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#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
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