Update 11.1


Improved performance

added dirt bullet hit effect

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Jan 30, 2023
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Jan 30, 2023
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Feb 02, 2023

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Just noticed that on a very rare random encounter that has "wojowników" in it's name items in the pots and shelves in the tent are not getting replenished when you revisit the location.
Also thought about the dilemma with the containers in Klamath. Some of them are saving their state, while others don't (and are getting refilled when the location is revisited). Which is, and isn't a problem at the same time.
On one side, the player can probably store some of their loot in any of the containers to not carry everything around with them (But they can also probably just keep it on the ground? because I've noticed that the dropped items don't vanish upon revisiting the town, but maybe just changing properties sometimes (become stackable, like in the case with 10mm pistols and robes).
But on the other hand, if a player loses (drops on a random encounter or something) a certain weapon, they'll lose it forever and won't be able to get it again, and also there is no way to replenish most of the types of ammo, and many items (such as healing powders, for example). So having a place to come to to get restocked on ammo, stimpacks (at least like 10 or so) and to get the lost weapons again would be nice. And since we don't have a Trader yet, having something like a restockable armory / warehouse / abandoned (locked) gun shop would be nice. What about Vic's place, for example? (He is a trader or something in the original game, so why couldn't he be a littel bit more successful in this game and have a good stock of goods in his shop? Or how about a secret stash of weapons in the Toxic Caves that a crazy robot or a bunch of raiders collect and bring there again and again, so you can sneak in and loot it when you need a refill?)
Also I think the tribals could have a few healing powders on them (1 or 2 for each one maybe?), and raiders could have 1 or 2 stimpacks and more spare ammo (again, amybe a raider with an assault rifle or even a light machinegun like M60/LSW/Bozar or even a Minigun could carry a decent amount of ammo around? Or I don't know, the guys with SMGs would carry around something like 50-100 extra rounds or shotgun raiders would have like 20-50 extra shells or something, so it would make up for fighting them and also get some for hunting the Geckos and other creatures (for exp, since killing the raiders gives much less)? Because currently, even with the best resource management I still have to rely mainly on First Aid skill for healing and the "same clip" bug abuse to use 5mm AP rounds with the Sawed-off shotgun or the Gauss Rifle if I want to use firearms for farming exp (since I'm generally not into melee combat, and the Sledgehammer never hits anything, and only using the Spear and fists is boring and ineffective).

Oh, I forgot to finish my concern: if a player will store their extra items in some container in the town, or on the ground, they can get their items randonly removed after a certain update to the map? So, does it make sense to level up the character or stash some loot somewhere now, or one of the further updates will/may remove it? (Either because of the changes to the map, if items will be stored on the ground, or from a container, if it's initial contents, or how the containers work in general, would be changed later, or that particular container would get moved/removed/door to the room with it will be locked, etc. in one of the further updates, if items would be stored in some container.)
Also the way of how the containers and items left on the ground should work: in the original game both were stored forever (if items would be left in some corpse, the corpse would decay over time and the items would be left on the ground, where the corpse was), but come to think of it, logically the townsfolk should notice the items that were left on the ground at some point and snitch them (either use for themselves, or put into their own containers (chests or shelves in their shelters) or sell to a local trader (much like the little kids in Den used to do - whenever they stole some item from your Inventory, it would later appear among the goods sold by one of the local traders) and both mechanics are good in their own way, so maybe there should be some system that would define if the container is owned by someone and if it's contents may change over time (looted items like stimpacks or food items get replenished, and added items may vanish - as if the owner of the container took them) or if it is safe to store your goods in it? But then there should be a way to clearly tell if the container is maintained by someone, or is it safe for stashing your own goods - like, a type of the container, or if it's locked (and be able to lock containers with your own lock or even place a trap on them to prevent anyone from stealing your items from it).

Tested. Found a few bugs:

- The player can find 3 10mm AP rounds in the locked room on the left side of the "Blades" building (why just 3? Why not a full "box" of 24 or half-box (12) rounds, more typical for Fallout 1/2?)

Can't load them into any of the avialable weapons. (Can't reload even 10mm Pistol or 10mm SMG after all 10mm JHP rounds are spent but some 10mm AP rounds are still present in my Inventory.)

