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Fallout Fallout 1.5: Resurrection - fanmade Fallout game by Czechs

Lhynn

Arcane
Joined
Aug 28, 2013
Messages
9,825
Why would you specialize on EG from the start? just go small guns until abq, by then you should be able to tag EG and put your points on EG weapons and easily get it to 130 or something, plenty to hit anything at short and middle distances.
 

OracleX

Augur
Patron
Joined
Jul 18, 2007
Messages
351
Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Shadorwun: Hong Kong Divinity: Original Sin 2
One thing I noticed both here and in Fallout of Nevada (when I played a older google translated version)

Were you able to finish Google translated version of Fallout of Nevada? I loved that mod. But....

When I was getting the train ready so I could go after "The Joker", the sheriff confronted me and all my dialogue options were ERROR. I would always get attacked eventually. Wasn't the first time I was missing dialogue options and it was becoming increasingly harder to follow the plot. I just gave up when I got to the point where I couldn't avoid killing the sheriff.


No, I stopped in New Reno/Cheyenne.
Some people are translation it fyi
 

Lios

Cipher
Joined
Jun 17, 2014
Messages
425
So I played Fallout 1.5 and finished it once.

+It's isometric Fallout with good writing. Solid writing not perfect but respectful to the mythos.
Seriously the isometric thing gets me wild and scores.
+Choose one of 2-3 faction quests or else sorry: replayability.
+Everyone is poorer including shop owners which helps in the establishment of a harsher atmosphere and gameplay choices.
+Edgy edginess: a Rat Hole guard shot a kid who tried to steal from him when I entered the area. A nice meta-comment about the child killing prohibitions of various Fallout versions.
+A mix of Fallout 1 tight borders and Fallout 2 idea of fun [yes I cleared that mr Sanchez or whatever cazino in Seddit(?)]
+Interesting, chatty companions.
+An even more "hardcore experience" as a start for a pussy character with speech science etc.
+You can fuck up a child molester cartel (or whistle and get money for oblivion).
+You can't rest everywhere certainly not in towns so you get to adjust your strategies.

-You can't rest everywhere certainly not in towns so you get to move your sweet ass or camp in world map to heal, or read that gay literature book you find in Seddit to pass time so that you can trigger some time specific missions.
-Most world map encounters are the same, plus those ghouls patrols early on will fuck you in the ass.
-A tough character named "Vodka" in a bar. This is ridiculous.
-Woudl it be a bit too gluttonous to ask for more cities/world map spots?
Possibly other things I can't remember now.

I give blessings roses and crosses to the creators of this free of charge sexual Fallout experience, now i need to replay Fallout 2.
 

Black Angel

Arcane
Joined
Jun 23, 2016
Messages
2,910
Location
Wonderland
+Edgy edginess: a Rat Hole guard shot a kid who tried to steal from him when I entered the area. A nice meta-comment about the child killing prohibitions of various Fallout versions.
Did this really happened in your game? I've replayed the mod to the point I got quite burned out on it, but never encountered this. Dayum.
 

Saduj

Arcane
Joined
Aug 26, 2012
Messages
2,547
Did this really happened in your game? I've replayed the mod to the point I got quite burned out on it, but never encountered this. Dayum.

Pretty sure it happens in every game almost immediately after the first time you enter the upper half of Rat Hole. Doesn't happen in dialogue and it is possible to miss. I'm guessing you walked off screen and didn't see it.
 

Black Angel

Arcane
Joined
Jun 23, 2016
Messages
2,910
Location
Wonderland
Did this really happened in your game? I've replayed the mod to the point I got quite burned out on it, but never encountered this. Dayum.

Pretty sure it happens in every game almost immediately after the first time you enter the upper half of Rat Hole. Doesn't happen in dialogue and it is possible to miss. I'm guessing you walked off screen and didn't see it.
Goddamn, now I need to replay this mod. Now that I think of it, haven't quite manage to play a dumbass, so....
 

Diggfinger

Arcane
Joined
Jan 6, 2014
Messages
1,200
Location
Belgium
Just finished it. Amazing mod!

