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WhiskyTangoFox
WhiskyTangoFox

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Dev Blog: True Perks Shuffle

So, with the release of True Perks 9, I've finished out some work I've wanted to do on the perks poster for a LONG time. What started with fixing a bug in Dressed for the Apocalypse turned into a major overhaul.

Overall, several melee perks have been made more generic. I've removed the concept of DT from the mod (it just doesn't work very well in FO4). Chem Crafting and it's related perks have been reverted to vanilla, with the general goal of de-emphasizing crafting (with the amount you find in game, you will never need to craft chems). And I've made several melee perks more generic just to decrease the number of useless perks in the tree if you're ignoring melee.

I'm generally pretty happy with the organization of the perk poster now. A few of the effects still probably need balance tweaking, but that's easy enough to do as it doesn't require moving things around.

Strength

The upper half of the strength tree is one of the major areas that saw changes. Basher moved down to 1, so non-strength builds can take advantage of it as a melee support option, with big leagues moving up to 3. I reused the vanilla Iron Fist icon for Buffness, and shifted Toughness and Pain Train up to 10, along with moving Ad Victoriam from Intelligence to Strength. This should make the upper bit of the Strength tree more tempting for a Power Armor build. Pain Train probably could use a tweaked effect still to make it more worth the 10 slot.

Perception

The only change in Perception is Night Person moving out, and Eye for a Bargain (caps collector) moving in. The idea here is that buy price already scales with charisma, so putting that perk somewhere else lets me scale buy price with a different stat, instead of just giving it a boring flat bonus.

Endurance

Endurance also saw major changes in the top half of the tree. The headline here is the complete removal of the Cannibal perk, which I've always hated. Mechanically it's pointless, food is basically unlimited already, and flavour wise it's gross. Solar Power comes down to 7, and is now a Power Armor perk Ricochet moved up to 10, and Wasteland Hunter (whisperer) comes in to make some extra room in the charisma tree.

Charisma

Night person comes in at Cha 3 now, with a Cha/Agi bonus instead of Per/Int, which should make it more interesting for sneak builds. I've also split Black Widow and Lady Killer out into seperate perks, available to both genders (this was done in order to remove the cannibal perk completely from the poster). The effects probably need some tweaking to make them more distinct.

Intelligence

The only change here is Calculated Critical (critical banker) coming in at 7, which gives the upper part of the int tree more of a VATS combat focus

Agility

Ninja moves up to 10, with the Blitz melee VATS disance buff. Blitz comes in at 8 as a general Sprinting buff perk. Moving Target goes down to 6, and now scales with Agility. And Backstab (Mr Sandman) comes in at 3 for the Blade Proficiency.
Luck

Didn't get any changes

Comments

Oh my, I have just started Cannibal play through 😭 Cannibal is useful as you don't get extra rads, and in combination with Ghoulish it's easier to control rads :)

Dead Grem

Thanks to the breaking change from wabba this didn't get a prerelease, had to go live without it to get the list installable again

WhiskyTangoFox

Nice. I'll wait for a release candidate of LitR before i update all the descriptions/positions of perks.

Lokii


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