                                                       ----------------------------                             
                                                       ||||  Last Hope v1.083  ||||
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Table of Contents
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1.Overview
2.Installation
3.Gameplay
4.Known problems
5.Version history

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1.OVERVIEW
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 This is a total conversion mod for Fallout 2. 
Last Hope:
You wake up in the Execution Chambers of a prison and, due to a total amnesia, are granted a second chance - or so you've been told. After fighting your way through a number of trials to prove your right to freedom, you'll be allowed to enter a new part of the fallout world, free, but with a task to find and eliminate a group of escaped convicts, a task that may put the entire wasteland at risk...

Main features of this mod are:
- new "mountain terrain" world map
- 17 new Locations (3 cities, 3 towns, 6 settlements, 3 Ruins and 2 maps)
- new NPCs, dialogues, scripts and quests
- new vehicles, not directly roadworthy but the trunk can be used to store items
- new items and weapons
- new main story
- checking the inventory of NPCs requires a steal roll
- adjusted combat difficulty and barter prices (new) 
- automatic consumption of water & food rations, hunger & thirst system (new) 

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2.INSTALLATION
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Mod install guide: 
 Please follow these steps to install this mod. This mod should NOT be used with any other item, location or weapons mod. Any such mixing of mods could lead to unexpected errors. Do not even try to replace sfall and *.exe unless you are 100% sure what you're doing. 

Install:
Copy the following files from your Fo2 installation into the "Last Hope mod 1.083" folder:
-master.dat
-critter.dat
-data/sound/music (copy the contents of music into the music folder of LH)
Then start by clicking the LHmod.exe inside the LH folder and... 've fun!


Important 1: this mod is optimized for high_res mod "V4.1.8" and sfall "v4.3.7"
           although these are not (necessarily) the latest versions, I got the desired results with them, using anything else 
            will most likely corrupt your game. 

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3.GAMEPLAY
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 You start as a prisoner and have to fight your way through an underground maze, known as the "famous" trials. To complete it you'll need to avoid traps, solve some tricky conundrums and kill some bad bugs along the way...

SPOILER --- GAME-PLAY HINTS (if stuck in the early game) --- SPOILER
-Trials: Use science on the door (and fill the pot). Scorpion tails may help you with the pressure plate. The sequence is up/down/down/up.
-If you can't proceed after bribing Gary, check the holding cells in the south. The top right one holds a prisoner who may talk if you get close enough to the force field.
-If you're missing the pip-boy look around the prison's "Car Repair" for a map, follow its directions and then down the well.
-If you struggle in the first town, remember your instructions of making contact. Best wait for the night and check the motion sensor handed to you. 
-And now it's only a matter of exploring the world around...
-Only thing to keep in mind is that in some cases town rep is a factor to progress. And you may need to do some asking around to find the next clue. Including with NPCs who had previously no comment to make. But that's fairly standard, I think. You should be able to figure it out from here.
-Until you're on the final quest. On this last task you need to achieve three things: First, set up an additional way in, secondly, inspect the power situation, and last, find some information on the security system. You'll understand when you get there.

SPOILER --- GAME-PLAY MECHANICS (explained) --- SPOILER
-In regard to combat difficulty: LH uses a system that adjusts a NPCs max Hit Points based on difficulty level. The higher the difficulty, the more max HP the NPC gets. This HP adjustment is applied the first time you enter a map, and then stays that way for the rest of the game, no matter of later difficulty adjustments. Secondly, LH adjusts *most* NPC's Damage Resistance. Again the higher the difficultly setting the more DR the NPCs get. This can get very dramatic in some cases, and may even reduce your damage-output to a virtual zero. Especially burst weapons lose much of their punch. One way to battle this is to use AP ammo. In opposite to max HP, the DR bonus can be adjusted at any time.
-Another difficulty-adjustment is to the barter skill of (most) traders which also adjusts based on game-difficulty.
-For the most part of the game you are on probation and need to report back to the prison every 4 months. Consequently, you may want to plan your routes. Normally, you can manage a round-trip of all cities in about four months, but as a rule of thumb; traveling one square of Mountain Terrain takes about 28 hours.
-An attempt to steal is already a steal roll and can fail. This roll is usually very difficult. So you need to have a rather high steal skill to check the inventory of a NPC. Stealing an item is then another steal roll (Fo2 standard).
-Eating & drinking: Most food and drink items can be consumed manually to remove hunger & thirst*. Some food (food ration pack) and drink (water flask) items are also consumed automatically. Being hungry and thirsty gives stat penalties depending on the ailment (hunger: ST & EN, thirst: PE, IN & AG). Besides items there is also an option to eat at restaurants and to use wells (see helpscreen (F1) for an instruction). Empty flasks can be refilled at wells.
*Note on consuming items manually: There is an engine issue [which requires more advanced fixing] for now only items that are consumed outside inventory [i.e. via the "use inventory item on" icon or from an active "handslot"] will remove hunger & thirst. Any item consumed with the inventory screen up (hotkey I) will only have its standard Fo2 effect.


