QweSteR Опубликовано 29 апреля Опубликовано 29 апреля Цитата Still aiming for this year indeed . Focus is on playtesting and bug fixing. источник 2 апреля В 14.04.2026 в 22:55, twitchterror сказал: В принципе, там ещё много какой графики было показано, предлагаю ознакомиться интересующимся там есть дверь лифта встроенная в дизайн стен готического храма. вот этого элемента мне не хватало при создании карты для Fallout Yesterday. 2 Fallout 2 — лучшее и будущее глобальных сюжетных модов. Новости и история разработки. Fallout 1&2, RP, Nevada, Sonora, Resurrection, Olympus, Fallout 3 - создание персонажа и подсказки. Wasteland 2: DC, Wasteland 3 - создание отряда, проверки, спутники, секреты. TOP 100 CRPG - мой рейтинг | DTF - блог по CRPG | Telegram @QweSteR | Discord QweSteR2221 | ВК
Legend Опубликовано 16 июня Опубликовано 16 июня Цитата May 6, 2026 .Pixote. We are working on the talking heads and lip files ATM - trying to voice and animate all of the talking heads. As well bug fixing is on going. A 2026 release is very possible. 1
Популярный пост Pixote Опубликовано 4 августа Популярный пост Опубликовано 4 августа Hello gentlemen, I have joined to assist with any enquiries about Mutants Rising, I'll try to answer any questions you might have. Sorry I have to write in English and have Google translate any Russian into English. I wish I knew more languages but my life circumstances didn't require it. I live in Australia and we weren't educated outside English, and the few who do study other languages normally study Chinese or Indonesian. Here is our recent Discord link - https://discord.gg/w2s3Q8k2u 11
VatsOfGoo Опубликовано 5 августа Опубликовано 5 августа 8 часов назад, Pixote сказал: I'll try to answer any questions you might have. Hello and thank you for registering on our forum! It's winter in Australia right now, so it might be a little cooler for you to answer some of our questions. I'll try to ask questions no one else has asked yet. 1. What happened to the official website? It was great. 2. I couldn't find a comprehensive FAQ for the mod that would answer many of my questions. Maybe I just couldn't find it? 3. How are things going with the Mutants Rising soundtrack? 4. When exactly did development of the mod start? My guess is 2003. Is there more accurate information? 5. How many people are on your team right now, and what countries are they from? 6. Are you planning post-release support for the project? Patches, content refinements? 7. Do you use artificial intelligence in development? Thanks! 2 Ученые расщепили атом. Теперь атом расщепляет нас.
Популярный пост Pixote Опубликовано 6 августа Популярный пост Опубликовано 6 августа 17 hours ago, VatsOfGoo said: 1. What happened to the official website? It was great. It's still running, but the front page hasn't been updated in many years. The maps, art, writing, design are at 99% finished. I can't say 100% because we can always make small changes here and there at the last minute. The only thing that held us back was the programming (scripting). We call it scripts (.ssl) because the game is build around hundreds, if not thousands of scripts (packets of code) that the game is built around. They are applied to every map, critter, many scenery pieces, sometimes items to make the actual world believable and realistic. But I'm not a scripter so my answer might seem poorly informed. Quote 2. I couldn't find a comprehensive FAQ for the mod that would answer many of my questions. Maybe I just couldn't find it? The website is has the bulk of the information regarding the mod. Things might have changed a bit over time, but the core of the game is still described there. NMA also has an active thread on the game where we answer questions time to time. That's the place where the devs often get back to people with their enquiries. https://www.nma-fallout.com/threads/mutants-rising.220268/ https://mutantsrising.info/ Quote 3. How are things going with the Mutants Rising soundtrack? To be honest I don't know that much about the soundtrack. After checking there seems to be 23 new tracks from Eimink, Voytek Pavlik, and Slunk3AM (I can't say that we will use all of them). All follow the feel of Fallout 1 and 2s games soundtrack - dark - atmospheric - ambient - rhythmic. I think they will blend in nicely with the games setting. I'm not sure if we have a theme song from The Ink Spots like a lot of the other mods, I hope so it would feel strange if they weren't there. Quote 4. When exactly did development of the mod start? My guess is 2003. Is there more accurate information? Around 2004, not long after the mapper was released and everyone thought they could go just go out and make a mod over night. People were overly optimistic and didn't fully understand the effort require to finish a proper working mod. You need to be slightly crazy to spend thousand of hours over many years to see these projects to the very end. That's why I have the deepest respect for those few mod teams that have completed their projects. Around 2010 Ardent, Skye, Jinx, Soda and myself joined the team and things sped up. Many of the original designers had left and those last few originals were happy for the assistance. But Ardent took the lead design position and decided on a major rebuild of the entire mod. Most maps were rebuilt by me with his direction, new characters were introduced, entire towns were redesigned and improved. Many new quests came about because of this and overall the mod became much tighter better thought-out. But it's hard to keep good people and by 2020 even though all of the maps