Mutants Rising July Updates

Comment on events and happenings in the Fallout community.
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King of Creation
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Mutants Rising July Updates

Post by King of Creation »

<strong>[ Mod -> Update ]</strong> - More info on <a href="http://wikipocalypse.duckandcover.cx/in ... le=Mutants Rising">Mod: Mutants Rising</a> | More info on <a href="http://wikipocalypse.duckandcover.cx/in ... le=Fallout 2: A Post Nuclear Role Playing Game">Game: Fallout 2: A Post Nuclear Role Playing Game</a>

<p><strong>Mike</strong> sent word along that the <em>Fallout 2</em> mod <a target="_self" href="http://www.mutantsrising.com/">Mutants Rising</a> has released their set of updates for July.</p>
<blockquote>
<p><span class="postbody"><em>Another month, and another press release. Work
has been progressing quickly recently, and the demo is getting closer
every week, but as always we won't be setting a specific deadline. The
team has been doing a lot of work getting our demo town finished, and
everything has been going well, but we could always use some more help.


We have a whole hoard of new members, and a returning member. So
welcome to Smary, Riyuo, Mikey, Finesse, Holodog, and welcome back to
DemoStrike (AKA GameShark). If you are interested in joining check out
our public forums <a href="http://forum.nwsgames.net/" target="_blank">http://forum.nwsgames.net/</a>
</em></span></p>
</blockquote>
<p><span class="postbody">In addition to this tidbit, you can check out some new screenshots that they've posted <a target="_self" href="http://forum.nwsgames.net/viewtopic.php ... 4">here</a>. This definitely seems to be the most active Fallout 2 mod out there, so I've got high hopes for it.</span>

</p>
<blockquote>
<p><span class="postbody"> </span>

</p>
</blockquote>
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Re: Mutants Rising July Updates

Post by DarkUnderlord »

King of Creation wrote:This definitely seems to be the most active Fallout 2 mod out there, so I've got high hopes for it.
Second most active. The official list is:
  1. Fan Made Fallout
  2. Mutants Rising
  3. All the rest
FMF totally pwn all the others when it comes to team members. Even after I boot a bunch off this week for being slack, lazy bastards.
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Post by King of Creation »

Where are your fancy monthly updates?? :raving:
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Post by MR Snake »

Members mean dick if they dont work on the mod buddy.
With 15 members your mod shuld be out already, hence, were the most active one out there.
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Post by Haris »

Actually Wasteland merc 2 is most active even thoe it was started as "on a side" project. Its allredy about 60% finished and has mining, crafting, food hunting and fishing systems allredy implemented in to the game. You can actually take a drill or a pick axe and use it on rocks and mine iron ore and coal and than later take it to your crafting place and smelt it in to steel bars. And you use science and repair and doctor to craft all kinds of item. The higher those skills are the better items you can make.

And you can use fishing rod on coast maps to fish out raw fish and than use it on any of the owens in the town to cook it. You allso burn it if outdoorsman skill is to low. Outdoorsman skill is used both for fishing, mining and cooking. If its to low you fail alot more.

And you allso can hunt brahmins and rats for meat and than also cook it. Plus all food heals you when you eat it and you consume food and water when you mine. And if you dont feel like crafting there are regular Wasteland merc like missions that you can do over and over again but this time there is 3 times more of them and twice as many locations to fight in.

Plus we made it that your enemies dont drop any ammo or guns when you kill em and when you clean out those combat areas that you can clean out over and over again, loot is random. So the harder area you clean out the better loot you get from boxes and boxes are all locked and some are randomly traped. So you have to raise both traps and lockpicks if your gonna open boxes in harder combat areas.
Last edited by Haris on Thu Jul 07, 2005 2:11 am, edited 2 times in total.
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Post by King of Creation »

Touche
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Post by VasikkA »

@ Haris

The mod sounds a bit like Ultima, hunting your own food, crafting weapons from raw material etc. What I'm concerned about is that it doesn't really add anything to the gameplay experience. Sure, I've baked some bread in Ultima, but I don't think it was that much fun after the first time(I always used a spell to replenish my food reserves). I didn't find any mention in your website about the plot and background story in addition to just wandering around doing quests, or something else that would have intrigued me.
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Post by Haris »

It actually is influenced by ultima online and runescape but in no way online. There is plenty of collector missions.

Here is a short description on how you update you power armor.
Wants:
1 wrench
1 super tool kit
10 steel bars
1 sistolic motivator
1 power armor
1 lock picks
50000 botlecaps

Gives:hardened power armor

And to make regular power armor you need this:
30 Steelbars, 5 plastic bars, 15 circuit boards, 100 microfusioncells, 20chemicals, 175%repair, 175%science to make regular power armor.

And 1 plastic bar, 1 steel bar, 75% science to make 1 circuit board.

And steelbar is 10 coal and 10 iron ore to produce 4 bars plus you need 50% repair.
.....................................................................................................
Now you wonder maybe how it will be balanced when you can craft tons and tons of stuff just by mining. But there are no other ways to get ammo and guns. Most you can get in shops is books, lame guns or crossbow and about 20 shots for each weapon. And shops dont restock. Plus you will be able to sell stuff you craft to Slavers, brotherhood or neutral Major of a town. They will have orders that you can do and they will have effect on your karma.

