Enhanced Vault Dwellers Survival Guide

Post » Sat Feb 13, 2016 1:20 am

This is my Enhanced Vault Dwellers Survival Guide or EVDSG for short. I'm still learning but here are some things I have noticed while playing. I'll share this so that people aren't posting and reposting common observations. For some of you this will have things you already know. For beginners and those with questions I hope it can become something useful.

I consider anything that does not confirm, disprove, or expand on the information presented--off topic. Please make a new thread for general questions or comments.

Pro Tips:


"Remember to upgrade your rooms." [GStaff]

** Information in cyan, is taken from the in game help guide.
** Information in light blue, are from loading screen tips.

Being Idle:


Although I don't know of an official way to be Idle I can tell you what I have been doing. I have been going to the small gears icon for the http://i.imgur.com/LfujnTF.jpg. On that menu is an option to go to the http://i.imgur.com/hYOTQSp.jpg. Go to the Main Menu before closing the app or locking your Phone or Tablet.

Resources (Food, Water, Power):


  • Food: Dwellers loose health if you run low on food.

  • Water: Dwellers take radiation damage if you run low on water.

  • Power: Rooms will shut down if you run low on power.

  • Rooms farthest from a power source will shut down first.

  • While the game is idle very little resources are consumed. Make sure you are above the green line before you return to the Main Menu.

Resources consumption examples:

Recovering from near disaster:


Spoiler

http://i.imgur.com/1IR6rzm.jpg
http://i.imgur.com/oavPCf7.jpg
http://i.imgur.com/04BGLGf.jpg
http://i.imgur.com/RDV39Cw.jpg


In Fig 1, you see the typical beginning layout. It was fairly stable but people started showing up and I expand the vault so I could let them in. In Fig 2, you see I chose what people typically choose trying to get a start and keep everyone alive. I wanted to see what would happen if I destroyed some of the rooms and set things up for future expansion. As shown in Fig 3, that wasn't going so well. I had 15 Dwellers and had unlocked the Medical Bay and the Science Room prior to loosing any Dwellers.


I quickly had low water and food and people were taking radiation damage and loosing health. In an act of desperation I sent out about 9 of my Dwellers into the wasteland with no weapon or outfit and about half Radiation damage and very little health. This left me with 6 Dwellers I think. Out of the nine of them they found two outfits. Some of the adventurers died and I didn't revive them while I continued to try and get the Vault upgraded. Once the remaining adventurers were close to death I recalled them back to the Vault but I left them outside.


Once I had enough caps to build and expand the rooms I would let in returned adventurers that had a high Special for the room I had just expanded. Very slowly things began to stabilize. Once I had enough food and water to maintain the Dwellers they started automatically regaining health and their radiation damage started to go down. I built a Science Room so I would have RadAway. However, I only used a few of them on the worst cases since the radiation was going away on its own. I was able to maintain the Vault once the Dwellers were assigned to the production rooms and the Rooms were upgraded to tier two. Now I have what you see in Fig 4, with one adventurer that has found one low damage pistol and is returning to the Vault.



10 Dwellers:


Spoiler


Here is an example http://i.imgur.com/38a3JRV.jpg in it and 5 waiting outside. The ones outside don't count toward resource consumption. My production rooms are tier two single wide rooms. Power is 12, Food is 10, and Water is 10. My resource capacity for all the rooms is 75 as shown in the screen shot.


So I start with 31 Food. About 1 minute 45 seconds later and I have 23. The food the Cafeteria produced 10 Food so I end up with 33 which is only 2 more then the last time I collected Food. At this rate I will never get ahead. In 20 minutes I could collect food 11 times and I'd net 22 food. I would have started at 31, and ended up with 53. So it would take quite a while to max out my resources before I take a brake form the game. After tending to the Vault for a while I was able to http://i.imgur.com/YiMyq0k.jpg but it took time. The vault isn't very efficient. It needs upgraded and expanded production rooms to handle the current population and the 5 new Dwellers waiting outside.


17 Dwellers:


Spoiler


Here is an example http://i.imgur.com/oL9P8CC.jpg. My production rooms are tier two double wide rooms. Power is 26, Food is 22, and Water is 22. My resource capacity for all the rooms is 150 as shown in the screen shot.


