I didn't know about using Mr Handy to destroy the reactor.
Gonna be honest, this was the only time I actually bothered saving prisoners and the ghouls.
Went through all floors first hacking all computers and disabling security. Used Speech to get to level 6 and disabled generator 2. Sneaked out and went to Saviour's room.
To open Saviour's door you either have to talk to his bodyguard or kill him and use the computer. With Sneak you can avoid aggroing other ghouls while you kill him and Saviour. With the keycard you can launch a self-destruct alert and save ghouls.
Then just pump yourself with some Psychos in case someone detects you.
I left companions outside, but for extra firepower you can repair the sentry bot (hack Leonard's terminal and assign yourself a minigun, get a computer card and something else and then pass the Repair check).
It's actually the reactor chief Scott who tells you how to do it if you ask him. Then you can go straight ahead and do it. However that doesn't issue a self-destruct alert. It's probably the worst way to destroy the facility since everyone turns aggro.
How did you do that without being detected? What did you have in Sneak? I could get down to floor 6 and being accepted there by telling Brian the guard I was sent to do something important with the reactor. But if I disabled generator 2 Scott would call me out and the whole floor would attack.
I guess you could also sneak your way to reborn nr 12 and 11?
I left companions outside, but for extra firepower you can repair the sentry bot (hack Leonard's terminal and assign yourself a minigun, get a computer card and something else and then pass the Repair check).
I got all the parts but with only 101% in repair I couldn't fix the robot.
But all good tips for future playthroughs!
I cleared floor 6 first, then talked down the Saviour. He initiated self-destruct and I fought my way to the surface. In hindsight not the best way but couldn't figure out any other way to do it.
-Going into the game what are you looking forward to?
I have been meaning to play Fallout: Resurrection since it was fully translated into English. However for some reason I never did. I'm very happy for this opportunity to play the game and see what it's all about. I didn't know what to expect, I've just heard people saying it's good and debating whether it's better than Fallout: Nevada or not. Having recently played Nevada makes this aspect interesting as well. I finally get to have an opinion on it.
As always I'm excited to see new locations and if there's some new lore that fits well with what's already established.
-After having completed it what did you think of the game?
I liked it a lot! It was easy to get into right from the start. The locations were well done and it was clearly communicated what they were all about. My impression of Fallout 1 was that it was quite barebones. Fallout: Resurrection is a bit better in that regard with more NPC:s to interact with and more reactivity to your actions. I would say that Fallout: Resurrection puts the bar right between Fallout 1 and Fallout: Nevada in regards to content. I don't recall any copy-pasted NPC:s as in Fallout 1 either.
The game design with locations having mutually exclusive paths is great. The thing about that is that it makes your choices matter. Choice & Consequence is a popular saying but rarely implemented to full effect. Fallout: Resurrection does a better job here than Fallout: Nevada where you could do a lot of quests for each faction (in New Reno) without being locked out.
Coming from first Fallout: Nevada were you are playing solo and then Fallout 1 that has followers, but implemented in a basic way, it was a welcome change to play a game with actual companions that reacts to what's going on. And there's companion quests for some of them as well. I like that.
This game warrants at least two playthroughs so that you get to see most of the content.
-What's your thoughts on the main quest?
The interactions with ghouls in Fallout 1 leaves much untold. Fallout: Resurrection takes this opportunity to have the main plot explore them some more (even though you get plenty of interactions with them in Fallout 2). By the end of the game you get to meet a lot of Ghouls and hear some their background stories. What lives they lived and how they became ghouls.
Your story start with amnesia and you don’t find out why until the very end of the game. That doesn’t matter much though as the side content is of high quality. Your own background is interesting and explains the amnesia. The plot is clearly communicated once it starts to unravel itself. Unlike Fallout: Nevada it’s easy to summarise the plot afterwards.
I liked the plot twist with the Savior being a former Mutant Hunter. You suspected something fishy about him so it wasn't that dramatic though. I liked that you could actually join the Savior and destroy Albuquerque for him. That makes me want to replay the game as evil.
There were a lot of cynical things going on at the Rebirth base, which was good.
