability for Cargo Bots and settlers to actually transport these goods
* Trades are grouped into categories: (rather than individual recipes or globally)
* Commodity Trades (Buy)
* Commodity Trades (Sell)
* Ammo Trades
* Common Trades
* Rare Trades
* Special Trades
* Black Market Trades
* Some market trading recipes will consume more Trades than others
* New trading recipes are added to the market
* REMINDER: Some trade recipes are not available every cycle!

#1.9.0-ALPHA:110
DEVELOPER NOTE: The Trading Market was never intended to have unlimited trading like standard crafting. Basically, it's just been existing in a beta-like state for a long time, and I really wanted to
get the system to the point where it was originally designed to be.

#1.9.0-ALPHA:111
(NEW) Market Trading Terminal - Commodities

* There are now 2 new menus specifically for commodities (wood, steel, concrete, etc.)
* Commodities are primarily focused on settlement resources and settlement building
* Most commodities are bought/sold with vendor credits
* Wood, Steel, and Concrete can buy/sell for different amounts randomly each Trading Cycle
* Wood, Steel, and Concrete have equal buy and sell values, which means you can actually make profit on them
* Other materials usually sell for much less than they can be bought for, and aren't always available to buy every cycle
* Commodity sell prices are roughly based around the concept of "would there realistically be a demand for this resource in the Commonwealth?"
* Commodity buy prices are based around game balancing, and how much these materials are worth to your settlements
* Selling Power Armor Frames are moved to the Commodities-sell menu
* Most of the old material trades are removed from the other menus
* NOTE: Many of these values will probably need to be tweaked over the next few patches

#1.9.0-ALPHA:112
Q: I managed to find some commodity that is easier to produce and make profits off of than others.
A: There's always going to be some "best" way to make money.. there's no avoiding that. However, if something seems too unbalanced, let me know and I'll take a look at it. I'm sure there will be some
prices that need nerfing or buffing.

#1.9.0-ALPHA:113
Trading Market Terminal

* The Energy Fusion Convertor is now located under Crazy Eddie, and consumes a unique trade
* Silent Jay now sells 3 types of pre-war candy
* The Institute now sells items on the market terminal to allies: laser/gauss weapons, synth blade, synth parts, water, food packet
* The Institute recipes require rare trades
* The Black Market now sells all pieces of X-01, and they will always be in functional repaired condition

#1.9.0-ALPHA:114
Vendor Credit - Income

* The income maximum per cycle is now increased by +200 per Workshop Trading Level
* The income maximum per cycle is now increased by +200 per Trading Market Community
* Successful settlements still give +100 per
* The maximum value can now reach up to 5000 total (up from 3500)

#1.9.0-ALPHA:115
Vendor Contracts

* (NEW) Doctor Contracts: Now required to build a doctor vendor stall\*
* Doctor Contracts can be obtained from specific doctors in: DC, Vault 81, Bunker Hill, and RR
* With high trading skill, you can obtain vendor and doctor contracts through the Trading Market Terminal
* Vendor Contracts are converted to Architect items
* If you already have existing Vendor Contracts, they can be converted in the Tech Lab under "ITEM CONVERSIONS"

#1.9.0-ALPHA:116

* DEVELOPER NOTE: It always seemed kind of silly that you could just assign any random settler to a doctor stall, with no training, and they're now a doctor. So the idea of doctor contracts is it

emulates either some type of medical training, or finding settlers with medical skills in the commonwealth.

#1.9.0-ALPHA:117
Vendors - Standard Trading and Item Prices
>> To continue the direction that 1.7 and 1.8 made with vendors, I'm further refining loot values and what vendors buy/sell..

* Many vendors have their inventories altered in regards to junk items
* Many junk items are now more accurately worth their total materials
* More junk items are now valued at 0, and cannot be bought or sold at vendors (they don't want garbage that anyone can find anywhere)
* (NEW) A few new junk items are specifically added to only vendors to sell different types of "Boxes" full of parts and things
* Some components have their caps value changed
* A few junk items were changed to quest items
* A few junk items were changed to sellable (collectable) items and are worth more caps now
* Mini-nukes and Missiles are now worth more caps

#1.9.0-ALPHA:118
DEVELOPER NOTE: These changes will make vendor trading feel more realistic and balanced at the same time. It also reduces the tedious feeling of selling so many crappy items for 1 cap each, and
increases the value on useful items.

#1.9.0-ALPHA:119
Vendors - Doctors and Meds

* Doctor prices have been lowered (for both standard and Desolation Mode), to account for caps balancing over the last few patches
* Non-Desolation mode Doctors now carry a lot more medical items to buy
* Some of the starting containers in the vault/shelter have additional meds for non-Desolation modes
* (NEW) The Drumlin Diner now has an improvised Auto-Doc!
* (NEW) DC now has a wheelchair in the doctor's office, which allows quick access to the doctor menu (like the other wheelchairs, this only works if the doctor is still alive)

#1.9.0-ALPHA:120
DEVELOPER NOTE: At this point, I consider default Horizon as the casual mode, so I don't want acquiring meds/healing to be quite as grueling. Desolation Mode will always be the addon you want to use
for hardcore survival mode.

#1.9.0-ALPHA:121
(NEW) Healing System: Health, Rads, Limbs, Addiction - Overview
>> Horizon's healing system has had some major overhauling this update!

* Better efficiency. Better accuracy. Better realism. Better scaling. Better usability. Better loot balance.
* This system covers: health, rads, and limb damage (no stimpaks)
* You no longer have to do math in your head to figure out which bandage/radaway to use and when
* You can re-apply more healing on top of existing healing (at any time now) without unfairly "stacking" the effects
* Easier crafting and inventory management
* Easier to understand how much is healed in total
* Self-healing and doctors use the same system now, and mix together much better
* Healing can now safely take place over longer periods of time (because its not a buff)
* The new healing application system prevents you from applying it inside furniture/vehicles (which caused problems)
* The new system prevents you from applying (and wasting) heals if you don't need any
* The new system can better scale the rate of healing based on your exact medical skill
* Limb healing items make more sense, and uses a proper amount of resources based on multiple limbs
* There are no longer multiple variants/strengths of meds, clogging up your inventory and making it more frustrating and confusing
* Active healing icons can be seen on the new HUD debuff bar
* Does not suffer from the "errors" that buff effects can sometimes have
* You should now be able to apply meds before using a bed and not have it wasted (i think? - may need testing)
* If your rad healing is slower than your health healing, it will NOT waste any healing applied (unlike vanilla-style healing)
* The smaller portions allow loot/vendors to now have more variance on the supplies that drop

#1.9.0-ALPHA:122
Healing System Details:
>> The short answer is you don't have to worry about most of these details when playing, but they're here for reference:

* Health, Rads, and Limbs are now healed by an item "supply", instead of different specific items at different strengths
* All bandage-type items are now reduced to 1 item called "First Aid Supplies"
* All limb-curing items are now reduced to 1 item called "Limb Trauma Supplies"
* All rad-type items are now reduced to 1 item called "RadAway (Units)"
* These items stack in higher quantities, but each item can cover a smaller and more precise portion
* The units for RadAway are designed to be 1 ounce per unit, so 1 full RadAway pouch would be 15 units
* You can now apply first aid healing in combat
* When you apply wound/radiation/limb treatment yourself, you can gain skill (up to 15.0 skill gain max)
* Skill gains scale based on the amount of treatment applied
* (You also gain skill by crafting some medical items too, which is listed on the tooltip when crafting it)
* Applying treatment (the progress bar time) is faster with more Medical Skill
* Healing takes less time with more Medical Skill
* Hunger/Thirst/Sleep can all [additively] increase the time it takes to heal
* With enough Hunger/Thirst/Sleep, healing can even be completely halted until you rest/eat/drink enough
* The total healing strength of all healing items are no longer effected by skills, buffs, or debuffs
* First Aid Supplies heal 10 HP per Supply
* RadAway (Units) heal 10 Rads per Unit (REMINDER: 1000 rads = 100% of the bar)
* Limb Trauma Supplies heal 20% of 1 limb per unit (20% applied would be spread out to all currently damaged limbs)
* Non-desolation mode will heal 2x faster; Novice difficulty will heal 3x faster
* If for some reason your rad healing is slower than your health healing, it won't overheal and won't waste healing
* When you apply first aid or radaway, it takes 5 seconds to start healing (and then heals every 10 seconds)
* When you apply limb trauma supplies, it takes 10 seconds to start healing (and then heals every 20 seconds)
* First Aid accounts for the empty health bar, and/or the total amount of radaway applied (even if it didn't heal yet)
* You don't have to wait to apply first aid after you apply radaway, you can apply it immediately after
* There's an option in the Survial Menu, which allows you to toggle the precise healing efficiency\*
* Addictions work differently, in that they require enough supplies to even work
* Basically, you need enough medicine to become "addiction free", otherwise it won't use any
* If you don't have enough Addiction medicine, you get the item back
* This allows you to less Addictol supplies to cure lower amounts of addiction without wasting it
* High levels of addiction have a maximum amount of supplies it uses, so that you can't fall too far in the hole
* All crafting recipes are rescaled to give multiple supplies (or units)
* Radscorpion food no longer cures addictions, but there is a new Radscorpion Tonic which adds to the Addictol supplies

#1.9.0-ALPHA:123

* Example: When you use a "First Aid" item, it automatically checks your wounds and subtracts the appropriate amount of items...
* Example: You have 10 health missing, you use the First Aid item, and it takes only the item you clicked on (which is 1)
* Example: You have 100 health missing, you use the First Aid item, and it takes 9 extra units (10 total) to apply 100 hp of healing
* Example: Your arm has 20% damage, and your leg has 40% damage, it uses 3 trauma supplies
* Example: You apply 200 rads worth of radaway, and then you apply first aid afterwards, the first aid will account for that 20% of missing health even if it didn't heal the rads yet
* Example: Low levels of addiction would be similar to using like 1/8th of an old Addictol item
* Example: Moderate levels of addiction would be similar to using like half of an old Addictol item
* Example: High levels of addiction would be similar to using like 1-2 old Addictol items

#1.9.0-ALPHA:124

* NOTE: What this option means is you can toggle it to not heal to 100%. Healing to 100% may slightly waste 1 of your supplies. I should note however, that the amount lost is usually so small (and

usually way less than the old healing system), that most players wouldn't care, which is why this option is at 100% by default. It's there for players who want 100% efficiency, and don't care about
being topping off to 100% health.

#1.9.0-ALPHA:125
Q: Why not just go even further and make the units smaller and more precise? (i.e. 1 health = 1 item?)
A: I thought about that, but then it starts to diminish the realism of what 1 "item" or "unit" might be. A single item might be 1 small bandage wrap, or 1 splint, or 1 dose of rubbing alcohol, etc.
If I increase the unit scaling, it would feel strange and unrealistic to use 27 items for 1 broken leg. I think the units are small enough, that a potential "waste" of materials lost is trivial.

#1.9.0-ALPHA:126
Q: All these notes make healing look too complex now.
A: Don't read them then, just play the game. The system is very simple and easier to understand in game when you use medical items now. I explain everything verbosely in the patch notes just so
players have a record of all the technical changes in every update.

#1.9.0-ALPHA:127
Healing Application:

* (NEW) Applying First Aid, RadAway, and Limb Trauma items now has an application time
* If your camera is in 3rd person mode, it will perform an animation
* You can visually see the application time if you have my new HUD progress bar enabled
* Application time usually ranges from anywhere between 2 to 8 seconds depending on the item/skill
* Application time becomes faster as your Medical Skill increases
* If you are hit in combat, the application is completely interrupted
* While you are applying medical treatment, you are locked in place and vulnerable
* Animations can be disabled in the options menu, but this does not change the application time nor being locked in place

#1.9.0-ALPHA:128
Doctor Healing Details:

* Doctors use the same healing system as when you manually apply treatment for health, rads, and limbs
* This means that you no longer get instantly healed, the doctor simply applies the treatment to you
* Your character's recovery rate is the same as self-healing
* If you have some self-healing on you when you go to the doctor, you'll only get charged for any "new" healing added
* Rad healing through a doctor also accounts for the health bar UNDER those rads (the price is included)
* If you have existing rad treatment on you already, the health under those rads is covered by standard wound healing
* (in other words, if you heal both, it will properly heal all the health under the rad bar)

#1.9.0-ALPHA:129
Doctor Menu System
>> The Doctor Menu has been overhauled

* The doctor manager system has been moved into Architect\*
* The old "supply" system is replaced with a new pricing system
* Doctor prices now change dynamically based various conditions:
* Doctor prices increase based on level
* Doctor prices increase based on how many times they were used per 7 game days (resets each week)
* Doctor prices are discounted based on your personal Trading Skill

#1.9.0-ALPHA:130

* This allows both Architect and mods/patches to access the doctor functionality easier; Patches that accessed the Doctor Manager will need to be updated

#1.9.0-ALPHA:131
Courier Service

* All unlocks were scaled down in Workshop Trading requirements based on the new system
* Taegan can now be accessed by either: Workshop Trading 2 + being a BOS member, OR.. Workshop Trading 5
* Tom can now be accessed by either: Workshop Trading 2 + unlocking RR weaves, OR.. Workshop Trading 5

#1.9.0-ALPHA:132
Research
>> Research equipment now REQUIRES that there are assigned Engineers working someplace in the SAME settlement

* Each piece of research equipment gives +1 Research Rating PER Engineer you have assigned in that settlement
* (Example: If you have 3 Engineers working, each piece of equipment will give +3 Research Rating)
* (NEW) Research Lab: A new piece of research equipment
* Qualifying for a Research Outposts should now be obtainable
* Engineer Job stations now require Workshop Tech Level 2 to build
* The research lab now has the proper textures on the bottles
* Some workshop upgrade recipes now require Research Material
* REMINDER: Job stations still count even if you don't have the missions slots available yet.

#1.9.0-ALPHA:133
Upgradeable Objects
>> This includes: Command Tower, Watchman's Tower, Command Table, and any future upgradeable objects

* When you place an upgradeable object, it will now immediately upgrade to the highest level you currently have unlocked
* If you don't have all the upgrade stages unlocked when first placed, it will re-check (once per visit) each time you visit a settlement
* NOTE: You may need to store/re-place any existing upgradeable objects from 1.8 save games

#1.9.0-ALPHA:134
Water Fountains and Sinks

* Drinking from public water sources gives more rads now\*
* Vault 88 buildable fountains and sinks are no longer drinkable (they still animate, but are mainly just decorations)
* You can still use the "fill bottle" option from these sinks
* NOTE: When you tap the key to drink, keep in mind that the "rads per sec" number you see on the UI does not reflect the TOTAL rads you got from the entire animation

#1.9.0-ALPHA:135
Settlement Resource Updates

* The Resource Manager and Command Table no longer have to update all the settlement info each time they open
* When you place a settlement object with a resource (job stations, etc.), it will update the global info roughly 10-20 secs after the resource was added
* NOTE: This makes using the menus faster, however, there's a slight chance the info didn't update yet when you go to use the menus, so be aware that it may take some time to see the new accurate

numbers on the menus

#1.9.0-ALPHA:136
Settlements

* (NEW) Auto-Doc Medical Station - Allows you to use medical services without a doctor
* (NEW) Auto-Doc Medical Chamber - Allows you to use medical services without a doctor
* (NEW) You can now access the Mission Container from the main menu of the Resource Station
* (NEW) Scrap Kit: Production Console
* The default settler max in Horizon is now "15 + Charisma"
* The command table should now show the correct number of owned/established settlements, average happiness, and research outposts
* The Small Power Generator scrap kit now costs and gives the proper amount of materials
* Recreational Community: Now properly requires 100 points
* Workshop weapon vendors now have reduced ammo and gunpowder, because of the bugginess of it's duplicated inventory (hopefully I can fix that eventually)
* Junk yards now require Liquid Fuel instead of Common Tools (I may change this again later, I mainly wanted to remove tools from these types of jobs)
* The Production Console mesh was given some detail
* "Settler Skill:" perks are renamed to "Workshop:"
* The "Recipe: Call Cargo Bot" perk is renamed to "Workshop: Resource Station"
* Building a Resource Station no longer requires/consumes a Cargo Bot, but instead uses raw ingredients
* Building a Resource Station requires either Workshop Tech Level 1, or if you have a Cargo Bot in your inventory\*
* The default Resource Station mesh now allows you to use the menu when mousing over the cargo bot on top
* The Trailblazer rank 2 rewards are fixed
* Many of the Workshop Trading level upgrades now require different materials
* The randomly invisible turrets on turret platforms should hopefully be fixed now
* Many dynamic Architect buildings, foundations, and objects will no longer be targettable in build mode
* Jun Long now starts with a settler weapon like other settlers (only in new games)

#1.9.0-ALPHA:137

* NOTE: Having a Cargo Bot only allows you to replicate it's design, it DOES NOT consume the Cargo Bot item in your inventory. Finding one basically allows you to bypass Tech Level 1 at low levels,

until you properly upgrade your Tech Level.

#1.9.0-ALPHA:138
Settlement Production

* ALL production is now 60 minutes (real-time) (down from 90 mins)
* Standard production is now 60 minutes (down from 90 mins)
* Refining production is now 60 minutes (up from 30 mins)
* Factory production is now 60 minutes (up from 5 mins)
* Some factory schematics are rescaled (keep in mind that most factories now give 3x the slots/yields for each station)
* (NEW) Tech and Chemical Factories now have double the yield if your "Workshop Engineering" is rank 6 or higher\*\*
* (NEW) Parts and Textiles Factories now have double the yield if your "Workshop Craftsmanship" is rank 6 or higher\*\*
* Purified Water production no longer requires any ingredient upkeep in default Horizon (not Desolation Mode)
* Purified Water production now automatically defaults to 999 Work Orders (you can manually change this yourself still in the manager)\*
* "Seawater" extraction production now automatically defaults to 20 Work Orders\*
* "Salt (From Seawater)" production now automatically defaults to 999 Work Orders\*
* "Process: Crude Oil" production now automatically defaults to 999 Work Orders\*
* (This is not automatic if you are using an existing save game.. you still need to add work orders, or reset it by reloading schematics in "Active Services")
	+ (Double the yield means that it can process twice as many work orders per cycle, so you can still control exactly how many total orders you want accurately)

#1.9.0-ALPHA:139
DEVELOPER NOTE: Why 20? Why 999? When you first place devices like this, you usually want it to actually do something immediately. These defaults are based on what I feel players would want, with
also considering resource costs. If you want to change the work orders to any other numbers, you can at any time in the Resource Station.

#1.9.0-ALPHA:140
Settlement Production Devices

* (NEW) Large Oil Rig: Adds +4 oil production rating; can ONLY be placed in seawater
* (NEW) Large Extractor: Adds +4 ore production rating
* (NEW) Large Purification Unit: Adds +2 purification rating (uses the old "larger" mesh)
* Large mining/oil devices require Construction Level 4 to build
* The standard purifier's mesh was changed to use the smaller purifier mesh
* The old compact purifier can no longer be built, but can be scrapped for the full material cost
* Purifiers in default Horizon are now cheaper to craft
* Purifier Modules in default Horizon are now cheaper to craft
* Building Purification Units requires more raw materials in Desolation Mode
* Building Purification Units no longer requires external power, and the material costs are increased to compensate

#1.9.0-ALPHA:141
Settlement Furniture/Decoration Objects

* (NEW) Crate Chairs: 2 styles of crates that act as chairs (a small metal handle lets you know what the front is)
* (NEW) Barrel Stool: a simple barrel that acts as a stool (a small metal handle lets you know what the front is)
* (NEW) Trash Can Stool
* (NEW) Tire Chair: 2 styles
* (NEW) Diner Booth (I had forgot to add a recipe for this awhile ago by mistake)
* (NEW) Plywood Table
* (NEW) Sink: A craftable dirty pre-war sink that has all the fixtures
* (NEW) Toilet: A craftable dirty pre-war toilet that is properly aligned
* (NEW) Toilet (Modern): A craftable dirty pre-war modern toilet
* (NEW) Bathtub: A craftable dirty pre-war bathtub that properly sits upright with all 4 legs intact
* (NEW) Towel Hook: A craftable towel hook (with a towel) that can be placed on walls
* (NEW) Utility Sink: A craftable utility sink
* (NEW) Robot Boxing Ring - gives +10 recreational rating
* The Tire Bed should now properly render all the parts
* The Kitchen Station now has an extra novelty toaster which can be used to perform a sound effect
* NOTE: A few of these objects were moved from the Home Plate mod into the base Architect

#1.9.0-ALPHA:142
Settlement Structural Pieces

* (NEW) Small Shed - A shed that is easy to place and has undamaged glass panels
* (NEW) Greenhouse Doors - placeable doors with undamaged glass panels
* (NEW) Wood Support Pole: A telephone-like pole used for support columns\*
* (NEW) Fort Walls (3 variants): External wooden walls that go deep into the ground so you can place them on hills too\*
* (NEW) Fort Walls (Corner - 90 degrees): A corner piece for fort walls
* (NEW) Fort Walls (Corner - 45 degrees): An angled piece so you can make walls go diagonal
* (NEW) Fort Walls (Short): A short fort wall piece

#1.9.0-ALPHA:143

* NOTE: These 2 objects graphically go deep into the ground, but do NOT have collision for the parts underneath the ground. This is done so your stuctures look nicer on steep hills, but are still

fairly easy to place.

#1.9.0-ALPHA:144
(NEW) Universal Crafting Station
>> This station is a combination of 12 different stations in one!

* This new station allows you to use a menu to bring up any item crafting station menu
* The main menu includes 6 stations: Tech Lab, Chemistry Station, Cooking Station, Weapons Lab, Equipment Lab, Trading Market Terminal
* The station also has access to: Mailbox, Skill Training, Command Table, Experimentation Lab, Weapons Workbench, Armor Workbench
* This station is MUCH cheaper than building stations individually, because many tools in the work area would be usable for many tasks
* This station is located under Architect->Utilities (not the vanilla crafting menu)
* Does not have any perk/skill requirements to build
* Like the standard Command Table, a friendly Messenger Crow will visit the station if you are at Workshop Trading 3 or higher
* You can now greet Messenger Crows
* This station uses a recolored high-res texture for the main workbench, so it looks consistant with all the detail objects
* The old Multi-stations are no longer craftable, but they will remain active in previous saves (they may become obsolete in future patches)
* The old Multi-stations can be scrapped for parts
* (There's enough materials in Vault 111 and Sanctuary to craft one station at level 1)
* NOTE: The 2 Weapon/Armor Workbenches may not be connected properly to your settlement resources in NON-settlement player homes.

#1.9.0-ALPHA:145
Crafting Workbenches

* (NEW) Equipment Lab (Compact): Contains clothing and armor recipes, and can be used by Horizon patches\*
* (NEW) Weapons Lab (Compact): A small version of the Weapons Lab
* NOTE: You don't need this bench if you use the Univeral Crafting Station

#1.9.0-ALPHA:146
Command Table

* (NEW) A new version of the Command Table is now available
* The old Command Table can still be built, but is located at the far end of the menu now
* The Command Table menu now allows you to access your Mailbox
* NOTE: Building a Command Table is no longer required if you use a Universal Crafting Station

#1.9.0-ALPHA:147
The following settlement devices no longer require power connections:
>> Most objects also require some extra materials to account for a self-contained power source

* Oil wells, Extractors, Refrigerators, Heaters
* Automated crops, Centralized Sewage Treatment, Research Computers
* Recruitment stations, some water pumps

#1.9.0-ALPHA:148
DEVELOPER NOTE: The goal here isn't to remove power from the game, the goal is to reduce the power grid requirements.. in order to reduce FO4 problems, as well as make building less tedious for many
objects.

#1.9.0-ALPHA:149
Crops

* (NEW) Automated Crops are now overhauled to new objects
* Automated Crops are now single objects, that are self-powered (the cost is built-in)
* Automated Crops can be snapped into most Architect planters, or placed directly on the dirt ground
* (NEW) Planter Table Crops: 1 of each crop type; can be placed on any surface
* Planter Table Crops give 2 Food and +4 Rating
* Planter Table Crops have 1 accessory object near the edge, so you can tell which side the settler will face the table
* Crop Patches are reduced to 2 Food and 4 Rating (down from 3 and 6)
* This means that 1 settler can work 3 Planter Tables or 3 Crop Patches
* Crop Rows now give 10 Food and +20 Rating (up from 6 and 12)
* Crop Rows only require 8 crops to plant (making them more efficient than other crop sizes)
* Crop Rows have a larger graphic now
* Crop Rows will no longer fit in small planters because of their size
* Large Planter snap points are readjusted so that it fits 2 Crop Rows
* Manually harvesting crops (whether its in a settlement or public places) now has a lower chance of giving a heathy crop
* Crop bundles (from farmers) now sell in bundles of 4, but most farmers usually sell at least 2 packs (8 total crops)
* You can buy crop bundles from the Trading Market for vendor credit, but the available selection per cycle is random

#1.9.0-ALPHA:150
DEVELOPER NOTES: You'll notice in some descriptions that crops say "Poor efficient cost." What this simply means is that it costs you more ingredients to plant them, then crop rows. Crop rows also
allow 1 settler to harvest more food rating per plant, then smaller crop plants. If you have plenty of crop ingredients and settlers to spare, then it might not matter for you.

#1.9.0-ALPHA:151
Settlement Scrap

* Scrapping certain types of plants/leaves/etc. in settlements will now give Compost
* Rocks and some debris now give Gravel
* Gravel can now optionally be converted into concrete in the Tech Lab (if you don't need gravel for anything)

#1.9.0-ALPHA:152
Ore/Oil Deposits

* NOTE: All deposits have been reset and will regenerate (for existing save games)
* The random "high yield" deposits are much higher now, and can even go ABOVE 1.0!
* Standard yield deposits remain similar to how they were in v1.8
* The maximum any yield can go is 1.95
* Settlements with seawater have a random minimum of 0.5 to 0.65 Oil Deposit (this is so that ocean locations can always produce at least something decent)

#1.9.0-ALPHA:153
Farming

* (NEW) Farming Workbench (Large) - gives +5 farming utility (this adds some variety, so you don't need to place so many duplicate small workbenches)
* The limit of large farming workbenches is 1 per settlement
* The limit of small farming workbenches is now 2 per settlement (you only need a total of 2 smalls and 1 large for 9 slots)
* Plant Nursery: Fertilizer production (from compost) is moved to the Plant Nursery tab, and now requires work orders to active it
* Plant Nursery: Each Farming Workbench rating now increases the potential production yield of EACH slot by +1 (which is how standard factories work)

#1.9.0-ALPHA:154
Wild Plant Gardens

* Building gardens now requires less seeds, as well as some other material cost changes
* Wild Plant production now gives 2-3 plants each cycle (per work order)
* Wild Plant production now requires 4 seeds each cycle (per work order)
* Wild Plant production now gives 2-4 seeds each cycle (per work order)

#1.9.0-ALPHA:155
Seawater Extractor

* The mesh has some additional detail on it now
* The smoke properly comes out the top now (requires you to either move the extractor slightly, or re-place it)
* Finch farm, Dalton Farm, and Longfellow's Cabin now counts as a seawater settlement (with the Enhanced addon)
* REMINDER: If you are using a save game from before Seawater Extractors existed, you'll need to remember to load those schematics in the "Active Services" production menu.