It is pretty easy to keep the resources maxed and send out some Dwellers for Adventuring. I basically doubled the resource output of the Production rooms compared to the example with 10 Dwellers. I was able to easily expand my Vault and accommodate for 7 more people. This is a much more efficient base.



50 Dwellers:


Spoiler


Here is an example http://i.imgur.com/6lBwu5f.jpg. My production rooms are as follows: Two tier three triple wide Power Plants and one tier one double wide Power Generator for 120 Power; One tier three Water Treatment Plant for 40 Water; One tier three Cafeteria for 40 Food. Power capacity is 700, and Food and Water capacity is 300 as shown in the screen shot. For living space I have one tier three Barracks and two tier two Residences. I have 50 of 70 Dwellers.


It is pretty easy to keep the resources maxed and send out some Dwellers for Adventuring. I am sitting at about 180 Food and Water with this configuration even while being interrupted with incidents and real life. If I slack off Food and Water will go down to about 203 and 147 so I can see that I will need to add more Food and Water production. The only Training Room that is double wide is the Game Room for training Luck. The reason I chose to go with single wide training rooms for now is because they are usually empty. When Radroaches spawn in the single wide rooms they are much easier to control before they spread. Also if there is only one Dweller in the training room they can usually handle it.


As of this screen shot I have 5 pregnant women. 7 if you count the two that are bugged until Bethesda makes a fix. With the exception of the Living Spaces and the training rooms, once those 5 children become advlts I will be able to man each room with the maximum Dwellers the room can have. Which includes two guards at the entrance. Once they are equipped with guns I will have very little trouble dealing with incidents. My current two guards hang out in the Cafeteria equipped with a MIRV (22-27) and a Enhanced Sawed-Off shotgun (6-8). Nothing gets past my guards for now.


My next goal will be to get more guns ahead of time, expand or add Living Quarters, add a double wide Water Treatment Plant and a double wide Cafeteria. Once the two new production rooms are fully manned that should put me at 63ish Dwellers. I'll be able to make Nuclear Reactors at that time and start looking for other ways to optimize my vault.



55 Dwellers:


Spoiler


Here is an example http://i.imgur.com/2owHQqg.jpg. I had 5 pregnant women and once the children were born and I went from 50 dwellers to 55 my vault was not making enough resources. I went in the red almost instantly and Dwellers took radiation damage and lost health. I added one tier three double wide Cafeteria and one tier three double wide Water Treatment Plant. After using some RadAway and Stimpacks on the Dwellers in the Water Treatment Plants and the Cafeterias I was able to get in the green.


With the additional production rooms now my production rooms are as follows: Two tier three triple wide and one tier three double wide Power Plants for 131 Power; One tier three triple wide and one tier three double wide Water Treatment Plant for 66 Water; One tier three triple wide and one tier three double wide Cafeteria for 66 Food. Power capacity is 800, and Food and Water capacity is 500 as shown in the screen shot. For living space I have one tier three Barracks and two tier two Residences. I have 55 of 70 Dwellers.


It wasn't easy recovering from having 5 additional Dwellers but I was able to do it. I think I am right on the edge as far as production goes. If I want to get to 60 Dwellers and be able to make a nuclear power plant I have to upgrade Power, Water, and Food production more then I have it now. Also it killed my plans to have 6 Dwellers in the Storage room and 2 at the Vault Entrance. I had to distribute the Dwellers just to get production going. I will have to rethink things.



68 Dwellers:


Spoiler


Here is an example http://i.imgur.com/MRzZWZz.jpg. I'm still trying to figure out whether or not I can sustain 2 to 5 more people with my current resource production. However, this is more stable then my 50 and 55 Dweller examples. This is still a work in progress at this point.


My production rooms are as follows: Two tier three triple wide Power Plants and one tier three triple wide Super Reactor for 157 Power; Two tier three triple wide Water Treatment Plant for 80 Water; Two tier three triple wide Cafeteria for 80 Food. Power capacity is 1800, and Food and Water capacity is 600 as shown in the screen shot. For living space I have one tier three Barracks and two tier two Residences. I have 68 of 70 Dwellers.



Dwellers:


  • Each room in your vault has a preferred special. The higher the dwellers special stat is the quicker the resource becomes ready to collect.

  • When assigning a Dweller to a room the plus "+" or minus "-" indicates how the Dwellers special stat will effect the room.

