Against my better judgement I updated my fallout shelter. I suppose the temptation of a new legendary dweller and five lunchboxes was to much.
Too bad since I'm on android and didn't get anything of the sort
But that's not what the thread is for, instead here are some of the things that got flipped on their head when the follower limit went to 10...
1. Required Stimpack and Radaway production levels sharply reduced.
Without the ability to send untold amounts of dwellers out to level up quickly there is no reason to have as much stimpack production or storage capacity. One 3 wide fully upgraded room is enough now. Whereas before you had to keep up with your rate of explorers that were sent out which could be a dozen in the same day.
Now it's hardly any. Many days there will be none I suspect.
2. Required storage space sharply reduced.
Keeping endurance outfits was a necessity. You wanted to boost endurance as much as possible while dwellers leveled out in the wastes to boost their HP increases. It required more storage space to keep an inventory of high endurance outfits for when dwellers went out and also the space to keep their normal outfits when they go into a production room. The storage roomss in turn required more power which in turn required more dwellers which in turn required more food and water which also require more dwellers etc.
Reducing the explorer limit created a chain effect where I no longer need as many storage rooms. It then rippled to all other facets of the game leaving me with empty vault space and free agents.
Not to mention with less explorers bringing things in I obviously don't haul as many things into the inventory.
3. More dwellers make it to max stats before being sent out.
Without the ability to send out dwellers who have maxed endurance they have to wait for a turn to get out into the wastes. So they train their other stats instead now. By the time they get out into the wastes they'll have much higher stats than before and likely survive much longer.
4. Play time decreased.
I don't have any dweller coming back today. I don't have any objective that can be completed through interacting with the game. I won't be logging in until the objective cancel refreshes. and if I get another objective that isn't complete-able through interaction I'll put the game down again for another day.
**********************************
That's what I've noticed so far.
I can only assume the limit was implemented to combat the performance issues. Hopefully those can instead be mitigated or examined.
I get the funny feeling that the game is actually drawing and animating the explorer dialog for every dweller when it is opened and the current dweller is slid into place. I'm curious as to why that strategy was taken as it would eventually cause performance issues if the list of dwellers increased,