#1.9.0-ALPHA:156
(NEW) Chicken Coop

* Adds +1 Chicken Production and +6 Food
* Requires 6 "Live Chickens", Workshop Survival rank 1, and other materials to build
* Chicken coops produce Live Chickens through the Production System under "Activated Production"
* Each Chicken produced requires corn and razorgrain
* Chicken production maxes out at 20 per production cycle
* The actual chickens inside the coop do not move around or animate, and only players who own Far Harbor will see them
* Far Harbor's "Chicken Thigh" is no longer used in recipes (or dropped), but can be converted to "Chicken Meat" in a Cooking Station

#1.9.0-ALPHA:157
Live Chickens

* Live Chickens can be purchased on the Trading Market Terminal (under Buy Commodities, and uses a "Rare Trade")
* Live Chickens can be purchased from Far Harbor general vendors
* Live Chickens can be converted into Chicken Meat, which can be used or turned into Ground Meat
* Live Chickens can be sold on the Trading Market (under Sell Commodities)
* Live Chickens can be used to build Chicken Coops
* (In the future, I may add a way to capture chickens in the wild as well, but for now you'll need to buy them)

#1.9.0-ALPHA:158
Settlement Food Items

* Settlers should no longer consume player food (or crops) that is stored in workbenches even if you're using a mod that changes workshop scripts

#1.9.0-ALPHA:159
(NEW) Messenger Crow
>> A large bird cage containing a Messenger Crow

* Adds +1 Communication Rating and +5 Bonus Happiness
* Requires Animal Friend rank 1 and Workshop Trading Rank 2
* Using the cage will cause the player to greet the crow (if you have player voiced comments enabled in Horizon)

#1.9.0-ALPHA:160
(NEW) Rescue Station

* Adds +1 Communication Rating and +5 Bonus Happiness
* Requires Workshop Technology Rank 2
* Settlement-made Rescue Stations currently do not provide the same menu as ones at Claimed Sites do

#1.9.0-ALPHA:161
Milk Brahmin

* (NEW) Milk Brahmin (with no fenced pen): An alternate version with no pen
* The regular milk brahmin (with a pen) now shows the pen while you place it too
* Milk Brahmin (specifically) no longer have any horns
* All Brahmin have a new texture replacement now

#1.9.0-ALPHA:162
Tenants

* Tenants now require a minimum of 6 settlers in that settlement, before they will actually move in (up from 5)
* (NEW) Tenant Small Wooden Shack - Supports 1 Tenant\*
* (NEW) Tenant Medium Wooden Shack - Supports 2 Tenants\*
* (NEW) Tenant Small Metal Shack #1 - Supports 1 Tenant\*
* (NEW) Tenant Small Metal Shack #2 - Supports 1 Tenant\*
* (NEW) Tenant Medium Metal Shack - Supports 2 Tenants\*
* (NEW) Tenant Trailer - Supports 1 Tenant\*
* (NEW) Tenant Small Warehouse Shack - Supports 1 Tenant\*
* (NEW) Tenant Medium Warehouse Shack - Supports 2 Tenants\*
* Medium/large buildings now properly require Workshop Trading Level 4
* Medium/large buildings now require a higher Workshop Construction Level
* Leased factories now require the proper Workshop Tech Levels that normal factories have
* The large DC tenant building now has a proper power connector
* The collision layer that's added to buildings after they are placed, should no longer be highlighted when you try to move/select the base structure

#1.9.0-ALPHA:163

* DEVELOPER NOTE: I know that some people want more rustic shacks for tenants, so I'll be adding more of these in the future.

#1.9.0-ALPHA:164
Architect Lights

* (NEW) 8 new types of candles were added in their own category under Architect->Lights
* Some of the lights were tweaked to give better/smoother lighting
* Some of the hanging metal wall/ceiling lights now emit real spot lights
* Some of the hanging metal lights have better effects now

#1.9.0-ALPHA:165
Architect Random Trees

* There are now 4 random tree placers WITHOUT tree guards, and 4 with tree guards
* NOTE: The random tree placers without a guard can ONLY be visually seen when you highlight over them in build mode
* The collision should now be easier to target placed trees
* The random trees now properly use custom trees instead of vanilla objects
* The random trees that are placed will no longer block you from highlighting the placer
* (The old trees will not update until they are moved slightly or replaced)

#1.9.0-ALPHA:166
Field Salvaging

* When salvaging appliances/machinery, you will now receive a message saying how many parts were salvaged
* When salvaging appliances/machinery/vehicles, the message also shows how many tools you have left
* You can now see an activator option that tells you if you're not skilled enough to salvage something
* Currency items are now properly tagged so the auto-loot will grab them
* Grenades/mines should properly auto-loot if you have "Quality and Common Items" option set
* The corpse scrapping auto-outfit option should now properly toggle in the menu
* The corpse scrapping auto-outfit option is off by default now
* Corpse scrapping with the auto-outfit enabled, will now include gloves and a sack hood to workaround the problem of missing heads/hands
* Corpse scrapping is temporarily disabled for feral ghouls and super mutants
* The fix for the Silver Shroud quest should work now (may need testing)
* If you have Cannibal, you can now eat corpses but only while sneaking

#1.9.0-ALPHA:167
Wilson (Cargo Bot 1-X)

* Available Power is now displayed as a percentage
* Desolation Mode and the Strict Carryweight addon only give half the power increase when cells are added
* Wilson's basket now visually has a few generic objects in it

#1.9.0-ALPHA:168
Wilson - Area Scavenging system

* (NEW) A new mode (called "MANUAL KEY") is added, which adds an activator key to junk items
* The old mode (called "AUTOMATIC") still exists, and works mostly the same as it did before
* Using the manual key allows you to choose when you have Wilson loot the immediate area for junk
* This allows you to view the area, without items automatically (and randomly) disappearing
* The manual key is used by mousing over a junk item, and using the 2nd action key
* He will pick up all junk based on the filter option, within a moderate radius (8 meters)
* You can tell which items are effected by the filter based on if they have a 2nd option or not
* While Wilson is actively scavenging, all filtered items on the ground will be unusable
* The area scavenging filter config is now a separate button on Wilson's menu
* Filter options are: Low quality junk, common quality junk, or any quality junk (which includes tools now)
* Area scavenging should no longer auto-loot certain quest items (let me know if you find anymore of these)
* PATCH DEVS: Junk items now require a separate keyword to determine if/how they are auto-looted (generally speaking, you rarely should ever have to worry about even putting this in patches)

#1.9.0-ALPHA:169
Armor - Ballistic Weave

* (NEW) The ballistic weave slot is now separated into 3 upgrade slots
* Each slot can be upgraded individually as you progress, and allows you to better customize your weave slots as you level
* This new system allows you to not waste materials, since you can keep your previous upgrades, and then build on top of them
* Ballistic, Insulted, and Rad weaves are converted to the new system
* (NEW) Flex Weave: [Body Only] These weave upgrades (slot 1,2,3) greatly increase AP (instead of defense)
* (NEW) Tin Foil: [Head Only] Low level upgrade (slot 1) to increase a small amount of energy resistance
* (NEW) Heat Barrier: [Head Only] Low level upgrade (slot 2) to increase a small amount of fire resistance
* (NEW) Cryo Barrier: [Head Only] Mid level upgrade (slot 3) to increase a small amount of cryo resistance
* (More weave options may be added in the future)

#1.9.0-ALPHA:170
New Armor and Clothing
>> Horizon 1.9 adds a very large amount of new armor and clothing pieces aimed to expand NPC (and player) appearance
>> NOTE: There are too many pieces added to 1.9, in which more than half probably won't even be mentioned in the patch notes

* Many new helmets and masks
* Many new styles and variants of body clothing
* Many new backpack items and holstered weapons
* Many new accessory items
* Many new armor pieces and variants of armor pieces
* Many new pieces that can act as gas masks
* Some pieces are crafted, some are found on NPCs, and some are found on vendors
* New paint jobs

#1.9.0-ALPHA:171
Armor - Army Helmets

* (NEW) Army Helmet [Simple]: An army helmet without the wire and switches
* (NEW) Army Helmet [Rope]: A simple army helmet with an improvised rope
* (NEW) Army Helmet [Pack]: A simple army helmet with an improvised rope and a pack of cigarettes
* (NEW) Army Helmet color styles: Gray, Blue, Dark Green, Black, Sand (new textures for all)
* Colors can be changed at the armor workbench for any type of army helmet
* Different colored helmets drop depending on the NPC
* BOS soldiers can now sometimes have an army helmet which is gray or blue
* Gunners usually wear dark green, gray, or black helmets
* The old seperate "Dark" army helmet item no longer drops

#1.9.0-ALPHA:172
Armor - New Headgear

* (NEW) Metal Masks: 12+ styles of metal masks and face shields (primarily for npc appearance)
* (NEW) Leather Helmet: Some npcs can spawn with these; it can also be crafted
* (NEW) Leather Cap: Some npcs can spawn with these; it can also be crafted
* (NEW) Leather Hood: A leather helm that looks like the base helmet on the vanilla welding mask
* (NEW) Welding Mask: A custom helm that has a welding mask covering the face
* (NEW) Misc Helmets: 5 styles of crazy helmets made from common objects (found mostly on raiders)
* (NEW) Minuteman Militia hat: Black, Dark Brown
* Too many other helmets/masks to even mention
* New versions of bandanas
* The Hard Hat can now be swapped to different colors (which are also adjusted)
* The knit cap is no longer as shiny looking
* The knit cap colors are tweaked to look better
* The black hood now has a much better texture
* Metal helmets can spawn sometimes in different colors now (they had colors before, but it was rarely spawned with them)

#1.9.0-ALPHA:173
Armor - New Clothing/Armor Colors

* (NEW) Combat Armor now has a decal slot to paint the decal separate from the color
* (NEW) Combat Armor Decals: Minutemen, Institute, BOS, Railroad, Atom Cats, Gunners
* (NEW) Combat Armor Decals: Medic, Engineer, Biohazard, Lightning Bolt, (No Decal)
* (NEW) Combat Armor now has 20 basic paint styles using the palette system
* (NEW) Synth Armor and Synth Helmets can now also use the same 20 combat armor basic paint styles
* (NEW) Flannal Shirt color styles: Blue, Green, Gray, (Default is Brown)
* (NEW) Common Shirt color styles: Blue/Gray, Blue/Brown, Green/Brown, Gray
* (NEW) Wastelander Skirt color styles: Default, Gray, Gray w/ custom fitted armor
* (NEW) Pre-war Attire: A pre-war female dress with a dirty post-war texture (a trench coat is shown for males)
* (NEW) Pre-war Clothes: An alternate texture for the female dress (a different trench coat is shown for males)
* (NEW) Paster's Vestments color styles: Default, Plain, Dark
* (NEW) Sack Hoods styles: 5 new paint skins (Raiders can spawn with these)
* (NEW) Trench Coat (Valentine's coat): Dark Brown
* (NEW) Frock Coat (Hancock's coat): Beige, Dark Brown
* (NEW) Minuteman Officer Outfit: 1 new customized version of the general's outfit
* (NEW) Mobster outfit: 1 new custom version with fitted armor
* (NEW) T-Shirt/Jeans with Boots: T-Shirt with boots instead of sneakers; also fixes errors in the mesh
* (NEW) Surveyor Outfit (Basic): A surveyor outfit without some of the accessories
* (NEW) Operative Outfit: A version of Kellogg's outfit without the extra hardware
* Too many other body clothing items to even mention
* The pre-war clothing above can sometimes spawn on clothing vendors, and can also be crafted
* Most colors can be changed at the armor workbench
* Many of the old custom Horizon clothing textures are reworked so the coloring looks much better now
* The T-Shirt textures were remade to look better
* MacCready's outfit and hat are tweaked so they don't look as bright and saturated

#1.9.0-ALPHA:174
Armor - Vaultsuits

* (NEW) Vault Worksuit - A new hybrid body clothing piece that has work-pants/belt over a standard vaultsuit
* (NEW) New overhauled textures have been added for vaultsuits
* (NEW) The vaultsuit "trim" color can be painted separately from the body color now
* New base colors: Blue, Red, Green, Gray, Black
* New trim colors: Blue, Red, Green, Gray, Black, Orange, Gold, Silver, Classic Yellow, Default
* The "default" trim just shows whatever the main color has by default
* Most base colors have a worn and slightly dirty look (not too dirty, yet not too clean)
* Trim colors don't require dyes to change, since there's too many combinations

#1.9.0-ALPHA:175
Armor - Backpacks

* (NEW) Quiver: This takes up an "upper" backpack slot
* (NEW) Hunting Backpack: This takes up an "upper" and "lower" backpack slot
* (NEW) Fuel Tank: This takes up an "upper" backpack slot
* (NEW) Hazmat Gear or Hazmat Tank: This takes up an "upper" backpack slot
* (NEW) Tesla Generator: This takes up an "upper" backpack slot
* (NEW) Tool Belt: This takes up a "lower" backpack slot
* (NEW) Tool Pouches: This takes up a "lower" backpack slot
* (NEW) Leather Belt: This takes up a "lower" backpack slot
* (NEW) Leather Belt [Heavy]: This takes up a "lower" backpack slot
* (NEW) Combat Belt: This takes up a "lower" backpack slot
* (NEW) Sleeping Bag: This takes up a "lower" backpack slot
* (NEW) Backpack Utility Slot: An attachment slot for special bonuses (Upper pack items only)
* (NEW) Hunting Rifle: This takes up an "upper" backpack slot\*
* (NEW) Marksman Rifle: This takes up an "upper" backpack slot\*
* (NEW) Combat Shotgun: This takes up an "upper" backpack slot\*
* (NEW) Double-Barrel Shotgun: This takes up an "upper" backpack slot\*
* (NEW) Double-Barrel Shotgun [Left]: This takes up an "upper" backpack slot\* (designed to go with a shoulder bag)
* (NEW) Pipe Rifle: This takes up an "upper" backpack slot\*
* (NEW) Laser Rifle: This takes up an "upper" backpack slot\*
* (NEW) Katana: This takes up an "upper" backpack slot\*
* (NEW) Katana (left facing): This takes up an "lower" backpack slot\*
* (NEW) Sledge: This takes up an "upper" backpack slot\*
* (NEW) Baseball Bat: This takes up an "upper" backpack slot\*
* (NEW) Shovel: This takes up an "upper" backpack slot\*
* (NEW) Grognak's Axe: This takes up an "upper" backpack slot\*
* (NEW) Leather Right Leg with Revolver: This item is a "right leg" leather armor piece (not a back item)\*
* (NEW) Leather Left Leg with Revolver: This item is a "right leg" leather armor piece (not a back item)\*
* (NEW) Leather Right Leg with Pipe Revolver: This item is a "right leg" leather armor piece (not a back item)\*
* (NEW) Leather Right Leg with Deliverer: This item is a "right leg" leather armor piece (not a back item)\*
* (NEW) Leather Right Leg with N99: This item is a "right leg" leather armor piece (not a back item)\*
* (NEW) Leather Leg Leg with Knife: This item is a "left leg" leather armor piece (not a back item)\*
* (NEW) Leather Right Leg with Knife: This item is a "left leg" leather armor piece (not a back item)\*
* (NEW) Leather Right Leg with Hammer: This item is a "left leg" leather armor piece (not a back item)\*
* (many more types)
* Quivers give +5% Faster Reload Speed to all weapons
* Fuel Tanks give +5% damage for Flamethrower weapons
* Hazmat Tanks give +20 Rad Resists and allow you to breath underwater 5x longer
* Tesla Generators give +5% damage for energy weapons
* Generic upper backpack items give +2 cryo damage resistance
* All upper pack items have the option to switch their bonus to the generic bonus
* All upper pack items give the same carry weight as regular backpacks
* The Quiver has an appearance option to allow it to face left or right
* Some redundant "Double slot" backpacks are removed, since you can just hide the upper or lower visual in the workbench yourself
* Rank 4 backpack attachments now properly have their own loose mods

#1.9.0-ALPHA:176

* These items are for appearance only, the weapon cannot be used or salvaged. The back-slot items do, however, function as regular upgradeable backpacks, because I don't want you to have to decide on

appearance vs utility. I will add more backpack weapons over time, but realize that most weapons in the game actually look terrible on the back, which is why I'm focusing on specific ones that
actually LOOK cool (and look appropriate, and fairly low polygon counts.)

#1.9.0-ALPHA:177
Armor - Meshes

* The scarf now uses it's own separate mesh\*
* The upper and lower scribe backpacks now use their own separate meshes\*
* The shoulder bag (mail bag) now uses it's own separate mesh\*
* The default postman outfits no longer have a mail bag attached
* (These changes should slightly improve rendering performance, and help avoid any graphical glitches)

#1.9.0-ALPHA:178
Armor - Misc

* All body clothing and headgear now have 0 base DR and ER
* All hats and helmets can now have the same total DR based on the mod upgrade attachments
* Helmets now drop with a lining already built-in, so that they start with DR/ER/RR (unlike hats)
* All headgear lining mods are fairly cheap to craft, but have different stat weights for DR, ER, and RR
* Tier 1 Disposable Armor buffs are now easier to make
* Tier 2 Disposable Armor buff recipes were adjusted
* Scrapping Combat Armor now gives 2 ballistic fiber scraps now
* Armor piece mods that improved carry weight are reverted back to their vanilla values (i.e. strict carry weight)\*
* Crafted clothing items and backpacks are moved into the Equipment Lab (can be accessed from a Universal Crafting Station)
* Raider arms/legs/torso now have appearance options for the upgraded versions
* Some synth armor upgrades were renamed
* Some items were moved into Architect: Scarfs, Backpacks, Vaultsuit MK2, and Uniform
* Some keywords were moved into Architect: Custom paint colors, backpacks, scarfs, etc.
* The old items still exist if you already have them in a save game, and will use the converted mod upgrades
* NOTE: If you have any mod patches that use these keywords, they will need to be updated

#1.9.0-ALPHA:179

* I'm reverting these changes, because I don't want there to be a difference between the carry weight addon for armor mods. Horizon already offers plenty of other ways to increase your carry weight.

#1.9.0-ALPHA:180
Welding

* "Welding Supplies" is a new component which is required in certain recipes that require metalworking
* Welding Supplies consist of Liquid Fuel and Flux Core Welding Wire
* Welding Supplies can be crafted in the Tech Lab or Equipmment Lab (under Materials) with 20 Metalworking Skill
* Crafting Welding Supplies can give up to a small amount of Metalworking Skill
* Welding Supplies can sometimes be purchased from General or Armor vendors
* Welding Supplies are usually required for specific recipes that require detailed (or advanced) metalworking
* Welding Supplies are usually not used at all for simple settlement crafting (walls, floors, etc.)

#1.9.0-ALPHA:181
Alloys and Materials
>> Alloys have been streamlined, to better match Horizon's current crafting, which has expanded over the years

* Steel, Aluminum, and Titanium Alloys are all reduced to 3 ranks each (down from 9)
* The ranks are labeled as: [Low Grade], [Mid Grade], and [High Grade] (exactly like the crafted alloy platings have been)
* All existing junk items will contain rank 1, 2, or 3 of the appropriate alloy
* Prototype items give less alloys now, however because there's only 3 ranks you'll get each rank more consistently
* The ZX-1 Experimentation Lab will now only show the 3 ranks to choose when experimenting with a base alloy
* Alloy Plating recipes are reduced, since you only need 1 of each now
* Magnesium Alloy, Zirconium Alloy, and Chromium Alloy are removed, and replaced with standard magnesium, zirconium, and chromium
* Nickel-Iron Alloy is now known as Nickel-Cobalt Alloy (which fits better with it's uses)
* Mutated Toxins were reduced to 3 types (down from 5 types)
* (In total, there's only 3 rare alloys now: Tungsten-Carbide, Beryllium-Copper, and Nickel-Cobalt.. each considered very valuable.)

#1.9.0-ALPHA:182
Crafting

* Crafted components and many ingredients now have a gear icon instead of a tool icon
* The recipe to convert gears/springs/screws to mixed alloys is properly fixed
* Packing Material (Foam Rubber) was removed from manual crafting, and now requires a Textiles factory
* Baseball Grenades and Pipe Bombs are slightly easier to craft now
* Syringer ammo now requires Chemistry Skill
* The Cutting Fluid recipe is removed in Desolation Mode
* Blowtorches now only have a tool component and no longer contain oil (to avoid potential scrapping problems)
* The Master Auto-Hacker recipe in the Field Kit will now properly give you Auto-Hackers instead of Locksmith tools
* Restoring damaged weapons/armor is now slightly more expensive and requires higher skill (the idea is, restoring is a last resort if you can't find anything better after awhile, you shouldn't be

able to restore stuff at low levels)\*

* This change does NOT include power armor

#1.9.0-ALPHA:183
Medical Skill
>> Some medical items now give skill when crafted, and some give skill when used

* Crafting the following gives Medical Skill:
* Bandages, Trauma Kits, Blood Extraction Kits
* Crafting the following gives Chemistry Skill:
* Stimpaks, Radaway

#1.9.0-ALPHA:184
Experimentation Lab

* You can now craft the following the lab:
* Ripper, knuckles, lead pipe, clothing iron, spatula, frying pan, weighted coffee pot, hammer

#1.9.0-ALPHA:185
Interface Changes

* Skill perk requirements in crafting menus will now consistantly show the skill number below the text (as long as you use Horizon's fonts)
* You can now see a companions affinity in the companion skill menus (it will show up as 0% until you actually have the companion with you for a bit)

#1.9.0-ALPHA:186
Field Kit

* The Field Kit is moved into the Architect framework
* The old kit will be removed when you load a save, and you will obtain a new kit automatically
* The Field Kit menu has many adjustments
* (NEW) A global options menu now has many options menus in 1 single place
* Junk Scrapping no longer requires any skill to use the system
* The workshop "Shredder" is removed, since it's no longer necessary

#1.9.0-ALPHA:187
Field Kit - Field Scrapping

* Field Scrapping no longer requires any skill to use the system
* The Field Scrapping menu explains what it can scrap or process
* The Field Scrapping notification option button should now work
* Field Scrapping can now convert liquor to raw Alcohol (see below)
* Field Scrapping can now convert grenades/mines into 40mm ammo
* Field Scrapping can still convert most raw meat into Ground Meat

#1.9.0-ALPHA:188
(NEW) Alcohol and Liquor Distillation
>> Alcoholic beverages can now be distilled into raw Alcohol

* (NEW) Alcohol: A new crafting ingredient (a component, not an AID item), which is an equivalent of 90%+ Alcohol
* Some basic distillation recipes are in the Chemistry Station under "Distillation"
* You can also use the Field Kit's "Field Scrapping" utility to drag mass amounts of liquor in for distillation
* Field Kit distillation can only be used if you are somewhere near a chemistry station (roughly 20 feet or less)
* The Field Kit can also easily cover liquor that doesn't have a Chemistry Station recipe, or ones added by patched mods
* Distilling liquor does not require any skill
* Most hard liquor gives 6 Alcohol units
* Wine gives 2 Alcohol units
* Beer gives 1 Alcohol unit
* Gwinnett Beers can no longer be "converted" to standard beer, they can be distilled into raw alcohol instead
* Hard liquor can no longer be converted to antispetic, instead there is now 1 recipe that requires the "Alcohol" component
* Developers: Mod patches can easily add one of the "ObjectScrapAlcohol\_" keywords to their liquor items if they want them to be scrappable. Nothing else is required other than the 1 keyword.

#1.9.0-ALPHA:189
(NEW) Scanner (item version)
>> A new (optional) method of scanning targets is added, that works similar to the eyewear utility mod

* Can be crafted in the Tech Lab (requires the same skill/mats as the eyewear mod)
* Unlike the eyewear scanner, this one requires that you AREN'T currently aiming your weapon\*
* Like any AID item, you can bind this item to one of your favorite slots
* The old eyewear mod still exists exactly as it was before (you can choose either method)
* NOTE: There may be a noticeable 1-2 second delay after you press the button

#1.9.0-ALPHA:190

* This is a technical limitation, as the game doesn't let you press keybinds while aiming

#1.9.0-ALPHA:191
Fusion Cores

* Fusion Cores are now worth 0 caps to sell\*
* The BOS and Atomic Cats now sell fully charge cores (boxed), based on trading skill
* The "Energy Converter" is now easier to craft or buy at low levels (so you can now start converting cells earlier if you don't use PA)

#1.9.0-ALPHA:192

* DEVELOPER NOTE: The reason this is done, is because the caps value has no clue what the charges are. This leads to horrible micromanagement if you want to sell them, which is not fun, and doesn't

make any logical sense at all. It's better to just not have a value at all.. either use them in PA, or convert them to energy cells (which honestly are worth more than the caps anyway.)

#1.9.0-ALPHA:193
Field Scrapping and Harvesting
>> Major overhauling was done to salvaging, corpse scrapping, and harvesting

* (NEW) Harvesting - Creature/robot loot now requires you to use the corpse to harvest materials
* (NEW) Harvesting/Scrapping now has 3rd person animations
* (NEW) Salvaging machinery and vehicles in the field now has 3rd person animations
* (NEW) If you have my HUD progress bar enabled, a progress bar will show you the process taking place
* If you have my HUD progress bar enabled, the container's activate text is temporarily hidden to reduce screen clutter
* Harvested materials from animals/creatures are still based on your current Hunting Skill
* Harvested materials from robots/synths are still based on your current Salvaging Skill
* Most of the loot yields are roughly similar as before (exact changes are listed elsewhere)
* Glowing and diseased creatures have their own loot tables (more on this elsewhere in the patch notes)
* Harvesting animals/creatures allows you to now gain Hunting Skill!
* Harvesting robots/synths allows you to now gain Salvaging Skill!
* There's no minimum skill required to harvest\*
* Even with no skill, you will usually get some type of low quality materials
* Materials from legendary creatures are also obtained only after harvesting
* Most animal/creature corpses are usually empty by default (until you harvest)
* The harvesting process works as follows:
* Press a key on the corpse to begin harvesting
* There's a short animation with sound effects for the duration of the harvest (2-4 seconds or so)
* The materials you harvest are placed on the corpse
* If you have auto-looting turned on, it will also loot the entire container
* (or..) You now have an option to auto-loot the entire container by pressing the button again
* (or..) (If the corpse is a synth) You instead now have an option to scrap equipment (and auto-loot at the same time)
* When harvesting legendary creatures/robots, harvesting takes additional time
* When you field scrap equipment on any corpse, the option now goes away once it's completed
* Field scrapping equipment now has an animation just like harvesting robots
* While field scrapping or harvesting, the inventory panel is now blocked from being used
* If your weapon is drawn, your character will sheathe it before begining the process (i.e. harvesting is faster if your weapon is already put away)
* NOTE: There are currently no 1st person or power armor animations (except the progress bar moving)

#1.9.0-ALPHA:194

* DEVELOPER NOTES: Unlike salvaging machinery, corpses will eventually despawn, so there's usually no reason to "wait" until your skill is higher to harvest. Harvest what you can, and accept the

results even if your skill is currently bad.

