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PJ & Co

PJ & Co

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PJ & Co posts

Dev Diary 172: Gasp!

Heya mutants,

this will be a quick update to let you know that we've started replacing/removing temporary game art which we borrowed from other total conversion Fallout 2 mods or 3D Fallouts. Here's a little taste of how things are going.

Also, our illustrator finished the first of the two endgame cinematic storyboards. It's so epic, I got goosebumps a few times while going over it. Something like looking at this latest screenshot!

See you soon,
- PJ & Co

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Dev Diary 171: The latest scoop

Gather around, my mutants! It’s time for the latest wasteland gossip from your favorite devs.

Let’s see what we’ve been up to since the last time we talked…


Over half of Twin Mothers' maps have been completed, along with a few maps in Tibbets. The unique artwork for Circle Junction is finished, as well as dialogues for several NPCs found there. Jericho’s stunning animated fountain is complete, along with models for three new robots. We’ve also wrapped up voicing for two major characters.


Additionally, we’ve started drawing storyboards for those epic CG cutscenes. As you can see, Corporal Armstrong and Mallet have finally received new animated Talking Heads. A new music track has been composed for you to enjoy during those chaotic moments of combat mayhem.


Finally, progress has been made on the intro animation, and the team has settled on some very important questions—like how the hell to draw those super-tall Dogtown/Denver skyscrapers without obstructing the player’s view.

So, these would be the most important news as of late.

We’ll leave you now to enjoy and contemplate the beauty of those new Talking Heads in peace while we go and spend our Action Points on more news-worthy events.

See you soon!

- PJ & Co

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Dev Diary 170: Behind the Scenes

Heya mutants,

Here is a behind the scenes video where our writer and voice actor Krimson Graey goes into details on how Alexandra was brought to life. Featuring cameo appearances by yours truly and our 3D artist GoatBoy 😎

Enjoy!

-PJ & Co

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Dev Diary 169: Heavy Duty

Hello mutants,

it's time for another big news update from us!

Tibbets
The starting area is getting more love from our artists, writers and programmers. It will have a more streamlined, lore-friendly, familiar-yet-different look, more quests, NPCs and things to do. Also, we're adding more variety and interactivity to the escaped prisoners and robo-hunters.

Circle Junction 
The dialogs for Circle Junction are under way. There will be plenty of cool NPCs to meet and things to do there. Also, some new maps have been created and we discussed how to change the old, temporary ones. Finally, the world map coordinates of the location will change based on the clues that point to the fact Circle Junction is much closer to Boulder and Denver than we initially thought. Also, there are some great similarities between that location and the real-world location called Grand Junction so that's going to be the exact location once we relocate it.


Jericho
The work on Jericho is progressing. Almost all the dialogs have been finished except for some minor NPCs. We still need to finish loads of new art for it but the fountain is almost done!

Maxson Bunker
Davis' dialog has been expanded revealing new information as well as the reason why he ended up in prison in the first place.


Music
The team decided to introduce "combat music" to the game. This means that during any combat, more action-oriented tracks will take over. Once the combat ends, the music will go back to the slower ambient tracks. Also, some new ambient tracks have been composed! They're oozing with radiation, forcing any nearby Geiger counters to go crazy while they play.

Art
Our artist made new talking heads for Mark and Frieda. Also, the Legion and Vault security critters can now unleash the full might of baton, sledgehammer and SMG fury upon the wasteland. Also, the entire team took a deep dive into the source materials that inspired the original BIS artists, so we can better understand how to channel our inner artist and make things look even better.

Intro Video
After some careful consideration about costs and time needed to outsource the making of the super duper important intro video, we decided to animate it ourselves. We will do this using our own mocap suit which we can use to animate any 3D or even 2D models.


And with this, we will end this update and go back to the factory to produce even more Fallout coolness for you. See you next time and take care!


- PJ & Co

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Dev Diary 168: Give us those updates! Or else!

Hello mutants!

We hope you’re enjoying v0.6.5 because we’re releasing an updated version of it today!

Download the latest version here:

ModDB: https://www.moddb.com/mods/f3-van-buren/downloads
Nexus Mods: https://www.nexusmods.com/fallout2/mods/91
Gofile: https://gofile.io/d/n4OfGn

So what's new? We’ve fixed some glaring bugs such as the dreaded worldmap crash around Jericho, vehicle trunks following you around and others frequently reported ones.

Also, we’ve added some extras for you in this update: voiced endgame slides and more voiced characters in the game’s beginning with a promise of more on their way!

In the meantime, our writers are focusing on the one and only Joshua Graham aka the Hanged Man.

Our artist Goat_Boy is sending you a wallpaper featuring Alexandra, the star of our latest release. You can find the wallpaper in the gallery above.

