Fallout: The Traveler



"War... War Never Changes..."

-The Narrator

Fallout: The Traveler, also known as Fallout The Traveler: The Ultimate Post Nuclear Role Playing Game, is a post-apocalyptic action role-playing game developed by Hawke Gaming Industries, Obsidian Entertainment, Bethesda Singapore and miHoYo and published by Bethesda-Cognosphere. The game is set within a post-apocalyptic, open world environment that encompasses a scaled region consisting of the ruins of the West Coast and much of the countryside to the north and east of it, and is set in the year 2300, the start of the 24th Century. Players take control of an character, given the nickname "The Traveler", is assigned to find and track down the killers who ambushed the Caravan after awakened at the small town known as the Villa, forcing them to venture out into the wasteland to find them. The gameplay of the game is based off the later games of the series while retaining feel, the roleplaying, player freedom and sandbox-style gameplay of Obsidian's New Vegas installment including the Outer Worlds and Genshin Impact to create a flexible and intense survival experience.

Intro
"War. War never changes.

''2077, the atomic fire consumed the earth, those who survived did so in great, underground vaults. When they opened, their inhabitants set out across ruins of the old world to build new societies, establish new villages, forming tribes. ''

''As decades passed, a group of ex-Vault City, Ex-Enclave and former Vault-Tec personnel created a powerful and bustling city known as Halcyon. ''

''But as Halcyon grew in the coming years. Fourteen societies, the German-American republic of Monstadt, the Chinese-American society known as Liyue Qixing, the people of Sumeru, Halcyon's rival Fontaine, the Shogunate empire known as Inazuma, the New California Republic of the American southwest, the two chapters of the Brotherhood of Steel from both coasts of America, the Minutemen, a growing power coming from the Commonwealth, the shadowy society known as the Railroad, the resurgent army of the Desert Rangers from Alaska, the army of the 87 tribes, Caesar's Legion, the recently established Institute presence from the Commonwealth, the invaders of the Nuka-World Raiders and the warlike Patriarchs, all locked sights on the blooming city.''

''Despite the turmoil from the fourteen societies, the City of Halcyon has stayed as the safest place and populated city in the Wasteland. Under control of the organization, known as The Board and their army of own soldiers and the Six Companies. ''

''There are much to be skeptible about this wasteland. They no longer suprises a few people to learn how many people don't even believe in anything... What's the point?''

''For many of the wastelanders, the road for them is very difficult one, far more than the legends. But the path for them are always there to follow. No matter how many times they fall. All grew in periods of peace and darkness... Of course... in the world filled with misery and uncertainty... It is great comfort to know that.''

''You are the Traveler, hired by the Crimson Caravan company, to embark on a merchant trading stop to the Halcyon. What seem to be simple trading stop has taken the turn for the worse..."''

-Narrator

Story
"Main article: Fallout: The Traveler/Storyline"

Background
The year is now 2300, the beginning of the 24th century, and the Halcyon is an okay place to live. It doesn't have as many problems as most places do thanks to the Board, a group of ex-Vault City, Ex-Enclave and Vault-Tec personnel who made this bustling post-war city via the use of the GECK since it's formation in 2200. Some even say the Board rules the city to this day, from their shining lights at the Tower of Byzantia. But that may not be the case forever: Fourteen superpowers, the German-American republic of Monstadt, the Liyue Qixing, the Inazuma Shogunate, the aristocracy of Sumeru, the rival of Halcyon Fontaine, the rising federation of the New California Republic, the two chapters of the Brotherhood of Steel, the rising Minutemen, the shadowy Railroad, the resurgent of the Desert Rangers, the slaving horde of Caesar's Legion, the expansion of the Institute from the Commonwealth, the warlike soldiers of the Patriarchs and the raiders of Nuka-World, have begun staking claims in the region, coming to blows over western United States, and the City of Halcyon is caught in the turmoil, waiting to be claimed by others under their banner.

Introduction
The player character of Fallout the Traveler, known as the Traveler, having managed to acquire a caravan to bring them for a merchant trading stop to the City of Halcyon they hoped it would be a safe journey however when their party was onset of an ambush by Liberty Buchanan and her group of Partriarchs. The Traveler regains consciousness in the middle of the Patriarch ambush, where Liberty and their group took out most of the caravaners and knocks the Traveler out stranded in the aftermath. They are rescued by Bennett, who transports them to Doc Mitchell in the Villa, saving their life. Once recovered and acquiring a piece of strange technology in form of a single glove, the Traveler realized they have become a Wildcard, a rare set of people gifted with the ability to control all seven elemental powers without needing a Vision, and sets out to find those responsible for the ambush.

Act I: Tracking Down the Responsible
During the first act of the game, The Traveler steps into its world beginning in 2300, traversing across the wasteland and deal with the various troubles of the people of various settlements and towns and meeting new companions while tracking down Liberty and their people responsible for the ambush, the Traveler is somewhat guided by powerful enemies into taking a certain path although a stealthy Traveler or simply one well equipped to handle such enemies can take alternate routes. During this time finding and tracking down Liberty the player learns more about the different factions and the locals has opinions about it. Eventually the Traveler confronts Liberty in a showdown that proves their worth through either the Traveler's combat prowess, intelligence, stealthiness or charisma.

Along the way the player has the potential to meet the various different factions with varying plans to occupy the city of Halcyon under their banner. These include Venti of Monstadt, Zhongli of Liyue Qixing, Raiden Shogun of the Inazuma Shogunate, Furina of the rivaling Fontaine, Nahida of Sumeru, Lee Oliver of the New California Republic, Arthur Maxson and Rhombus II of the Brotherhood of Steel, Preston Garvey of the New Minutemen, Desdemona of the Railroad, the elusive Desert Ranger Commander, Caesar of the Caesar's Legion, The Institute's head leader Father Shaun, Saul Buchanan, the father of Liberty and leader of the warlike Patriarachs, The Overboss of the invading Nuka-World Raiders and the creator of the City of Halcyon, The Board. In addition the Traveler can also encounter leaders of the various minor factions, which can be either be join, loyal to or eliminate outside of the major factions and can influence their presence in the game world and some can also be turn into a major faction.

Act II: The Rising Threats
After the Traveler confronts and defeating Liberty through means of combat or diplomancy, then arriving the city of Halcyon, the story splits into multiple ways at this point, the player can choose to side with fifteen of the major factions (all but Fatui Enclave) or going independent with Yes Man. From this point forward the Traveler's main goal is either help each one of the Major factions, by going to the various minor factions, other settlements and sometimes opposing Major factions across the wasteland, convincing them either through diplomacy, trade, intimidation, persuasion or destruction to join with the player's chosen faction, the way the different factions go about this varies and in addition each faction also has a secondary goal which the player helps to achieve along the way, using their connection to the rest of the Wasteland as a means to achieve that goal or going independent with Yes Man, as a failsafe in the event of major factions no longer working with the Traveler such as having a negative reputation, with a means of nuking one of the major faction's main capital, which also requires a series of tasks in order to complete their goal.

Act III: The Fatui Enclave
If the Last Road DLC installed, completed most of the main story DLCs and killing Arlecchino in the base game, the player can return to Halcyon where the city is in celebration over the final battle two weeks later, this however is cut short as the player had during their travels dealt with encounters from the Fatui Enclave who are heavily opposed to the actions and fought the player repeatedly either through words or combat. Once again the Fatui Enclave attack, now striking the territories of the Traveler's chosen major faction and Halcyon itself, the player if they have high enough stats can convince them to leave however in most circumstances the player will need to fight alongside their chosen faction and the Halcyon Guards to ward off the Fatui Enclave from taking over the city and their territories occupied by the Traveler's chosen faction. After defeating them, the Fatui Enclave swear vengeance against the player and retreat. Some time after the Traveler gets an "invitation" note from Dainsleif/Nora/Narg/Isadora (depending on the completion of the main game under a faction loyal to) to travel to the Monarch Battlezone to confront the mysterious Vault Dweller and finally get rid of the Fatui Enclave once and for all.

Factions
"Main article: Fallout: The Traveler/Factions"

As with Fallout: New Vegas and Fallout 4, the main plot centralizes around the conflict of fifteen with each vying for power over the Wasteland and later the City of Halcyon. It's up to the Traveler who they side with as each faction has its own interests and beliefs, in the game there are sixteen major factions of which the player can join fifteen of them with the sixteenth (The Fatui Enclave) serving as the antagonist faction, which plays more role in DLCs later.

In addition there are also a large number of minor factions, some with interconnected relationships with one another. Depending on the player's decisions throughout the game their relationships with both the major and minor factions can change and whether the player decides to ally, maintain peace or destroy the lesser factions can be affected by which major faction's the player sides with and to what degree they side with them. Each minor faction has their own quest line.

While there remain generic Raiders and Bandits (i.e Convicts) who attack on-sight, there are more focused gangs throughout the wasteland in Fallout: The Traveler. The Traveler can choose to work with them or wipe them out as they wish.

Gameplay
The gameplay of Fallout: The Traveler is based off the action-oriented real-time gameplay of Fallout 3, Fallout 4 and Fallout 76 with even more focus on the role-playing and sandbox-style player freedom similar to a more refined, complex and in-depth form of Fallout 1, Fallout 2, Fallout New Vegas and The Outer Worlds 's sandbox-style gameplay and the item and equipment progression of Fallout 1 and Fallout 2 including elements from miHoYo's Genshin Impact. The player takes on the role of the Traveler, a member of a Caravan group tracking down the killers who ambushed their caravan after waking up at the Villa. Returning features include a camera that can switch between a first-person and third-person perspective, fast-travelling between locations (reworked), a layered armour system, the V.A.T.S targeting system, travelling companions, and a crafting system which implements nearly every lootable object in the game. Features that are also debut to the franchise such as Flaws, mix and match apparel and more.

Unlike Fallout 3, Fallout: New Vegas, Fallout 4 and Fallout 76 where's wrist-mounted Pip-Boys is used for much of the menu in-game. The Traveler uses a new type of Pip-Boy known as Paimon Pip, a handheld version of the Vault-Tec Pip Boy series developed by Halcyon Technologies that allows the player to access a menu with statistics, an encylopedia of companions that unlocked, maps, data, and items. Players can also find game cartridges, which can be played on the Paimon Pip.

The wasteland outside the City of Halcyon has a railway connecting various train stations which can either provide supplies, quest jobs and occasionally Wanderluster Companions sitting there or hideouts for certain permament hostile factions. There are 15 lookout towers where the player can examine the landscape at the top which will add new locations to the world map.

Environmental interactivity has been greatly expanded in Fallout: The Traveler, the player can climb, vault, slide, crash or peek through doors, manipulate power and machinery to change your environment, etc. The environment also has greater reactivity like disabled robots momentarily come to life if you bump into them, characters investigate changes and attempt to change things back, and weather conditions can have distorting effects (like bright sunlight reflecting from a mirror and blinding you).

Fallout: The Traveler's massive world, 16x much bigger than Fallout 76 that lead to towns and cities being so and realistically far apart, the player can take an alternate form of travel, such as on horse/creature back, or in a caravan “taxi”, or military vehicle such as the Vertibird (though the last one depends on your affiliation with factions). Unlike the previous games, the Traveler's world is much more alive than most Fallout games, soldiers patrol and guard their respective faction's territory; raiders lie in the wait for unsuspecting travelers; wanderers and tourists trek along the roads between towns and trading hubs; prospectors explore the wasteland, looking for treasure and opportunities; and as the war heats up, more and more wasters will walk the streets, drawn towards the bright, shining lights of the City of Halcyon.

