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News for Monday, January 30, 2012

Posted by WorstUsernameEver - at 19:33

While seemingly not as extensive as the last one, there's been another update to J.E. Sawyer's own mod with a bunch of fixes and balance changes in it:

* Sturdy Caravan Shotgun added to ShotgunSurgeonWeaponsList
* Super Slam, Piercing Strike, Unstoppable Force, Slayer set to have OR conditionals for equivalent Unarmed or Melee Weapon skill levels.
* Lead Belly now negates ST penalty from eating raw meat (of all kinds).
* IsHardcore condition on raw meat ST reduction removed. This means you will always suffer ST loss from eating raw meat unless you have Lead Belly.
* Ninja now adds 15% to Critical Hit Chance with Melee/Unarmed (instead of multiplying by 1.15). Prereq allows Melee Weapons or Unarmed to qualify.
* Lady Killer and Cherchez La Femme damage bonuses increased from 10% to 15% due to proportionally lower numbers of female characters in the game.
* Demolition Expert now has only 2 ranks. Each rank grants +10% damage and +10% larger explosion radius. Don't worry; Explosives are still very powerful.
* Marksman Carbine and All-American removed from Grunt list.
* Battle Rifle and This Machine added to Grunt list.
* Mercenary's Grenade Rifle, Great Bear Grenade Rifle, and Red Victory Grenade Rifle added to Grunt list.
* Plasma Spaz now (also) increases attack rate with plasma weapons by 20%.
* Rad Absorption now decreases radiation 10x faster (was 1 per 20 seconds is now 1 per 2 seconds).
* In Shining Armor perk condition fixed to get the Attacker Weapon as EnergyWeapons.
* Stonewall DT bonus vs. Melee/Unarmed weapons increased from 5 to 10.
* Missing metal armors (NCR Salvaged Power Armor, Gecko-Backed, etc.) added to In Shining Armor list.
* Composite Recon Armor removed from In Shining Armor list.
* Loneseome Road metal armors and helmets (e.g. Armor of the 87th Tribe, Marked Beast helmets) added to In Shining Armor lists.
* Elijah's Last Words Attack Speed bonus replaced with 25% damage bonus and extended to Unarmed weapons. Condition set up properly.
* Elijah's Ramblings Melee Weapons critical hit bonus dropped to 25%
* Roughin' It Bedroll Kit weight dropped from 15 to 10
* Blood Sausage healing effect dropped from 5 points per second to 2 points per second.
* Blood Sausage and Black Blood Sausage marked as Food Items (affected by Survival and count toward Desert Survivalist).
* Thin and Thick Red Pastes marked as Food Items.
* Red Pastes and Blood Sausages VAL reduced to the 5-15 range as an economy-preserving measure. All now Restore Starvation in Hardcore.
* Them's Good Eatin' drop rate lowered from 50% to 15%.
* Implant GRX daily uses dropped from 5 to 2 and 10 to 3 for each rank, respectively.

* Logan's Loophole updated to max out at 21 (was 20) since someone pointed out that the age limit in the book was 21 (30 in the film and original perk).
* Meltdown now only triggers from plasma weapon kills (anything affected by Plasma Spaz). This was previously an undocumented change (sorry).
* Cass's Caravan Shotgun spread reduced and DAM/Crit DAM increased significantly (due to her relatively late acquisition in the game).
As always, this is the place to download it from.

News for Tuesday, January 24, 2012

Posted by 13pm - at 16:21

Good news for those who care about multiplayer post apocalyptic shooters. 2 Dawn Games is developing one at the moment.

Ravaged is a first person shooter online multiplayer game set upon a post-apocalyptic earth devastated by natural disasters caused by the sun's solar flares. It chronicles the struggle between the “Resistance” and the “Scavengers” as they fight one another in order to gain an upper hand in an ongoing war for survival, territory and resources.

In general, the Scavengers are an outnumbering, oppressive, murdering group of lawless criminals that wish to claim all land and resources for themselves. They will stop at nothing in order to accomplish their goal.

