therabidsquirel / The-Fallout-Shelter-FAQ

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Exploring Fallout Shelter's finer details with AssetRipper #7

Open Lasercar opened 5 months ago

Lasercar commented 5 months ago

So, this started by me wanting to put a number on the damage bonus that pets give and the damage mr handy does to incidents. And since Fallout Shelter is a unity game and those can be converted into broken unity projects with AssetRipper...

Capture2 Capture6 I found answers to both, but now I even more questions. For example, why they went through the trouble of making the script for wasteland dwellers a team (of dwellers) and even call the script WastelandTeam, and then hardcode it to only allow a single dweller on said team. Capture5 Seriously, just look at the encounter success test function in the script (though after some further thought, since this adds up all the dwellers in the wasteland team, having enough multiple low level, low special, low weapon damage dwellers in the same team would basically guarantee that they pass every single encounter check, no matter how high it is, that and, even with a 25 team limit, most of the vault could be sent out to explore.).

Or, why room decorations were cut. Judging by the code, they were basically going to be room bonuses (you know, like pet bonuses, but for the rooms themselves). With the unused bonus effects seen here probably being some of the ones they used: Capture4 Maybe they were too overpowered as they'd been gotten similar to legendary weapons (the full recipe icon you get for the party themes is actually the decoration recipe icon) - find the recipe and then simply craft it.

Since I've just kept getting carried away these past few days looking at this stuff, I'm going to stop myself. Maybe you could try looking through it.

MihanDeNoob commented 4 months ago

What about Luck affecting loot drops during quest? Also, Luck affects on caps in production rooms.

Like for example, if all three dwellers with 17L increase chances or only one dweller with the highest Luck is counted (quests)

Lasercar commented 4 months ago

What about Luck affecting loot drops during quest? Also, Luck affects on caps in production rooms.

Like for example, if all three dwellers with 17L increase chances or only one dweller with the highest Luck is counted (quests)

https://github.com/therabidsquirel/The-Fallout-Shelter-FAQ/issues/7#issuecomment-2045768163

Luck does not effect loot in quests - all that is determined by quest data.

There's only four things luck actually effects - Wasteland CAPs, the production room bonus CAPs chance (which caps out at 10/50%) aka, the chance it decides to reward the caps (the amount rewarded is random), the rate at which the critical hit meter fills up - https://github.com/therabidsquirel/The-Fallout-Shelter-FAQ/issues/7#issuecomment-2056810661, and the few wasteland encounters that use luck as their effective stat. Though I'll add that literally each special stat has a few wasteland encounters that use them as their effective stat, so it's not really unique to the luck stat.

MihanDeNoob commented 4 months ago

Luck does not effect loot in quests - all that is determined by quest data.

Degenrate that made special for shelter belongs on a cross

MihanDeNoob commented 4 months ago

Is there a difference between 75% happiness and 100%? Or its just the green that matters?

Lasercar commented 4 months ago

Loot Pack Ranges

(aka vault raider drops)

Min Dweller Level Max Dweller Level
1 10
Regular Loot Pack    
Item Type Min amount Max amount Pack Chance
CAPs 1 10 0.4
CAPs 25 50 0.35
CAPs 50 100 0.2
CAPs 200 300 0.05
Special Loot Pack        
Item Type Min amount Max amount Pack Chance Normal Rare Legendary  
Weapon 1 1 0.5 95 5 0  
Outfit 1 1 0.5 95 5 0  
Junk 1 1 0 95 5 0  
Min Dweller Level Max Dweller Level
11 20
Regular Loot Pack    
Item Type Min amount Max amount Pack Chance
CAPs 2 14 0.35
CAPs 35 70 0.35
CAPs 70 140 0.25
CAPs 280 420 0.05
Special Loot Pack          
Item Type Min amount Max amount Pack Chance Normal Rare Legendary  
Weapon 1 1 0.5 90 10 0  
Outfit 1 1 0.5 90 10 0  
Junk 1 1 0 90 10 0  
Min Dweller Level Max Dweller Level
21 30
Regular Loot Pack    
Item Type Min amount Max amount Pack Chance
CAPs 3 20 0.3
CAPs 48 98 0.3
CAPs 98 196 0.3
CAPs 392 588 0.1
Special Loot Pack          
Item Type Min amount Max amount Pack Chance Normal Rare Legendary  
Weapon 1 1 0.5 85 15 0  
Outfit 1 1 0.5 85 15 0  
Junk 1 1 0 85 15 0  
Min Dweller Level Max Dweller Level
31 40
Regular Loot Pack    
Item Type Min amount Max amount Pack Chance
CAPs 5 28 0.25
CAPs 69 138 0.3
CAPs 138 275 0.35
CAPs 549 824 0.1
Special Loot Pack          
Item Type Min amount Max amount Pack Chance Normal Rare Legendary  
Weapon 1 1 0.5 80 20 0  
Outfit 1 1 0.5 80 20 0  
Junk 1 1 0 80 20 0  
Min Dweller Level Max Dweller Level
41 50
Regular Loot Pack    
Item Type Min amount Max amount Pack Chance
CAPs 7 40 0.2
CAPs 97 194 0.3
CAPs 194 385 0.35
CAPs 769 1154 0.15
Special Loot Pack          
Item Type Min amount Max amount Pack Chance Normal Rare Legendary  
Weapon 1 1 0.5 75 25 0  
Outfit 1 1 0.5 75 25 0  
Junk 1 1 0 75 25 0  