Jason Hawke confirms that the Settlement building game mechanic from Fallout 4 and by extent C.A.M.P. from Fallout 76 will not be in the Fallout: The Traveler, at least in the main game's world.

Difficulty Modes
Difficulty Modes in Fallout: The Traveler affect a playthrough's challenge, there are seven difficulty settings that players can choose and information on the changes applied to the selected difficulty.


 * Story: Use this mode if you enjoy the story more than combat. In story mode, enemies have less health, do less damage and smaller chance to spawn combat stalkers, mega creature or a Vision-afflicted creature.
 * Very Easy: Use this mode if you enjoy the combat more than the story. Same as story but spawning combat stalkers, mega creature or a Vision-afflicted creature are a bit more often.
 * Easy: In easy mode, enemies have slightly less health and damage and combat stalkers, mega creatures and Vision-afflicted creatures spawn less often than normal.
 * Normal: This is the recommended mode for Fallout: The Traveler. In normal mode, enemies have standard health and damage and combat stalkers, mega creatures and Vision-afflicted creatures spawn often.
 * Hard: This mode is for players who are looking for an extra challenge. In hard, enemies have more health, do more damage, often to find damaged weapons and junk ammunition when looting and greater chance to spawn Combat Stalkers, a Mega creature and Vision-afflicted creature.
 * Very Hard: This mode is for the hardcore Fallout players. In very hard, enemies have more health, do even more damage, more often to find damaged weapons and junk ammunition when looting and a much greater chance to spawn Combat Stalkers, Mega creatures and Vision affilicted creatures.
 * Sawyer Mode: Sawyer Mode is the hardest difficulty and can only be selected at the start of the game, and is recommended for true survival and hardcore Fallout players and post-apocalyptic survival players in general.
 * Wasteland Survival: Essentially a more "realistic" difficulty version of Sawyer Mode added through DLC, with all of the mechanics of Sawyer Mode retained with additional changes. A stray bullet or more or single slash from a creature i.e Deathclaw can kill the Traveler at low-levels unless wearing Power Armor, but it works both ways as all player weapons do roughly three times the damage they usually inflict. Ammo pickups usually contain one to five bullets and weapon degrades more faster than normal. The Heads-Up Display is disabled completely save for modded weapons and Power Armor. The Traveler is also limited to only carrying two weapons at a time and has lower AP points. Skill points at level up is halved, gaining perks is only gained by 4 levels and earning Shock to the System is increased per 10 levels. Survival needs increases more faster. Companions can die more faster if not planned tactically regardless of the Inspiration Skill. Stealth is advised, since the run-and-gun approach is severely limited by low ammunition supplies.

Character creation and stats
"Main article: Fallout: The Traveler/Traveler"

"Main article: Fallout: The Traveler/Perks"

The protagonist of the game is governed by the Fallout franchise's staple S.P.E.C.I.A.L (an acronym for "Strength, Perception, Endurance, Charisma, Intelligence, Agility and Luck") system. The player begins Fallout: The Traveler at the awakening of their playable character at the Villa with returning Doc Mitchell telling about you, customizing their appearance, gender, race (either Human, Synth, Ghoul or Super Mutant), ethnicity (Human only), and name, choose their S.P.E.C.I.A.L stats and Traits and then to decide their skills and profession before the player exists out of the Villa, whatever you pick will affect where and how you start your game. For example, if there are twenty different professions, the player will give specalized starting gear depending on the profession, and the gameplay will somewhat reflect on that. With each start, you will be introduced to new people; some will be your friend, others complete strangers, and others potential enemies. Like in the other games of the series, character development is divided into four categories: attributes, skills, traits, and perks. The S.P.E.C.I.A.L stats of Strength, Perception, Endurance, charisma, intelligence, agility and luck are the seven basic attributes of every character in the game. continually add bonuses to skills. This is done automatically, i.e. if the S.P.E.C.I.A.L stats change, the bonuses are instantly adjusted. Many coded events within the game require that the player has a certain level of a particular S.P.E.C.I.A.L stat before accessing it. Unlike in other games in the franchise, S.P.E.C.I.A.L stats are capped at 25 rather than 10.


 * Strength - Governs Health and Carry Weight, influences Melee Damage, Damage Threshold & Intimidation
 * Perception - Governs VATS and Accuracy, influences Crit Hit Ratio, Scrapping Items & Looting Rewards
 * Endurance - Governs Health and Stamina, influences Resistances of all forms
 * Charisma - Governs Dialogue Checks and Bartering, influences Hip Fire Accuracy, Number of Companions and Effect Activation
 * Intelligence - Governs Experience and Puzzles, influences Persuasion and Skill Boosts
 * Agility - Governs Stamina and Running Speed, influences Evasion
 * Luck - Effects probability of events being in the player's favour

Skills makes a big return in Fallout: The Traveler, being absent from the previous two games. There are many different Skills in the game, ranging in value from 0 to 250. The starting values for Skills are determined by the player's seven basic attributes, and most initially fall within the range of 0 to 50%. Every time the player gains a level, skill points are awarded, which can be used to improve the character's skills. The player is also required to "tag" three core skills upon character creation, which will improve at twice the normal rate and receive a bonus at the start.

At first, spending a skill point on a Core Skill (e.g. Melee) improves all of the Specialized skills in that group up to Rank 50. Once you've reached Rank 50, players will have the freedom to directly add the skill points to the Specialized Skill (e.g. 1-Handed Melee) up to 250 - Legendary.

Core Skills are divided into multiple categories: Melee Weapons, Ranged Weapons, Defense, Speech, Tech, Stealth, Leadership and Utility. Books and comic books, although scarce in the early game, can be found throughout the game world and permanently gave a special perk when read. Skills can also be improved by undergoing specific training programs under the tutelage of certain NPCs, finding collectibles such as toys and video games, or by finding and watching in-game films.

Returning from The Outer Worlds is the basic skill tier unlocks, each specialized skill has a bonus that can be acquired for every 20 points:


 * 20: Novice
 * 40: Competent
 * 60: Adept
 * 80: Expert
 * 100: Master
 * 150: Virtuoso
 * 250: Legendary

When the player earns enough experience points to gain a new level, they can gain or upgrade a Perk. Perks functions like they did in previous games giving the player bonuses and effects that can alter their stats or give them new tools to use in combat, problem solving and exploration. Similar to in Fallout 3 and New Vegas, Perks are tied to S.P.E.C.I.A.L and skills, and the higher a S.P.E.C.I.A.L stat and skill is, the more abilities can be unlocked. Perks grant special effects, most of which are not obtainable through normal means, such as increasing the amount the player heals when using medicine or the amount of damage they can survive. Unlike traits, perks are purely beneficial. Perks are unlocked through a tree system rather than the previous list formats of prior games, as such the individual requirements of perks is generally easier to attain and the player can check what the requirements are by hovering over a perk on the tree however perks further from the start will require the perks below them to be unlocked as well.

In addition non-player Perks, those caused by Companions, Faction association, Disease and Injuries can be acquired, the former two being permanent perks given to the player while the latter will go away after some time or if the player visits one of the games medical experts.

Traits are special character qualities that can have significant effects on gameplay. At character creation, the player will be required to choose up to three traits. Traits carry benefits coupled with detrimental effects - for example, the trait "Small Frame" improves Agility, but negatively affects maximum carrying capacity. Once a trait is chosen, it is impossible to change, requiring players to observe the effects Traits have and pick the ones that best suit their playstyle.

Every five levels (or seven if the player has the "Gifted" trait or is playing on the harder difficulties or Sawyer Mode), the player also gains a "Shock to the System", which replaces the Intense Training perk from past games, which allows them to permanently increase a single S.P.E.C.I.A.L trait by one point. S.P.E.C.I.A.L stats can also be permanently improved this way by collecting rare and hard-to-find You're SPECIAL books scattered around the game world.

The game also includes the Flaws system, a system coming from Obsidian's The Outer Worlds. These negative effects usually provide a skill point bonus in exchange for accepting a flaw. In normal game, players are given the option to accept or reject it, in Sawyer Mode, it will always accepted no matter what.

Resolution paths, a mechanic intended for Van Buren, Black Isle's cancelled Fallout 3, where each attribute, skill, and perk works for one of three problem resolution paths (combat, diplomacy, exploration) and each quest can be tackled by applying two or three of these paths. So one quest can be resolved by combat or exploration, another might offer diplomacy and exploration, etc. Resolution Paths are also differentiated by how resource-intensive they are (combat eats up the most resources, diplomacy the least) and how complex they are (the reverse of the previous). So combat is simple but burns through your stuff, diplomacy is complex but "free", while exploration is somewhere in-between. Build your character wisely, there is no "perfect" path.

The Traveler's choices had consequences and the Wasteland and the city of Halcyon would change with every decision made by the Traveler. Actions such as clearing out dangerous critters on the roads, taking down one of the raider gang leaders, working out an alliance between the Board and the Institute, nuking one of the each Major faction's capital, wiping out the Arataki Gang, progressing through the main quest and many other actions you take throughout your playthrough will now have noticeable consequences within the wasteland; the number of travelers on the roads or settlements under raider attacks may increase or decrease; faction members will patrol the wastes, building checkpoints and outposts, skirmishes with a opposing faction; deathclaw packs and raider gangs will disperse into the wasteland as their leadership falls, most groups and towns will send hired thugs or hired men after you if you anger them and much, much more.

The game also tracks the moral quality of the player character's actions using the returning Karma statistic, as well as a series of reputations. Karma points are awarded for doing good deeds and are subtracted for doing evil deeds. The player character will also receive one of a number of Reputations in each of the different settlements across the wasteland, which act similar to Traits - a player's standing with a faction or settlement can change depending on how they interact with them and what decisions they make. Actions vary in the level of karma change they cause - for example, theft of minor items, such as a bottle, produces less negative karma than murder. Karma can have tangible effects to the player, beyond acting as flavour for the game's events, in that it can affect the ending the player gets, alter quests and dialogue with NPCs, or give off unique reactions from other characters.

Combat
The combat system in Fallout: The Traveler is mostly improved from the combat system in Fallout 4 and 76, with a focus on continuing to improve the experience for players but also making combat in general more dangerous as both the player and enemies have dramatically less health making non-combat options more enticing to the player.

While exploring the wasteland, players will have to battle enemies. When walking within the vicinity of an enemy camp (or enemy stronghold depending on the faction's reputation), enemies will be aggravated and begin attacking the player.

NPC vulnerabilities are now more drastic and varied in some cases (i.e. Headshots on humans deal more damage, etc.), unlike the previous games. Some enemies also have brand new vulnerabilities. For example, a Protectron has a heavily armored torso that absorbs a high amount of damage, but it's flimsy legs and combat inhibitor are it's weak points. A mirelurk's shell absorbs a lot of damage, but their front is vulnerable. Some enemies are more vulnerable to certain damage types, such as fire or explosive damage. This puts more emphasis on either aiming well or using specific tactics when it comes to combat.

Critical hit effects, since it was simplified in Fallout 3 and subsequently carried over to New Vegas, Fallout 4 and 76. The Traveler brings back the classic Fallout-style critical hit effects while retaining the system from the past games. Every time anyone lands a critical strike, they roll to get a combination of extra effects, which depends on the roll, type of target, and limb hit. Possible effects include: extra damage, (limited) armor-piercing, knockdown, knockout, instant cripple (for the limb hit), blindness, and instant death. These will occur in various combinations and will be accompanied by messages at the notification log.

Another feature returning from Classic Fallout are Critical Failures, which can affect any creature or NPC including the Traveler. Every swing with an Unarmed or Melee Weapon, or shot with a Gun, Energy Weapon, or Explosive weapon, has a small chance (depending on the target's Luck or the companion's luck) to result in a critical failure (the chance is also lowered for automatic weapons, or weapons with a high rate of fire). The effects range from brief disorientation, to breaking a limb, to instantly breaking your weapon and setting you on fire.