  • Dead Dwellers within your vault can be revived with Caps.

  • The higher the Dweller's level the more caps it costs to revive them.

  • The happier your Dweller is the faster the help to produce resources.

  • You can rename a Dweller by tapping their name on the Dweller information pop-up.

  • A red segment on the health bar indicates that the Dweller has taken radiation damage.

  • Radiation damage temporarily reduces the maximum amount of health a Dweller has.

  • Level 50 is the maximum level for a Dweller.

Dwellers' health and radiation damage will automatically go away once you are above the green line for Food and Water. The longer you keep it there the quicker their condition will improve. As their health increases and the radiation damage starts to diminish they also regain happiness.

Dwellers SPECIAL:


  • Strength
    • Increases damage in combat (Unconfirmed)


  • Perception
    • Dwellers weapon proficiency or accuracy with weapons (Unconfirmed)


  • Endurance
    • Dwellers take less damage (Unconfirmed)

    • Dwellers Health (Unconfirmed)


  • Charisma
    • Dwellers mate faster (Unconfirmed)


  • Intelligence

  • Agility

  • Luck
    • Increases your chance of Rushing a room (Unconfirmed)


Adventuring in the Wasteland:


  • Dwellers will find caps, weapons, outfits and earn experience while adventuring.

  • The further they go the better the reward but the more difficult the encounter.

  • You can equip adventurers with weapons, outfits, Stimpacks and rad away.

  • Recall your adventurer before they die. They can be Revived with caps.

  • Higher level Dwellers with high SPECIAL have a better chance of surviving in the Wasteland.

  • Your Dweller does not suffer damage or radiation when coming back form the wasteland.

  • Each SPECIAL stat increases a Dweller's effectiveness in the wasteland in its own way.
    • Luck: Seems to effect the rate at which you find gear. (Partially Confirmed)

    • Charisma: How well an Adventurer interacts with people they encounter in the Wasteland (Unconfirmed)

    • Endurance: Reduces the amount of Radiation damage and damage from encounters. (Partially Confirmed)


  • Reviving a dead adventurer restores health but does not get rid of radiation damage.

  • You can have more then 1 Dweller on an adventure.

  • A Revived Dweller will retain the items found while adventuring.

  • Dwellers aren't included in resource consumption while adventuring.

  • Dwellers will equip the first outfits or weapons found while adventuring. (Confirmed)

  • Dwellers will equip better weapons they find while adventuring. (Confirmed)

  • Weapons and Outfits that won't fit in your Storage Room have a http://i.imgur.com/5bHVPk3.jpg.

  • After returning to the Vault from Adventuring you can sell your Dwellers items from the Adventurer window by tapping the item.

  • Dwellers adventuring can bring back more than 8 items

  • Dwellers can only be equipped with maximum 25 Stimpacks and 25 RadAway.

I have only had one adventurer die while adventuring. I was able to revive my level 2 dead adventurer for 190 Caps. The cost probably changes depending on level of Dweller. He had full health but had the same Radiation Damage. I was able to keep all the items he had however, I have no idea if there are other circumstances that might effect whether or not you keep all the times. Once he was revived he kept on adventuring. I wanted the guns he had found so I sent him back to the Vault. At only Level two, with about 3 Stimpacks and 1 RadAway he was able to survive for 4 hours with a Weapon that did 4-8 damage.


It's partially confirmed that Luck effects the rate at which you find items while adventuring. However, I sent out 8 Dwellers with no Stimpacks, RadAway, Weapons, or Outfits as an experiment. After 40 minutes one of the 8 had found a weapon.


When your Adventurer returns to the vault with items but you don't have sufficient space in your Storage a http://i.imgur.com/5bHVPk3.jpg will appear for each item that puts you over your Storage Room's capacity. You will need to equip items onto your Dwellers or sell items in your storage to make room. If you tap the item with the red background found while adventuring you can convert it to caps from there as well. You can toggle selling the item from the Adventurer window. Each item to be sold will change from the item icon to http://i.imgur.com/SS7524p.jpg. The item will be sold once you tap collect instead of going into your Vault's storage.