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4.KNOWN PROBLEMS & TECHNICAL ISSUES
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- If your keyboard being set to English is too unpleasant you can change this by setting the mod to a language of your choice. Fo2 has a few areas that are language controlled. Those are: Fallout2.cfg (language=english) and data/text/English. Both need to adjust English to the language of your choice. Last you may also want to create a data/art/* language folder and move or copy the splash folder into it, like data/art/language/splash (i.e. data/art/splash is only used when your Fo2 game is set to English, if it's not, then splash needs to be in a language folder as defined in the cfg). Note: changing language in the cfg will only adjust your keyboard, the mod itself will still be in English.
- On fast CPUs, time can pass fast during the worldmap travel. To get a slower worldmap travel speed you can change the ddraw.ini settings. Either adjust (WorldMapFPSPatch=1) or set WorldMapDelay2 to higher values. Note that this is just a suggestion!
- The number of encounters is intact but if you want more, set WorldMapEncounterFix in ddraw.ini to "1". Warning! This can lead to an annoying number of encounters. 
- This mod is optimized for resolutions higher than 800x600 (1280x720-resolution used for testing), if you don't have high-res mod installed, you have to manually set it in ddraw.ini.     
- Using any other Fallout2.exe than the US version "1.02d" included in the mod will give you an error message when trying to start the game, solution is simple enough: find the official "Fallout2 patch 1.02d" and extract its Fallout2.exe to your game folder. If you somehow can't get the official patch, there's a workaround, check your ddraw.ini file and change SkipSizeCheck or ExtraCRC, see what works best for you.
- Use only the sfall version that comes with this mod (currently v4.2.7) because it has been tested. Using any other version of sfall will most likely cause unexpected game crashes.   
- Using a different installation method than described in point 2) (like copy & paste the mod files directly over your Fo2 installation) will  cause errors or other irregular behavior.
- This version includes everything you need, older versions are not required. 
- This mod includes a children patch. Atm, it doesn't have any other hero appearance mod.
- The highlight-item function is implemented. This could spoil some "hidden treasure" but 
- Mod stuttering can occur after playing a while, this is possibly directX related. Can be solved with the system restart.  
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5.VERSION HISTORY
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V1.083
-(change) Reduced skill check difficulty for stealing password paper for Wasteland prison gate guard
-Fixed Matthew's shack door script
-(added) Quest to eliminate Dogs gang can't be solved if the player hasn't discovered Drake's body 
-(added) Old hotel, Warehouse area is now accessible from the main area
-Added skill requirement and hint for solving quest: restore old trade contract between Miner's and Farmer's
-Farmers town merchant Bob will continue to sell stuff but during day time hours
-Added stuffed deathclaw at Aston's place. It will appear after player completes the quest "Kill the evil critter 
from canal"
-While in canal, hunting deathclaw for Aston, guards can completely block player from moving. Corrected.  
-Fixed possible exploit/bug where Nicky's stock could be looted  
-changed prices: Iron Ore (25), Uranium Ore/Coal (50), Refined Uranium Ore/Gold Nugget (70), Fuel Cell 
Controller(230), Fuel Cell Regulator (180)
-fixed attack mode, throw only: Rock, Uranium Ore, Refined Uranium Ore/Gold Nugget 
-reduced amount of stimpacks player needs to collect for Derek 
-Syn. fiber armor, changed laser resistance stat
-Butcher knife weapon, changed art
-Golden Valley entrance point changed
-Donson's "Circuit boards" job is now available after 24 hours
-added World Map exit grid: Philton/City Council, Philton/Water Tank, GV/Military, Canville/Train Station, 
Philton/Shack
-Colin will now acknowledge if the mantis raids are gone when talking in general
-Golden Valley, military base guard will correctly address if the player is in/out of the base 
-Player will get a notification one month before the "Report to Administrator" timer expires
-Canville mine storage container now has Coal and Iron Ore chunks inside
-Added gold nuggets scattered around the Golden Valley area
-Fixed several non accessible bookshelves/containers in Golden Valley, UMB, Canville, MRC, Silting
-Player will extract/replace the correct part when tinkering with Philton water station machine