Returning feature from Fallout 4, The Traveler has to make use of cover in combat. If one approaches the edge of an object that provides cover, such as the corner of a building or vehicle with a ranged weapon drawn, it will visibly dip down after a second. One can then sight down the weapon, and the player will lean around the edge of cover, being able to fire at an enemy while reducing the chance of being hit in return.

One major addition to Combat is destructible environments, much of the environment can be damaged during a fight from both the player and enemies, some structures being completely destructible while others can have their protective walls knocked out. Some objects such as cars, propane tanks, grenade bouquets and explosive barrels explode when hit. Shoot them when enemies are nearby for an explosive surprise. Destructible hazards can be also targeted in V.A.T.S.

Weapons come in several types; Guns, Melee Weapons & Throwables.

Gunplay
The Gunplay of Fallout: The Traveler works similarly and improved upon from Fallout 4 and Fallout 76 with the player able to aim via both Hip Fire and Iron Sights/Scopes on most weapons allowing the player either greater mobility (Hip Fire) or greater accuracy (Iron Sights/Scopes) although some weapons such as Launchers and Grenade Rifles do not have this option.

A major new addition in Fallout: The Traveler are bullet projectiles and velocities for all balistic weaponry, replacing the hitscan ballistic system that was present since Fallout 3. All types of ballistic ammunition has different variety of bullet velocities and distance drops. For example, sniping with a .308 ammo requires a account for considerable bullet and travel time, while a .50 caliber ammuntion is much more easier to get in line with the target. This makes the Traveler think more strategically when getting into combat, like better sniping enemies from afar with a hunting rifle or going gun blazing with a SMG. This adds a extra layer of role-playing in Fallout: The Traveler too because they had their own strengths and weaknesses in combat. Every bullet can also ricochet and penetrate cover depending on its caliber i.e a .50 cal round can penetrate through a wall while a 9mm round can't.

Certain weapons such as Assault Rifles or SMGs has a selective-fire mechanic, which can select from either automatic fire to burst and semi-automatic fire that differs in recoil and accuracy.

Melee Combat
Melee Combat has seen a major overhaul from Fallout 4 with the various weapons of the wasteland possessing more unique qualities and a more impactful sense of combat. When engaging in melee the player can perform Light and Heavy Attacks as well as Blocking and Parrying, often getting close to enemies will cause them to resort to melee attacks of their own which are best countered by the player's own melee.

Melee has also seen some significant alterations to how weapons interact as particular sharp melee weapons that use stabbing attacks (such as Shivs, Spears & Knives) can become lodged in their target dealing considerable damage but removing that weapon from the user's inventory until it's recovered. Melee Combat can also lead to disarming opponents allowing for a much more dangerous engagement as Melee damage overall has been buffed to encourage players to engage with the systems.

Different melee weapons and unarmed weapons have different AP costs, attack animations, attack properties, and block damage reduction. With perks and higher skill levels that add more melee and unarmed combat mechanics. Like parrying, stun attacks, backstabs, etc. VATS options for melee and unarmed are the same as ranged weapons, able to target individual body parts with a different option to choose special attacks unlocked by perks.

A new feature in unarmed combat is Kicking, bound to the Reload prompt so you can't kick while holding a gun. Also unarmed/melee special combo moves, like kick + jump = drop kick and such. A good chain of unarmed/melee attacks and special moves should also stagger the enemy and thus open them up for attack.

Throwables
Throwable Explosives like Grenades now have a meter when you holding the Grenade button, this indicates the Traveler's power when putting into throwing explosives and the depending on the Traveler's Throwing skill and adaptive aiming when throwing non explosives like Throwing Knives and Spears at close range.

Stealth
Stealth has seen a major overhaul in Fallout: The Traveler. Enemies have four states; Relaxed, Guarded, Alert, and Hostile. Relaxed enemies will sandbox and are easier to sneak around, Cautious enemies will patrol an area keeping watch and are harder to avoid being seen by, Alert enemies will actively take cover to avoid being shot at and will look for the player, and Hostile enemies are enemies who will looking for the player over a large area and attack on-sight. Different types of enemies may be in any of the states, like Raiders will be Relaxed, but a group of mercenaries or faction affilated soldiers guarding a town entrance will be Cautious or Alert. The player's HUD displays the typical "Hidden/Cautious/Detected" messages, but the Awareness Perk lets them see an enemy's disposition; and the real human player can intuit the current disposition of enemies by observing how they move.

If the player is detected sneaking, the enemy will begin looking for them, and Relaxed enemies will shift to Guarded. If the player continues to be detected long enough, Guarded will upgrade to Alert as enemies become more certain there's someone around. If the player remains undetected, enemies will eventually give up and return to their default state. If the player kills an enemy, enemies who are aware of the death will immediately shift to Hostile and begin looking for the player while taking cover when they can. If the player manages to evade them, they will downgrade to Alert status, but not any further - now that one of them has been killed, they know for sure someone is here but not where, and will be careful to avoid taking fire now. However, if the player leaves, over a longer period of time enemies will eventually regress to their usual behavior.

In addition to being tipped off to the player's presence by kills, some enemies will shift their disposition if they notice something is amiss in their vicinity and shift to Guarded or Alert, depending on what it is. For example, if the player frees some captives or takes a valuable item being guarded, enemies will notice they are missing. They may also notice if certain locked doors have been left open, if lights and electronics have been turned off/on, if traps have been disarmed, and if the player throws something in their midst. However, all of these are variables that differ depending on the type of enemy and the exact location - a bunch of Raiders aren't gonna care much if a door they thought was locked is left open and will dismiss it as their mistake, but a group of security guards patrolling the hallways of a military base will notice if a locked room has its door wide open and the lights inside are off when they're supposed to be on. The traveler can engage in stealth more easily by tricking their enemies and being more aware of the environment - throw items and use remote-detonated explosives to draw them away, close doors behind you, go around traps but leave them armed (there will be an option for floor-based traps like tripwires and plates to be stepped around instead of disarmed, and enemy mines can be re-armed), watch the enemy's patrol path and wait for an opening, drag corpses out of sight, and so forth. You can also observe when they sleep and if they leave their posts for any reason on a regular basis, and can attempt to sneak in then.

Similar to the Metro games, heavy object movement or loud noises (i.e Stepping on a broken glass or hitting a tin can) can also attract the attention of most enemies nearby.

Factions
Like in Fallout: New Vegas, Factions play an important role in Fallout: The Traveler, having the player's actions influence their stance with the various factions. The player can improve their reputation with a faction by helping that faction in combat, completing their quests or perform certain behaviours that the faction finds admirable.

The player's reputation with some factions also influences others so the player can't simply be friends with every faction and the factions will balance themselves out leaving it up to the player to make the conscious decision of who they're going to side with, side against, maintain peace with or even outright destroy.

It should be noted that many factions throughout the game can be befriended, from the major factions and minor friendly factions, even raiders and creatures like Ghouls can be befriended.

Non-Lethal Combat
Non-Lethal Combat is major addition to Fallout: The Traveler as another way of approaching combat without killing everyone with new items and equipment tailored for Non-Lethal Combat. A trait intended for Non-Lethal Combat called "Thou Shalt Not Kill" is added. Selecting this trait, you can to play through the game without taking a life (any life). If a life is taken, you will not only lose the Thou Shalt Not Kill trait, but the "Dishonored" flaw will be gained. Dishonored will reduce all non-combat skills by 10 points and will increase the chance of your enemies landing a critical hit by 10%.

XP is rewarded each time the player knocks out a new opponent, the amount of XP rewarded matches the XP you would gain if you were to kill the target instead. You cannot gain XP from knocking out the same opponent multiple times. Knocking out a good/very good character, or looting one, will reduce your karma by a small amount.

Whenever you interact a knocked out NPC while crounched, The Traveler has a number of options to choose from.


 * Wake - Wake your target up.
 * Kill - If your target's total health is below a certain percentage or you have the Mister Sandman perk, you can choose to kill them outright.
 * Devour - If your target's total health is below a certain percentage and you have the Cannibal perk, you can eat them alive.
 * Tie-Up - NPCs can be tied up with Duct Tape. The duration of time they stay tied up is dependent on your strength attribute v.s. theirs. If you stay near them, the time it takes for them to break free will come to a halt.
 * Untie - Untying previously tied NPCs will... untie them. They will not be grateful, in fact - they will probably attack the same way they would have if you never untied them.

Weapon Requirements
Based and improved upon the Weapon requirement system from Fallout: New Vegas. The Traveler may use all type of weaponry that depends on the weapon skill level and Strength. This makes the Traveler encourage after spending the core skill to 50 to specialize into one skill like for example Automatic Weapons, so the Traveler can actually use higher level Automatic weaponry.

The Traveler technically can use a weapon that don't meet the skill and strength requirements, but this results of higher weapon sway and slower reloading speed for ranged weapons, slower weapon swing speed for melee weapons, longer drawing speed for bows, shorter throwing distances for throwables, weaker damage for Catalysts and higher chance of mines explode when trying to disarm mines. If playing on Sawyer Mode, equiping the weapon that the Traveler is not skilled at disallows to use in-game.

V.A.T.S.
V.A.T.S. or the Vault-Tec Assisted Targeting System is a statistic-based combat system returning from previous games based off the Fallout 4 and New Vegas V.A.T.S. system.

Using V.A.T.S. slows down time, creating a "bullet time" effect. V.A.T.S. reduces incoming damage received by the player, while obtaining the V.A.T.S. Mastery perk completely stops time, ala Fallout 3/New Vegas. Actions queued in V.A.T.S. can be canceled.

The V.A.T.S. display shows the predicted hit probability of the attack. The V.A.T.S. display also shows the predicted damage if a hit is scored, by shading the portion of the target's health bar that would be reduced. (This prediction is not always accurate however). The V.A.T.S. controls allow the player to move between targets and (for ranged attacks) between body parts. Attacks can be queued on multiple targets or on the same target.

The V.A.T.S. display shows an action point bar which gives feedback on the maximum number of attacks that can be queued with the currently selected weapons. This includes time/action points required to load or reload the weapon. Each action - attacking or loading/reloading - is shown as a continuous colorful section in the action point bar.

Every melee weapon can execute a special attack, that requires Melee Weapons skill of at least 50 and Unarmed weapons gain Uppercut and Stomp special attacks at skill level 50, and Cross at skill level 75. These attacks have an AP cost of 20 regardless of the weapon used.

In Sawyer Mode, V.A.T.S. has a limited time, standing still drains the AP meter very slowly, while moving and attacking drain it faster, and the meter refreshes slowly over time.

Precision Strike
Precision Strike is essentially based off executing Critical Hits manually in V.A.T.S. seen in Fallout 4, albeit in this one does not deal a Critical Damage that must be executed manually by the player in V.A.T.S. Once the Precision Strike bar is filled, a Precision Strike will be executed, deals the same damage as normal weapon damage albeit it always guranteed a hit no matter the chances to hit the target. The Traveler's Luck determines the rate at which the bar fills, with several perks also affecting the effectiveness and abilities of Precision Strike.

Close-Range Execution
Replacing Precision Strike for melee weapons is the Close-Range Execution that must be executed manually by the player in V.A.T.S. when wielding melee or unarmed weapons. Once the Close-Range Execution bar is filled, a Close-Range Execution will be executed. The Traveler's Luck determines the rate at which the bar fills, with several perks also affecting the effectiveness and abilities of Close-Range Execution.

