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.

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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.

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Fallout Tactics Redux

Fallout Tactics Redux

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

Comments  (0 - 10 of 209)
equismas
equismas

Hi. Got a bug before starting the last mission. Talked to the quartermaster in the last bunker and it crashed after just after i clicked the selection rooster for soldiers

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dD_ShockTrooper
dD_ShockTrooper

Bug report regarding Springfield: The script that cleans all the raiders off the map when you speak with the mayor also renders "eliminate the anti-ghoul faction leaders" impossible to complete as all living raiders also despawn, leading the map into a permanent softlock. It seems the mayor doesn't check if this objective is complete when you speak to him like other hostages.

Also that mayor is ridiculously suicidal, is there some way I can modify his AI in the editor to make him not run outside and punch the raiders when he hears the combat out there? I would honestly prefer the hostages to stand still and eat bullets like a target dummy than what they're currently doing with this mod.

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nadeauhugo
nadeauhugo

Yep, I experienced this bug too. Reloading and killing the faction leaders first solved it for me.

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Endocore Creator
Endocore

Thanks, I'll take a look at this. You're saying you somehow snuck in to speak with the mayor before killing the raider bosses? If so, eliminating that possibility would be the best fix.

I don't ever recall having the mayor join in the battle, but locking him up in a cage would solve that potentiality.

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dD_ShockTrooper
dD_ShockTrooper

So what happened was the first attempt I was mucking around in the other building and sweeping the minefield when suddenly I was alerted to the fact the mayor was dead. I was not looking when this occurred, so I assumed maybe that head assassin was actually planning to assassinate the mayor if you're too slow (some of the guys started shooting at the melee dude I sent into the tower to clear the sniper, some time after mayor died.)

I tried again, this time dusting up my melee guy on psycho, snuck past the minefield, then ran up the stairs to immediately take down the boss. This plan worked, but now I had a guy with low health and low hp in the middle of no cover in sight. I decided to run inside to recharge, but when I opened the door the mayor started running towards it. I panicked and clicked on him, despawning all the raiders and softlocking the game. (You need to kill all the raiders outside, not just the head assassin)

I made another attempt not doing that, but this time the head assassin immediately opened the door and shot the mayor after he aggro'd. At this point I thought the mission was pretty bs.

Next attempt I decided that rushing the assassin in melee was correct after all, as he opens the door and kills the mayor in about 10 seconds. So I hardcore got out the stopwatch and stacked psycho like crazy. I was fine for HP this time, but the head assassin backed up because he had a long range weapon and opened the door before shooting at me, with me killing him shortly after. This caused the mayor to run outside and kill himself on a shotgun raider.

Final attempt worked when I did the same thing as above but ran to the door rather than the head assassin, causing him to reposition to the side before shooting, allowing me to wreck him without the door opening.

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Endocore Creator
Endocore

Thanks for the details. Always interesting to read tales of battle. After taking a look at the map in the context of what you described, I now see the issues, and they are mostly resolved easily.

The actual bug you described, which caused the game to freeze, can be fixed by activating click-to-talk windowed speech for the Mayor only after the raiders are dispatched. Thanks again for pointing this out-- even though I've played this map dozens of times, I never considered this possibility.

The secondary issue of having the Mayor say "let me help you with my well-manicured fists of fury" is a bit more subtle. For that to happen is clearly annoying. On the other hand, if we prevent all direct interaction between the raiders and the Mayor, the mission stakes are dramatically reduced (in other words the mission would fail only if the player-character perished, which for almost everyone means "reload a savegame").

In the FOT Editor all actors are assigned a team, and the hostility of these teams is assigned numerical values of intensity. Currently the mutual hostility of the raiders and the Mayor is maxed, but this could and should be dialed down so the raiders will prefer fighting your soldiers rather than the Mayor. I'll fix that for a future release. For example, the Mayor could be neutral to the raiders, so he does not attack them without provocation, and the raider hostility to the Mayor could be minimal, making them unlikely to target him instead of you.

This just leaves one other situation you described, where apparently the raiders attacked the Mayor while your team was still at a great distance. I've never seen this happen myself, but likely the final area zone definition can be improved to make it even less likely, so I'll take a look at that in the future.

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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!

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Endocore Creator
Endocore

Good questions. Thanks for your interest.

I'm not currently working on the mod, as I unfortunately don't have the time required. However, all my notes and materials are in order to resume activity if I ever get some uninterrupted time for it. As noted in the "August 2016 News" there is a modest amount of new material already finished, but still unreleased at this time.

I still take bug reports, and add them to my notes-- though in a mod this mature and stable, there isn't much that hasn't already been reported (except for unique oddities people sometimes have because they didn't install correctly). Any future updates would almost certainly include melindil's scripting mechanism to fix some otherwise unaddressable issues in the original game.

You could use the mod for MP play, but it's critical that all participants are using the mod. Otherwise chaos would ensue.

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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?

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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.

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Guest
Guest

I'm a big FAN OF THE BROTHERHOOD! ! Can you not tell me to modify that file to increase the number of enemies in the wild ah? ! It feels like the enemy is too small to challenge !! I want to change the enemy count in the wild by a factor of ten. Please help me. Thank you

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Endocore Creator
Endocore

It's somewhat complex, but can be done. Modify the text file "campaign.txt" found in core\tables. You'll then need to import this into bos.cam, and start a new game from the beginning to see your changes. In other words, you probably don't want to do all that.

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Guest
Guest

That could be it. Thanks for the reply.

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