SakeTami
PJ & Co

PJ & Co

patreon


PJ & Co posts

Dev Diary 147: Do you feel lucky, punk?

Heya mutants, a bit earlier dev diary this week simply for the fact there will be another one on Saturday, and another one on Sunday. All of them will cover a similar topic, but I don’t want to spam you with everything at once.

Some of the upcoming v0.6 gameplay changes will be based on the fine work by modder dekrus who made a small “rework” mod for Fallout 2. We will implement the best, most fun tweaks from it into Fallout Yesterday.

Some will need modifications in order to better fit into Fallout’s UI: begone arcadey floating damage points! Of course, these gameplay changes aren’t set in stone, but they’re a good starting point for playtesting and further discussion.

The first one is the Alternate Fire mode which adds an alternative fire mode to Laser, Pulse, Plasma and Gauss weapons.

So, how do you use it? Simple, with an Aimed Shot to the torso.

Laser Weapons

  • Laser weapons deal damage to all creatures in a line between the shooter and the target.
  • The alternate firing mode consumes 2 + number of additional targets ammo units.
  • Alternate mode increases armor penetration. Technically speaking, the targets’ laser defenses are halved.
  • Hit chance and critical hit chance are calculated separately for each target.

Pulse Weapons

  • Pulse and EMP ranged weapons deal weapon damage in a “chain” of 2 creatures closest to the main target, including the player and any party members.
  • The alternate firing mode consumes 3 ammo units.
  • Critical hit chance is calculated separately for each target.

Gauss Weapons

  • Gauss weapons deal damage to all creatures in the line of fire.
  • Hit chance and critical hit chance are calculated separately for each target.

Plasma Weapons

  • Plasma weapons deal damage to all creatures in a radius around the main target.
  • Damage depends on the distance to the center of the explosion. The greater the distance, the lower the damage.
  • The mode consumes 3 ammo units.
  • Critical hit chance is calculated separately for each target.

Shotguns

  • Knock back or knock down enemies.
  • Affects targets which are not too far away.
  • Heavier creatures like super mutants/robots/deathclaws/giant scorpions are knocked back less and are less likely to be knocked down.

And then there are some changes related to melee weapons. These don’t require aimed shots like the Alternate Fire mode.

Knives

  • Swing Attack: Increases the chance to hit based on the target's agility and the attacker's melee skill.
  • Swing Attack: On lightly armored targets, a swing attack is more likely to deal maximum damage than minimum damage.
  • Thrust Attack: Penetrates some of the target's Damage Resistance (DR) and Damage Threshold (DT) based on the attacker's melee damage stat and maximum knife damage.
  • Thrust Attack: Increases the base chance of a critical hit by 1.5 times.

Sledgehammers, Clubs, Cattle Prods

  • Swing Attack: Swings no longer have knockback but instead have a chance to knock down based on the damage dealt.
  • Thrust Attack: Has increased attack range.
  • Thrust Attack: Deals up to 40% more damage to targets that are pressed against another object (such as walls, creatures, or scenery) and cannot be knocked back further or if they hit an object while "sliding".

So here they are! Let’s hear your thoughts on these 😎

See you tomorrow with more goodies from the wasteland factory,

- PJ Hexer & Co

View Post

World Wide Wasteland

Our Kotaku and IGDB pages are up! Check them out 😎

https://kotaku.com/games/fallout-yesterday

https://www.igdb.com/games/fallout-yesterday

View Post

Dev Diary 146: SPECIALs

Heya mutants,

another great week is behind us. I've been primarily focused on two things: bringing party members up to standard and conducting a comprehensive review and update of all special encounters.

For party members, I've updated the code to allow for proper customization of their behavior: distance, equipment, healing preferences, and so on. I tested all of this on the Hanged Man, of course. He's a beast now, much more useful than before. But he comes at a price with that tricky personality of his. And once you get your hands on a vehicle, I can imagine the party quickly ending up on the wasteland's "most wanted" list :-) I still have to implement some "unique" behavior for certain party members next week.

Besides that, I conducted a full review of all special encounters, including those in our backlog over the years. So, to summarize, special encounters from Fallout 1 and 2, which were always intended to be temporary, have been replaced with lots of new, unique encounters for Fallout Yesterday.

So, in the upcoming week, I'll wrap up the work on party members/special encounters and move on to implementing the remaining Traits and Perks from our to-do list.