Ghouls being obsessed with returning to their former state is understandable.
-Does it add to the Fallout lore in a good way?
I liked the Asmodeus' Cave location. It explored the lore of Centaurs and Floaters, who are a bit overshadowed by the Super Mutants in Fallout 1. Here you get to learn a little about how the Master controlled them.
-If old, does the game still hold up in 2022?
Fallout: Resurrection is not old Per se although it appears to have spent a long time in development and the English version wasn't ready until 2016. However much have happened since and the game comes with an old version of sFall. I used the download from their site and that version crashed a lot during long fights, which was very frustrating since you had to re-play all of that, especially annoying if it was a difficult fight. I would like to see a new version with updated sFall. Other than that it runs fine. It's the basic Fallout gameplay.
The new art and the little video clips are perfect. They fit flawlessly with the Fallout esthetic. However the game needs a narrator as well as voiced talking heads to get the production values up to standard.
-What would you like to change in the game?
Most containers are empty. If you use lockpick to enter locked doors then there are no rewards. Only in later areas but by then you don't need the loot. I would put some good quality loot behind difficult locks already from the beginning to reward people who invest in lockpicking. Another issue is that people don't guard their stuff. In Fallout: Nevada people would first give you a warning if you went through their stuff and then they would turn hostile. That could be fixed to reward sneak builds. Both of these issues are present in Fallout 1 as well so maybe it's by design?
The day and night cycle is implemented in a really minimal way. Almost no one is asleep during night, almost nothing changes. Only the Imperial City has locked doors during nighttime.
Fallout: Nevada had crafting that actually felt compelling. There were campfires and workbenches. There were also plants that you could gather from as soon as their fruit re-grew. I'm not sure what to think but maybe these crafting features could be added to Fallout: Resurrection as well? It wasn't that bad.
William in Albuquerque could have a longer quest line. Now you only kill Vex and that's it. I think I had too low Charisma to have any meaningful interactions with his wives.
-What build did you use during your play-through?
Small Frame and Gifted. Speech, Science and Energy Weapons tagged. Maxed Intelligence for the Skill Points and Charisma at 4 to be able to have two companions. Repair needs to be well above 100 by the end to repair that security robot and for a peaceful ending you need a lot of Sneak. That's something for me to improve for a future playthrough.
-What's your weapon of choice?
The Light Plasma Rifle was excellent. It should be incorporated into all Fallout games I think. I also used the Hunting Rifle in the beginning as I mostly do. Very reliable that one.
-Describe your favourite quest and why you like it!
It's like the first ones are the most memorable. The detective quest in Rathole to find out who killed Maria was well designed and fun to play. It was also engaging to tackle Anonym in Albuquerque. A lot of good quests in this game over all.
-What's your favourite location in the game?
My favourite location was Rathole, it felt realistic with most people being on the verge of starvation and thus not being that friendly towards you. Now this specific situation is due to the conflict that ravages the town but I feel you should probably see more food scarcity and general hostility in a post-nuclear world. In Atom RPG Trudograd for example I thought I was doing a good deed by saving a cat from a tree but when the "owner" got it back it turned out he just wanted to eat it. In Rathole you can free Mutt the dog from his owner who intends to eat the poor creature. Stuff like that are supposed to happen in a war-torn wasteland. Anyway in Rathole I was low on resources and had to plan my actions thoroughly as to not waste anything I needed. I think I started over a few times to get everything right. Figuring things out is fun. The conflict that split the town in two gave the player some different options to consider with a though final battle.
After the tense location of Rathole it was nice to come to the more relaxed Sedit. It's a good balance. I feel that Sedit could have contained some big overarching conflict with a power struggle in the council. It’s there but it’s low-key and no climax where things are put to it's head.
All of the locations are good though. Both Corath and Albuquerque are well designed and interesting to explore.