had been finished, as well as the writing and design, a few key people had left. Ardent had moved on to work for Arkane in France, Chris Parks had retired to focus on his University research, etc. That's when I put out a call for anyone interested in helping finish the mod, and luckily we found another crazy person - Tygernoot, a Dutch programmer. Because of him the game will be finished. Quote 5. How many people are on your team right now, and what countries are they from? Forgive me if I get any of these wrong. Jinx - Finish lad ... probably wrote most of the dialogue. Soda - French lad ... contributes with art and animations, he can a little of everything. Skye - Norwegian lad ... great at art and writing, also he can a little of everything and designed the main menu. QuantumApprentice - American lad ... really useful at finding and fixing problems, his is the master plumber! Tygernoot - Dutch lad ... master scripter (programmer) he glued it all together with the scripts and brought the world to life! Pixote - Australian lad ... contributes to maps and art. Quote 6. Are you planning post-release support for the project? Patches, content refinements? There was an idea for a "DLC", a new town that we cut because of time restraints, that we though could be added back later, but I don't think it would happen. As is the game is about as big as Fallout Nevada, we have 11 locations, and some of those are pretty large. We will patch and bug fix all the problems reported. I did have this crazy idea for a hidden location on the world map, a single pixel that the player could stumble upon that would take you into a vault map - Vault 69 - where it's all woman and a single male. Nothing came of it because I'm too lazy to make it. Quote 7. Do you use artificial intelligence in development? No we haven't used any, but I have no issue with AI as long as its used well. To me it's just a tool and if its used intelligently it can be a big help. I have used Claude to help with the scripts from Fallout Resurrection (I remapped the entire game) and didn't want to wait for someone to fix the scripts for me, and it's been great. I loaded all of the header scripts into its memory so it can refer to them when finding solutions for the broken scripts, as well as enhance a few things in game. I hope these answers fill in some missing information, and when the mod comes out give us your feedback. Pixote. 10
Anna-Maria Опубликовано 6 августа Опубликовано 6 августа (изменено) 5 часов назад, Pixote сказал: I have used Claude to help with the scripts from Fallout Resurrection (I remapped the entire game) Hey, @Pixote. Аny chance I could get your corrected scripts for Fallout Resurrection? Would mean a lot, thanks! Изменено 6 августа пользователем Anna-Maria Самая последняя версия мода Fallout:Yesterday всегда здесь Мой перевод на русский мода Fallout:Yesterday здесь. Только для женского персонажа Русские шрифты для Fallout 1 или Fallout 2 и любых модификаций на их основе (есть буква Ё ) В моих постах лишь моё субъективное мнение и личный опыт. Не претендую на абсолютную истину. Категоричный тон -- это просто мой стиль, а не указание, как вам надо правильно играть. Ваш опыт игры может сильно отличаться
QweSteR Опубликовано 6 августа Опубликовано 6 августа В 06.08.2026 в 06:42, Pixote сказал: Around 2004, not long after the mapper was released... 2003 @Pixote 1. Ardent покинул MR Team в 2020 году? 2. Кто сейчас возглавляет MRT? 3. Правильное название команды MRT или Nuclear Winter Studio? \\несколько лет назад я опубликовал вопросы на форуме NMA, но ты так и не ответил. \\Use AI for translation. 4. Когда вы опубликуете файлы для перевода? Если сценарий давно написан, то игру можно было начать переводить на русский и другие языки ещё несколько лет назад. Если релиз MR состоится в (2026) 2027 году, то ждать перевод придётся ещё 2-3 года. 5. Почему вы до сих пор не выпустили игру в раннем доступе? Это могло бы привлечь помощь (программистов). Многие люди считают, что MR никогда не выйдет. Открытость Yesterday не мешает моду развиваться. 6. Какая версия sFall используется? Насколько функционал sFall используется? 7. Планируется ли перейти на CE? \\Я сделал десяток карт для Fallout: Yesterday. Мне кажется наш стиль совпадает. 3 Fallout 2 — лучшее и будущее глобальных сюжетных модов. Новости и история разработки. Fallout 1&2, RP, Nevada, Sonora, Resurrection, Olympus, Fallout 3 - создание персонажа и подсказки. Wasteland 2: DC, Wasteland 3 - создание отряда, проверки, спутники, секреты. TOP 100 CRPG - мой рейтинг | DTF - блог по CRPG | Telegram @QweSteR | Discord QweSteR2221 | ВК
Pixote Опубликовано 8 августа Опубликовано 8 августа On 8/6/2026 at 7:08 PM, Anna-Maria said: Hey, @Pixote. Аny chance I could get your corrected scripts for Fallout Resurrection? Would mean a lot, thanks! The scripts are not necessarily 'corrected' (bug fixed), all the scripts I needed to fix were the original scripts, and only because certain NPCs have had their location moved. I have only altered a few original scripts just too add some 'colour' to the game. Some people might find the changes silly and pointless but I was testing to see if they improve the game experience. Locker (container) doors automatically close after the player has looted and closed their inventory menu. This means you don't need to close the container again to only to re-open it again to recheck it. Vertical sliding doors (typical vault doors) closing automatically after 10 seconds, and not just staying open forever. Some will hate this, because it's the opposite of the containers and players