Our mapper QweSteR made big progress with Jericho, so be sure to check out some sneak peeks in the gallery. He also helped us get in touch with possible new team members, those as rare as yetis, the programmers. Fingers-crossed we finally expand our programming team.

And finally, our artist MiniNuke is drawing a storyboard for our new animation movie that will be part of the new intro animation. Check out the gallery for some sneak peek!

Enjoy the updated v0.6.5!

-PJ Hexer & Co


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Fallout Yesterday v0.6.5

Mutants, the wait is over! Version 0.6.5 is here! Enjoy! :D

------------------------------------------------------------
ModDB: https://www.moddb.com/mods/f3-van-buren/downloads
Nexus Mods: https://www.nexusmods.com/fallout2/mods/91
Gofile: https://gofile.io/d/n4OfGn
------------------------------------------------------------

CHANGELOG

- New Location: Mesa Verde

- New Voiced Companion: Alexandra

- 33 new critter sprites

- Voiced endgame slides

- Modernized the engine: Animated grass, added support for footprints on sand and snow, ambient and footsteps SFX. If you experience performance issues, see TROUBLESHOOTING.txt

- Swapped Scrapheap and Van Buren demo simulations

- Added voices to some characters

- New male character style option: Dark Skin, Brown Buzz Hairstyle

- You can now use your Doctor skill to injure healthy humanoids

- You can now use your Science skill to injure healthy living non-humanoids. The robots were already susceptible to damage from your Repair skill

- New random and special encounters

- Hunger system can now be used at any difficulty. See mods/FalloutYesterday.ini for details on how to enable it

- Remastered soundtrack

- Bugfixes, especially regarding the hunger system

- New items added to crafting. Their availability depends on skills or quest statuses

- You can now learn how to skin a gecko

- Updated sfall to version 4.4.5.1

- Updated Fallout2MechanicsMiniRework to 1.99.0

- Updated the walkthrough

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Dev Diary 167: 2025 and beyond

Hello mutants!

I am happy to report that all coding for Mesa Verde has been completed. I will now focus on adding as many extras as possible for you to enjoy in a few weeks when the December release goes live.

For this dev diary entry, I want to discuss our plans for 2025 and beyond.

First, I am excited to publicly reveal that we have received the original “lost” design document #13 for Fort Abandon. This means you will actually see and experience the location exactly as Black Isle Studios envisioned it. So what does that mean for the current Fort Abandon? It means its world map location and name will change to Fort Damnation. This will happen once the original Fort Abandon is added to the game. We’ve already completed the Fort’s unique exterior, as you can see from the attached screenshots. And before you ask, we are not allowed to publicly distribute the original design document, but we promise to implement everything from it into the game.

Next, I can reveal that we’ve made great progress on Jericho, New Canaan, Twin Mothers, the Nursery, Circle Junction, and Tibbets, as well as new main story elements. In terms of priorities, we will try to finish smaller areas first, which means Twin Mothers and Jericho will be the first ones tackled in 2025.

While we hope to release more than these two locations next year, I can’t promise a third or fourth one. The bitter truth is that we currently have only one programmer—me—which creates a significant bottleneck. We’ve been searching for additional programmers for over a year without success.

Fallout 2 had 7 programmers, and such a team was able to code a large game in a year. For us, it realistically means it will take years to reach version 1.00 unless our programming team grows.

Things would be different if we were developing the game in a modern engine that supports visual coding, but that’s not the case here. There’s only one way to write code for Fallout 2 engine.

That being said, we’re running a marathon, not a 100-meter sprint. Our dev team has grown to 14 people over the past six months, we’re on the radar of every major gaming portal, and everyone is super duper excited because progress is being made daily as we move closer to the finish line.

We believe that once this game is complete, it will be a legendary Fallout game, up there with the series’ best. It will have many faces, meaning different things to different people—a true sandbox RPG. For us, it’s not just a dream project but a dream game that we can’t wait to play ourselves. Always hold onto Interplay’s old motto: “By Gamers. For Gamers.”

See you on release day in a few weeks!

Take care,

– PJ Hexer & Co

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Dev Diary 166: Show, don't tell

Heya mutants, hope you’re all doing swell!

It’s getting quite noisy in our atomic workshop as we get closer to the December release! Our team has expanded once more, this time with a designer and 3D artist, Stevie D. He’s a classic Fallout modding legend who once worked on a project called Fan Made Fallout, aka FMF. This was one of the first big Fallout mods, dating back to a time before Black Isle Studios had even released the Mapper tool and scripting documentation.

Stevie will be working on a location called Circle Junction, home to an unusual tribe known as the Iron Rivers.