Just didn't feel my speech skill was too useful, and by the end I was so rich I just bribed my way through most quests.
 

Baron Dupek

Arcane
Joined
Jul 23, 2013
Messages
1,870,765
Patch 1.5 is coming soon fellow vault dwellers.
When?
Today!

FALLOUT 1.5: RESURRECTION
Changelog
http://www.resurrection.cz/en

BEWARE, contains SPOILERS!


###Version 1.5###########################################################################################

NEW HOPE
- Text has been added into the message window at the start of the game.
- A fix has been made to the process that changes the village map to the improved version of the map after the caravan deal. It should no longer be possible for the change to fail to fully take place.
- Script from the shovel lying on the ground in middle of the village has been removed in order to make this shovel stack up with other shovels in one's inventory.
- The AI of the villagers on a gecko hunt has been changed so they will no longer use floats inappropriate for the situation.
- "Slip the necklace to Rachel" quest from Oswald is now possible to complete even if the player made Rachel angry. And this quest will now appear in quest log when given instead of later after completion.

RAT HOLE
- Small improvements have been made in the scene where the girl tries to pickpocket a mercenary. Most importantly, it should now work correctly when interrupted by combat or by save and load. And scene should stop when the player kills one of the participants.
- Members of the family in the church now walk back to their places when pushed. And the child reacts to talk actions the same way as other Rat Hole kids - by running away.
- Samuel now reflects on Julian's death when giving a stimpak to the player.
- If the player steals doctor Reed's things, an option to ask doctor Moore for them will disappear when the player shows doctor Reed's note to George.
- Poisoned doctor Moore will no longer stop the player from accessing his stuff in shelf or table.
- The player can no longer end persuasion dialogue with barman about protection money so easily. And when unsuccessful option is chosen, the player now has the option to try a different one.
- The player can no longer ask the gravedigger about digging the last two graves from the lowest row when one or both of those graves are already open.
- If Alexa shoot herself and Julian is already dead, the departing mercenary will no longer talk about Julian.
- Assigning of AI to the mercenaries during the attack on the enemy side has been fixed. They had been assigned inappropriate AI and they could swap to it when the game was loaded from a save during the attack.
- Mercenaries now take up to two hits from the player before they all become hostile towards the player.

