One such item that can be bought is Nuka-Cola Quantum, which basically speeds the game up. As you’d expect in a free game, the opportunity to buy small items for small amounts of money is available. This is where the spectre of microtransactions first made itself felt. Luckily, he could be revived for 500 caps, so I got him back on his feet and heading back. His sad tale is related in a stream of text that details every step of his journey. So much so, that when I turned on the Xbox again later, he had been exploring for ten hours, and had met his end at the hands of a Giant Radscorpion. Once he was off and exploring, I carried on building my vault, and I hesitate to admit it, but I forgot all about poor Steve. In my case, I received a couple items from the cards inside the Vault Tec lunchboxes (more on those later) which enabled me to give my brave explorer (called Steve Martin, as it happens) a set of Power Armour, a high damage flamethrower, and a cat (yes, really) that enabled my guy to have higher endurance. Before it is built, it is possible to send a single dweller out into the Wasteland to explore and bring back resources. Unlocking the Overseer’s Office unlocks a new phase of the game. These all give extra benefits to the Vault and its people – the radio station can be set to broadcast inside the Vault to raise happiness, or to broadcast out into the Wasteland to attract new inhabitants to your Vault, as an example. And what do dwellers make? More room types! Indeed, as the Vault grows and more people appear at the door, or are born, better rooms become available, from storerooms to an Overseer office to a radio station. Having dwellers hit it off in the Living Quarters will eventually lead to babies being born, and is a good, fairly easy way to increase the number of dwellers at your disposal. As an example, the Water rooms require a good Perception stat, while the Diner needs Agility, and to be successful in the Living Quarters a good Charisma value needs to be in place. scheme from the main Fallout games, each dweller will have different values for each of the seven stats, and it turns out that each of the rooms requires a different strength to make them a success.
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