The same tagaziel who went from prising f1 and f2 to kissing Beth's ass on every occasion?With the help of Tagaziel and The Dutch Ghost, we've added 15 new possible ending slides to cover all major events in the game
The same tagaziel who is currently todd's whore?
RPG builds depend on the game itself. If it is combat heavy (e.g., Fallout Tactics), a talker build will not be a fun experience. Conversely, if it is conversation heavy, then a combat build is not going to be fun. One thing Fallout 2 did well was that you can have fun with both, although a low Cha, low Int, low talk run is far more abbreviated than the high Int talky run.
What makes a big difference in ettu is that by default you can't just recruit any party member. It's using the same formula as Fo2, so CHA / 2 = amount of active party members. This way most players will be limited to a group size of max. 2 or 3 people. If you want more, you need to pump more points into CHA, which means you obviously will have less points for everything else and for the first time ever you kinda have to think a minute longer about what to spend your points on.
Generally I am not forcing big balance changes on the game. I'll try to keep it as much vanilla as possible, even if new shit is enabled. After all, I still want to play Fo1 and not something else.
Always enjoy seeing this thread get bumped so I can revisit this post in particular.I've never put much attention to what this retard Lilura was saying but Fallout is my favourite game ever and when I'm reading that a noob like her says she's an expert on this game and spouts her retarded shit, I'm triggered. She has no arguments but she still argues, typical woman (or man pretending to be a woman).
I think you need to grow thicker skin.
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Is there something which expands build variety here
this is the only problem with Fallout 1, u have like 4-5 builds
That's true. It's also a reason why I've tweaked their levelup stats with this update -- they will still be stronger with max level (5), but not as strong anymore as before. Their skills barely change now (only +2 to their main combat skill), so the only thing that really adds to their survivability are the increased hitpoints and a last-level bonus of +1ap, +1 special stat and something else I forgot about. Well, and of course that you can actually give them armor. I'm not sure yet if I will further reduce their hitpoints with the next update (+5 instead of +7)... need to get a feeling for this first.
Fallout isn’t hard, unlimited leveling followers is just easy mode.
However, for us the game will always be easy anyways. The only way to make it really hard (for us) would be if one rebalanced the game into Age of Decadency-style, where everything will fucking murder you unless you min-max the shit out of it. I don't have any plans to do that, though.
They were way too strong before. I never even had to give them stimpaks anymore, because they'd easily survive every combat encounter. Now they will have to use stimpaks again every once in a while, or they will run away from combat due to getting into the lower hitpoint range. Before this update, if you additionally gave them combat or even power armor, they were the ultimate bullet sponges.What's up with the HP nerf? +10 HP per level is not much, even considering armor. That would place Ian at 100 HP at lvl5, Tycho at 120 HP, Katja at 89 HP... how is that supposed to be impressive? Still twig-tier compared to a well-built player or Tougher Mutants, even if they have real armor.
Vanilla balance is pretty bad tho, I mean, Super Mutants with 50hp? Gobby plz.Keep in mind, in vanilla Fo1 (without tougher humans/mutants option), most critters will not cross the 60hp border (most super mutants only have 40 to 50hp, with very few late game exceptions, and humans have 30 to 40hp max), which means your party members are almost always way stronger than the foes you fight. I can't do balance changes depending on if you use the tougher x setting or not, so I'd rather balance them around the vanilla combat scenarios.
How to intepretate influence:About the perks, not a bad idea, but the first one would pretty much be an always+ perk, as companions rarely go far away from you. The second one seems a bit hard to pull off in ettu, or at the very least would be extremely situational. Not sure if anyone would pick it. Spray and Pray is a nice idea, which I might investigate as a general Fo2 mini-mod idea at a later time.
I saw them, they're pretty awesome!