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JHP is the basic 10mm and 5mm ammo (with blue line). Maybe you are confusing it with the .44 FMJ ammo (the one with green line) for the Desert Eagle and .44 Revolver?

And speaking of ammo: currently the only steadily replenishable type is 5mm (from the guy with the minigun in the Golden Gecko. Why have you gave him specifically the AP rounds btw? there's no heavy armor in the game yet. Neither for the player, not for the enemies, so teh player could later benefit from using it against enemies. And specifically sing in teh original games it was broken and did less damage than JHP ammo of teh same type regardless of the target) and (to some extent) 10mm JHP (but the consumption rate, if used with a 10mm SMG in Burst mode is far greater than replenishment rate), so currently I have to resort to "1 clip for all weapons" bug exploitation to use other weapons extensively, and loading what, 120 rounds at once into a double-barrel shotgun (single shot weapon), once I run out of 10mm ammo on the Arena, is way too much. So I think it would be nice to have an AK-112 (Assault rifle) or XL70E3 (Recently added Enclave troopers bodies could have them for example) to be able to use less 5mm ammo at once (also a good average tier alternative to 10mm SMG, and a good versatile weapon overall, good for single shots with good accuracy at long and medium range and less accurate but more devastating bursts at medium to short range, also using the ammunition more economically - because teh Minigun is overkill against what we have in the enemy pool for now). Or lootable banidts with either any kind of shotgun (to loot 12 gauge shotgun shells) or hunting/sniper rifle or .223 pistols to loot .223 FMJ ammo (I still want to see more action for the low/middle-teir weapons like pistols, SMGs and rifles, which would be quite fitting as long as we are playing as a low-level and poorly equipped character and dealing with equally low armoured and armed enemies and mutated fauna and flora, because of course every Fallout fan had lots and lots of hours playing with the top-tier weapons like the Jackhammer, the Gauss Rifle the Bozar, energy weapons and miniguns, as much as the basic weapons such as 10mm Pistol and SMG and the Hunting Rifle at the beginning, but I strongly feel like many low and mid-tier weapons are mostly skipped by most players, or only used briefly, as it is pretty easy to get decent weapons in Fallout 2 once you get something to start with, like the Shotgun or 10mm SMG - even from the Random Encounters. Not to mention if you know the game good enough to go straight for the Bozar once you leave Arroyo).

There were also good and somewhat obscure weapons in Fallout 2, such as 3 FN FAL variants and, especially, the M60 light machinegun (their custom models, as mods for different games, are also be pretty easy to find on the Internet, so I don't think it would be too hard to make first person sprites for them too) but they used another type of ammo (7.62mm) and I think that you havent implemented that yet...

Also I've found another bug today: If I take some weapon from a dead enemy in Klamath, and drop it to the ground, then leave the town and come back again, once I pick up those weapons from the ground, they would randomly stack with other similar weapons in my Inventory (and sometimes they wouldn't) and it won't be possible to take one weapon from a stack (to drop it or put it into some Container, to reduce Carry Weight, or in an active slot to use it). Sometimes this will result in having like x7 10mm Pistols in one hand slot, or a stack of x5 Spears in the Inventory, and one extra Spear next to it, that won't stack with the others no matter what. This makes little sense until the firearms can't be loaded or unloaded in the Inventory, and Spears can't be thrown.

Also the facts that the weapons can currently be "overloaded" through a bug (thus growing a super-long green dot ammo line across the screen), that the AC counter on the bottom interface panel is inactive for now, and that the current magazine status for weapons is not displayed in the Inventory yet, gave me the idea that it could be nice to have a numeric ammo counter too (at least, for now). It could occupy the AC counter place on the bottom interface panel (again, at least, for now, while it doesn't show the actual AC points)

Also I've noticed a few new visual glitches in Klamath, thet weren't there before this release: in one place there is a group of green pixels on the ground (almost as if it's the plant's blood) - I think it's somewhere near that lone guy with SMG that hides behind one building among the ruins) and a weird white line glitch that flies through the air across the street right after you spawn (enter the town). Those are minor bugs, but they are there now.