I did the comparison of New Hope to Shady Sands, Rathole to Junktown and Sedit to the Hub. Corath is Bartertown from Mad Max: Beyond Thunderdome. Albuquerque would be Vault City mixed with themes from other locations in Fallout 1 and 2. Doctor Falber is a much more developed version of Doctor Morbid from Junktown. I loved that you are required to sacrifice others to improve your stats instead of just paying for improvements. I always increase my stats in Fallout 1 and 2 but I couldn’t do that here because of moral reasons. An evil character would become truly great!
I only got the spammers Special Encounter. I carried all that junk that you can buy in Sedit but without meeting MacGyver.
-What ending did you strive for/get?
I played a good character and took the good options all throughout. I made the Savior see the error of his ways and abort his project. New Hope didn't get a good ending because of the caravan route I set up with the Crimson Caravans. Julian turned raider after I had helped him in Rathole and he found New Hope by following the caravan traffic. Ransacked that place. All the other got good endings.
At least for me the ending required a lot of experimenting to get the outcome I wanted. I was prepared to fight even though Lystra didn't like it. But I wasn't able to figure out how to resolve things peacefully (stealth appears to be key).
-If the game is a total conversion mod: Could it be considered as part of the Fallout canon?
I think so yes. I don't remember what is being said about the Hub in Fallout 2 but it being raised by the remnants of the Super Mutant army moving east sounds plausible. The inhabitants of the Hub moved east themselves to Sedit. It actually makes a lot of sense that the Hub gets wrecked for the NCR to rise. The Hub was the mayor location in Fallout 1. But if it’s destroyed that leaves a vacuum for a place like Shady Sands to expand and fill that role. When the Hub is eventually rebuilt it’s already lost importance.
I buy all of the new locations. There's a facility called PROGEMA which is the origin of the "Aliens". That might contradict Fallout: Nevada that feature them in Area 51. When I played Resurrection I though it was Deathclaws that originated in PROGEMA and not Aliens and that might actually have been a better choice. There's a Deathclaw in a tunnel on your way out and there's a lot of deatclaw encounters on the map around PROGEMA which points to Deathclaws being the creature developed there. Maybe they could sync this with the Nevada team in a future update?
The main quest with the Ghouls attempting to restore themselves to their pre-ghoul state isn't that unthinkable either.
One more question
What’s that creature on the main menu? It looks like it has a metal skull with a brain in it and clay as skin.
Faction quests restrict you from working for the other side. Majority of them feel natural, but there's one questline where it feels REALLY artificial.
-What would you like to change in the game?
I would change the faction conflict I've mentioned above, so it would feel more natural when player takes a side.
Ghouls and Rodriguez. They're in Little Hub, while he's behind a herd of deathclaws, but somehow he knows what you say in the back room (he doesn't care if you just talk to them, but he knows if you offer to help them).
On the other hand completing the first quest for Mexicans (kicking a drunk from the casino), even if you gut him, doesn't lock you out of helping ghouls. But they somehow know that you work for Mexicans if you go down into their basement to guard a meeting.
Other faction quests are exclusive due to some conflict- you can choose to rob the bar for Julian or kill the doc for Alexa, kill Frederyk or Nicol's men, save Richie or kill him, hunt tribals or go hunting with them, etc.
Here both sides just dislike you without a good explanation.
General information
There's no good walkthrough in English for Fallout: Resurrection. The only thing out there is this checklist. To complete it somewhat I have compiled all information about Fallout: Resurrection, posted as of yet, into one post. Do note that this isn't an exhaustive list on everything there is to do. Feel free to quote this and add stuff.
About
Fallout: Resurrection is a short (a bit longer than 1), but highly replayable game. Different factions offer a variety of choices that affect other locations, highly reactive cast of companions makes it really enjoyable and adds an extra layer to making choices.
Character creation Charisma
There are companions in Fallout: Resurrection. You will probably not get more than three. Consider that when deciding your Charisma score.
Skills
Skills like Repair and Science are pretty useless early on and then have really high checks near the end.
Tagged skills can be raised to 92% with books. Others can be raised to 91%.
Perks
The Magnetic Personality perk isn't in the game. There's a new perk called Tech Wizard that adds a one time bonus of 20% to Science, Lockpick and Repair. Good for the end game? Companions
Companions have loads of dialogue in Resurrection. They react to your choices, give their opinions, offer help and talk with each other.