who want to reenter a room have to reopen the door. It slows gameplay, but look right - advanced technology would auto close doors. Auto opening doors. A few doors auto open in game, some of the bigger doors in Vault 16, and 2 doors to the Emperor's building in the Imperial City. Added to the game just for colour (to make the game richer) and don't really have any effect on the player. A few NPCs will auto face you when you approach them - Tribal guards, Cristos in Lost Town, the two prisoners in Rebirth Base, and the robot that upgrades weapons in Rebirth. The reason I have updated the original scripts is because of the map changes. Some places like the Imperial City are much smaller than the original maps. Most buildings remain the same in size but the distance between them is reduced, the streets are tighter and the player doesn't need to run around quite as much between places. These are just cosmetic changes to make the cities feels more livable and natural. But the entrance map for Albuquerque is now wider, with the buildings better spaced out, which makes travelling through it feel again more realistic. The Tribals have been given a little more space and now look like a separate group living inside the city walls and not just pushed into the bottom corner. Because of these changes NPCs have been shifted from their original positions and the game scripts often require the NPC to be standing on an exact tile location, therefore the scripts are broken and the game won't work correctly. That's why I have been fixing all of the 'broken' scripts and ensuring everything is working properly again. So far I had to fix about 125 scripts, and I'm using Claude to help me do it, I still play the game to check to see if everything's working, but I can't guarantee I haven't screwed up something somewhere. So far with my testing things appear to run OK, but I haven't tested every quest. Imperial City before - https://www.nma-fallout.com/attachments/alb_cisa-jpg.39792/ Imperial City after - https://www.nma-fallout.com/attachments/n_alb_cisa_e1-jpg.39794/ On 8/6/2026 at 8:32 PM, QweSteR said: 2003 @Pixote 1. Ardent left MR Team in 2020? 2. Who is currently heading MRT? 3. Is the correct name of the team MRT or Nuclear Winter Studio? \\I posted questions on the NMA forum a few years ago, but you never responded. \\Use AI for translation. 1 - Officially he never really left the team, he just wandered off and never returned. He had put in thousands of hours of work and was massive for the project so no one begrudged him. He wanted to be a game developer and did find work, initially in Poland then in France. He was one of the main designers on Deathloop. He found his dream, I'm happy for him. 2 - No head now. The game is practically finished and everybody just helps where they can to push things along. I finished the maps 5+ years ago but still try to help out with suggestions and support. Recently I suggested players could hack a computer at the very end of the game when you confront the big boss and his robot guards, that would make the robots shoot random enemies, including other robots, the boss or you (currently the fight is too difficult). With high science skill you make more changes, but with low science random is the best you can get. This will need testing. Ideas are easy, good gameplay isn't as easy. I just like the idea of a chaotic last battle. 3 - I have no idea who came up with the Winter Studios idea. It must have been one of the very first designers. Just ignore it I never think about us being a design team, we are just a bunch of sad Fallout lovers like you guys. 4 - Sorry if I never responded to previous questions, that was very rude of me! Quote 4. When will you publish the files for translation? If the script was written a long time ago, then the game could have been translated into Russian and other languages several years ago. If MR is released in 2026 or 2027, then we'll have to wait another 2-3 years for translation. 5 - Even now we are making final changes to the dialogue, reducing the size. Some of us felt the the text was too long for certain characters and it didn't make the game any better, if anything many players hate to read long dialogues. We keep the dialogues but just edited it to be smaller and tighter to read. A few main characters still need their dialogues to be finished, as well as holodisks, etc. As soon as the guys approve I'll pass all of the files to the translators here. I know some of the art will need updating - town names in the world map side menu for instance. Quote 5. Why haven't you released the game in Early Access yet? It could have attracted help (from programmers). Many people think MR will never be released. Yesterday's open source nature doesn't hinder the mod's development. 6 - I can't give a strong answer here. I think we were comfortable with the progress from 2010 to 2016 that we were confident it would be finished 'soon', but 'soon' slowly slipped away and people left the project which made any delay even longer. The demo kept people interested in the project but not enough to attract good talent. Programmers are the back bone of these projects, most people can make maps with a little practice, but scripting the game is much more involving and time consuming. I personally just did my job and worked on art and maps to the very end, editing and improving the look of the game as best I could. When I made a call for help in 2021 it was for a programmer, everything else (writing, design) was covered by the guys left behind. Quote 6. What version of sFall are you using? How much of sFall's functionality is utilized? 