-Kill-counter for Philton Canals smugglers corrected, quest and follow up now trigger correctly
-After completing Leonard's shipment guarding quest, player will no longer get item reserved for different quest
-Owen can get stuck sometimes while walking around the factory, corrected
-Wasteland Forest, The Sanctuary, world map locations slightly changed 
-Red's bartender dialog errors corrected, working hours changed(6-22h)
-Jonathan will have proper response when player asks to join and quest will appear active in pipboy
-Talking to Mary will no longer reset active quest "Permission to sell drinks" if player chooses different dialog 
option
-When working for Eddie, player can now have more quests active at the same time
-Eliminating Scorpions and reporting it to Donson now gives 500 exp. points 
-Arresting drunk Bob can cancel "Find Jasmine's book", corrected.
-Killing Bob in Golden Valley while the quest to arrest him is active will leave the quest unsolvable, corrected
-Golden Valley motel kid can get stuck while inside the motel, corrected
-Solving "Missing people in Golden Valley" quest in now possible, dialog loop-infinite exp glitch corrected
-Canville W&A shop guard displays "Error" floating messages if player touches shop owner's locker, corrected
-Duntown, level 3 forcefield can be stuck in permanent "On" state if game is loaded, corrected
-Miners town walls, once built they could be reset if player asks sheriff McKarty about it, corrected
-Fighting canville deathclaw can cause other residents to attack player, corrected
-Noel won't appear in front of his house if player waits at the same spot. Changed, he will walk out of his house 
during day time
-Paying off Norman's debt now gives 250 exp. and town rep. 
-After beating Jacob in unarmed fight player now gets 500 exp. and 750 caps
-Killing Eric in unarmed fight would leave player stuck in the ring, corrected, player will be escorted outside
-Killing Jacob will leave empty dialog window on screen after talking to Eric, corrected  
-Fixed Larry's guard with no script and "bugged"inventory 
-Changed description of Philton Canals smugglers
-Farmers town local resident at gas station, fixed "bugged"inventory
-Gecko hunting quest with Mark can't be completed if player exits the area, corrected  
-MRC area resets to "Known" instead of "Visited" each time player exits to world map, corrected 
-After killing bandits outside Dan's house, Dan would just leave. Changed, now he will remain at local clinic. 
-Player can now unlock slave cages in Philton 
-MRC network computer part price changed
-Speaking to ranger in Canville ruins will have the same response if player attacks deathclaw or manages to 
sneak past them, fixed.
-Sneaking past the deathclaws reward changed 
-During the Canville deathclaw cave hunt, other npcs can block player from moving, corrected
-Canville deathclaw cave hunt can now be completed in a different way
-Reduced number of iron ore needed for Canville smelter Greg
-Aston's imprisoned man moved to another cell, fixed minor glitches with use_skill and use_obj script 
procedures
-After being released from his solitary confinement, Nill spawns at wrong location, fixed 
-Player could access the wall switches when going back from Wasteland prison camp area to catacombs. 
Changed, player will spawn on the staircase side.
-Joe's and Karl's lockers give proper message when player tries to lockpick them.
-Changed ammo stats: 9mm, 5mm AP, 10mm AP, 14mm AP, 9mm ball, flechette, 45 caliber clip size, flamethrower fuel 
-Some NPCs didn't mark the location after they talk about it, corrected 
-(added) Additional way of getting the slavers financial information for Jonathan, he will now accept both copy or the 
original book  
-Silting entrance guard can now detect if account book had been stolen
-Additional way of obtaining the security codes for Scott, reduced skill check for stealing the WP security codes
-Philton forest shack door can now be unlocked only with the key
-Fixed wrong map rotation after destroying the Wasteland Prison
-Destroying Wasteland prison is now possible if Scott dies, changed xp reward in both cases
-Eliminating all Wasteland Prison guards will mark the quest:"Help Scott..." as completed
-Player now has to rescue the prisoners before confronting Basil
-Killing gangsters and slavers at Old Hotel would affect Lost City reputation instead, corrected
-After giving his letter to player, Garol would continue to talk randomly, corrected
-Noel will change his appearance according to the armor he's wearing. Leveling up won't cause him to become unresponsive.
-Not purchasing a car from Rob will leave the player stuck if using stairs, corrected, player will be teleported 