Mutt
Dog in Rat Hole. Mutt is the only companion that can travel along with Drools (secret companion).
Mutt can be upgraded:
Finish all quests for the tribals in Albuquerque and ask the chieftain to train him. After a few days he gets permanent Agility, DT, HP and damage bonuses. Or you can sell him to kebab vendor in Dead Quarter.
Keri
Neutral alignment. Found in Sedit Little Hub at Crimson Caravan. Gabriel
Evil alignment. Found in Sedit Lost Town at Rodriguez casino. Lystra
Good alignment. Found in Albuquerque Imperial City in the administration building.
If you have her with you, she'll leave if you don't look for him. Talk to the guy at the caravan parking and then head to Corath.
Drool - The floater has almost 350 HP on Level 1 and high crit chance. Only gets better once he gets a few levels. He's the floater standing near Asmodeus' body in the location Asmodeus' Cave. If you have low Intelligence, high Luck and put on a robe you can recruit him. You can also lower your Intelligence with Psychos, but he'll leave once your Intelligence returns.
Sex encounters in Fallout: Resurrection
Rat Hole
Junkie on the North Side. Tell her that she could earn money for drugs. After sex you can refuse to pay.
Sedit
Gregory the librarian. Charisma 8 and Male. His dialogue changes and he answers your questions in-depth, but sometimes randomly takes you to his bedroom.
Prostitute in the bar where you take Frederyk's men for drinks. Sex without condom gets you infected with HIV, which takes a point of Endurance after a few months. Can be cured in Albuquerque Vault.
Sedit Caravans prostitutes. You can hire several at once, even for your companions. Gabriel might beat them if you hire them for him.
Ivet the ghoul waitress. Only males. Sex with her poisons you, gives you rads and lowers your Reputation in Sedit.
Corath
Dolly the brahmin- choose the cheap option in the whorehouse.
Corath prostitutes- choose a normal option in the whorehouse and choose the one you want. You can get a threesome if you recruit another girl when asked by the owner.
Albuquerque
Crying tribal. Lie about the earring, might require Charisma.
Chuck. Clean up his basement when he asks you to. Might not be possible if you sleep with Browman or if you are female (not sure). If you're low on health he can accidentally kill you.
Zachary Browman- one of the Empire officers in the palace. Accept when he proposes sex.
Prostitutes from the brothel in MH Territory. You can hire even more than in Sedit! Gabriel might beat them if you hire them for him.
The Locations New Hope
Take the shovel lying next to the field, it's needed in the next location, Rat Hole.
If you kill everyone you get this ending:
New Hope didn't survive your killing spree. It took only one person to turn this small village into another dead place in the wastes.
Rat Hole
Young junkie near the ruined truck in North Side- you can give her some caps for Karma. Later you can ask her to buy the doctor's bag if you can't convince Alexa to sell it. You can also convince her to have sex with you for caps. And then refuse to pay her.
Mugger near Leonard's store. He's very aggresive, but if you give him caps and don't kill him, at night you can find him at the bar. He's much friendlier and you can have a few drinks with him. He's unconcious after the fact and can be pickpocketed.
Gravedigger can be threatened or bribed to dig up other graves. You don't get the Gravedigger that way.
You can save the mugger child from being shot by kicking her in the head before she pickpockets the mercenary.
Most of the items needed in the fetch quests can be stolen off guards. If you deliver them then the fights will be more difficult, as they will actually use these items. Leonard's men will have more guns and Julian's will have the meds.
You can find one tablet of Buffout on the ground.
Finding Maria's murderer also allows you to finish the conflict peacefully.
You can't find Leonard's body.
Be prepared for a though scripted encounter when you travel between Rat Hole and Sedit for the first time.
Sedit Mainstreet
In Gregory the librarian's room you can find a book called Waiting for Love. It can be used to pass time on maps were you cannot rest.
The Sheriffs Kidnapped son - You are forced to fight that kidnapper at the Albuquerque caravan post and when he attacks you he says he works for Vex. When you go to Vex you can't mention the kidnapping, only fight him or ask to work for him. Reward: 10.000 caps.