I tested sending out an adventurer for 24 hours. I went a little over and he was gone for 1d 2h 6m. He brought back a total of 28 items. When an adventurer has 13 items for example you will see all 13 he has in his inventory. Here is an example of the http://i.imgur.com/PJNpDOg.jpg and here are the http://i.imgur.com/m5vsuEF.jpg.

Incidents in the Vault:


  • Children and pregnant women will hide during an incident.

  • Fires and Radroaches can spread quickly.

  • The higher your Vault Entrance the longer it takes the Raiders to enter the vault.

  • Raider Attacks, Radroach Attacks, and Fires do not occur while the app is closed.

Raider Attacks:


  • Raiders begin stealing resources once the enter the Vault Entrance and the resource bar begins flashing red.

Upgrade your Vault Entrance so you have longer to prepare for the Raiders. If you are low on weapons assign two dwellers to your Vault Entrance even if they are unarmed. Once the raiders show up, equip your Dwellers guarding the Vault Entrance with your best weapons. Otherwise place two Dwellers with your best weapons in the Vault Entrance. Then have a few more to the right of your Vault Entrance. Once they are done in the Vault Entrance they will move to the adjacent room where your Dwellers will be ready for them. Raiders move from left to right and go from top to bottom. Once they move from the first floor to the second floor they start from the far left room first.

Radroach Attacks:


If you are low on guns unequip them from your Dwellers so you can reserve them for an attack. Equip the Dwellers with your weapons in the room where the Radroaches attacked.

Fires:


You don't need weapons to extinguish fires. If you have the Maximum amount of Dwellers in the room where the fire started, they will extinguish it rather quickly before the fire spreads.

Raising Children in the Vault:


  • A pregnant female does not need to be in the Living Quarters to give birth. You can have the mother working in a production room. This may not make her happy.

  • Happiness effects how long it takes for a couple to make a baby. (confirmed)

  • Happiness probably effects how long it takes for the mother to give birth. (partially confirmed)

  • If uninterrupted by an incident it takes 2 to 5 Minutes for a couple to mate depending on happiness. (confirmed)

  • It takes 3 Hours for the mother to give birth at 100% Happiness. (confirmed)

  • It takes 3 hours for the child to become an advlt. Children start at 50% Happiness. (confirmed)

  • While a male and female are flirting their happiness does not increase.

  • After mating the male and female are at 100% happiness.

** I tested mating a male with 88% happiness and a female with 99% happiness and it took 2 minutes.

** I tested mating a male with 55% happiness and a female with 75% happiness and it took 5 minutes.


When a male and female dweller are together in a Living Quarters room and the like each other they will mate and the woman will become pregnant. While she is pregnant she will run and hide from any Vault Incident. I don't recommend giving pregnant women weapons since they won't use them for Raider or Radroach attacks.


I have had two pregnant women for over a day now. with 33 of 70 living space occupied. One is level 33 with high special stats but at the moment with only 77% happiness. The other is level 21 with low special stats and 77% happiness. Neither have low health or radiation damage.

Vault Rooms:


I have a rough draft of a Wiki for the https://github.com/Sharlikran/fsdoc/blob/master/README.md with images and specifications. If you know how GitHub works and you would like to fork the branch and update the information make a pull request. After I review it I might ask for adjustments to be made if needed.


  • Radio Rooms attract new Dwellers and improve the happiness in your vault.

  • Vault-Tec Rules limit Vault capacity to 200 Dwellers.

  • Rooms must be the same level in order to be merged.

  • When a room finishes production, you have a chance to get bonus CAPS based on Dwellers' luck.

  • You can assign Dwellers to your Vault Entrance to act as Guards.

  • When a Dweller is assigned to the Radio Room it will increase all Vault Dwellers happiness.

  • If you are out of building space on a floor, build an elevator to access lower parts of the vault.

  • If a room is full of Dwellers, the Dweller with the lowest stat for that room will swap places with the new Dweller.

  • Upgrading a room will make it more efficient and give you more storage.

  • There are higher tier versions of the production rooms that are more efficient, but more expensive

  • Dwellers in a storage room provide no benefit to the Vault or the Dweller (no XP Gain). (Unconfirmed) They do act as guards during Radroach attacks and will put out Fires.

  • When a Radio Room has attracted a Dweller from the wastelands there will be a http://i.imgur.com/l5i7eAh.jpg. Similar to how Production Rooms show you when resources are ready.