back to Rob's office
-Some slot machines weren't accessible from a certain angle, corrected
-Wasteland Prison base level 2, one of the containers could be picked up, corrected
-Player can satisfy thirst by drinking from the well in most populated areas, outdoorsman skill dependent 
-Changed game interface is now compatible with high-resolution mod
-Failing a skill check will display the chance for success
-Added the fixed frms for the Phazer and the Zip Gun
-Added the female child frms
-(fixed) Execution chambers, solving a switch puzzle will trigger a message multiple times, should be only once
-(fixed) Check prison holding cells if people can walk though the bunk beds, movement blocking hex
-(fixed) Miners town, locked doors(zilckdor), display chance to unlock the door
-(fixed) Miners town, common houses, walls redone
-(fixed) Angled map edges glitched so most maps have to be edited 
-(fixed) Mike miners town, minor dialog and proofreading corrections
-(fixed) Miners town billy, minor dialog changes
-(fixed) failing initial steal skill no longer initiates combat
-(fixed) Miners town rat was placed behind the -40 lock, low level player couldn't get to it or complete the "Clean the mine" quest, moved closer to the east side ladder
-(fixed) Added steal skill check for Dogs gang members
-(added) Owen puts Duntown's location on the world map if player asks for uranium ore supplier
-(fixed) town reputation change can bug some of the Philton inhabitants, fixed.
-(added) Added female character response for Philton gate guard
-(fixed) Killing Sebastian now gives negative karma and town rep
-(change) Killing Philton cave smugglers doesn't change town reputation, only after speaking to Donson  
-(fixed) Destroyed WP car repair map would display the same "map first run" message as the regular map, fixed
-(fixed) Incorrect car spawn location at Destroyed WP car repair map, corrected 
-(fixed) Scott triggers the wrong dialog node when all WP guard have been killed, corrected, killed WP guards count corrected  
-(added) Added push option for Scott and his companions as they can block the doorway while in WP
-(change) Miner's town walls will trigger when Dogs gang leader Mirx has been defeated
-(fixed) Setting off the explosive charge near certain containers can trigger continuous explosion animations, fixed generic script  
-(added) The new sheriff of Miner's town will also comment about the "Mantis raids" if the quest is active
-(change) Changed stats for Samuel, Robert, Owen, Noel(starting inventory), Old Smuggler, Salesman(Quartermaster), Merchant, Scott(The Shelter), Gun Thug(M/F) 
-(fixed) Lost City rat with no script attached
-(fixed) Some start procedures failed to initialize properly
-(fixed) When talking to Gordon for the first time, he will always find contraband. Gambling skill check changed.
-(changed) Lost City fence door gives a hint when being used.
-(fixed) Drinking water or eating food in a bar will replenish player's thirst/hunger.
-(change) 44JHP ammo now has stats from the official patch 1.02d 
-(fixed) Bull's weapon dealer, Nicky, dialog can get stuck in a loop, fixed.
-(change) Minor change in Murphy's dialog and script
-(change) Minor change in Bob's script
-(change) Bull's storage guards placement adjusted
-(fixed) Joe can sometimes use the quest item (wrench) as a weapon, leaving his trade inventory without this quest item. Added one additional wrench to prevent this.
-(change) Using a lock/sci skill on Gordon's shack door will give a hint how to bypass the door. Damaging the door will trigger hostility with Gordon. 
-(fixed) Bulls locker with rifles can get in permanent lock state when save/load game, fixed. Slightly altered Bull's storage loot. 
-(fixed) Bull's and Derek's men had the same script name, corrected
-(change) Changed description and name of more Farmers town inhabitants.
-(added) Additional dialog lines for rambler at farmers town.
-(change) Leonard's locker content changed.
-(change) Replaced few damaged office desks with the clean ones. 
-(change) Hunger and thirst now affect PC's base stats.
-(fixed) Owen can sometimes "disappear" during the map transition, fixed.
-(fixed) When talking to Sebastian for the first time he didn't talk about Donsons active quest to find the conspirators. 
-(no changes) Rare random encounter trader sells alien blasters (very rare, based on luck)
-(fixed) Donson's house door can be damaged only with explosives 
-(change) Random encounters loot, variety changed again
-(added) Philton's "Conspiracy against the mayor" quest will give a hint when each clue for solving it gets collected 
-(fixed) Mysterious stranger perk abuse can lead to a massive loot.