Climbing
Based off the system seen in Genshin Impact and one of the new mechanics in Fallout: The Traveler's expanding environmental interactivity. Climbing is a movement ability that allows the player to climb any surface that is climbable and would not require the character to hang upside-down or nearly upside-down. Some surfaces, such as the walls inside domains, are not climbable regardless of the angle they are at.

Climbing costs AP. If the player runs out of AP while climbing, they will fall and sustain fall damage based on the distance between the point they fell from and the area where they land and also the risks of crippling the feet and legs, though some perks like Adamantium Skeleton can nullify this. Climbing cannot be peformed if the player is wearing Power Armor.

Mailing
If the Traveler is not in the immediate area to receive news by a soldier or a civilian, they will actually mail the news to the Traveler, requesting for you to come to them immediately, but only if they have met you before and only if your reputation has grown beyond certain points. This mailing system will also deliver newspapers from major communities such as the Halcyon Times, the Mojave Express, Genshin Daily and NCR News.

Item Conditions
Equipment condition returns from Fallout 3 and Fallout: New Vegas; however, unlike in previous games, armor and weapons can be repaired using junk, crafting components or a duplicate of the same item at an armor workbench or weapons workbench depending on how high the Traveler's Repair skill has. Alternatively, equipment can also be repaired without a workbench by using a gun oil, repair kit or improved repair kit with the Paimon Pip or take them to a vendor with cost of caps. As equipment condition degrades, weapons will continue to do the same damage and armor will provide the same protection. When the equipment's durability runs out completely, though, it will be broken and cannot be equipped again until it has been repaired. Certain perks can make the item condition decay more slower and durable.

For power armor, the parts may be repaired at Power Armor stations located around the Wasteland, where a Power Armor frame is installed at, or within close proximity of the station.

Almost all weapons and gear looted off corpses or scavenged from locations in the Wasteland are not in good condition, usually 15-50% CND. Bought weapons are at least in very good condition, usually 80-100% CND.

Many enemies (mainly permament hostile and minor factions human NPCs) have a chance to drop a damaged weapon instead of a functional weapon. Weapons that are completely "Destroyed" are basically junk that should be scrapped for useful "weapon parts." or repairing weaponry. Finding damaged weapons is depending on the game difficulty (i.e Sawyer Mode has a high chance of dropping a Damaged weapon than a functional weapon) and the Traveler's Luck stat.

In Sawyer Mode, repairing cannot be performed when enemies nearby or in combat and broken items that cannot be repaired in the Paimon-Pip or Vendors.

Pristine
A small percentage of weapons and armor you may find are considered "Pristine". They have more durability and are worth more to vendors. To identify a Pristine Item, a diamond icon is indicated near its condition meters. Finding Pristine Items are depending on the Luck stats and Pristine items are extremely rare when playing on Sawyer Mode.

Karma
Karma makes a big return from Fallout 3 and Fallout: New Vegas, using a 2000-point linear scale with -1000 being the most Evil, 0 Neutral, and +1000 the most Good. Unlike reputation, where one can only gain fame or infamy, Karma can be both gained and lost. The Traveler always starts a new game with 0 Karma points (or lean towards good/evil with certain traits), which is considered neutral. Wasteland inhabitants will behave differently toward the player character depending upon Karma, and it serves as a factor in unlocking certain dialogue options and game endings.

Karma also affects such things as NPC "hellos" or "Idles" when you approach them. NPC's reactions will 100% reflect your current karma total. If they are nice or optimistic, the Traveler's Karma is in Very Good karma status. If their remarks are of a more snooty or outright hostile nature, the Traveler's Karma is in Very Evil status.

Much like in Fallout 3, straying from neutral gains the attention of certain parties. They will only attack after level 4, and you will receive a notification hinting at this. If you are on the good karma spectrum, Each one of the evil factions (i.e Talon Company) depending on the region will try to kill you, and if you're evil, each one of the good factions (i.e Regulators) depending on the region will attempt to claim the bounty on your head.

Criminal Activities
Main Article: Fallout: The Traveler/Criminal Activities

Trespassing, lockpicking, hacking, robbing caravans, stealing a owned vehicle or rideable creature, taunting at someone, and murder are all considered illegal activities and are frowned upon by society and loss of karma. Avoid being seen if you want to engage in those activities without consequences unless working for a faction that does activities.

If you are caught doing an illegal action by a witness you will incur a karma loss and they will report your crime to local guards who will attempt to arrest you. When confronted by a guard you will have several different options to resolve the matter, some of which are unlocked through joining certain factions, earning a high reputation with a faction, unlocking certain perks or simply having a sufficient skill. Resisting an arrest will always turn the guards and NPCs with high responsibility in the area hostile towards you.

Red text for an action indicates that performing it is considered to be a crime. For example, an item's name that appears in red text means that the item is owned and picking it up is stealing. If you or a follower who is commanded to perform an illegal action are witnessed committing a crime you will lose Karma. Successfully sneaking while committing a crime will prevent you from being detected at cost of Karma as well.

Regardless of whether a crime is witnessed, the Crime sub-tab on the Statistics tab on the Paimon-Pip keeps track of all your criminal activities. Each illegal activity will incur a specific penalty in Karma. Animals can also be witnesses to crimes, so you must kill them in order to exonerate yourself.

Robbable Caravans
Caravan robbing is a new type of criminal activity that The Traveler can do. All trading caravans are secured with explosive contraptions if tampered with. But the Traveler won't pose a hindrance, as they have the kind of skills and intuition the average, lowly raider-type lacks.

Walk up to any traveling merchant caravan's pack Brahmin and press E (PC)/A (Xbox)/X (PlayStation) to be presented multiple options on how to get the loot from their pack brahmin like disarming the explosives depending on the Traveler's Repair or Explosive skills.

Lockpicking and Hacking
Removing the Lockpicking and Hacking minigames seen in previous Fallout games since Fallout 3. Lockpicking and Hacking simply only need to meet a skill-check and availability check on lockpicks/hacking tools to open a locked door/container or password-protected terminal. The speed of lockpicking and hacking is depending on the Traveler's Lockpick and Hacking, the higher the skill, the faster the Traveler's Lockpick and Hacking.

You also can place a explosive to bypass the lock door or item as long as your Explosives skill matches or exceeds the skill check of the lock. Alternatively bashing the lock can also bypass, as long the Traveler has a high Melee weapon skill.

Power Armor
Main Article: Fallout: The Traveler/Power Armor

The Power Armor makes a return from Fallout 4. Power armor is a multi-component armor unit, comprised of a base frame, with assorted armor pieces mounted on it. For power armor to function it requires a fusion core as a source of power, which drains over time and actions that consume AP will increase the rate of depletion unless the Power Armour skill is reached to 250 - Legendary or taken the Black Carapace cybernetic implant. Once the fusion core is drained the user will still be able to slowly walk in the armor but will be over-encumbered and unable to use V.A.T.S. or hold breath when aiming with scopes.

Power armor is capable of boosting the Traveler's strength beyond the normal S.P.E.C.I.A.L. limit of 25 to 29 with modifications. Wearing power armor negates any bonuses given by standard armor and also removes the strength requirements for all weapons. Power armor helmets have headlamps that are used in place of the Paimon Pip lights, which are disabled while wearing the armor. While in power armor, the player character is incapable of swimming, with the user instead walking across the bed of any given body of water. Unlike in Fallout 4, Handheld or wrist-mounted weapons such as knuckles can be now equipped.

Companions can be instructed to enter Power Armor via the companion command system. This is done by selecting Move on the Companion Wheel, then instructing them to Enter Power Armor when the player character's crosshair is over the Power Armor suit they wish for them to occupy. Certain companions will remove the helmet by default. One can force them to wear the helmet by equipping it from the companion's inventory, as with standard armor pieces. To have a companion exit Power Armor, select the Exit Power Armor in the companion wheel. Companions can only wear power armor if said Companion has training.

Instead of damaging the Traveler or a NPC like in Fallout 4 when wearing Power Armor, Most weapons will only damage the Power Armor piece. After piece is destroyed it exposes the NPC or The Traveler and then it can damage them. Only weapons with high caliber or armor piercing ammunition can damage player. Certain weapons like the Fat Mac, Fat Man, Missile Launcher and the Gauss Cannon can also damage the Traveler or a NPC when wearing Power Armor. Power armor now has new limb segments. Arm and leg servos. These are more vulnerable compared to the actual armor, but are hard to hit in and out of VATS. Explosives are a great way to take servos out. Crippling servos drastically decrease combat effectiveness. Arm servos decrease accuracy, leg servos decrease movement speed.

Unlike in Fallout 4 where it was no longer requires training, Fallout: The Traveler returns back the Power Armor training perk, making it requires training once again.

Cybernetic Implants
Main Article: Fallout: The Traveler/Cybernetic Implants

Based off and improved upon the Fallout New Vegas mods Project Nevada and Cyberware's Cybernetic Implant System which after purchasing the Cyborg tech control unit from the Halcyon for 5000 caps apiece, you can apply it to your spine to obtain Cyborgpunker perk, which unlocks use of cybernetic upgrades.

Unique implants that grant powerful abilities are placed all over the wasteland in difficult, but rewarding locations. Other, less powerful implants can be obtained from selected vendors, though with the proper Science skill those can be upgraded up to 3 times at a workbench.

Perk slots are depending on the Traveler's race, for example: A human can get 2 implant slots per section, while a Synth Traveler can get more.

Driveable Vehicles
Main Article: Fallout: The Traveler/Vehicles

For the first time in the series. Whether you’re a driver, outrider or a walker, the Traveler features an all-new driving mechanics for vehicles alongside rideable creatures.

The Traveler has access to a range of different vehicles can be found all over the wasteland, mostly in poor condition. The Traveler can also steal vehicles, but they cannot be permanently owned and will despawn. Cars are harder to steal based on their class (Wasteland, Faction, Prewar) and the Traveler's lockpick and driving skills.

All vehicles found in the Wasteland have a Stash. On cars, this is accessed via the trunk, which is either at the rear or front of the car depending on where the engine is mounted. On motorcycles, this is accessed via a compartment at the rear.

Vehicles, except Vertibirds and larger vehicles cannot be entered if the Traveler is wearing power armor.

Rideable Creatures
Another new feature and coming from the Elder Scrolls series are rideable Creatures as an alternative way of traveling in the Wasteland and they improve your movement speed. A mountable creature's primary ability is its speed. Unless the Traveler has a very high Agility, riding a horse allows you to travel much more quickly.

Rideable creatures are incredible when it comes to climbing steep slopes. They can run up slopes you'd never climb on foot. Rideable creatures can also jump, although it depends on the creature you mount (i.e a Radstag can jump higher than a Brahmin do). While descending slopes, it is easily possible to hurt your creature. To avoid damage, walk down steep slopes. You can also increase your speed slowly while avoiding any rocks or ledges on the way down.

Rideable creatures can swim, but do so very slowly. If you have trouble leaving water after swimming on horseback, jump a few times to catch traction.

It is possible to go underwater with your any creature, but be warned; any rideable creature can't breathe underwater and tend to end up in a watery grave. This can be avoided but it is tricky to get a horse back above the water.

Creatures that can be rideable are found all over the wasteland.

If you fast travel to a town or a trading hub, then an owned mount (i.e Brahmin, Radstag or Radstallion) you are riding will move to the stables outside the town or a trading hub. Only an owned horse will stay where you left it when you dismount. Rideable creatures you do not own will begin to travel back to their normal locations if you dismount them.

Rideable creatures cannot mounted if the Traveler is wearing power armor.