7 - It will have the latest sFall built by the guys at NMA (NovaRain). Everything will be up to date for people to use whatever function that suits their game style. I made a proposal to the team to use 'size' in the players and companions inventories as well as 'weight' (sFall allows this). This would make carrying endless weapons and large items impossible for players, you would have to pick and choose carefully after each battles to see what sells best to merchants. It would restrict carrying items dramatically, and might be more pain than fun for players. The game would be tougher, but hardcore players do like a challenge. I think it would need careful testing. Quote 7. Is there a plan to switch to CE? 8 - Not that I'm aware of. If people in the future want to make the changes to the game I have no issue with it. If anyone wants to add mods to Mutants Rising that's fine by me. Once it's released to the public it becomes everyone's to enjoy. 8
Anna-Maria Опубликовано 8 августа Опубликовано 8 августа 6 часов назад, Pixote сказал: 5 - Even now we are making final changes to the dialogue, reducing the size. Some of us felt the the text was too long for certain characters and it didn't make the game any better, if anything many players hate to read long dialogues. We keep the dialogues but just edited it to be smaller and tighter to read. A few main characters still need their dialogues to be finished, as well as holodisks, etc. As soon as the guys approve I'll pass all of the files to the translators here. I know some of the art will need updating - town names in the world map side menu for instance. I support this, @Pixote. I sometimes translate Fallout mods into Russian. Here’s an example of my work: https://www.nexusmods.com/fallout2/mods/107 Every time I translate something into Russian, the first thing I do is cut the text roughly in half. Real people don’t talk like that — nobody stands in the middle of the Wasteland and recites three pages of dialogue. This isn’t a theatre! 1 Самая последняя версия мода Fallout:Yesterday всегда здесь Мой перевод на русский мода Fallout:Yesterday здесь. Только для женского персонажа Русские шрифты для Fallout 1 или Fallout 2 и любых модификаций на их основе (есть буква Ё ) В моих постах лишь моё субъективное мнение и личный опыт. Не претендую на абсолютную истину. Категоричный тон -- это просто мой стиль, а не указание, как вам надо правильно играть. Ваш опыт игры может сильно отличаться
QweSteR Опубликовано 8 августа Опубликовано 8 августа 9 часов назад, Pixote сказал: 5 - Even now we are making final changes to the dialogue, reducing the size. Some of us felt the the text was too long for certain characters and it didn't make the game any better, if anything many players hate to read long dialogues. We keep the dialogues but just edited it to be smaller and tighter to read. A few main characters still need their dialogues to be finished, as well as holodisks, etc. As soon as the guys approve I'll pass all of the files to the translators here. I know some of the art will need updating - town names in the world map side menu for instance. Проблема многих современных CRPG (Pathfiner, POE и другие), что объём текста очень раздут. Читать большие тексты утомляет. Разработчики игр не понимают, что важно соблюдать баланс между диалогами, исследованием мира и сражением. А на перевод больших текстов уходит очень много времени и денег. Я считаю, что тексты для перевода пора опубликовать. Переводчики уже сейчас должны приступить к изучению материала и переводу. Исправить текст можно после релиза MR. Я уверен на 100%, что существенных изменений в тексте не будет. Улучшать игру и тексты можно бесконечно. Nevada Band выпустили десятки патчей после релиза Sonora и Nevada. - Покажите небольшой геймплей. Сообщество Fallout надо подготовить к релизу игру. Многие считаю, что MR никогда не выйдет. Многие не знают про существование MR. Старое DEMO давно не актуально. Я считаю, что открытость проекта (MR) могла бы привлечь больше потенциальных программистов. Я не думаю, что в декабре 2026 года состоится релиз MR, сейчас для этого нет предпосылок. Релиз MR много раз переносился. - 9. Какое количество слов в MR? Эта информация может помочь мне для поиска переводчика. 10. Pixote, есть ли у тебя желание помочь в создании карт для Fallout: Yesterday? Возможно команда MR могла бы помочь в разработке FY после релиза MR? Я думаю у FY есть шанс дожить до релиза. 3 Fallout 2 — лучшее и будущее глобальных сюжетных модов. Новости и история разработки. Fallout 1&2, RP, Nevada, Sonora, Resurrection, Olympus, Fallout 3 - создание персонажа и подсказки. Wasteland 2: DC, Wasteland 3 - создание отряда, проверки, спутники, секреты. TOP 100 CRPG - мой рейтинг | DTF - блог по CRPG | Telegram @QweSteR | Discord QweSteR2221 | ВК
SunsetColours Опубликовано 8 августа Опубликовано 8 августа On 8/5/2026 at 2:58 AM, Pixote said: I'll try to answer any questions you might have. Hey, Pixote! Do you know if there are any plans to release the soundtrack in high quality? If so, I'm working on an ambient mod for Fallout New Vegas, that pays tribute to the Classic Fallout, fan-made or currently in-development games. Who would I need to contact to get permission to use your soundtrack? My main goal is to introduce as many people as possible to all these games and their composers, so including Mutants Rising would be very important. My mod is non-commercial and all credits with links will be included! Unforgotten Stories - Trailer (Mojave Showcase) Unforgotten Stories - Trailer (DLCs Showcase)