-(fixed) Golden Valley military check will confiscate player's energy pistol even if the original wasn't stolen
-(fixed) Possible error when player runs off, taking the elevator, while Christopher tries to damage the reactor. 
-(added) Consuming water flask will spawn an empty container which can be refilled on wells
-(fixed) Gordon will fail to trigger the combat, if the player hasn't attacked, after the save/load. 
-(change) More minor map changes**
-(added) Jack will comment about the crashed vertibird.
-(change) Changed "outfit" of the Philton old man "involved" in the conspiracy against the mayor.
-(change) Desert Village map, trader Mark goes to his tent during the night and outside the tent during the day. Resting disabled.
-(added) Barter skill check added when trying to get better price for the waterchip from Andy.   
-(added) Duntown supply room, behind the electronic lock, has a better loot now.
-(added) Silting storage room loot updated.
-(added) MRC level 4 and 5 loot updated.
-(added) GV military base, loot updated.
-(added) GV, added the option to get a metal armor from the military.
-(added) Dogs gang base, Marcus, added float messages
-(added) Philton old city, added a bounty hunter
-(added) Canville industrial, trader added
-(added) Added, Philton Tap house, Gregory 
-(added) Golden Valley river, added trader
-(change) Changed quest reward from Jack and rare quest items check, inventory change
-(added) Added "optional" dialog with Justin when his robot has not been repaired
-(change) Farmers town high-level trader has a random chance to appear in other towns in the wasteland    
-(fixed) Before fixing the sensor computer in MRC, player can get stuck on level 3 
-(added) Push option for Noel 
-(fixed) Garol stays visible after map transition as he gives his letter to the player  
-(fixed) Jerry's script can, under certain conditions, trigger continuous screen fade to black  
-(added) Canville talking pauper at the parking lot
-(fixed) Fixing Oldie's well can remove more than one needed rope item 
-(fixed) Traveling with WP patrol back to the prison takes no game time
-(added) Golden Valley bartender fridge can't be accessed, added appropriate message
-(fixed) Golden Valley cell door can be stuck open if Bob has been arrested
-(added) Alternative entrance to Miner's town mine
-(added) Additional display messages when using differnt skills on MRC automatic doors.  
-(added) Justin can fix his robot after one month has passed and the player delivered Bio Med Gel  
-(added) Long hair male-female random encounter Robbers
-(added) Killing Matthew will cross out the "kill Eddie" quest if active
-(change) Canville random floats optimization
-(added) Xp rewards for unlocking various locked doors in Silting, Duntown, WF, Canville
-(added) Power fist upgrade in Canville
-(added) Extended dialogue, Nick the old hotel kid 
-(fixed) Possible exploit to skip the "Mantis" quest in Miner's Town
-(added) McKarty's guard additional float lines
-(added) Additional hint if the player, after kiling Basil, tries to rescue the prisoners without the key.  
-(fixed) While questioning McKarty about the escaped prisoners, he should turn hostile if player admits working for the prison   
-(fixed) Farmer's Town story teller spawning the wrong item in player's inventory, changed to correct item self inventory 
-(added) Combat lines for the Dogs at the Gang Base
-(fixed) Twice the xp reward for solving the uranium quest for Aston
-(fixed) Chrysalis car trunk stays invisible in the Rob's storage
-(fixed) Wasteland Prison inmates team number changed to avoid joining the guards during the fight  
-(fixed) MRC doors causes issues with players movement when having Noel in party 
-(added) Additonal check for unarmed/melee builds, Aston's door guard
-(fixed) Canville wandering deathclaw falsely visible if first map enter was during night time  
-(change) Reduced damage for power fist and mega power fist
-(fixed) Red's bar guards will issue a warning only when player is armed in their line of sight instead of anywhere on the map 
-(fixed) Donating money to Joe sets the proper dialog response next time he talks to the player
-(fixed) Drake's body may disappear before player discovers it, changed body frm type**    
-(fixed) Possible stats bug exploit when giving the currently worn metal armor or MKII to Darren. Increased XP reward for MKII.
-(fixed) Getting the information for Jonathan will leave the quest unsolved 
-(added) Few useful hints for delivering machine part/s to Larry 
-(change) UMB security inventory changed
-(added) Player's car slightly improved
-(added) Leaving Noel at random world map location sends him to Canville

