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A Family tree
Show numbers for the inventory limit in the explorer UI: current items in inventory/max inventory
The outside part of the destroyed vault door uses the room lighting, not the wasteland light (and with the alarm flash it's very noticeable that it's not lit correctly).
Randomly generated alpha deathclaws bosses sometimes use the size of regular deathclaws (that, or they just generate as a normal deathclaw classified as a boss).
Besides, if the other platforms got another big update, then why shouldn't the PC version get it as well?
An addition to this - what's the point of setting a initial level one max health (100 + starting endurance * 5) if it's only going to apply to dwellers from quests?
Also, it'd be nice if dwellers in the waiting line could be turned away, without having to assign and then evict them. Having the option right away could be problematic, so it should have a population minimum limit before it can be used.
You 'can' repair them... but, only after they explode. Then you can rebuild them. Unfortunately, you can only rebuild them a couple times and then they're defunct for good. I usually cycle my older one's to floor they're less likely to get destroyed again because of this.
And another - the caps/quantum number in quests increases in a rather odd way - it decreases/increases by the amount collected before landing at the final number. I thought it might be intended behaviour, but caps/quantums number only increases in the vault.
One more - if a swipe in the wasteland explorer UI is cancelled at the peak of the swipe, it bugs out the UI and causes a UI softlock.
Also, now that the caps reward on a levelup is multiplied by the level and then rewarded, the same should go for levelups in the wasteland too:
private void LevelUpInWasteland()
{
int num = m_currentLevel * MonoSingleton<GameParameters>.Instance.Dweller.NukaPerLevel;
->
private void LevelUpInWasteland()
{
int num = m_currentLevel * MonoSingleton<GameParameters>.Instance.Dweller.NukaPerLevel * m_currentLevel;
Hmm, another edit to this comment - It appears that the non-looping animation issue that effects the eyebot during combat actually effects everything - I noticed that a dweller with a plasma thrower would freeze once the idle animation finished, until of course, they get attacked and the idle animation is played again after the hit one.
Here, I'll even show exactly how to fix it:
public void ApplyRadiation(WastelandRadiationInfo radiation, string localizerKey)
{
UpdateElapsedTime();
int num = 0;
float num2 = 0f;
int num3 = 0;
for (int i = 0; i < m_Dwellers.Count; i++)
{
num = m_Dwellers.Stats.GetBaseStatMax(radiation.AffectedByStat);
num3 = m_Dwellers.Stats.GetEffectiveStat(radiation.AffectedByStat);
float num4 = Mathf.Clamp(num - num3 + 1, 0, num + 1);
num2 = radiation.RadiationDamage * num4;
bool flag = m_Dwellers.Health.IsFullRadiated();
m_Dwellers.Health.Radiate(num2);
if (!flag)
{
UpdateHistory(new WastelandMessage(EWastelandMessageTextType.LocalizeString, localizerKey, EWastelandMessageTextType.String, num2.ToString()));
TakeRadAwayIfNeeded(i);
}
}
}
->
public void ApplyRadiation(WastelandRadiationInfo radiation, string localizerKey)
{
UpdateElapsedTime();
int num = 0;
float num2 = 0f;
int num3 = 0;
for (int i = 0; i < m_Dwellers.Count; i++)
{
num = m_Dwellers.Stats.GetBaseStatMax(radiation.AffectedByStat);
num3 = m_Dwellers.Stats.GetEffectiveStat(radiation.AffectedByStat);
float num4 = Mathf.Clamp(num - num3 + 1, 0, num + 1);
num2 = radiation.RadiationDamage * num4;
m_Dwellers.Health.Radiate(num2);
UpdateHistory(new WastelandMessage(EWastelandMessageTextType.LocalizeString, localizerKey, EWastelandMessageTextType.String, num2.ToString()));
if (m_Dwellers.Health.IsFullRadiated()) TakeRadAwayIfNeeded(i);
}
}
private void TakeRadAwayIfNeeded(int dwellerIndex)
{
if (m_Dwellers[dwellerIndex].Health.IsFullRadiated() && m_Dwellers[dwellerIndex].Health.UseRadAway(m_teamEquipment.BasicResources) == EItemUseResult.Success)
{
UpdateHistory(new WastelandMessage(EWastelandMessageTextType.LocalizeString, "Wasteland_Use_Radaway"));
this.OnItemUsed();
}
}
public void CheckTeamRadiation()
{
for (int i = 0; i < m_Dwellers.Count; i++)
{
if (m_Dwellers.Health.RadiationPerUnit() > 0.25f && m_Dwellers.Health.UseRadAway(m_teamEquipment.BasicResources) == EItemUseResult.Success)
{
UpdateHistory(new WastelandMessage(EWastelandMessageTextType.LocalizeString, "Wasteland_Use_Radaway"));
this.OnItemUsed();
}
}
}
->
private void TakeRadAwayIfNeeded(int dwellerIndex)
{
if (m_Dwellers[dwellerIndex].Health.IsFullRadiated())
{
if (m_Dwellers[dwellerIndex].Health.UseRadAway(m_teamEquipment.BasicResources) == EItemUseResult.Success)
{
UpdateHistory(new WastelandMessage(EWastelandMessageTextType.LocalizeString, "Wasteland_Use_Radaway"));
this.OnItemUsed();
}
}
}
->
public void CheckTeamRadiation()
{
for (int i = 0; i < m_Dwellers.Count; i++)
{
if (m_Dwellers.Health.RadiationPerUnit() > 0.25f)
{
if ( m_Dwellers.Health.UseRadAway(m_teamEquipment.BasicResources) == EItemUseResult.Success)
{
UpdateHistory(new WastelandMessage(EWastelandMessageTextType.LocalizeString, "Wasteland_Use_Radaway"));
this.OnItemUsed();
}
}
}
}