Corpses disappeared!

Post » Sun Feb 14, 2016 10:23 am

So, today, I encountered my first Deathclaw assault on my vault. I managed to kill at least one and the other two ran off. But not before they killed a bunch of my vault dwellers. I didn't have the caps to revive them all at the time. But after a few hours I managed to revive all but 8 people. I didn't have enough money to revive all of them, and I ran into another issue of two returning explorers who had the money I needed to revive the last 8 dwellers, only problem is I ran out of storage, so I couldn't get them in to collect the caps. I managed to build another storage bay, but again, funds to build another and upgrade it was miniscule. So I had 8 corpses lying around waiting to be revived, and not enough caps. I turned on my phone a few minutes ago to check my funds and discovered that the 8 bodies had vanished, and their items placed in storage. Are corpses supposed to be auto deleted, or are they supposed to remain until you, the player, perform an action (either revive or delete). Because if their supposed to remain until you do something, then this is a bug. One of the corpses that vanished was James, and I got him from a Lunchbox.

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tiffany Royal
 
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Post » Sun Feb 14, 2016 2:19 am

I had a couple corpses disappear from one of my vaults as I was playing, none of their equipment went into the storage, they were my 2 best equipped and highest stat characters too. I didn't have enough caps to revive them at the time.

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Kortniie Dumont
 
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Post » Sun Feb 14, 2016 1:40 am

I posted about this yesterday. I have had dwellers wiped out twice by DC's. Unless you have the caps or stimpaks to revive they disappear after about 24hrs. I got attacked yesterday and have spent almost 12hrs reviving my dead with caps. I think you just need to build med bays to increase storage of stimpaks and have plenty of caps in reserve. I have also not manned the radio room and this seems to have reduced the DC attacks although time will tell. Other players seem to advise having rooms in certain positions and strategically placing dwellers to attack them straight away, which is a lot harder than it sounds. I also bought some Mr Handys yesterday and they seem to take on molerats etc quite easily but why should you have to pay out all the time. Im tempting fate but I'm now just gonna save as many caps as possible in order to keep reviving dwellers in case of these attacks.

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SHAWNNA-KAY
 
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Post » Sun Feb 14, 2016 7:16 am


That's the one thing that really bugs me is that you have to pay caps to revive your dwellers. That doesn't make any sense what-so-ever. And depending on the Dweller, you may not have enough caps. James for example, a Gold Quality character I got from a Lunch Box, cost 1000 caps to revive. I didn't have the caps and ended up losing him. And this DC attack happened this afternoon.



Edit: I went ahead and reassigned the dwellers who were in the Radio Station to other places, so hopefully, I won't get any more DC assaults. but now I'm debating about sending anyone out to explore.



Edit 2: NOTE TO BETHESDA: NERF OR GET RID OF THE DEATHCLAWS!!!! I sent someone out to explore and I got hit with another DC assault.

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Manuela Ribeiro Pereira
 
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Post » Sun Feb 14, 2016 11:29 am



It makes less sense that you can revive them, period. Having to pay to revive them isn't so bad.

To make the most sense, they should just outright die and shouldn't be reviveable.

However I prefer the alternative of paying to revive them.
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Theodore Walling
 
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Post » Sun Feb 14, 2016 2:19 pm

Just found out myself that you can actually sell things directly from a Wanderer's inventory before you collect. If you click an item, it shows up as a coin now, and will be sold instead of stored.



Doesn't really help you get your wanderers in now, but turns out extra storage isn't needed in most cases.

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Mr. Allen
 
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Post » Sun Feb 14, 2016 12:40 am


The problem is that the amount required to revive is randomized, not every vault dweller costs the same to revive. For instance, I have two vault dwellers that need to be revived, one costs 100 caps, the other costs 1000 caps, and I only have 300 caps. I would like them to standardize the cost for reviving dwellers across the board and reduce the amount dramatically to something more reasonable. If it were like 5 caps to revive a dweller, I wouldn't have an issue so much.



Another alternative would be to introduce a new item to Fallout, the Defibrillator. The Defib would be used to revive dead dwellers and could be manufactured in a new room called the Machine shop.

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barbara belmonte
 
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Post » Sun Feb 14, 2016 12:36 pm

Revival cost are level based so the higher the dweller's level the more the revival will cost.

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luke trodden
 
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Post » Sun Feb 14, 2016 2:51 am


I'm pretty sure it depends on the level of your guys for how much it costs to revive. Like level 1 guys will be 100 or so. I dont think it's random.

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candice keenan
 
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Post » Sun Feb 14, 2016 2:28 am

I just lost 7 top level people. I had no idea they would dissapear...

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Quick draw II
 
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