The Resistance is a group of resistance fighters hell bent on restoring civilization. These civilians were able to seek shelter as the world succumbed to natural disasters during the year 2012, taking with them precious goods and weapons while the criminals and less fortunate lived off the land.

The website features some renders and concept-art showing the characters, vehicles and a map with a cute Statue of Liberty's head rolling in the sand.

There's also a developer diary video.


Not much else is shown, but you can already pre-order the game for 25 bucks. Oh wow.

News for Saturday, January 21, 2012

Posted by WorstUsernameEver - at 12:30

GameInformer has published a brief video segment with Feargus Urquhart on the way Obsidian and Bethesda view the Fallout universe, and how the differences in their views played out in the development of Fallout: New Vegas.

News for Thursday, January 19, 2012

Posted by WorstUsernameEver - at 19:02

Just as the vanilla release itself and all of the downloadable content (minus the item packs), the Ultimate Edition of Fallout: New Vegas has gotten a trailer, available on Youtube as always:

In case you are asking yourself what the soundtrack to the trailer is, that's "Home on the Wastes", sang by lead designer J.E. Sawyer (and in-game by the Lonesome Drifter).

News for Thursday, January 12, 2012

Posted by Tagaziel - at 2:20

According to a recent news update on the Official S.T.A.L.K.E.R. Facebook page, GSC Gameworld's crew is very happy. Why?

Because they will resume work on S.T.A.L.K.E.R. 2 after the holidays.

Link: Official S.T.A.L.K.E.R. Facebook page

News for Monday, January 9, 2012

Posted by Brother None - at 23:56

As expected, the settlement between Bethesda and Interplay returns the rights of FOOL to Bethesda, who now have full rights to all Fallout material except for sales of the old titles (this will expire at the end of 2013). In return, Interplay - who were not likely to win the case - gets $2 million.


All Fallout® Intellectual Property Rights Belong Exclusively to Bethesda

January 9, 2012 (Rockville, MD) –ZeniMax® Media Inc. today announced that a settlement had been reached in the lawsuit filed by its subsidiary, Bethesda Softworks®, against Interplay Entertainment Corporation in 2009, Bethesda Softworks LLC v Interplay Entertainment Corp., seeking cancellation of the license granted to Interplay to develop a massively multiplayer online game (MMO) based on the Fallout brand. Bethesda maintained in its complaint that Interplay had failed to meet the conditions for the license and the license was therefore of no continuing validity.

Under the terms of the settlement, the license granted to Interplay to develop the Fallout MMO is null and void, and all rights granted to Interplay to develop a Fallout MMO revert back to Bethesda, effective immediately. Interplay has no ongoing right to use the Fallout brand or any Fallout intellectual property for any game development. ZeniMax will pay Interplay $2 million as consideration in the settlement, each party will bear its own costs of the litigation, and Bethesda will continue to own all Fallout intellectual property rights. Interplay will be permitted to continue to sell the original Fallout ®Tactics, Fallout® and Fallout® 2 PC games through December 2013, after which time all rights to market those games revert to and become the sole property of Bethesda. Under the original agreement pursuant to which Bethesda had acquired the Fallout property, Interplay was granted certain merchandising rights to sell those original Fallout games, but those merchandising rights will now expire on December 31, 2013.

The lawsuit against Interplay arose after Bethesda Softworks acquired all Fallout intellectual property rights from Interplay in April 2007, and conditionally licensed back to Interplay certain trademark rights to make a Fallout MMO, provided Interplay secured $30 million in financing for the MMO and commenced full scale development of the game by April 2009. Bethesda alleged in its complaint that Interplay failed to meet either condition of the license back agreement but refused to relinquish its license and insisted it would develop a Fallout MMO. Bethesda filed suit to declare the license void.

