Fallout Tactics Redux is a major revision of the Fallout Tactics single player campaign from the ground up. Recruits and weapons are completely redesigned, maps offer better, more challenging gameplay as well as improved features and appearance, and new characters and narratives are explored. Original game content is also expanded and enhanced, and a significant amount of "lost content" written by the original developers of the game that could never previously be seen by players has been restored to full playability. All this is in addition to a thorough review of every nook and cranny of the game, which has resulted in hundreds of bugs squashed and errors fixed.

  • View media
  • View media
  • View media
  • View media
  • View media
  • View media
Post article RSS Articles

Most updates of FOT Redux have occurred in the summer. Unfortunately I didn't get much time to work on the game this summer, so a new version is some ways off (next summer, probably). I have done some things, however. Here's what I have so far for a future version 1.4 release:

GENERAL GAME
--Bugfixes: Reactivated forgotten "double" firing mode for double-barrelled shotgun and sawed-off shotgun. These weapons are more dangerous now in the early missions-- and keep in mind, many enemies are armed with them.
--Bugfixes: Eliminated possibility of silly exploit where automated turrets can die from drug overdoses.
--Bugfixes: Changed merchant Special Encounters to eliminate silly exploit of killing the merchant with a drug overdose without turning the guards hostile.
--Modifications: Increased the number of EMP shotgun shells available in the game world by around fifteen percent. I'm reluctant to increase quantities of this highly effective ammo, but it's really not feasible to pursue robot random encounters without more of it in the game world.
--Modifications: Made a new type of 40mm plasma grenade ammo. These rare items are never sold by the Quartermaster, but small quantities were added to loot locations around the game world. Their intended purpose is to be better than regular explosive grenades when fighting robots.
--Modifications: I'm now pretty sure all 6mm weapons have been removed from the game world (Preoria in particular still had some stuff), so the last "safety bits" of 6mm ammo were removed from the Quartermaster list. I was thinking about replacing the item image now used by 7mm ammo with the image formerly used by 6mm ammo, but didn't do so at this time to avoid potential confusion for players. Comments are welcome on the issue.
--Modifications: 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.

RECRUITS
--Modifications: Recruit Vindi lost one character point from Luck and gained one point in Charisma. Her primary attraction compared to some of the other heavy weapons soldiers was meant to be an ease of taking the Divine Favor perk at higher levels, but she didn't have enough Charisma to reasonably have a chance at this.

BUNKERS
--Bugfixes: In Bunker Three, Mayor Hillary was intended to appear after the completion of Mission 8, but instead she was present immediately upon entering the bunker for the first time.

OSCEOLLA
--Modifications: In Redux 1.2 I said Toccamotta and Roshambo should no longer be hostile after eliminating Gammorin, but this was not the case under all conditions.
--Gameplay Note: Under some conditions, a change I made in Redux 1.2 may express bugs that were always present in the mission but previously unlikely to be noticed. In the original game, all the mutants on the map surface were deactivated when Gammorin died. I decreased the number of player indexes affected, because we have so many players who are fond of looting every last bullet on every map. The most common style of play here is probably to eliminate almost all enemies on the map, but strictly speaking that is not the mission objective. If one approaches the mission by the book, and heads directly underground to assassinate Gammorin right off (probably using the tunnel on the southern edge of the map), then at least ten mutants will remain on the surface to harass the player-characters on their way back out of the complex. This can be a problem, because it offers a chance for the expression of the old "invisible enemies attack player" bug that formerly afflicted the St Louis mission when attacking the mutant base there. The bottom line is, if you approach the mission in a true commando style and go directly for the objective, just take care on your way back to the exit grid and leave by the same route you used to enter the complex. Due to an unfixable bug in the game engine itself, npcs on deactivated player indexes that are hostile to the player's team will attack anyway in turn-based combat (hence the name, "invisible enemies attack bug").

Not much to get excited about, but it's a start.

Bug-fixing is now at the tweaking stage, but marginal improvements in that area will continue as I become aware of any remaining problems that are fixable. In general, future versions of FOT Redux will be focused on adding new (more, better) content.

In the next version, Super Mutant recruits will be significantly redesigned. I already have a number of ideas about how I want to make them more useful (better AG, better Big Guns skills), but haven't yet completed editing them. Suggestions from players who like to use (or would like to use) Super Mutant recruits are welcome. Deathclaw recruits will also benefit from some revisions.

Do we need more than one robot recruit? I don't really think so, but if you have ideas, please tell me about it.

What I think players will find to be a fairly intriguing new mission is about 65 percent finished. It's a large map of a multi-elevation canyon area, with caves and a prewar storage depot set inside a mountain. The gameplay purpose is to give the player a chance to earn (tough battles will occur) more weapons and ammo with which to fight the robots (as supplies remain rather tight in the current iteration of the game). This will probably be used as a Special Encounter. In theory it would also work well as a replacement for one of the Reaver missions cut from the original game (13, 14, 18, and 20), but without any multimedia support (voice-acting from General Dekker for a brief and debrief) I'm diffident about using it that way.