You can kidnap the kid yourself if you work with Vex before getting the quest to rescue him.
Little Hub
There's a bookstore that regularly restocks books. Beware, they are expensive!
In Little Hub in Sedit you can talk to Demetre from Crimson Caravan (the same guy from Fallout 1).
If you ask him about the company he'll ask you about your story. If you know about New Hope's grain surplus you get a quest to sign a trade agreement. If you ask for the job first you lose that opportunity forever. To do that you must first ask how he knows Crimson Caravan is the best and then you need to ask why they moved from the Hub. Then you can tell him your story and later get the quest to set up a trade route between New Hope and Crimson Caravan.
See his new assistant Johny, the the guy with a baseball cap standing in the other room, for all jobs at Crimson Caravan. He has three special missions to give. After that there's only caravan guard jobs. The first special mission us to setup a deal with a farmer.
Falcon's Flight - There's no loot in the locked rooms on the second floor. If you offer your help to the Ghouls Rodriquez in Lost Town will know. You can still help the Ghouls after having completed the first quest for the Mexicans (kicking a drunk from the casino), even if you gut him.
The safe in the Sheriffs rooms isn't locked, the desk is however.
Lost town
The only casino in the game is found in Lost Town and belongs to Senor Rodriguez. If you work against him you can't use it.
Your first job working for Rodriguez is guarding the meeting with Carpenter's deputy Tyler. You can then help him replace Carpenter by getting poison, eliminating Nicol (if Frederyk is alive and you didn't work for Nicol he says that Frederyk isn't dangerous and he gets to live) and finally kill Carpenter.
It's slightly better than killing everyone in Sedit as Tyler eliminates all opposition and his dictatorship ruins the town.
Deliveries for Father Malcolm doesn't affect karma negatively if you give the drugs to the right persons. The drug users are police officers.
Scrapyard
If you help Jonathan clear Asmodeus' Cave you get a electronic part that is important later.
Corath
You can actually finish almost every quest in Corath by challenging someone to a ring fight.
Nestor is disliked and you lose reputation in Corath working for him. With Uncle it's opposite.
Uncle leeches off Nestor's business and tries to take him out. Nestor has Blaster but chooses not to escalate the situation.
Their first quests- Uncle sent a saboteur to start a strike. Now he wants him killed. Nestor wants to interrogate him instead.
If you help Uncle, Nestor respects the law and leaves Corath. Uncle ignores the verdict if he loses and makes a last stand against the police in his compound.
If you work for Uncle you can blackmail Gordon, the Sheriff's deputy, after you delivered drugs to him for Malcolm, and then get him to arrange an incident for Richie.
There're 2 minor hidden quests:
Pay for and sleep with a prostitute (not Dolly) and the brothel owner will give you a task.
Second task will show up at doctor's office after a few weeks since your first visit. Lystra (good companion from Albuquerque) can help with the skill check if needed. A miner with brain damage is brought there after a cave-in.
Albuquerque Hospital
You can get the stat increases by getting organ transplants at the hospital in Albuquerque. Organs come from people captured by the mercenaries working for the doctors or those that couldn't pay their bills after surgery (you can die that way too). How many you can get is governed by Endurance, if you have 2 Endurance for example, then you can only get 2 surgeries.
They're really expensive- Intelligence costs 30 000. You can get 50% discount on a surgery by donating your companions and their organs. Gabriel gives discount on Strength, Kerri on Perception and Lystra on Intelligence.
Mutant Hunters
The Mutant Hunters hate the tribals, so if you help them you can only complete some of the Mutant Hunter quests and you can't join them.
Tribals
Rua the Shaman can raise your Luck by 1.
Talk to a refugee wearing a yellow shirt who walks near the tribal camp to initiate a Romeo & Juliet quest involving the crying pretty tribal girl.
Go on a hunt to get the Gecko skinning perk. There are three Gecko hunts and on the fourth you get ambushed. Then you get a quest to find out why. To complete the quest steal the holodisc from the mercenary called Paul at the Hospital, a dude with long hair. You can also stand next to one of the cell windows to get the information.