In addition, Goat Boy has finished a new Talking Head for our new companion, Alexandra, and is nearly done with her unique sprite. He really nailed it, and we can’t wait to show you everything he has in store!

Krimson Graey is wrapping up the dialogue for Jericho NPCs, while QweSteR is almost done with the location’s maps. Things are looking great for Jericho 2025!

bandithedoge has finished remastering the entire original Fallout soundtrack, and we can tell you it has never sounded so good. He also plans to release the soundtrack separately on NexusMods.

We’ve also started working on a longer intro video.

And finally, I have some great news to share with you today.

As you may have already heard, I’ve been driving the effort to modernize the Fallout 2 engine and bring it into the 21st century. I began by addressing issues with its limited sound capabilities—not the music, but the SFX, specifically the lack thereof.

These are the first results of my endeavor. There’s still more work to be done, but I have no doubt it will be embraced by others, perhaps even making its way into the originals. Enjoy the new sound standard of classic Fallout gaming! 😄

P.S. Yes, it's laggy because my poor computer struggles to run the game and record footage at the same time, but everything runs smoothly in-game. Also, the volume is cranked up in the videos, but it’ll be normalized for the final release.

Talk to you soon,

PJ Hexer & Co

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Dev Diary 165: Dude, where's my bottlecap?

Heya Mutants!


How’s everyone doing? It’s been a while since our last update, but not because things have been quiet—in fact, quite the opposite! Our team has grown, and we’re now working on not one, but three major areas at the same time!


As you can imagine, it took a bit of time to adjust to this new pace, but we're now moving full speed ahead with our amazing Fallout development team.


As you know, one of the areas we’re focused on for the December release is Mesa Verde. The second is Jericho. And the third? Well, that’s a top-secret project we can’t wait to reveal after December. We’re very excited to share what we’ve been working on when the time comes :-)


On top of that, I’ve brought up a new initiative with the team to take the game’s audio to the next level. The soundtracks have always been phenomenal, but we want to elevate the entire audio experience even more. So, our in-house expert, bandithedoge, is remastering the original tracks, and I’m exploring ways to enhance the environmental sounds so that you’ll truly be in sonic heaven.


And lastly, a long-standing injustice has finally been righted. From now on, when you drink a beer, Nuka Cola, or any similar beverage, you’ll receive +1 bottlecap. Sometimes, good things really do come to those who wait.

Talk to you soon!

PJ Hexer & Co

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Dev Diary 164: The Progress

Hello mutants,

how are we all doing on this fine September day?

It's time for our progress report so let's get to it!

First of all, Mesa Verde is progressing nicely. All the NPCs are now implemented and I am coding and testing quests.

Our newest companion, Alexandra, is getting her voiced dialog recorded as we speak.

We also started creating unique artwork for our next big location, but more on that after December release :-)

Our small team has been joined by an additional technical designer who is now helping with Jericho and some smaller locations. Welcome, QweSteR!

sfall has been updated to the latest version 4.4.5.

And finally, something unrelated to the project but cool and funny nonetheless. Our musician bandithedoge created a cover of Fallout New Vegas main theme using an instrument called kazoo :-) Check out the song and the accompanying mod here

https://www.nexusmods.com/newvegas/mods/89194/

Talk to you soon,

-PJ Hexer & Co

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Dev Diary 163: Top Secrets

Heya mutants,

how are things with you on this fine day?

Let’s see what have we been up to lately.

We’ve made further progress implementing quests and NPCs of Mesa Verde. This area comes with some ties to other locations, revealing more secrets about them, and also gives DIY players plenty of schematics to craft some very cool equipment that can’t be bought anywhere.

Also, we’ve finished a huge, unique artwork for one top secret location we plan on working after the upcoming December release. We can’t wait to show it to you but we will get into more details about it later as there’s plenty to discuss.

And finally, we’ve solved the problem of landmines not working properly if triggered in combat. You might have noticed that in Fallout 1 and 2 already.

The solution is simple: if the player or an NPC steps on a landmine, the combat will temporarily end, the mine will explode and behave as it should, blasting everyone in its radius, respecting armor and resistances, and playing the correct VFX and SFX. Of course, if any survivors feel that the combat should resume, it will!

Well, that would be all from us for this update.

Talk to you soon,

-PJ Hexer & Co

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Dev Diary 162: The news from the blues

Dear Mutants,

We are back with some fresh wasteland gossip for you.

We’ve continued implementing Mesa Verde’s NPCs and quests. In the true spirit of Fallout, it will be an interesting location that offers the player the choice to storm it like Rambo or sneak/talk their way through.