- Some really long (wide) items, lile the Gauss Rifle or the Minigun clip through (overlap) the left endge of the Inventory interface, if they are placed in the leftmost column of the Inventory.

- Radscorpions killed with Gauss Rifle instantly turn into corn plants (LMAO x'D )

- This is not a new bug, but I'm forgetting to write about it all the time: For some reason I can't hit anything with the Sledgehammer. I'd say 95% of my attacks on any enemy (be it any kind of human target, a Gecko, a rat or even an immobile carnivorous plant), miss. Actual hits occure SUPER rare. I have no problem hitting and even killing any enemy with a Spear or Fists though. My character's stats are: Melee weapons skill: 39% Unarmed combat skill: 45%  S10 P10 E10 C2 I5 A10 L2 (I'm using Gifted and Bruiser Traits to get maximum bonus SPECIAL points when creating a character since they don't seem to give any disadvantages so far. Myabe it's an effect of the Bruiser trait that doesn't work for the Spear and Fists? Or is it my low Luck? Or is it because i use a female character (Chitsa) as a base formy character? (But she is a "She-Hulk" in my build, so this should not be a problem) I remember such things could happen in the original game when the player's character would not fit under the Minimum STRENGTH requirements for using certain weapons - like, many heavy weapons required min ST 5, 6 or more, and teh character would fail to use them effectively if their STRENGTH was lower than what was stated in the weapon's description, but I don't think thius is the case here, since my character has maximum STRENGTH, ENDURANCE and AGILITY, and PERCEPTION too - thus being the ultimate combat unit - aside from modes combat skills for those weapons. But that isn't preventing her from using her fists and the spear, or other weapons, effectively, so I think this is a bug).

- Still can't complete the wave of girls with pistols on the Arena, because the game gets VERY slow on shotgun blasts when a large number of their bodies piles up. i wouldn't say anything about performance there has improved (if you've changed anything there with this update at all).

Farmed lvl 12 on them already. Or is this wave infinite and men with SMGs or other enemies won't spawn thgere anymore?

- And again, a thing that I wanted to tell about for quite some time now, but always forget: the Gauss Rifle. First of all, I don't really like the new sprite. It looks too bulky for me and looks much less like the origial weapon from Fallout 2 than the previous version did. I liked the old sprite better (it was not perfect, but still better than this IMHO, despite this new one is being much more detailed). At least maybe make it like 2 times thinner and add a thin muzzle break (or whatever) at the end of the "barrel", so it would look more like the original weapon, rather than a fat cyber sausage or a cyber log or something (sorry, but I'm getting such associations looking at this thing, rather than thinking of it as a weapon - especially the one that used to be my favourite in Fallout 2 when I played it as a teenager many years ago, lol)?

Also it lack the "click" for when you try to shoot it but it has no ammo, and freezes in the "pushed back" position when you do that. Needs fixing.

Much like the other minor problems that I've pointed out previously (14mm Pistol using revolver's shooting sound, .223 Pistol using Needler Pistol's "shoot when empty" sound, etc.)

Also some other weapons need their animations sorted out (like the shotguns and other weapons should be pointed up after being swapped with other hand's weapon, like they do after being reloaded, but now they are pointing forward as after being shot once, same for the pistols, etc. generally, I think the weapons should be pointing forward "in combat" (after you've shot them, but haven't reloaded yet), then either be pointed up after reloading, and get downed and centered after swapping hands (when they are supposedly not in use and the character is idle) or vice versa (down after reloading and up while idle). Technically, down and centered should be while the characetr is idle (hand swap) and barrel pointing up should be when the weapon is ready (in combat, after reload), but personally I like the "barrel up" pose more, and think that "down and centered" position obstructs the already pretty thin window for the "field of view" of the player (especially with the pretty bulky 10mm SMG or the Bozar and Laser Rifle that have optical sights on them), while the "barrel up" position is much less obtrusive (but in terms iof realism the character will get tired pretty quickly if they would carry their weapons around like that all the time, so "down and centered" position feels more natural and logical).

Tested. Found a few bugs:

- The player can find 3 10mm AP rounds in the locked room on the left side of the "Blades" building (why just 3? Why not a full "box" of 24 or half-box (12) rounds, more typical for Fallout 1/2?)