P.S. Don't worry, you can still get your hands on the alien blaster, but in a different encounter :-)

See you soon,
-PJ

View Post

Dev Diary 145: Business as usual

Hello mutants,

how are you all doing? This week, I have been working on implementing various ways to acquire vehicles: Do you need to repair them, do you need to steal them from someone, or simply refill their fuel? It depends! I’ll leave that for you to discover ;-)

Besides that, I’m creating individual vehicle’s world map artwork—the one that appears in the lower right corner when you are driving on the world map. Also, I've been working on each vehicle’s engine start sounds, also known as the “vroom-vroom” sounds among the experts.

And finally, some obscure bugs found while testing the various player actions while switching vehicles were squashed like a radroach.

That would be all from me for now. See you soon!

-PJ “Vroom-Vroom” Hexer

View Post

Dev Diary 144: All for One and One for All

Hello mutants,

another busy week is behind us as we move forward with improved gameplay work. This week was mostly spent implementing and testing vehicle positioning on all individual locations because players will be able to leave their vehicles just about anywhere: towns, random encounters, special encounters or anywhere else on the world map that they want. So on each of these they all have to have their parking space reserved. So some of the locations have been slightly expanded to make room for them all.

And now that the vehicles have been implemented, we set our gaze towards the party members gameplay improvement. In Fallout: Yesterday, we will, by default, have the “Party Control” system in use. I know some of you are already familiar with it, as it was introduced a few years ago in sfall. Here’s how it works:

1. When in your combat turn, switch to the command cursor, click on the party member you want to order and hold it, and there should be a new command icon appears:




2. Use the new target cursor that doesn't show ToHit chance to pick a target. The available target will change to pulsing red outline when you hover the cursor on it, and the party member should have a floating message after clicking on the target:




3. The party member will start to attack the specified target in his/her turn. Note that if a target is in grey outline, that means it did not yet enter combat:




This usually happens when you start the combat first, after your first attack the target should be available. No need to attack every target before specifying it for party members, just one in the enemy group is enough (to draw the team into combat). Also, you can only specify non-friendly critters as attack targets in this mode.

Please note that the "Attack Who" preference in the combat control panel of party members must be set to "Whomever you want", otherwise the target for the party member will be replaced by a new one according to the preset behavior pattern after the attack.

Additionally, the system allows you to take the party control even further, where you control each party member individually during combat. However, this option will be turned off by default.

The default behaviour as described above is suitable for most fights striking a fine balance between giving you some control and letting your party members make their own quick decisions, avoiding the lengthy combat scenarios that go on longer than they should. Nonetheless, the full party control option will be always available. I can imagine that some players will want to control every aspect of combat or perhaps, only temporary for those tough fights where every decision matters.

That would be all for now, talk to you soon with more exciting news from the wasteland!

-PJ Hexer & Co

View Post

Dev Diary 143: Top Gear

Hello mutants, how are you all doing?


It has been another productive week for us as we wrap up work on the driving system. The system will be similar to the one from Fallout 2 but with some notable differences:


1) You can switch between the vehicles you own. A total of 7 different vehicles will be in the game, with two of them available later due to their locations not yet being completed.


2) You can abandon your vehicle. For example, running away from an encounter via an exit grid instead of your vehicle means that you have abandoned it.


3) Abandoning a vehicle for whatever reason will mark its location on the world map so you can come back for it later.


4) Some vehicles won't have a trunk, but a few will be upgradable to have one.

5) Some vehicles will be faster by default, but all vehicles will be upgradable.

6) Some vehicles won't have enough room for all party members. For example, an upgraded motorcycle can accommodate a total of 3 persons, while a dune buggy can transport up to 6 persons. However, a dune buggy doesn't have a trunk, so if you add one, its total capacity drops to 4 (driver + 3 passengers).


And in other news, I have decided to release v0.6 after the gameplay work is done. Hoover Dam plus gameplay improvements are worthy of another public release.


Talk to you soon,

PJ

View Post

Dev Diary 142: Fly me to the Moon

Heya mutants, how are you?


I'm back with some fresh development news regarding driving in the game. The coding of the main driving system is all but done! I've had my first successful ride around the wasteland on a cool motorcycle. This new system will enable the player to switch around between at least 7 different vehicles, with each having their own pros and cons. Some are faster, some are slower, some can take more passengers, some less, some have trunks, others don't.
There will be choices for all sort of driving preferences with upgrade options available as well.