And no there is no main plot. Just plenty of missions and mmorpgish crafting stuff to do. And collecting rare mission items. You will have to clean out some combat places 20+ times before you get certain item that can for example upgrade your str or agilty.

And food hunting is not like in ultima but more like in runescape. Wich means you wont be able to create your food with spells. But instead you wont be able to heal your self or mine resources if you dont hunt food.
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Post by Kashluk »

Haris wrote:And shops dont restock.
Now that's disturbing.
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Post by Haris »

Not really cause you can craft all weapons, armor, ammo and drugs and there is one shop that restocks money but cleans out all items you sell to him. Mainly so you can ditch useless junk to him and get some money in return.
Kashluk

Post by Kashluk »

But what is the point of bartering if you can just buy all shops empty in one run? The shop owners can't buy items from anyone else? No one else even tries to sell them stuff? They eat the items sold to them? They manage to sell all items so none are left for you to see? They can't craft items themselves, but the player can?

It kinda hurts the immersion, in my opinion.
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Post by Brahmin »

Shop HAVE to restock, thats bartering is part of the experiance. I like some of the other ideas, but not restocking shops is unrealistic and just plain annoying.
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Post by Haris »

Yea shops that restock in mmorpgs are fine but in fallout 2 they pretty much ruined half of the game. You could just walk back and forward from san fran and ncr and stock up with any amounts of ammo that you wanted. Wich pretty much ruins the point in having shop. You can just give the player option from start to chose what ever he wants to have instead than.

We have npcs in our mod that sell some stuff but they sell it by creating item in you inventory and removing money from your inventory. But last thing we want is to allow player to get 5000 shots just by buying them. We have just simply made it alot more complicated to get tons of ammo with your char.

And bartering is usefull in the mod for selling of useless items.
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Post by Brahmin »

It doesn't have to restock with much new stock, but it is unrealistic to not have it restock.. meh.. It annoys me a suprising amount, sure it makes it harder, but it removes the realism which you seem keen to add.
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Post by DarkUnderlord »

King of Creation wrote:Where are your fancy monthly updates?? :raving:
Given we've been having regular updates on the site on about a fornightly basis now (yes, we are overdue for our next one and yes, it is coming shortly), clearly we have no need for "monthly" updates.
MR Snake wrote:Members mean dick if they dont work on the mod buddy.
With 15 members your mod shuld be out already, hence, were the most active one out there.
  1. We have more than 15 members.
  2. Yes, we have had to boot a number over time who did a bit and then left - though that seems to be the norm with all mod projects.
  3. Our mod has a much more complex and involved storyline which requires time to be carefully and artfully crafted into the pinnacle of the "Fallout experience".
  4. So where's your mod then eh? Eh? EH? Eh, eh?
Eh?
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Post by Haris »

You know whats really enoying with Fallout comunity? The constant coments about tiny mod ellements like why is there a satelite dish near a steel wall or why dont shop restock or that doesnt follow the fallout cannon. Well doh its a mod not an addon. Its like whining about how Counter-strike is stupid cause terrorist dont bellong in to half life. I am really sick of these kinda coments. From now on i am making my mod how ever the hell i feel like making it.

And i dont know what game you all played but when i played Fallout both 1 and 2 it was in no way realistic or made sence. It really made sense when vault dweller ran around looking for waterchip but still he never drank any water. Or in fallout 2 when Hakuning came in to your dreams or heaving to look for geck, tiny breefcase for building a new comunity.
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Post by King of Creation »

I agree...which is why I think it was stupid when people overreacted about the Katana thing.
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Post by Kashluk »

What KATANA?!? :chainsaw: :dance:
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Post by MR Snake »

DarkUnderlord wrote:
MR Snake wrote:Members mean dick if they dont work on the mod buddy.
With 15 members your mod shuld be out already, hence, were the most active one out there.
  1. We have more than 15 members.
  2. Yes, we have had to boot a number over time who did a bit and then left - though that seems to be the norm with all mod projects.
  3. Our mod has a much more complex and involved storyline which requires time to be carefully and artfully crafted into the pinnacle of the "Fallout experience".
  4. So where's your mod then eh? Eh? EH? Eh, eh?
Eh?
Wheres your mod?
yes, we dont have a complex story line...no.

Edit: To be honest i was only joking with you at first :/
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Post by Brother None »

Haris wrote:You know whats really enoying with Fallout comunity? The constant coments about tiny mod ellements
If you're going to build a mod that does not fit into the Fallout universe, why use the Fallout engine as a basis? If you want to build a simple hack-n-slash or a loot-hording game there are many games more suited to it than Fallout.

Any mod is a good mod, I suppose, every lil' bit adds a bit more to the experience and gives us another reason to start up Fallout again. And while a mod is just a mod and people can add to it what they want, that's no reason to expect other people to just accept things added to Fallout that they have no interest to see added
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