Putting two dwellers with the same surname in the living rooms or any of its upgrades will trigger a conversation between the characters citing "Nothing like hanging out at home with my family." Automated surnames of children are of their parent of the opposite gender, female offspring will follow the last name of the father, male offspring will follow the last name of the mother. Many of the dwellers, weapons, outfits, and pets are featured from other Fallout games, most noticeably Fallout 3 and Fallout 4. Vault dwellers can also be acquired with additional levels, attributes, outfits and weapons if acquired through lunchboxes or exploring the wasteland. SPECIAL attributes can also be boosted with SPECIAL rooms such as classrooms or armories. attributes and are most commonly set between 1 and 3. All dwellers have their own individual S.P.E.C.I.A.L. Whenever a dweller levels up a number of caps are gained equal to their new level. Basic dwellers start at Level 1 and can be upgraded up to Level 50 through working, preventing hazards and scavenging. To increase the vault dweller population, one can wait for them to show up at random, mate two dwellers, get them from lunchboxes, or produce a radio studio.Įach dweller will spawn with only a vault jumpsuit and their fists for a weapon. In Fallout 2, if the game is saved during a random encounter when the Mysterious Stranger is still on the map and then reloaded, the Mysterious Stranger will remain in place.Vault dwellers are an essential part of the game and are required for: operating production rooms, reproducing, protecting the vault from raider and deathclaw attacks and scavenging the wasteland.As such, the Mysterious Stranger only has the 10 shots already provided in the magazine. The Mysterious Stranger with a hunting rifle actually spawns shotgun shells as ammunition instead of.There were several unfinished drafts of a book by Mark Twain titled "The Mysterious Stranger," in which the title character claims to be Satan's nephew, and which contain various references to the number 44.The Mysterious Stranger perk was originally designed by Scott Bennie.This also includes simply stopping on the map and entering the map via the inverted triangle at the player character's location. In Fallout 2, they can be encountered in any random encounter.The Mysterious Stranger perk in Fallout is stronger than in Fallout 2, since the Mysterious Stranger is already at their maximum statistics and their plasma rifle is more powerful in Fallout than the H&K G11 that the Fallout 2 equivalent has.If the Mysterious Stranger dies, he will never come back.The inventory of the Mysterious Stranger is different at each random encounter.If attacked, the Mysterious Stranger will attack back however, he will be friendly again during the next hostile random encounter.A few exceptions to this are caravan encounters and encounters with a cave included. Unlike in Fallout, the Mysterious Stranger will now leave the map of the random encounter directly after ending combat. The stranger can be spoken to, but will not say much. The Mysterious Stranger remains on the map of the random encounter even after the end of the fight, until leaving.
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