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Enemies scale to the average level of your dwellers and to the upgrade level of the room in which events start (such as a fire).
If you crank up the level of your dwellers while they have low stats and poor gear they will have a tough time of it.
The 'ideal' dweller will be trained up to endurance 10 at first level, and then only leveled-up while wearing a +5 or +7 endurance outfit - this grants them maximum health, and is not retroactive.
While questing use maximum agility gear instead, though if you are running with dwellers under lvl 50 on the quests bring along a high endurance outfit to swap between them as needed. You don't have to be wearing it all the time, only when you click to level up (so an entire vault can share a single +7 suit between them if they have to).
Give the dwellers the best guns you have and long-term work towards a large stock of dragons maw weapons for your vault. On quests you may prefer one or more vengeance weapons but that is personal choice. In the vault _only_ the average damage matters.
The thing is, you need to get all your 'survivors' equipped with wpns as early as possible. They're going to keep leveling up and that means enemies get more difficult. They won't be able to just stomp on roaches anymore. Even if it's cruddy ol bb guns....it's better than hands n feet.
Not sure how much there is to AT's philosophy on cranking their endurance with outfits before leveling them........since we can't actually see their hit point stats. They do gain hp as they level though and endurance gives them more hp. If they're wearing something increasing their endurance, the hp goes up a little. But, it drops back down a little when they take it off also.
Strength is good if they don't have a wpn.....fists only....so, give wpns to ones that have the lowest strength first.....unless it's a melee wpn ofc.....those are better for higher str char.
Perception + Agility affects their ability with shooting wpns...perception more than agility. Agility also helps them avoid getting hit though. Edit: According to Fandom Wiki--Agility is actually a governing factor in attack.....more so than Perception--even though game hints I'd seen might suggest otherwise. Anyway...search game and fandom wiki to see lots of info on game...(thx to Stardustfire for showing me link)
On quests agility increases the rate at which dwellers fire, while perception slows down the critical hit reticule, and luck makes the critical hits charge up faster.
The effect of strength (and whether it scales above 10) differs between sources.
So, to summarize;
Main Factor will be room upgrade level AND size--enemies will stay in larger rooms longer than smaller rooms (3 block wide vs 2 or 1 block wide room sets.)
Second biggest factor is Dweller avg level. So if you get some special dwellers that have high levels, sending them to wasteland to explore can help reduce spawned enemy difficulty in the vault.
Third (smallest) factor will be how many dwellers you have in total. It's not a factor that makes much difference though. This is only something you should worry about where supply issues are a concern.....food / water consumption rates.
https://fallout.fandom.com/wiki/Incident
fire, crickets and molerats can start anywhere and only spread to neighbouring rooms. so if you let one level of earth betwen your etages with rooms you are fine, because than the can only spread over the same etage and than end if not stoppeed before.
the real headache are the RadScorps, because they start at a Random room and than change to another random room (no need for conncetion) if not stopped, up to 5 rooms in total. they soack a lot of energy from your pool and are very lethal with there big dmg and rad damage. lost badges of trainies when they entered a training room (because the clunky drag and drop thing mostly malfuntions in such situations when you want to evac ppl from a room) . only thing how you can save ppl is by transfer them into a room a Scorp already visisted in the attack before there room get attacked by chance, because the never go 2 times in the same room.
btw Mardoin Str is no factor for dmg, only the weapon counts in your vaultrooms
I've lost how count of how many times I've seen a Radscorpion get bolo'd by a level 1 dweller with a sawed-off shotgun because it was unfortunate enough to tunnel into in the small level 1 training room they happened to be training in xD
Also enemies that spawn inside the vault will scale up and down to match whatever room they're currently in - it's not dependent on the room they started in. If a molerat infestation starts in a large empty level 3 storage room and spreads to a nearby small level 1 room, the molerat in the level 1 room die as easily as if the infestation started in that room.
Dweller POPULATION does increase the types of attacks you'll receive, (I've yet to see Radscorpions or Deathclaws show up at under 60 pop, but I get them all the time in my 80+ pop vaults) but definitely NOT average level. (think about it - dwellers born in the Vault start at level 1, so average level would DECREASE if you undergo a population boom, and I've only ever seen new enemy types show up after a major population boom)
tl;dr - if attacks are getting too difficult to deal with, it's because you upgraded your rooms to level 3. NEVER under ANY CIRCUMSTANCES upgrade your production or training rooms to level 3. (storage rooms and living quarters are ok, since you'll usually leave them unmanned)
Oh, and to answer a previous question, Strength increases melee damage and allows your dwellers to pass random strength checks while exploring, such as prying open storage lockers or digging through rubble.