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Do you usually have things zoomed in or out when looking for MS?
The dweller I have exploring, it has healing and anti-radiation packs, but its health slowly goes down and its radiation up. Does it use those things automatically when it gets bad enough? Is there a way to make my explorer use its packs?
When you are questing, does time travel at base just the same as it does when you quit?
Are legendary or special characters any different other than higher starting stats and better starting equipment?
Special encounters have a chance to pop only when actively playing. The chance seems to be highly tied to the explorer's luck (not verified, just what I have observed). The icon will disappear after about 1-2 minutes. It is possible to miss out on the encounter due to a long-lasting incident (i.e. spreading fires) occurring as you are attempting to click the icon (this has happened to me). In the case where you have had several previous specials with a given dweller it can be disadvantageous to take a new encounter (i.e. you rescued a great new dweller previously and this time you rescue a dweller that is lame, the previous one will be replaced with the new one, for example); so I don't beat myself up too much for missing an encounter. Things you get from special encounters (nuka quantums, lunchboxes, pet carriers, new dweller, recipes, etc) are not available for use until the dweller returns and you press "collect". Last one: the encounter that gives you a rare dweller with a horror fan outfit always names him "Wes Englund" so be prepared to rename him lest you have 5 Wes Englunds in your vault.
Mysterious stranger is mostly just difficult to find. His appearance is pretty frequent so your best bet is to just wait until he appears in an easy to find location. You can zoom out as far as your eyes can reliably see and left-click and hold the screen so you can pan with precision. If you happen to be zoomed in when the alert sounds the volume of the sound tells you: if loud, he is nearby; if muted, he is distant (from your current viewpoint). If your speakers are placed consistently (unlike mine) you can tell if he is left or right side by which speaker is louder. The amount of caps you get from him seems like a fortune in the early game but trivial later, so I wouldn't worry too much if you have trouble finding him in general.
The consensus on rare/legendary babies seems to be: don't bother trying unless you use 2 full-10's parents. Back in this game's heyday about 2 years ago some youtubers made great videos explaining this in detail. Apparently observational evidence suggests that even if, for example, one parent has all 10's except for even one 9, the legendary chance becomes extremely low. Rare/legendary babies/dwellers have nothing extra about them aside from higher stats; a normal dweller with stats trained to what any legendary has will be completely equivalent. The main reason to be OCD about collecting legendary dwellers seems to be to collect their gear some of which I believe can't be crafted. (I recently got Lucas Simms killed on a survival mode quest due to misclick and lost the Sheriff's Duster which I don't think you can craft[?]) - yes that's right even with a pet, dwellers you lose on quests in survival, their gear is gone too (the other 2 dwellers with him buried him with his stuff).
Radio room: when the timer finishes, you have a (unknown) chance to get a call icon. If this chance fails, the timer restarts. The chance is strongly affected by dweller radio staff charisma (so charisma effectively counts twice: to lower the timer, and to increase the call chance when the timer expires). When you are offline, the timer will continue to expire and roll the chance repeatedly. Example: you put some dwellers in the radio room and exit the game. If you return in say 5 hours, chances are you won't have an icon because you only got 2-3 rolls. If you come back in a week you probably will have an icon because you got 50+ rolls in that week.
Wasteland explorers: They will use stimpaks/radaways automatically when their health bar is about 2/3rds down. In extremely rare circumstances they can be one-shotted by a tough monster while they still have medical supplies (this has happened to me only once and I am not 100% sure, I read the log in detail and this seems to be what happened.) The only way you can make them use meds is during a special encounter. In general this is a good mechanic IMO because you can get a lot of free healing over time due to level increases during the dweller's journey and thus conserve meds. Your greatest danger during exploration is radiation; low END dwellers can take huge amounts of radiation damage. The best way to mitigate this is to train END; if the explorer's adjusted END stat is 11 or more they take no (passive) radiation damage (i.e. dweller has 8 END and wearing wasteland gear outfit for 3 more.) In any case every point of END counts a lot for rad resistance. During special encounters they can take rads from monsters so they should still carry 8-14 radaways. Think carefully before sending 1 END dwellers to explore without any END gear (i.e. wasteland gear outfit) because the rate of rad damage can be astounding. Lastly: a good damage weapon increases survivability dramatically because the explorer will a) kill monsters more frequently taking less damage and b) get more exp from killing said monsters and thus gain levels faster, increasing free healing rate. Expect any explorer with a lackluster weapon to take a beating. Bonus tip: In survival mode any pet is great because if the explorer dies (can't revive in survival) the pet will bring all the stuff back including special encounter goodies.