V1.082
-Minor fix for unarmed combat trial
-Wasteland forest station missing wall blockers, corrected**
-Wasteland prison, fixed table inventory content**

V1.081
-Miners town missing wall blockers, corrected**
-Eric's unarmed fight job, reduced difficulty
-Corrected some mapping errors, Golden Valley**
-Fixed scripting error which allowed player to sneak in Basil's basement** 
-Added an additional solution for Jim's "situation"
-Minor script and map tweaks, MRC
-UMB location, level 2, corrected roof tiles glitch. Changed yellow pass key location**
-Playing with less intelligent <4 character is no longer possible as it caused dialog errors   

V1.08
-Miners town cornered building blocked stairs, description will indicate that it's blocked**
-Using wasteland prison gym gives one-time bonus to unarmed skill
-Deleted proto 284 in items folder, crashes some maps
-Miners town ground level manhole leading to mine moved to west side of town**
-Added Miners town shop guard**
-Fixed Small village exit map crash caused by script errors 
-Farmers town bartender Anna, missing dialog lines don't get called anymore
-Blocked dresser in Gloria's house, moved to east wall**
-Farmers town east area, gecko, day-night light cycle now works
-Farmers town, some of the Bull's base rest rooms were blocked!** 
-Added additional dialog lines for Farmers town gun shop owner, rearranged back of his house**
-Player can no longer escape during the combat trial in Wasteland prison
-Wasteland prison trial combat difficulty reduced, depending on selected game difficulty  
-Certain NPC's won't turn hostile towards player if they took damage from someone other than player   
-Added an antidote in the first trial chamber**
-When using a well at Old Hotel area, player sometimes gets placed outside the map area
-Old Hotel second level is now downstairs**
-Nick will take proper amount of tools from player for completed job
-Base B1 warning sign description changed
-Fixed Golden Valley downtown map load crash
-Fixed Golden Valley caves exit grid**
-Player can choose from three starting characters