Workbench
Main Article: Fallout: The Traveler/Crafting

Coming from Fallout 4 and 76, Workbenches allows the player to mod or create their own Weapons, Armor and Chems. The Traveler can loot junk items from the world, and scrap them into raw components, with which they can craft a variety of items, ranging from weapon, ammunition, armor, apparel, to consumables such as food and medicine depending on the Traveler's crafting skills. Raw components are also required to repair weapons and armor, as they gradually deteriorate, with higher quality equipment requiring rarer components and a higher Crafting skill. Certain items also require blueprints or recipes in order to be crafted. In addition, it is possible to harvest ore from mineral deposits, which can then be smelted at a chemistry station.

The system has seen a revamp from Fallout 4 with the Cooking System greatly expanded due to the game's greater focus on Post-War food and medicine. The Weapon and Armour Customization Systems have also been altered, unlike in Fallout 4 where there were generally sequential upgrade lines for weapons, The Traveler focuses on singular sidegrades to weapons adding more unique quirks to weapons rather than simply making them stronger. This has also re-expanded the weapon arsenal for Fallout: The Traveler with weapons that were previously merged in Fallout 4 now separated allowing for a more natural hierarchy of weapons, based off the Star Rating system from Genshin Impact and the progress of Fallout 1 and Fallout 2. It should be noted that some changes were made to reduce the impact of equipment modding making it so the player could freely customize the appearance of their equipment without having to be as focused on the statistics of their equipment, as such when modding equipment it is split between Mechanical and Aesthetic.

Fast Traveling
Fast traveling has been reworked and overhauled, taking inspirations by the New Vegas mod Transporters and Skyrim's Carriage system. Transporters will take you to several populated locations that you've discovered within a specific radius, the price of travel will be based on the distance of listed locations.

Alternatively, you can also ask a Travelling Merchant you encounter when wandering the wasteland on-foot for a lift and occasionally they can give you a discount.

Whenever the Traveler opts to use Transporters or Travelling Merchant fast travel, there is a chance that an encounter can occur.

Encounters range from getting lost in the Wasteland and consuming some of your water all the way to choice-based encounters where you can select how you deal with a given situation. Some outcomes are unavoidable, some depend on your skills and others depend on choice or chance. Some encounters reward you & others hinder you. Most fast travel encounters can be skipped optionally by depending how high the Traveler's Outdoorsman skill level has

Certain perks can lower the price of travel and the chance of encounters.

Combat Stalkers
Inspired by encounters in JRPG games like Tales and Final Fantasy, Combat Stalkers is a new gameplay mechanic in Fallout: The Traveler that randomly spawns small or large groups of properly leveled non-karmic depending hostiles around you who hide and ambush, stalk, or chase depending on your actions and karma while wandering the Wasteland. Combat Stalker spawns are very depending on the difficulty level, for example Combat Stalkers are less likely to spawn in easier difficulties while on Hard to Sawyer Mode spawns more likely.

It does not apply to the Major Faction Hit Squads, as it only depends on the major faction's reputation and Karma-depended hit squads, as they only depending on the Traveler's Karma.

Challenges
Main Article: Fallout: The Traveler/Challenges

Returning from New Vegas, challenges can be located on the Paimon Pip under Data > Misc > Challenges. Upon completion of challenges, varying amounts of XP are granted to the player. There are also special perks such as Lord Death, that can only be unlocked by completing challenges.

Challenges may be completed once, three times for increasing levels of a special perk, or repeated an unlimited number of times. Upon completing a challenge, a sound is heard, the same when you level up in original Fallout and Fallout 2.

Reputation
Main Article: Fallout: The Traveler/Reputation

Reputation is the opinion of the public toward a person or a group of people. In Fallout: The Traveler, you have a reputation with various factions and individual communities you encounter, which can be positive, negative or mixed reputation. The Traveler always starts a new game with a Neutral reputation with any given faction or settlement.

The player's relationships with the game's factions are distinct, so any two groups or settlements may view the player in contrasting ways, depending on the player's conduct. Reputation also affects how a faction will react to the player - a good reputation will make completing some quests easier, provide discounts with the faction and settlements, unlocking potential companions or settlement's vendors, and cause faction members to offer gifts, while a bad reputation may lead to the faction refusing to help the player, attacking them on sight, and even sending assassins to gun them down.

Based off the system seen in The Outer Worlds, your Charisma will determine the kind of Reputation you can achieve with the factions. High Charisma will make it easier to become liked and harder to be hated, whereas low Charisma will make it harder to become liked and easier to be hated and also. To put it another way, low Charisma will make it so that you have to work harder in order to raise your reputation and you won't be able to get away with as much, whereas high Charisma will make it so that you can get away with a lot more and don't have to work nearly as hard to raise your reputation.

Disposition
Main Article: Fallout: The Traveler/Disposition

Basing off the system seen in Obsidian's Pillars of Eternity series. Disposition is a type of reputation system which affects how individual characters react to the Traveler, based on their personality type. There are ten personality types; the Traveler disposition toward each is tracked globally based on their responses or ways of dealing with people. Dispositions complement the primary reputation system, the Karma system, and the companion affinity system.

There are ten different personality types available at the player's discretion, based on their actions or deeds. The type of personality a player has cultivated is visible on the Paimon-Pip. By default dialogue options that will impact your dispositions will be tagged with the relevant personality type in front of reply text (e.g. [Aggressive] your aggressive reply). Those indications can be turned off optionally and are always off when playing in Sawyer Mode.

The Traveler's overall behavior impacts how the Wasteland views them. Personalities are also not one-dimensional. A player known for their honesty might also develop a reputation of eerie stoicism. Non-player characters may act in ways that reflect how they feel about the Traveler. This can encompass anything from giving gifts to attacking on sight.

Gaining disposition is depending on the Traveler's Charisma and Karma (i.e High Charisma and Very Good Karma can get more Disposition points while low Charisma and Evil Karma stat get less points).

Visions
Main Article: Fallout: The Traveler/Visions

A Vision is a piece of technology that took form of a glove that bestowed upon those who dwell in the Wasteland and are recognized by users who had one on their backpacks. It grants the user abilities based on the affiliation of their given Vision. The Traveler differs in that they are a Wildcard, meaning that they can use Vision abilities of every element without needing a Vision.

Radiation
Main Article: Fallout: The Traveler/Mutation

Now based off the system from Fallout 3 and New Vegas instead of Radiation decreases max health system from Fallout 4. Eating and drinking most food items or entering an irradiated zone gives the Human Traveler rads. SPECIAL attributes drop at certain thresholds, and radiation poisoning kills the Traveler at 1000 rads. Radiation does not directly affect hit points, through penalties affecting Endurance, Maximum Health may be lowered.

The Human or Ghoul Traveler may have a chance of having a mutation, a mechanic seen in Fallout 76. Mutations can be developed by Human and Ghoul Travelers, either by reaching a level of radiation sickness due to being exposed to radiation, or by using a special serum. Each mutation gives both advantages and disadvantages and they may be removed by RadAway, unless the second rank of the Starched Genes perk is equipped. Their effects can be temporarily suppressed by taking Rad-X.

Currency
Fallout: The Traveler uses three major currencies, including Caps, gold bullion, and gambling chips. Caps are most frequently used for the majority of transactions with vendor. They are awarded for completing quests, exchange from NCR, Legion, Halcyon or Monstadt currencies, can be found in stashes and other containers, or on defeated enemies.

Gambling chips is obtained by exchanged for bottle caps, Legion currency, Monstadt currency and NCR dollars at the bank inside at any casino by initiating dialogue with the respective casino's cashier. The chips are required for playing slots, blackjack and roulette and they cannot be found, bought or otherwise earned elsewhere in the game.

Gold bullion is obtained by exchanging Treasury Notes, and is used to buy blueprints or items that are rare or unobtainable otherwise. Vendors accepting gold bullion are Vendortron, Halcyon store owners and the Vault 177 vendors.

Weather
The world alternates between clear skies, assorted degrees of overcast, fog, haze, and rain. The length of these varies and progresses naturally as the day goes on. There is a chance for thunder while it is raining at night and sandstorms may occur when traveling around the desert region. On occasion, a radstorm may occur. During this time, the outside world will gain a green tinge, and occasional flashes of lightning will inflict radiation damage to the Traveler. Radiation storms last for about two in-game hours and only occur in certain areas.

Nukes
Available only in the Yes Man/Independent Traveler questline and a possible option to beat the game on this path. To launch a nuke, The Traveler must complete a series of quests given by Yes Man, after which, the Traveler must visit the Cheyenne Missile Base. After a series of small tasks, the player can launch a nuke on a major faction using a nuclear keycard and a launch code. When utilized, the resulting nuclear destruction of a major faction's primary location (Halcyon, Liyue Harbor, Monstadt, Fontaine, Tree of Sumeru, Tenshukaku, Fort Hoover, Burbank, Dry Wells), fame or infamy for any Major Faction, a massive loss of Karma and ending the game on the Independent Traveler path. Visting the destruction of the major faction's primary location post-game is highly radioactive, and while it holds valuable resources and high level enemies, entering it requires a high Radiation Resistance.

Random Encounters
Main Article: Fallout: The Traveler/Random Encounters

While traveling throughout the Wasteland, the Traveler may experience random encounters at various locations. Random encounters take between 10–30 minutes to respawn.

A new random encounter task known as Emergency Task, a type of tasks. When wandering the wasteland, there's a chance a random emergency task will be available. The Traveler can either help in these emergency tasks, depending on the Traveler's Level, or refuse to by avoiding or leaving the area, although the latter do so may fail the emergency tasks. These tasks can be repeated every 1 hour and 12 minutes. Completing Emergency Tasks rewards caps, karma and sometimes Faction reputation.

Bartering
Bartering has more improved upon in Fallout: The Traveler, the player will find that along with the stationary merchants of the game there are also a number of travelling merchants who exchange goods with the player. The player's actions both in terms of how they progress through the story as well as the quests they complete and what they buy and sell to the merchants will impact what the merchants sell, often trying to push the player into experimenting with new approaches to combat, dialogue, etc. by making the items they're more used to buying (excluding important items like Stimpaks) more expensive and less common.

Certain traders can also deliver of any weapons mods the Traveler can commission at cost of an extra fee to request the delivery.

Radiance
Radiance is a unique system that appears in Fallout: The Traveler, the system bears resemblance to the Radiant System from previous Bethesda Games, however is able to be toggled on and off. The system allows the player to take on Radiant Quests which are randomly generated quests which earn the player infamy and glory in the Wasteland and Halcyon, as the player completes these Radiant Quests they'll not only be able to earn money and rewards from the quests but also acquire unique Radiant Weapons which have added effects unique to that weapon specifically.

Wild Wasteland
Main Article: Fallout: The Traveler/Wild Wasteland Encounters

Wild Wasteland unleashes the most bizzare and silly elements of the Wasteland. Not for the faint of the heart or the serious of the Wastelanders. Unlike in New Vegas where it was a trait, Wild Wasteland in the Traveler is a opt-in feature that pops up and can be selected or not before leaving the Doc's house in the Villa.

Activities
A range of activities are possible in Fallout: The Traveler. Some are obvious parts of gameplay, such as completing quests and exploring dungeons.

Fishing
Main Article: Fallout: The Traveler/Fishing

It involves bait to catch different types of fish, with each type only being attracted to one specific bait.

When fishing, players need to cast their line into a body of water. The exact casting spot can be adjusted by the player, and should not be too close to the fish to not scare it away, but close enough to grab its attention. Once the fish bites, the player has to time their reaction and control the line's tension to reel in the fish.

The ripple effect indicating available fishing spots will disappear once all its available fish have been caught, and will return once at least one fish has respawned.