In a separate but related matter, Bethesda commenced a second action against a purported developer of the Fallout MMO, Masthead Studios, Bethesda Softworks LLC v Masthead Studios Ltd. In the course of the original lawsuit against Interplay, Interplay had claimed that it had engaged Masthead Studios to develop the Fallout MMO under its license, and contended that Masthead was engaged in full scale development of that game. Bethesda filed its separate lawsuit against Masthead to assert copyright infringement and other violations of Bethesda's intellectual property rights. Under the MMO license granted to Interplay, Interplay was not permitted to sublicense any rights granted without the prior approval of Bethesda, approval which had never been requested or granted. In responding to Bethesda's lawsuit, Masthead denied that it had been using any of Bethesda’s intellectual property in developing an MMO. Masthead and Bethesda settled that second lawsuit on December 29, 2011. In the settlement, Masthead acknowledges it has no legal right to use any Fallout intellectual property, and agrees it will not use any such intellectual property of Bethesda in the future. No payments were made by either party as part of this settlement. The two settlements resolve all pending litigation over the Fallout intellectual property owned by Bethesda.

Robert Altman, Chairman and CEO of ZeniMax, expressed satisfaction on behalf of the Company with the resolution of the two lawsuits saying, "While we strongly believe in the merits of our suits, we are pleased to avoid the distraction and expense of litigation while completely resolving all claims to the Fallout IP. Fallout is an important property of ZeniMax and we are now able to develop future Fallout titles for our fans without third party involvement or the overhang of others' legal claims."

Following the purchase of the property, Bethesda Game Studios, the 2011 ‘Studio of the Year’ and the development team behind the 2011 ‘Game of the Year’, The Elder Scrolls® V: Skyrim™, developed Fallout® 3. ZeniMax Media’s publishing subsidiary, Bethesda Softworks, published Fallout® 3, a highly acclaimed sequel which won ‘Game of the Year’ honors in 2008, for Xbox 360® video game and entertainment system from Microsoft, PlayStation®3 computer entertainment system, and Games for Windows. Bethesda also published the popular title, Fallout: New Vegas®, in 2010 for the same platforms. Fallout: New Vegas® Ultimate Edition, which will include the original game and the award-winning downloadable content in one special package, is planned for release by Bethesda in early 2012.

About ZeniMax Media Inc.
ZeniMax Media is a privately owned media organization headquartered outside Washington DC with international offices in London, Paris, Frankfurt, Eindhoven, and Tokyo. Through its subsidiaries, ZeniMax Media creates and publishes original interactive entertainment content for consoles, the PC, and handheld/wireless devices. ZeniMax Media divisions include Bethesda Softworks, Bethesda Game Studios, id Software, Arkane Studios, Tango Gameworks, MachineGames Sweden, ZeniMax Europe Ltd., ZeniMax Asia K.K. and ZeniMax Online Studios. For more information on ZeniMax Media, visit

About Bethesda Softworks
Bethesda Softworks, part of the ZeniMax Media Inc. family of companies, is a worldwide publisher of premier interactive entertainment software. Titles featured under the Bethesda label include such blockbuster franchises as DOOM®, QUAKE®, The Elder Scrolls®, Fallout®, Wolfenstein® and RAGE®. For more information on Bethesda Softworks’ products, visit

About Bethesda Game Studios
Bethesda Game Studios is the award-winning development studio known around the world for its groundbreaking work on The Elder Scrolls series. Creators of the 2006 Game of the Year, The Elder Scrolls IV: Oblivion®, and 2008 Game of the Year, Fallout® 3, Bethesda Game Studios has earned its reputation as one of the industry's most respected and accomplished game development studios. Bethesda Game Studios’ latest game, The Elder Scrolls® V: Skyrim™, released on 11.11.11. Skyrim earned numerous nominations and awards at this year's E3, including being named 'Best Console Game' and ‘Best RPG’ by the official Game Critics Awards and has been awarded more than 200 perfect review scores. For more information on Bethesda Game Studios, visit
Interplay is allowed to continue the V13 MMO project per the original contract, but they will have to remove all mention of Fallout and Fallout-like material.

Thanks GameBanshee.