SEDIT
- Gregory's answer after sex to the question about Frederyk has been fixed.
- Question about "cave" in dialogue with Gregory is now different if the player hasn't asked about it, nor has been in the map of the tunnel.
- Gregory's book Waiting for Love can no longer be read during combat.
- Base price for trading of Fuzzy Painting lowered to 25 caps and of Mr. Nixon doll to 10 caps (Salem is selling them both).
- Use of science on emitters in the entrance to the sheriff's villa now shows status of the force field.
- Detection of exchange of Sheriff's hip flask by pickpocketing has been fixed.
- Sneaking around sheriff Carpenter is now easier, requirement for sneak skill isn't so high anymore.
- When the player leaves the Downtown map during the scene in which Sheriff scolds the cook, it will no longer disable talking with her.
- Improvements have been made to map borders at the exits from the tunnel in order to make it impossible for the deathclaws to run away from the map.
- Some of the items on the ground in the tunnel map were moved by one hex so bones will no longer block them that much when the player tries to pick them up.
- Float of policeman guarding entrance to the tunnel will now disappear right after the player enters the tunnel so it will no longer be seen in empty place inside the tunnel.
- When the player pays for junk from Charlie, caps will appear in Charlie's inventory. There's double loss of karma for killing Charlie after that.
- Kevin will no longer incorrectly say in the English version that caravans leave the 9th day of every month, but correctly that they leave the 6th day of every month.
- When asking Sabrina for a discount from Nicol, the text is now different when Nicol is already dead.
- Nicol will start dialogue with the player herself in her basement when she thinks the player shouldn't be there.
- Nicol will no longer say "You won't get me!" when she's dying.
- Tim and Jeremy are now armed in the wasteland when the player is supposed to get them from Sedit.
- Quest "Root out the informer for the raiders within Frederyk's Dream" no longer automatically moves to the next state if the player has already killed all raiders from Lost Town.
- The death of one or more of the raiders from Lost Town could fail to register, thereby making it impossible to finish the quest regarding their elimination. This has been fixed.
- Required minimal strength for stupid character to gain quest from Damian has been lowered from 8 to 6.
- After the player detects the active mine in the raider's hideout, it can no longer be detected for second time.
- Amount and kind of drugs that is the player supposed to deliver from Father Malcolm is now written in quest log as a reminder for the player.
- When the player finishes the quest with the drunkard at the casino for Sanchez while being labeled as ghoul-lover, it's now possible to ask for another job after the player gets rid of ghoul-lover label.
- Intervals between floats in the scene where Rodriguez's goon threatens ghouls from Falcon's Flight were slightly prolonged.
- Policemen guarding Falcon's Flight will now disappear after death of its ghouls since there's no reason to guard the place after that.
- Checking of three months time when the player can no longer return to Sedit for killing ghouls guarded by policemen was fixed. And time is now counted from moment of killing the ghouls instead of from time of resulting dialogue with Sanchez.
- When the player talks with Demetre as stupid character for the first time, it's now still possible to talk with him with high enough intelligence. That way, the player won't lose his quests and caravans just because of that first dialogue.
- Demetre will no longer be stuck on disarming dynamite, even if the player leaves the map during it.
- The advance of game time while waiting for the kidnapper to leave the brahmin pens in Little Hub has been fixed. It therefore shouldn't happen anymore that the kidnapper won't leave.
- Mimi doesn't see into the future anymore - While leaving Sedit, she will no longer mention kidnapping of Sheriff's son when the player is involved in it, but didn't kidnap him yet.
- Shops have open doors in opening hours by default now for easier access into them.

CORATH
- Davise Coffield's shop has open doors by default now for easier access into it.
- Generic combat float for Uncle's and Nestor's mercenaries have been disabled. They now use their own unique floats only.
- The reactions of the inhabitants of Corath to the player accompanied by Drools were fixed. The "error" text shouldn't appear anymore.
- The agreement with the bribe of 400 caps for Gordon in regards to Richgie now leads to the correct answer from Gordon.
- Changes have been made to the text of the quest to discover the identity of the Corath murderer in order to make it clear that the player should report their findings to the sheriff.
- If Chadwick doesn't get the opportunity to draw his switchblade in the ring, the option to complain about the switchblade to Francis no longer appears in dialogue.
- Added option to find Chadwick's switchblade at his captors in the table/locker when he was imprisoned by the police or by donor collectors.
- The player's actions during miner's surgery now affect their karma.
- Dialogue of persuasion of the grave robber has been fixed. All of the player's options should be visible in the dialogue window even with high speech skill.
- When the grave robber disappears, there's no fade out to black screen anymore, so it will no longer cause the game to get stuck on a black screen if the player opens the grave's inventory in that moment.
- Required minimal strength for stupid character to gain quest from Cedrick has been lowered from 8 to 6.
- Better continuity of dialogues with Cedrick when the player is doing first two quests for Uncle and their intelligence drops to stupid character levels.
- Scene with policemen shooting miners will no longer repeat, even when the player starts combat against the police.
- Francis at the start of his dialogue now correctly and sooner reacts to the fact that the player has ridden Corath of Uncle or Nestor.
- Fights in the ring against the player's substitute no longer have an element of random chance. But when Gabriel fights against Blaster in full strength, what armor Gabriel wears will decide the result.
- Nestor's people watching the fight in the ring now have the correct description and Ademar has the correct appearance.
- Ademar is now present in the scene of Nestor's banishment as he is supposed to.
- Being banished from Corath by the sheriff will now cause a major decrease of the player's reputation in Corath.