Gambling
Main Article: Fallout: The Traveler/Gambling

The city of Halcyon, as well as other smaller settlements in the game, have a variety of colorful casinos or other forms of gambling to explore outside. In Fallout: The Traveler, all gambling mini games have been returned from New Vegas with a new one, Poker. Outside the casinos and the TCG, some people across the wasteland play Caravan, a card game that was popular in the Mojave Wasteland, considered a niche in the City of Halcyon, as many of them prefer Genius Invocation TCG. One's Luck and Gambling contributes to the outcome of gambling games.

The player character will receive money for winning, and casino floor managers will congratulate the player character with food, drink, or a comped suite at the hotel. Winning too much money after that will result in the floor manager letting them know they will not be able to earn any more winnings unless the Traveler has reached the Gambling skill tier to Legendary. Although one can no longer gamble in that casino, they are still able to enter and buy items or food.

Brawling
A brawl is a fistfight in which either party attempts to beat the other until their health is depleted (but not killed). Some NPCs will challenge you to a brawl and some quests require you to challenge an NPC to brawl. Rewards for winning a brawl can include a monetary gain from a bet with your opponent, a reward from a quest giver, earning karma or reputation depending on the faction, obtaining information, acquiring certain unarmed perks, a potential companion to be recruited (Shikanoin), and increasing NPCs' disposition towards you.

During a brawl, spectators will gather around you and your opponent and shout encouragements or other phrases at you, such as "Fight! Fight!", "Those fools are actually fighting!", "Who taught you to fight? Keep those hands up!", "Drive that snowback to the ground, come on!", "Remember ... hit the one in the middle!", "Are you just going to take that? Fight back!", and "50 bottle caps on the big one!".

You must fight someone by attacking only with your fists or bashing with a shield until a winner emerges. When combat begins, your weapons and visions automatically unequip. You may use certain visions, a shield or V.A.T.S., but any damage dealt to your brawling partner other than that from bashing or punching will void the fight and count as a crime.

Hunting
Hunting is a new activity that the Traveler can do when hunting down and gather indgredients of creatures throughout the wasteland. To collect ingredients from a killed creature, you will need a type of knife to be equipped i.e Bowie Knife. Ingredients amount may vary, depending on the Traveler's Survival skill. Overall ingredients like hides, teeth, carapaces, bones and etc have much higher prices and yield more components. Most of the creatures can have "Ideal" ingredients. Such ingredients yield more components and cost more than their "Common" counter parts. Chance of harvesting such ingredients is also depending on the Traveler's Survival skill.

Some creatures have dangerous guts. After butcher process be aware, that it can poison you or rad attack you for a couple of seconds. Use some protection.

Genius Invocation TCG
Main Article: Fallout: The Traveler/Genius Invocation TCG

A minigame inspired by Genshin Impact's mode of the same name, with "C" letter instead of the K" letter. The Traveler can unlock the tutorial quest Come Try Genius Invocation TCG! by completing the sidequest The Adventuring Gunfight.

A free 54 card starter deck and game instructions can be received from Bennett in The Villa. There are two groups of cards, Character Cards and Action Cards. They can be obtained from vendors, completing challenges in duels, and wandering the Wasteland.

Caravan Protection
Inspired by Genshin Impact's Expeditions systems where players can dispatch their companions or mercenaries to guard Caravans running throughout the Wasteland and the City of Halcyon to earn bottle caps.

The Caravan Protection is unlocked when completed five instances of the Caravan Guard radiant quests and having a good reputation with the Crimson Caravan. They can be accessed by speaking to Alice McLafferty and selecting the Caravan Protection dialogue option with Alice McLafferty.

Any companion can be dispatched on Caravan guard run for 4, 8, 12, or 20 hours to return with rewards. The companion is dispatched in name only; they will still be usable on the field. The type of rewards are determined by where the character is sent, but the amount of each resource received may vary slightly. The timer for the duration of each individual Caravan protection counts down faster when waiting or sleeping.

Only Wanderluster companions and Mercenaries can be assigned to perform Caravan Protections and Caravan Protections and subsequent Caravan Guard radiant quests cannot be done if Traveler has too much negative reputation with Crimson Caravan or Alice McLafferty was killed for any reason.

Military Underground Complexes and Vaults
Players when wandering around the Wasteland may stumbled a type of Dungeon locations known as Military Underground Complexes and Vaults, which provide localized arenas and pathways for players to gain access to valuable loot or progress in various Quests. Most of the Military Underground Complexes and Vaults respawns every 5-days (80-days on Sawyer Mode) with the exception of some.

The Underground
Inspired by A World of Pain mod for Fallout: New Vegas, Underrail, and Spiral Abyss from Genshin Impact. The Underground is a special type of Dungeon unlocked at Level 20 located in various caves located in the Wasteland.

The Underground was built by the Department of Defense before the war to basically be a giant, personal Vault for them. Since then people have come and gone from it as they see fit, finding relative peace and shelter there, though the first one comes and goes as various monsters infest the caverns.

The Underground consists of two main parts: the Underground Corridor (Floors 1–8) and the Underground Arena (Floors 9–12). The Corridor's rewards can only be collected once, and completing all floors nets the Traveler and his/her party against a behemoth i.e Super Mutant Behemoth, a pack leader i.e Vampiric Bloodbug or a commander led by a party of other human enemies i.e Gunner Commander. The Underground's rewards and enemies reset on the 1st and 16th days of the month. The period beginning on the 1st of every month is called the Waxing Phase while the period beginning on the 16th of every month is called the Waning Phase.

Players can view their current progress on their Paimon-Pip map. If no Underground challenge exists, it will say "This round's challenge has not yet begun."

US Government Emergency Requisition Radio Beacon
US Government Emergency Requisition Radio Beacon are open-world challenges that grant different rewards which increment with Traveler's level, unlocking at Level 8, fighting against creatures and hostile NPCs and rewarding a good variety of loot. Activating the beacon causes spawns Enemies; the type of enemies faced depends on the location, while their levels scale to the Traveler's Level.

After defeating all enemies, a Cargobot will be appeared; release the government aid drop, and then depart the area. Once an Cargo Drop is completed and its supplies looted, another radio beacon will spawn in a different part of the Wasteland. Completed but unopened supplies will remain where they are, and no new radio beacon is spawned, until resets every six days.

US Government Emergency Requisition Radio Beacon are type of Random Encounters that the Traveler can found when wandering the Wasteland, mainly near at Relay Towers.

US Government Emergency Supply Time Capsules
US Government Emergency Supply Time Capsules are prewar structures found around the Wasteland. These structures are sealed by the United States Government and Vault-Tec when the Great War occured, which can be opened by the future citizens of America years later. The Traveler can use Supply Time Capsule keys to unlock these capsules and open the Time Capsule Supply found inside. There are 40 Supply Time Capsule keycards in the wasteland, thus requiring 40 keys to open all and they cannot be picked.

The Traveler can obtain the keycards required to open Supply Time Capsules by completing certain quests (specifically Side Quests), completing one-time Military Underground Complexes and Vaults and as a reward from accomplishing specific jobs.

Photo Mode
Main Article: Fallout: The Traveler/Photo Mode

Photo Mode is a system that allows the player to take photos of their characters and the surrounding environment. It can be accessed from the Pause Menu by default upon starting the game. Captured photos can be viewed in-game via the Photo Gallery (accessed through the Menu).

Players start with a range of default available poses, frames, and filters. Additional ones can be unlocked via certain quests, collectible magazines or ProSnap Essentials DLC purchased.

Photo Mode can be also used in Immersion Mode, though the ProSnap Deluxe Camera gadget may be used instead under certain circumstances.

Sawyer Mode
Main Article: Fallout: The Traveler/Sawyer Mode

Similar to Fallout New Vegas' hardcore mode and Fallout 4’s survival mode combined together with the popular JSawyer Ultimate and Horizon mods for New Vegas and Fallout 4 respectively plus the SawyerBatty mod for Tales of Two Wastelands with some of Project Zomboid and Misery mod for S.T.A.L.K.E.R.: Call of Pripyat. Sawyer mode gives you the ultimate experience of the post-nuclear role playing game by making it much more challenging (and more rewarding in turn) and adding features exclusive to this mode. This option is not recommended for a first playthrough of the game, particularly when paired with Immersion Mode. Either a trophy or achievement is awarded for completing Fallout: The Traveler on Sawyer mode. In order to earn it, the entire game must be played in the mode from the point first prompted until the endgame sequence, without ever turning the setting off. The Casual/Sawyer mode distinction is independent of difficulty settings.

Autosave and manually saving from the menu has been disabled. The only means of physically saving the game is to sleep in a bed, on a mattress, or in a sleeping bag. The exit save function is still available but is a temporary save that is deleted automatically upon loading.

Food and drinks were important to help survive in Sawyer Mode as being more well-fed will grant more max HP and disease resistance, while being hydrated will boost AP regeneration and disease resistance.

Exclusive to this mode are Diseases, returning from Fallout 76. They act as temporary debuffs, and can be acquired by various means; by being submerged underwater without protective headwear, sleeping on the ground, or by fighting diseased enemies. Chance of diseases can be lowered by depending on the Traveler's Survival skill. While diseases do not last longer than an hour, they can be removed prematurely by using antibiotics, disease cure or a Sympto-Matic.

Immersion Mode
Main Article: Fallout: The Traveler/Immersion Mode

There are two modes visible on the start menu. One brings you into the story, where you begin as the Traveler waking up at the Villa before your journey really begins. Immersion skips the main story and allows you play as either the Companion that you acquired in the main story or start from a greater number of positions as opposed to the few ones in Story Mode, opening for more roleplaying oppurtinities. In Immersion, there is no main story or campaign, but several stories/campaigns and radiant jobs that really add depth to the game. For Immersion, there is the optional permadeath mode, in which once your character die, it’s game over. Two variants of this permadeath is possible: The first one deletes all saves made with that character after you die, and the second allows you to start as a completely new character, skills and levels reset. You can choose to find the loot from your former character or start anew.

Technical

 * The game runs now on the all new HoYoFALL engine rather than Bethesda's Creation Engine.
 * Most QoL improvements from Fallout 4 carried over.
 * Killcams now hides the entire HUD and only triggers when the last enemy is cleared out, ending the combat.
 * Character appearances made in the customization can be saved as presets and can be used in subsequent playthroughs.
 * All interior cells that have less than 2 floors will no longer have a load screen, so no more loading into a building when entering, walking all the way to the top just to jump down in power armor and not have to load back out of that same building.
 * On the PC version, you can add custom music to the game, which adds a Custom Radio Station into the Radio Stations secion of the Paimon-Pip.

Audio

 * For the first in the series, you can select either English or Japanese audio.

World Map

 * There are many more Dungeons and Random Encounter instances and spots than the previous games.
 * The world map and NPCs of The Traveler is much more alive than previous games and each place where you feel that NPCs have their own lives and where the actions you see in the game - by you or others - significantly change the game world. (inspired by the New Vegas mod, the Living Desert).

