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.

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jordanthejq12
jordanthejq12 - - 304 comments

Does the Motion Sensor from the Preoria Easter Egg actually do anything? It sells for a lot unlike the other clear "junk" items, but I don't see an Outdoorsman skill bump.

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Endocore Creator
Endocore - - 115 comments

Try putting in an active item slot/hand, then you should see the effect.

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castavins1540929841
castavins1540929841 - - 5 comments

As a gun nerd, suggestion :

The names and types of ammo in the game (or this mod) are so strange...

You could do something way more realistic, understandable, and also near to FO2.
Really few caliber are in metric, and they have conversion in imperial, because "'meuricaaa ! gun yeah !"

9mm parabellum => .38inch, some stuff are different to 38 ACP, but it's almost the same
.45 acp <=> yeah it's almost 11-12mm
5.56mm <-> .223
7.62mm nato <=> .308
7.62 soviet (ak47) <=> .311
5.45mm <=> useless in this game
7.62r soviet / .303 british / 30.06 US / 8mm Lebel / 8mm Mauser (7.92mm in reality) => same stuff, full power cartrige, not usable in assault rifle, but useable in "big guns", or in snipers (but .338 would be more understandable for snipers)
12 ga => already good measure, understandable by everyone and realistic

You're not using it, but it could be interesting, it's the most used caliber on the planet : .22 LR, used in weak handgun, and small game rifle, really liked by some kind of survivalist (you can carry and stock thousands of them for cheap and it could still kill some stuff)

10mm : I understand you use it between 9mm of most pistol and 45 acp, but you know what ? .40 S&W is here for that !

(I see 6mm for minigun, I don't have much other calibers for now, maybe you use a 5mm for high tech firearms, and an equivalent of 12.7mm/.50 BMG for big snipers like the Barrett and/or the M2 browning)

So what use when ?

Small pistol and SMG : .38 ACP (currently 10mm in your mod)

or 22 LR (the classical low end 10mm fallout realy pistol is weak as a 22LR handgun)

Medium power pistol and SMG : .40 S&W (11mm in your mod) or .38 ACP if you use 22 LR as the first "tiers" caliber of pistol

Higher power pistol and SMG caliber: .45 ACP (12mm in your mod)

Smallest semi auto rifle : .22 LR (interesting to have it in early pistol and early rifle)

Long range semi auto+small burst rifle : .308 (like the FAL), currently you use 8mm for that

Medium range semi auto with 4/5 rounds burst (good quality): .223 (your current 7mm)
(you can also use .311 soviet for "little" or "medium quality" rifles like ak's)

For snipers : .338

Traditionnal machine guns : .308 (6mm in your mod)
Miniguns and anti-material rifle : .50 BMG (6mm in your mod)
(don't know if you have more than 1 type of miniguns/machines guns)

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castavins1540929841
castavins1540929841 - - 5 comments

With the current weapons of the mod as exemple :

holt 45 : .45 ACP
magnus : .38 ACP
R11 revolver : .45 ACP
holt 6520 : .22 LR or 38 acp
stinger : .38 ACP
Uzi : .38 ACP
Morrison (m)P5 : .40 S&W (in reality it's 38, but let's make some diversity)
Walton mascot : .38 acp or 40 S&W
AF55 : 45 ACP

Hunting Rifle : .22, or .308 (it has 35 range and realistic), or .223 (like in FO2) (or .311 soviet)
XOR (AK-platform) : .223 or .311 soviet
Camdem E9 (AR-15/M4) : .223 ("small range")
Camdem E3 (AR10-ish/SR25) : .308
Candem E36 : .223, same range and damage as E9, it's an "M249 SAW/Minimi like"
Stu (Steyr Aug) : .223
FR-F17 (FN Fal) : .308 (big range and damage vs the M4-ish)
(if there is something like the E36 but more range and damage : .308, like M60/MG3 / FN Mag)

Minigun Avenger : .308 (big damage and a good 35 range, it's not .223 ;) ) or .50 BMG or .338 (fantasy...)