ALBUQUERQUE
- In one of the possible reactions of Sebastian on discovering the Rebirth base, Sebastian didn't give the player 5000 caps he mentioned. This has been fixed.
- Stupid character can now ask Sebastian about the Rebirth even without owning the talisman in follow up dialogues, not only in the first one.
- Transfer to the Camp of Mutants with Sebastian will now appropriately move game time.
- Stupid character wasn't able to give Sebastian holodisk from Camp of Mutants, that option didn't appear in the dialogue. This has been fixed.
- Unauthorized access into the elevator in the Mutant Hunter's base while in combat will no longer crash the game.
- Displaying of the correct stupid dialogue options for stupid character in dialogue with the Hunter guarding the elevator in the Mutant Hunter's base has been fixed.
- The shout of "We've got a rat!" in case the player breaks into the lower floor of the Mutant Hunter's base will now appear only once and with only one Mutant Hunter.
- Wrong text was displayed in the message window when the player clicked on computer in lower part of the Mutant Hunter's base while being in combat or when the player destroyed the computer before. This has been fixed.
- The player can now use the lever for opening cells with aliens even without quest regarding capturing the Vault for the empire.
- Mutant Hunters in Hunters' Territory could become aggressive towards the player without a reason, if the player more than once tried to open doors to their base before. This has been fixed.
- The Wild Paradise bartender now mentions Terrak in his dialogue in order to draw the player's attention to him.
- Trying to talk to a Wild Paradise stripper will now show text in message window explaining that she ignores the player.
- Doors leading to Wild Paradise strippers will no longer unlock themselves by the first dialogue with Benicio.
- Employees and patrons of the Wild Paradise now react correctly on catching the player pickpocketing them. And waitresses don't say their floats about handing drinks during combat anymore.
- Chance that dialogue with Dutch doesn't autostart when the player first enters the city as caravan guard has been lowered. And even if that happens, the next visit to the Suburbs from other parts of Albuquerque will no longer freeze the game.
- Two of doors in William's house had wrong script assigned so they could lock themselves without there being a reason for them to be locked. This has been fixed.
- Only one key for David's cell will be created in the inventory of Vex's gang member now, not two.
- With high enough intelligence, the player can now asks William about work even without a reference from Alvarez.
- Agreement on killing Vex with Cindy will no longer make Vex's gangster's hostile right away. Hostility will be activated by not attending subsequent meeting or not killing everyone in it.
- It's no longer possible to talk to William and his people inside his house when the house is on lockdown, even if the player breaks and sneaks in.
- When the stupid character tried to get treatment in the hospital while having a sixth toe, nothing happened. This has been fixed.
- There's no need to finish the quest line from the tribals or the hospital in order to get endscreens about them. Being part of one of gecko hunts or donor collections is enough for it now.
- Tribals hunting geckos and their dogs, as well mercenaries from the hospital collecting donor, can be now pushed, if the player didn't turn them hostile.
- Hunar, the tribal imprisoned in the hospital, will no longer speak while lying down after dialogue with the player. The intention being that he's too exhausted to speak.
- Not all homeless people from the Dead Quarter disappeared during tribal attack on the hospital as they were supposed to in order not stand in the way. This has been fixed.
- Scene of tribal attack on the hospital with support of the empire without the player's involvement will now correctly play instead of freezing the game.
- If people from the hospital take part in the player's combat (e.g. against Benicio) and therefore move from their spots, after the combat ends, they'll now walk back to their original spots.
- There are now two fewer mercenaries in the attack against the player by Benicio and his people so that combat with them isn't so hard. And they now wait for the player with their weapons drawn, because it makes more sense.
- When the player sends Ben to the hospital, Ben now correctly runs to map border where he disappears. It could happen before, that he would stay stuck in the middle of the road and disappear after he wasn't on the screen.
- It's no longer possible to start combat against Chuck after the dialogue with him where he kills the player in (It can happen in Chuck's basement).
- Chuck's combat floats were fixed. He uses only his unique floats instead of generic floats for traders.
- If the player told Sneed about the murderer and then lied that he won't see Cole again, the player couldn't offer help to Sneed later anymore. This has been fixed.
- The time in which Cole appears in the Imperial City after his escape has been extended. And in dialogue with Sneed that follows Cole's escape, Sneed will now hint that the player should look for Cole during night.
- The talk between Elisa and Aran that follows when the player gets the first quest from Elisa will stop if the player starts a fight with the empire, because in that situation, that talk isn't appropriate anymore.
- Most of the weapons of imperial soldiers in the Dead Quarter that the player is supposed to kill for Anonym now get destroyed by the explosion, because it was lot of too easy accessible weapons for the player.
- Leaving Aran's attack on the Imperial City for the second map of the Imperial City with Lystra in party will no longer freeze the game on black screen.
- Margaret Dandridge's goods, that are hidden during Aran's attack on the Imperial City, will now return right after Aran's victory. And she'll get back goods she had before, instead of generating new goods. That way things that the player sold her before won't disappear.
- Trying to open doors to the Vault during Aran's attack on the Imperial City now displays text in message windows explaining why they can't be opened.
- Computer controlling robots in the palace can now be used during combat as well, so the player can change their behavior even during the Aran's fight against Elisa.
- Various small fixes (mostly cosmetic) have been made in the first map of the Imperial City during Aran's attack on the Imperial City.
- Party members are now invisible during the scene in which imperial soldiers disarm mines. Otherwise the party members would be seen walking around the scene.
- More scripts detecting the explosion in the tunnel in the third floor of Vault were added. To make sure the explosion can't go undetected in any attempt.
- The wall that appears after the cave-in in the tunnel in the third floor of Vault was fixed - It should now be correctly connected to rest of the walls.
- The difficulty of lockpicking of some doors in the Imperial City was higher with an electronic lock pick than without. This has been fixed.
- Anonym's hideout in the Dead Quarter now allows sleeping. There normally isn't anyone there, so it makes sense. And when people are there, the player is in dialogue or in combat so it isn't possible to sleep anyway.
- If imperial soldiers guarding the gate to the Imperial City move from their spot during combat, they'll now walk back to their original spot when combat ends.
- When imperial solders warn the player through the dialogue that weapons aren't allowed in the palace, the correct stupid response for stupid character will now be shown.

