Fallout 2 mod "Lands of Mordor" (by Mordor) Discord: https://discord.gg/GmWckWgmaf ------------------------------------------------------------------------------------------------------------------------------------- What is it? It's a mod. Based on Restoration Project 2.3.3 It modifies ammo, weapons, armors and critters. ------------------------------------------------------------------------------------------------------------------------------------- General info. Stealth boy and Talker boy mechanics are not touched in this mod. It only changes combat. While you absolutely can play stealth and diplomacy, it's the Fighter specialization character that will notice the most changes. The mod doesn't add (or change) visuals, sound effects. There are no new quests. No new content. It's just a rebalance mod. Aimed at increasing replay value for combat. About items. The purpose of it is to change combat. Add more diversity. Make a lot of weapons more versatile and useful. Same with armors. Stats for ammo can be very different from what they are in original game. I believe, there is no real need to go through them all here. You can check the stats in-game. For some advanced analysis, you can check items.xlsx from the mod folder. It has tabs with changed items (and critters). Some weapons have secondary attack now. I suggest checking them when you find a new weapon. For instance, grenades have standard throw range. And secondary: takes more APs but you can throw further. Another example: knife has standad swing attack that costs 3 AP, but thrust attack costs 4 AP but has tange of 2. Another: light support weapon is now a single shot heavy weapon. But it has a steep AP cost. LoM makes miniguns and Rocket Launcher (a lot) more usefull. They spend less ammo. And the damage is increased, so that standard bursts actually inflict damage to most targets. In original game standard bursts wasted some 400 bullets and it was all wasted against armored target's DT. Flame Thrower is also highly effective here. I do recommend Big Guns skill tag. Unfortunately, you get heavy weapons closer to 2nd half of the game. But it should be worth it. It's not mandatory. I just really tried to make this skill useful. I liked it in F1. But in F2 it felt really weak. Also, I tried to make throwing weapons more effective, and useful. If you tag that, I believe you will not be disappointed. Melee weapons are generally moire powerful here. Unarmed and unarmed weapons are not changed. More or less, they are the same. About critters. Resistances (and damage thresholds) on critters are changed a lot. Especially, for later stage critters. Super mutants, aliens, deathclaws, centaurs, floaters, fire geckos. They now have 1-2 weaknesses in their resistances. And also (can) have increased defense against certain damage types. Most critters still can be damaged by normal weapons. But there are damage types that will be (much) more effective. For instance, aliens can be hard to stop with laser and plasma, but explosions and fire will be very effective. Normal weapons - average. Another example: centaurs will be hard to deal with if you use explosives or fire, but laser weapons will obliterate them. Again, you can use normal weapons only. Like, your Sniper, Bozar, Light support weapon, etc. It'll work. It's just.. big/nrg guns are usually more effective. ------------------------------------------------------------------------------------------------------------------------------------- If anyone has suggestions, or reports regarding balance/bugs, I am willing to hear that. You may use discord for that, for example. Or write to email: diablothehell@gmail.com Have fun! Mordor