When you exit the game or enter a quest/special encounter, time continues normally (for resource drain, there will be no incidents) for about 10 minutes and stops. In other words, expect to lose about 10 minutes worth of resources with no replenishment (unless Mr. Handy is present to collect the resource[s]). Don't worry too much about going red in food/water because starvation/rad poisoning takes a while to kick in and the timer stops dead after a maximum of about 10-15 minutes (power shortfalls will blackout rooms immediately though). Example 1: You exit the game with marginal power reserves. 10 minutes expire offline and power goes red. Your fitness room (END training) [or insert whatever room you needed powered] blacks out, and when you re-enter the game later you discover that you lost hours of crucial END training. Example 2: You exit the game with marginal food/water reserves. 10 minutes expire offline and food/water goes red. You reenter the game two weeks later and there are no noticeable consequences because only 10-15 minutes of that time "counted" for starvation. Remember that when you leave the game for about an hour or more, all incident chances reset to minimum for rushing. This means you can collect and then rush every room when you first come back into the game to get some extra resources.
Heh sadly it was survival mode so no revive. But this is good info because it could be that I misread the situation and my guy died from radiation. The log said my last encounter was a deathclaw so I assumed that was the cause. It may have been a combination of extreme rads and low health, i.e. just really bad luck.
Do you get higher max HP from leveling up if you have endurance increasing equipment on?
1) yes 2) yes 3) I don't think so. It seems to work like this: if they are in a room with a too-low stat, happiness will drop to a floor of around 30% over time. If for the room they are equal or higher, happiness increases over time to a max of 75%. 4) yes, if the outfit puts the stat arrangement such that the room's stat is highest. Some of these responses may be somewhat inaccurate because I tend to not care about happiness - fact is, even if you have 0% happiness dwellers continue to function and you still get your daily caps and weekly lunchboxes. Right? I may be wrong about this even.
Yes. Dweller HPs and END: Every level dwellers gain 2.5 + (0.5 x END) HPs, and begin with 105 HPs (I'm not 100% sure on these #'s but I know they are close). If a dweller's END increases after leveling, they get no additional HPs retroactively. The max END a dweller can have is 17 (10 END and wearing Heavy Wasteland Gear for +7 END). Example 1: Dweller 1 has 1 END and levels to 50 with 1 END the entire time. He has 105 + 50 x (2.5 + [0.5 x 1]) = 255 Max HP. After level 50 he wears heavy wasteland always and trains END to 10. He still is stuck with 255 HP permanently. Example 2: Dweller 2 trains to 10 END at lvl 1 and equips a horror fan outfit (+4 END) all the way to lvl 50. He has 105 + 50 x (2.5 + [0.5 x 14]) = between 555 and 605 Max HP (because we don't know how the fraction is handled each level). Example 3: Dweller 3 trains to 10 END at lvl 1 and equips a heavy wasteland gear (+7 END) all the way to lvl 50. He has 655 Max HP, the maximum possible. The conventional wisdom for endgame is to take every born-in-vault dweller at level 1 to END training room and leave them there until they reach 10 END, then give them heavy wasteland (legendary btw) for +7 and send them out to the wasteland at lvl 1 with the best weapon you can spare. They will typically come back automatically when they have all they can carry at lvl 50 - presto you got a max possible HP dweller. I personally train dwellers to 7-9 END prior to getting heavy wasteland gear so I can tell who will never achieve max HP (i.e. no dweller goes to 10 END unless I know I can give them heavy wasteland).
How do you perform a critical hit?
1st question: I don't know. I do know that after you enter and successfully complete a special encounter the log will say something like "I entered a red rocket gas station and found some supplies" or whatever. I will try to pay attention to what the log says next time I miss an encounter.
Critical hits: the icon looks like a checkmark in a circle and appears on top of an enemy. You left click it and a reticule icon will start pulsing in and out until you left-click it again. You want to wait and try to click the second time when the reticule pulse is the most inward. Don't beat yourself up too much if you get minimum crits all the time because it's free damage in any case.
Tricks for crits: 1) you don't have to use a crit right when it appears. You can "save" your crits for later. Example: the crit checkmark appears when the enemy is already almost dead. You wait for it to be killed normally. Then when your guy starts firing at a fresh enemy, *now* you click it and perform the critical. You can also take saved crits to future battles in new rooms (but when you exit the mission they are gone). 2) You can "move" crits to other enemies in a battle by clicking the dweller with the crit and drag to a different enemy. Example: a raider boss is lighting you up with chain bomb throws. Luckily you saved crits from all 3 dwellers from the last battle, so you drag all 3 on the boss and perform them. 3) Dwellers with bad PER (perception) will have a very fast reticule pulse rate and it's very hard to control. What I do is watch the pulsing rate and go "one-and-two-and-three-and-four-and-five" and click on five with the rhythm, helps a lot rather than randomly clicking - its kind of like keeping time if you have any experience with musical instruments. Btw combat time stops when the crit is pulsing, Im pretty sure you can go make a sandwich or whatever and come back and click the crit.