  • The maximum amount of Stimpacks and RadAway you can have depends on the storage capacity of your Science Room and Medical Bay.

Dwellers in your Radio Studio make comments like, "I don't think anyone is listening." or "Hello? Is anyone out there?" which means you have a low chance of attracting a Dweller from the Wasteland. When you raise the Charisma of the Dwellers in your Radio Station your chances will increase and the Dwellers will start saying things like, "http://i.imgur.com/rgTRgN5.jpg"


I find that all of my Production rooms and the Radio Studio function the best once your Dwellers has 6 in the Special for the room they are in. You can achieve that by equipping a +3 Outfit and having their base stat at 3. Obviously having the base stat at 4 and wearing an outfit with a +2 bonus works well also. Don't be afraid to have the larger training rooms. Even if the training room it three wide only one Radroach will spawn. I believe that Bethesda accounted for the possibility that they won't be fully manned.


If you are low on weapons make sure at least half the Dwellers in each room have Weapons. If you are really low on weapons then keep them in your storage and only equip them when Radroaches attack.

Vault Storage:


  • Upgrading a room will make it more efficient and give you more storage.

  • Tapping the resource bar will display how much resources you have and the capacity for your Vault.

  • You can sell items from your storage for extra caps.

To see how much of each resource you have and the capacity for each resource tap the resource bar at the top of the screen. http://i.imgur.com/vC3mwUR.jpg below the bar for a short amount of time.


To view your Storage go to your Pip-Boy menu and the http://i.imgur.com/BT5yENp.jpg. From your http://i.imgur.com/whBFcYe.jpg You can toggle between Weapons and Outfits and view how many Stimpacks and RadAway are in your Vault. The Vault Storage doesn't tell the maximum amount of Stimpacks and RadAway you can have. The maximum Storage for your Stimpacks and RadAway is based on the capacity of your Science Room and MedBay. To see the current amount of Storage select your Science Room or Medbay and click the Upgrade icon. You will be able to see what the http://i.imgur.com/p9Yp7CN.jpg is. If you have more then one Science Room or Medbay you will need to do that for each one and add them together. I have noticed that I have a Maximum of 25 Stimpacks when my MedBay is saying the Storage is 20. I don't know where the extra 5 comes from or what effects it.


To sell items from your Vault Storage select an item. A http://i.imgur.com/ANEHF4X.jpg button will appear.

General Tips:


  • You can skip 1 objective each day by tapping the X on the Objective screen.

  • Rooms run on power. Dwellers run on food and water.

User avatar
Becky Cox
 
Posts: 3389
Joined: Thu Jun 22, 2006 8:38 am

Post » Sat Feb 13, 2016 1:08 am

I'm guessing that pregnant women need around 3 hours to birth and child need around 3 hours to grow up.

Also I'm not sure but also happiness could influence how fast couple will mate. I couldn't wait for two low happiness mate so I swapped with high happiness couple and they mate pretty quickly.

Living room raise happiness pretty quickly but it's possible that it doesn't raise above 75%, but it can raise above just on itself if all resources are enough.


My suggestion on shelter build:


- to use tripple wide rooms before upgrading, because than you gain more resources than 3 separate rooms;


- try to limit rooms/ dwellers and make everything as efficient as possible, because more rooms = stronger roadroach invasion or raider attack.



User avatar
Adriana Lenzo
 
Posts: 3446
Joined: Tue Apr 03, 2007 1:32 am

Post » Sat Feb 13, 2016 11:01 am

I partially confirmed this. It took 3 hours exactly for the mother to give birth at 100% happiness. However, at 75% happiness she should still give birth it just might take longer. So the onse that have been preganant for a really long time could be bugged out in some way.



I confirmed this too and shared the results of two tests above.



I'm investigating this. I had one person at 10%-20% for a long time. Then I put that person in one production room and the happiness went up to 75%. The Dwellers Special raiting wasn't that high for the room I put the Dweller in. It gives me the impression that Dwellers have a prefereance as to which production room they like the best. Then if their Special is low for that room you could just train them up.



This is getting a little better for me. If they spawn in a room maxed with Dwellers, which mine all have guns now, then it's not an issue. If they Spawn in an empty room it takes a while form me to get someone there. Then when they spread it's hard to keep up. I'm starting to loose Dwellers with each attack if they spawn in an empty room and spread. So I will have to start filling rooms up with armed Dwellers.