#1.9.0-ALPHA:195
Loot

* Many locked containers now give items more consistantly, instead of the RNG being too wild
* Some locked container loot was unintentionally setup wrong, and was using desolation mode's dynamic loot reduction
* Most locked containers should now give loot regardless of desolation mode
* Locked prewar containers/safes have a better chance to give augments and MREs
* Most of the low quality junk was removed from lockboxes
* Most of the large junk (toasters, etc.) was removed from lockboxes
* Lockboxes now always drop an item, plus a chance of caps too
* Tier 2, 3, and 4 Lockboxes now have chance to drop a 2nd item
* Elite legendary enemies (human/robot/synth/mutant only) have a higher chance to drop augments now
* Standard legendary enemies (human/robot/synth only) now have a small chance to drop low-tier augments
* Some bosses now have a small chance to drop low-tier augments
* Specific crafted items or openable boxes now always show the item(s) you got, even if your message settings are turned off
* Enemies will (on average) drop a larger amount of damaged rounds now
* Damaged Bolts now appropriately give 1 Carbon Fiber instead of smokeless powder
* The chem crates for the DC quest have their contents changed
* Wilson will no longer auto-fetch loot from you while you're junk scrapping
* Wilson will no longer auto-fetch loot from you after you've been inside of a settlement for a certain amount of time
* When you load your save game, Horizon will attempt to remove any leftover NPC-only grenades that might have been auto-looted to your inventory
* Caps from loot are now named as "Bottle Cap" for singles, and "Bottle Caps" for 2 or more
* Dog tags are now labeled as a currency
* Common Tools now weight 1.0 lbs each
* Kitchen Tools now have a tool icon
* Common, Kitchen, Simple, and Precision Tools are now tagged in the DEFUI addon esp
* Some doctors will sometimes sell oxygen tanks and flasks of alcohol now
* Some farm vendors have a chance to sell bags of Potassium Nitrate
* Dyes/Pigments are now included in the junk scrapping utility
* Duffle bags were fixed so they properly use a Horizon-based looting balance instead of vanilla loot
* Non-raider duffle bags should always have prewar loot now
* Master-locked pre-war toolboxes unintentionally had a raider loot list (expert and advanced were fine)
* Magnesium, Chromium, Nickel, and Zirconium can now be found in a number of junk items
* Cooking Oil gives aluminum now (to match the graphic)
* Most small junk items no longer give Steel or Wood (since these items would only give trivial amounts that would be less than 1 unit)
* Some junk items gives "Trash" in addition to their other useful materials (to emulate the generic excess waste that can be recycled)
* The DEF\_UI component tags for junk items are cleaned up, and in some cases simplified (i.e. doesn't always need to show packing material)

#1.9.0-ALPHA:196
Randomized World Loot
>> Many world items are now replaced with generic unlabeled objects with random contents

* These items work similar to how cigar boxes and gasoline canisters worked in v1.8
* Each generic object can contain random components from a specific pool of items:
* Antifreeze Bottle -> Generic red jug = antifreeze, gasoline, oil, paint, etc.
* Abraxo -> Generic box = abraxo, rat poison, fertilizer, screws, springs, etc.
* Wonderglue -> Small Bottle = glue, powder, paint, oil, explosive mats, etc.
* Turpentine -> Canister = turpentine, glue, paint, rat poison, etc.
* Buffout -> Generic pill bottle = aspirin, buffout, mentats, rad-x, etc.
* Mentats -> Generic pill box = aspirin, buffout, mentats, rad-x, etc.
* Jet -> Inhaler = Jet, Addictol, pharmaceutical junk items, etc.
* Med-X -> Injector = Med-X, Calmex, empty injector
* Psycho -> Injector = Psycho, Psycho Jet, Psychobuff, Overdrive, Fury, empty injector
* Many more types of containers
* Over 2000 world items are effected by this system
* This system was done this way, so that the shape/position of all items will remain uneffected in the world

#1.9.0-ALPHA:197
DEVELOPER NOTE: In case this seems confusing, what it means is that instead of an Abraxo box being found in the world, you see a generic unlabeled box that is the same size as Abraxo. You won't know
what the contents of the unlabeled box are until you loot it. So a generic abraxo box could have abraxo in it, or salt in it, or anything appropropiate to what could have been in a cardboard box that
size. This allows the world to not feel as dull and repetitive, as well as removing the meta-game feel when you know where all the "glue" is, etc.

#1.9.0-ALPHA:198
Simplified World Loot
>> The goal of these changes is to reduce the distraction of worthless interactable items every 5 feet in the game, while improving the value of other items

#1.9.0-ALPHA:199
Simplified World Loot - Trash Items

* A> Certain types of items can no longer be picked up, and are simply part of the environment as trash:
* Clipboards, folders, burnt books/magazines, common newspapers
* Rusted forks/spoons/knives, collanders, ashtrays, single cigarettes
* All types of vases, picture frames, wooden blocks, yard sticks, shopping baskets, pool racks
* Bowling pins, junky auto parts, chessboards, cutting boards, feather dusters
* umbrella stands, toothbrushes, hairbrushes, clothes hangers
* All of these items are considered as garbage, and give a new component called "Trash" (instead of glass/steel/ceramic/etc.)
* Trash can be "recycled" in large quantities by settler production for basic settlement materials: glass, ceramic, plastic, steel, wood
* The materials you get from recycling Trash is very small, so that it doesn't impact looting drastically
* Junk items are seen as giving such miniscual amounts of steel, wood, etc. that you would need a lot of them to even get something
* Wilson can still pick up these items if you want them (and to clear up the environment to improve performance)
* Even though some trash items can't be interacted with, any items lying around in settlements CAN still be scrapped/removed
* Some of these items may still appear in containers (and can be looted)

#1.9.0-ALPHA:200

* B> Certain types of items now have new trash variants:
* Cracked/broken bottles, Cracked drinking glasses
* Cracked coffee mugs, cracked plates, cracked bowls
* Rusted tin cans (not aluminum), broken light bulbs, grimy cafeteria trays
* These variants have a "trash" version, and a valuable "clean" version
* The trash versions of these items are garbage, and have very little value (other than recycling)
* The clean versions of these items are often valued as "Kitchen Tools" or other useful junk items
* Some of these trash variants can still be looted directly, and aren't blocked by the UI
* This is simply to give you a clear distinction between the 2 types (in case it's too dark to see the graphics well)
* Drinking beverages from glass bottles will still give you a "glass bottle" back, which is now a new component

#1.9.0-ALPHA:201
Simplified World Loot - Glass/Ceramic/Steel/Wood Changes
>> Glass, Ceramic, Steel, and Wood is mostly a settlement-only resource

* Most player-based crafting no longer requires raw glass or ceramic
* The loss of materials from junk items (glass, ceramic, etc.) is compensated through other sources
* Extra amounts of glass and ceramic can now be acquired from settlement production and scrap
* Tin is no longer used or required, and is removed from Horizon completely
* One unit of "glass" is seen as a large piece of usable glass
* Very small objects that contain glass (or steel, or wood, etc.) are considered as having an unusable amount of material
* Many glass/ceramic junk items are now labeled as "Chipped", "Cracked", "Grimy", or "Broken" and are considered "trash" items
* "Clean Coffee Cups" are now "Coffee Mugs" and are considered Kitchen Tools (and use a custom texture now)
* The same goes for Dinner Plates, Drinking Glasses, and Bowls
* Cups, plates, glasses, and bowls, are often found in the commonwealth as cracked junk, but some places now have clean versions (towns, etc.)
* Colanders are considered trash now instead of kitchen tools, as they look too grimy and rusted to use
* "Glass Pitchers" are now "Aluminum Pitchers" and give aluminum scrap (to properly match their appearance)
* Standard coffee pots are considered corroded scrappable junk now instead of kitchen tools, and give aluminum scrap
* Rare coffee pots are still considered usable kitchen tools, and may be found more often in the game

#1.9.0-ALPHA:202
DEVELOPER NOTES: By having the actual items give "trash" components (instead of glass, etc.), players won't feel like they're missing out on anything important by not being able to pick up these
broken/cracked/damaged trash items. However, you may still get these items from some containers, or from Wilson, or through other mods. This means I need to allow them to be processed into something,
so you can get rid of these items. Having settlers recycle the items is an immersive way to get rid of trash. The yield you get from recycling isn't worth worrying about, but you do get something
small. Generally speaking, its not worth worrying about looting these items, but you can.

#1.9.0-ALPHA:203
Beverage Container Items

* "Clean Bottles" are now "Aluminum Canisters", since purified water comes in metal cans, not glass bottles
* Purified Water and Sanitized Water requires Aluminum Canister (which matches the graphic)
* Soups now gives Aluminum Canister instead of glass bottles (since they required water in cans)
* Scrapping an Aluminum Canister in the Tech Lab now gives 1 Aluminum (instead of glass)
* Dirty Water comes in a paper carton, and requires no bottle to gather now (which matches the graphic)
* Drinking Dirty Water no longer gives a bottle back
* Sanitized Water and Juices now show a purified water container graphic with custom textures
* Carrying around lighter-weight aluminum containers makes more sense over heavy (and breakable) glass bottles
* Unbroken glass bottles now give a new "Glass Bottle" component
* This component covers all types of glass bottles, so that any recipe that requires a glass bottle specifically, can use any of these junk items
* "Glass Bottles" are usually required for crafting alcohol, or possibly other types of chemistry-related items
* "Aluminum Canisters" and "Glass Bottles" are considered unsterile by default, but instead the recipes that required a "Clean" container now have the cleansing ingredients included in there instead

#1.9.0-ALPHA:204
Quests

* "Getting a Clue": The bottle clue was changed to a unique quest item (please let me know if this step doesn't work)

#1.9.0-ALPHA:205
Merchants

* Many shipment costs were slightly tweaked
* Shipments of common materials now give more materials per shipment, since they are often used in large amounts

#1.9.0-ALPHA:206
Skill: Fitness
>> Fitness is now a fully implemented skill!

* You can now gain Fitness skill by doing certain activities (based on travel and combat)
* Fitness Skill is updated every 10 minutes, based on what you did during that time
* You can gain up to +100 max (this stacks on top of the skill gained from stats/perks)
* The absolute maximum skill you can get from activities + stats + perks = 220 skill
* Traveling around a lot will grant you a moderate gain to Fitness Skill
* Killing enemies will grant you a small gain to Fitness Skill
* Killing enemies with Melee will grant you a large gain to Fitness Skill
* Only doing the "minimum" effort will cause you to break even (no loss, no gain)
* Not doing enough activity will cause you to lose Fitness Skill over time (i.e. skill decay)
* The amount of skill you lose does NOT change the permanent skill you gained from stats or perks
* Below +25 Skill gain, your decay amount is very small
* At 25-50 Skill gain, your decay amount is moderate
* At 50-75 Skill gain, your decay amount is large
* At 75-100 Skill gain, your decay amount is very large
* What this means is: the more fit you are, the faster it will decay if you stop doing stuff
* NOTE: You should never worry too much about losing some skill here and there, because you can regain it back

#1.9.0-ALPHA:207
Q: "Shouldn't workshop building count as fitness?"
A: No. The point of Fitness is to reward active excercise from traveling, exploring, and combat.

#1.9.0-ALPHA:208
Skill: Stealth

* The effectiveness of sneaking has been reduced for all ranks
* At 50+ Stealth Skill, Power Armor no longer allows you to gain a bonus to sneaking at normal movement speed
* At 90+ Stealth Skill, Power Armor no longer gains increased movement speed while sneaking
* At 140+ Stealth Skill, Power Armor no longer gains the light detection bonus to sneaking

#1.9.0-ALPHA:209
DEVELOPER NOTES: Some of these changes may need testing. Honestly, I think PA should have even more nerfs to stealth.. but I'd like to test these first.

#1.9.0-ALPHA:210
Sneak Attack Damage
>> Ranged sneak attack damage has reduced (again), so that it does not exponentially gain too much power
>> Sneak attack damage is now more reliant on skills/upgrades, than free damage with no skill or investment

* Base ranged sneak attack damage is now 1.2x (down from 1.5x) to emulate having absolutely no special skill in aiming at vital areas
* Deadeye is reduced to 2 ranks, at +10% sneak damage per rank
* Assassination skill (new - seen below) adds up to +40% sneak damage at 200 skill

#1.9.0-ALPHA:211
DEVELOPER NOTES: Even though Horizon already nerfed ranged sneak attack damage, it was still just too strong. The reason being is that its a direct multiplier on top of all the other upgrades your
weapon has. Sneak attack damage should also be more about the "skill" of hitting a target's vital areas while they are standing still, as opposed to being in a defensive posture or moving around.

#1.9.0-ALPHA:212
Perks/Specs
>> Perks and Skills are better standardized, so that they fit into a certain category (more on this further down)

* (NEW) You now gain a recipe perk when you unlock the Railroad ballistic weave
* The ability to see resistance stats in VATS is now a baseline part of FO4, and does NOT require Awareness anymore
* The "Grenade Throwing Arc" (toggled in the Field Kit) no longer requires any perk now
* Awareness Rank 1 now gives the XP bonus, instead of rank 2
* Awareness Rank 2 now gives the -2m cooldown on VATS Overdrive, instead of rank 1
* Awareness should now properly grant the encounter warning notifications and no longer block the perception check
* Deadeye only has 2 ranks now, and only gives +10% sneak attack damage per rank
* Better Criticals only has 2 ranks now
* Critical Banker only has 2 ranks now
* Black Widow and Lady Killer only have 2 ranks now
* Mister Sandman only has 1 rank now (this perk will probably be revised in the future)
* Steady Aim only has 1 rank now (this perk will probably be revised in the future)
* Nuclear Physicist only has 2 ranks now, and rank 2 contains some of rank 3's benefits
* Hacker now properly says you need 60 skill for master terminals
* Hacker rank 4 and 5 now mention that portable lockboxes can sometimes require a skill of 80 to 180
* Ballistics skill is now called "Gunsmithing"
* The Master Commando spec now gives +5% damage to all attacks, instead of 10% to just automatics
* The Assassin spec is now called "Master Ninja"
* Vanguard only reduces your damage by -10% now (down from -15%)\*
* NOTE: It should be noted that -10% damage reduction is actually quite strong due to the resistance formula in FO4. This perk may also be tweaked in the future to provide additional benefits, or

changes.

#1.9.0-ALPHA:213
Salvaging

* (NEW) You can now turn off item highlighting in the Global Options menu in the Field Kit
* Technologist is now only 3 ranks, and Scrapper now has 3 ranks
* Technology Rank 1: +20 Salvaging and +5 Engineering.
* Technology Rank 2: +40 Salvaging and +10 Engineering. Items with favorited components are highlighted (+1 Highlight Range.)
* Technology Rank 3: +60 Salvaging and +15 Engineering. Items with favorited components are highlighted (+2 Highlight Range.)
* Scrapper Rank 1: +20 Salvaging and +5 Metalworking.
* Scrapper Rank 2: +40 Salvaging and +10 Metalworking. Items with favorited components are highlighted (+1 Highlight Range.)
* Scrapper Rank 3: +60 Salvaging and +15 Metalworking. Items with favorited components are highlighted (+2 Highlight Range.)
* All highlight ranges can stack; 2 stacks is slightly lower than the vanilla range, and 3-4 stacks is further range

#1.9.0-ALPHA:214
Skills - Core Skills
>> To promote the concept of being "skilled from pre-war knowledge", some perks/skills can be taken even earlier now
>> The following perks/skills are considered "Core Skills":

* Hacker, Locksmith, Hunter, Survivalist, Medic, Chemist, Marketeer can be taken at levels: 1, 2, 3, 10, 20
* Scrapper and Technologist ranks can now be taken at level 1,5,10 (but they can be doubled up together)
* Leadership (as usual) can be taken from multiple perk sources and stacked early on

#1.9.0-ALPHA:215
Skills - Advanced Skills
>> The following skills are considered "Advanced Skills", and are purposely gated by levels (as usual)

* Gunsmithing, Metalworking, Tailoring, Engineering, Explosives, and Science

#1.9.0-ALPHA:216
Skills - Weapons

* (NEW) Proficiency: Rifle Grip - A new skill that grants benefits based on rifle grips
* (NEW) Proficiency: Pistol Grip (includes Shotguns) - A new skill that grants benefits based on pistol or shotgun grips
* (NEW) Proficiency: Heavy Grip - A new skill that grants benefits based on heavy grips (flamer, minigun, etc.)
* Grip proficiencies are strictly based on the actual grip, and can be on ANY type of weapon (energy, ballistic, or incendiary)
* The regular Firearms, Energy Weapons, and Incendiary Weapons skills have different benefits now
* Weapon skills are now prefixed as "Proficiency" instead of "Skill"
* Sniper-class weapons now use their appropriate base weapon skill (firearms or energy proficiency)
* (NEW) Assassination Skill: Increases your sneak attack damage
* Assassination Skill directly replaces the old "Sniper" skill, but now covers ALL weapon types
* Assassination Skill only improves when you perform sneak attacks
* VICE Gauss weapons are now considered ballistic rifles (even tho it adds energy damage to the 2mm ballistic slug)
* Weapon perks on the chart are now more perfectly sync'd with their appropriate specs (see below)

#1.9.0-ALPHA:217
Notes on Weapon Specialization changes
>> Weapon Specializations are now more focused on very specific weapon requirements
>> Most weapon specs now require non-automatic firing modes, as well as being specifically scoped or unscoped
>> Automatic firing modes are no longer included, because they have their own advantages in terms of raw DPS
>> Non-automatic firing modes should feel more rewarding if your character is specialized in those weapons

#1.9.0-ALPHA:218
Perks - Combat

* Weapon perks are now balanced more equally against each other
* Most combat-based perks now only have 4 ranks at levels: 5, 10, 15, 40
* This includes Attack Dog, Robotics Expert, Animal Friend, and the following combat perks below..

#1.9.0-ALPHA:219
Perk: Gunslinger

* Rank 1: Ballistic Pistols and Shotguns cause +10% Limb Damage and +5% VATS Hit Chance. (Level 1)
* Rank 2: Ballistic Pistols and Shotguns now cause +20% Limb Damage and +10% VATS Hit Chance. (Level 5)
* Rank 3: Unlocks the Duelist Specialization. Ballistic Pistols and Shotguns now cause +30% Limb Damage. (Level 15)
* Rank 4: If you have the Duelist Specialization, non-automatic unscoped Ballistic Pistols and Shotguns now cause an extra +10% Damage. (Level 40)

#1.9.0-ALPHA:220
Spec: Duelist

* Non-automatic unscoped Ballistic Pistols and Shotguns deal +30% damage and have a +5% chance to stagger valid opponents.

#1.9.0-ALPHA:221
Perk: Rifleman
>> Trooper is now reverted back to the "Rifleman" name once again

* Rank 1: Ballistic Rifles gain +10% Range, and +5% VATS Hit Chance. (Level 1)
* Rank 2: Ballistic Rifles gain +20% Range, and +10% VATS Hit Chance. (Level 5)
* Rank 3: Unlocks the Ranger Specialization. Ballistic Rifles gain +30% Range. (Level 15)
* Rank 4: If you have the Ranger Specialization, non-automatic unscoped Ballistic Rifles now gain an extra +5% Critical Hit Chance. (Level 40)
* NOTE: The range and vats bonuses work on the Minigun and automatic weapons, however the Ranger spec does not.
* NOTE: All gauss weapons are considered ballistic weaponry because of the ballistic projectile.

#1.9.0-ALPHA:222
Spec: Ranger

* Non-automatic unscoped Ballistic Rifles gain +15% Critical Hit Chance. (Includes Gauss.) (Does NOT include Shotguns.)
* (Reflex sights are accepted)

#1.9.0-ALPHA:223
Perk: Future Soldier

* Rank 1: Energy Weapons cause +10% Limb Damage and +5% VATS Hit Chance. (Level 1)
* Rank 2: Energy Weapons now cause +20% Limb Damage and +10% VATS Hit Chance. (Level 5)
* Rank 3: Unlocks the Cyborg Specialization. Energy Weapons now cause +30% Limb Damage. (Level 15)
* Rank 4: If you have the Cyborg specialization, non-automatic unscoped Energy Weapons now gain an extra +5% Critical Hit Chance. (Level 40)
* NOTE: The limb and vats bonuses work on the Gatling Laser and automatic weapons, however the Cyborg spec does not.
* NOTE: All gauss weapons are considered ballistic weaponry, and are NOT classified as energy weapons.

#1.9.0-ALPHA:224
Spec: Cyborg

* Non-automatic unscoped Energy Weapons gain +15% Critical Hit Chance. (Does not include Gauss Weapons, which are considered Ballistic.)
* (Reflex sights are accepted)

#1.9.0-ALPHA:225
Big Leagues

* Rank 1: Swing for the fences! All Melee and Unarmed weapons now gain +3% Critical Hit Chance to all attacks. (Level 1)
* Rank 2: All Melee and Unarmed weapons now have +6% Critical Hit Chance to all attacks. You can now hit all targets in front of you with each swing from a Two-Handed Melee weapon. (Level 5)
* Rank 3: Unlocks the Marauder Specialization. All Melee and Unarmed weapons now have +9% Critical Hit Chance to all attacks. (Level 15)
* Rank 4: If you have the Marauder specialization, all melee attacks gain an additional +3% Critical Hit Chance and +10% Critical Hit Damage. (Level 40)

#1.9.0-ALPHA:226
Spec: Marauder

* The power attack bonuses now only occur 25% of the time

#1.9.0-ALPHA:227
Perk: Sniper

* Rank 1: Non-automatic scoped weapons have a 5% chance to stagger valid targets when hit, and also gain +5% accuracy to head shots in V.A.T.S. (Level 5)
* Rank 2: Non-automatic scoped weapons have a 10% chance to stagger valid targets when hit, and also gain +10% accuracy to head shots in V.A.T.S. (Level 10)
* Rank 3: Unlocks the Sharpshooter Specialization. Non-automatic scoped weapons have a 15% chance to stagger valid targets when hit. (Level 15)
* Rank 4: If you have the Sharpshooter specialization, you now gain an additional +10% damage to Sharpshooter's damage. (Level 40)

#1.9.0-ALPHA:228
Spec: Sharpshooter

* Non-automatic scoped weapons deal +15% damage. You gain +30 Assassination Skill. (Does not include Shotguns or Heavy Weapons)

#1.9.0-ALPHA:229
Commando
>> NOTE: Commando has some of it's ranks reduced, and may be overhauled again in the future

* Rank 1: A seasoned Commando can deal with any situation. You gain weapon proficiency skills at a 20% faster rate. (Level 1)
* Rank 2: Stick around. Unlocks Sticky Bombs. Throwing Knives now have a 35% chance to stagger opponents. (Level 5)
* Rank 3: You now gain weapon proficiency skills at a 40% faster rate. (Level 10)

#1.9.0-ALPHA:230
Spec: Master Commando

* This spec is temporarily disabled, and not available to select
* (A replacement will be added in a future updated)

#1.9.0-ALPHA:231
Demolition Expert
>> NOTE: This perk can now be obtained at levels: 1, 5, 10, 20, 30
>> This perk is considered a hybrid between an "Advanced Skill" and a combat skill

* Rank 1: You gain +20 Explosives Skill. You can now disarm Basic Mines.
* Rank 2: You now have +40 Explosives Skill.
* Rank 3: Unlocks the Demolitionist Specialization. You now have +60 Explosives Skill.
* Rank 4: You now have +80 Explosives Skill. Your explosives now deal +15% Limb Damage and effect a 15% larger radius.
* Rank 5: You now have +100 Explosives Skill. Your explosives now deal +30% Limb Damage and effect a 30% larger radius.

#1.9.0-ALPHA:232
Perk: Chemist

* A bug was fixed that allowed rank 5 to give too much of a duration buff
* Rank 1: You gain +20 Chemistry Skill perk rank. Any chems you take last 10% longer.
* Rank 2: You gain +40 Chemistry Skill perk rank. Any chems you take last 20% longer.
* Rank 3: You gain +60 Chemistry Skill perk rank. Any chems you take last 30% longer.
* Rank 4: You gain +80 Chemistry Skill perk rank. Any chems you take last 40% longer.
* Rank 5: You gain +100 Chemistry Skill perk rank. Any chems you take last 50% longer.

#1.9.0-ALPHA:233
Player Stats

* Your character now starts with 10 Damage, Energy, and Radiation Resist by default (in addition to the existing 10 Poison Resist)
* By starting with 10 resists, this allows low levels to be balanced better, since starting at 0 resists had too steep of a curve
* This is also done to compensate the proper balancing of all clothing/headgear, which now has 0 base resists without upgrades (which is also done on purpose to balance NPCs)

#1.9.0-ALPHA:234
Lock Breaching
>> The breaching system has been overhauled to provide better scaling and benefits
>> The goal of this system has always been to give an immersive way to BYPASS the mini-games completely

* Breaching locks can now be "free" if you have enough lockpicking or hacking skill
* The time it takes to breach locks and terminals is MUCH faster now (most only take 1 or 2 seconds)
* There's only 1 of each type of breaching tool now (instead of 2 ranks of each)
* You now receive XP based on the level of the lock (similar to playing the mini-game, but not exactly the same)
* Breaching locks and terminals now counts in your total tracked stats
* Breaching locks and terminals now increases your skill
* When the lock breaching scene finishes, the "Use" text will now properly refresh immediately
* Each text response for breaching actions are shorter now (usually 1 line)
* Crafting breaching tools (from a workbench) no longer requires any skills or perks
* Crafting breaching tools now gives x8 each craft
* Crafting breaching tools can randomly give +2 extra tools if you have high enough of the appropriate skill
* The materials required to craft tools are adjusted
* Breaching tools weigh less now
* Crafting Locksmith Tools and Explosive Charges from the Field Kit no longer requires any skill
* Crafting Auto-Hackers from the Field Kit still requires 20+ Science Skill
* Crafting Auto-Dialers from the Field Kit still requires 20+ Engineering Skill
* The outdated tier-2 master tools are no longer usable or craftable, however you can sell any remaining ones for caps

#1.9.0-ALPHA:235
Lock Breaching - Locks

* You can now breach Novice/Advanced door locks (without tools) if you have 8 Strength or higher
* Novice locks have a 25% chance to break a Locksmith Tool or Auto-Dialer
* Advanced locks have a 50% chance to break a Locksmith Tool or Auto-Dialer
* Expert locks have a 75% chance to break a Locksmith Tool or Auto-Dialer
* Master locks have a 100% chance to break a Locksmith Tool or Auto-Dialer
* If you have 40+ Lockpicking Skill, Novice Locks no longer require a tool\*
* If you have 80+ Lockpicking Skill, Advanced Locks no longer require a tool\*
* If you have 120+ Lockpicking Skill, Expert Locks no longer require a tool\*
* If you have 160+ Lockpicking Skill, Master Locks no longer require a tool\*
* NOTE: This does NOT work for explosives, which means explosives always require and consume 1 charge per use

#1.9.0-ALPHA:236
Lock Breaching - Hacking

* Novice terminals have a 25% chance to burn out an Auto-Hacker
* Advanced terminals have a 50% chance to burn out an Auto-Hacker
* Expert terminals have a 75% chance to burn out an Auto-Hacker
* Master terminals have a 100% chance to burn out an Auto-Hacker
* If you have 40+ Hacking Skill, Novice terminals will no longer require an Auto-Hacker
* If you have 80+ Hacking Skill, Advanced terminals will no longer require an Auto-Hacker
* If you have 120+ Hacking Skill, Expert terminals will no longer require an Auto-Hacker
* If you have 160+ Hacking Skill, Master terminals will no longer require an Auto-Hacker

#1.9.0-ALPHA:237
Companions

* Companions no longer have affinity changes due to your weapon/armor modding, entering power armor, or drinking alcohol
* Companions who don't like drugs, no longer care if you use drug items casually, however they may still dislike gaining addictions from drugs
* Companions will now only have a very small chance (5%) to make comments on certain activities: using workbench, modding, looting items\*
* Preston still doesn't like stealing, but not as harshly as before
* Preston hates eating corpses more than before
* Piper hates eating corpses more than before
* Codsworth no longer cares if you barter
* Strong no longer cares if you pick locks or barter
* X6 no longer cares if you barter
* DLC Companions include these changes also
* NOTE: This may need some testing. Let me know if you see otherwise (and on which companion), and make sure you don't have any companion mods conflicting with this.