I'll also be adding more articles to terminals in the bunkers. In particular, I'll be writing a pseudo-history to better explain why the player-character's Eastern BOS faction broke off from the original Brotherhood, giving the whys and hows of the ways their philosophy of using and sharing technology to improve the world of today differs from the stingy attitude of the California BOS.

Above all, FOT Redux is for the players, and suggestions are welcomed. If there's something you've always wanted to see in the game, tell me about it. Maybe your idea is plausible and maybe not, but you'll never know unless you propose it.

What was new in version 1.3 of FOT Redux?

What was new in version 1.3 of FOT Redux?

Feature

Changelog summary for the November 2015 update of Fallout Tactics Redux.

What was new in version 1.2 of FOT Redux?

What was new in version 1.2 of FOT Redux?

Feature

Changelog for the September 2015 update of Fallout Tactics Redux.

RSS Files
Fallout Tactics Redux

Fallout Tactics Redux

Full Version

A wide-ranging revision of the single player campaign for the game Fallout Tactics.

Comments  (0 - 10 of 200)
BrecMadak
BrecMadak

Hi Endocore,

I plan to start over with the mod sometime. The changelog is massive. Are you still working on the mod or collecting bug reports annually and subsequentially releasing a new patch?
Also, do the fixes apply to the MP experience?
Cheers!

Reply Good karma Bad karma+1 vote
Guest
Guest

Wonderful mod. I've played this with Equilibrium for 3 full playthroughs this year alone.

I was wondering, there's and elder named Jon in Bunker Alpha talking about cleansing flame and indicated I can trade something for something. He has nothing on him. I tried giving him a flamer and a handflamer since they were the only things I can think of connected to flames but nothing happens. Is there a secret or something regarding him?

Reply Good karma Bad karma0 votes
Endocore Creator
Endocore

Thanks. Elder Jon is a bit too fond of Buffout, probably. But you should be able to Barter with him for a flamer pistol. I just looked, it's in his inventory, and it works for me-- but if you're using Equilibrium, I don't know, maybe things are different or changed in that.

Reply Good karma+1 vote
Guest
Guest

This comment is currently awaiting admin approval, join now to view.

Guest
Guest

That could be it. Thanks for the reply.

Reply Good karma Bad karma+1 vote
Guest
Guest

Hi. Thanks for making Redux. Been playing FoT with this mod and never went back to vanilla.

My question is: is there any guide on where the Special Encounter squares are. Based on the readme I believe there should be 10. I've tried a couple of play throughs and have only found the exact same 5 squares. Even tried fully exploring the map and still only have those five. Is there a guide out there pointing out or giving directions for all 10 squares for FoT Redux? All I've found are references for the vanilla version.

Reply Good karma Bad karma0 votes
Endocore Creator
Endocore

Glad to hear you're enjoying the mod.

In the download, there's a folder called "Extra Stuff." In this folder, there's a worldmap image showing the new/changed Special Encounter squares for the mod.

I recommend to everyone to only go for a maximum of three SEs per square. If you go for four per square, you'll likely hit some expression of the SE bug (game crashes when loading encounter after all SEs are found), which has never been truly eliminated.

Reply Good karma+1 vote
Guest
Guest

Stupid me. I should have explored contents of the download more. Thanks so much for this.

Reply Good karma Bad karma+1 vote
Guest
Guest

Why raiders at random encounters are so overpowered? They have 250-255 HP, better damage resistance than Deathclaws and very strong melee attacks.
And if you kill them somehow, you`ll get so much experience from them (especially at Tough Guy), that you can boost your characters from level 5 to level 10-13.

Reply Good karma Bad karma+1 vote
Endocore Creator
Endocore

I've written many times that the game's Tough Guy mode has never worked right and never will, and should not be used. I understand some folks insist on using it anyway, but you're going to find oddities and unbalanced situations if you do this.

Reply Good karma+2 votes
Post a comment
Sign in or join with:

Only registered members can share their thoughts. So come on! Join the community today (totally free - or sign in with your social account on the right) and join in the conversation.

Follow Profile
Icon
Fallout Tactics: Brotherhood of Steel
Creator
Contact
Send Message
Release date
Mod watch
Follow
Share
Community Rating

Average

9

8 votes submitted.

You Say

-

Ratings closed.

Style
Embed Buttons
Link to Fallout Tactics Redux by selecting a button and using the embed code provided more...
Fallout Tactics Redux
Statistics
Last Update
Watchers
94 members
Files
1
Articles
3
Reviews
7