Additionally, we’ve made progress on implementing a super-secret main story mechanic, as well as unfinished Tibbets content and creating new appearances for some NCR/Caesar’s Legion NPCs.

A new theme song specifically written for Sulik’s sister Kurisu is also being composed!

And last but not least, we’ve restored some art files we thought were lost during 2015-2020, when our project was effectively on hold. Thanks to all the fans who helped us with their action and advice—you rock! :-D

With these happy news, our merry gang will sign off until next time.

- PJ & Co

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Dev Diary 161: Help!

Hello mutants,

How have you been?

We ended this week with a small milestone reached as we finished off 7 new enemies for you to test your weapons on:

  • Desert Stalker (2 varieties)
  • Radtoad (3 varieties)
  • Weedling
  • Giant Centipede

Also, we’ve made further progress with new human characters presented two weeks ago. Now they can wield different weapons.

And finally, some new original music is on its way. Initially composed for Bloomfield, it ended up sounding a bit too techno, so it will probably be used for a robotic companion or some very technologically advanced location. We will see where it fits the best. Music is an important part of classic Fallouts’ experience and it must match the location perfectly.

For the next week, we will be adding most of these new creatures to the worldmap encounters as well as continuing our Mesa Verde work.

Talk to you soon,

- PJ & Co

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Dev Diary 160: The Cooks are Cookin'

Hello muties,

here we are back with the latest and greatest from the nuclear workshop.

We’ve continued with our voice-over recordings which lead into a discussion how to properly handle the iconic Narrator’s role. So after some tests, we decided to do our own narration in a pleasant and suitable voice. However, I know many of you have a sweet spot for Ron Perlman so we were thinking of you too.

We could use an AI to generate a voice similar to his. That would then be available as an optional mod. However, we're not sure yet how well can that be pulled off. I gave it a go on a free AI website and it sounded VERY robotic as if spoken by Drone Perlman 🤖 Anyways, we'll see how it goes!


Besides voice acting, we worked mostly on new critter artwork for those unforgettable random encounters. Here is our latest nasty for you to dispose of!

P.S. Not sure why the images are blurry. Patreon got drunk?



See you next week!


- PJ & Co

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Dev Diary 159: Meet the New Kids on the Block

Hello mutants,

it was another fine week at Fallout Yesterday HQ!

Our 3D artist Goat_Boy made great progress with new NPC models. You can see some of the sample animations in the gallery above. They will be a perfect addition to the wasteland!

Also, we’ve also started doing voice overs. First on the list are prominent members of the Brotherhood. Your ears will enjoy the game even more :-)

Besides that, work on new music, companion dialogs, translations, and some new main story in-game cutscenes is under way!

Enjoy and talk to you soon,

PJ & Co

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Dev Diary 158: Dipped!

Hello mutants,

hope you're all doing fine because we are! :D
And it's all because our little team is growing! Just like those dipped vault dwellers in Fallout 1.

We have a been approached by two 3D artists which will hopefully join our talking head 3D artist and musician Goat_Boy in making those 3D edges, faces, and vertices resemble something very cool. The negotiations are under way and we will keep you posted. In the meantime, new frontiers are being conquered, and you will soon see some new animated NPC artwork. Yes, the world of classic Fallout never looked this good!

Also, a very talented voice actor and writer, Krimson Graey joined our team. He is a veteran of Elder Scrolls and Fallout voice acting and writing but since we are not doing voice overs just yet, he is currently writing a companion that you will meet in Mesa Verde; Alexandra the Bounty Hunter!
I can't wait for you to see the wonderful job he has done with her :D

And finally, bandithedoge, a musician, is currently composing a theme for the NCR Army. I have attached the preview snippet for your enjoyment :)

We are still unfortunately understaffed when it comes to programming. Besides me, we don't have anyone else working on the code on a continuous basis. So, if you know someone who might be interested in helping us in that area, send them our way!

That would be all from us for this very productive week! We will see you next week, when we will look closely once again at our latest progress.

- PJ & Co

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Dev Diary 157: Underground Troubles

Heya mutants,

It’s time for some fresh wasteland gossip!

This week, we have continued working on the beautiful Mesa Verde. As you can see from the screenshot, some nasty slithering things live in the dark caves and canyons of Mesa. So, better be careful which turn you take while navigating the treacherous canyons. Also, two other very interesting creatures have been added, but I’ll leave them for you to discover on your own. I’d hate to spoil the in-game surprise :-)

Mesa Verde is also a place that will be quite popular with Science characters - lots to learn and do there!

Besides the new content work, we've also been bug-fixing issues found in v0.6. Thanks to everybody who reported!

And with that, we will sing off for this week and leave you to ponder what would be the best way to take on the challenges of Mesa!