#1.9.0-ALPHA:238
Traps

* Many simple traps now require "Basic Trap" disarming
* Includes: Grenade Bouquets, Can Traps, Gun Braces/Traps, and additional Tension Triggers

#1.9.0-ALPHA:239
Icon Sorting

* The pet caller devices will now sort right under Wilson's device in your inventory AID tab
* The Tech Lab was re-sorted to have material/workshop menus on the top, since those would be things that are most often repeatedly used
* "Models" in the Misc tab now properly sort inside of the Misc sub-folder

#1.9.0-ALPHA:240
Voiced Comments (if you have it enabled)

* (NEW) When you summon an attack dog or animal friend, the character will make a whistle call
* (NEW) The player will greet Wilson when he shows up (after he makes his beeping noises)
* (NEW) The player will make a comment when they put items into Wilson's container\*
* There's a cooldown so it doesn't comment immediately again if you re-open the container shortly after, and an option to turn it off

#1.9.0-ALPHA:241
Robco Voice Assistant

* If you have production alerts on, it will also tell you when new Trading Cycles have started
* If you unlock the VA while you're still level 1, an alternate intro is played to better match the mood of just exiting cryo (your character is not as cheery)
* New voice alerts are added for the "Empire" addon (seen further below)

#1.9.0-ALPHA:242
NPC Balancing - Helmets and Defense
>> Overall, many human enemies now feel more accurate in regards to their armor/helmets and the total defense

* Most enemies that wear helmets now usually wear some type of armor (overall has high defense across all body parts)
* Most enemies that don't wear helmets usually have little or no armor (overall has very low defense across all body parts)
* (NOTE: Helmets means actual real helmets that can protect the head well, and not hats)
* A few types of enemies with little/no defense, had their base resists removed or reduced so its more consistent
* Enemies with little/no defense often have higher accuracy (low defense, but more dangerous since they're unencumbered by armor)
* These changes effect: Raiders, Gunners, Minutemen
* For the most part, Raiders feel similar to how they were, except the few with armor also have helmets, so headshots feel more accurate now
* Gunner changes are much more drastic now (based on their ranks) in terms of armor, accuracy, and other combat AI tweaks
* Gunner snipers are very accurate, but defensive
* Gunners who are armored are less accurate, and more aggresive
* Gunners who are heavily armored are much less accurate, and much more aggresive
* Standard gunner types with no armor have decent accuracy, and are middle-ground on being offensive or defensive
* Some Gunner loot has been adjusted
* Many tweaks were made to BOS Soldiers
* BOS Soldiers that wear light armor/clothing no longer have extra DR/ER
* Super Mutants spawn as either armored with high defense, or no armor with low defense
* Many tweaks were made to Minutemen
* Minor tweaks were made to Children of Atom (vanilla)
* The fusion core damage on Sentry Bots has been drastically lowered to 3.0x damage (down from 7.0x)
* NOTE: Any npcs already spawned in your game will NOT have these adjustments
* WARNING: If you choose to use armor mods/patches that add new armor to NPCs, that's your own risk if the balance doesn't match my tweaks

#1.9.0-ALPHA:243
DEVELOPER NOTES: What does this mean? It means that NPCs without helmets are almost always easier to headshot than enemies without helmets now. The old vanilla RNG method wasn't, because it mixed
pieces and the DR from the body/limbs would give their heads DR too.

#1.9.0-ALPHA:244
Q: I want to patch armor mods to make them fit with Horizon, how should I go about it?
A: The short answer is, if the armor is supposed to be worn by NPCs, make sure heavy armor and helmets only go into lists with helmets and armor. Never put armor on npcs who wear hats, etc.
Otherwise, it's recommended to not put modded armor on NPCs at all, and just make it something the player can acquire/craft for personal use.

#1.9.0-ALPHA:245
Body Part Damage Multipliers

* Humans take 3.0x damage to the head (same as before)
* Humans take 2.0x damage to the torso (up from 1.0x)
* Humans take 1.0x damage to the limbs (same as before)
* Super Mutants take 3.0x damage to the head (down from 3.5x)
* Super Mutants take 2.0x damage to the torso (up from 1.0x)
* Super Mutants take 1.0x damage to the limbs (up from 0.75x)
* Super Mutant Behemoths take 3.0x damage to the head (up from 2.0x)
* Feral Ghouls take 2.0x damage to the head (down from 3.0x)

#1.9.0-ALPHA:246
DEVELOPER NOTE: Torso damage was increased so that it feels more lethal than limb damage. Example: An unarmored human might take 2 low caliber headshots, or 3 bodyshots, or 6 limb shots.

#1.9.0-ALPHA:247
(2 hits) 18x3 = 54/100 hp damage hits = 54x2 = 108 total damage (Head shot)
(3 hits) 18x2 = 36/100 hp damagehits = 36x3 = 108 total damage (Torso shot)
(6 hits) 18x1 = 18/100 hp damagehits = 18x6 = 108 total damage (Limb shot)

#1.9.0-ALPHA:248
(1 hit) 35x3 = 105/100 hp damagehits = 105x1 = 105 total damage (Head shot)
(2 hits) 35x2 = 70/100 hp damagehits = 70x2 = 140 total damage(Torso shot)
(3 hits) 35x1 = 35/100 hp damagehits = 35x3 = 105 total damage(Limb shot)

#1.9.0-ALPHA:249
NPC Faces

* (NEW) Some factions now have a larger variety of faces
* This currently effects: Settlers, Minutemen, and Scavengers
* NOTE: This face overhaul isn't done yet, more faces (and factions) will probably be added in future updates
* [Patch Authors]: Some faciton faces are now stored in Architect, under a leveled npc form for each faction
* [Patch Authors]: If you have a mod that adds more faces, you could probably just merge those faces into the Architect lists

#1.9.0-ALPHA:250
NPCs

* Most heavy armored or difficult npcs, are usually enough levels above your character that it shows a skull icon
* Most easier npcs shouldn't show a skull icon anymore
* Legendary enemies no longer display a message when they "mutate" (this message didn't make sense for certain types of npcs anyway)

#1.9.0-ALPHA:251
Raiders
>> Raider outfits have a much better (and consistent) variety now, based on the type of raider

* Most types of raiders now have customized outfits that are meaningful, instead of a random assortment of pieces
* This means there shouldn't be any unintentionally bad outfit combinations that don't feel like raiders
* Each type of raider is now categorized based on their level of armor
* Some raider types will always have heavy armor with an enclosed helmet, which also reduces the amount of all damage (including headshots)
* Many bugs were fixed, where certain placed raiders in the world weren't correctly using the weapons/armor for their type
* Overall, raiders in clothing may be slightly easier, and raiders in heavy armor are much tougher to kill
* Raider types that can spawn with sack hoods, now have multiple new paint styles of hoods
* Some types of raiders can now spawn with masks, including multiple new paint styles of masks
* Raider bosses are often tougher now, and wear heavy armor
* Chem Dealers have a chance to leave a poison trap that explodes after they die
* Pyro's fuel tank has a chance to explode after they die

#1.9.0-ALPHA:252
Brotherhood
>> Overall, the BOS now have a much better variety in their outfits, based on their rank

* Lower ranked soldiers often wear blue army fatigues and a variety of appropriate hats
* Officers now have different outfits than soldiers
* Snipers have different outfits than soliders
* Certain ranks of soldiers are now fully armored with a helmet and face mask
* Certain ranks of soliders are very lightly armored with a hat

#1.9.0-ALPHA:253
Super Mutants

* (NEW) Super Mutants now have over 25 new (and appropriate) hats and helmets
* (NEW) A new dark color theme was added for the cloth armor torso and legs
* (NEW) Skin Color: Pale Green - Used for specific types of mutants
* (NEW) Skin Color: Dark Green - Used for specific types of mutants
* (NEW) Skin Color: Very Dark - Used for Glowing mutants
* (NEW) Glowing Super Mutants: A few types of super mutants now have a custom glowing texture, including all "Primus" types
* (NEW) Glowing Mutant Hounds now actually have a custom glowing texture
* The Nightkin skin was tweaked to remove the small green pigments spots
* The templates were adjusted so that Nightkin should no longer sometimes spawn with standard green skin
* Super Mutants now have a large amount of overhauling regarding their outfits and defensive balance
* Super Mutants outfits now have a lot more cosmetic variety based on their type
* All super mutant hats now drop as lootable items to salvage or use on Strong
* All super mutant armor pieces (the items themselves) have 0 DR/ER, and the defense is based on the specific types of mutants\*
* Because Super Mutants use the "Durability" system, your average unarmored mutant no longer has any DR/ER by default\*
* Armored Super Mutants now have high DR/ER to account for their full body armor\*
* Misc adjustments were made to many super mutants (stats, defenses, etc.)
* The new "Log" weapon is added to the list of available melee weapons for super mutants
* NOTE: Please let me know if (and where) you see any super mutants behaving strangely (like they aren't targettable, don't attack you, etc.)

#1.9.0-ALPHA:254

* DEVELOPER NOTES: What this means is, standard mutants are generally easier to kill now, and will take an equal ratio of damage from any caliber round. Fully armored mutants, however, are usually

much tougher now. Also keep in mind, Super Mutants still have health regen in Horizon.

#1.9.0-ALPHA:255
Synths

* All synth stats have been readjusted
* Most Institute synths and personel will now properly give institute credit for the Kill Tracker system
* Most Institute Gen3's should now properly have human-oriented stats, and not Gen1/Gen2 stats
* Most Institute Gen3's should now drop with a component, and without synth robotic scrap
* Institute personel have their stats and inventory adjusted

#1.9.0-ALPHA:256
DLC: Rust Devils

* A large amount of overhauling was done to setup Rust Devils better
* Rust Devils now have a number of different common types, such as Mechanics and Breakers
* Legendary Rust Devils now have a number of different types, such as Engineers and Juggernauts
* Breakers and Juggernauts have heavy armor with a helmet, and carry melee weapons
* Legendary rust devils can now drop either human-based or robot-based legendary prototypes
* Many rust devils can now carry certain types of energy weapons
* NOTE: Please let me know if (and where) you see any rust devils behaving strangely (like they aren't targettable, don't attack you, etc.)

#1.9.0-ALPHA:257
DLC: Trappers

* A large amount of overhauling was done to setup Trappers better
* Woods and Coastal Trappers are better split up now, as well as melee and ranged types
* Trappers with heavy armor should always have a helmet
* Some trapper types only wear clothing
* More variety was added to trapper clothing and hats, appropriately based on their type
* Legendary ranged trappers can sometimes carry rare weapons, like lever-action rifles and harpoon guns
* Stats were tweaked on most types
* Coastal Trappers have a chance to have raw fish on them
* Woods Trappers have a chance to have raw meat on them
* NOTE: Please let me know if (and where) you see any trappers behaving strangely (like they aren't targettable, don't attack you, etc.)

#1.9.0-ALPHA:258
DLC: Nuka-World Raiders

* NOTE: Most Nuka-World raiders wear armor/helmets, so overall they are supposed to be harder to kill than commonwealth raiders
* Some overhauling was done to setup Nuka-World raiders better
* Operators now wear either metal or military-style helmets
* Pack raiders no longer wear non-helmet beanies or masks, however you can still find these hats in loot and vendors
* Disciples always wear a helmet now
* The types of armor that these raiders wear is no longer restricted by vanilla FO4 levels, so you'll see more variety now
* Some adjustments were made to various Nuka-World vendors
* Some pieces of heavy armor should no longer be gated at level 60

#1.9.0-ALPHA:259
Feral Ghouls

* (NEW) Roamers, Withered, and Rotting Feral Ghouls now move, charge, and attack 30% slower\*
* (NEW) Gangrenous Feral Ghouls now move, charge, and attack 15% slower\*
* (NEW) Charred Feral Ghouls now move and attack 40% slower, but do a lot more damage\*
* Stalkers and Reavers still move, charge, and attack at normal (fast) speeds
* Attacks will now swing less often (special attacks should less frequently spam multiple times in a row within 1 second)
* (NEW) Burning One: A new variant for Glowing Ones, which is fiery and burning
* Feral ghouls can now give Bone if your Hunting Skill is high enough
* Glowing Ones should no longer drop inappropriate standard feral ghoul loot
* Most types of feral ghouls no longer have any DR or ER at all
* Some types of feral ghouls now have less health and some have more health
* Most types of feral ghouls now have cold resistance, but take increased fire damage (varies based on type)
* Charred ghouls now have fire resistance (and are not vulnerable to fire damage)
* NOTE: Feral Ghoul mods are not compatible with Horizon without an extensive patch

#1.9.0-ALPHA:260

* DEVELOPER NOTES: Please let me know if there are any bugs with this, as this feature still needs more testing. Currently the only minor issue I see is that dog attack animations are slightly off,

but you don't really notice it that much.

#1.9.0-ALPHA:261
Dogs / Hounds / Molerats / Feral Ghouls / Insects / Yao Guai

* Most types (except albino and glowing) no longer have any DR or ER at all\*
* Health increased on some types
* Enemy guard dogs (not wild mongrels) have less rad resists now
* Most types of Yao Guai now deal more damage
* Other minor tweaks

#1.9.0-ALPHA:262

* DEVELOPER NOTE: It was always intended that most animals use the Durability system instead of DR, but it wasn't fully balanced in the past. What this means, is the caliber doesn't matter against

these types of NPCs. Damage is strictly based on how much damage it actually does (i.e. dealing 10 damage actually does 10 damage.)

#1.9.0-ALPHA:263
Albino and Glowing - Animals/Creatures

* REMINDER: Most glowing creatures have high ER/RR (and possible some FR)
* REMINDER: Most albino creatures have high DR/CR and are vulnerable to extra fire damage
* Minor tweaks were made to various creatures to keep these standards in line

#1.9.0-ALPHA:264
Misc NPCs

* Scavengers have a few more tweaks and fixes to their stats and templates
* The scavenger fighting the molerats at the garbage dump is now very resistant to damage vs other npcs
* Buddy has more health and resists now

#1.9.0-ALPHA:265
Poisons

* The Horizon option to remove the poison graphical effect is no longer available (or needed)
* Most poison effects that appears on the player (or other npcs) will now immediately fade off 1-3 seconds after being hit
* Even if the poison itself lasts longer, the FX will still fade quickly
* If you're using the new HUD option, when you get most types of poison on you, you'll see a debuff icon

#1.9.0-ALPHA:266
DEVELOPER NOTE: This should cover most poisons in the game, but if you happen to see your character (or any NPC) with lingering poison graphics on them for a long time, let me know the details
(possibly which enemy poisoned them, etc.)

#1.9.0-ALPHA:267
NPC Stealth Detection
>> Some enemies have been given higher perception now (and a few lower)
>> (Perception allows them to see through sneaking at further distances)

* Many types of humanoid snipers (or scouts, or similar types) now have much higher perception
* Certain types of animals now have higher perception
* Some boss-level enemies and a few legendary-tier enemies have higher perception now
* Glowing creatures often have lower perception now, because their senses are blinded

#1.9.0-ALPHA:268
(NEW) Armor Shattering
>> A new game mechanic has been added to combat, which allows the player to wear down enemy defenses

* (NOTE: This system does NOT work against the player, companions, settlers, or any NPC that is "essential")
* Each hit from valid weapons/ammo, will reduce the target's DR or ER by a specified amount
* The amount reduced is a FIXED value (not percentage), so enemies with high armor are more difficult to debuff
* Because each hit damages their defense, you will slowly gain damage per hit dealt
* Lower calibers will reduce DR by smaller amounts, and higher calibers reduce larger amounts
* Not all weapons and ammo can reduce armor, but most standard types do
* The amount of DR/ER that is reduced, will scale based on your level
* With enough hits, even low calibers can eventually chip away at armor (i.e. expose "holes" in the armor)
* Low calibers consist of: .30, .38, 9mm, 5mm, Electron Cells, and similar ammo at this damage range
* Mid calibers consist of: 10mm, .45, 5.56mm, Fusion Cells, and similar ammo at this damage range
* High calibers consist of: 7.62mm, .308, .50, Heavy Fusion Cells, and similar ammo at this damage range
* Melee weapons will only debuff armor based on the Enhancement slot upgrade
* Blunted melee weapons usually debuff armor better than slashing weapons
* This works on most enemy types, whether its a human in armor, or a robot, or a creature
* Targets that are "protected" or "essential" CANNOT be armor debuffed (i.e. settlers, companions, etc.)
* Only the player can debuff targets, even if an NPC uses the same ammo as the player does
* User-patched weapons that are incorrectly setup may not work until an ammo type is selected
* NOTE: You may notice you occasionally debuff their armor BELOW 0, however this does not increase your damage further
* WARNING: If you use an older save game, some weapons might not have armor shattering capabilities until you swap the ammo

#1.9.0-ALPHA:269
DEVELOPER NOTES: The short answer is that most enemies can eventually be worn down, even with low caliber ammo. Keep in mind, this won't do much of anything to enemies who already have little to no
armor. It's designed to allow you to eventually wear down enemies with high defenses (by essentially damaging their armor with many hits.) This is also a new way of dealing with DR, so it will
definitely need testing

#1.9.0-ALPHA:270
Q: Does this make API or high calibers less useful?
A: Not at all. The amount of hits required to reduce some targets to 0 DR could be a lot. You may not even get some targets anywhere near 0 DR by the time you'd kill it. The debuffs simply give a
realistic way to degrade the enemy's armor over time, especially for lower calibers.

#1.9.0-ALPHA:271
Weapon Receivers - Overhaul
>> Many weapons now have a new progression style of upgrading for receivers!

* (NEW) Slot: "Receiver Upgrade 1" - Increases base damage by 20%, Requires moderate skill
* (NEW) Slot: "Receiver Upgrade 2" - Increases base damage by 20%, Requires high skill
* (NEW) Slot: "Receiver Upgrade 3" - Increases base damage by 20%, Requires very high skill
* (NEW) Slot: "Receiver Upgrade 4" - Increases base damage by 20%, Requires master-level skill
* All 4 upgrade slots are additive, and stack damage
* These new upgrade slots give you a real progressive method to "layer" your upgrades as you level up
* Most importantly, this allows you to not waste materials on receiver upgrades that you [used to] out-level!
* This method also gives you more customized choices when upgrading your weapon
* This method also allows recipes to feel more unique and customized per upgrade, instead of everything just being a direct replacement
* The main receiver slot allows you to choose (and keep!) which style of receiver you want (ex: light, heavy, calibrated, hair-trigger, etc.)
* The main receiver slot can be changed at any time, and won't effect your other 4 upgrade slots
* Upgrade slots can be removed from a weapon, and re-used in a weapon with similar parts (pistol, rifle, shotgun, energy, etc.)

#1.9.0-ALPHA:272
DEVELOPER NOTES: For the most part, the total amount of damage is roughly equal to the old style of receivers, however you can potentially get an extra +10% with mastercrafted over the old method.
Also, external weapon patches don't necessarily have to use this system (if you dont want to), as long as they're balanced properly in total damage.

#1.9.0-ALPHA:273
Weapon and Ammo Tuning

* There is now a clear distinction between pistol and rifle rounds
* Pistol-Only rounds: .38, .45, .44, .357, 9mm, 10mm, 12.7mm
* Rifle-Only rounds: .30, 5.56, 7.62, .308, .50, .45-70
* Ammo sets are updated accordingly
* Sound rounds may have bonus or penalty to range
* Many SMG weapons use "pistol round" ammo sets (on purpose), even tho the weapons are considered rifles
* As a result SMGs often have weak weapon range compared to other rifles (which is also on purpose)
* Most weapons that use .45 rounds are rescaled in damage (The damage ranges are similar to how they were previously, but not exactly)
* (NEW) .22 LR is now converted into ".30 carbine rounds", and are intended as the low caliber for rifles
* (NEW) .45 API is now converted into ".45 White Phosphorus rounds (WP+)", which add fire damage\*\*
* (NEW) 5.56 API and 7.62 API is now converted into "Armor-Pulverizing rounds (APX)", which deal a high amount of armor shattering per hit\*\*
* (NEW) .45-70 is now converted into ".45-70 Electrically Charged Acid Rounds", which add piercing electric damage and armor shattering per hit\*\*
* Some weapons now use a lower caliber as their base ammo, so that their ammo swaps scale more like other weapons
* Certain ammo crafting recipes now have "novice" versions, which give less ammo per craft at lower skill levels
* Novice recipes so far: .45 and Heavy Fusion Cells\*
* The LMG can now use .30 carbine rounds, and can no longer use .50 rounds
* The Combat Rifle (and rifles using that ammo set) can now use .30 carbine rounds, but can no longer use .45 rounds
* The Revolver now deals higher base damage and +25% critical hit damage
* The Pipe Revolver now uses the same ammo set that the regular revolver uses
* The Combat Pistol is now very slightly faster
* The Junk Jet now does 6 damage in default mode, and 1 damage in Desolation Mode
* API and HE ammo should no longer have their projectiles overwritten by suppressors
* API and HE ammo are now considered loud, even if you have a suppressor on
* NPCs who use bolter weapons will now drop more bolts, regardless of desolation mode too
* Disassembling missiles and mini-nukes now gives the full materials (note that crafting them still gives no skill-ups because of this)

#1.9.0-ALPHA:274

* DEVELOPER NOTE: This is done because .45 and Heavy Fusion Cells are one of the few rounds that scale "too good" at low levels because of how receiver damage scaling and ammo swapping works in

Horizon. Higher skill will allow you to bypass the novice recipes to get more rounds per craft.

#1.9.0-ALPHA:275

* + DEVELOPER NOTE: I changed some of these rounds because I want more unique variety in ammo, based on each ammo set. Having too many standard rounds becomes way too repetitive for no good reason,

especially when some do nearly the same damage.

#1.9.0-ALPHA:276
Pistols (Ballistic)
>> Pistols are now balanced to be very good at close range combat, but less effective at long ranges

* Most pistols have significantly improved hip-fire accuracy (even without upgrades)
* Most pistols now have little to no accuracy penalty while moving or firing!
* Most pistols have significantly reduced range (which reduces damage at long range)
* Pistol/Shotgun skill further improves hip-fire accuracy, VATS chance, and limb damage
* (when using my new hudmenu.swf, the hip-fire reticle will also display more accurately now, which helps smooth out hip-fire gameplay)

#1.9.0-ALPHA:277
Shotguns (Ballistic)

* Most Shotguns now have little to no accuracy penalty while moving or firing
* Most Shotguns have significantly reduced range (which reduces damage at long range)
* Standard 12ga shotgun shells provide +20% increased limb damage
* 12ga APX, 12ga Cryo, and 12ga RAD shotgun shells provide +50% increased limb damage
* Double-slug shells provide improved range and increased stagger, but no bonus limb damage
* Pistol/Shotgun skill further improves hip-fire accuracy, VATS chance, and limb damage

#1.9.0-ALPHA:278
Rifle/MG (Ballistic)

* 7.62, .45-70, .308, and .50 caliber rounds now significantly reduce the accuracy of hip-firing
* Rifle skill further improves range, VATS chance, and bash damage

#1.9.0-ALPHA:279
Weapon Suppressors

* (NEW) The following weapons now have craftable "Crude" Suppressors (for lower levels)
* Pipe Gun, Pipe Bolt-Action, Custom SMG, Custom Sniper Rifle
* Crude suppressors only lower the "loudness" by -1, instead of -2
* Crude suppressors require 20 Stealth and 20 Gunsmithing Skill

#1.9.0-ALPHA:280
Plasma Rifles

* (NEW) Plasma weapons can now swap ammo
* (NEW) Heavy Plasma Cartridge: A new ammo cartridge that deals higher damage
* All Plasma Ammo now deals some amount of fire damage, in addition to physical/energy
* Standard Plasma ammo deals slightly less physical/energy damage
* Fiery Plasma ammo deals more fire damage, but less physical/energy than before
* The vanilla Plasma Gun now uses the same standardized plasma modding balance that the custom plasma weapons do

#1.9.0-ALPHA:281
(NEW) R60 Pistol
>> A new custom-made pistol with a sleek design

* Comes in 3 different variants:
* R60 Pistol: Uses the standard 10mm ammo set
* R60 Magnum Pistol: Uses the custom .357/.44/.45 ammo set
* R60 VICE Pistol: Uses the standard VICE ammo set
* All variants are semi-automatic only
* Uses the new upgradable receivers

#1.9.0-ALPHA:282
(NEW) Custom Sniper Rifle
>> A new scrappy custom bolt-action rifle with a sleek design

* Uses the standard 5.56/.308 ammo set
* Bolt-action firing
* Uses the new upgradable receivers and modular scope

#1.9.0-ALPHA:283
Weapons - Graphic Overhauls
>> The following weapons had significant changes to their meshes and textures:

* Custom Grenade Launcher: Uses high-res textures and new mesh parts
* Custom Plasma Rifle: Uses high-res textures and new mesh parts
* Custom Rifle: Uses high-res textures and new mesh parts
* Custom SMG: The back part was retextured
* Custom Bolt-Action: Some mesh/texture errors were fixed, and the grip was replaced with a better mesh
* The vanilla Submachine Gun and Combat Rifle will also use some of these high-res texture replacements
* The vanilla Submachine Gun is no longer as shiny

#1.9.0-ALPHA:284
Weapons - Pipe Weapons

* (NEW) Pipe Gun: Metal (Dark) - A new grayish metal paint color option
* (NEW) Pipe Gun: Metal (Light) - A new grayish metal paint color option
* (NEW) Pipe Gun: Improved Reflex Sight - A real reflex sight for the pipe gun
* (NEW) Pipe Gun: Screwdriver Bayonet
* Most enemies that wield pipe guns have a chance for it to be a random color

#1.9.0-ALPHA:285
Weapons - Pipe Weapon Progression
>> Some "low tech" weapons now offer significant benefits to crafting at low levels for LOW tier modifications only
>> This encourages you to use crudely made weapons at lower levels, if you wish to save on materials

* Many low-level Pipe weapon attachments now require little or no adhesive to craft
* Reflex sights on many weapons (not just pipe weapons) no longer require adhesive or silver
* NOTE: Most mid to high level attachments are unchanged, and still require adhesive

#1.9.0-ALPHA:286
Weapons - Pipe Gun

* The Pipe Gun is split into 2 separate weapons: Pipe Pistol and Pipe Rifle
* Pipe Rifles only have rifle stocks and certain barrel choices
* Pipe Pistols only have pistol grips and certain barrel choices
* Pipe Pistols cannot have a drum magazines, bayonets, muzzle breaks, or compensators

#1.9.0-ALPHA:287
Weapons - Pipe Revolver

* This weapon is now always categorized as a "Pistol"
* This weapon no longer has any rifle stocks available

#1.9.0-ALPHA:288
Weapons - Pipe Bolt-Action

* This weapon is now always categorized as a "Rifle"
* This weapon no longer has any pistol grips available

#1.9.0-ALPHA:289
Weapons - Laser Musket

* (NEW) Gray Metal Paint job
* (NEW) Metal Barrel
* (NEW) Metal Short Stock and Metal Full Stock
* (NEW) There's now a dot reflex sight for the Laser Musket
* Reflex sights now zoom in closer to the sight so it doesnt appear so far away
* The reflex sight is now gray, instead of the default laser gun green
* The musket in concord now comes with a reflex sight

#1.9.0-ALPHA:290
Weapons - Laser Guns

* (NEW) There's now a dot reflex sight for the vanilla Laser Gun
* (NEW) A cosmetic variant of the Prismatic and Photon barrels are available that have a spinning barrel graphic\*
* The reflex sight on the X-24 is now gray, instead of the default laser gun green
* (The barrel only actually spins with automatic firing mode on)

#1.9.0-ALPHA:291
Weapons - Institute Tactical Pistol

* The Institute Tactical is now reverted back to it's original pistol-only status
* The mesh was modified, so the size of the weapon is slightly smaller
* There are no longer any graphical changes to the barrels, but you can still upgrade them
* The pistol can no longer use scopes
* The pistol has a slightly higher base damage than the carbine or vanilla weapons
* Still has a Gamma Dish muzzle option

#1.9.0-ALPHA:292
(NEW) Weapons - Institute Tactical Carbine

* This is a brand new version of the Institute Tactical in rifle-form
* This weapon is very streamlined compared to the vanilla institute rifle (similar size to a ballistics rifle)
* Has most the standard laser upgrade options
* Does not have a Gamma Dish muzzle option
* There are no graphical changes to the barrels, but you can still upgrade them

#1.9.0-ALPHA:293
(NEW) Weapons - Blast Revolver

* A brand new energy revolver
* Can fire laser beams or energy blasts
* They can sometimes be found on institute coarsers
* You can receive one in the mail once Nick reaches 700 affinity
* This same mail also gives a signature weapon version as well

#1.9.0-ALPHA:294
(NEW) Weapons - X99 Laser Pistol

* A brand new energy pistol, based on the N99 model
* Can fire laser beams or energy blasts
* They can sometimes be found on institute coarsers, gunners, or BOS
* They can be purchased on the market terminal

#1.9.0-ALPHA:295
Weapons - Minigun

* (NEW) Equipping the Minigun applies a new bonus that allows hip-firing to scale with your strength\*
* At 6 strength the bonus starts at +10%, and scales up to 10 strength at +50%
* At 10 strength, Minigun accuracy is significantly better (i.e. power armor)
* Equipping the Minigun now only requires 5 strength
* The Steady Aim perk does not work with Miniguns anymore
* Some Minigun upgrades no longer effect hip-fire accuracy
* The standard iron sights is now a pin shaped sight
* An open circle sight was added
* You have the option to remove the iron sights completely

#1.9.0-ALPHA:296

* NOTE: The graphical reticle seems be buggy, and expands slightly larger than it starts out when you first equip it, but I believe the bonus accuracy of the rounds should still be fine.

