- Added: Native compatibility with FOR:CE https://fallout2-ce.github.io/ (Windows, Linux, Mac, etc)
- Added: Updated to latest Sfall version
- Added: Character Randomizer mini-mod for unique playthroughs.
- Added: Delayed mutant invasions. If enabled in the fo1_settings.ini file, all invasion timers except Necropolis (for story-reasons), will not start before the water chip has been returned.
- Fixed: Adytum crash (probably) shouldn't happen anymore due to new Sfall fix
- Fixed: Auto push function for party members could make them fail to move in certain orientations.
- Fixed: Because of a stray night-condition macro, many scripts were checking the beginning of the night wrong (18:00 instead of 19:00).
- Fixed: Critters that have a negative reaction to the player will not answer TMA questions anymore.
- Fixed: EXP exploit when using lockpicks on the armory door at the BoS bunker.
- Fixed: Logic issue in TMA script when pressing enter / numpad enter on an empty input box.
- Fixed: Missing or wrongly assigned strings in various script files. Mostly door related.
- Fixed: Possible crash related to Jack, the Khan prisoner (cut-content)
- Fixed: Script issue in caravan leader script.
- Fixed: Special radiation death screen could show up even if the player did not die from radiation
- Fixed: Tandi wouldn't show floating text when rescued from the Khans.
- Fixed: The player could survive receiving huge amounts of rads when he really shouldn't
- Fixed: The Night Person trait effects wouldn't clean up correctly at daytime / after loading a savegame.
- Fixed: Unlocking the khans cell door would jam it for some reason.
- Fixed: Using the terminal in the Master's Vault could possibly not mark the Mariposa military base location on the worldmap
- Fixed: Various doors could destroy the used lockpicks on successful unlocking rolls.
- Tweaked: Moved power armor weight change from Sfall into script.
- Tweaked: ShowLootWeight mini-mod now automatically disables if CE is detected, since CE has a build in feature (loot_weight_indicator=3 in fallout2.cfg)
Release note:
We're jumping up to version 2.0 since this is a new milestone release: et tu is now compatible with the Fallout 2 Community Edition. This means native Linux, Mac, whatever support straight out of the box, bigger inventory lists, engine modernizations, and lots of other features. A lot of that is covered by Sfall already as well, but there are limits to what can be done, and we're kinda getting there. Still, Sfall is supported as before and remains fully compatible.
By default, ettu only ships with the CE Windows executable (fallout2-ce.exe). For compatibility with other operating systems, you have to go to the release page at https://fallout2-ce.github.io/ and download the latest version yourself.
Other than that, there is a new mini-mod that will roll a new character at game start. New name, SPECIAL, tag skills, traits, the whole thing. This is not for serious play, it's for people who want to do something different. The generated character is probably going to be crap, but that's the point of it. Live with what you get and deal with it.
Mutant invasions can now be changed to only happen after you get the water chip. This is not made up by me for lolz. In fact, the old Prima guide for Fallout 1 hints at this being how invasions were always meant to work - not starting right at the beginning, but only after the player and his vault become known. And that usually happens when you get the water chip: You told the ghouls in the sewers why you need a water chip, or you talked to Seth, or you dealt with the Super Mutants at the Watershed. Any of those actions could have made the Master aware of your actions, whether through the ghouls getting tortured before being killed, or simply because you managed to single-handedly wipe out a squad of Super Mutants, which doesn't happen that often lore-wise. The guide has quite a bit of old and outdated information, likely because it was written while the game was still being worked on. Stuff got cut from the game but survived in the guidebook, so here we are now.
Anyways, that's it for now.