V1.079
-Lots of map changes** in order to add new content and fix existing errors

V1.078
-Added Pixote's missing tribal animations fix
-Added Mr.Stalin's inventory filter mod (may cause crashes in barter mode)
-Small fix for NPC's hp not showing correctly
-Random encounter rate, loot, variety changed

V1.077
- Quest description "Find a plow for oldie" changed, since the player is asked to find a shovel.
- Player now gets exp. points for delivering Garol's letter.
- Fixed some dialog errors regarding Murphy 
- Wasteland shop owners will increase their prices considerably, depending on the game difficulty
- Game difficulty now affects opponent's "toughness"
- Player has to eat and drink water (beta)

V1.076
- MRC location didn't appear on the world map, corrected. Also works for earlier saved games.
- Player can now deliver a power plant part to Lenny, without having to inform Leonard
- Player will also remember seeing suspicious clothes used in a robbery of Jack's place.
- Murphy won't discuss about trade agreement with Farmers if the mine hasn't been "cleaned".
- Possible bug exploit in "Pass the trials in the catacombs of death" quest, fixed 
- Killing Matthew unexpectedly lead to quest error, corrected
- Player can ask Red about money he owes to Eric, with "Find Jackie" quest still active
- Philton forest map lagging, corrected ** 

V1.075
- Miners town walls not shoving up when they're supposed to, corrected **
- Miners town, player placement after using a ladder, corrected **
- Wasteland Prison guards kill count has been corrected
- MRC, sensor computer location changed **
- Bartender in Red's bar, trade window will open correctly **
- MRC, network computer can be repaired now **
- Wasteland Prison force fields modified. Now they can be temporary disabled if skill check passes.
- Player can now help Aston's imprisoned man **
- Added a small fix that prevents "Wasteland Prison" area from disappearing from the world map
  
V1.074
- Miners town entrance map (with walls) had a few bugs, Billy giving you the same quest again, Rock pile blocking the 
 cave entrance appearing again, fixed
- Before going on a hunting mission, Jerry gives the player one day to prepare. He will say so instead of giving the player
 time until tomorrow at sunset. Also, quest has been modified so the player gets some clues about how to complete it 
- Mission for Philton slavers can be completed now     

v1.073
- Basil being killed leaves several problems and certain major quest unresolved, corrected 
- Car placement on random encounters map has been changed 
- Golden Valley citizens in captivity will "help" if the player gets locked up in basement
- There was no solution for "Collect Erics money from Norman"quest, corrected
- Lost City area had one "broken" (leads to nowhere/wrong placement) ladder, corrected
- Canville wandering deathclaw has more HP now
- Erroneous map data (Old Hotel Warehouse) caused incorrect ammo amount to appear in one of the guards inventory
- Random encounters slightly harder
- Random encounters Prison patrols will confront the player for any violation of "Wasteland Base" rules 

v1.072
- Car dealer in Canville was giving a "stone plate" item to player instead of a car part
- Wrong settings for town entry points caused the green triangles to appear in the upper left corner of town entry
 screen, corrected  

v1.071
- Corrected errors in dialog lines (Norman, Donson) 

v1.07
- Elevators now use dialog interface
- Red will now take Jackie's letter
- Miner's-Farmer's trade contract mission unavailable if Miner's mine is not working
- If Tim and/or Dan gets killed, Darren will let dude know what he thinks about it
- Most if not all footlockers near map edges now hidden (damn thieves :X)
- Canville residential, wild deathclaw now attacks dude, beware!
- Noel script changed a bit so if he's not in party, he'll go inside the house during night
- If Aston's gate guard dies, other guards will notice
- Golden Valley deputy will try to stop dude from unlocking the cell doors
- "Book for Jasmine" mission can be solved even if Bob is in jail
- GV Military base guard now retrieves the stolen items if dude tries to leave the base
- Philton gate guard will let dude in if town reputation accepted
- Canville Doctor now charges for treatment, wasn't the case earlier
- Unarmed combat book gives skill bonus only once
- Mayor Donson will notice if Eddie is "gone"
- Eddie will now take weapon plans copy from dude  
- Gecko hunter Mark will get angry if dude flees during hunting mission, will return to bar if
  mission goes well
- Silting storage door now unlocks if dude is allowed to go in
- Random encounter Patrols will know if James is dead
- Garol will take his wife's letter
-...some minor script changes not worth mentioning