Interface

 * The HUD is a combination of Fallout 4, 76, the M.U.X mod (mainly the Modern Ex preset) and Genshin Impact HUD with more style to Fallout 3, New Vegas HUD with bit of the popular DarnUI mod.
 * The HUD for Power Armors is more clean and even less intrusive than it was in Fallout 4.
 * Loot logs and reworked notification logs, based off the mods B42 Recent Log and B42 Notify.
 * Every item now has a sorting icon that is placed behind the item's name for easier identification and navigation when looting, sorting, managing items and bartering, which is coming from New Vegas mod, ySI and the popular Fallout 4 Mod, FallUI.
 * Item descriptions whenever you highlight the item you look at or read in the Paimon Pip.
 * Widgets on the HUD for consumed Aid items that display the time until their effects run out.
 * The Main and Pause Menus reworked, basing off this one
 * You can view the history log during a dialogue conversation with a NPC, much like in The Outer Worlds.
 * The font for in-game subtitles outside of the Dialogue interface is based off Classic Fallout fonts.
 * On the PC version, you can now search in the Paimon Pip, Containers, Bartering, Crafting Recipe and Level perks (default keybind is "CTRL + F")
 * Quality-of-life improvments for the HUD such as Floating Ammo Counters when playing on third-person view, ammo status reminder, scavenger icons that highlights nearby lootable objects, floating location and door markers for easier navigation, numeric damage displays akin to the Borderlands games and The Outer Worlds, and a floating health bar ala Genshin Impact and The Outer Worlds.
 * The loading screen is now based on the promotional Genshin Impact character profile screen, though it represents the pivotal points, Pre-War pieces, points of interest in the lore of Fallout (i.e the NCR-Brotherhood War) and gameplay tips and also shows the time of day, the location, the name of the Traveler, the level and XP acquired, the carrying weight and bottle caps at the top.
 * The XP bar will now appears at the end of combat (aside from Lockpicking, Hacking, Discovering Locations and Skill Check Dialogue).

Gameplay

 * Workshop mode and by extend C.A.M.P. is all but removed in Fallout The Traveler's main game world.
 * XP and Level Progression is more like in New Vegas and the Outer Worlds than Fallout 4.
 * Level cap is no longer exist.
 * Fallout 76 Favorite Item Wheel system.
 * Companions has thieir own banter and will talk to each other about the area, quest main or side, character or just general interactions.
 * Weapon modding returns from Fallout 4 and 76, albeit toned down and streamlined due to removal of the some mod parts.
 * Legendary effects, a gameplay element from Fallout 4 and 76, has been removed altogether in Fallout: The Traveler and it was replaced by a optional unique Radiant Weapons system.
 * When you die, instead of automatically reloading back to the last save, it fades to black and shows a image of the Traveler's skeletal remains while the Narrator speaks to the player depending on the progress and then shows a option to either load the last save or return to the main menu.
 * Third person view has been reworked, taking inspiration from the Resident Evil remakes, Spec Ops: The Line and Ghost Recon: Wildlands, with a option to switch to first-person when aiming down sights like in Ghost Recon (default prompt is "Mouse Wheel Click" on PC, "RS" on Xbox and "R3" on PlayStation).
 * True scopes for scoped-based weapons when aiming down sights.
 * All traps now requires certain skills to disarm (i.e Single shotgun traps now requires Survival 25) instead of the Repair skill.
 * Fire-based weapons such as the Flamer has been reworked, giving them a crowd control mechanic as well as adding some meaningful consequences. Based on this mod for New Vegas
 * Item progression is based on Fallout 1, 2 and New Vegas progression.
 * Immersive first-person view, where you can see your feet/body.
 * Explosive throwables are now cookable.
 * Different damage types such as ballistic, laser, plasma, pulse, radiation, flame, cryo, hydro, anemo, dendro, slash, pierce, and blunt (i.e Grenades have ballistic and blunt damage. Axes have slash and blunt damage. Flaming swords have flame and slash damage) . Some weapons have multiple damage types like the Wild Wasteland exclusive Zorg ZF-1 Pod.
 * More limbs to cripple: head, eyes, face, arm, hand, thorax, abdomen, groin, leg, and foot. Armor should only cover the limb(s) it actually covers too.
 * Ragdolls are now more realistic and can now react to whenever you hit at depending on the weapon you use i.e killing a NPC with fire causes the NPC's arms and legs to flail.
 * Most ballistic guns now has a one in a chamber mechanic whenever you perform a tactical reload.
 * The Traveler, NPCs and companions now shows their holstered weaponry on their bodies at once depending on what the weapon assigned on the items that marked as Favorites (based on the mod for New Vegas called Armed to the Teeth Redux).
 * The Traveler, Companions and NPCs can reload weapons when sprinting.
 * When the Traveler or a NPC is caught in the explosion or hit by a heavy hitting melee weapon (i.e Super Mutant Behemoth's Fire Hydrant), they will get knocked out, after a period of time, they will get back up. Returning feature from Fallout 3 and New Vegas.
 * Running and jumping while over-encumbered using action points from Fallout 76.
 * Books can be now read in-game, opening clues to be hidden for quest puzzles or whereabouts, like in Skyrim.
 * More animations for the Traveler like interacting the environment, picking up items and using aid items (i.e the Traveler drinks Nuka-Cola when using Nuka-Cola) (inspired by B42 Inject and Animated Physical Item Pickup mods for New Vegas)
 * Disguises are now optional. When you equip a faction outfit, you will be presented with an option that asks if you would like to disguise yourself. Selecting "No" will not enable the disguise, allowing you to wear faction armour without getting attacked by the faction's enemies. Selecting "Yes" will make disguises work as normal.
 * Fast traveling only allows to travel populated areas and friendly settlements and they have traveling caraveneers all over the populated areas, settlements and faction-aligned areas that you spend caps or travel for free if you have a good reputation for fast travel. The only exception is fast travelling into the main HQ of the Institute in or out.
 * You can trade in all Caps, Monstadt, Legion, NCR & Pre-war Money at once, at the casino cashiers.
 * NPCs now aid their wounds in combat or use buff items(chems) when a fight starts to get an advantage.
 * NPCs now had different death and screams sounds depending when they killed by. For example, a NPC killed by a critical laser strike cause to scream brutally.
 * The Companion Wheel returns from New Vegas with better improvements.
 * Melee Hitstop Effects.
 * As with Fallout 76, the Traveler can also fast travel from indoors and with enemies nearby as long as they are not attacked within fifteen seconds, albeit only when you have a good reputation with the Institute.
 * Radiation system based off Fallout 3/New Vegas.
 * When equipping armor and clothing or entering the Power Armor makes the equipped armor, clothing and/or Power Armor weightless.
 * Ammo variants, reloading parts, and weapon mods can be found all over the game world depending on the Traveler's level unlike in New Vegas where it was only from traders and merchants.
 * Whenever you cripple, stagger or land a critical strike on the head of a NPC wearing helmet, there's a chance that the NPC's helmet will fly off, albeit the helmet will be in broken condition when picked up.
 * Disallows the Traveler to use any furniture (i.e Chair or Bed) in combat.
 * Item conditions returns from Fallout 76, though the condition decay are based off New Vegas and repairing now requires relied on how high the Traveler's Repair skill has much like in Fallout 3.
 * You can directly use a aid item found in the Wasteland instead of picking up in the inventory and use via Paimon-Pip.
 * Every junk item now has some use. The Traveler or NPCs can smoke cigarettes, use empty bottles as weapons, take photos with cameras or handcuff enemies for non-lethal take downs.
 * Instead of selling individual rounds seen from the previous Fallout games. In The Traveler, merchants now only sell new boxes of ammunition, such as a box of 50 9mm Rounds, or 100 5mm Rounds like in the Classic Fallout. When you leave the bartering after purchasing an ammo box, the rounds are automatically unpacked into your inventory. Also each ammo boxes have realistic capacities based on the size of real-world ammo boxes. For example, all pistol rounds are typically sold in boxes of 50 cartridges in real life.
 * All non-rocket ammo is now valueless (i.e. not including Missiles, Mini-Nukes, and Rockets).
 * The Traveler can inspect and check their weapons and ammo outside of Paimon-Pip. (Based on the B42 Inspect mod for New Vegas)
 * Most vendors now only buy items related to what they sell (for example doctors will only buy medical supplies).
 * Like New Vegas, you can kill everyone with the only exception is Yes Man, which is required to complete the game in the Yes Man's questline if anything fails, and child NPCs.
 * The gunplay is now overhauled, thanks to popularity of weapon animation mods like Hitman's and Januusz's.
 * Reloading speed for ranged weapons is now depended on the Traveler's Agility, which also has a effect on the animations of reloading weaponry. For example, a low agility Traveler's reloads are slow and clumsy with reloading. Medium agility Traveler's reloads normally with more speed while a High agility Traveler gives fast reloads with unique reloads mixed in there.
 * NPCs has chance of drop a live grenade if killed with them equipped.
 * If you're wearing Power Armor, you can jump off the Vertibird.
 * NPCs can now allow to disarm the Traveler in combat unless a certain perk is taken.
 * Bobbleheads are now perk-based, derived from Fallout 4 and Tale of Two Wastelands.
 * Damage Threshold, a mechanic returning from New Vegas, returns in The Traveler, once again replacing the Damage Resistance from Fallout 4 and Fallout 76. If an enemy has a high DT, some weapons may be ineffective. This is indicated by a red shield near the enemy's health bar when attacking it, both in and out of V.A.T.S. Different armor pieces have different Damage Thresholds for each damage type. An armor piece with a higher DT than the weapon's damage type used against it will reduce its incoming damage by 99%.
 * Skill Books are now based off the Fallout 4 Perk magazines rather than a skill-boosting stat, while Skill Magazines is based off New Vegas.
 * The Photo Mode returns in the more refined way.
 * The Traveler will feature a deep and engaging story utilizing a newly-revamped dialog tree system from the celebrated writers of Torment: Tides of Numenera, thus removing the infamous simplified dialog system that utilized in Fallout 4.

Sawyer Mode
Features that are exclusive to Sawyer Mode of the game.


 * AP penalty for entering VATS.
 * Disallow the Traveler to Equip weapons without the required strength and skill.
 * No longer regenerate AP when the Traveler is overencumbered.
 * Consumable animations are 3 times longer than normal.
 * Armor only protects what body part it is covering.
 * Paimon-Pip menu does not pause the game.
 * Rarer ammo and rarer Rank IV-V weapons in the Wasteland.
 * Finding Power Armor is much more rarer in Sawyer Mode.
 * Climate and temperature affects the Traveler, so warmer and cooler clothing and armor is required to mitigate the negative effects of the environment.
 * A optional Permadeath mode that can be selected or not prior to leaving the Doc's House.
 * Chems, bobby pins, magazines, books, reloading supplies, and weapon mods have weight.
 * Items that have beeen broken cannot be repaired in the Paimon-Pip nor Vendors. This encourages more attentive maintenance.
 * Disallow repairing when in combat or enemies nearby.

Companions
Main Article: Fallout: The Traveler/Companions

Returning from the previous games, now combined with elements from the popular Fallout New Vegas mod JIP Companions Command and Control and the Character system from Genshin Impact although cut down. Companions played a much bigger role in Fallout The Traveler. They can be found all over the wasteland and depending on the reputation on the faction you are, your profession given at the start, all has Paimon Pip entry, equipable with a specific Weapon, skills that are skilled at, and belong to both Wanderlusters (independents) and Faction aligned.

A new feature for Companions are Abilities. Each Companion also has an ability tied to their Vision they can use on command. Upon activating an ability time will slow, similar to V.A.T.S, as the Traveler commands them where and/or who to fire their ability, upon command a cinematic will play showing the Companion using their ability.

Companion ability ranges from support to direct damage, but all of their ability will inflict an elemental effect, depending on their Vision, which the Traveler can combo to create an elemental reaction.

As the companion travels with the player, they will earn XP every day simply by being in the player's party, or by engaging in combat while in the player's employ. When the companion levels up, they gain skill points that the player can spend on any of the companion's skills. Every ten levels, the companion earns a single SPECIAL point instead, which the player can also allocate. Superfluous XP that puts the companion over the level-up threshold is rolled over and put towards the next level.