PROGEMA
- Stupid character now has their own stupid floats as the reaction on cave-in in the elevator shaft.

CAMP OF MUTANTS
- Power armor, which Dernus can give the player for completing his quest, can now be found in the locker in the lower level of the base. That way the player can gain that armor by other means than just by completing the quest.
- Endscreen concerning death of supermutants in the Camp of Mutants will now display at the end of the game when conditions are met.
- It's now easier to sneak past Dernus, the sneak skill requirement has been lowered.
- If the combat of supermutants against Mutant Hunters gets interrupted (by death of party member), the combat will now correctly start again.
- Turning supermutants hostile during the fight of supermutants against Mutant Hunters has been fixed. The player can now hit them up to twice without making them all hostile.

REBIRTH BASE
- The first entry to the location with human party members, while dead Mutant Hunters are supposed to be generated there, will no longer freeze the game on black screen.
- The behavior of security robots when they're set to attack everyone has been changed. As with other settings, they'll start fighting only when the alarm is set.
- If the player runs away from the elevator and that way loses permission to enter, the player still had time to run into elevator before it closed and that way get to another floor without permission, but thinking that they have permission. This has been fixed.
- If the player uses the elevator to end at the same floor they entered in, the elevator doors will now close. Otherwise the player could enter elevator again, but this time without permission.
- Transfer of the player to the Savior by other NPC has been fixed. Before, if the player got too close to the Savior from the other side of the wall, later transfer to him could stick the game on a black screen.
- Revealing the player's identity to Geoff while being male with intelligence 4 or 5 will no longer prematurely end dialogue with Geoff.
- The robot in Aaron's office didn't have assigned script and therefore didn't take part in combat. This has been fixed.
- Displaying of second line of text in the endcreen about liberating prisoners with help of the robes was fixed.
- Changing companion's armor to other than power armor or robe in the base will no longer stick the game on black screen. Ghouls who detect normals will attack after the dialogue with that companion ends.
- It shouldn't happen anymore that a NPC will run into reactor during combat.
- Option for stupid character to start autodestruction of the base through main computer was added. So now option requiring lockpick skill isn't only way for stupid character to get good ending.