#1.9.0-ALPHA:297
Weapons - Bolter Weapons

* The gravity drop on bolts was removed
* The Repeating Bolter can use the new pipe gun paint colors
* The Repeating Bolter can use the new pipe gun Improved Reflex Sight
* Crafting Carbon Fiber Sheets (to make Bolts) is now considered "Trading", instead of actually crafting it
* Carbon Fiber Sheets require 10 Trading Skill, and can be done from the Weapons Lab, Tech Lab, or Trading Market Terminal
* Carbon Fiber can be crafted in factories now, but requires a high amount of Workshop Craftsmanship

#1.9.0-ALPHA:298
Weapons - 40mm Launchers

* (NEW) 40mm Venom: A new grenade type that deals high poison damage
* Grenade launchers are now balanced solely for firing only missiles and grenades
* The following is removed from the 40mm system: Venom slugs, irradiated shotgun shells, flechette rounds
* Non-explosives were removed because they did not balance (or progress) well, due to the nature of these weapons
* Swapping to the RPG API will now properly show the ammo name in the text name of the weapon
* The Pipe Grenade Launcher can use the new pipe gun paint colors

#1.9.0-ALPHA:299
Weapons - Grenades

* (NEW) Chemical Pipe Bomb: A new type of grenade that deals moderate poison damage
* Micro-drones will now fly significantly faster now

#1.9.0-ALPHA:300
Weapons - Melee

* Many vanilla weapons now have an enhancement slot to significantly improve damage
* Many vanilla weapons have been altered so that the utility attachments add significantly less damage
* The base damage on some melee weapons were increased to compensate a loss of attachment damage (such as baseball bats)
* The base damage on a few melee weapons were decreased

#1.9.0-ALPHA:301
Weapons - Misc

* (NEW) All weapon mod slots now have icons when modding them in the workbench
* (NEW) Inanimate Carbon Rod: In rod we trust! (A simple melee weapon that can rarely be found)
* (NEW) Log: It's better than bad, it's good! (A simple melee weapon sometimes carried by Super Mutants)
* .38 RAD rounds now also deal +35% additional base damage, but cost slightly more materials and deal slightly less rad damage\*
* 5mm RAD rounds now also deal +30% additional base damage, but cost slightly more materials\*
* 5mm Cryo rounds no longer have a base damage penalty
* 12ga Irradiated Shotgun Shells now also deal +45% additional base damage, but cost more materials\*
* Crafting specialty shotgun shells now gives skill like other specialty rounds do
* The Custom SMG's scope uses a more appropriate style of scope that fits on top of the weapon better
* The Custom SMG's default barrel no longer has requirements and rare mats
* The stock upgrades for the Combat Rifle had the wrong requirements for Ballistics Skill
* The magazines on the Combat/Custom Plasma rifles no longer effect the reload speed
* The Rapid Eject magazines on the Combat/Custom Plasma rifles are no longer craftable (its changed to be 30-round in existing weapons)
* Degraded and Deteriorated weapon conditions are now -5% worse per tier (i.e. it starts at -10% now)
* Many heavy weapons now weigh more
* The Micro-Sledge now defaults to black or dark blue when it drops from loot
* You can no longer scrap the shishkebab
* The Ripper now a lower critical hit damage base (because it has such a high rate of fire)
* Ash pile generation is OFF by default now (you can turn it on in the options menu)
* Copper and lead pipes should now give the same scrap materials in both the workbench and field scrapping
* NOTE: The amount of powder required may be adjusted in future patches. The increase in base damage is designed to help make RAD rounds a little more useful overall (especially for shotguns) even

against rad resistant enemies.

#1.9.0-ALPHA:302
Unique/legendary Weapons

* The Shem Drowne sword now has an icon and (should?) always drop in good condition
* Unique weapons are supposed to be weak on purpose for balance purposes, so that they never overshadow a crafted legendary
* Some unique items are increased in caps value, so they can at least be seen as sellable trophies

#1.9.0-ALPHA:303
[Beta] Modular Scopes (Testing needed!)
>> I'm experimenting with adding a modular scope system that allows you to change scopes in your Weapon Kit

* NOTE: This may not cover all vanilla/horizon weapons at first
* Each weapon now has at least 1 "Modular Scope" you can craft, instead of 8 individual scopes
* Some weapons have a "variant" Modular Scope, which has a different graphic (they function identically though)
* There are 4 items you can craft in the Weapons Lab: 6x Lens, 10x Lens, Night Vision Adapter, and Recon Targeting Adapter
* These 4 items are universal for ALL valid weapons that can use modular scopes! (you only need to carry 1 of each part with you)
* Scope modes can be toggled in the weapons workbench under the "Scope Mode" slot located right below the scope attachment slot
* Scope modes can be toggled in the field via your Weapon Kit (the ammo swapper item)
* Recon targeting will actually work with both the modular scope AND other sights
* Recon targeting is only available for selection if you have a 6x or 10x lens item (even if you want to apply it to a reflex sight)
* Night vision only works on the modular scope, but it works with 4x, 6x, or 10x
* Example: If you want 10x night vision, you'll need both the 10x lens and the night vision adapter
* Attaching night vison or recon adapters does NOT change the graphic of the scope on the weapon (and never will, so don't ask!)\*
* NOTE: Please report any bugs with using the modular scope or any sights, thanks!

#1.9.0-ALPHA:304
[Beta] Modular Scopes - PATCHES (For patch developers)
>> NOTE: Weapons will NOT be effected by modular scopes unless you specifically want them to be, so they aren't required
>> To add a modular scope to a patched weapon:

* 1> Compare one of the horizon-modified modular scopes and copy the relevant data to the "Short Scope" or equivalant
* 2> Disable all the other scope recipes so that you can only craft the Modular scope (and any non-scope sights)
* 3> Compare and add the appropriate keywords/attachment slots on the weapon itself

#1.9.0-ALPHA:305
(NEW) Item Locking / Favorites
>> A new attachment slot is added to weapons and armor that allow you to "lock" and "favorite" them

* "Locking" an item prevents it from being salvaged in the weapons workbench
* WARNING: A locked item does NOT prevent the Field Scrapping system from salvaging these weapons
* Locked items can optionally be given a special favorites icon
* Favorite icons will always sort the items to the TOP of your pip-boy
* This allows you to easily keep track of your favorite weapons and armor, without renaming them\*
* If you choose a favorites icon for armor pieces, it will automatically add text based on the arm/leg slots (if you use the short name addon)
* NOTE: If you manually rename an item, it will probably not work with the favorites system. So if you wish to use this system, do NOT rename your items manually.

#1.9.0-ALPHA:306
(NEW) Illumination Flares

* A new grenade object that you can throw to drop an illumination flare on the ground
* Lights the area for 10 minutes, and then disappears
* Can be crafted in the Weapons Lab under grenades
* You can use the object while it's lit on the ground and disable it (which destroys it)

#1.9.0-ALPHA:307
Pip-Boy Lighting

* The default Pip-Boy light has a slightly larger radius, as well as tweaked lighting color
* The mining helmet light (and PA lamps) now have 2x the lighting range, as well as tweaked lighting color

#1.9.0-ALPHA:308
Augments
>> The Augment system has been redesigned..
>> Because of the way the new components work, you have more freedom to augment equipment with less randomness from loot

* (NEW) Augment Components: Ingredients used in different configurations to augment weapons and armor
* "Micro Devices" are tiny pre-war devices used as Augment Components (primarily for weapons)
* "Nano Materials" are ultra-thin pre-war materials used as Augment Components (primarily for armor)
* You CANNOT craft Augment Components, as this pre-war technology is too complex for most Commonwealth engineers
* Augment Components drop in places where the old augments used to (legendary enemies, safes, etc.)
* Augment Components drop more often than the old augments, but you need a few of them per recipe
* Augment Components can sometimes be found in certain Prototype junk items (as components)
* Weapon and Armor Augments in "loose mod" form no longer drop
* You can unattach Augments you craft and move them to another item (NOTE: I may possibly change this though)
* Higher ranks of augment recipes often require more Augment Components
* Augment recipes are now universal for all weapons types
* Recipes that require Augment Components often require them in different combinations together
* Example: To add burning damage to a weapon, it would require a Charger and a Regulator
* Example: To add cryo damage to a weapon, it would require a Chiller and a Regulator
* Chest augments often give 2x more protection than head augments, and 4x more than limb augments
* Armor augments are valued vs their costs, so a chest augment is equal to a limb augment in "protection per material cost"

#1.9.0-ALPHA:309
Augment Component Types:
>> Some types are used for weapons, some for armor (including power armor), and some for both

* Augment: Micro Regulator
* Augment: Micro Accelerator
* Augment: Micro Chiller
* Augment: Micro Charger
* Augment: Micro Amplifier
* Augment: Micro Modulator
* Augment: Nano-Weave (often helps with DR)
* Augment: Nano-Fiber (often helps with ER)
* Augment: Nano-Mesh (often helps with CR)
* Augment: Nano-Filament (often helps with FR)
* Augment: Nano-Shielding (often helps with RR)

#1.9.0-ALPHA:310
DEVELOPER NOTES: As you can see, there's far less augment loot you can get, which means far less RNG. They can be used in different combinations easier, to give you more chances of upgrading what you
want.. yet it still has some random feel to make looting and exploring interesting.

#1.9.0-ALPHA:311
Power Armor NOTES:
>> The goal for power armor balancing in Horizon is to separate upgrades and also have them feel more realistic:
>> Condition: This slot is removed
>> Armor Plating (Front): This is the main armor plating on the outside of each piece - high source of defense\*
>> Armor Plating (Support): This is the 2nd armor plating layer on each piece - high source of defense\*
>> Armor Plating (Core): This is the 3rd armor plating layer on each piece - high source of defense\*
>> Hazard Protection: This is the condition of the sealing - Helps to defend against poison and radiation getting in\*
>> Utility: This slot is for your standard utilities, which in Horizon are universal\*
>> Augmentation: (NEW) This slot is for special utilities\*
>> Paint: This slot should ONLY be cosmetic and NEVER add stats\*\*
>> It should also be noted that the different classes of Power Armor in Horizon have some differences, but nothing drastic. This is because most of your customization comes from universal mods that
can work on any class of power armor. Even raider power armor can be good if you put enough customized upgrades into it.. and that's how power armor should be.

#1.9.0-ALPHA:312

* NOTE: All of these slots are intended to be universal, which means you can transfer your mods to another appropriate piece
	+ (Which obviously requires patches for CC paints and external paint skins from mods.)

#1.9.0-ALPHA:313
Power Armor

* (NEW) Fully "Ruined" power armor pieces: These particular pieces are unrepairable and not upgradeable at all
* "Ruined" pieces can be used, however once they become damaged to 0 HP they are unusable forever
* "Ruined" pieces can be scrapped for materials through the Field Kit's Field Scrapping utility
* "Ruined" pieces can be found on many frames that should realistically have a full set, yet the pieces shouldn't be usable long-term (i.e. Concord)
* All power armor upgrades in the workbench now have icons
* The standard jogging speed drain on the power core is reduced slightly more (it was already much lower than vanilla, but I pushed it a little more)
* The action-point usage (like sprinting) and jumping is very slightly less drain now
* Raider power armor repairs now properly match the Metalworking Skill required
* The base caps value on all power armor pieces is now appropriate to the piece having no upgrades and in poor condition
* The "Reinforcement" utility upgrade was slightly reduced and no longer provides rad resistance
* (NEW) 4 new basic paint choices (palette colors) have been added to T45, T51, T60, X01
* Hot Rod Paint Jobs now unlock based on your "Recipe: Urban Artist" perk ranks, instead of invisibly from acquiring magazines
* Minuteman Paint job now unlocks with Recipe: Urban Artist (Rank 1)
* Power Armor paint no longer has loose mod attachments
* Some NPCs that wear power armor now drop mostly destroyed pieces and scraps

#1.9.0-ALPHA:314
Advanced Crafting Ingredients
>> New advanced crafting ingredients are added!

* (NEW) Electronic Servomotor
* (NEW) Fusion Power Regulator
* (NEW) Hydraulic Acuator
* (NEW) Hydraulic Fluid
* (NEW) Control Processor
* (NEW) Precision Lens
* These parts are considered to be valuable as fully intact items, instead of scrappable junk parts
* Many of these parts can be harvested by scrapping Power Armor frames or Intact Synth parts
* Precision Lenses can be found in appropriate junk loot (cameras, microscopes, etc.)
* Precision Lenses are required for certain recipes, such as weapon scopes
* Some of these parts are ingredients used in many power armor utility mod attachments
* Some parts can be traded on the black market for X-01 power armor pieces
* Most parts can be manufactured with factories (requires Workshop Engineering)
* Manufacturing these parts in a factory is considered "end-game", which means it requires very high levels of skill

#1.9.0-ALPHA:315
Standard Tech Ingredients
>> The following vanilla FO4 items are now considered as ingredients, instead of scrappable junk:

* High-Powered Magnet
* Biometric Scanner
* Sensor Module
* Military-Grade Circuit Board
* These items no longer give raw scrap components, and cannot be accidentally scrapped
* Most of these can be disassembled in the Tech Lab, however it's recommended to keep these parts for crafting recipes (including quest objectives)

#1.9.0-ALPHA:316
Power Armor - Salvaging and Recovery

* (NEW) The frame options menu now has a new option to allow you to salvage an intact frame yourself immediately
* Salvaging an intact frame requires 120 Salvaging Skill
* Salvaging a destroyed frame requires 80 Salvaging Skill
* Destroyed frames also have some basic loot on them, which does not require skill
* Using a voucher to salvage a fully intact frame requires Workshop Salvaging 5 or personal Salvaging 120
* Salvaging a fully intact frame (or voucher) gives a full set of unique parts
* Destroyed power armor frame scrap now has a chance to give 1 unique part

#1.9.0-ALPHA:317
(NEW) Power Armor - Hazard Protection (i.e. Sealing)
>> A new mod slot has been created specifically for the "sealing" of each power armor piece

* The sealing on power armor protects you from the elements: Radiation, Poison, Fire, and Cryo damage
* Most power armor pieces you find will either have degraded, deteriorated, or no sealing at all
* By default, all power armor helmets will NO LONGER provide extended waterbreathing time
* A fully sealed helmet will now provide extended waterbreathing time (NOTE: This is not infinite time.)
* A fully sealed piece will provide very good protection against poison
* A fully sealed piece will provide moderate protection against radiation
* A fully sealed piece will provide small protection against fire and cryo
* The sealing slot is universal, which means you can re-fit the mod into another (appropriate) piece
* The sealing slot can be set to "no sealing" to remove the fully sealed loose mod
* MOD: No Sealing - This piece has 0 bonuses
* MOD: Deteriorated Sealing - This piece has very little bonuses
* MOD: Degraded Sealing - This piece has some bonuses
* MOD: Fully Sealed - This piece has excellent bonuses
* Modding the piece to "Fully Sealed" requires a fair amount of skill and a lot of rare materials (but as mentioned, it can be moved to another piece later if you wish)

#1.9.0-ALPHA:318
DEVELOPER NOTES: Even pre-war, it's doubtful your standard soldier's PA had the same high-quality sealing that they used for specifically customized PA suits, which allowed people to go underwater
and even in space. The sealing is also expected to decay after 200 years. So expect little to no sealing on almost all PA post-war, until you fix it yourself! Also, it should be noted that most
"poison" damage in Fallout 4 is probably acid. I find it a bit odd when I hear people assuming their PA should "realistically" be 100% immune to poison/acid. The poison resist on a fully sealed piece
is still very high, but its not supposed to be immune.

#1.9.0-ALPHA:319
(NEW) Power Armor - Augmentation Slot
>> A new customization slot for Power Armor

* (NEW) Tesla Generator - A Torso Slot upgrade
* (NEW) Tesla Capacitors (Left Arm) - An arm upgrade
* (NEW) Tesla Capacitors (Left Arm) - An arm upgrade
* (More augments will be available in the future)
* NOTE: The Tesla upgrades only show an Automatron visual if you have the horizon DLC esps installed (which requires Automatron)

#1.9.0-ALPHA:320
Power Armor - Condition
>> The way that the "Condition" slot is balanced was reworked

* The condition slot was always intended as the condition of the "internal parts", but it's now written to show it better
* The condition slot helps to determine the health bonuses of the piece
* Essentially, pieces with lower condition of their internal working parts, will require repairs much more often
* The condition mods are what determines the differences between the types of Power Armor
* T-45 has a moderate balance of defense and health
* T-51 has slightly higher energy defense and health
* T-60 has a moderate balance of defense and health
* X-01 has slightly higher defenses and health
* Raider power armor has much lower health, as it's disadvantage is it needs to be repaired more frequently
* Skill required to upgrade varies: raider requires the lowest skill, X-01 requires the highest
* MOD: Poor Condition - Very low health, no added caps value or defense
* MOD: Deteriorated Condition - Low health, adds a tiny amount of defense, adds a small amount of caps value
* MOD: Degraded Condition - Moderate health, adds a tiny amount of defense, adds a small amount of caps value
* MOD: Functional Condition - Excellent health, adds a small amount of defense, adds a decent amount of caps value
* Conditions no longer reduce the weight of loose PA pieces
* There is now only 1 final upgrade for the condition (similar to how weapons always worked)
* The "rusted" look of the piece is now based on the Armor Plating mod, instead of the condition mod
* "Improved" or "Customized" upgrade options are removed\*
* (These were removed because they did not balance well with the goal of this system)

#1.9.0-ALPHA:321
Power Armor - Vendors

* Power Armor pieces sold on vendors are sometimes in "Functional Condition" and have "Full Sealing"
* Good condition Power Armor pieces sold on vendors usually come with Steel Alloy Plating (Rank 1)
* Power Armor pieces sold on vendors often have a higher caps value than normal (over stuff you craft or find)
* This means that Power Armor pieces with the above mods are often EXPENSIVE!
* Vendors can also sell low quality pieces, which are much cheaper
* Taegan/Atomic Cats are now setup to use Horizon's Trading Skill balance
* Taegan/Atomic Cats usually sells a few random deteriorated, degraded, and good condition pieces of T-45 (regardless of their rank)
* Taegan/Atomic Cats will be willing to sell T-51 and T-60 pieces (and other items) if you have higher Trading Skill
* Loose power armor mods are no longer sold at all
* Atomic Cats now sells 1 random piece of Atomic Cats T-60 in Good Condition (if you have high enough Trading Skill)
* Taegan will still only sell full suits of T-60 to higher ranking members

#1.9.0-ALPHA:322
Power Armor - DLC

* VIM Power Armor pieces are no longer dropped in the world, since they provide no purpose over regular T-51 (other than adding more crap to constantly update)
* VIM Power Armor pieces (pre-existing) are considered "Ruined" now, and are no longer repairable\*
* The power armor frame that contained VIM armor pieces are now empty frames
* Next to both VIM frames is a box on the ground which allows you to learn the VIM paint job schematic when you pick it up
* Nuka-World Paint Jobs now unlock based on your "Recipe: Urban Artist" perk ranks
* The Nuka-Cola, Quantum, and Sugar Bombs power armor pieces that you acquire are all now "Ruined" pieces\*
* Repairing Overboss pieces is now the same as standard raider pieces
* (If you are using Ruined PA pieces in your save game, remove all the mods and install them into other power armor pieces)

#1.9.0-ALPHA:323
Power Armor - NPCs

* Many enemies who use power armor will now have greatly increased resists.. be warned
* A bug was fixed which was preventing enemies in power armor from properly gaining resists

#1.9.0-ALPHA:324
Automatron DLC

* Some recipe changes were made to balance a few robot upgrades (thanks fff\_xcom)

#1.9.0-ALPHA:325
Traps

* You can no longer grab (or kick) Horizon's custom traps (this should eliminate accidentally grabbing it while you're trying to disable it)
* NOTE: If for some odd reason the trap actually spawns very close to you, it may not trigger or disable the grab functionality

#1.9.0-ALPHA:326
Animal and Creature Harvesting

* Default Horizon now gives a small bonus to harvesting "Raw Meat Scraps"\*
* Scavenger Mode now gives a larger bonus to harvesting "Raw Meat Scraps"\*
* Desolation Mode does not give any bonus to harvesting "Raw Meat Scraps"\* (same as before)
* (NEW) Glowing Organs, Glowing Glands, Glowing Tissue - New parts that can be harvested from glowing creatures
* Being able to harvest glowing parts from glowing creatures requires a Hunting Skill of 60+
* Glowing parts have rare materials such as nuclear material, phosphorus, and acid
* Animals that are Rabid or Glowing are considered biohazards, and no longer give any usable raw meat
* Raw meat you get from some "healthier" versions of animals is slightly more than previous
* Radstag Yieldings give half the meat that adult ones do
* With a Hunting Skill of 60+ you will always get some amount of Bone on most mammals and feral ghouls
* Legendary Deathclaws, Fogcrawlers, Radscorps, and Mirelurk Kings will now guarantee 1 Mutated Plating if you have a Hunting Skill of 60+
* The random chance to get extra meat and extra parts (gained from Hunting Skill) are each rolled separately now
* The chance to get mutated parts on standard animals/creatures (gained from high Hunting Skill) is very slightly increased

#1.9.0-ALPHA:327

* PATCH DEVELOPERS: For players who wish to custom their own ESP patch, you can change "Z\_Arc\_Config\_Horizon\_BonusRawMeatScrapsChanceNone" to whatever percentage you wish. In Desolation Mode it's 100

(chance none.)

#1.9.0-ALPHA:328
Drinks / Cures / Chems

* (NEW) Nuka-Tonic: Cures Overfatigue - requires Survival Skill to craft
* (NEW) Nuka-Stout: Cures Weakness - requires Survival Skill to craft
* (NEW) Nuka-Calm: Cures Insomnia - requires Survival Skill to craft
* All 3 new Nuka drinks can be found in the chem station and cooking station
* All 3 new Nuka drinks also have a "Contracted Work" recipe in the Cooking Station
* All 3 new Nuka drinks sort as a "Remedy" item (along with the other cure items), and not a standard beverage
* (NEW) Most beer can now quench some thirst, but they also give rads now (more than sanitized water)
* Beer and Nuka Cola only give the minimum amount of thirst (16), regardless what their caps value is
* As usual, beer is free from illness (like sanitized water)
* Some beers no longer give AP regen (this made no sense anyway.. if anything, alcohol should remove AP)
* Hard liquor does NOT quench thirst
* No consumables will give charisma buffs anymore (temporary charisma gains don't balance well)
* Addictive chems that also provide a cure now have a unique icon so you can immediately identify them
* Skeeto Tonic now Cures Poison, instead of parasites (Atomic Scotch already does parasites for Survival Skill)
* Skeeto Tonic now requires generic Exotic Ground Meat, instead of bloatfly/bloodbug meat specifically
* The survival version of Poison Antidote was removed
* You can find Atomic Scotch in the chem lab/remedies menu as well now
* The standard Herbal buffs now only require Sanitized Water, but give some rads when used
* Herbal Remedy now requires 1 of each of the standard herbals to craft, but lasts for 3 hours now (i.e. its more efficient to combine all 3 together)
* Advanced Cure-X requires less materials now
* Melon Juice is changed to slightly cure rads instead of prevent immunity
* The recipe for "Institute Bottled Water to Purified Water" will now only show if you have some on you
* Ultra Rad-Away now gives a base value of 450 rads restored
* Overdrive no longer gives critical hit chance, but instead +100 max AP and +1 AP regen for 10 minutes
* Psycho grants +15% Melee Damage and 15 Damage Resist for 5 minutes
* Psycho Jet grants Slow Time, +25% Melee Damage, +35 Damage Resist and +35 Max AP for 10 seconds
* Psychobuff grants +15% Melee Damage and +30 max AP for 8 minutes
* Psychotats grant +10% Melee Damage and +10 Energy Resist for 10 minutes, and Cures Parasites
* Jet Fuel grants +50 Max AP and +10 AP regen for 1 minute
* Rebound grants +20 Max AP and +1 AP regen for 5 minutes and Cures Overfatigue
* Grape Mentats grant +3 Intelligence and +3 Perception for 10 minutes (bartering removed because it was confusing and does not stack)
* Fury grants +30% Melee Damage and -5 Perception for 1 minute
* Fury properly gives melee damage bonus (vanilla bug), and also works with unarmed weapons now
* NOTE: All of the above chems that grant AP regen, now provide their regen regardless of fatigue level or AP usage

#1.9.0-ALPHA:329
DEVELOPER NOTE: I have more plans to change some of the chems in future updates.

#1.9.0-ALPHA:330
Food and Water
>> All food/water is overhauled to make food and hunger MUCH easier to understand and deal with

* Cooked Foods are now separated into only 2 categories: Basic Meals (No buffs), and Enhanced Meals (Buffs)
* Basic and Enhanced meals each have their own separate icon now
* All food/water values have been evened out in value, so food value in general is far less confusing and more consistent
* Most food names are prefixed based on it's size (caps value): "Small", "Large", "Colossal"
* Food prefixes allow you to quickly understand what the size of the meal is from the name of it
* Example: Most food values at either 20 (Small), or 40 (Large), or 60 (Large), or very high such as 120+ (Colossal)
* Many food recipes have been scaled downwards (less meat required, but equally worth less value)
* Most soups and stews only require Sanitized Water now, and are usually worth 20 value
* Most soups and stews that also hydrate, will also add 10 rads (based on Sanitized Water)
* Soups/stews now specify in the tooltip that they provide hydration
* Hearty Soup and Mystery Soup require Sanitized Water now
* Animal Stew and Arthropod Stew require only 1 Purified Water (and give less rads in Desolation Mode than other soups/stews)
* Animal Stew and Arthropod Stew give extra bonuses now, but require much higher Survival Skill to cook
* Cooked food that gives buffs almost always require more ingredients (and sometimes rare ingredients)
* Sanitized water values at 20 now
* Purified water (and similar types) value at 40 now
* When you use Dirty Water in Desolation Mode, you no longer ingest it, but instead just douse yourself (puts out fires)
* Dousing yourself with Dirty Water still gives you rads (i.e. like swimming)
* Sources of "Institute Bottled Water" are replaced with standard Purified Water to make it easier to deal with
* Workshop Rations now reduce 20 Hunger/Thirst points (which should line up perfectly with the new HC\_Manager changes)
* A few types of basic cooked meals no longer provide buffs and are now considered Basic Meals
* "Nuka-Cola (Purified)" should now properly hydrate for it's full value
* MREs are worth 20 hunger value now, and can sometimes be found more often in pre-war containers
* Purified water and soups no longer give damage and energy resists
* Purified water and soups now give +20 rad resists (up from +10)
* Crafting Dog Food requires half the Ground Meat
* Bubblegum and Gum Drops no longer reduce hunger
* The raw meat vendor in DC will have more raw meat in stock, and the randomness is much more consistent
* The raw meat vendor in DC no longer sells cooked meals
* The raw meat vendor in DC will now sell extra meat depending on your Trading Skill
* Desolation Mode now adds rads to all food (more on this further below..)
* (REMINDER: 96 food value = 1 full day's worth of hunger.. or more easily just remember roughly "100" per day)

#1.9.0-ALPHA:331
DEVELOPER NOTES: Essentially, food with 40 value is 1 full dinner-sized meal. So ideally you need to eat 2 big meals and 1 small meal per day (100 value total.) Eating 2 small meals (like 2 burgers)
that value at 20 would be like 1 full meal.