Can't load them into any of the avialable weapons. (Can't reload even 10mm Pistol or 10mm SMG after all 10mm JHP rounds are spent but some 10mm AP rounds are still present in my Inventory.)

- Some really long (wide) items, lile the Gauss Rifle or the Minigun clip through (overlap) the left endge of the Inventory interface, if they are placed in the leftmost column of the Inventory.

- Radscorpions killed with Gauss Rifle instantly turn into corn plants (LMAO x'D )

- This is not a new bug, but I'm forgetting to write about it all the time: For some reason I can't hit anything with the Sledgehammer. I'd say 95% of my attacks on any enemy (be it any kind of human target, a Gecko, a rat or even an immobile carnivorous plant), miss. Actual hits occure SUPER rare. I have no problem hitting and even killing any enemy with a Spear or Fists though. My character's stats are: Melee weapons skill: 39% Unarmed combat skill: 45%  S10 P10 E10 C2 I5 A10 L2 (I'm using Gifted and Bruiser Traits to get maximum bonus SPECIAL points when creating a character since they don't seem to give any disadvantages so far. Myabe it's an effect of the Bruiser trait that doesn't work for the Spear and Fists? Or is it my low Luck? Or is it because i use a female character (Chitsa) as a base formy character? (But she is a "She-Hulk" in my build, so this should not be a problem) I remember such things could happen in the original game when the player's character would not fit under the Minimum STRENGTH requirements for using certain weapons - like, many heavy weapons required min ST 5, 6 or more, and teh character would fail to use them effectively if their STRENGTH was lower than what was stated in the weapon's description, but I don't think thius is the case here, since my character has maximum STRENGTH, ENDURANCE and AGILITY, and PERCEPTION too - thus being the ultimate combat unit - aside from modes combat skills for those weapons. But that isn't preventing her from using her fists and the spear, or other weapons, effectively, so I think this is a bug).

- Still can't complete the wave of girls with pistols on the Arena, because the game gets VERY slow on shotgun blasts when a large number of their bodies piles up. i wouldn't say anything about performance there has improved (if you've changed anything there with this update at all).

Farmed lvl 12 on them already. Or is this wave infinite and men with SMGs or other enemies won't spawn thgere anymore?

- And again, a thing that I wanted to tell about for quite some time now, but always forget: the Gauss Rifle. First of all, I don't really like the new sprite. It looks too bulky for me and looks much less like the origial weapon from Fallout 2 than the previous version did. I liked the old sprite better (it was not perfect, but still better than this IMHO, despite this new one is being much more detailed). At least maybe make it like 2 times thinner and add a thin muzzle break (or whatever) at the end of the "barrel", so it would look more like the original weapon, rather than a fat cyber sausage or a cyber log or something (sorry, but I'm getting such associations looking at this thing, rather than thinking of it as a weapon - especially the one that used to be my favourite in Fallout 2 when I played it as a teenager many years ago, lol)?

Also it lack the "click" for when you try to shoot it but it has no ammo, and freezes in the "pushed back" position when you do that. Needs fixing.

Much like the other minor problems that I've pointed out previously (14mm Pistol using revolver's shooting sound, .223 Pistol using Needler Pistol's "shoot when empty" sound, etc.)

Also some other weapons need their animations sorted out (like the shotguns and other weapons should be pointed up after being swapped with other hand's weapon, like they do after being reloaded, but now they are pointing forward as after being shot once, same for the pistols, etc. generally, I think the weapons should be pointing forward "in combat" (after you've shot them, but haven't reloaded yet), then either be pointed up after reloading, and get downed and centered after swapping hands (when they are supposedly not in use and the character is idle) or vice versa (down after reloading and up while idle). Technically, down and centered should be while the characetr is idle (hand swap) and barrel pointing up should be when the weapon is ready (in combat, after reload), but personally I like the "barrel up" pose more, and think that "down and centered" position obstructs the already pretty thin window for the "field of view" of the player (especially with the pretty bulky 10mm SMG or the Bozar and Laser Rifle that have optical sights on them), while the "barrel up" position is much less obtrusive (but in terms iof realism the character will get tired pretty quickly if they would carry their weapons around like that all the time, so "down and centered" position feels more natural and logical).

