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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CHA(d) builds are et tu-speific, companions are shit in regular FO1 and et tu (by default) has the FO2 CHA companion limitThere aren’t new builds enabled by et tu
yesis it easier to keep Dogmeat alive now?
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.
he doesn't.Party members only level up every x times that you level up. For Dogmeat it is every 3 levels.
He joins you at first without any condition, because I figured players would be confused and feel as if his quest is bugged if he wouldn't. After the initial joining, he is under the same party member restrictions as the rest of your crew (unless you disable Fo2 party member conditions in fo1_settings.ini file).