Thanks for the usefull feedback.

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Thomas LEON
 
Posts: 3420
Joined: Mon Nov 26, 2007 8:01 am

Post » Sat Feb 13, 2016 2:56 am

I'm looking for confirmation on how to get Dwellers from 75% Happiness to 100%. One way is for a Male and Female to have children. However, I'd like to know other verifiable ways to increase happiness to 100%.

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JD FROM HELL
 
Posts: 3473
Joined: Thu Aug 24, 2006 1:54 am

Post » Sat Feb 13, 2016 1:09 am

How do I get more weaponry and armor for my vault dwellers without buying the lunchboxes for real money
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Skivs
 
Posts: 3550
Joined: Sat Dec 01, 2007 10:06 pm

Post » Sat Feb 13, 2016 2:36 pm

Send a couple dwellers out into the wasteland for a few hours. They usually pickup a few guns. That's basically how I got all of mine.

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Cathrine Jack
 
Posts: 3329
Joined: Sat Dec 02, 2006 1:29 am

Post » Sat Feb 13, 2016 8:52 am



Is it ok if I send them without guns? I only have one and when I sent it out before I got raided and noone could do anything...
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Roddy
 
Posts: 3564
Joined: Fri Jun 15, 2007 11:50 pm

Post » Sat Feb 13, 2016 12:46 pm

Well, you could send them out without one and they'll use what they find but you'll want to keep an eye on them. They could get wasted pretty quick out there with no firearm.

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Samantha Mitchell
 
Posts: 3459
Joined: Mon Nov 13, 2006 8:33 pm

Post » Sat Feb 13, 2016 6:59 am

Im just going to hope for the best and send my guy with combat armor and a shotty. Hopefully I dont get raided
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Heather Kush
 
Posts: 3456
Joined: Tue Jun 05, 2007 10:05 pm

Post » Sat Feb 13, 2016 5:57 am

Read what I have above on Being Idle. Send one out with a lot of stim packs and no Weapon. Log in and check him, quit to the main menu, and keep doing that. You won't get raided while the app is closed if you do what I suggest. If your Adventurer runs out of Stim packs and dies you can revive him with caps and he will keep the items. Just check what I have under adventuring it is fairly complete. I only have a few untested theories. I know they will equip Outfits as stated above. I will be testing whether or not they use a weapon found while adventuring. I think they will. For my experiment I will send one out with 8 Stim Packs. 8 Because he will have no gun and normally it takes a while before they find anything. I did have one time where an Adventurer found an outfit in the first 10 minutes. The Special Stats effect adventuring in their own unique way. I believe the higher your Dwellers Luck Special is the better chance they have of finding caps, outfits, and weapons.

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Louise Dennis
 
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Joined: Fri Mar 02, 2007 9:23 pm

Post » Sat Feb 13, 2016 6:10 am

Yes it's fine I have confirmed it. I sent one out with a Radiation Suit but no weapon. http://i.imgur.com/47FTh3x.jpg and is now using an Enhanced 10 MM Pistol.

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Hannah Barnard
 
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Joined: Fri Feb 09, 2007 9:42 am

Post » Sat Feb 13, 2016 7:46 am

Nice. Sent my guy out 30 mins ago, hasnt gotten anything yet I dont think... how can you tell? All it seems he got is caps.


Hopefully he will get some stuff, maybe even bring a dweller back
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Francesca
 
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Joined: Thu Jun 22, 2006 5:26 pm

Post » Sat Feb 13, 2016 6:30 am

You will see a notification in http://i.imgur.com/47FTh3x.jpg. See where it says, "I've found a locker containing a Enhanced 10mm Pistol." If your Adventurer equips the item then it won't show up in the Green bar. If they have an outfit and a weapon equipped already then it shows up in the http://i.imgur.com/E2omvMn.jpg. When they return to the hideout they keep the items they have equipped and the rest go to your storage as long as it's not full.

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Bereket Fekadu
 
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Post » Sat Feb 13, 2016 10:00 am



Thanks!
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Unstoppable Judge
 
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Joined: Sat Jul 29, 2006 11:22 pm

Post » Sat Feb 13, 2016 8:54 am

Good guide.