We might possibly add a few more vehicles in special encounters, but we'll see how things go with these 7.

So now, heavy testing of the system will be my number 1 priority this week.

Also, a shout-out to our fan, gustarballs1983, who will use his video editing expertise to cleanup and improve the quality of videos.

Speaking of videos, there's a new Fallout TV show on Prime, where by the looks of it, many characters have Bloody Mess perk :-)

Talk to you soon,
-PJ & Co

View Post

Dev Diary 141: Poll Time!

Heya mutants, we have a question that requires your feedback! As we continue working on the gameplay improvements, the inevitable question has landed on our table. Should we reintroduce the "thirst" mechanism from Fallout 1? It's not much of a post-apocalypse without a proper survival element, isn't it?

In case you forgot or didn't play Fallout 1, let me refresh your memory. In Fallout 1, while traveling on the world map, the game would every so often check if you have a water flask in your inventory. If you had, all was good and a flask was consumed. If you hadn't, you would either spend some time in the wasteland looking for a water source (based on your Outdoorsman skill check) or take some health damage because you are dehydrated.

From what I know, this mechanic was supposed to be expanded in Fallout 2 to include food as well, but ultimately it was scrapped and thus there is no need to think of water or food at all in Fallout 2.

Of course, as I understand that some of you don't want to be bothered with this at all, I want to tie this mechanic to a game difficulty setting. So let's hear what you have to say about it!

View Post

Dev Diary 140: Pro Bono

Heya mutants, how are ya?


We hope you've enjoyed our little April Fools prank regarding the whole Mr. Handy race dilemma! For those of you who were looking forward to the possibility of playing as a robot, fear not, one day when the game gets finished, we might set our gaze towards the mysterious "Robot City" and venture there to see how Mr. Handy and his kin are living in their mechanical haven.


Now, let's discuss what we've been up to in the last 10 days since Hoover Dam was released. We fixed many bugs and sorted out details here and there that needed cleaning up. Speaking of bugs, I wonder how exactly is Fallout's engine doing things "under the hood" when you have two same pieces of code behaving totally different depending on the number of NPCs at the location. But, we've pushed on and prevailed, ultimately triggering a Bugmageddon which cleansed hundreds of files of evil corruption.


Besides that, our resident musician, "1982", remixed and remastered all his tracks for your maximum hearing enjoyment. And finally, we've also added a small cool location next to the Dam which I won't spoil for you. That would be all from us for now, we will be back soon with more interesting news from our lil' wasteland factory!


-PJ & Co

View Post

Dev Diary 139: Poll Time!

Hello there, my dear mutants!

I'm excited to share with you a revelation that has struck me like a bolt from the blue. After countless hours of pondering, it hit me: Could Mr. Handy be the missing race we've been searching for all along?

Think about it. We've encountered various races throughout the Fallout series – from humans to ghouls, to super mutants. But what about those trusty, floating, robotic companions we've come to rely on? Could they be more than just mechanical helpers?

Let's delve into this theory a bit deeper. Mr. Handy units are ubiquitous in the Fallout universe, serving as everything from housekeepers to vendors, and even as companions. They possess intelligence, personality, and a knack for conversation – all hallmarks of a sentient race. And yet, they've always been relegated to the role of tools, never fully recognized for their potential as a distinct race.

But today, I'm challenging that notion. I propose that Mr. Handy units are not just machines – they are a race unto themselves, overlooked and underestimated by us, their creators.

To put this theory to the test, I've set up a poll for all of you, my fellow mutants. I want to know what you think: Are Mr. Handy units the missing race from Fallout? Cast your vote and let your voice be heard.

Until next time, stay vigilant, stay curious, and never stop questioning the world around you.


Yours truly,

-PJ & Co

View Post

Dev Diary 138: We did it!

Heya mutants,


it's a glorious day today as we reached another big milestone. Hoover Dam is ready to open its gates and welcome you!


We're here a week earlier than I had originally anticipated: with a total of 30 new quests in Hoover Dam and 3 new ones in the Brotherhood which were related to the Dam. So as you can see, we've been very busy since v0.5 release.


Of course, there are still some things I want to do better ASAP: add more reactivity, finish the town map artwork used for fast traveling, and connect few of the new quests that are tied to other locations. But we're getting there, one day at a time.