I don't own any but i read you have a 14mm : .50.

Yes, I've read :
".303 7mm
7.62mm 8mm
9mm 10mm
.44 11mm
.45 12mm
.50 14mm
(+minigun 6mm)"

But, sorry, this is odd ^^"
with 7 caliber, I could be more realistic and understandable to have :
.22 .38 .45 .223 .308 .338 .50 (3 for handgun, 3 for rifles, 1 for miniguns/barrett-like)

Same number of caliber, but more accurate and nice to play ;)


(I say it just like that, I rather play your calibers all in mm between 6 and 14, that a merge between .xx inch and yy mm. Like, omg, how they thought to use .303 in the 21st century ? holy cow)

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Endocore Creator
Endocore - - 115 comments

I do appreciate you writing out all those suggestions, but I am happy with the way things are in the mod, and would never make such changes. It's a science fiction fantasy game set hundreds of years in the future, so "real world stuff from late 20th century" has no place in the game.

When FOT was released 20 years ago, the game was rightly and widely ridiculed by Fallout fans for the inclusion of "real world" guns and ammo. Duckandcover.cx I specifically spent a great deal of time getting rid of all that, and replacing it entirely with fantasy-fiction stuff. My view is that the use of "real world" data in the original game was silly and anachronistic, and their inclusion was bad judgement and poor taste on the part of Microforte.

Thus my reply is that I would never even consider doing what you propose. However, as I say, I do appreciate your interest in writing all that out, and if you'd like to make your own changes, this would just be a matter of editing text files in the game folder, such as found in core\locale\game.

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shadex1
shadex1 - - 1 comments

big Necro but "real world stuff from late 20th century" has no place in the game."

Is ridiculous, they absolutely belong
The war took place in 2077, that's only 54 years from now and so by that time pretty much all those guns would have been in the process of being replaced and surplused out through civilian sales or NG stockpiles and sold to minor nations.

And there would be plenty of ammo as ammo is pretty stable unless in wet conditions, we're only now attempting to partially replace the M4, a process that will take years.

Not to mention a lot of guns in service today are designs from the 40's/50's/60s some even further back, the 1911 has been in service for over a hundred years.

Weapon development ground to a halt after the war, so there's pretty much no new designs so it makes perfect sense to find them alongside weapons from whatever in universe designs in service in 2077.

Even to this day we still get crates of hundreds of surplus ww1 and ww2 guns imported and sold by people like RTI.

The calibers we have today are because they are pretty much the best we can have from Ballistic rounds and makes no since to change them.

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VoivoD
VoivoD - - 147 comments

Depends where do you want to split the real history with fallout. if in the fifties, then it's perfectly reasonable to use ammo type used in fifties, and before.

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castavins1540929841
castavins1540929841 - - 5 comments

Hi !

First, thanks for your job, nice mod.
I have questions/troubles.

I almost always play new games with redux or for exemple, the 2022 restauration projects of Fallout 2.

Although I read and speak english, my game is in another language. Voice and menu are in my language, but most text, lore, and briefing are written in English.

And well, I rather have everything in the original language, not in English.

I think that the issue come from your correction of the font text, you switch to the awful ms dos like font, to a nice one, and it makes the entire text of the game in english ?

I've got a clear copy install of FOT, how could I play FOT Redux, but with the original text language of my game please ?

(at least, I could deal with weapon, item and ammo description in English, if necessary, but I would like to have lore/conversations/briefings not in English please)

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Endocore Creator
Endocore - - 115 comments

Thanks, glad you enjoy the gameplay. As to your question, this is a matter of great complexity. Text displayed is determined by the text files of the game, to have results in a different language all of those files would have to be translated, which unfortunately isn't anything I am able to do, nor would I. If you tried to use your original game files in a language other than English, there would be lots of garbling and errors because of all the new information added by the mod, so that technique would not work very well.