-PJ & Co

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Dev Diary 156: What a week!

Hello mutants,

I hope you're enjoying v0.6 as much as we enjoyed putting it together! So far, the feedback has been wonderful :-D. Many major gaming portals have picked up the news regarding this release. Thank you all for spreading the word; Fallout fans are the best! If you want to see what journalists had to say, here's a list of the news articles I'm aware of:

This level of coverage is incredible and beyond our expectations. We are thankful for it because our project is now on the radar of many Fallout fans who might have been unaware of it. So, onward to version 1.00 and many more exciting updates!

Here at the atomic workshop, we have already started fixing the initial bugs that have been reported. Thankfully, there are no show-stoppers, just a couple of annoying bugs that slipped by. Note to self: next time, don't implement a cool feature one hour before a major release. 

The most frequent issue reported was with installation. Sometimes people try to use a non-US version of fallout2.exe, which doesn't work, or they have issues with the Hi-Res mod, often forgetting to enable it. I'm thinking of ways to improve this process for the next release because installation should be as smooth as possible. We all want to jump straight into the game without having to tinker too much with the setup.

That's all from us for this week. We will talk again soon about the progress on the next public release.

-PJ & Co

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Fallout Yesterday goes Open-Source

Heya mutants,

we've decided to host the game's source code out in the open on GitLab as another download option for you.

https://gitlab.com/falloutfans/fallouty

This is also a place where you can report bugs or post ideas. And possibly even contribute to the project's progress if you're a game developer yourself. Every fixed bug counts!

Have fun and see you out there where 1s and 0s flow,

-PJ & Co

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Upscaled videos now available

Heya mutants,

we’ve uploaded 6 optional, upscaled videos to our Nexus Mods page.

https://www.nexusmods.com/fallout2/mods/91

So if you want to have the best looking videos in your game, and also have an extra 20 GB to spare, download them and extract them to your data/art/cuts folder, overwriting the existing files.

Thanks to gustarballs1983 for the work that went into upscaling them!

-PJ

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Fallout Yesterday at Nexus Mods

Heya mutants,

we've added Fallout Yesterday v0.6 to Nexus Mods.

If you are using the website, you can find us under Fallout 2's Total Conversion category or directly here: https://www.nexusmods.com/fallout2/mods/91

See you out there,

- PJ

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Fallout Yesterday v0.6

Mutants, the wait is over! Version 0.6 is here! Enjoy! :D

------------------------------------------------------------
Password: summer2024

Self-Extracting EXE

https://workupload.com/file/QKnVBZXjJq6

https://gofile.io/d/Pstj0o

7z Archive

https://gofile.io/d/ohyfvW

https://workupload.com/file/ACF6WgeVbtL

-------------------------------------------------------------

CHANGELOG

- Over 30 new quests in Hoover Dam and Maxson Bunker

- Improved party management inside and outside of combat

- 100+ new items and weapons

- 100+ new Traits and Perks. Also improved their descriptions

- Many bugfixes

- Multiple vehicles

- Free-roaming caravans

- Reworked special encounters

- Starvation and dehydratation system on Hard difficulty

- Integrated many features from Fallout 2 Mechanics MiniRework mod

- New main story content

- New craftable items including books

- New UI button for quick crafting access

- New Talking Heads

- New music tracks

- New title video

- Upscaled all videos. Thanks gustarballs1983!

- Subtitles for "A is for Atom"

- Updated sfall to version 4.4.4

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Dev Diary 155: Final Countdown to v0.6

Heya mutants,

we’re back with a quick and short update to let you know that there are just 4 things left to do before v0.6 gets out! A little bit of companion and cutscene testing before we are good to go! Ideally we will be done before the next Friday so you can enjoy it as soon as the next weekend!

Talk to you, very, very soon,

-PJ & Co

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Dev Diary 154: Return of the Kings

Heya mutants,

it's a fine day here, how are things with you?
In other news, I have finally finished adding new content to v0.6!

Loads of weapons of all types are now in the game, waiting to be found, bought, stolen, crafted, taken - you name it. I am most happy to see the return of the so-called Autoloader guns. We "just" had to wait 20 years to finally see these guns in the game :D But, this is still better than never.
These small guns are somewhere in between your regular gun and SMG. They are capable of doing short 3-bullet bursts. Pretty cool and useful!
For example, a 10mm Autoloader works exactly as your normal 10mm Pistol would, with the addition of a 3-bullet burst mode.

Besides this, I've implemented dangerous gas tanks. You can now strategically place a small gas tank somewhere and blow anyone nearby to kingdom come with any weapon except those that do normal damage and EMP damage.

Anyways, before I sign off for this week, here's a list of the new weapons. Enjoy!

