hello
1. traders will be adjusted to make obtaining good stuff less easy. good idea with the upgrading system, we'll see
2. xp from revolvers is already nerfed (i think). not sure about deagles
3. finesse is already working better with EW because ammo types were adjusted to it. i agree with bonus crit power, but 10 only (maybe).
4. current implants work like they used to, except:
- Nemean: +15 HP
- Dermal: +3% DR (+1 dt on second lvl)
- Phoenix: +3% DR to laser etc (+1 dt on second lvl)
we will see if they are too unbalanced. also, right now people have +1% dr in general (toughness x 2 = 8 +

- land mines will be more accessible, probably as dungeon loot
- caving will be more interesting later. give me more details if you have ideas for this
- leather combat jacket: nope, but we will try to make it more useful, probably for sneakers.
- poison is already buffed, it is not deadly if you heal yourself in time. right now its 5-7% damage and more frequent
- i dont know if that thing in pipboy is possible to do, but actually we might have a better solution. anyways, there won't be many quests and jobs in the first session, unless we find good writers/ideas. it is planned, but not in first priority
for now.
- we have molotov for flames. i find smoke grenades a bit unnecessary but not impossible. and i plan to add EMP and Electro rocket type as a rare ammo for RL. either that or a new emp-based gun (t4)