As for display fonts used, you might find some relief playing around in the game's files in core\gui, but offhand I can't think of any easy solution for what you seek.

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Crasher1985
Crasher1985 - - 33 comments

Hi! Is it possible to merge this mod with the AllRaces mod? One of Allraces mod files replaces bos.cam file. Will this cause problems?

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Endocore Creator
Endocore - - 115 comments

If you replaced bos.com you'd be back to risking crazy high frequency of random encounters, and probably get a crash when finding a special enouncter. Other than than, you could experiment, other problems might occur.

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Crasher1985
Crasher1985 - - 33 comments

*****These are out of order... oops! Sorry! Read them from last to first (ModDB being an ***, limiting message lenght)*****

Any news on the update? Theres quite a few bugs in the mod, still. Like certain enemies having wrong ammunition for the gun they carry (mostly muties), or special encounters always being the same (they dont cycle - theres always the same "pool" of special encounters that appear). Theres the double barrel shotguns not having the ability to fire both barrels simultaneously, but this ones the least of anyones worries, given the increased shottie damage.

Curious to see if anything more is gonna happen with this mod...

Oh! Almost forgot one thing! During my very first (normal humanzee MC) playthrough, i wasnt able to enter Kerrs room. One of my guys, with 120 lockpick, wasnt able to open these doors. I "fixed" this issue the only way i knew how - shoot a rocket into the room and obliterate Kerr (RIP). The alternative would be to restart the mission (tough guy...) and i wasnt gonna waste 2 hours of play on a locked door. Were these doors always locked? I honestly cant remember - been too long since ive played vanilla.

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Endocore Creator
Endocore - - 115 comments

No updates for this mod are currently planned. There is a small accumulation of new material that does not justify all the effort required for a release. Maybe someday there will be a new version, but I'm not currently working on it.

There are several ways to get into the Kerr room, but finding alternatives may require taking a close look around the map.

I appreciate all your other comments below, I read them all but won't go through point by point except to say that playing in "Tough Guy" mode is never recommended, and not much more than a way to guarantee frustration. The Tough Guy mode was broken on the day the original game was released, and not much can be done on that point. No one should ever use "Tough Guy," as you don't actually receive the correct xp-- which may have been some of your issue with random encounters, as the larger ones regularly give 10000-30000 xp.

Thanks for the comments, I'm glad to hear you enjoyed playing.

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Crasher1985
Crasher1985 - - 33 comments

Generally speaking, i rarely have issues with Tough Guy. Im aware the bonus xp isnt there for mission rewards, but kills still get a wee bit more xp than normal. Regardless, its the same as people playing hardcore characters in aRPGs. Its both a type of thrill and it teaches you some methods that you dont have to think about when constantly quick-loading.

However, with that said, im now playing a ghoul MC (as a sniper - 14 perception and 10 luck), a little cheated, as ive given him Fear the Reaper in addition to his normal traits, and he just died on level up in Canyon City. Fortunately, it was early into the mission, so not much lost, but funny that it happened none the less. Now i fear for the guys well being in the last mission. Who knew the game could screw you over like that, eh?

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Crasher1985
Crasher1985 - - 33 comments

The mod has issues, though:

- the Kirby rifle (whatever its called) becomes available AFTER Junction City. A 7.62 (8mm...) rifle is useless against robots. This entity should probably be replaced with a dedicated EW sniper rifle, since the Laser Rifle now has a range of 35, and is thus unsuitable for any sort of sniping. I mention this, because we get the 50cal rifle in Springfield, and this thing can (and will) carry your sniper through the game, assuming one has accumulated enough 50cal DU rounds to make it work. Also worth mentioning is the AP cost to fire the Kirby. 6 AP to fire a glorified hunting rifle? I dont think so.