Posted by WorstUsernameEver - at 12:01

Quite a lot of fixes and changes have been made to J.E. Sawyer's mod since last time we checked, as the list he's written for his personal blog testifies:

v2 Changes:

* Logan's Loophole modified to cut the player's advancement off at 20th level. I know that ruins the reference but...
* Broad Daylight level prereq from 36 to 24, Sneak 70 prereq added
* Certified Tech level prereq from 40 to 24, Sneak 90 prereq added
* Just Lucky I'm Alive, Thought You Died, Ain't Like That Now prereqs from 50 to 34.
* Gum Drops from 1.0 to 0.25 weight.
* Bubblegum from 1.0 to 0.1 weight. Wow!

* Reverted XP halving to address more comprehensively through iXPBase and iXPBumpBase
* iXPBase set to 275 (from 200) & iXPBumpBase set to 200 (from 150) - Increasing required XP by a little more than 1/3.
* Lowered base player HP (before any bonuses) from 100 to 50.
* Reverted fPCBaseHealthMult change as it had no obvious effect.
* Lowered fADVHealthEnduranceMult from 15 to 10.
* Vanilla F:NV HP formula: 100 + (End * 20) + ([Level - 1] * 5) -- JSawyer HP formula: 50 + (End * 10) + ([Level - 1] * 5)
* Sierra Madre Martini HP bonus dropped from 75 to 40.

* Adjusted Dale Barton's, Lacey's, and Little Buster's Caravan decks.
* Reduced weight of non-Salisbury Steaks (Coyote, Dog, Gecko) from 1.0 to 0.8
* Switched all Pre-Order items to be sold at Chet's store. Nothing is given to the player outside of what Doc Mitchell hands him or her.
* Switched all Pre-Order message boxes to corner messages.
* Unique Pre-Order item prices raised to slightly above their non-unique counterparts.
* Mercenary's Grenade rifle weight dropped from 5.5 to 5, health bumped from 100 to 120.
* Mod slots removed from Weathered 10mm Pistol.
* Metal Armor and Lightweight Metal armor Health set to 200.
* All Raider armor weights dropped from 15 to 7.5.

* Merc Outfits all given two bonuses: one weapon skill at +10, one non-weapon at +5. The exception is Merc Charmer: three non-com at +5.
* Normal Merc Outfits all given 3 DT.
* "Unique" versions have "Reinforced" added to front of name. Value from 50 to 1200, DT set to 8.
* Raider armors all given misc bonuses. Unique versions have those bonuses + weapon skill bonuses.
* Leather and Reinforced Leather Armor weights dropped from 15 to 9. Gecko-Backed to 9.5.
* Raider armor healths dropped from 100 to 75.
* Adventurer: +5 Science, +10 Energy Weapons
* Charmer: +5 Barter, +5 Speech, +5 Medicine
* Cruiser: +10 Melee Weapons, +5 Sneak
* Grunt: +10 Guns, +5 Repair
* Troublemaker: +5 Lockpick, +10 Explosives
* Veteran: +5 Survival, +10 Unarmed
* Painspike: +3 Critical Chance
* Sadist: +15 Health
* Badlands: +10 Action Points
* Blastmaster: +20 Fire Resist
* Sharp-Dressed Raider's Armor: +3 Crit, +10 Guns
* Hand-Me-Down Raider Armor: +15 Health, +10 Melee
* Highway Scar Armor: +20 Fire Resist, +10 Explosives
* Psycho-Tic Helmet: +5 AP
* Arclight Helmet: +10 Fire Resist
* Blastmaster Helmet: +10 Explosives
* Wastehound Helmet: +10 Radiation Resist
* Bogeyman's Hood: +15 Radiation Resist
* The Devil's Pigtails: +8 AP
* Pyro Helmet: +15 Explosives
* All unique Merc and Raider armors and helmets added to Mick's store
* Emily Ortal's dialogue fixed so the 6 PE check is run on the Courier. Now you too can know the gross sexual history of Emily Ortal.
* Removed pic of VAULT MOM AND DAD from Vault 21.
* Metal Armors from 30 to 20 weight.
* Gecko-Backed from 33/35 to 23.
* Lightweight Metal Armor (Pre-Ord) to 15 weight.
* Most Medium armor weights lowered.
* Armor of the 87th Tribe weight lowered to 25 lbs.
* Armored Jumpsuits to 8 weight.
* Sierra Madre armor to 8 weight, Reinforced to 9.5
* MM Scout Armor to 7 weight.
* Vault 34 Security Armor to 9.5 weight.
* Lobotomite Jumpsuit to 5 weight.
* Hazmat Suit to 8 weight.
* Assassin Suit to 8 weight.
* Chinese Stealth Armor weight to 7, bonus to Sneak now +25.