-PJ

------------------------------------------

Grenade Launcher

Mace Glove

Spear Gun

.50 Magnum Revolver

Dynamite Stick

Heavy Riveter

Lil' Riveter

14mm SMG

Military Prod

Slingshot

Sling

Grenade Pistol

Acid Grenade

Wasp Sting

Incendiary Grenade

.30 Hunting Rifle

.30 Machinegun

Heckler

Monster Ripper

Machete

.223 Minigun

9mm Autoloader

15mm ARTEMIS Rail Gun

.22 Autoloader

.223 Autoloader

.45 Magnum Revolver

.45 Autoloader

9mm Machine Pistol

APOLLO Laser Pistol

Arc Welder

.44 Hunting Rifle

Hatchet

Laser Array Gun

Table Leg

Laser Saw

HERAKLES Power Fist

ARES Plasma Spear

Pool Cue

Broken Bottle

Anti-Materiel Rifle

Fire Axe

.22 Rifle

10mm Autoloader

7.62mm SMG

Butterfly Knife

.223 Assault Rifle

9mm Pistol

Mega Flamer

Spiked Club

MEC Gauss Minigun

Pulse Rifle Prototype

Barbed Spear

Diamond Spear

Festering Spear

Shredders

Pump-action Shotgun

Micro Sledge

Deco-Filament

Piston Spear

Impact Gloves

Plunger

Powder Bag

Punch Gun

Punch Dagger

Lacerators

Sappers

Serrated Spear

Spasm Gun

Hand Flamer

Water Gun

Snake Spear

Throwing Stars

Tiger Claws

Gas Tank

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Dev Diary 153: Good loot comes to those who explore

Hello mutants,

how are you doing? Here at the post-apocalyptic factory, we’ve been working on some interesting new loot!

New equipment such as the Toxic Counter or 9 different Pip Expansion Hardware mods called “Buddies” are sure to find use for many of you. Not to mention new weapons to help “settle down” all those wasteland misunderstandings.

Besides this, I’ve set out to fix the mines in Fallout engine. Many players might not be aware that there exists a problem with mines in case they explode during combat. The explosion itself has no radius, the Explosion DT/DR of your armor are ignored, and there are VFX/SFX issues.

Once I’m done with this, one big test will commence and if all looks OK then, v0.6 will see the light of the day!


See you next week,

-PJ

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Dev Diary 152: Mutate!

Hello once again, mutants.

Another busy week is behind us, bringing more Perks, Traits, and new skill books to the game. To round out our Traits selection, I went back and reviewed Traits from the only known fantasy game utilizing Fallout's SPECIAL system: Lionheart: Legacy of the Crusader.

Back in the day, Reflexive Entertainment co-developed this game together with Black Isle Studio, so it was only natural that I would revisit it to see if there were any interesting Traits to bring back to Fallout. I found the Racial Traits to be the most interesting ones and decided to implement them under a catch-all "Mutation" group of Traits. With these, you will be able to create a unique mutant out of your character, similar to Harold. Because of this, some NPCs will treat you as a mutant, for better or worse.

Additionally, I have implemented new Perks and skill books that now cover all skills in the game. There are plenty more Perks and items to implement, so I'll continue working on those this week. Alright, let's see what's new in the world of Fallout Yesterday!

New Perks (Total 151)

Divine Favor

Bonsai

Stunt Man

Cancerous Growth

Way of the Fruit

Psychotic

Deadly Accuracy: Small Guns

Deadly Accuracy: Big Guns

Deadly Accuracy: Energy Weapons

Deadly Accuracy: Throwing

Pugilist

Grace Under Fire

Observant

Superior Senses

Robosage

Weapon Finesse: Unarmed

Weapon Finesse: Melee Weapons



New Traits (Total 109)

Ascetic

Nasty Disposition

Renaissance Man

Renaissance Woman

Studious Tinkerer

Thick Skinned

Lucky Devil

Ghoulish Frenzy

Shoot First, Q&A Later

Mutation: Acid Blood

Mutation: Bloody Talons

Mutation: Forked Tongue

Mutation: Scaly Hide

Mutation: Night Child

Mutation: Beast of Burden

Mutation: Chameleon

Mutation: Eagle Eye

Mutation: Elephant Hide

Mutation: Monkey Brains

Mutation: Fervor

Mutation: Regeneration

Mutation: Tusks

Mutation: Fur Hide

Mutation: Skin Of Thorns

Mutation: Bullet Storm


New Skill Books 

How to Be a World-Class Triathlete

U.S. Army: 30 Handy Flamethrower Recipes

Nikola Tesla and You

Medical Encyclopedia

Grognak the Barbarian

Making Friends with Big Fat Liars

Chinese Army: Special Ops Training Manual

Home Security

Maddock's Tricks & Traps

Don't Steal This Book!

