FALLOUT SHELTER: PATCH NOTES 1.0.3 (UNOFFICIAL!)
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Exploring the Wasteland and Quests:
- Occasional text based choices with a risk factor involved for your explorers that are all ready outside in the wasteland.
- MAIN quests: Find the G.E.C.K. or a Waterchip or Your Dad in the wasteland.
Use your best dweller and A LOT of stimpacks/radaways for this because he WILL be out for a minimum of 5 days.
After 5 days the chance of completing starts from 10% per day, increasing with +10% chance for each day that passes towards a 90% maximum.
The reward is AMAZING AND UNIQUE!!! But also random from a list of these amazing rewards allowinging for replayability
while maintaining the same level of awe and wonder everything you complete these quests in another Vault.
(Dweller return time of this is 25% of the time spend outside instead of the dreadful 50%)
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The Overseer:
- You (The overseer) are now also a character in the vault. Losing him means game over after a 1 hour long revive deadline timer runs out.
- The overseer room. A self sufficient single room providing food and water for its own residents. Immume to fire and roach disasters.
Only ONE room per vault, can't be upgraded/expanded. Has only room for just two dwellers.
- At the start of the game you can costumize his SPECIAL same like you chose your Vault number.
- The overseer can't be send outside the Vault to explore the Wastelands
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Dogmeat!:
- Dogmeat (the dog) is now in the game and VERY RARE to find, having him alive in your vault ups the overall happiness by +10%.
If you let him die the overall happiness has a -10% penalty for the rest of the game and he can't be resurrected or obtained again for that vault!
After his death you also get a permanent little tomb stone with his name on it outside your vault as a painful reminder for your incompitence.
So keep him safe from raider attacks, fire and roaches like your overseer mentionned before.
Dogmeat can't work in rooms and can't be send out to explore the wasteland,
uses water and food like any other dweller, (can attack if you want to risk losing him)
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Dweller leveling up:
- A bit more customization when your dwellers level up. Something small like +1 SPECIAL stat choice each 10 levels.
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Tower defense:
- A tower defense mechanic, raiders will go for you the overseer while still stealing resources.
You now have to place rooms and elevators in a smart way and hide the overseer somewhere in the back
to maximize the raiders travel path towards your overseer.
Added turret upgrades at vaultdoor room. Build additional turret rooms.
(high energy and bottlecap cost, no production value, soul purpose is defense).
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More raiders to enhance the tower defense mechanic:
- Different type of raiders. And a lot more frequent. Endgame has the occasional Super Mutant attacks!
Base only suffers penalties after raiders got passed the Vault Door Room.
Raider base camp:
- Raiders occasionally set up their base camp outside your vault.
Resulting in attacks that become more frequent and aggressive over time as long the base is out there.
- You can send a max of your 3 best dwellers to take the camp out.
- Killing raiders inside your base also gives minor loot. Eliminating the base camp has a bit larger reward.
Giving you the choice between leaving the camp up longer and
farming the raider attacks for a bit more loot at the risk of losing dwellers/resources
OR
you can take out the camp right away and get rewarded instantly, keeping your vault safe.
(You can't leave up the camp forever because over time it will become too much to handle.
Raiders will spawn so frequent and out of controll, totally overrunning your vault)
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Misc:
- Allowed to skip the tutorial, added UNdestroyable rocks, before every vault looked and felt the same.
- Difficult settings.
- Coming soon in 1.0.4: PvP, raid your friends vault after they accepted your decleration of war!
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