#1.9.0-ALPHA:332
Survival Mode
>> Survival Mode is now primarily balanced around the default Horizon timescale of 10 (..not 20 anymore)

* It is highly recommended to keep the new default of "Timescale 10", as anything below 6 is not considered to be safe in FO4
* If you change the timescale to a custom number, some survival factors will now scale automatically with it
* The first tier of hunger/thirst/sleep (i.e. the yellow icon) no longer has ANY debuffs at all, and acts as your "warning" stage
* The second tier (and above) still has the same harsh debuffs that it had before (orange and reds icons)
* The debuff perks for the first tier will still appear in your perk list, but only indicate which penalties will come soon if you continue not to eat/drink/sleep
* The Horizon bed saving option now works on matresses too
* You can now actually die in Desolation Mode when Starving or Severely Dehydrated
* If you have revival mode active, dying from starvation will actually kill you

#1.9.0-ALPHA:333
Survival Mode - Rebalancing
>> To avoid confusion and balancing problems, a few things were tweaked:

* Thirst levels (the debuffs) now activate at the same levels as hunger levels (i.e. the same caps values)
* The amount of hunger/thirst gained per hour is now exactly the same in different Timescales
* The amount of hunger/thirst gained while sleeping is reduced further in default time (Timescale of 20) to compensate
* Being in combat no longer effects hunger/thirst\*
* NOTE: As always, a Timescale of 10 (default in Horizon now) is HIGHLY recommended (it's on by default in the installer), as this is what Horizon is balanced for!

#1.9.0-ALPHA:334

* DEVELOPER NOTE: While it may have sounded good in theory, this vanilla survival mechanic just added more confusion and unrealistic balance problems. It actually feels more balanced and realistic if

the player averages the same hunger/thirst every day, instead of random days having way more hunger required.

#1.9.0-ALPHA:335
Survival Mode - New Debuff Scale
>> The times when the hunger/thirst debuffs appear are now rescaled:

* Hungry or Parched: 18 hours - 72 hunger points (yellow color - this debuff/icon is just a WARNING, and applies no negative impacts yet)
* Very Hungry or Thirsty: 24 hours - 96 hunger points (orange color - this is the first debuff with penalties)
* Famished or Mildly Dehydrated: 36 hours - 144 hunger points (orange color - harsh debuff)
* Ravenous or Dehydrated: 48 hours - 192 hunger points (red color - severe debuff)
* Starving or Severely Dehydrated: 72 hours - 288 hunger points (red color - fatal debuff)

#1.9.0-ALPHA:336
REMINDER: Just remember that roughly "100 points" is required per 24-hour day for both hunger and thirst. This number helps you gauge how much food/water you need, based on the caps value of each
food/water item.

#1.9.0-ALPHA:337
DEVELOPER NOTES: Horizon's hunger balance has always been decent, but some of the lingering vanilla survival mode mechanics were causing too many unrealistic balance problems still. These changes
should help players not have days where it seems they have to eat more food than what it should be (even without parasites.)

#1.9.0-ALPHA:338
(NEW) Survival Option: Automatic Eating/Drinking
>> The aspect of surviving and finding clean food/water is great, but having to babysit the pipboy isn't very immersive..
>> You now have the option to enable automatic eating and drinking from the Survival Options menu
>> The system tries to be intelligent about what it eats or drinks first, and when it repeats again

* Automatic Eating and Automatic Drinking can each be toggled individually
* Eating has 3 options: Off, Basic Meals Only, or Any Clean Meals
* Drinking has 4 options: Off, Any Clean Water, Purified Only, or Sanitized Only
* You can also choose to keep or disable the added immersion message for when it's about to eat/drink
* You can also choose to have the game attempt to Autosave a few seconds before it eats/drinks (just in case the vanilla aid-item crash happens)
* The Auto-eat system will activate every 10 minutes if your hunger is low
* If your hunger is high, it will eat again 2 minutes later instead
* If you're in combat (or in a dialog scene) it will not eat, but instead try again shortly after
* If you have parasites on you, you'll receive a message about it, and it will NOT auto-eat anything
* The system will only eat/drink if your hunger/thirst is 60 or above
* The auto-eat will attempt to eat Basic Soups first (if you are also thirsty)
* Otherwise, it will then attempt to eat standard Basic Meals next
* If you have the "Any Meal" option on, it will then attempt to eat other meals last\*
* Shortly after a meal has been eaten, if you have Auto-Drink enabled, it will then try to auto-drink afterwards
* If you have "Any Water" enabled, it will attempt to drink Purified Water first, then Sanitized next
* The Auto-Drink will not drink special purified drinks
* If both hunger/thirst is still high enough after eating (and you have soup), it will eat soup again 2 mins later (instead of water)
* As long as you have enough food on you, you should be able to stay below 72 hunger most of the time (which is the first debuff)
* When you load a save game up, it will reset the first auto-eat check to 2 minutes (after that, it goes back to the normal cycle)
* NOTE: It is highly recommend to use the "Basic Meals Only" option for auto-eating. Using "Any Meal" may trigger buff foods when you don't want them, or possibly not eat certain foods efficiently.

#1.9.0-ALPHA:339
(NEW) Survival Option: Irradiated Cooked Food

* Most cooked food now gives rads in Desolation Mode (with default settings)
* If you don't like this new change, it can be toggled off in the Survival Options Menu
* You can even turn it ON in non-desolation mode if you like
* Food that also hydrates often has the same rads equal to both food and water combined
* Foods not effected by rads: MREs, Perfectly Preserved foods, Workshop Rations\*
* NOTE: Desolation Mode is balanced around this option, so turning it off will unintendedly make the mode easier
* Workshop Rations ignore this feature, otherwise it would defeat the purpose of compensated rations based on time

#1.9.0-ALPHA:340
(NEW) [Casual Mode] Survival Option: Short Duration Diseases

* A new casual mode option to reduce the time that diseases last
* This allows casual players to play in Survival Mode for hunger/thirst, but without as much disease management required
* This option is located in the Survival Options Menu in your Field Kit
* Weakness - Lasts for 1 minute
* Infection - Lasts for 2 minutes
* Insomia - Lasts for 5 minutes
* Lethargy - Lasts for 5 minutes
* Parasites - Lasts for 5 minutes
* Overfatigue - Lasts for 5 minutes
* NOTE: Nothing is changed by default with diseases unless you toggle this option ON. If you have a disease on you before changing the option, it will NOT change it the new duration.
* NOTE: This is obviously NOT recommended for Desolation Mode players, as it makes survival much easier
* WARNING: Some testing may be required! Sometimes even when a debuff wears off you early, it seems to linger in the background for certain things

#1.9.0-ALPHA:341
Revival Mode - Overhaul
>> NOTE: Revival Mode has some code changes, which may need a little testing to ensure it's working perfectly in all situations

* (NEW) A voiced event occurs after your character gets knocked out and the screen goes black!
* The voiced event has random dialog, so it doesn't feel the same each time
* The voiced event can come from 3 different settler voices, and adds a nice immersive element to being revived
* Dogmeat can be heard in the voiced event if he's with you
* The camera will no longer change after you are revived (i.e. first person stays in first person when revived)
* Revival Mode should (probably?) work fine in Fallout 4 VR now (needs testing)
* Revival Mode now waits to activate until you exit Vault 111
* When you revive, you now retain existing broken limbs (except a minimum of 10% on legs so you can move)
* (NEW) The guarded front gates of Diamond City will now act as a safe revival location if you are close enough to it
* (NEW) The front area of Goodneighbor will now act as a safe revival location if you are close enough to it
* Vault 111 will now remain as a default spawn location if you are close enough to it (even after you own 1 settlement)\*
* When you are moved to a settlement, you should no longer hear the enemies re-engage in combat right before it starts loading
* NOTE: In the event that you are somehow hostile to DC or GH when you spawn in, if you die in the exact same spot you spawned in on, it will respawn you to another location. I will add a faction

check in the future if its really needed.

* This was done to prevent custom settlement mods immediately acting as spawn locations if they are owned by default

#1.9.0-ALPHA:342
(NEW) Revival Mode - Companion Revival!

* Companions can now revive you in the field based on certain conditions:
* 1> You must have a valid companion with you (Dogmeat doesn't count!)
* 2> You must have at least 1 "Revival Kit" in your inventory, per revival (more info below)
* 3> You can only be revived by a companion up to 2 times in 15 minutes
* If you fail to meet any of these conditions, you'll be revived normally by settlers and brought back to the nearest location
* NOTE: There are currently no configuration options for this system - I will add them in upcoming patches

#1.9.0-ALPHA:343
(NEW) Revival Kits

* As long as you have 1 or more of these in your inventory, a companion can revive you in the field
* Revival Kits can be manually used as "Minor" Combat Stimpaks if you choose
* Manually using Revival Kits will heal for half the value of "Standard" Combat Stimpaks
* Revival Kits share a cooldown with ALL stimpaks (if used manually)
* Crafted in the Chem station; only requires 20 Medical skill
* The material costs are easier than "Standard" Combat Stimpaks
* NOTE: The health you regain by being revived by a companion is much larger than if you use the kit yourself, however there is always a much greater danger in getting revived in a bad spot or

getting knocked out again

#1.9.0-ALPHA:344
DEVELOPER NOTES: There's always an inherit danger to being revived where you died. This could mean your revival kit(s) get wasted and you wind up being dragged to a settlement anyway. In the future,
I may add a prompt asking if you wish to be revived or not.. but right now I don't think it's necessary.

#1.9.0-ALPHA:345
Revival Mode - Difficulties

* (NEW) There's now 4 difficulty mode options for Revival Mode:
* Standard: Same as before (Default)
* Casual: No caps loss or Adrenaline Injector loss penalty
* Harsh: Double caps loss penalty
* Brutal: Triple caps loss penalty
* (NOTE: The penalties for Harsh/Brutal are mostly just temporary, as I plan to expand this system in more detail over future patches)

#1.9.0-ALPHA:346
(NEW) Companion Injuries

* When a companion gets knocked down, they now become permanently injured (until you heal them fully)
* During combat, the companion still stays knocked down until healed or combat ends (same as usual)
* After combat, the companion will get up (as usual) but will now sustain injuries
* While injured, the companion will limp around with both arms broken
* While injured, the companion also bleeds, which will occasionally knock them down again
* Companions can be either revived in combat, or healed outside of combat the same way
* Both ways require and consume 1 Adrenaline Injector
* Once you initiate a revive/heal, it will now block the activator button until it's done working
* The companion will now voice a dialog line after you revive/heal them
* While injured, the "Transfer" button (to open their inventory) is not available until you heal them
* If you prefer the old method of not having to heal companions, this system can be turned off in the Survival Options Menu
* There is also a 2nd difficulty setting called "Severe" but this doesn't do much yet, its mostly for future possibilities
* NOTE: This system may need some additional testing to see if rare situations cause any problems

#1.9.0-ALPHA:347
(NEW) Blood Extraction Kits
>> A new kit that allows you to extract your own blood into clean Blood Packs

* Has a 1-hour cooldown (realtime)
* Applies the Anemia debuff (5 minutes - 10% extra damage taken, and reduced AP regen)
* Crafted in the Healing tab in the Chem Station (requires 20 Medical Skill)
* You cannot extract blood if you have the following:
* Anemia
* Weakness
* Poison
* Infection
* You are under 100% health
* You are above 100 rads

#1.9.0-ALPHA:348
Dynamic Encounters
>> Some code changes were done to improve the dynamic spawns, and may require some testing
>> The encounter spawn positions should feel more like they are actually tracking your path

* Encounters should now be less likely to spawn in front of you
* Encounters should usually spawn in better places, and at a more consistent distance
* Encounters should usually no longer spawn in deep (swimmable) water
* NOTE: This needs more testing, please let me know how the spawns feel (provided you aren't using other spawn mods that will give conflicting reports.)

#1.9.0-ALPHA:349
Meshes/Textures

* Crows used in Architect are no longer all glossy and wet looking like vanilla ones
* The small sanctuary house mesh was replaced to fix some polygon fighting
* The texture mapping on colonial street lamp is fixed (Architect/Empire lamps only)
* The texture mapping on emergency lights are fixed (replaces the default FO4 mesh)
* The texture mapping on damaged bollards are fixed (replaces the default FO4 mesh)
* That yellow wrapper in debris should now be removed from all sources in the commonwealth, and not just settlement debris
* A new sealed cardboard box variant was added with an aged looking texture (used for many packaged Horizon items)
* The texture mapping on the crossbow bolts and 40mm ammo are much better now
* The Combat Pistol, Custom SMG, and VICE Rifle, has some improved texture tweaks

#1.9.0-ALPHA:350
Attack Dogs

* (NEW) The Horizon attack dog pets now have new textures which don't look as beat-up looking\*
* Rocky: Now has a new darker pale brown texture
* Bandit: Now has a cleaner black texture
* Tank: Now has a cleaner default texture
* NOTE: This may not take effect in previous save games

#1.9.0-ALPHA:351
Documentation Menu

* Skill descriptions should be properly updated now
* Misc tweaks

#1.9.0-ALPHA:352
Flares

* The flare box in The Castle now contains 3 flares and 3 artillery grenades, but no longer ever respawns items\*
* Artillery smoke grenades, mm flares, and vertibird flares, can now be purchased in the Trading Market terminal\*\*
* [Desolation Mode]: vertibird flares require rare trades, which means you can't buy as many per cycle
* [Desolation Mode]: vertibird flares are removed completely from the standard vendors, and can only be purchased on the terminal
* This means its now scrappable in the enhanced addon, since it serves no long-term purpose
	+ vertibird flares only show up in the market when the appropriate BOS (or RR) quests are completed to unlock flares

#1.9.0-ALPHA:353
Vault 81

* (NEW) Vault 81 residents use the new architect vaultsuit textures and outfits, as well as some accessories (belts, glasses, etc.)
* Horizon no longer breaks the precombine in Vault 81
* Workbenches are now moved to the Reactor area
* Small architect workbenches are now used instead of full-size benches
* Tech, weapons lab, weapons/armor workbench are located in the entryway of the Reactor room
* Chemistry, cooking, and trading market are located just inside the next room
* You can now sleep in the bed in the doctor's office

#1.9.0-ALPHA:354
Far Harbor / Nuka World / Automatron

* The outdated and "damaged" 7.62 and .45-70 ammo from the DLCs are no longer even visible to players (so you shouldn't even get them anymore by accident)
* The "Nukalurk Egg" now gives a Nukalurk Egg item which can be ground into exotic meat
* Automatron's game is tagged with a game icon now
* NOTE: As always, if you are using an external weapon that uses DLC ammo, it obviously needs a proper patch (that is, if it wasn't properly patched to begin with)

#1.9.0-ALPHA:355
Addon: Short Naming
>> This addon is expanded to shorten and remove even more unnecessary suffixes

* The new receiver upgrade system will show a series of + signs based on the level of ugprade
* Generic upgrades like bayonets, barrels, and other common mods simply display as "M" for modded
* Suppressors still show specific suffix so you can identify your suppressed weapons
* Scopes/sights show as a single letter inside parentheses
* NOTE: This addon is highly recommended for anyone who doesn't like super long weapon names

#1.9.0-ALPHA:356
Addon: Extras

* The pre-war prologue female outfit is changed to a better looking outfit
* Dogmeat's injury sounds are less dramatic

#1.9.0-ALPHA:357
Addon: Scavenger Mode

* The amount of ammo this mode gives is increased
* This mode now gives increased medical supplies from medkits
* Some of the junk lists that were edited by this mode weren't giving some of the new items such as salt

#1.9.0-ALPHA:358
Addon: World Manager (i.e. Loot Addon)
>> The old "Loot Respawn Addon" is now known as the "World Manager", and contains many additional changes

* Horizon REQUIRES this addon (this is not optional, and never will be, so don't ask)
* Architect does NOT require this addon, if you aren't using Horizon
* A large number of cell object changes that were in Horizon, are now moved into this addon instead
* This will allow you to load cell mods easier without conflicts, because you can load those mods AFTER the loot addon
* (NEW) There's an Auto-Doc made out of an old jukebox at the Drumlin Diner!
* All of the "Packaged Magazine" changes were moved over from Horizon
* All "Clean Ammo Boxes" were moved over from Horizon
* All "Combat Stimpak" replacements were moved over from Horizon
* The behemoth in Fort Strong is replaced with a vanilla-style one that should work better for the BOS quest
* Some added workbenches were moved over from Horizon
* Hardware Town no longer has a workbench, and no longer breaks the precombine
* Corvega (interior) no longer breaks the precombine (which wasn't intended before)
* A few specific placed weapons were replaced with a duffle bag that guarantees 1 random weapon
* A few first aid kits that are behind locked pre-war gates, should now have guaranteed pre-war medical supplies inside them
* A few garage containers behind locked pre-war areas were given guaranteed prewar loot
* Most of these prewar containers will no longer respawn items, and they always roll items regardless of desolation mode
* Fresh fruit was removed from a few pre-war environments (let me know if you know any specific places that still need this change)
* Many power generators that had malfunctioning fusion cores will now be rusted and no longer have lit buttons and a turbine spinning\*
* (Let me know if you see any unrusted power generators with malfunctioning fusion cores)

#1.9.0-ALPHA:359
DEVELOPER NOTE: It should be noted (again) that the loot addon is HIGHLY recommended with Horizon.. almost to the point where no one really should be skipping it in the installer, unless you have a
good reason. Not only does it fix the realism of placed loot, but it also fixes a lot of minor bugs with placed objects and adds in a lot of new things.

#1.9.0-ALPHA:360
Addon: World Manager - Power Armor
>> Many of these changes below are aimed at retaining a PA balance and keeping things realistic/immersive at the same time
>> Many of these new changes are also aimed at providing rewards for both PA players and non-PA players

* Power Armor frames are manually tuned better to realistically match the environments they're in
* Frames in locked caged areas that are outdoors, will have a full suit of PA, except most of the pieces will be "Ruined" and not repairable
* Many frames with "Ruined" pieces, have the possibility of 1 random standard piece that is repairable
* The Power Armor Frame in Mass Bay Medical is now accessible by players, but uses the new "Ruined" armor condition and a drained fusion core

#1.9.0-ALPHA:361
Addon: World Manager - Power Armor Frame Salvaging

* (NEW) Destroyed Power Armor Frame: These are unusable frames found around the Commonwealth
* Most of the outdoor frames that are out in the open (or in the water) are now converted to Destroyed Frames
* Destroyed frames can be looted for common loose items, such as tools or common parts
* Destroyed frames can be salvaged for raw materials if you have a Salvaging Skill of 80+
* A new mesh and texture is used to better visualize a destroyed frame
* Over 30+ destroyed frames have been added to the commonwealth, to give a more realistic feel of 200 years passing
* (More frames may be added over time)

#1.9.0-ALPHA:362
Addon: World Manager - Power Armor Sealed Containers

* (NEW) Sealed R&D Container: A pre-war container sealed from the elements to preserve the items inside
* Sealed Containers contain 1 random (good condition) piece of T-51, T-60, or X-01
* Sealed Containers also contain a few tools, a prototype item, and packing material
* The pieces inside Sealed Containers are usually not rusted condition
* Sealed Containers are usually locked
* Many Sealed Containers are scattered across the Commonwealth inside and outside (often in locked cages with PA frames)

#1.9.0-ALPHA:363
NOTE: Many of these Loot Addon changes will NOT take effect in a previous save game. They are designed for new games only.

#1.9.0-ALPHA:364
REMINDER: It is never recommended to use Horizon without the loot addon active. And as mentioned, you can load the loot addon VERY HIGH UP in your load order, to avoid most cell conflicts.

#1.9.0-ALPHA:365
Addon: Enhanced Home Plate

* (NEW) Home Plate now has new areas to discover!
* (NEW) You can now [optionally] receive the key to Home Plate for free by completing Diamond City quests!
* Quests required: Out in Left Field, Pool Cleaning, and Painting the Town
* After completing all 3 quests, you'll receive a mail in your mailbox
* The item you receive is a "diamond city care package", which must be used from your AID tab
* Upon using the package, it will give you the key and start the quest to unlock Home Plate
* The package also gives you a few other small reward items
* If you already own Home Plate, the package will give you your caps back that you paid for Home Plate, this way you never feel "robbed" if you want to purchase it earlier or didn't know about this

system

* The ambient lighting and fogginess is overhauled
* Most of the lights are changed to provide better lighting
* The visual effects of the lamps are updated
* The decoration button should once again work properly
* The big shelves are now single objects to scrap, instead of dozens of pieces
* The storage room was tweaked so that it looks more unique than the Vault-Tec HQ storage room (it's supposed to be a similar Vault-Tec building design, but exactly)

#1.9.0-ALPHA:366
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#1.9.0-ALPHA:367
(NEW) Addon: Architect Caravan Robots

* WARNING: This addon should be installed BEFORE starting a new game. The pathfinding of the robots might also be a little screwy, this may need fixing.
* This new addon replaces most Pack Brahmin with new Cargo Robots
* Most cargo robots are protectron-class robots based on the Drinking Buddy robot
* Unlike other protectrons, these robots are very quiet (I may tweak this in the future)
* Trashcan Carla has a unique robot
* NOTE: If you install this addon mid-playthrough, most of the existing pack brahmin walking around will be replaced by invisible robots. If you're fine with invisible robots instead of brahmin, it

shouldnt cause any problems. Newly created supply lines will properly display robots.

#1.9.0-ALPHA:368
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#1.9.0-ALPHA:369
(NEW) Addon: Architect Texture Pack (Separate Optional Download)

* NOTE: This addon is a WORK IN PROGRESS, and will be tweaked and developed in future updates
* Any vanilla-replaced textures that Horizon had in previous versions, are now moved into this separate addon pack
* This pack is designed to be optimal, and only replace specific textures, instead of all of them
* Many of the textures in this pack will reflect a much better faded/worn/rusted look to account for 200 years (without being overkill)
* Many textures used the high-res version from the Bethesda texture pack, as a basis for the new modified versions
* Many textures in the game had their bright colors (reds, greens, teal, etc.) toned down to look more aged
* Some textures are still standard resolution, ones that seem less important or aren't noticeable as high-res
* Some textures are greatly reworked, and some only have very minor tweaks
* Some textures have errors removed (like the RR bricks or catwalk stairs)
* Some textures have better normal map detailing (slight bumps, cracks, etc.)
* Some materials were tweaked to give certain textures better (more/less) reflectiveness or shininess
* Some meshes were tweaked to improve their quality (this only works for non-precombine meshes, like containers)
* This version includes:
* Many High-Tech buildings (the large bright colored ones) were completely reworked
* Many Sanctuary textures were adjusted
* Red Rocket's colors are now more faded, rusted, and worn
* Some of Red Rocket's textures were overhauled to look much less pixelated
* Some Diamond City textures were tweaked
* Some furniture (mostly large stuff), including the vending machines
* Most cars/trucks are much more rusted and faded now
* Many outdoor signs are aged properly, instead of being brightly colored and clean
* Some of the "Machine Kit" parts are reworked to have standardized color, instead of color palettes
* Some of The "Machine Kit" parts that still use the palettes are recolored to have better blended metallic tones
* Diner textures were updated to high-res, and have faded colors and some extra detailing
* Some painted wood textures were tweaked
* Raider armor and metal armor no longer have that horrible bright orange colored rust
* Cargo crates, some doors, and some greebs were tweaked
* The silver vault crate doesn't look as clean and perfect now
* Industrial catwalks now have better coloring and a seamless texture (i.e. fixes buggy looking stairs)
* Some industrial beams and metal objects were tweaked
* Many workstations tweaked
* Common office desks and filing cabinets are overhauled to look much better up close
* Telephones no longer look clean and new
* Clean Coffee Cups look less clean, and dirty Coffee Cups look dirtier
* A new version of the black suit was added, to replace the bugged vanilla version
* Some LOD textures (including the atlas)
* Other misc textures
* NOTE: While it's optional, my texture pack was made to go along with my new weather addon (seen below)

#1.9.0-ALPHA:370
DEVELOPER NOTE: The goal of this texture pack is to mainly get rid of the "big offenders", which are the stuff that just looked way out of place, very low res, or didn't look aged enough for 200
years. I also want things fixed specifically the way I want them, as I haven't seen any texture packs that fit exactly what I wanted. I will continue to add to this pack over time, but there's a
large number of vanilla textures I feel are "good enough" and don't need to be higher resolution or require much work.

#1.9.0-ALPHA:371
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#1.9.0-ALPHA:372
(NEW) Addon: Architect Weather (Separate Optional Download)

* NOTE: This addon is a WORK IN PROGRESS, and will be tweaked and developed in future updates
* This addon is most likely not compatible with other weather mods (unless you know what you're mixing in)
* My primary goal with this addon is to make weather more realistic and gritty (especially the "clear" weather)
* It's secondary goal is to "fix" the dated feel of FO4, by blending the environment smoother, so that most objects don't awkwardly stick out as much
* My new texture pack is HIGHLY recommended to go along with this addon, as they are intended to go together well (color balance, etc.)
* Most of my weathers move away from the "blue" tinting everywhere
* Some weathers are no longer as "blurry" looking, and have further viewable distance
* In it's current state, this addon mainly focuses on all 8 outdoor Commonwealth weathers (for now):
* Clear: Completely overhauled - now has a warmer sunlight tone (and darker night), with all customized lighting/fog/color levels
* Clearest: The same as clear weather (it may have slight differences as I tweak it)
* Overcast: This weather feels a lot more like a storm is actually brewing (also matches the time of day better)
* Rain: Different fog/lighting tweaks
* Foggy: Different fog/lighting tweaks, the fog isn't quite as close and it looks better at all times of day
* Misty: Different fog/lighting tweaks, has a similar feel to clear weather, except misty
* Misty Rain: Misty with light rain
* Rad Storm: Minor tweaks (for now) - less foggy, and the lightning shouldnt be quite as bright
* NOTES: Indoor and DLC-specific weather/lighting may be tweaked in future updates

#1.9.0-ALPHA:373

* DEVELOPER NOTES: Some people will love my weather mod, and some will not. It's optional, so it's your choice. Anytime I've seen screenshots of weather/texture mods, I never quite agreed with

everything they did, so I wanted to slowly build up my own take on weather/textures. I'm not 100% satisfied with all of my weather/texture changes yet, so it's a work-in-progress right now. Overall
tho, I like these changes better than vanilla weather, even in it's current state. I recommend that players try my weather/textures WITHOUT an ENB first, so you can determine if/what needs to be
tweaked to your personal tastes.

#1.9.0-ALPHA:374
TIPS ON VIDEO GAME BRIGHTNESS/COLOR:
>> Every player always seems to have different opinions on lighting and weather, and part of this could be due to the fact that not everyone has the same monitor and viewing setup.

* 1> Make sure your monitor is calibrated properly for brightness/gamma/color, or all your games will look wrong from the start.
* 2> Is there gamma or brightness settings in Windows that shouldn't be on in the first place?
* 3> Lights in your computer's room that glare onto the monitor will effect how you perceive darkness and color in games.
* 4> Are you using an ENB, and changing the colors and lighting to something that might not be accurate?
* 5> When switching to new weather/texture mods, did you try it first without an ENB so you can identify a baseline?

#1.9.0-ALPHA:375
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#1.9.0-ALPHA:376
(NEW) Addon: Empire
>> Phase 1
>> This new optional addon expands the new workshop upgrade system into the Commonwealth for non-settlement locations!
>> The goal of this system is to breath some life into the Commonwealth, and allow you to interact with areas you've explored and cleared

* This addon does not require the Enhanced Settlements addon, although that addon is highly recommended
* This addon is OPTIONAL. If you don't want to patch compatibility for other mods that edit these cells, don't use it.
* Your settlement resources and progress are what allows you to upgrade sites
* Each site grants bonuses based on what it does
* This is only "phase 1" for site claiming, there is more features that are currently being worked on, but won't be ready in v1.9
* This addon is something I have wanted (and talked about) since I first released Horizon 1.0. It's taken too many years to bring it to the surface, but better late than never!

#1.9.0-ALPHA:377
Q: How do I upgrade a claimable site?
A: It's easy, and all done in a menu system. Find and use the Operation panel at the site, then "Allocate" materials/requirements to each "Tier" to improve the level of the site. Each upgrade button
will say what tier it requires. Then "Activate" each upgrade that you have available, which will make the changes immediately activate in the environment. Generally speaking, you'd never want to
disable the upgrades, but the option is there in case you want to revert the site back to it's defaults.