Pugilism Illustrated

Tales of a Junktown Jerky Vendor

Zen & Gambling

And that would be a wrap for this weekend, my dear muties.
I will see you soon,


-PJ

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Dev Diary 151: Tell me about yourself

Hello mutants,

this week we've nailed new Traits, bringing the total number of new Traits in Fallout Yesterday to 68! Together with the original 16, that makes a total of 84 Traits to chose from in order to create a character just the way you want to. I can't even imagine all the crazy combinations that you guys will come up with, but I'm sure they will be talked about! So, here are the newest Traits added this week:

  • Fear of the Dark

  • Rabid

  • Nietzsche Poster Child

  • Tomboy

  • Day Person

  • Shady Sidekick

  • Socialite

  • Vat Skin

  • Glowing One

  • Raised by Ghouls

  • Photophobic

  • Capitalist Background

  • Communist Background

  • Super Duper Mutant

  • Strong, Silent Type

  • Guilty Conscience

  • Daredevil

  • Gold Digger

  • Special Person

  • Tough Hide

  • Grotesque

You might recognize a few of these from Arcanum, another fine RPG created by the original Fallout 1 developers. Give it a try if you haven't yet!

It's worth noting that because it's often impossible to fit both the descriptive and game mechanics text in the small window next to the Vault Boy's drawing, we'll cover all the Trait details in a Manual document that will accompany the upcoming v0.6 release.

And now that the Traits have been tackled, it's time to move onto Perks and take our character building process even further!

I'll see you next week with more great news from the wastes.

Take care,
-PJ

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Dev Diary 150: The Bug-Hunting Season is Open

Hello mutants,

Another week is behind us, this one focusing on fixing some annoying bugs that have been found recently.

The first annoying bug that had to be fixed is one you might be familiar with from Fallout 2. If by any chance your vehicle runs out of fuel exactly while it’s driving over a town circle, it will be gone for good because it will be impossible to click on its location after that. So, we sorted that one out. It won’t be missed.

The second annoying bug was a bit harder to fix. I found out that once you enter a random encounter and decide to run away on foot, the engine will still think you drove away. This only happens in a random encounter, not when you would stop somewhere on your own on the world map. The bug is present in the original Fallout 2 engine so my fixing options were limited. However, after some tinkering, I found the best fix: once you abandon your vehicle on a world map, you will recover all of its remaining fuel. Which isn’t bad when you think about it. Perhaps it will be useful to reload that energy weapon and shoot your way out of a sticky situation. Or you might want to refuel some other vehicle? Anyway, no fuel will then make the engine think you can’t drive the vehicle anymore and then we can properly continue the journey on foot or come back and reclaim it. I informed the sfall team about this bug, and hopefully, they’ll fix it in the future.

So, nothing too exciting when it comes to v0.6 news but I’d hate to have you guys deal with those bugs on your own. The new driving system is solid now, and hopefully we’ll see it in other games too, perhaps even in Fallout 2 one day :-)

And now that the annoying bugs have been squashed, it’s time to get back to the regular v0.6 work which is coming along nicely. I’ll talk to you again about it next week.

P.S. Have you seen Furiosa: A Mad Max Saga? No spoilers, but I have to say that the action and craziness have once again been taken to a new level ;-)

See you in the wasteland, muties!

-PJ

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Dev Diary 149: A little bit of everything

Hello mutants,

today we’ll wrap up our posts on the changes introduced by modder dekrus in the upcoming v0.6. We’ll cover Books, Poison, Medical Kits, Explosives, Hits and Misses.

Books

  • Books can now also be used by companions that can read.
  • Reading a book takes 11 days minus the reader’s Intelligence stat. For example, it takes 2 days for someone with Intelligence 9 to read a book.
  • Books can be read aloud, with the entire party learning jointly.
  • Joint reading takes 11 days minus the lowest Intelligence stat out of all party members. For example, if the lowest Intelligence in the entire party is 4, joint book reading will take 7 days.
  • Blinded characters cannot read books on their own but can still benefit from joint readings.

Poison

  • NPCs can now be poisoned too.
  • Poison can now be applied to melee weapons.
  • NPCs and Companions can apply poison to their weapons themselves if they have a poison source in their inventory such as a radscorpion’s tail.

