Patch notes/Horizon/1.5.4

(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

(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

(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

(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

(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

(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

(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

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.

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

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

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)

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

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

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

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

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

Loot Respawn Addon - Many of the fusion cores in generators, will have real cores again

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%)

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)

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

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.)

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

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

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