In the wasteland, caps found is based on luck, radiation damage is based on endurance, and encounter occurence is based on luck.handy, with damage increasing in order for fire, raiders, molerat, and deathclaws There’s a max of three radroaches/molerats per room merge level.Raiders, molerats, and deathclaws start appearing after 12 dwellers.Radroaches start appearing after 8 dwellers.Every 40 seconds there is a 1% chance of an emergency in the vault with a 240 second cool down time (1800 for deathclaws).Dwellers can carry up to 100 items on wasteland trips before they’re automatically recalled.A dweller’s proficiency is the first stat with the highest value.Dwellers lose 1 rad per minute if water is at min requirements, with no cap.Dwellers gain 1 health per minute if food is at min requirements, up to 20% of their total health.Mr. Handy area is limited to connected production zones in one level in the vault.I’ve yet to reverse the list of events and the effective stat for each event, but I’ve found the following rules in the code: However, what I’ve found so far in Fallout Shelter is that wasteland events are tied to only one special stat. In the PC Fallout games, lockpicking was based on perception and agility. Fallout Shelter is my latest gaming obsession after getting bored with writing bots for Red Robot’s Life is Crime. The makers of the game don’t document this, so I reversed the code to see what I could determine in the way of game tips. I wanted to know which skill was relevant to open locks in Bethesda Softworks’ Fallout Shelter.
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