* Created WithAmmo forms for the 5.56mm Pistol and Battle Rifle.
* Placed 5.56mm Pistol and Battle Rifle on various drop lists.
* Apocalypse Gladiator Armor DR from 0 to 17. Weight to 22. VAL to 3500.
* Apocalypse Gladiator Helmet VAL to 700.
* Shellshocked Combat Armor and Helmet revised.
* Road Rascal Leather Armor revised.
* Wanderer's Leather revised.
* All-Purpose Science Suit weight from 2 to 6.
* Followers Lab Coat given 8 DT. VAL from 16 to 1000. "Reinforced" added to the end of the string.
* Recon Armors given +15 Sneak. Christine's COS Recon Armor given +20 Sneak. Recon Armor effect string renamed to "Recon Armor".
* Metal Armor -1 AG enchantment replaced with -15 Sneak enchantment.
* Salvaged NCR Power Armor given -10 Sneak instead of -1 AG
* Power Armor Training carry weight bonuses halved from old (mod) values.
* Commando Armor revised to be Metal Armor, Reinforced with a +20 Sneak bonus.
* Shellshocked Combat Armor + Helmet and Composite Recon Armor + Helmet added to Nellis munitions vendor.
* Other unique metal/leather/raider/merc armors split between Cliff Briscoe and Mick.
* .308, .357 Magnum, .44 Magnum drop rates increased in Military Footlockers in Old World Blues.
* Flamer Fuel weights halved.
* (GRA) suffix removed from all GRA ammo subtypes.
* (GRA) suffix removed from GRA weapons that have base game equivalents (e.g. Baseball Bat)
* All standard weapons with moddable GRA equivalents given all GRA mods.
* Instances of standard Assault Carbine Mags and 12.7mm Silencers removed/replaced with GRA equivalents.
* Weapons (now) lacking GRA suffixes removed from the Master of the Arsenal challenge weapon list.
* Weapons like the Battle Rifle, Bozar, Katana, Tin Grenade, etc. retain the (GRA) suffix for challenge/achievement/trophy purposes.
* Fixed incorrect icons for Ballistic Fist, Displacer Glove/Pushy, and Zap Glove/Paladin Toaster
You can find the new version of the mod at the usual link.

Thanks GameBanshee.

News for Sunday, January 8, 2012

Posted by C2B - at 13:55

Chris Avellone answers a few fan-submitted questions on Old World Blues on his Obsidian blog.

Have you ever thought about what Doctor 8's voice sounded like, or what his true personality is? I can infer from the Courier's friendly responses and the fact he carries a Meeting People magazine he is (or was) very social, but the other doctors say that they "like him better this way".

Dr.8's current state in the game is the way I envisioned him in the first place - 8 being abstract was largely the point (and not that anyone ever wants to hear developer reasons for things, but it also cut down on resources and localization, since his "voice" didn't need to be localized or translated, so it was a low-impact way to get another colorful character in the mix without taxing our limits), and I think it makes him more sympathetic to be voiceless - much like ED-E and Dogmeat and other silent companions who stick with you - you can impose your own voice and personality on the little bits they give you (Seth McCaughey, one of our animators on the DLC, did all the ED-E's animations for DLC4, just like he did with the Think Tank chassis, and that did more to create emotion than anything I can write - especially the animations when Borous in DLC3 breaks down at his own memories). I feel the critiques of the other Think Tank regarding 8 are probably unfair in their negativity, and if they disliked his previous personality and voice, it may be because he was less annoying and more practical than anyone else. It's a mystery.