Medical Kits

  • Removed the element of randomness in the number of uses for medical kits. Now they have an indicator of the remaining number of uses.
  • Removed the daily limit on the use of medical kits.
  • Each use of medical kits is guaranteed to restore a certain amount of health, depending on the skill check roll.
  • Healing a crippled limb grants 50 XP.
  • First Aid Kit can now be used during combat for 2 APs. Also, NPCs and companions can use it.
  • Healing efficiency equal to that of a stimpak is achieved with 80% or higher First Aid skill points .
  • The effectiveness of the Doctor skill’s healing is higher than that of the First Aid’s but it cannot be used during combat.

Explosions

  • Damage from grenades, grenade launchers, and other explosive weapons that exceeds 25% of the target’s maximum HPs can cause crippling injuries.
  • An explosive hand injury can cause weapons to fall out of hand.

Hits and Misses

  • Expanded the area for hitting a random target in the path of a projectile. See the image below for an example where a misfired projectile might end.


  • It’s no longer possible to hit the eyes by shooting in the back of the head. Successful aimed shot to the eyes while the target isn't facing the attacker will always turn into a headshot; the same happens if the target is liying face down.
  • Instead of the groin, shots and melee hits from the back or rear will hit the torso or one of the legs.
  • The position of body parts, and accordingly, the possibility of hitting them, changes depending on the state of the target: if the target lies face up or down, lies on its side, etc.
  • It is no longer possible to cause 0 damage and a crippling injury at the same time.

And that’s a wrap (for now)! We hope you enjoyed this series of articles in the last 3 days. More exciting gameplay news are on their way from our little workshop!

See you next week,

-PJ Hexer & Co

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Dev Diary 148: Circle of Thieves, Vol 2.

Heya mutants, let’s continue our overview of the new gameplay changes done by modder dekrus that are going to make their way into v0.6. Today’s topics are Sneak and Steal mechanics.

Sneak

  • Randomness from the Sneak skill check has been removed. Now the detection area does not depend on random dice rolls and gradually decreases with increased Sneak skill level and the area’s illumination.
  • Added a low light condition penalty to the NPC check ranging from -8% in basement light to -40% in cavern darkness.
  • Sneaking Mode is automatically enabled when a charged Stealth Boy is activated.
  • Activated Stealth Boy allows running in Sneaking Mode. Just like if you had the Silent Running perk.
  • Color-coded Sneaking Feedback: While the sneaking player is within sight of a nearby NPC, that NPC will be highlighted with an outline. This helps player observe and adapt to the changing current situation and move to another, better sneaking path.


* Colors in the video use an older color scheme. See the list below for the final version.

5) Grey - The player isn’t detected, it’s safe to approach.

4) Dark Yellow - The player isn’t detected, but will be detected if he approaches 4 steps closer.

3) Yellow - The player isn’t detected, but will be detected if he approaches 1 step closer.

2) Orange - The player has been detected, but the NPC will not notice if you steal from someone else who is nearby.

1) Red - The player has been detected and any nearby steal attempts might be noticed.


Steal



  • Successful steal chance is now displayed when you hover over an item.
  • If the chance of stealing is 0%, right-clicking an item will display the required minimum Sneak level points to attempt.
  • If there is more than one item in a stack, the steal chance is displayed for the maximum number of items that can be stolen with the greatest success. Right-click to see the probability of stealing a larger amount of items.
  • If a steal fails, reaction to it will vary. For example, guards will react to it more agressively than commoners. A penalty will be imposed on Barter and Speech skill checks in dialogues. The presence of the Harmless perk reduces chance of the situation escalating.
  • Penalties will gradually decrease and disappear if the player has not been caught stealing in that town for a week or hasn’t visited it for a long time.
  • Targets of an unsuccessful steal will remember for a couple of days that the player tried to steal from them and any further failed steal attempts will be harsher.
  • Experience for successful stealing/planting is awarded even if the success streak is interrupted by fail.
  • The calculation of the probability of a successful steal is similar to the original formula with the addition of dependence on the target's Perception stat.
  • If the Steal skill points are over 140%, then for every additional +1%, the maximum steal chance is increased by +0.1%, up to a maximum of 99%.
  • To peep into a target's inventory, you need to meet minimum skill requirements now.

Conditions that make stealing harder:

1) The player stands in front of the target.

2) The player is seen by the target's allies.

3) The weight and size of the item, unless the player has the Pickpocket perk .

4) The number of items stolen at once.

5) Stealing from merchants is harder.

6) More expensive items are harder to steal.


Conditions that make stealing easier:

1) Sneaking Mode activated: the bonus depends on the Sneak skill level. A significant bonus is applied if the target cannot see the player.

2) Low-light conditions: caves, cellars, nights, etc. — the darker it is, the easier it is to steal.

3) The target is blind.


And with these two covered, we can wrap up today’s dev diary. Plenty to dive into, so let us know what you think.

See you tomorrow with more exciting news from the wasteland,

- PJ Hexer & Co

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