And in other news, our poll regarding the next milestone has revealed that gameplay has emerged victorious over Mesa Verde. Despite Mesa's initial lead on day one, it's evident that gameplay holds the top priority for the majority. So the players have spoken: gameplay improvements are next on the list, followed by Mesa Verde.


P.S. I've added a very informative and very long Hoover Dam retro documentary to the game. It is related to a quest but also so that those interested can learn more about how that miracle of engineering works. You'll also be warned about its length in-game, in case you forget and start binging through those holodisks like there's no tomorrow.


Enjoy and talk to you soon,

-PJ

View Post

Dev Diary 137: Poll Time!

Heya mutants, how are you doing? Here at the nuclear factory, we are running at 100% capacity!

We are wrapping up the work on Hoover Dam which should be done by the end of this month. I can tell you now some of the most painful and most beautiful memories in the game will be made in Hoover Dam.

And now I am setting my sights on the next milestone that we want to tackle and there are a couple of options, each equally interesting. So it's best if we settle that in a small poll!

So, one option would be to finish Mesa Verde, a very cool-looking, real-world location which will give you access to a useful companion and the best in-game crafting schematics for weapons and armor. Also, you will meet a very interesting community and see some new interesting creatures!

The other option would be for me to tackle some of the gameplay stuff that has been on my to-do list for too long now: more Perks and Traits, implement cars and other vehicles, more crafting, more items such as books, better companions control... For example, speaking of books, one idea that I wanted to do is to allow the player to write books. You know how at one point, I think around 100%, your skills are so high that learning from books becomes impossible. So, this is where you jump in and start writing books based on your superior knowledge. Of course, you can't learn from your own books but you can make money by trading them.

So, what shall it be?

View Post

Dev Diary 136: A human, super mutant and ghoul enter the saloon...

Hello mutants,

how are you doing on this fine Sunday?
It has been busy here in the nuclear factory as another "small" milestone has been reached. In the last few weeks lots of Hoover Dam came to life, with all the major NPCs in the Rim completed. Now you can work for different caravan companies. One caravan will take you to Jericho and the other to Blackfoot. More will be available as the game expands and you bravely trail-blaze those new caravan routes! 

Also, I've had loads of fun working on the carnage that might happen during an arrest of some power players in the city. And the good doctor took some time to finish since he offers ALL the services plus comes with multiple quests. Implants, here I come!

Now with those done, I've set my sights on the Downtown and its inhabitants. Without spoiling too much, I'm currently working on two new companions and two in-game cutscenes. And I finished art for one "scary as fuck" new creature which I am looking forward to introduce to you soon!

Take care,

-PJ

View Post

Dev Diary 135: Thanks for the caps

Hello mutants,


just a quick update today to give you the latest news on the beloved caravans! And boy oh boy, I can tell you there's not that many things which are better than getting paid for a dangerous and flawlessly done 40 days long caravan run. Although from that screenshot, it's hard to say if the Prisoner is pimping herself or finishing a caravan run.


Anyways, with our first successfully finished caravan run, we shall wrap our caravan work and move onto other Hoover Dam content.


And in other news, I also opened some extra social accounts just for the sake of it. No content yet, but here are the links so you can follow if you want.


https://www.instagram.com/fallout.yesterday


https://www.threads.net/@fallout.yesterday


Talk to you soon,

-PJ

View Post

Dev Diary 134: 2253

Heya mutants,

The year is 2253, and the brave Dutton family caravan is traveling through the radioactive wasteland... Oh, wait, scratch that; wrong franchise! ;-)

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. And as you can see from the screenshot, our Hoover Dam-Jericho caravan ran into some rat hunters hunting big rats in the mountains. Mountains as an encounter location were not possible in Fallout 2.

With this great news, we will wrap up this week.

I'll see you soon,

-PJ

View Post

Dev Diary 133: Dude, where's my UI?

Hello mutants,

I'm happy to inform you on the progress of the Hoover Dam quest implementation, which is moving forward smoothly. Besides that, I'm working on getting caravan runs in the game. After all, an honest Prisoner has to make a living and keep the trade lines alive - the lifeblood of the wasteland.

In response to player feedback, I've made the decision to re-enable Mash's High-Res mod. While we've been using sfall Hi-Res mod for some time, its lack of a user interface led to awkward manual resolution edits, increasing the chance of errors. Some players also reported text disappearing in the lower left window, an issue not present with Mash's mod.