Nuka Loot Pack Ranges

(aka Quest Raider CAPs)

Min Level Max Level
1 10
Nuka Loot Pack    
Item Type Min amount Max amount Pack Chance
CAPs 1 10 0.45
CAPs 25 50 0.35
CAPs 50 100 0.15
CAPs 200 300 0.05
Min Level Max Level
11 20
Nuka Loot Pack    
Item Type Min amount Max amount Pack Chance
CAPs 2 14 0.45
CAPs 35 70 0.35
CAPs 70 140 0.15
CAPs 280 420 0.05
Min Level Max Level
21 30
Nuka Loot Pack    
Item Type Min amount Max amount Pack Chance
CAPs 3 20 0.4
CAPs 48 98 0.3
CAPs 98 196 0.22
CAPs 392 588 0.8
Min Level Max Level
31 40
Nuka Loot Pack    
Item Type Min amount Max amount Pack Chance
CAPs 5 28 0.35
CAPs 69 138 0.3
CAPs 138 275 0.25
CAPs 549 824 0.1
Min Level Max Level
41 50
Nuka Loot Pack    
Item Type Min amount Max amount Pack Chance
CAPs 7 40 0.35
CAPs 97 194 0.3
CAPs 194 385 0.25
CAPs 769 1154 0.1
Lasercar commented 4 months ago

Is there a difference between 75% happiness and 100%? Or its just the green that matters?

You get an extra 2% production bonus, which shaves an extra few hours off legendary crafting.

MihanDeNoob commented 4 months ago

Can you look in to daily quests code? And also weekly quests. Regular quest have a fix loot table for sure, but it seems to me daily quest have something more.

In my test runs 17L teams bring 4-5 extra legendary materials and 10L teams 3 at best. Also, almost every room with non-humans leave a corpse to be looted, unlike team with 10L.

Lasercar commented 4 months ago

Can you look in to daily quests code? And also weekly quests. Regular quest have a fix loot table for sure, but it seems to me daily quest have something more.

In my test runs 17L teams bring 4-5 extra legendary materials and 10L teams 3 at best. Also, almost every room with non-humans leave a corpse to be looted, unlike team with 10L.

Well, what quests are you completing with either team and what are their requirements? Also, what version is this on? For example, the game show gauntlet that drops the mr handy box, the 45 difficulty one had a 5% chance of rewarding legendary junk, while the 55 difficulty version has a 9% chance. There's no difference in the reward nothing weight though.

It's the same story with the daily quests - Friendly settlement D (the raiders), the 49 difficulty, required level 47 has a 6% chance of legendary junk and gives a plasma rifle for the weapon choice, while the 59 difficulty one, required level 50, has a whopping 11% chance of legendary junk, and gives a focused plasma rifle for the weapon choice (and also heavy raider armor for the outfit one, rather than a random rare). Also, while I'm on the topic of quests, the junk option in the daily/weekly quests is not worth it at all when you're on the max level one that rewards a legendary weapon or outfit with junk you want (unless it's the spy on raiders one, always choose the junk over the random rare weapon).

Lasercar commented 4 months ago

1.16 emergency parameters: Snipsnip emergency params snip snip is a pure upgrade over mr handy, dealing 50% more damage to incidents and taking 33% less damage from them (except deathclaws, they deal the same damage).

There's also unused incidents for Protectron and eyebot raids, since they're still technically in the game, the kill random incident enemy unarmed can choose them. Oh and also, the alien raid incident - They start at above 25 with an extra 250 health over raiders and always spawn the maximum count (6), but they gain health just like raiders do. But, they have no survival mode parameters, so they end up weaker in survival.

MihanDeNoob commented 4 months ago

Yeah, guess i got "lucky" then xd Latest version.

therabidsquirel commented 2 months ago

I'm sorry it took me so long, but I've finally updated everything. I made a post here with all the wasteland details just cause it's so extensive, while quite a few sections of the FAQ have now been overhauled. Thank you again for all of the work you've done!

https://en.reddit.com/r/foshelter/comments/1daltwd/the_wasteland_detailed/