If I just leave Scrapheap via the exit grid I get to bring all the loot I gathered back to the Prison.
Thanks for the report, it has been fixed!
If I just leave Scrapheap via the exit grid I get to bring all the loot I gathered back to the Prison.
Suggestion for future update: Make Angela romanceable/seduceable!
Unfortunately right now even with max charisma and all naughty perks I cannot overpower her robosexuality.
oh god...Suggestion for future update: Make Angela romanceable/seduceable!
Unfortunately right now even with max charisma and all naughty perks I cannot overpower her robosexuality.
We will! It’s a request we’ve recieved multiple times by now. She actually had two flirting paths. One is a dead end you saw, and the other leads somewhere but can’t be triggered due to a bug. I’ll bump it up on our priority list
The conversation with the old black man below doesn't make much sense. But maybe he is supposed to be rambling.
I was thinking about a reference to the Quake 2 prisoners to put in Tibbets. Can one inmate have floating text that is like this? All the quotes can be found at the bottom of this page.
Any chance of her getting such stuff in the next update...hopefully still in 2024?
Also will there be more joinable companions with quests and backstories? Maybe flings or/and romances too?
(Would be sweet if Angela was among them)
- you can enter New Caanan but can't leave (no exit grid, just some black void here and there), also there is loot in the church that probably shouldn't be there
- during Goris encounter you can't talk to him after speaking about car, I'm not counting floating text
as @The_Proletarian said, many texts lack reactivity, you can often say the same things again and again to NPCs
- I think it is intentional but I dislike how in Fort Abandon you are immediately attacked by Deathclaw (it wasn't like that in an older build). Maybe it's a bug but I got it twice.
- If you enter Boulder Dome you get immediately attacked by ghouls, that makes sense... but maybe PE/Outdoorsman checks could prevent that?
In general I think that some exit grids/green grids should be larger/more visible
- Angela ''romance quest'' in Tibbets should give some XP imo and good/bad karma when resolved.
Any chance that you'll add an option to repair/reprogram a broken robot in Tibbets? Player could earn a temporary companion that way (and XP). A friendly robot could help wih plant and slugs.
Which location do you want to finish next? I would vote Blackfoot, to add more to the early game (dog companion!).
Would be cool if merchants and caravans could be added soon, right now I have a loot that I can't really sell (or please tell me where can I find merchants apart from random encounters).
I love how Hoover Dam looks. Can't wait for more stuff.
Anyway, congratulations to the whole team! Great job.
I'm thinking of holding off playing the main quest for now since I wanted there to be voiceover for talking heads for that little bit more immersion, would using AI voices from Elevenlabs be an acceptable substitute until real VAs record their performance?
I'd also like to echo what Sagez said about exit grids, the last thing I wanted to say about Scrapheap is that I briefly had trouble finding the exit grid, especially because of the blue filter making it harder to see.
The log screen is not working, is it by design too ?
As I mentioned in the last dev diary, I was looking into getting caravan runs working. To say the least, the way they were technically implemented in Fallout 1 and 2 is atrocious. No wonder the dev working on them thanked someone "for keeping me sane throughout this project" in Vault City Designer Notes and then never worked on another game ever again -_-
To refresh your memory, basically what's happening is that you jump from encounter to encounter on the same desert map until you reach the final destination. So, you're not actually traveling the world map, and every world map encounter is "faked." Yes, you read that right; every caravan encounter was re-implemented there using a SEPARATE script. The world map code plays no role.
This means the devs had to maintain two world map code bases instead of one. It also robs the player of opportunities to experience much more exciting caravan trips where any encounter, even special ones, can be triggered, where the player is the one planning the travel route, and also where their Outdoorsman skill plays a role. So as you know, if you have a higher Outdoorsman skill, the game will do the usual "random encounter prompt". Here it is even more important because that means there's an equally higher chance of your caravan successfully reaching its destination because you're good at Outdoorsman.
So, I decided to revisit the whole thing, unsure if my plan is even technically possible. And, I can say that it was, so I'm much happier with caravans now!
In Fallout Yesterday, when you start a caravan run, the world map will pop up, and then you can set off to your destination along the route of your choice. The caravan will follow you as long as you don't stray from your path (visiting another city or returning to the starting town), steal from them, attack them, if it takes too long, and so on
I hope it's ok that I quote some of it below
Does the game tell the player when the travel goes to much off the track or anything? Maybe like a scripted encounter with a warning from the caravan?
Also with the player actually planning the Journey, your kinda taking the role of caravan master instead of just a guard.