Pixote Опубликовано 9 августа Опубликовано 9 августа 20 hours ago, QweSteR said: 9. How many words are in the MR? This information can help me find a translator. I don't know, someone said 2.7 million characters - that sounds like a lot. But players don't need to talk to every NPC in the game due to karma, quests, locations, etc. If people want to edit down the dialogue, less text when translating, I don't see any problem as long as the message in the dialogue isn't compromised. 21 hours ago, QweSteR said: 10. Pixote, would you be interested in helping create maps for Fallout: Yesterday? Perhaps the MR team could help with FY development after MR's release? I think FY has a chance to survive until release. I might need a break from mapping for a while after I finish Fallout Resurrection new maps. I already put in over 1200 hours into that project and haven't played a single game in 8 months. Well I have be testing the new maps for Resurrection so there's that. The MR team can only answers for themselves, there might be one or two who might be interested, hard to say. Sadly I haven't even played Fallout: Yesterday so I do want to have a look at it. 11 hours ago, SunsetColours said: Do you know if there are any plans to release the soundtrack in high quality? If so, I'm working on an ambient mod for Fallout New Vegas, that pays tribute to the Classic Fallout, fan-made or currently in-development games. Who would I need to contact to get permission to use your soundtrack? My main goal is to introduce as many people as possible to all these games and their composers, so including Mutants Rising would be very important. My mod is non-commercial and all credits with links will be included! 4
SunsetColours Опубликовано 9 августа Опубликовано 9 августа 26 minutes ago, Pixote said: I don't know, someone said 2.7 million characters - that sounds like a lot. But players don't need to talk to every NPC in the game due to karma, quests, locations, etc. If people want to edit down the dialogue, less text when translating, I don't see any problem as long as the message in the dialogue isn't compromised. I might need a break from mapping for a while after I finish Fallout Resurrection new maps. I already put in over 1200 hours into that project and haven't played a single game in 8 months. Well I have be testing the new maps for Resurrection so there's that. The MR team can only answers for themselves, there might be one or two who might be interested, hard to say. Sadly I haven't even played Fallout: Yesterday so I do want to have a look at it. For some reason there's no response to my message. Did you forget to answer?
Pixote Опубликовано 9 августа Опубликовано 9 августа 14 hours ago, SunsetColours said: Do you know if there are any plans to release the soundtrack in high quality? If so, I'm working on an ambient mod for Fallout New Vegas, that pays tribute to the Classic Fallout, fan-made or currently in-development games. Who would I need to contact to get permission to use your soundtrack? My main goal is to introduce as many people as possible to all these games and their composers, so including Mutants Rising would be very important. My mod is non-commercial and all credits with links will be included! Sorry I got distracted and had to shut down my PC. Looking through the music files I noticed they are 128kbps, they look like they are pretty small files not the high quality ones you need. I have no idea what's happening there. The music was finished 10+ years ago, maybe someone on the team had higher quality ones. I can not personally give permission (I don't own them), but can ask the guys about it. 7
SPEC1AL Опубликовано 13 августа Опубликовано 13 августа (изменено) В 09.08.2026 в 13:30, Pixote сказал: Извините, я отвлёкся и пришлось выключить компьютер. Просматривая музыкальные файлы, я заметил, что они имеют битрейт 128 кбит/с, похоже, это довольно маленькие файлы, не того высокого качества, которое нужно. Понятия не имею, что там происходит. Музыка была закончена более 10 лет назад, возможно, у кого-то из команды были файлы более высокого качества. Я не могу дать личное разрешение (я не являюсь их владельцем), но могу спросить об этом у ребят. Hey Pixote! Does your team need beta-testers for searching bugs? If yeah, u can send PM me in every time. Confidentiality is guaranteed. Изменено 13 августа пользователем SPEC1AL Linux/Windows Universal | Fallout + Fallout 2 + Fallout 1.5 Ressurection + Fallout: Nevada + Fallout: Sonora MAGNET LINK
Pixote Опубликовано 13 августа Опубликовано 13 августа (изменено) We will need beta-testers, but I think the guys will do it inhouse initially and iron out all of the serious stuff but outsourcing the bug fixes. I think they already have a few people in mind. Thanks for the offer Spec1al. Изменено 13 августа пользователем Pixote 3
Амазар Опубликовано 20 августа Опубликовано 20 августа Hi Pixote! Few questions regarding the game itself, I'll try to ask them in as much non-spoilery way as possible: 1. How many hours of gameplay would one need to 100% MR in your estimation? 2. How much content is walled off behind good/bad karma, gender, etc.? How much of a replay value the game offers? 3. How does MR compare to Nevada and Sonora in terms of complexity and gameplay refinement? Noticebale rebalances? Every skill getting some love? 4. Would there be a way to prematurely end the game like in FO1? 5. Post-game content like in FO2? 6. How developed are the companions? Closer to vanilla FO2 or FORes 1.5, with unique banter and dialogue? Personal quests like in Sonora? 7. Stupid character playthrough supported? 8. Romance options? 9. Off-worldmap locations like the Oil Rig in FO2 and Dayglow in Sonora? Thanks and good luck with finishing the mod! 1