Im not coded jhp ammo yet

JHP is the basic 10mm and 5mm ammo (with blue line). Maybe you are confusing it with the .44 FMJ ammo (the one with green line) for the Desert Eagle and .44 Revolver?

And speaking of ammo: currently the only steadily replenishable type is 5mm (from the guy with the minigun in the Golden Gecko. Why have you gave him specifically the AP rounds btw? there's no heavy armor in the game yet. Neither for the player, not for the enemies, so teh player could later benefit from using it against enemies. And specifically sing in teh original games it was broken and did less damage than JHP ammo of teh same type regardless of the target) and (to some extent) 10mm JHP (but the consumption rate, if used with a 10mm SMG in Burst mode is far greater than replenishment rate), so currently I have to resort to "1 clip for all weapons" bug exploitation to use other weapons extensively, and loading what, 120 rounds at once into a double-barrel shotgun (single shot weapon), once I run out of 10mm ammo on the Arena, is way too much. So I think it would be nice to have an AK-112 (Assault rifle) or XL70E3 (Recently added Enclave troopers bodies could have them for example) to be able to use less 5mm ammo at once (also a good average tier alternative to 10mm SMG, and a good versatile weapon overall, good for single shots with good accuracy at long and medium range and less accurate but more devastating bursts at medium to short range, also using the ammunition more economically - because teh Minigun is overkill against what we have in the enemy pool for now). Or lootable banidts with either any kind of shotgun (to loot 12 gauge shotgun shells) or hunting/sniper rifle or .223 pistols to loot .223 FMJ ammo (I still want to see more action for the low/middle-teir weapons like pistols, SMGs and rifles, which would be quite fitting as long as we are playing as a low-level and poorly equipped character and dealing with equally low armoured and armed enemies and mutated fauna and flora, because of course every Fallout fan had lots and lots of hours playing with the top-tier weapons like the Jackhammer, the Gauss Rifle the Bozar, energy weapons and miniguns, as much as the basic weapons such as 10mm Pistol and SMG and the Hunting Rifle at the beginning, but I strongly feel like many low and mid-tier weapons are mostly skipped by most players, or only used briefly, as it is pretty easy to get decent weapons in Fallout 2 once you get something to start with, like the Shotgun or 10mm SMG - even from the Random Encounters. Not to mention if you know the game good enough to go straight for the Bozar once you leave Arroyo).

There were also good and somewhat obscure weapons in Fallout 2, such as 3 FN FAL variants and, especially, the M60 light machinegun (their custom models, as mods for different games, are also be pretty easy to find on the Internet, so I don't think it would be too hard to make first person sprites for them too) but they used another type of ammo (7.62mm) and I think that you havent implemented that yet...

Also I've found another bug today: If I take some weapon from a dead enemy in Klamath, and drop it to the ground, then leave the town and come back again, once I pick up those weapons from the ground, they would randomly stack with other similar weapons in my Inventory (and sometimes they wouldn't) and it won't be possible to take one weapon from a stack (to drop it or put it into some Container, to reduce Carry Weight, or in an active slot to use it). Sometimes this will result in having like x7 10mm Pistols in one hand slot, or a stack of x5 Spears in the Inventory, and one extra Spear next to it, that won't stack with the others no matter what. This makes little sense until the firearms can't be loaded or unloaded in the Inventory, and Spears can't be thrown.

Also the facts that the weapons can currently be "overloaded" through a bug (thus growing a super-long green dot ammo line across the screen), that the AC counter on the bottom interface panel is inactive for now, and that the current magazine status for weapons is not displayed in the Inventory yet, gave me the idea that it could be nice to have a numeric ammo counter too (at least, for now). It could occupy the AC counter place on the bottom interface panel (again, at least, for now, while it doesn't show the actual AC points)

Also I've noticed a few new visual glitches in Klamath, thet weren't there before this release: in one place there is a group of green pixels on the ground (almost as if it's the plant's blood) - I think it's somewhere near that lone guy with SMG that hides behind one building among the ruins) and a weird white line glitch that flies through the air across the street right after you spawn (enter the town). Those are minor bugs, but they are there now.