How does Mobius remember that he wiped his own memory? Are the memories erased at the discretion of the wiper, or does the act of erasing not get erased? Also about Mobius, how does a Think Tank ingest chems like Mentats, which you have to chew?

Mobius is able to reflect back on a number of his own bizarre actions that on a surface level, he can't recall easily - for example, he claims he was tripping on Psycho when he sent the threats to the Think Tank, but when questioned and queried, the real underlying logic of what he did reveals itself to him. Also, like the Think Tank, Mobius isn't a reliable narrator and what he claims to have forgotten isn't always correct when he puts his mind to it and walks back down memory lane - it's just a matter of focusing him (the more you speak to him in DLC3, the more focused he gets). Plus, in terms of reliability, he's had -many- experiments that haven't had the results he thinks they've had.

News for Thursday, January 5, 2012

Posted by Brother None - at 16:55

We can consider the FOOL settlement to be confirmed, but we're still waiting for details. Doc 167 made its way to NMA's hands, though its contents are sealed for now, so what's actually in it won't be revealed until later.

"Full docket text for document 167:
-SEALED-Joint MOTION to Seal to Temporarily Seal Joint Motion to Dismiss With Prejudice by Bethesda Softworks LLC Responses due by 1/23/2012 (Attachments: # (1) Joint Motion to Dismiss With Prejudice, # (2) Exhibit 1, # (3) Text of Proposed Order)(Stahl, Howard)
To explain: it's a joint motion, so this is coming from both companies. The seal is temporary, so the joint motion will make its way to us eventually. And finally, "dismiss with prejudice" means the case is dismissed permanently, neither company is able to bring it to court again with the settlement concluded.

"Responses due by 1/23/2012" means what you would expect it to mean, that is the deadline for both companies to respond. According to our source, Interplay first response is due on the 9th.

News for Tuesday, January 3, 2012

Posted by Brother None - at 4:11

Duck and Cover is reporting the FOOL case has been settled, apparently since the very first days of the trial, and they received word weeks ago. Curse and Wikia's Fallout wikis, despite usually getting the same news DaC does, are not reporting any such thing, and Raging Bull's stockholder forum makes no mention of it, so take this with a grain of salt for now. We'll keep you posted as updates come in.

EDIT: Ausir confirms, so consider is confirmed. Details to be revealed later this month.

News for Sunday, January 1, 2012

Posted by WorstUsernameEver - at 20:17

As part of their Fashionably Late column, which analyzes slightly older games "in an environment where prices are cheaper and hype is quieter, focusing on insightful analysis rather than consumer advice", the folks at True PC Gaming have tackled Fallout: New Vegas. After playing for roughly 250 hours with a small selection of mods they call it a "true RPG experience", and praise its handling of inter-faction politics and world building. Here's a snip:

You can’t save everybody. Because of inter-faction politics, someone’s always getting screwed. By you. I slowly began to notice that pushing for an independent New Vegas meant pushing out the people who were best for it. Because almost all of this world it is left in stasis before the player’s meddling, I became its representative. I was the person to blame for its successes and failures. Though the game was revolving around me, it wasn’t empowering me.

New Vegas is depicted dispassionately, and that’s one of the game’s biggest criticisms. It may also be its biggest strength. Its alphabet soup of acronyms (the NCR, NCRCF, Big MT) hammers home how unexciting these factions are supposed to be, but I relished in it. The storyline has no urgent goal breathing down your neck, no pressing tension hurrying you to finish the main quest. If you can accept the Legion, there isn’t even a real antagonist. Instead, the goal is something remarkably pure and almost innocently “game”ish: to simply experience New Vegas. The main quest mereley has you traveling across the Mojave to try to understand the various tribes and factions that inhabit it. One by one, you become entrapped in their society and face their problems, then express your thoughts about them to the secretary back at your office. Ultimately, the final goal is to simply experience the battle at Hoover Dam and watch a credits sequence explain what you did to influence its aftermath.
Spotted on RPGWatch.

Oh, and before we forget, happy 2012 to all of you!