- AP firing cost of the m60 and the browning. 8 AP... what got into you, mate? Putting aside the issues this creates for the muties (i know theyve been modified to have more agility, as was the mutie PC ive created, but 8 AP is literally your entire pool gone in a single burst, for not that much more damage done than a few single shots from regular sniper rifles), due to the attack being an expensive jab means this ludicrous cost cant be reduced by Fast Shot or Bonus Rate of Fire. Fortunately, a muties Steady Arm still drops the cost... by 1 AP *shakes head*

(i know Bonus HtH Attacks reduces it too, but its 2 AP reduced, at most, and only for muties)

Fully agree on the increase of AP cost to fire the rocket launcher, though. These were truly abusable (still are, though more expensive to use), and the reduction in range also saves more lives of my squaddies, so thats great, heh heh

-theres an issue with the tank, though i dont know if its a vanilla bug or Redux related (never bothered with vehicles in vanilla, and if it wasnt for my will to try the tank this playthrough with Redux, i still wouldnt bother). The tank gun supposedly uses big gun skill to determine accuracy modifiers. Knowing this, ive put Farsight (after my first pilot/mechanic, Anna, died in Buena Vista to the Behemoth, who casually slapped her around for 700 points of damage, Farsight took over the piloting) as the driver, and a mutie (not my MC), Merv, in the gunners position. Let me make this one clear: i have farmed. A lot. Merv has 200% BG skill, Night Vision and Sharpshooter. With that said, he is physically unable to hit anything with the tank gun. The accuracy value shows 95% every time, but the gun just misses or does no damage, even if it hits. Maybe the driver has to have the 200% BG, not the gunner? Or something? I have managed to take down a Behemoth in Scott City with the tank gun, though im not sure how much of the damage was done with the tank gun, and how much the crit from my mutie MC for 800 points of damage (rocket launcher + EMP rocket) shortened the fight. While the tank can... "tank" (shut up, you pun haters!), its nothing more than a glorified APC. Its durable, alright, but the tanks gun is a waste. Needs serious fixes.

- finally... pistols. With the increased damage all weapons do in Redux, pistols, in spite of their lowered range, remain the best close quarter combat weapons. Oh, your guys with sniper rifles (or equivalents) are approached by a Deathclaw? Tell em to pull out their .45s and start blasting. A couple hits later, the big baddie is gone. Hell, ive had situations, where some of my guys got close to some muties in cover (while theyve been distracted by Farsight), pulled out their handguns and hosed down the muties behind cover. Maybe the damage done is a wee bit too high on these gun? I mean, you are able to fire a lot of shots with a pistol, but in the vanilla game, those did next to nothing, and SMGs were considerably better. Now, its about getting close to the target, and destroying it with concentrated pistol barrage. Kind of odd, all things considered.

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Crasher1985
Crasher1985 - - 33 comments

Hi, and sorry for the late reply:

I did do a little testing, but of all things that ive noticed changed were (as youve mentioned) the random encounters - theyve changed from "random encounters" to "useless encounters", as the xp gained from them was way too low to bother with (just like in the vanilla game). I didnt put a lot of time into this test, as ive not even bothered with Quincy. Instead, in "clean" Redux, ive modified a prefab character using the games own editor, which worked great (surprisingly, for a first timer). Now im happily mowing down enemies with a mutie MC... with all its shortcomings before St Louis (no armor until after the mission - just melee; also - no ranged weapon until either a special encounter merchant or Macomb). Since im exclusively playing Tough Guy, you can imagine there were quite a few restarts in regards to wearing the equivalent of leather armor until mission 9 or something.

Anyways, just wanted to put out sort of a review/critique of the mod:

For the most part, i truly enjoy the way this mod plays. The guns doing more damage, and the early game armors being weaker puts a very different spin on gameplay. I know theres people complaining about getting instakilled by stuff from overwatch, but my question to them is: "how hard is it to use Farsight to strip everyone of overwatch by shooting from the edge of her range, and then have the rest of the squad pick themselves off the ground and hose everyone down in a turn or two?"

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