PARTY MEMBERS
- It's now possible to ask human party members repeatedly about which armor they would wear. So players can be reminded.
- When a stimpak or other healing item is used on a party member, in message windows it's now shown how much HP they healed for.
- Party members will no longer initiate dialogue concerning change of intelligence or karma when map is entered with UI disabled so they won't freeze the game that way.
- Party members will no longer chat among selves during active combat or disabled UI.
- Chat of two party members that is supposed to start after some time the player entered a map with them will no longer start if game time was shift. It should considerably lowered the possibility that they'll chat during an inappropriate moment.
- If the player left party member waiting and then moved in the same map right into combat, it could happen that waiting party member appeared next to the player. This has been fixed.
- If the player ends dialogue with Lystra right in the first moment, it will no longer disable the option to talk with her later (and therefore take her into the party). The player just has to leave the room and come back.
- The player can now ask the question regarding the current status of Lystra's quest repeatedly. The player can remind themself how to progress in the quest that way.
- Gabriel didn't ask for caps for defeating Bill or Chadwick in the ring in Corath, if he defeated one of them in the ring before. This has been fixed.
- Gabriel's reaction to the deal with Dernus has been fixed - He now takes the correct amount of caps from the player, and if the player agrees with Gabriel to attack supermutants, combat is immediately started.
- If a companion takes part in fight in the ring in Corath, they'll return wearing armor again. Companions took off their armor by fighting in the ring before without it being visible on their critter.
- Waiting Keri/Lystra can no longer be taken back in in the party if the player becomes an enemy of Sedit/the empire.
- Party members now level up quicker. They will level up every second player's level instead of every third. And their maximum level is now 6 instead of 5.

RANDOM ENCOUNTERS AND WORLDMAP
- Texts of caravan guards in Corath and Albuquerque were fixed and they got weapons to their inventory.
- The death of a caravan leader caused the next caravan leader of the same company to be reported dead at the end of the journey even if she/he survived. This has been fixed.
- Since caravan leaders are first to be attacked if caravan is ambushed, they now have higher HP and bit higher AC so they can survive longer in combat.
- Killing friendly wanderer will now lower karma.
- Wanderers willing to trade now have a few items generated in their inventory. But not many valuable ones, since wanderers are easy pray for the player.
- If a raider with a light grenade launcher appears in random encounter, it now will be the one with mediocre big guns skill, not the one who isn't able to use big guns properly at all.
- Starting hexes in random encounters in city ruins were changed so the enemy will no longer appear in exit grid.
- Mysterious stranger is now always the same level as the player. Delayed leveling compared to the player as was in the original Fallout 2 made him too weak.
- The AI of Mutant Hunters in random encounters has been set correctly so they will no longer use inappropriate floats in combat.
- Entering a cave in random encounter will no longer lead to an empty black map. And maps with a cave should now appear more frequently in random encounters.
- Random encounters with mercenaries from the hospital collecting donors will no longer appear anymore if all doctors from the hospital have been killed.
- Small tweaks in amount and composition of enemies in random encounters have been made.