To utilize the Hi-Res mod, simply download the FY-HiResFix zip file attached to this post and overwrite the files in your main folder. Then, run f2_res_Config.exe to enable the mod and configure your desired UI settings. Play around with it, the default settings will work well for most computers while some settings might slow down the performance. You will see what works the best for you. That wraps up this week's update. Stay tuned for more exciting news from the wasteland!

See you soon,

-PJ & Co

View Post

Dev Diary 132: Hell yeah, baby!

Hey mutants, how's 2024 shaping up for you?

Here at the nuclear factory, Hoover Dam is kicking into high gear. Many tasks have been completed, issues fixed, details tweaked, and fun additions made. However, as evident from the screenshot, one very, very cool aspect of Fallout is making a comeback! :))) Alongside that, our favorite "biggest little boxing manager in the world" - Stuart Little - makes a return!

So, if you're feeling up for it, head to the NCR Army Gym in Hoover Dam and see what's happening there (definitely not the NCR-BOS war, more like good times and corruption).

P.S. Currently, boxing nicknames are unavailable due to an annoying bug, likely introduced by a modern code compiler. It will be addressed in the future, but for now, your boxing nickname is simply "Prisoner."

Talk to you soon & have fun fighting your way to the top!

-PJ

View Post

Happy New Year!

Dear mutants, all the best in 2024 from the dev team!

We wish you much happiness, health and massive criticals! And of course, lots of awesome Fallout gaming!

Now that the v0.5 release is behind us, it's time to work on everything that took the back seat in the meantime. First on the list are more accessible escaped prisoners which can now be found in their respective locations, instead of only in random encounters. Also, the lower part of Hoover Dam, is getting work done so we can enjoy those cool NCR quests. It's going to be awhile before there's another public release but you can always update your version of the game to the latest and greatest using the source code repository.

See you soon and enjoy,
-PJ & Co

View Post

Version 0.5.1 Hotfix

Heya mutants, here's the v0.5.1 hotfix for a bug found where a wrong variable ID was referenced for tracking down the escaped prisoners. Instead of 347, it said 348 which is a leftover from testing. Just drop WORLDMAP.TXT file to /patch001.dat/Data folder, overwrite the old one and you should be good.

-PJ

View Post

Walkthrough for v0.5 Main Story

Hello mutants,

as promised here's the walkthrough for the main story in v0.5! Good luck!

View Post

Hohoho!

Look what Santa just dropped through the chimney! ;-)
Version 0.5!

Password is: santa2023

Download URLs:

https://workupload.com/file/HZgHCk3guqB

https://pixeldrain.com/u/aZ3rtrqn

P.S. Walkthrough is inside the zip file

View Post

Dev Diary 131: Mark the date!

Hello mutants,

an epic milestone has been reached! On 20th December, I successfully finished the game from the start to the end during my testing! It was an incredible feeling to say the least :-)))))))

Now what remains until it all goes public, is more testing, more polishing and more last minute content being added for your enjoyment. And also, lets not forget the speedrun walkthrough for any orientation tips in the vast, vast wasteland :)

Lets all look forward to the upcoming 2024! Enjoy the holidays and next time we chat, it will be atomic gameplay time!

P.S. Sharing a silly little meme I made for a mistake which I believe Fallout 2 devs made

View Post

Dev Diary 130: Excuse me?

Hello mutants,

it’s just a mysterious screenshot passing by...

View Post

Dev Diary 129: Should he or should he not?

Hello muties,

I sure hope all is fine and well with you! In this screenshot, we see the Prisoner contemplating should he or should he not descent into the black pit of doom. What exactly will he find down there? A mountain of caps? Elvis' unreleased songs? Vault 69? Stay tuned for the release in 6 weeks from now to find out!

Speaking of the release, I'll also include a main story walkthrough with it and try to keep it up to date as the rest of the content gets unlocked later.

That's all for now, I am going back to the workshop to finish off today's tasks. The more content I pack into this release, the better!

Talk to you soon,
PJ

View Post

Dev Diary 128: Houston, we have a...

...great day!

Yes, your resident Fallout dev has a great day and is working on Bloomfield. It is a cool and nostalgic place which makes you wonder what could have been if the bombs didn't drop. And the new music track adds that special soul tugging touch. There's not really much else to share about this location without dropping massive spoilers so I will just keep releasing mysterious screenshots and text-only updates until the end of December. I know some of you already know a lot about Van Buren and where it leads the Prisoner, but I still think there's thrill when you see something inside the game for the first time.