v1.06
- Canville mine entrance guard script fixed, he'll notice if player tries to use the elevator
- Canville citizen script corrected. "Error" floating messages were caused by another script calling the same text 
lines 
- Canville parking Loner script corrected, wrong town rep. GVAR
- Canville, 3 scavengers on Canville train station caused game to crash when spoken to, corrected
- Joes store house key, added "use" action flag
 -Philton bulletin board had "Duntown" name written on it, corrected
- lockers, in north west corner of farmers town residential area, moved to their owners and protected from looting
- Miners town cave entrance, now possible to clear the pile of rocks blocking the entrance without taking the 
"mantis raids" mission 
- when you ask dr.travis "...about the mine...", dialog closes, corrected 
- Infinite xp (+1500 every time) when killing Basil's gang and reporting back to sheriff, this was possible due to 
 game bug with 0 key, corrected for the current script
- Bio research base turrets will behave as they should
- Golden valley meeting now held at local library, not fully implemented  
- edited military base guard script (Golden valley), added additional dialog line so player is not forced to leave 
the base every time he talks to the guard, the guard will also remove id card from players inventory if 
caught stealing 
- Military base sergeant will get "angry" if player doesn't wear any type of metal armor (mark1 or mark2) 
- after 15 MAR 2322 Arroyo will not appear on the world map and Wasteland Forest will reappear on the same place 
- Ron will not give you the same job twice. 
- Greg from Canville will now take the ore from you if you tell him about the job 
- "coffin guy" has proper script attached to him
- Robert, "FORM" member can sometimes block the doorway if player decides to go on a killing spree, now "push" 
procedure added 
- random encounter Hubologist object_pid name corrected to "Prison patrolman" 
- Wasteland prison laser gate computer can be used to temporary disable the force field
- Wasteland prison force field can be temporary disabled with nearby explosive charge


v1.05
- some Canville bugs causing constant game crashing, fixed
- dialogues corrected

v1.04
- when you get a job from Mary to bring her empty bottles, the quest appears completed in pipboy right after you 
  took it. Fixed. Also, you won't get this job twice. 
- when you take the job to fight in the ring for Eric, your opponent doesn't appear
- "The shelter" location stayed hidden after you've been there

V1.03
- doc Davin will now take correct amount of money for treating player's wounds
- City of Philton stayed hidden because it was linked with unfinished quest which was removed, now visible 
- If you decided to kill Falcon brothers at small village location, their caravan wagon wouldn't disappear 
  in the morning  
- some lockers in UMB were reachable from the other side (through wall), fixed
- fixed, player knew about plans against mayor Donson's without even talking to anyone about it 
- corrected Golden Valley town map error where military base was accessible without "ID pass" item
- "FN Fal" proto corrected so it'll display FN Fal image instead of "reserved"   

v1.02:
- Jack's locker is not lootable, it'll be displayed when you try to use skills or lockpick on it
- Darren will not ask you again to bring him certain item
- fixed bug where you get exp. points every time you ask sheriff Milton about the missing people quest
- fixed dialogue option where you can ask bar owner Anna about gecko hunter even if he isn't there
- golden valley downtown, added exit grid map markers for exit grids to Aston's office
- removed wall transition effect from doors so they'll be visible if you walk behind them  
- Fixed. MRC level 1 entry point shown even before you actually get into the base.  
- sergeant will tell you to help doc Fred only once 
- Derek will now take ten frag grenades you took from Bulls even if you have more in your inventory 
- when you bring Jack's medicals, you could have just dropped the heart pills on the ground and completed 
  the quest without giving him those pills, this has been corrected   
- 4th level MRC, after blowing up the pile of rocks, screen fades out and stays that way until you quit the 
  game. Corrected.    

v1.01:
- fixed exit grid leading from Miner's resident area to the caves
- replaced local vars with global vars in Gecko quest in Farmers town that prevents player to talk with the 
  important quest NPC after exiting map  
- changed description of the second door in trial rooms
- staircase in Miner's storage building blocked with barrels to prevent player from using it 
- Wasteland prison gate guard sometimes gets stuck, he should no longer do that
- "Mantis Raids" quest solving possible 
- dialog with Colin had some script errors
- Marc will appear at the bar after the gecko quest is done

** - map change, visible only when starting a new game or using save game editor

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AUTHORS COMMENT
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www.nma-fallout.com/forum for any question you might have 


BY DeJ@n (Forgotten_Knight)                    
See credits.txt for more information about the tools used for this mod.  