I can add maybe one thing from my experience. If you send dweller with high luck, he will find more outfits and weapons faster. For one of my try I have dweller with luck=7 and she found 4 good weapons and 2 outfits in 1,5 hour. Unfortunately that vault have no luck and no longer existing :tongue:


I send in another vault dweller with luck=3 and he found only 3 outfits in 3,5 hours.

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Matthew Barrows
 
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Joined: Thu Jun 28, 2007 11:24 pm

Post » Sat Feb 13, 2016 3:11 pm

I can confirm, with 5 luck, my survivor finds an item every hour. Exactly ever hour...


At the 1 hour point I found merc gear, at the second hour, I found merc gear again
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Danny Warner
 
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Post » Sat Feb 13, 2016 10:00 am

The game tells you that the SPECIAL stats effect adventuring so I'll add that it's partially confirmed that Luck effects the rate at which you find gear. Remember that the Dificulity of the encounters and the Level of Gear increase the longer the Dweller has been Adventuring.

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SiLa
 
Posts: 3447
Joined: Tue Jun 13, 2006 7:52 am

Post » Sat Feb 13, 2016 3:47 pm

Looks like Charisma has something to do with a couple gettin' busy faster. I think it's a combo of Happiness and Charisma. If you get the Nightware (CHR +3) you can test it pretty easy. Makes sense too, since there is a C next to the barracks when you drag someone in there.

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Rodney C
 
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Post » Sat Feb 13, 2016 3:43 pm

Courting time is definitely linked to Charisma. I have a male dweller with high charisma. I introduced a female wearing the naughty nightwear and they were getting busy in about 30 seconds.

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Miss K
 
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Post » Sat Feb 13, 2016 7:43 am

i agree with this. i pulled scribe rothchild from a lunchbox and he has 7 luck.

i have 6 explorers including rothchild.

the other 5 explorers have between 1-3 luck and in 4-6 hours they usually bring back 2-3 common outfits and 2 low quality guns, between 1 and 4 damage rating.

however, rothchild consistently finds 6-8 damage guns in that same time frame and usually bring back an average of 8 items.


my current belief is that luck is the most important stat. i have 51 dwellers and i took my sixy gurl out of the radio room, i have a large and medium game room, i plan to hold off expansion until i train everyone up to 10 luck.


and it is easy to test and confirm that raising luck does increase success rate while rushing. all you have to do is hit rush and look at the %, then back out, equip a formal wear +3 luck and look again, you should see the failure rate went down. i pulled a lucky formal wear +7 luck from a lunchbox and it drops my failure rate(raises success) 10%. i keep it in storage and pass it around whenever i want to do a rush.
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lillian luna
 
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Joined: Thu Aug 31, 2006 9:43 pm

Post » Sat Feb 13, 2016 3:49 pm

I had my Mr. Burke out adventuring a few times and it happened twice that he equipped a better weapon he found, the one I sent him off with was in the loot after that.


Can anyone else confirm this behavior?
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Phillip Brunyee
 
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Joined: Tue Jul 31, 2007 7:43 pm

Post » Sat Feb 13, 2016 4:49 pm

I'll give it a try thanks.

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Kaylee Campbell
 
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Joined: Mon Mar 05, 2007 11:17 am

Post » Sat Feb 13, 2016 12:26 pm

Not sure if you have noticed that already, but Rushing a room successfully increases happiness of all people in that room by 10%, Failure decreases their happiness by 10%.



Also some dwellers give positive comments about working alone in the room, some are happy with someone else in the room - do you know if that depends on their SPECIAL skillset or completely random?

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Danger Mouse
 
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Joined: Sat Oct 07, 2006 9:55 am

Post » Sat Feb 13, 2016 3:02 pm

No idea if it's based on their SPECIAL or random. I am still trying to figure it out. However, I didn't know about the rushing a room for 10%. I have been working on training up luck which seems to effect your chances for rushing. Once it's high enough I think I'll try rushing it every so often and see if I can get a room to 100% that way. Thanks for the tip.

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Matt Terry
 
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Joined: Sun May 13, 2007 10:58 am

Post » Sat Feb 13, 2016 10:15 am

Outstanding guide Sharlikran. Hey mods, can we get the thread pinned for the new folks?

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Phoenix Draven
 
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