#1.9.0-ALPHA:378
Q: Does this add a lot of potential lag like standard settlements do?
A: No. Most claimed sites should usually be very efficient, because they usually don't run any complex scripts. They add a few NPCs (with no workshop scripts), and a few decorations. Most sites do
NOT break the precombines, although a few need to.. and those few particular sites are small interior sites and won't have any impact on performance. Currently Concord disables the precombines, but
eventually I will regenerate Concord to improve performance.

#1.9.0-ALPHA:379
Q: Do sites upgrade slowly over time?
A: No, and that's why it's efficient. You manually upgrade each tier yourself at each site based on the requirements and resources you spend. As soon you activate an option, it's immediately applied.
Once it's done, there's no laggy scripts or anything (for most sites) that will run again unless you manually use something at the panel yourself. Sites that can have events do run scripts, but they
are very efficient.

#1.9.0-ALPHA:380
Q: Do I need settlers from settlements?
A: No. All tenants, workers, guards, and other npcs are recruited separately per claimed site upgrade. Very often upgrades will require a lot of Field Supplies and Common Tools to get them started.

#1.9.0-ALPHA:381
Q: Can I remove this addon mid-playthrough?
A: It's not recommended. Do so at your own risk. If you want things back to normal state, you'll need to dismiss ALL active upgrades from every operation panel before unloading the ESP. If you
haven't upgraded any sites, it's probably safe to uninstall it.

#1.9.0-ALPHA:382
Empire: Operations
>> Operations are the ability to claim sites around the map and use them for settlement resources, utilities, or progress

* Claimable operation sites vary in size, upgrade costs, and what they provide
* Operation sites have a usable toolboard object which will bring up the menu system
* Claiming most sites requires clearing enemies from the area and/or completing certain FO4 quests
* Most upgrades at sites provide bonuses to various resources (see more further below)
* To activate production in the area, you need to upgrade the site with materials and then activate it on the menu
* Allocating resources per "Tier" is a 1-time investment, and does not require any further upkeep costs
* Upgrading tiers is done through a factory-style recipe, which shows you all the material and perk requirements
* All materials are automatically taken from your master workbench and/or your character's inventory
* Once you allocate resources to upgrade the site's "Tier", they are permanent (no refunds!)
* When you activate a site, it will usually add settlers and/or robots/turrets, plus other decorations to the site
* Some sites also clean up garbage on the floors/streets or add new structural changes

#1.9.0-ALPHA:383
Empire: F.E.R.R.E.T.S and Settler Workers

* A few sites require "F.E.R.R.E.T.S", which are small worker robots
* FERRET: "Forward Enhanced Robotic Retrieval and Extracting Tool"
* FERRETS can be created in the Tech Lab, and require Tech Level 2 (similar to Cargo Bots)
* FERRETS are fairly cheap to make, but may require a number of them to work certain sites
* FERRETS can also be crafted remotely from your Field Kit, which will take materials from your settlement resources (same as Cargo Bots)
* Crafting FERRETS or Cargo Bots from your Field Kit requires that you own Wilson
* Settler Workers who work at sites, are newly recruited settlers who do not take away from your standard settler population
* Settler Workers cannot be moved to settlements or anything like that, they live and work at that site only
* NPCs that are added to sites are way more efficient than settlement settlers, because they have no scripts attached or assignments

#1.9.0-ALPHA:384
Empire: Resource Yields
>> There are 2 types of Resource Yields that Operations can give:

* 1> Production Bonuses: Some site bonuses add to your EXISTING settlement production
* 2> Recovery Bonuses: Some site bonuses are essentially "free" and don't require settlement production upkeep

#1.9.0-ALPHA:385
Empire: Resource Yields - Recovery Bonuses

* Recovery Bonuses are produced every standard production cycle and go to your standard designated production container
* Recovery Bonuses do not require any upkeep of materials per production cycle (i.e. they are "free")
* Recovery Bonus: "Junk Recovery" - Recovers random junk items
* Recovery Bonus: "Vault Recovery" - Recovers random vault-related items
* Recovery Bonus: "Parts Recovery" - Recovers random appliance/machine parts, with a small chance for a legendary part
* Recovery Bonus: "Educational Material Recovery" - Recovers Educational Material
* Recovery Bonus: "Chemical Products Recovery" - Recovers various Chemical products (chems, meds, materials, etc.)
* Recovery Bonus: "Nuclear Material Recovery" - Recovers Nuclear Material
* Recovery Bonus: "Business Income" - Various currencies and items gained from shops and businesses
* Recovery Bonus: "Expedition Bonus" - This is added directly to your Expedition Bonus (same as Expedition Camps provide)
* If you want to check your total bonuses, you can see them in the Production Management menu under "Recovery Bonuses (Passive)"

#1.9.0-ALPHA:386
Empire: Resource Yields - Production Bonuses

* Production Bonuses are added to your existing workshop ratings, and should be reflected in the Production Management
* Production Bonuses may require Work Orders and/or materials per cycle (if those ratings require it)
* Production Bonus: "Stone Yards" - Adds to your current settlement "Worker Stone Production" rating
* Production Bonus: "Steel Yards" - Adds to your current settlement "Worker Steel Production" rating
* Production Bonus: "Lumber Yards" - Adds to your current settlement "Worker Lumber Production" rating
* Production Bonus: "Factories" - Adds to your current settlement Factory rating (Parts, Chemical, etc.)
* Production Bonus: "Research" - Adds to your current settlement "Research" yield (does not require Engineers like standard Research)
* Production Bonus: "Ore Extraction" - Adds to your current settlement "Ore Extraction" production total yield (not rating)
* Tenants: Tenant bonuses are added the same way standard Tenants are added in settlements, except they don't require any local food/water/etc.
* Ore Extraction bonuses give the full deposit amount, so +0.5 adds a full 0.5 yield to ALL ore production
* Many settlement production ratings require management through the Production Manager in your Resource Station

#1.9.0-ALPHA:387
Empire: Operation Site - Thicket Excavations

* You can now claim this site for a bonus yield to Mining (all Ore types) and Concrete production
* This site can not be claimed until the water is drained
* This site can not be used until the nearby area is cleared of hostiles
* You must first upgrade the site using the menu
* Tier 1: Deploys 3 FERRETS and 1 Settler in the area
* Tier 1: Increases all Ore Mining by +0.5 and Stone Yards by +4
* Tier 3: Deploys 3 more FERRETS and 1 Turret in the area
* Tier 3: Increases all Ore Mining by another +0.5 and Stone Yards by +4
* Activing the site will add a claim flag plus other decorations
* Fixed a vanilla stuck spot where you can jump into the fence near the trailor and get stuck inside

#1.9.0-ALPHA:388
Empire: Operation Site - Big John's Salvage

* You can now claim this site for a bonus yield to Steel and Junk production
* This site can not be used until the nearby area is cleared of hostiles
* You must first upgrade the site using the menu
* Tier 1: Deploys 2 FERRETS and 1 Settler in the area
* Tier 1: Increases all Steel Yards by +4 and Junk Recovery by +1
* Tier 3: Deploys 2 more FERRETS and 1 Turret in the area
* Tier 3: Increases all Steel Yards by another +4 and Junk Recovery by +1
* Tier 5: Adds +1 Construction Yard
* The settler will salvage/search around the front area
* Activing the site will add a claim flag plus other decorations
* The bugged pipe in front of the building is fixed to have a cap on it

#1.9.0-ALPHA:389
Empire: Operation Site - Boston Library

* You can now claim this site for a bonus yield to Educational Material and Junk production
* The claim panel is located in the back administration room
* This site can not be used until the nearby area is cleared of hostiles
* Tier 1: Increases Educational Recovery by +1
* Tier 3: Increases Junk Recovery by +1
* 2 settlers can be activated, which will roam around the room reading and searching
* One of the sleeping bags is moved so its not in the wall anymore
* Activing the site will add decorations (food, boxes, etc.)
* The bugged dead curator is given a proper outfit

#1.9.0-ALPHA:390
Empire: Operation Site - Weston Water Treatment

* You can now claim this site for a bonus yield to Purified Water production
* The claim panel is located in the last room after you clear everything (near the elevator)
* Activating Upgrade #1 (Tier 2): +1 Purified Water Rating
* Activating Upgrade #2 (Tier 4): +1 Purified Water Rating
* Each upgrade stage adds 1 settler to maintain the site
* Tier 1 requires: Workshop Tech Level 3
* Tier 2 requires: Basic circuitry, gears, and steel
* Tier 3 requires: Workshop Engineering Level 5
* Tier 4 requires: Basic circuitry, gears, and steel

#1.9.0-ALPHA:391
Empire: Operation Site - Corvega

* You can now claim this site for a bonus yield to Junk, Nuclear Material, and Parts salvaging
* The claim panel is located in the front foyer next to the exit door
* This site can not be used until the nearby area is cleared of hostiles
* Tier 1: Deploys 2 Settlers in the area
* Tier 1: Increases Parts Recovery by +1 and Junk Recovery by +1
* Tier 2: Requires "Workshop Salvaging Rank 1" and allows you access to the Tier 3 upgrade
* Tier 3: Deploys 2 more Settlers in the area
* Tier 3: Increases Nuclear Recovery by +1 and Junk Recovery by +1
* The settlers will search/roam around the front area (they won't go too far into the building)

#1.9.0-ALPHA:392
Empire: Operation Site - Mass Fusion Containment Shed

* You can now claim this site for a bonus yield to Parts and Nuclear Material salvaging
* The claim panel is located in the front foyer
* This site can not be used until the nearby area is cleared of hostiles
* Tier 1: Deploys 1 Settler (with a gas mask) in the area
* Tier 1: Increases Parts Recovery by +1
* Tier 2: Requires "Workshop Salvaging Rank 3" and allows you access to the Tier 3 upgrade
* Tier 3: Deploys 1 more Settler (with a gas mask) in the area
* Tier 3: Increases Nuclear Recovery by +1
* Upgrades require 1 Advanced Filter each, plus Common Tools
* The settlers will salvage/search around the front area (they won't go too far into the building)
* Activing the site will add decorations (food, boxes, a lantern, etc.)

#1.9.0-ALPHA:393
Empire: Operation Site - Vault-Tec Regional Headquarters

* You can now claim this site for a bonus yield to Vault Item recovery
* The claim panel is located in the storage basement room
* This site can not be used until the nearby area is cleared of hostiles
* Tier 1: Deploys 2 Settlers in the area
* Tier 1: Increases Vault Item Recovery by +1
* The settlers will salvage/search around the storage room
* 1 extra legendary feral ghoul has been added to the building
* The elevator door in the basement is fixed so there isn't any polygon flickering

#1.9.0-ALPHA:394
Empire: Operation Site - Mass Chemical

* You can now claim this site for a bonus yield to a Chemical Factory and Chemical Products
* The claim panel is located near the back door
* Tier 1: Deploys 2 Settlers in the area
* Tier 2: Increases Chemical Factories by +1, and +1 Chemical Products bonus
* Tier 4: Increases Chemical Factories by +1, and +1 Chemical Products bonus
* Tier 6: Increases Chemical Factories by +1, and +1 Chemical Products bonus
* Chemical Products can randomly yield all sorts of chemical-related components, with a rare chance of most chems
* When you activate Group 1, it will remove all super mutant garbage, corpses, blood, and the radiation hazard
* If you dismiss Group 1, it will put back all the default garbage
* The glitchy flickering windows/walls are fixed
* The backdoor area is properly fixed up now
* The fire barrels have a light source now

#1.9.0-ALPHA:395
Empire: Operation Site - Boxing Gym

* You can now claim this site for a bonus yield to Business Income
* The claim panel is located near the door
* Tier 2: Deploys an announcer and a manager
* Tier 2: Deploys 2 Robots to fight each other!
* Tier 2: Increases Business Income by +1
* Tier 2: Adds 5 patrons
* Tier 4: Increases Business Income by +1

#1.9.0-ALPHA:396
Empire: Operation Site - Beacon Hill Pub (AKA Cheers!)

* You can now claim this site for a bonus yield to Business Income
* The claim panel is located near the office door
* Tier 2: Recruits 1 Settler to work the bar
* Tier 2: Adds 2 bar patrons
* Tier 2: Increases Business Income by +1
* Tier 4: Recruits 1 Settler to serve drinks
* Tier 4: Adds 2 bar patrons
* Tier 4: Increases Business Income by +1
* Fixed a number of misaligned walls and objects
* The jukebox is now facing the correct way
* All the vanilla candles/lanterns are now off or removed by default (which made no sense)
* Activating Tier 1 adds all the candles back and turns the lanterns on
* Activating Tier 1 removes the corpses and a lot of debris, and replaces the pool table with a decorated one

#1.9.0-ALPHA:397
Empire: Operation Site - Cambridge Diner

* You can now claim this site for a bonus yield to Business Income
* The claim panel is located behind the counter
* Tier 2: Deploys 1 Settler to work the counter
* Tier 2: Increases Business Income by +1
* Tier 2: Adds 1 patrons
* Tier 4: Increases Business Income by +1
* Tier 4: Adds 1 patrons
* Activating the site removes the corpses and some debris

#1.9.0-ALPHA:398
Empire: Operation Site - South Boston Factory

* You can now claim this site for a bonus yield to Parts Factories and Random Parts
* The claim panel is located near the door
* Tier 2: Deploys 1 Settler to work and 1 Settler guard
* Tier 2: Increases Parts Factories by +1, and Parts Recovery by +1
* Tier 4: Increases Parts Factories by +1, and Parts Recovery by +1
* Tier 6: Increases Parts Factories by +1, and Parts Recovery by +1
* Activing this site cleans up some of the foliage and hazards, and adds a few objects

#1.9.0-ALPHA:399
Empire: Operation Town - Concord!
>> Take. Back. Concord.

* You can now claim parts of Concord, area by area, and rebuild Concord into a livable town for citizens
* There are 5 claimable zones for Concord: NW, NE, SW, SE, Central
* The people who move into Concord are a mix of militia, workers, and tenants
* Tenants in Concord will add to your total settlement Tenant population
* NOTE: Concord DOES disable pre-combines for some cells. In the future I'll see about optimizing this, however, I get a solid 60 fps in that particular area, so I personally don't see that area as a

big concern yet.

#1.9.0-ALPHA:400
When you upgrade areas:

* It will remove a lot of debris and garbage
* It will add doors, windows, lamp posts with lighting, and other decorations
* Some of the larger holes in the streets get filled in with gravel
* A small scaffolding fence is placed around the civic access entrance
* In the 4 outer zones it will add guards, turrets, and random tenants
* In the 1 central zone it will add up to 3 different shopkeepers, random tenants, and other npcs
* The npcs added will wander around the immediate area and perform various animations

#1.9.0-ALPHA:401
Each Concord zone has different requirements per Tier:

#1.9.0-ALPHA:402

* Zone 1: Northwest (Closest to the Red Rocket)
* Tier 2> Upgrade Available: +5 Tenants
* Tier 4> Upgrade Available: +5 Tenants
* Tier 6> Upgrade Available: +5 Tenants / +1 Junk Recovery Bonus

#1.9.0-ALPHA:403

* Zone 2: Northeast
* Tier 2> Upgrade Available: +5 Tenants
* Tier 4> Upgrade Available: +5 Tenants
* Tier 6> Upgrade Available: +5 Tenants / +1 Junk Recovery Bonus

#1.9.0-ALPHA:404

* Zone 3: Southwest
* Tier 2> Upgrade Available: +5 Tenants
* Tier 4> Upgrade Available: +5 Tenants
* Tier 6> Upgrade Available: +5 Tenants / +5 Research Bonus

#1.9.0-ALPHA:405

* Zone 4: Southeast
* Tier 2> Upgrade Available: +5 Tenants
* Tier 4> Upgrade Available: +5 Tenants
* Tier 6> Upgrade Available: +5 Tenants / +1 Parts Recovery Bonus

#1.9.0-ALPHA:406

* Zone 5: Central (The commercial district)
* Tier 2> Upgrade Available: +1 Business Income Bonus
* Tier 4> Upgrade Available: +1 Chemical Products Bonus
* Tier 6> Upgrade Available: +1 Business Income Bonus

Bonus: If all 5 zones have an active Tier-6 upgrade:

* > Upgrade Available: +5 Expedition Bonus

#1.9.0-ALPHA:407

* NOTE: If for some reason you decide to dismiss one of the active upgrades in one of the areas of Concord, realize that it will put back all the debris in range of the panel, even if it crosses into

the other zones

#1.9.0-ALPHA:408
Empire: Events
>> Specific sites can have random events that occur!

* The first site in this update that contains events is Concord (more sites will follow in the future)
* Events have a random chance of occuring every few real-time hours
* While an event is active, all bonuses from that site are disabled
* You must complete the event at that site in order to re-activate the bonuses
* There are currently a few event types:
* Event Type: Takeover - Humanoid enemies can capture and take your settlers hostage
* Event Type: Pillage - Humanoid enemies can capture, take your settlers hostage, and burn your site
* Event Type: Invasion - Animals and creatures can attack your site, and wound all settlers
* Event Type: Inferno - Buildings/machines at your site catch on fire, and your settlers are knocked out
* Events that have enemies require all the enemies to be eliminated first
* Events that have fires require you to equip a "Fire Fighter" weapon, and put out most of the fires (usually 80%)
* Events that have settlers knocked down or captured, require you to assist a certain amount of them (usually 50%)
* You cannot assist settlers until enemies and fires are dealt with
* Depending on the enemy type, traps might be placed around the site as well
* The types of traps differ based on the type of enemy (raiders = handmade traps, gunners = military traps, etc.)
* Some events may require that you disable most of the traps
* Upon completing all the objectives, you will be awarded XP
* Corpses from enemies will despawn when you walk/travel far enough away from the site
* The "Fire Fighter" can be equipped from a Rescue Station located at the site
* The "Fire Fighter" automatically equips when you receive it
* The "Fire Fighter" automatically is removed when the event ends
* If you travel to a site under siege, and then travel too far it will suspend the event
* NOTE: Because Concord is the first "beta test" site for events, it will likely occur more often than normal. Once multiple sites are capable of events, the randomization will probably be less

often.

#1.9.0-ALPHA:409
Beta Testing Notes on Empire:

* Let me know if you see any upgraded lights disappearing (this may be due to the precombines.. which will be addressed later)
* Let me know if any requirements/materials don't match for upgrades
* Let me know if any bonuses aren't working (PLEASE KEEP IN MIND: you must refresh your settlements stats, or wait until the next production cycle for them to show accurately)
* Would adding a fade-out (to black screen) and fade-in during site upgrades make it more "immersive", or would that just be an annoying delay?
* More sites will be added once all of these are tested well
* NOTE: Ingredients and requirements for Tier upgrades may be tweaked in future patches

#1.9.0-ALPHA:410
\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_

#1.9.0-ALPHA:411
(NEW) Addon: Enhanced Settlements Optimized Locations
>> This brand new ESP addon loads after Enhanced Settlements and adds precombines back to specific settlements

* Currently this addon is ONLY functional for Hangman's Alley
* This addon should greatly increase the performance for the areas in and around Hangman's Alley
* NOTE: More settlements may be added in future patches

#1.9.0-ALPHA:412
Q: I found some graphical glitches.
A: If you do happen to find weird graphics problems, please take a screenshot, and let me know EXACTLY where you are standing when you see it bug out. Also, please make sure you aren't using any
other mods that could be editing this area, as they may not be compatible at all.

#1.9.0-ALPHA:413
\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_

#1.9.0-ALPHA:414
Addon: Enhanced Settlements

#1.9.0-ALPHA:415
Enhanced Settlements Addon - Performance Improvements
>> The following settlements now have cached buildings to improve performance:

* Abernathy house
* Taffington house and dockhouse (with upgrade options at the panel)
* Egrets buildings
* Kingsport house
* The Slog building
* Somerville house
* The new Oberland facility (see more on this below)
* The new Zimonja military base (see more on this below)
* A side benefit of these cached buildings, is they also toggle much faster in the layer options
* (It also makes things easier going forward when dealing with what can be scrapped and what can't)

#1.9.0-ALPHA:416
Enhanced Settlements Addon - Border Changes
>> WARNING: Many settlements had their build area borders changed (in some cases, significantly)

* The build areas were changed in order to help reduce problems with settlements being too close to each other, as well as increased performance
* In many cases you will actually get better build space with these changes as well
* The following settlements have border changes:
* Abernathy, Sanctuary, Red Rocket, Covenant, Taffington Boathouse
* NOTE: You're at your OWN risk if you're using an old save game that has objects outside the building areas

#1.9.0-ALPHA:417
Enhanced Settlements Addon - Crops
>> Most vanilla crops in settlements have been replaced with a different type of object

* These new crops are fully scrappable, without the bugs that scrapping vanilla crops have
* Settlers can still harvest [most] crops by default, although these crops are intended to be scrapped
* A side effect is you can no longer manually harvest these crops (which is intended, because it makes little sense that you can harvest crops that settlers are already harvesting anyway)

#1.9.0-ALPHA:418
Enhanced Settlements Addon - Settlement Upgrades
>> The settlement upgrade system has been expanded to offer many options now!

* This new system uses a menu so you can select each option individually
* There are many new upgrade options for sanctuary now (seen below)
* In order to unlock certain upgrade options, you must allocate materials
* Allocated materials are grouped into multiple "Tiers", which each require additional materials
* Allocated materials are a 1-time process, and CANNOT be refunded ever
* As long as you have a Tier unlocked, you can toggle the options on or off as much as you wish
* NOTE: If you see any new objects (like sinks) in your existing save game, you can toggle those off at the bridge panel
* NOTE: Some furniture may not be in the correct default position if you are using an existing save game, but you can move or scrap those objects.
* TESTING: This system should be fairly dummy-proof in regards to pushing buttons on the panel, but some testing is needed still to make sure its working perfectly

#1.9.0-ALPHA:419
Q: What's a "legendary settlement"?
A: It's simply what I consider a settlement that was greatly overhauled by this addon. They usually will add large buildings and some minor content. There are 2 in this update.

#1.9.0-ALPHA:420
Enhanced Settlements Addon - Legendary Settlements
>> (NEW) Legendary Settlement: Oberland Station
>> Backstory: The shoreline near Oberland Station was an unfinished pre-war facility that was created to assist the nearby drydock

* A note from the settlers who live here, is located on top of the workbench
* The waterfront area in Oberland Station is now completely reworked and contains a large pre-war facility!
* This allows the settlement to have many buildings and rooms that you can immediately use
* This only effects my expanded area, and does not effect the original vanilla buildable area
* The main facility has many large rooms inside of the structure itself that can be accessed from 3 different entrances
* The main facility is NOT removable or hiddable.. its a permanent structure
* The warehouse buildings (including all lights) and dock cranes on top of the facility can be hidden in the Cleanup Station
* All warehouse lights can be toggled on/off separately from a light switch inside of the large warehouse building (in the caged room)
* All basement lights can be toggled on/off separately from a light switch inside of the main building (near the front door)
* There should be no pathing issues for settlers, because these structures are part of the game itself and not temporary settlement objects
* New Architect-style lights are used, which adds better detail/glow to the lamps (which are more efficient on performance than the default methods)
* The new buildings are pre-cached and optimized for speed (they work similar to precombines)
* NOTE: If you choose to place architect buildings on top of the facility, their foundations may make the indoor area unusable (do so at your own risk)

#1.9.0-ALPHA:421
Enhanced Settlements Addon - Legendary Settlements
>> (NEW) Legendary Settlement: Outpost Zimonja
>> Backstory: A pre-war military base, used to repair vertibirds. The settlers and raiders who have been fighting to live in the area have yet to actually clear out the dangers that are contained
inside of the main complex.

* A diary from the settlers who used to live here, is located on top of the workbench
* A medium sized military complex is now located in part of the extended border area
* The Bunker on top can be toggled off using the Cleanup Station (although keep in mind the settler pathing is meant to use the bunker)
* The interior of the main base has 3 large rooms
* The roof area is flat and gives a lot of usable room for anything
* The helipads and damaged vertibird on the roof can be scrapped
* The new buildings are pre-cached and optimized for speed (they work very similar to precombines)
* Objects inside the settlement should no longer flicker when viewing them from the areas west and north of the settlement
* NOTE: If you choose to place architect buildings on top of the facility, their foundations may make the indoor area unusable (do so at your own risk)

#1.9.0-ALPHA:422
Q: How come I can't remove the main buildings from legendary settlements? Is it at all possible to do?
A: The short answer is no, because the area is navmeshed so settlers can walk around properly. If you really really wanted the buildings gone, you could technically disable them in the console, but I
don't want this as a real feature because of how the pathing will be broken.

#1.9.0-ALPHA:423
Enhanced Settlements Addon - Legendary Settlements
>> (NEW) Legendary Settlement: Croup Manor

* (NEW) This settlement now has a settlement upgrade panel located on the stone wall in front of the house
* (NEW) Upgrade Panel Option: A massive dock can be added over the water (behind the house)
* (NEW) Upgrade Panel Option: The dock can also have a large amount of buildings added to it
* (NEW) Upgrade Panel Option: The dock can also have some lighting added to it
* (NEW) Upgrade Panel Option: The dock and buildings are fully navmeshed for settler pathing
* (NEW) Upgrade Panel Option: The house can now be upgraded to a repaired version
* (NEW) Upgrade Panel Option: Stairs can be added to the back of the house to access the roof
* (NEW) Upgrade Panel Option: Doors can be added to the house
* (NEW) Upgrade Panel Option: Beds can be added to the house

#1.9.0-ALPHA:424
Enhanced Settlements Addon - Sanctuary
>> Sanctuary is the first settlement to use a brand new upgrade panel which replaces the panels at the bridge

* WARNING: The borders were slightly adjusted to improve performance, although there is some extra buildable room in the southeast corner near the water now
* (NEW) Concrete Sanctuary Bridge: Replaces the wooden bridge with a more believable concrete bridge
* The concrete bridge is now the default, but if you want one of the wooden bridges back you can still use the panel
* The concrete bridge seamlessly fits right into the same space as the wooden bridge
* Option: Repaired Wooden Bridge: Adds some scrappy repairs to the wooden bridge so it can be fully walked over
* Option: New Wooden Bridge: Adds a completely intact rebuilt wooden bridge
* Option: Repair Roofs: repairs the house roofs (all of these options are similar as before)
* (NEW) Option: Repair Walls: Patches up walls in the houses, using custom sanctuary house panels\*
* (NEW) Option: Repair Doors: Adds external doors to houses, and internal sliding doors to bathrooms
* (NEW) Option: Rebuild 5 Destroyed Houses: Rebuilds the 5 smashed up houses into actual useable houses!
* (NEW) Option: Add beds: Adds 15 beds to Sanctuary houses (houses contain 1-3 perfectly placed beds)\*\*
* (NEW) Option: Remove Walls: Removes the patched walls
* (NEW) Option: Remove Doors: Removes the repaired doors
* (NEW) Option: Remove 5 Rebuilt Houses: Removes the rebuilt houses
* (NEW) Option: Remove Beds: Removes the 15 beds that were added
* (NEW) Option: Remove House Fixtures: Remove the unscrappable bathroom fixtures, etc.
* (NEW) Option: Reassemble House Fixtures: Option to add back the bathroom fixtures, etc.
* Option: Remove Roofs: restores the house roofs to the damaged ones
* Option: Remove Houses: Removes all the houses completely\*\*\*
* Option: Damage Bridge: Reverts to the original bridge
* Option: Reassemble Houses (with damaged roof): Reverts the houses back to the original form
* Fixed the nuka cherry bottle from being unaccessible unless you scrapped houses
* Some default furniture and objects were moved or hidden, so that the new bed option fits seamlessly into the default environment
* Moved some of the bushes from sticking into the houses
* 2 of the oil lamps that had no light sources, were properly changed to look like they are off now
* The repaired sanctuary bridge has some added detail to it, as well as a jagged piece of texture sticking up was hidden
* The sanctuary navmesh is modified to support the 5 new rebuilt houses
* Permanently removed a few chairs/stools
* Re-aligned the corner destroyed house, and created a properly aligned driveway (with some detail)

#1.9.0-ALPHA:425

* This feature also patches up some of the unsightly holes in some of the default houses, where you can see through walls you shouldn't be able to

#1.9.0-ALPHA:426

* + The player house and the one across from it are EXCLUDED, since most players like to use their the player house themselves, and the one across from it for crafting. Obviously, you can place your

own extra beds wherever you wish.