There's no key to open the doors for the prisoners. You can either lockpick them or if you leave and come back the tribals and the homeless will break the doors and flee by themselves.
If you come back to Corath after having dealt with doctor Falber you can talk to the doctor there about what you did (he worked with Falber previously).
Imperial City
There're three side quests in the second part of the Imperial City:
Talk to the kid in one of the houses.
Talk to the guy that whispers to you to help him (stands on some grass next to the wall). When you examine him he's called a man, while others are called dwellers. He will return to the same spot a day later if he escapes when you try to catch him.
Talk with a crying woman in the long apartment building.
There's a Power Armor in a locker in Vault 16. You need over 80% in lockpick to get it.
PROGEMA
You need over 100 Science to get the option to return there and get some extra lore. Repair is needed to restart the generator and repair the sentry bot on the third floor. After the sentry bot is repaired it will clear the entrance to a room so that you get some extra stuff and extra dialogue near the end of the game.
On the ground of the first floor there's a holodisk lying on the ground in the small top left room.
There's a Raygun to be found which is basically a reskinned Alien Blaster.
There's a combat armor and a minigun to be found on the second floor of the facility.
Mutant Camp
There's one Power Armor to be found in the Mutant Camp- if you kill the Super Mutant's or sneak past them it'll be in the western most locker on the floor below. If you help help them lure the Mutant Hunter Sebastian to the Mutant Camp then they'll give you the armor from the locker.
The unknown electronic part you got from Jonathan in Scrapyard can be used here.
Rebirth Base Fun fact: ghouls were named after some of the Fallout fathers- Leonard (Boyarsky), Chris (Avellone), Brian (Fargo), etc.
You get 10.000xp by reaching the Rebirth Base location. It could be worth travelling there just for the xp.
134% in Science let's you pass all checks in the Rebirth Base (you can probably get away with lower than that but above 100%). You need well above 100% Repair to fix the broken security robot on the first floor.
You can get a Power Armor in the Rebirth base armory if you claim to be Darrell.
The Saviour's room can be unlocked by talking to his bodyguard or by using the computer in that room. You can talk the Saviour into activating base self destruct. If you kill the Saviour you can use his keycard to launch a self-destruct alert and save the ghouls.
Saving both the prisoners and the ghouls is very difficult without Sneak. Deactivating generator 2 on floor 6 will turn everyone hostile unless you are sneaking. If you disable one of the generators first then you can't destroy the reactor yourself by having the Mr Handy crash itself into the coolant. If that's what you want to do then you have to first initiate destruction of the reactor and then disable the generator.
Ghouls and Rodriguez. They're in Little Hub, while he's behind a herd of deathclaws, but somehow he knows what you say in the back room (he doesn't care if you just talk to them, but he knows if you offer to help them).
Ok let's proceed with Fallout Tactics.
-Going into the game what are you looking forward to?
I'm particularly looking forward to an engine swap. After having spent January-April on the Fallout 2 engine, game after game, it will be a very nice change to play something different. I hope I will be looking forward to Fallout 2 once I've finished this game but currently I'm a little bit fatigued.
Like Alphons I have only played Fallout: Tactics once before and that was in like 2006 or something. I have some foggy memories. I remember some locations and factions that were cool. It will be great to see it all again and refresh my memory. Back in 2006 I had no idea about what the Fallout-community thought about Tactics so I played it with a very open mind. This time it will be different.
--Reimagining the recruit pool of potential teammates for the player-character. Many of the npcs in the standard game are silly and frankly insulting to a player's intelligence. I rewrote most of the recruit biographies, gave the soldiers different skill sets, changed the more questionable sprite color choices to traditional military-appropriate hues, and replaced some portraits of the dowdiest MF employees who had faces even a mother would be hard-pressed to love.