Pixote Опубликовано 24 августа Опубликовано 24 августа Quote 1. How many hours of gameplay would one need to 100% MR in your estimation? Probably the same or similar to Fallout Nevada, maybe 50+ hours. Quote 2. How much content is walled off behind good/bad karma, gender, etc.? How much of a replay value the game offers? Don't know, I haven't tested it yet. I do know Ardent our previous head wanted as much good/bad karma and choices built into the game. Dumb is built in and working. I can't say if you can complete the entire game without a single fight, but a high speech skill is always useful. Quote 3. How does MR compare to Nevada and Sonora in terms of complexity and gameplay refinement? Noticeable rebalances? Every skill getting some love? I have to say Sonora is the height of great Fallout mod making and I hope we can come close to it. I hope players will be satisfied with the complexity and gameplay, some quests are very detailed and involving, I don't think we have many fetch quests. It's not as brutal as Fallout Resurrection, but there are moments when you need to make tough choices. I think all of the fundamental skills will be used at different times in game (probably not trapping though). We have introduced new melee weapons, so players can test it. First-aid might be considered vital if we use the new bleeding mechanic (criticals cause bleeding that slowly lowers players health, it's not fatal, but bleeding wounds can leave a player with just a few hit points. We have debated whether or not to put it in game, it might be too much for players). Quote 4. Would there be a way to prematurely end the game like in FO1? Can someone speed run it? I think you will need to visit a few places to get the information to visit the final location of the game, and some hacking skills (science) to enter the room with the information that reveals the final location. Running around the map will be pointless it won't show up until its triggered. Clever people always workout quick solutions to these problems. Quote 5. Post-game content like in FO2? Can you run around the world after finishing the game, sure why not. Quote 6. How developed are the companions? Closer to vanilla FO2 or FORes 1.5, with unique banter and dialogue? Personal quests like in Sonora? Probably closer to FO2, FORes banter was excellent and I wish we could do something like that, but that stuff takes more time. I want to add that to a wish list for the team to consider if we patch it. Every companion will have a personal quest that will improve them, if completed (better stats, skills), those quests will have multiple mini choices. I can't say how many companions we have exactly because one was dropped to save time, and I want him back (I need to convince the others). A kid whose talent was thrown weapons, a special weapon that returns to him after every attack, think Mad Max 2. Quote 7. Stupid character playthrough supported? All done. Quote 8. Romance options? No idea, maybe just brothel girls. Quote 9. Off-worldmap locations like the Oil Rig in FO2 and Dayglow in Sonora? No everything is inside the world map setting. I will say I did enjoy Dayglow in Sonora, a fun and challenging location. MR also has a place called Dayglow, but its very different to Sonora location, more of a little country town. I don't know how we ended up using the same name! 6
Амазар Опубликовано 24 августа Опубликовано 24 августа Thanks for answering in so much depth! Let me clarify a few points about what I meant and answer in return: Quote First-aid might be considered vital if we use the new bleeding mechanic (criticals cause bleeding that slowly lowers players health, it's not fatal, but bleeding wounds can leave a player with just a few hit points. We have debated whether or not to put it in game, it might be too much for players). Please include this mechanic in the game, if nothing else then at least as a switch that players can choose to turn on or off; the idea sounds great. I remember First Aid being very useful in Fallout Tactics for example, and came with additional status effects like 'Bandaged' if you overuse First Aid Kits, and in multiplayer it was even crucial because it allowed you to "revive" (stabilize) fallen team members for a few rounds after they got pushed into negative HP. Quote Can someone speed run it? No, I meant more along the lines how in say Fallout 1 you can prematurely end the game by submitting to the Lieutenant over at Mariposa, where you get vatted and the game ends with a different ending that you would otherwise got. If you played Planescape Torment for example, it was possible to do it there as well, where you take up the mantle of the Silent King and remain forever entombed on his throne. Quote Can you run around the world after finishing the game, sure why not. Yeah, both if you can continue playing after finishing the game and if there is some exclusive content unique to the post-game space; like getting the final car upgrade in FO2 (anti-grav plates) or unique floating text from New Reno residents, and unique dialogue from some major NPCs like Lynette or Tandi. Nevada and Sonora walled-off post-game behind a perk (Eternal Wanderer) which was a really neat way to handle it, instead of it being automatically accessible as in FO2. I'll try and think of some other questions later, thanks for dropping by and giving us so many great insights, all the best.
