This total transformation mod (not following Fallout lore) aims to bring to life anarchist utopias after Global meltdown. It takes place in eastern part of former Canada and United-States. The game is a bilingual (french & english) single player non-linear RPG. It can be called a radical camping simulator or a positive post-apocalyptic game. The world has been challenged by the Sum of all heavily anticipated catastrophies. Humans survived and organised themselves according to a mix of anarchistic, aboriginal, technological and nomadic ways of living, mostly driven by anarchist ideas (anti-domination, direct democracy, freedom and autonomy). In-game, "Sum" refers to the sum of all catastrophies, a cult, a currency and mispellings of words "son" and "sun". The Sum (french version : Nous Aurons) is an art project created by the french-canadian artist Hugo Nadeau (www.hugonadeau.com).

Post news Report RSS English version underway (ready by the end of the month)

English version of The Sum is being prepared! It will be ready by the end of the month. It will contains updated global triggers, updated beginnings and a balanced weapon system took on Endocore's Redux Mod.

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La version anglaise de The Sum (Nous Aurons) est en route et sera prête avant la fin du mois! Elle va inclure une nouvelle version de script global, une mise-à-jour des scènes de début et des armes balancées avec la version d'Endocore Redux Mod (https://www.moddb.com/mods/fallout-tactics-redux).

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Hang-Lip
Hang-Lip - - 1,011 comments

Cant wait :D

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nadeauhugo Author
nadeauhugo - - 326 comments

Talking of updates, there is now a trigger to makes the the main character **** after some minutes if he drank something. What an improvement! OK, there's A LOT of other updates in the triggers too...

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Hang-Lip
Hang-Lip - - 1,011 comments

I played the french release abit, the world map is quite laggy.

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nadeauhugo Author
nadeauhugo - - 326 comments

In my computer too... I don't know what is the exact reason. It is a big map 6000xSomething, a complex movement map and there are a lot of places + hidden places. Maybe if I remove most of the special maps, I don't know yet...

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Hang-Lip
Hang-Lip - - 1,011 comments

In the txt file that lists your maps(cant rememebr what txt file it is lol)and makes them placeable in campaign editor. Set the ones you want that arn't intially accesible without knowledge of it to covered. Just a number value. this should help the lag on WM.

Triggers can be used to make certain maps uncovered. which will then appear on WM. I know you know most of what im saying :D

P.S. I really cant wait for english version. :D :D Very eager to play it.

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nadeauhugo Author
nadeauhugo - - 326 comments

Thanks for the advice! I think yeah I'll change of tactic a bit. Instead of just walking the map, the player will have to tweak with computers in old buildings to find some of the locations... This is good since the science switch and science skill was a real joke in the original game. If it's only laggy by the end of the game, it will be all fine for me!

I wish the demo will not be too bad to take. Still A LOT to do to make a decent game. Places are still empty you know. Even more than other demos because I removed most of the fireplaces, fires and lights... he! But with the new triggers, it is really more stable to make a fire, cook meat, gather water and use all the electric devices, flashlights, GPS and so on. I will spend the whole week on the translation. It will probably be enough to put the demo online.

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Hang-Lip
Hang-Lip - - 1,011 comments

Sounds good. I will definitely give it a thorough play through. I think also if you make the locations discoverable through computers as you progress, by the end most of the maps will be in memory, like when you first visit a map for first time it is laggy when scrolling the map, but on a revisit it's scrolls smoother.

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nadeauhugo Author
nadeauhugo - - 326 comments

Ah... Really really good to know! I'll work on it that's sure! And as my maps are of two types, communities and abandoned maps, it will be easy I guess to start the game with a lot of abandoned areas hidden until some reason reveal the place, like an object some people want to retrieve there, or some documentation found on the place, that make sense....

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Hang-Lip
Hang-Lip - - 1,011 comments

i just had another thought, maybe some of them could work the same way as special encs, im not 100% sure how they work or if its based on outdoorsman, but travelling along and discoveing some location would be cool too.

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nadeauhugo Author
nadeauhugo - - 326 comments

I will sure let some special encounters somewhere for the skill to have some use and give some challenge to the player with "hidden" places, like special underground bunkers, military underground warehouses and small caches filled with great items, but I am not a big fan of special maps. I prefer your idea of covered maps, even if it takes some triggers to work. Almost all my random encounters squares are set to 20% and this is way too much at the moment. Probably 10% is the big limit. Adding to that a lot of special maps, it makes travel always stop and it gets really really annoying, even if you have 100% outdoorsman. I don't know how outdoorsman's work, but special maps are strange because they don't even give any clue of what's going on and open a map strait... You have to put some briefing texts to give a kind of explanation to the player of what happend he!

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nadeauhugo Author
nadeauhugo - - 326 comments

The English Mod version is ready! I will post the download links tomorrow!

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nadeauhugo Author
nadeauhugo - - 326 comments

Download now available! Some bug with the button "CREATE" that should not be there. But that will be fixed quickly.

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