--Reimagining the game's weaponry. In the standard game, the player has meagre practical options when equipping his troops since a few weapons are utterly superior to all others. I redesigned the AP costs, damage values, and range of nearly every weapon from the ground up so players may now more fully enjoy all the tactical possibilities of the game. I also fictionalized all the "real-world" weapons found in the original game, which are inappropriate to the setting and disruptive to any player's attempt to immerse himself in the game-world of his characters.
--A new approach to random combat encounters. As implemented in the standard game, most players including myself have concluded random encounters are supremely annoying. Most of these encounters simply aren't fun or "tactical," and they occur with such shocking frequency that attempting to traverse even a few squares of the world map results in a cramped index finger as the player clicks "No, I don't want to encounter rats and dogs. Again. *Sigh*" dozens of times. There are now no random encounters at all in the squares directly around the missions and on the likeliest paths between the missions. Everywhere else, I eliminated all but the "hardest" encounters. Hopefully those who enjoy playing random encounters will now have more fun with the remaining larger battles (which were previously quite rare), while those who don't care for them will be relieved to speed off to the next "real" mission.
--A completely redesigned Quartermaster list. Some players don't care much for the Quartermaster system, and are of course free to continue using the Editor to give themselves whatever equipment they desire. For the rest of us, the Quartermaster system should now work better than ever.
--Expanded gameplay. What sort of military game doesn't have a canteen? I added a number of new items to the game, as well as other new content in many maps. I also incorporated, revised, and embellished a fine older mod I found called "Bunker and Xtra Characters Mod" by dark_ark, which adds a fairly significant amount of new and interesting npc interaction to the game.
I'm also going with the Equilibrium mod as it fixes some bugs not addressed in Redux. However I don't like the design philosophy behind Equilibrium.
Equilibrium readme said:
Equilibrium came to be mostly because some users, including myself, liked the general changes done in Endocore's "Fallout Tactics: Redux" mod but didn't really dig the balance and fully fictionized arsenal and felt it detracted from the otherwise great experience.
In other words it retracts one of the better changes in Redux.
Equilibrium readme said:
The mod was tested in both CTB and Turn-Based modes, you can play either or swap according to situation. It was intended to provide a solid challenge to a player familiar with the game on Normal difficulty, higher ones may be possible but aren’t officially supported.
The other intro is also well done but I'm always bothered when they say "the task ahead" for the second time.
People are bothered by the intro clip with the Humvee as that vehicle is too modern to fit into the Fallout universe. I can't find any good American examples of a vehicle that could replace it but the Dodge WC series looks interesting.
I didn't realise you could recruit more squad members already after the first mission, so I ended up doing the second mission (Freeport) with a squad of just three. Not too difficult, taking out the alarms were easy and then you could kill the enemies one at a time. The still was too heavily guarded so I didn't get to destroy it to lure the raiders away from the main camp.
My character started with an MP5 and I kept it for the second mission. That thing wastes 9mm ammo though. Even though I found some more 9mm every now and then it wasn't enough. Had to use an UZI with .45 as a secondary firearm.
It's time to recruit some additional squad members and then go on the third mission.
The bigger problem that all the veichles used fossil fuels, whereas the lack of them was one of the reason for the great war, and that's why the car in F2 was fusion fueled. They ignored so many lore from F1 and 2 in Tactics that it bugged the people with a reason.
Had to play in a lower resolution and use Tactics fixer and I would still get framedrops in more crowded locations (Kansas City, robot missions and xkcon's cities).
Oh yeah, for some reason it kind of became a fetish for Tactics modders to use modern weapons. There was an entire weapon mod dedicated to WW2 weaponary back in the day. Then that went over to F3-NV-F4 as well, just look up the Nexus. I never saw the point of it, given the game is supposed to be a retro futuristic that takes place where energy based weapons are a thing and the projectiles should be more advanced as well. I also somewhat blame 14 Degrees for it in Tactics, way too many conventional weapons especially when you reach the Mutant arc, with all the Brownings and such. I don't even remember them having any original weapon aside from a reskin for the Plasma Rifle. In many aspects, Tactics wanted to be way too "modern", and given the inconsistencies with the previous game, I have to wonder of the devs only made the 15 minutes speedrun on F2 and that was all their knowledge of the game.