Pixote Опубликовано 24 августа Опубликовано 24 августа (изменено) The Bleeding mechanic might be too tough for gamers to enjoy, it makes the game much harder, and already the encounters and fights are pretty tough. We haven't decided whether or not to put it into the game. Maybe on game difficulty 'rough - hard' it can switch on! This is what Ardent designed - Spoiler The bleeding system is a script-driven feature designed to replace the way in which First Aid and Doctor skills are used. This system aims to increase the challenge level during gameplay, and to differentiate between the First Aid and Doctor skills which were deemed too similar in the original games. System Mechanics Objects affected The new healing system only affects the player character, similarly to how radiation and poison only seem to affect the PC. Healing items used on other critters will have scripted effects, different from how they work on the PC (they will heal hit points, similarly, like in the original game, but with the amount of HP healed increasing with player skill). Bleeding wounds Whenever the player gets a critical hit on self that deals at least 5 damage, a bleeding wound is inflicted. For each bleeding wound, the player receives 1 damage every 30 seconds (out of combat) or every third round of combat (if combat is initialized). The player cannot die solely of bleeding - the player stops losing HP when his/her current HP has reached 25% of his/her maximum HP. If the player still has bleeding wounds, but heals their HP e.g. with Stimpaks, they will keep losing their HP until they are back at 25%. Technical A global script with the AFTERHITROLL hookscript checks whether the hit was critical or not. If yes, the information is saved on the GVAR_HM_WAS_CRITICAL variable. The variable is fed into another global script, this time with a COMBATDAMAGE hookscript that checks what was the damage of the hit. If the conditions are met, a bleeding wound is inflicted. Bleeding wounds are marked on a global variable GVAR_BLEEDING_WOUNDS. Paused Wounds Paused wounds are bleeding wounds that have been stopped temporarily with HemoStop drugs. When the timer on these wounds runs out, they revert back to bleeding wounds with normal effects (HP loss etc.). Paused wounds are healed normally with a successful First Aid test. Technical Paused wounds are marked on a global variable GVAR_PAUSED_WOUNDS. If the player has paused wounds with a timer, and receives critical damage, and uses HemoStop again, the timer is reset by the use of HemoStop. The pills affect all wounds, so if a new dose has been administered, the older wounds will be affected by it normally. HP loss The HP from the player character will be subtracted out of combat via global script, to avoid messing around with timed events and variables in the player’s script. I have yet to learn how to measure time with sfall functions. In combat, the HP will be subtracted by means of counting the number of combat rounds on a variable and decreasing the HP every third round. This system has been used successfully in the original incarnation of the system. Skills, Traits and Perks Two skills are associated with the bleeding system, and each of them has a different purpose: First Aid - used to stop the bleeding and increase Healing Rate. Doctor - used to heal lost HP and heal crippled limbs First Aid The player must perform a successful test of First Aid to heal all bleeding and paused wounds. The player may attempt the test until he/she succeeds, but when the test is successful, the player may not use First Aid for 24 hours. If the player receives critical damage during these 24 hours, the timer is reset and the player may use First Aid again. A successful test of First Aid not only heals all bleeding and paused wounds, but also increases Healing Rate. The bonus to the Healing Rate depends on player Skill level, as well as additional items used during the operation (e.g. First Aid Kit). On higher skill levels and more advanced equipment, the player may get significant bonuses to Healing Rate. Doctor The player must perform a successful test of Doctor skill to heal lost HP. The amount of HP restored depends on the skill level, as well as additional items used during the operation (Doctor’s Bag etc.). On higher skill levels, the bonus may be much greater than the bonus granted by Stimpaks. The Doctor skill can be used successfully once every 8 hours. The player may try until they succeed, but when they do, the skill is blocked for 8 hours. If the player is wounded during that time, the timer is reset. When the player has crippled limbs, and uses Doctor skill, or the appropriate healing items (Doctor’s Bag etc.), the new effects of the system are disabled, and the procedure is handled by the game normally. Technical The healing items have new protos, due to old items having hardcoded effects that can’t seem to be overriden by the script_override function. Therefore, using these items on the player will not force using skills, but will instead make skill checks/tests to determine the effect of the action. Appropriate bonuses will apply. If the player uses a doctor item and has crippled limbs, the script will perform a Doctor skill test, to determine whether the healing was successful or not. It doesn’t seem to be possible to force using a skill via script. Relevant traits and perks Child of the Sun Field Medic - +20% First Aid & Doctor, healing supplies last twice as long Low Blood Pressure - Bleeding rate halved (1 HP / 60 seconds or 6 combat rounds) Wolverine - Immunity to bleeding wounds, +10% Damage Resistance, +5 Healing Rate Healing items Several healing items will help with bleeding wounds and damage in general. The following items have modified rules of usage or are new items entirely: First Aid Kit - A new proto with the same name, description and other attributes of the original First Aid Kit. The game has hardcoded effects for using this and other similar items, which cannot be overridden with the script_override function. The First Aid Kit will grant a 20% bonus to the First Aid skill test when used by the player (it will not be used when it is only located in the player’s inventory). It also grants additional bonus to healing rate, depending on the skill of the user. A First Aid kit is out of supplies after 8 uses, be they successful or not. Field Medic Kit - A new proto, like with the First Aid Kit. Grants 40% bonus when using it for performing the First Aid test. It also grants additional bonus to healing rate, depending on the skill of the user. Runs out of supplies after 12 uses. Doctor’s Bag - New proto. Grants 20% bonus when using Doctor skill for healing lost HP (not crippled limbs). Runs out after 6 uses, successful or not. Paramedic’s Bag - New proto. Grants 40% bonus when using Doctor for healing lost HP (not crippled limbs). Runs out after 9 uses, successful or not. Bandage - New item. A cheper version of the First Aid kit. Grants 10% bonus to First Aid skill tests. It doesn’t provide any bonuses to healing rate, no matter what your skill is. HemoStop - New item. Stops bleeding for 6 hours. When the time elapses and the wounds aren’t removed completely (e.g. with First Aid, or a doctor NPC), they will reopen. Trauma Pack - New item. Removes bleeding wounds completely and instantly. Provides a slight bonus to Endurance for a couple of hours. Technical Using these items may need to be handled via a global script, becuase of the obscure bug which causes scripted effects on use_obj_on_p_proc not to occur when used from within the inventory with the hand option. Use the USEOBJON hook script. World Map travel When the player is wounded and travels on the world map… TBC > Chance to get healed automatically > Drop HP to 25% List of variables used in the system GVAR_HS_BLEEDING_WOUNDS - records no. of current bleeding wounds. GVAR_HS_PAUSED_WOUNDS - records no. of wounds temporarily frozen with e.g. HemoStop pills. Optional features to consider Each successful use of First Aid or Doctor skills could grant 1% bonus to this skill, up to the cap of 40%. This would enable the players to slowly gain sufficient skill level, to perform the operation routinely. Especially combat and dumbDude builds might find it hard to muster enough skill points to invest in First Aid. Pros: potentially enhances the use of First Aid and Doctor. Cons: inconsistent with overall game mechanics, where skill advancement doesn’t rely on using that skill (like in e.g. TES games). Alternatives: Books for Doctor (there are books for First Aid already), NPCs offering to teach the skill, special perk granting a one-time 20% bonus to both First Aid and Doctor, or improving the efficiency of the healing items (e.g. 20 tries with the First Aid Kit, before supplies run out). Provided that using more than one hook script in a global script is allowed by sfall, we could probably make bleeding wounds dependent on damage as well as on critical hits. For instance, you would only get a bleeding wound when you’re hit with a critical hit AND receive at least 10 damage. The value would need to be tested and adjusted accordingly, of course. Изменено 24 августа пользователем Pixote 4
twitchterror Опубликовано 26 августа Опубликовано 26 августа (изменено) Будет ли кровотечение работать на врагов? Если нет, то это механика полный отстой, с таким же успехом можно было просто резисты к урону на броне порезать. Без какой-то интересной возможности реализации билда через кровоток выглядит как просто усложнение ради усложнения. Мое ни на что не претендующее мнение. Могу понять зачем, если попытка дать воздуха навыку первой помощи, то наверное не очень. Изменено 26 августа пользователем twitchterror 4
Филеас Опубликовано 6 сентября Опубликовано 6 сентября Да, если хочется реализма в виде кровотечений и мгновенной смерти от шальной пули, то лучше играть в Jagged Alliance. 1
Ratibor1985 Опубликовано 9 сентября Опубликовано 9 сентября В 07.09.2026 в 00:02, Филеас сказал: Да, если хочется реализма в виде кровотечений и мгновенной смерти от шальной пули, то лучше играть в Jagged Alliance. Согласен. Лично я с нетерпением жду MR ради новых локаций и квестов, старого доброго духа F2. Усложнять бой ради костылей для изначально лишнего навыка - тоже не вижу смысла. 1 Ты должен разгадать эту загадку, Конан, познать стальную дисциплину. Потому что никому нельзя верить: ни мужчинам, ни женщинам, ни зверям. Мечу верить можно(с).
twitchterror Опубликовано 9 сентября Опубликовано 9 сентября (изменено) Что бы сделать навык более востребованным лучше всего поступать как в Sonora. Это конечно не делает навыком панацеей или повсеместно используемым, но пару раз встретить необходимость использования навыка для прохождения квеста каким-то вариантом выглядит куда логичнее и интереснее, чем как написали выше КОСТЫЛЕМ, механикой ради механики, которая ещё работает только в одну сторону что делает её куда более нелогичной и отталкивающей. Вообще, мне кажется, механику все равно надо оставить для интересующихся, просто с возможностью переключения в настройках либо при установке модификации. Изменено 9 сентября пользователем twitchterror
Pixote Опубликовано 9 сентября Опубликовано 9 сентября Adding these sort of bleeding effects is designed only for those hardcore players who like a challenge, the average player finds this sort of thing harmful to the gameplay. ATM I don't think it will be in the game, we have plenty of other more important things to finish before thinking about the bleeding effect. 4
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