#1.9.0-ALPHA:427

* + - If you toggle off the houses, you need to also manually toggle off any other layers too (such as fixtures, repaired walls, etc.)

#1.9.0-ALPHA:428
DEVELOPER NOTE: I always liked the Sanctuary houses, but they were too annoying to deal with because of how spread out it was. So this new upgrade system allows you to setup settler houses completely
with no more micromanagement hassles. If you want the houses to have a nicer "lived in" feel, I recommend NOT scrapping a lot of the default furniture, because I moved a lot of the default objects to
work well along with the new beds/upgrades. So basically, your settlers can use existing furniture/decorations "as-is" and it will look perfectly appropriate to the environment.

#1.9.0-ALPHA:429
Enhanced Settlements Addon - Red Rocket

* The sidewalks can now be toggled off in "Layer 2"
* The doors and door button should no longer incorrectly be on the scrap lists (it will now only disappear if you hide the building layer in the station)
* The borders were slightly REDUCED to remove RR from being in too many cells just to have tiny bits of land
* The buildable area on the road was reduced, in order to improve cell performance
* The main border graphic was NOT changed, so the areas reduced won't be fully seen (however, there's a temporary border wall near the roadway so you can see the edge there)

#1.9.0-ALPHA:430
Enhanced Settlements Addon - Abernathy Farm

* WARNING: The settlement borders and build areas are greatly altered again!
* The borders were GREATLY REDUCED on the north side, and GREATLY EXTENDED south more..
* This was done to attempt to reduce some "triangle of death" problems, and to optimize cells better for performance
* (NEW) Abernathy now uses the new upgrade panel located in a new shed near the border
* (NEW) The main building is now cached as 1 object and can be toggled on/off from the upgrade panel
* (NEW) The house was modified and the side now has another door and some steps on the porch
* (NEW) An outhouse was created, which now contains the toilet and bathtub (toggles off with the house)
* (NEW) The hanging lamps now emit light again, and can be toggled on/off separately from the panel
* Most candles and lanterns are no longer shown as being lit since the light sources were gone
* The silos are recreated as new objects, and are now scrappable objects instead of individual pieces
* Some dirt and garbage was removed from inside the house (the Abernathys aren't animals!)
* Many of the default chairs were removed so its easier to find settlers
* The navmesh was updated to support the new structures
* Settlers should now be able to sandbox around the entire buildable area (may need testing)
* NOTE: The workbench is moved, but if you load into 1.9 in Abernathy, you'll need to travel away and back for it to properly move

#1.9.0-ALPHA:431
Enhanced Settlements Addon - Hangman's Alley

* (NEW) If you install the "Optimized Locations" addon, Hangman's Alley will now use precombines to improve performance in the area
* Some of the buildings were altered
* The buildable area near the front junk wall gate was expanded
* You can now scrap the gate, doors, hanging bodies, and truck near the front gate
* Some tweaks were made to the sandbox area, however I'm not sure if it will help with The Gallows or not

#1.9.0-ALPHA:432
Enhanced Settlements Addon - Covenant

* The border was greatly reduced on the EAST side, and greatly increased on the WEST side (the water)
* You can now hide the walls/gates/lights in "Layer 3" in the Cleanup Station
* All crops were replaced with scrappable crops which shouldn't bug out like the vanilla crops do
* The dirt by the crops is now scrappable

#1.9.0-ALPHA:433
Enhanced Settlements Addon - The Slog

* Most structures in the area are now cached into large meshes (improves performance and can potentially add more options)
* All crops were replaced with scrappable crops which shouldn't bug out like the vanilla crops do
* The invisible animation markers for settlers farming were removed

#1.9.0-ALPHA:434
Enhanced Settlements Addon - Graygarden

* The greenhouse is now cached into large meshes (improves performance and adds more options)
* (NEW) Graygarden now has an update panel near the edge of the border
* (NEW) The upgrade panel allows you to replace the broken glass in the greenhouse
* (NEW) The upgrade panel allows you to remove the pipes or the 4 center columns
* The buttons for the water sprinklers and animations were removed, but can be accessed in the upgrade panel menu
* When you turn the water off, it now also removes the puddles on the ground
* All old withered plants are replaced with scrappable crops that look like withered mutfruit trees
* The greenhouse floor was modified and cached

#1.9.0-ALPHA:435
Enhanced Settlements Addon - Somerville

* The house is now cached into large mesh (improves performance)
* The 2nd floor of the house is no longer destroyed
* A new shack staircase can be used to reach the 2nd floor (if you toggle off the house, the stairs are included)
* All crops were replaced with scrappable crops which shouldn't bug out like the vanilla crops do

#1.9.0-ALPHA:436
Enhanced Settlements Addon - The Castle

* The Castle now uses the new upgrade menu system
* (NEW) Upgrade Panel Option: Clean the decals off the floors
* The upgraded walls and gate are now fully navmeshed for settler pathing\*
* The front steps are now a permanent part of The Castle even without the upgrade (this helps the navmesh work better)
* The front steps are adjusted and detailed better
* Part of the upgraded wall was expanded to add more usable floor space
* A few extra details were added to the upgrade walls
* The button for the quest now uses a completely new object, so that nothing can scrap it

#1.9.0-ALPHA:437

* NOTE: The opening near the water may be a little screwy for the quest enemies, but it shouldn't break anything

#1.9.0-ALPHA:438
Enhanced Settlements Addon - Sunshine Tidings

* All buildings are now cached into large meshes (improves performance and can potentially add more options)
* Sunshine Tidings now uses the new upgrade menu system
* The upgrade panel is now on the outside of the shack
* Repairing the cabins now requires Tier 1
* (NEW) Add 12 Beds (requires Tier 2): Places beds automatically to the cabins in perfect spots
* Default beds are removed for various reasons, but you will get some extra packing material from the settlement scrap now
* Wild plants were moved outside of the borders, so that they can remain as part of the environment
* The silos were moved outside of the borders, so that they can remain as part of the environment but not get in your way for building
* Professor Goodfeels should no longer despawn and is flagged as essential now (may need testing)
* Professor Goodfeels can't be assigned and doesn't count as a settler, but should act as a guard
* Professor Goodfeels can be disabled or enabled at the upgrade panel
* NOTE: If you disable him, and then re-enable him, he'll still roam around but will be much more quiet

#1.9.0-ALPHA:439
Enhanced Settlements Addon - Jamaica Plain

* Jamaica Plain now uses the new upgrade menu system
* The upgrade panel is now on the outside of the workbench building
* (NEW) The church has a new upgrade option on the menu that lets you add a floor to the 2nd floor area
* The church roof repair now has a better looking roof upgrade
* The church repairs also have some better trim objects to hide seams
* The custom border graphics now cover the entire buildable border

#1.9.0-ALPHA:440
Enhanced Settlements Addon - Starlight Drive-in

* (NEW) You can now hide the projector building in "layer 2" of the Cleanup Station
* There is now pieces of sidewalk underneath the building so when the building is hidden there isn't a hole
* The projector machine is now 1 single object, which is toggled off with the building
* The cases of film in the building can be scrapped normally
* The projector screen building should now allow you to place objects in/on it
* The billboard is considered "layer 3" for toggling
* One of the lamp posts is inside the border now so you can scrap it

#1.9.0-ALPHA:441
Enhanced Settlements Addon - Egrets

* (NEW) The mesh for the main building was replaced with a modified version with a repaired 2nd story floor
* Hiding Layer 1 is now just the warehouse building
* Hiding Layer 2 is only the closed prefab buildings
* Hiding Layer 3 is only the main brick building

#1.9.0-ALPHA:442
Enhanced Settlements Addon - Misc

* Most settlements should now be immune to becoming "unowned" by low happiness (I did this because of random happiness bugs)
* Many wild plants were moved outside of the settlements borders, so that they remain as a permanent part of the environment
* Spectacle Island: The smashed house that was removed, is now hidden better, so that if you attempt to "restore layer" it won't make pieces of that house reappear
* County Crossing: Settlers should (hopefully) sandbox around the entire expanded area now

#1.9.0-ALPHA:443
NOTE: If you ever try to restore layers or objects in the Cleanup Station, and you see some weird "out of place" objects that reappear and can't be scrapped, please let me know where they are. Thanks

#1.9.0-ALPHA:444
Enhanced Settlements Addon - Scrap

* Many trash/junk items were sorted better (see more on this below)
* Many scrap items were moved around, and give slightly different scrap now
* Some objects (such as certain robot parts and electrical devices) will now give at least 1 basic circuitry

#1.9.0-ALPHA:445
Enhanced Settlements Addon - Clean-up Station

* (NEW) There are 3 new categories on the bottom to "Restore" some objects, such as trees, plants, furniture, etc.\*
* Restored objects will ONLY work if the Cleanup Station had removed them.. it does NOT restore stuff you scrapped yourself
* Many scrap items were changed to make categories much more consistent and give proper materials
* The menu is re-ordered so that popular options (like debris) are high on the list
* The "scrap all categories" is moved further down the list so its less likely something you would click by accident
* The "scrap all categories" is not recommended unless you're sure you want to actually remove everything\*\*
* Debris Category: Now contains paper on the ground, candles, and other trash debris
* Junk Category: No longer contains most intact furniture; usually contains garbage items you probably don't want
* (NEW) Furniture: Now contains most of the furniture type of objects that you might want to keep for decorations
* Leaves/Vines Category: Contains mostly leaves and vines, and no longer contains shrubs
* (NEW) Shrub Category: Contains all shrubs, bushes, hedges, etc.
* Many fixture/furniture type objects were moved from structural to furniture
* Wild plants will no longer be removed by the Cleanup Station, you have to choose to manually scrap them
* NOTE: Always save your game before using any option on the Cleanup station!
	+ NOTE: Scrapping all categories can sometimes make a settlement look TOO stale. Make sure thats what you want before you do so!

#1.9.0-ALPHA:446
Tips on setting up Sanctuary quickly:
>> To get a nice "repaired" Sanctuary that is ready for your settlers, all you have to do is the following:
1> Scrap the 4 large smashed houses for wood/steel/packing material (this should be enough material for the upgrades)
2> Use the upgrade panel at the bridge
3> Upgrade Sanctuary to Tier 3 (it uses the materials you collected)
4> Select "Repair roofs", then "Repair walls", and then "Repair doors"
5> Select "Add 15 beds to houses"
6> Done! Now your settlers have their own houses complete with bedrooms and bathrooms!
7> (Optional) Use the Clean-Up station to remove "debris/leaves/junk" (IMO keep the regular furniture though if you want your settlers to enjoy their nice furnished houses)

#1.9.0-ALPHA:447
Q: I want to keep an immersive look to my settlements so they aren't so stale, what categories are safe to use in the Cleanup Station?
A: For the most part, the "Debris", "Leaves", and "Junk" categories (theres a button for those 3 at once too) will get rid of most of the unwanted garbage. Shrubs and Trees are separate, so you can
keep those up for natural decorations. "Furniture" contains many additional objects that you may want to keep as decorations. It's probably best to just manually scrap those very few things you dont
want, and leave the rest for decorations.

#1.9.0-ALPHA:448

* ----------------------

#1.9.0-ALPHA:449
TIPS for Settlement Progression and Claimable Sites
1> Build a Resource Station, which automatically sets a Master Workbench (you can change this location)
2> Try to reach Workshop Technology 1 as fast as possible, and then rank 2 when you can
3> Build Wilson! (in the Tech Lab)
4> Setting up some kind of farm first (for surplus food/water) early on, will help build up Field Supplies
5> Starting to generate some income (Vendor Credits) early on, can also be helpful
6> You can sell surplus materials (wood, steel, etc.) on the Trading Market to earn Vendor Credit
7> You might be able to buy settlement materials you're short on through the Trading Market

## Horizon 1.9.1-ALPHA

Fixes:

* Possible fix to the startup crashes (please provide more Buffout crash logs if you get it again, thanks!)
* Upgrade panels and Claimed sites should now work (needs testing)
* Concord invasion events are temporarily disabled, due to F4SE not working properly with the script
* Companion npcs should no longer take permanent injuries before they become a follower (needs testing)
* If you installed HUDframework after Horizon you can now force a reset by accessing the HUD options in your field kit (needs testing)
* Glass bottles disssemble correctly now
* Some empty junk items correctly match trash items
* Aluminum Canisters that are sold on vendors now cost caps
* Chicken Eggs are now sold in a package of 4 with a proper caps cost
* All crops in DC are now flagged as owned by DC
* DC residents should no longer wear the same outfit... however this might only be fixed in new games
* The suitcase in Sanctuary should only have 1 N99 now
* Weapon condition text on the item name should properly match the condition
* Custom SMG ammo mag text fixed
* Tato crop rows properly require 8 tatos
* Crop tables should now require the proper crops instead of just carrots
* Vaultsuits now work with the 111 decal
* Vaultsuit MK-2 now properly works with decals (and default loot templates)
* Robot Caravan: One of the dead brahmins is temporarily disabled until I can fix it better (it may still exist in your current save game tho)

## Horizon 1.9.2

#1.9.2:1
DLC Addon Files

* The individual DLC plugins for Horizon are removed, you must install the "All" DLC plugin now
* Always make sure you fully uninstall previous versions of Horizon before installing the newest version

#1.9.2:2
Fixes

* DLC creatures should be harvestable now (needs testing)
* NPCs should no longer use a stimpak animation when performing certain actions (needs testing)
* Players should properly receive the melee strength perk now
* In case the corpse loot-all button takes invisible robot weapons, they should now weight 0.0\*
* Damaging enemies with explosives should now properly give incendiary proficiency
* Intact power armor frames found around the Commonwealth should now properly have mostly ruined armor\*\*
* The GN travel hub should unlock now after doing the quests (requires a reload or delayed time)
* The purifier upgrades at the water plant should now count as settlement purifiers (needs testing)
* The auto-eat/drink system now properly checks if VATS is open, and delays the process
* The pipboy light modified in Z\_Extras.esp is fixed to a better color
* RadAway caps value and weight properly set
* Rifle .30 carbine rounds now have the proper text and recipe costs
* Pipe revolvers show the current ammo in the text
* Backpack items should now give the proper scrap amounts
* First aid supplies on vendors should now be the correct items and caps value
* The grenade throwing arc toggle now requires 20 Explosives Skill instead of incendiary proficency
* Trash scrap icon fixed
* Caravan and recruitment menus are fixed up
* Doctor menu button icons fixed
* Docs on leadership skill updated
* Ball Cap and Scribe hat recipe fixed
* Chessboards were reverted back from random boxes
* Non-desoltion mode purified water production now requires 1 aluminum canister
* BOS PA chest quest reward no longer has outdated utility mods
* A number of "(Lower)" backpack items should now properly act as lower slots
* Scrapping dead settlers should no longer give you invisible npc items
* The X-24 sights should be aligned now
* Loose mods for the Laser Musket capacitors are named properly now
* Ultra radaway recipe removed, since it doesnt really make any sense now
* Some tooltips are fixed for crafting recipes (lock breach, etc.)
* If you uninstall the HUD elements from the menu, the install menu should no longer disappear
* Selling research should consume the item now
* Tech Factory: Some recipes should now give you proper tech factory yields, instead of parts factory yields
* Fusion cores sold on vendors are priced properly
* Fusion casing prices are slightly lower now
* .45-70 ammo packs are properly named as ECA rounds
* The hunting rifle can no longer incorrectly set .45-70 at the workbench (this round is used on another ammo set)
* The Energy Converter now uses a quieter sound effect
* The railroad rewards that give deliverer upgrades, instead gives generic junk items with useful components
* Log has the proper keywords now
* Deacon's outfit swaps should now be properly hidden
* Settler Combat Pistols should work for npcs now
* Pipe Pistols should now properly appear in loot (instead of all rifles)\*\*
* Pipe Revolvers no longer have a scope option (as intended for all pistol weapons)
* The DC mail for home plate should now properly be sent to your mailbox
* Guard dog mails should now properly give you the correct amount of dog certificates (sorry, this isn't retroactive)
* You can now upgrade Big John's salvage yard to rank 3
* The trading recipe for doctor contracts should use the educational material component instead of item now
* Buildable Sinks in Architect now have a proper collision box and will attach to the wall
* Scrapping Carl Everett's body might be fixed (needs testing - need reports on other NPCs that could be effected)\*
* 2 versions of the BlurRemoval addon were adjusted to match the fixes in the other 2
* Each version of the BlurRemoval addon is named differently now
* Desolation Mode: Smokeless powder and explosive material should now give the proper amount on vendors
* Desolation Mode: Both water purification units now require tech rank 3
* DLC: Handmade Rifle should now have the proper base ammo and keywords
* DLC: Western Revolver is updated for 1.9
* DLC: Lever-action Rifle standard receiver fixed
* DLC: Rare cases of Rust Devils without limbs should be fixed now (this may NOT fix npcs that are already spawned in save games)\*\*
* Crossbow Patch: The recipe to craft the crossbow should no longer have outdated mats

#1.9.2:3

* NOTE: This is just a minor fix for now so you get your carrweight back. I'll need more time to fix the loot system so it stops looting invisible robot weapons entirely

#1.9.2:4

* + NOTE: Some fixes will ONLY be available on new save games (or on locations you haven't visisted yet), due to these items/npcs being already generated in your existing save.

#1.9.2:5
Ceramic

* Ceramic is renamed to "Gravel", as this material is now considered as any crushed aggregate\*
* Architect's old "Gravel" is retired and replaced by the ceramic component
* Some recipes have been changed to either remove the old ceramic component, or change their ammounts
* The amount of gravel (ceramic) has been increased from trash recycling

#1.9.2:6

* DEVELOPER NOTES: Basically, I'm tired of ceramic being used as a component, because its highly unrealistic to recycle ceramic into new shapes. It just ain't going to happen. Instead, consider anything made of ceramic, or sand, or crushed rock.. to be "aggregate" (the name gravel just sounds better for a video game, even tho it's a type of aggregate.) Gravel can still be used for many purposes, including some recipes that required ceramic before.

#1.9.2:7
World Loot

* Some textures on boxes were tweaked to stand out more
* Many world weapon drops were changed to be degraded, deteriorated, or destroyed (instead of perfect condition)

#1.9.2:8
Companions

* Stealing was removed from all companion affinity\*
* Some companions had tweaks to other affinity changes
* DLC: Gage and Longfellow have tweaks to affinity changes
* DLC: Gage and Longfellow now have proper 1.9 settler outfits (this may not work on existing save games)

#1.9.2:9

* DEVELOPER NOTES: In 1.9, my goal was to remove any of the repetitive or trivial affinity gains/losses (as well as some of the repetitive voice comments.) I want affinity changes to be based on rare or special occurrances. If you find certain companions are gaining affinity too slowly now, let me know which.

#1.9.2:10
Medical Treatment

* The time it takes to apply treatment is now based on the total amount of healing being applied
* Applying heals 100-600 HP/Rad/Limb is slower (0-400%) than previously
* Applying heals 50-100 HP/Rad/Limb is faster (0-50%) than previously
* Anything less than 50 HP/Rad/Limbs, does not move the progress bar's speed faster
* This is only effected by self-application, and not doctors
* This does NOT effect the heal-over-time speed itself, only the application (the progress bar and animation time)
* Medical Skill no longer effects the speed of the application (it still effects how fast the treatment heals you though)\*
* REMINDER: Desolation Mode is supposed to heal slower over time, however the application speed is the same in any mode

#1.9.2:11

* DEVELOPER NOTES: I want this system to feel proportional in terms of spending time/resources to heal. You should never feel like healing smaller or large amounts at any given time has some vast advantage. Your focus should just be to heal whenever you feel it's neccessary, without worrying about micro-managing the perfect conditions.

#1.9.2:12
Settlements

* The Trading Market Community requirements were reverted to be more like v1.8
* ES: Scrappable razorgrain plants now have a proper collision box
* ES: Finch farm crop positions were slightly adjusted
* ES: Zimonja turrets were replaced by ground turrets
* ES: Zimonja had some minor details added
* ES: Part of the Castle wall upgrade was redesigned (you'll need to toggle it off/on in existing saves)
* Z\_Extras.esp: Radiant quests now block DLC locations (also carries over UFO4P fixes)\*

#1.9.2:13

* This uses an extremely simply method of just checking if the workshop is located in the commonwealth or not, so if it's not working properly let me know. Please note that these types of edits do NOT work until you complete the current quest step, and get a new location (or started a new game.)

#1.9.2:14
Settler Jobs - Missions
>> A few things weren't finished previously with missions, which should now function as intended:

* When you "fail" a mission roll, its considered a "minor success" now
* Most workshop skills can now only max out at 80-90% chance for major success (varies slightly on some missions)
* Minor successes will yield loot rewards that are -1 step below the expected loot gains
* Major successes yield better loot rewards
* Minor and major successes both yield the same skill gains based on that type of mission
* The menus are now updated to reflect this new system
* (NEW) Follower assignments are displayed on the main menu
* As noted in 1.9.0, all rewards are better scaled based on the number of workers and the duration
* NOTE: The loot rewards may not be fully balanced yet; this will require some testing/feedback/tweaking

#1.9.2:15
Wilson

* (NEW) You can now also access some of Wilson's options in the Field Kit global options menu
* (NEW) Auto-Transport causes filtered junk items you loot to immediately go to Wilson (with no delays)\*
* This new system works for any item you loot (world items, containers, even empty bottles)
* The auto-transport uses the transport filter you choose
* There's a small delay before Wilson transports items (that he is holding) to the destination container
* Auto-transport only requires Workshop Tech Level 2 now (down from level 3)
* The filter to transport "Alcohol" now only transports generic hard liquor (not beer or other special buffs)
* NOTE: If you want to intentionally loot junk items (i.e. a workbench) you'll have to disable the auto-transport, or change the cargo destination to the place you are looking to move junk

#1.9.2:16

* DEVELOPER NOTE: So far, this is my favorite option now. You can loot whatever items you want, and let Wilson instantly grab the junk you wouldn't want to carry. No script delays on world items being taken (like area-looting)... just simple looting with instant results.

#1.9.2:17
Beds

* The save option for beds is now: Off, On (no stagger), 10 stagger, 20 stagger
* The default options for beds is On (no stagger)
* The bed warning is off by default in new games (this feature is probably no longer needed with the new medical system, however it can effect stimpaks)
* REMINDER: "Staggering" means that it does 1 "real" save for every set amount of autosaves. Autosaves in FO4 get overwritten depending on your INI settings. I recommend not using stagger, unless you really want to save disk space.

#1.9.2:18
(NEW) Headlamp (WARNING: EXPERIMENTAL!)

* WARNING: This is an experimental item, so be aware of possible bugs
* A standalone headlamp that works with most helmets
* Works identical to the mining helmet: when you turn your pipboy light on it uses this lamp instead
* Contains all the same light options that the mining helmet has in the workbench
* Most hats/helmets should look fine with it, however don't expect it to magically work with everything
* It uses the "ring" equipment slot, so be aware of this when dealing with mod/fo4 conflicts
* NOTE: The mesh may seem to wiggle around slightly with some hats, because of the way the skeletal animation is setup. I'll see if it could be modified later.
* WARNING: This item has the same vanilla bugs that the mining helmet has\*
* WARNING: If you use another mod that adds a mining headlamp, it may bug out your save permanently! (due to the way it spawns the lamp based on the equipment slot)

#1.9.2:19

* It should be noted that the mining helmet (even in vanilla AFAIK), has some weird bugs when it comes to equipping it, and using the pipboy light to activate it. What happens, is the light source will look "wrong", and use the wrong light colors. In order to fix this, equip the headlamp item, save the game, and relaunch FO4. Or.. make sure pipboy light was not used (since you loaded) before equipping and turning the light on.

#1.9.2:20
Items

* Beer (all types) can no longer be disassembled for pure alcohol (partly due to it's benefit of being hydrating now and having low alcohol content)
* Sanitized and Purified water no longer cleanse fire effects
* Dirty Water is considered poison in all versions of Horizon now, and is only used to douse yourself when on fire\*
* Dirty Water has a biohazard icon now
* Many drinks now have correct tooltips to match the hydration amount
* Buddy no longer gives you cold versions of drinks\*\*
* Cold drinks from loot are replaced with normal versions (this includes DLCs)

#1.9.2:21

* DEVELOPER NOTES: My original change only included Desolation Mode, but after thinking about it.. dirty water should never be used to begin with. Especially considering the sources of where dirty water comes from, the realism of drinking it becomes implausible. Salt water from the sea? Toxic water? A puddle filled with stagnant water? All this stuff would kill you. There's plenty of hydrating drinks in 1.9 to get otherwise.

#1.9.2:22

* + DEVELOPER NOTES: Cold drinks are gone. They just add more inventory clutter, they screw up crafting recipes, and they make no sense since the cold beverage never gets warm again. Gone. Just pretend it never existed. The standard item name never suggests the item is warm or cold anyway, and does not matter. If you want to roleplay getting cold drinks from buddy, he'll still give you back the original drink. Pretend it's cold :)

#1.9.2:23
Nuka World - Nuka Colas

* All post-war mixed colas (not the pre-war flavors) and their recipes are removed
* All cold versions of colas are removed and no longer used
* All cold drinks found in loot are replaced with normal versions
* All versions of buddy will no longer convert colas to cold versions
* The 6 remaining pre-war nuka world colas are changed to simple buffs:
* Dark: basically beer with caffeine
* Orange: energy resist
* Grape: poison resist
* Quartz: cryo resist
* Wild: damage resist
* Victory: all of those 4 resists, plus some AP regen
* You can use the nuka mixer station to create the 6 pre-war nuka world flavors above
* Crafting Victory requires the 4 other colas that contain resists
* You can use the nuka mixer station to convert 7 pre-war flavors to standard nuka-cola\*
* 6 of the recipe books will unlock the 6 nuka world flavor recipes
* The other recipe books you find will currently not give you anything special, except sell for caps (this may change in future patches)
* NOTE: Some of these cola buffs may change in the future if/when I overhaul food/drinks

#1.9.2:24

* This works just like the field kit does, so that you can use generic nuka-cola in crafting recipes

#1.9.2:25
Armor

* (NEW) Backpack Case (with Cat) - requires Animal Friend rank 1 to craft
* Some backpack meshes were adjusted
* Ranger Duster (with Scarf) is now craftable
* The corpse highlight mod on glasses, will now un-highlight corpses that were harvested (needs testing)

#1.9.2:26
Weapon Blocking

* Unarmed fists and very small weapons can no longer block
* This change works for both the player and human enemies
* This change does NOT effect power armor at all, which can still block with any weapon (or unarmed)

#1.9.2:27
Perks

* Big Leagues (Rank 1) adds the following: Wielding melee weapons that cannot block, gives you 10% chance to dodge attacks.\*
* Moving Target (Rank 1) is now: While sprinting, you have a 25% chance to dodge incoming attacks. You gain +5 Fitness Skill.
* Moving Target (Rank 2) is now: While sprinting, you have a 50% chance to dodge incoming attacks. You now have +10 Fitness Skill.

#1.9.2:28

* This bonus obviously does not work in power armor, since you're always able to block

#1.9.2:29
Weapons

* Gauss weapons are now classified as Energy Weapons, regardless of the projectile/damage dealt\*
* Both R5 weapon meshes were updated and reworked so they look less like clumsy nif mashups

#1.9.2:30

* NOTE: I changed them to energy weapons, because the energy weapon category doesn't have enough weapons to choose from. Since 1.9 weapons are balanced differently now, I can simply categorize gauss weapons based on their technology, instead of their damage type.

#1.9.2:31
Vanilla FO4 Effects

* All endurance, HP, HP regen, and CHA buffs that use vanilla effects should be properly ignored
* NOTE: These changes have no bearing on your Horizon gameplay, but they should help auto-fix any unpatched consumables from ruining Horizon's balance

## Horizon 1.9.3

#1.9.3:1
Fixes

* The "Express Mail" entries should no longer send repeatedly
* Raw smokeless powder, explosive powder, and energy cells are valued at 0 now