A short and sweet update from me and now it's time to go back to the wasteland factory! Talk to you soon, mutants.

Cheers.
-PJ

View Post

Dev Diary 127: The Robo-Talk

Hello mutants,

How have you been? I've finished the new Tibbets locations, and all that's left now to wrap it up is to code the two robot dialogs. One of them is the mighty ODYSSEUS. This dialog is somewhat similar to the one with ZAX from Fallout 1. Since ODYSSEUS existed before the Great War, the Prisoner will be able to discuss all sorts of interesting topics with the old robot. Besides that, I am playtesting various options the player can utilize to survive the Defense Tunnels, which they will need to go through. Raiding the Arsenal and facing the Behemoth is one of those options, of course ;-)

Additionally, I have made the hidden location known as VACCS available, which you can learn about while running a Vault 8 simulation. It holds some optional main story secrets, so it will be fun visiting it.

And, I revamped the bar location and also added the atmospheric music composed by the one and only Mark Morgan.

Lastly, I ran the poll about the Roman Empire and how often we think of it. It turns out the majority of us thinks about the glory of the ancient days at least a few times a year. It is exciting knowing that Caesar's Legion is part of our beloved game so we will be able to explore that period more once again.

Talk to you soon,

-PJ

View Post

Funny poll on Ancient Times

Heya mutants! 

This is not really directly related to Fallout, except for Caesar's Legion, but I recently came across articles discussing how often men think about the Roman Empire. Surprisingly, it's on our minds quite a bit! Personally, being born in a country that was once part of the empire and surrounded by its historical structures, not to mention my love for Caesar's Legion... and thus I often find myself pondering its times and ways. I'd love to hear thoughts from both men and women on this topic in our small poll.

So, the very important question is:

How often do you think of the Roman Empire?

View Post

Dev Diary 126: The Descent

Heya mutants, it's a fine day for another update! 

The last two weeks saw further work on Tibbets' deeper levels. The descent into dark and broken parts of the prison will provide answers to many big questions, such as why is ODYSSEUS keeping people in his prison until well... they die of old age. You will be able to visit lovely places such as Mechanics Bay, Robot Maintenance Bay, Arsenal, Cryogenic Cell Blocks, Defense Tunnels, and ODYSSEUS Computer Core. And if you're lucky, you might just hop on a train!

Wrapping up your unfinished business with ODYSSEUS signifies that we're nearing the end of Act 1 in the main storyline, paving the way for Act 2.

Stay tuned for more updates from the wasteland,

-PJ

View Post

Dev Diary 125: Dungeons & Chemicals

Hello mutants,

another fine day for an update.

Last time I've talked about Tibbets being expanded with the Waste Disposal Area. Now it's time to visit the Chemical Treatment Area. The Prisoner can also work here and earn some quick cash. Another thing that makes this location interesting is a VERY special robobrain that runs it. He knows things that no one else does. What might those things be? I'll leave that for you to discover.

Besides this new area, I was working on Service and Vehicle Depot Area, or "The Kennel" as a certain robot likes to call it. That is because ARGOS, the "hunting dog" of ODYSSEUS, is stationed there. It will be finished in a couple of days so you will be able to explore it all by yourself. It's 100% better to meet ARGOS while it's deactivated rather than when it's out there to get you.

And finally, there will be some new patrolling bots added to Tibbets after I'm done with this area.

Stay vigilant while traveling the wastes and avoid angry robots at all costs!
Talk to you soon,

-PJ

View Post

Dev Diary 124: Shoveling Crap

Heya mutants,

It's time for another update on our beloved game.


I've implemented world map encounters with runaway prisoners, so now you can locate them before they reach their destinations. Depending on the prisoner, the best way to address our "shared Tibbets problem" can be agreed upon more or less smoothly. The key thing here is retrieving their Pip-Boys, as that's what ODYSSEUS wants.


Speaking of the Warden, I'm revealing the path to meet him face-to-face once again. The first new Tibbets location now accessible is the Waste Disposal. There, you can earn caps and even become an expert at shoveling crap. Fallout 2 players will know what I'm talking about xD


Next up is the Chemical Treatment Area, where we'll further uncover the long-forgotten secrets of Tibbets and come a step closer to the mysterious Warden of Tibbets.



Talk to you soon,
-PJ

View Post