The goal of the mod is to provide additional fixes and a thorough rebalance of existing ingame equipment, expanding equipment choices and providing more variety. Most stats were redone based on common sense or RL weapon parameters, however, if it stood in the way of the original purpose of this mod, common sense rules were bent without hesitation or completely broken. Additionally, the mod includes an extensive audio/visual rehaul to provide better immersion.

*** ATTENTION ***

This mod builds upon changes and bugfixes found in Fallout Tactics Redux mod v1.3 by Endocore and WILL NOT WORK PROPERLY WITHOUT IT.

Major features:

- Version 2.0 introduces a smooth equipment progression to the game, you will gain new items at a steady pace almost all the way to the final mission.
- Enemies are stronger than in vanilla game and much better equipped, each enemy in the game was manually checked and outfitted to ensure he's ready for you.
- Some ammunition types were changed, some were scrapped and some new ones were introduced, the system is probably more straightforward now.
- Armor was nerfed across the board again with special attention to reducing DR values because it messed up the damage calculation too much, as a result ammo modifiers work properly now.
- Fixed a lot of bugs related to weapon damage types.
- Added a ton of weapons with proper desriptions, some as replacements and some as additions to extend the gearing curve further, the game has close to 150 weapons in total now.
- Also added some unique armors to the game, usually offering some sort of twist rather than straight improvement.
- Real life weapons are more realistic, they use proper ammo, have proper weight and fire rates.
- Unarmed progression was reworked too for all the Bruce Lee fans out there, you get new moves at a faster rate, most were renamed and improved. Close quarters combat is more viable in general.
- All weapon and ammo sprites were replaced with high quality versions.
- Weapon sounds were also replaced and some bugs were fixed, a lot of weapons still share sounds but there should be much more variety now. For instance, in heavy weapon class, RPD, Bren, SAW, M60 and Browning all sound differently.
- Weapons and defenses were rebalanced repeteadly. The playing field should be more level than ever.
- Some of the races were modified, most wasteland animals are more deadly and some get free perks.
- Some recruit types were modified, super mutants and deathclaws should be much better now.
- Added a special new recruit that was strangely absent from Tactics even though he appears in every other Fallout game. He's part of a story mission and has an accompanying npc that provides his backstory.
- Quartermaster only sells armor, ammo and common weapons, but he gets it at a more steady rate. Some weapons or armor are more rare or even unique so you will have to find those yourself.
- Ammo is a bit more scarce so you might want to buy some.

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Equilibrium v2.1

Equilibrium v2.1

Full Version 10 comments

Fully completed version of the mod including all planned changes to the game. As always, bug reports and feedback are most welcome, enjoy.

Equilibrium v1 final (old)

Equilibrium v1 final (old)

Full Version

Basic, fully functional first release of the mod. Version 1.1 which changes most weapon sprites, replaces more weapons and adds some new ones is in the...

Comments  (0 - 10 of 209)
Guest
Guest

Hi there.

1. Can surely confirm random encounter Raiders issue. 12k, 17k raiders are norm with this mod. Shouldn't be like it.

2. Sniper perk doesn't work with version of bos.exe from mod archive. Need to fix it with hex editor (4C->6C at the address 004A6C4C) to make it work.

3. Lifegiver perk says ingame that it grants 40 hp -- while it fact it awards 30 hp, also 30 hp is mentioned in readme.

Cheers.

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raics Creator
raics

I'll have to dig a bit more for that raider issue, it seems. Thanks for the report

Reply Good karma+1 vote
Adjaxston
Adjaxston

Hey Raics, thanks again to have fixed the problem with me running the mod, steam version is stable.... Most of the time

Here I encountered a big problem though, By Kansas city, the game crash after the debriefing and I just cannot continue the course of the game.

Have you an idea of what could have happened here ?

I brought up an APC for the mission, and used it to block the West door, but it seems like it has gone rather smoothly (despite the fact the vehicle is destroyed now?), I know in Redux, the game had problem keeping up with the fact you brought vehicle which were not included into a specific mission.... But there... The game just freeze after I press (Continue) after the debrief.... Dekker also congratulate me but almost half of the ghouls died on the mission...

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raics Creator
raics

Sorry, I really can't say what might be the problem, that mission can be a bit buggy because there's a lot going on at once. If I had to guess, your vehicle blocking the gate might have thrown some npcs off their scripted path.

Reply Good karma+2 votes
Adjaxston
Adjaxston

This is sadly what I thought, I'll try to do it all over again, that said, the east (and not west as I said earlier) gate isn't supposed to have any trafic. Whatever, it's an old game, I'll try to do it back from scratch without bringing a vehicle, thanks for the quick response Raics.

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MrAlexxx
MrAlexxx

1) Random encounters are totally broken. After first mission “Brahmin wood” I visited some random encounters: on the first encounter there were dogs, and I get 300 exp for each dog (it’s probably 10 times more than it should be). On the second encounter I killed one reidor and got 17k exp. each member of my team got 5 level ups. Random encounters totally break the game balance now.

2) I can’t find elexire of life on the gas station. Where is it?

3) In Redux manual: "Six bonus items were added to secret spots in the game world. Like the "Elixir" found at the Gas Station Special Encounter in the original game, each of these items raises one character statistic by one point. They work like drugs, except the effect is permanent. These items are meant to be used when your favorite soldier is just shy of the requirements for some desired perk, but you'll have to search hard to find them. I'll give you some hints: one can be found somewhere in Freeport (Mission 2), another can be found somewhere in Jefferson (Mission 10), and the other four are found in Special Encounters. The two in the missions were added to already present secret containers in those missions, and the ones in the Special Encounters were added to new hidden containers."

Please tell me what Special Encounters to look for? I can't find anything

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raics Creator
raics

1. Maybe something didn't patch well, for dogs of that level it would be in the ballpark of 100-150xp a piece and raiders surely wouldn't give you 17k, I've never seen it happen

2&3. There's a special encounters map in the 'more information' folder. There are less encounters in general and there are no more +1 stat items.

Reply Good karma+1 vote
Ashishin
Ashishin

Hey Mr. Raics.
What happens exactly when a melee weapon has "Armor Piercing"?
Is it the usual "-25% dmg / +50% pen" modifier?

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raics Creator
raics

Yeah, or that's what it should be doing at least, never really tested it properly.

Reply Good karma+1 vote
MrAlexxx
MrAlexxx

Look here: Moddb.com
Sniper and Slayer perks have requiment of Luck=8! Is it a mistake?

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raics Creator
raics

Nope, those are crit perks and should be tied to crit builds, if you run a non-crit build you won't deal as much damage but you will save a lot of points on luck and be beefier in other areas. Before you were able to sort of have the cake and eat it too.

Reply Good karma+1 vote
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