OTHERS
- Various fixes and changes in the English translation have been made, along with the completion of a few missing translations.
- Description of the Karma Beacon perk in English has been corrected.
- Texts for Party Members Add-on have been translated into English.
- UseScrollingQuestsList in ddraw.ini was activated for English version so it would be possible to have more pages with quests for each location in Pip-Boy.
- High Resolution patch included in the game has been updated to version 4.1.8
- Sfall included in the game has been updated to version 3.7.3 and it's now possible to easily change the version of Sfall by copying ddraw.dll file.
- "Scale 2x" function of High Resolution patch has been added to Resurrection Configuration Program.
- Minimum strength required for effective use of Zip Gun has been lowered from 4 to 3 since it makes more sense that way.
- Necessary texts and interface from Fallout 2 have been added in order for Resurrection to work with non-English versions of Fallout 2.
- Missing English text concerning lockpicking lockers and tables by female character and looting locked lockers and tables has been added.
- Winston's strength has been increased from 3 to 4 at the expense of his charisma so he could effectively use most pistols.
- Maps in which the player is required to kill everyone inside now have appropriate border blockers, so it's no longer possible for enemies to run away behind visible map borders.
- The gates of bramhin pens are now locked because otherwise party members would open them and let the brahmins loose.
- Vex's and Nestor's dead bodies will no longer disappear from the map. Otherwise their dead bodies would be replaced with a puddle of blood that covers their loot, and makes it hard to collect items which are needed as proof of their deaths.
- Everywhere where a tool can be used for repair, a super tool kit can now be used as well.
- Messages of critical hits to ghouls are now gender neutral so they work for both for male and female ghouls.
- If it isn't supposed to be able to trade with an NPC, it shouldn't be able to with the help of the quick key anymore.
- Some of previously freely accessible items are now guarded by their owner or locked in their container.
- If an NPC is guarding some doors and won't let the player enter them, they'll now react to the destruction of those doors.
- The number of throwing stars and throwing knives sold by traders has been increased.
- Shops will no longer stop restocking their goods after 7 years of in-game time.
- Other various small fixes have been made.

edit
and it's out
 
Last edited:

Ivan

Arcane
Joined
Jun 22, 2013
Messages
7,474
Location
California
abandoning my Wasteland 2: DC playthrough as it's more of the same (mainly tried it to leave feedback on their forum for W3).

MY PATIENCE HAS BEEN REWARDED! LET'S DO THIS
 

agris

Arcane
Patron
Joined
Apr 16, 2004
Messages
6,764
what resolution are you guys using?
If you're using a regular 1080p 16:9 monitor, use 960x540. Don't go too high in resolution, the game wasn't meant to be played that way.
 

Ivan

Arcane
Joined
Jun 22, 2013
Messages
7,474
Location
California
it's been YEARS since I've played Fallout. I never knew there was a penalty for having low STR when using guns. even the Magnum is too "heavy" for me (3 STR lol)

does this affect DMG or ACC?
 

agris

Arcane
Patron
Joined
Apr 16, 2004
Messages
6,764
it's been YEARS since I've played Fallout. I never knew there was a penalty for having low STR when using guns. even the Magnum is too "heavy" for me (3 STR lol)

does this affect DMG or ACC?
Its -10% to the governing weapon skill per point of str under the minimum, iirc. So high skill can negate the penalty.
 

agris

Arcane
Patron
Joined
Apr 16, 2004
Messages
6,764
If you havent played in a while, remember that skill only affects accuracy, not damage. This isn't nuFallout.
 

Black Angel

Arcane
Joined
Jun 23, 2016
Messages
2,910
Location
Wonderland
Seems like the patch installer refused to be downloaded by me. Tried all the mirrors, switching between my home connection and my cellphone's tethering network. Nothing works :(
 

Black Angel

Arcane
Joined
Jun 23, 2016
Messages
2,910
Location
Wonderland
Alright, finally able to download the patch. Followed the instruction to get rid of hotfixes, and the only one I got was the raidersfix so I deleted the files I got from it.

I'm getting stuttering, especially in the audio. Probably because of my shitty laptop, but any help are welcome.
 

Ivan

Arcane
Joined
Jun 22, 2013
Messages
7,474
Location
California
finished. pretty good. I actually liked the first town best, Rat Hole.

One question though, regarding the Sheriff's Son Quest

went to ABQ but where do I go from there? I know caravans visit the cantina but I couldnt find ayone to advance that quest.
 

Grotesque

±¼ ¯\_(ツ)_/¯
Patron
Vatnik
Joined
Apr 16, 2012
Messages
8,987
Divinity: Original Sin Divinity: Original Sin 2
downloading... is it going to bring tears of joy to my eyes?
 

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