The limit of companions are depending on the Traveler's Charisma plus one if taken the Strength of Bonds perk. For example, a charisma of 1 or three only allows one Companion to travel with you, while a Charisma of 10 allows 5 more (plus 6 if taken the Strength of Bonds perk) companions to travel with you

On normal gameplay, they're all essential, so they cannot die unless if playing on Sawyer Mode (unless the Inspiration skill is at Virtuoso tier), Wastelander Difficulty or Immersion Mode.

Mercenaries
Inspired by the Adventurer's Hall from the Pillars of Eternity game. The Traveler is able to hire Mercenaries for their party. These are customized party members; the Traveler selects all aspects of the adventurer's abilities.

Mercenaries can be hired at any populated settlement's Inn or motel. They are mercenaries and demand a one-time payment: 250 caps per level, for example, a level 4 mercenary costs 1000 caps. Mercenaries can be hired at any level below the Traveler. For example, a level 8 Traveler could hire adventurers of levels 1-7.

Once you pay for the Mercenary you are then taken to the character-designer screen where the adventurer can be customized just like the Traveler was at the start of the game. After designing the Mercenary, they join the party at level 1 and immediately receive enough experience points to reach the level that was paid for.

Unlike companions, Mercenaries has no vision abilities, cannot be romanced and can die in combat permamently even on Sawyer mode.

Pets
Main Article: Fallout: The Traveler/Pets

Following up on the Fallout 3 and 4's Dogmeat and New Vegas' ED-E and Rex, The Traveler introduces an even more robust animal companion system, alongside a very broad selection of animals and small robots that can occupy the Traveler and the Companions.

Locations
"Main article: Fallout: The Traveler/Player Housing"

The Traveler takes place in the ruins of the West Coast and much of the countryside to the north and east of it. The Map can be generally viewed as being controlled by the fifteen major factions; Monstadt, Liyue, Inazuma, Sumeru, Fontaine, NCR, Brotherhood of Steel, New Minutemen, Railroad, Desert Rangers, Caesar's Legion, Institute, Patriarchs, Nuka-World Raiders and the Board.

Outside of the City of Halcyon, surrounding towns of the West Coast United States can be explored, including San Jose, Burbank, Fresno, Clovis and Sacramento. Local landmarks can be explored, along with post-War settlements and cities such as the Villa, Liyue Harbor, Tree of Sumeru and Fontaine. A large and still hostile underground facility known as the Underground, built by the Department of Defense before the war to basically be a giant, personal Vault for them. The starting area in the northwest of the wasteland contains low level enemies, one major faction and 3 minor factions to encounter, but becomes progressively more challenging when the Traveler's levels up and wandering the wasteland further.

There are eighteen types of Environment that the Traveler and their companion party can treverse through the Wasteland.

Quests
"Main article: Fallout: The Traveler/Quests"

Fallout: The Traveler includes a wide selection of main quests, faction quests, side quests, companion quests, radiant quests and Comissions. After the completion of the first main quest line (that is finding and defeating Liberty and heading to the City of Halcyon), the Traveler must choose one faction to be loyal to in order to open their main quest arc. As you follow the main quest arc for a single faction alongside their own Faction quests, the quests for the other factions (with the exception of Yes Man quests) will fail as you gain infamy for siding against them when you progress through the quests for whichever faction you side with. The point at which you fail the other factions' quests varies depending on your actions and quests already completed. Once you side with a faction you can change to another faction's quest arc, only if you have not progressed down the preceding faction's quests to the point that you fail the other quest arcs from gaining infamy. In some situations, this can be delayed (or even accelerated) or make a truce with other factions with certain actions or certain dialogue choices.

The DLCs include their own selection of main quests, faction quests, side quests, companion quests, radiant quests and Comissions which can be completed at almost any point during or after the main storyline, and which can even interact with the main quests in some ways.

Some people may require completing another quest before they will assist you. Certain side or faction quests that are taken and not completed will "fail" (conclude, really) once a certain point in the main quest line is reached. How it fails depends on what state the side quest is in. Generally, side quests fail because it has succumbed to the problem is based on. You can check your Paimon-Pip for dependencies.

There are 500 quests in the base game, with a total of 762 with all add-ons installed.

Enemies
"Main article: Fallout: The Traveler/Enemies"

As with previous Fallout games there are a large number of enemies the player can come across during their travels, enemies vary in tactics, strengths and weaknesses. Some despite appearing similar can even behave quite differently and so the player must keep a keen eye out for the enemy they're facing. They can be classified by their difficulty type (Common Enemies, Elite Enemies and Named), by their family (Humans, Creature and Robots), or some other form of grouping (e.g., Tumblerad and Radroach). Most enemies can be tamed through the use of Animal Friend, Wasteland Whisperer and Imtimidation perks and robots can hacked to your side through the use of Robotics Expert perk.

As a general rule, creatures of yao guai or angler size and larger will not enter buildings or interior cells. If a player character enters an area inaccessible to a creature, they will retreat to the edge of the area. If they return, the creature will retreat again if their target is still inaccessible. Creatures with ranged attacks will occasionally return and use those attacks if they have an opportunity. For robots, they will initiate a self-destruct sequence if all of their weapons are destroyed.

Replacing the Fallout 4's Legendary System are Mega Creatures and Vision-afflicted system. Most creature types have a chance to spawn as either a Mega or Vision-afflicted variant. A Vision-afflicted creature will almost always drop some Vision versions of existing ammo (of which they are the only ammo variants found here outside of Vendors). While Mega Creatures contains a much variety of loot than a normal creature does.

All enemies in Fallout: The Traveler have targetable body parts, each with their own unique variables, such as the base chance to hit in VATS or limb durability. Crippling most body parts will inflict serious debuffs on a target, such as a reduced mobility or even initiating a self-destruct sequence.

Equipment
Like with all Fallout games there is a variety of equipment the player can come across, as with Fallout 4 the Traveler and their party is able to customize their equipment adding some additional variety. It should be noted that some changes were made to reduce the impact of equipment modding making it so the player could freely customize the appearance of their equipment without having to be as focused on the statistics of their equipment, as such when modding equipment it is split between Mechanical and Aesthetic.

Another major change is the probability of finding useful equipment, unlike in Fallout 4, weapons especially anything larger than a medium-level Big Gun is rare and weapons like the Fat Man and Missile Launcher have been made exceptionally difficult to come across to help balance out the game, this also applies to Power Armour which has been made extremely rare with even the low to mid-level Brotherhood of Steel soldiers not commonly using the equipment until much later in game.

Weapons
"Main article: Fallout: The Traveler/Weapons and Ammo"

Weapons are split into several categories in Fallout: The Traveler by skill, Unarmed, One-Handed Melee Weapons, Two-Handed Melee Weapons, Archery, Handguns, Long Guns, Automatics, Energy Weapons, Big Guns, Throwing and Catalysts. Guns function much like they did in Fallout 4 with high customizability and scoped sights as wlel as the player being able to peer out from cover to shoot targets. Melee meanwhile sees a major overhaul and includes any weapon that is used solely for inflicting direct damage through close quarters combat. Explosives are third and includes Grenades, Mines and other weapons that can be activated by proximity, laser tripwires or simply a timer to detonate dealing heavy, often explosive damage. Lastly are Thrown Weapons which are a type not present in Fallout 4 and returning instead from Fallout: New Vegas, Thrown Weapons are useful due to their applicability in stealth and also being often high damage weapons.

Much like in New Vegas, there are ammunition variants. To load any kind of ammunition, use Paimon Pip, scroll to the "Ammunition" section and select from the list any compatible ammunition type for the currently equipped weapon. Outside of the Paimon Pip, open the item wheel; this will also cause the weapon to be reloaded with the new ammunition when equipped.

A unique mechanic to Fallout: The Traveler is that, unlike previous Fallout games, the Traveler is capable of wielding an offhand weapon, similar to The Elder Scrolls, when wielding one handed weapons (eg: pistols, swords, knives, etc). Allowing the Traveler to do an quick melee/shot action with a offhand weapons (eg: pushing back and woulding a raider with a quick knife slash followed by unloading their pistol), block with a shield (which is superior to blocking with a weapon), or even dual wielding by holding two similar weapon class.

Gear
"Main article: Fallout: The Traveler/Clothing, Armour and Trinkets"

Gear is attire worn by the player and other characters as a means of protecting themselves from danger and the environment in general, gear comes in several varieties; Clothing, Armour and Power Armour. All three can be worn simultaneously and offer generally different levels of protection.

Wearing clothing or armor now affects the speed of the Traveler's movement such as shoulders, forearms, and hands decreases aiming speed, reload speed, and attack speed; Thighs, shins, and feet decreases movement speed, climb speed, and jump height and head, chest, and back decreases all speeds though certain perks can mitigate this.

Based off the system from Cyberpunk 2077. Clothing is categorized in four different types; Head, Upper Body, Lower Body and Special. Each different category has its own slots.

Items
"Main article: Fallout: The Traveler/Tools and Upgrades""Main article: Fallout: The Traveler/Key and Miscellaneous Items"

There are many items in Fallout: The Traveler that the Traveler can find all over the Wasteland such as Medicine, Food, Tools and key Quest items. Many locations in the game reset after a certain amount of time has passed, including all non-unique items found within.

There are exceptions (like power armor frames, magazines or fusion cores in power generators and certain locations such as the city of Halcyon), but many rare and powerful items like mini nukes or bottles of Nuka-Cola Quantum can be picked up multiple times if one revisits certain areas.

Aid
"Main article: Fallout: The Traveler/Food, Drink and Ingredients""Main article: Fallout: The Traveler/Medicine and Drugs"

Aids are a subset of Items which include Chems, Food and Drinks alike.

While Food and Drink uses a crafting system where the particular items used will effect the consumable that's produced, chems do not and as such as long as the player possesses the base materials they will be able to create their chems without any variation in the quality.

Major Characters
"Main article: Fallout: The Traveler/Major Characters"

Vendors
"Main article: Fallout: The Traveler/Merchants"

Vendors (also called merchants, traders, or stores) allow the player to buy, sell, or trade goods in exchange for caps, gold bullion, and gambling. Vendors can be found in settlements, populated Vaults and caravans throughout the Wasteland, and offer a wide variety of items, including consumables, weapons, apparel and equipment.

Endings
"Main article: Fallout: The Traveler/Endings"

The storyline has a definitive ending which is dependent on what actions are taken during the game's events, with separate ending slides for major locations, factions, and recruited companions.

Vault Dweller Survival Guide
The Vault Dweller Survival Guide is an in-game database that allows players to view all of the entries in the Fallout: The Traveler that can be accessed in the main menu. Once an item has been obtained, met a major character, discovering important locations such as Vault-Tec Vaults, encountering factions, reading pre-war pieces, finding notes or holotapes, or an enemy or wildlife has been killed for the first time, its VDSG entry is unlocked, and its description can be read. There are 10 sections in the VDSG. The VDSG also contains extended item descriptions for all items.

A total of 1500 VDSG entries exist in the base game, with 200 more added thorugh DLCs.

Lore

 * The City of Halcyon
 * The Origin of Visions
 * Monstadt-NCR War
 * Liyue-Minutemen Conflict
 * Vault 24
 * Knights of Favonius
 * The Fatui Enclave

DLC
Hawke and Sawyer confirms that it will feature over twelve Story expansions (with a myth story arc created by Chris Avellone based on the legendary Vault Dweller, the protagonist of Fallout 1 and the master plan under the Fatui Enclave) and 10 smaller DLC that can alter the base game's world.

The Traveler's Stash
Players pre-ordering Fallout: The Traveler's the Traveler Edition from selected retailers in North America, Europe and Japan were granted access to special pre-order bonus packs, containing exclusive equipment that must acquired by exploring the wasteland, unlike in New Vegas where all Pre-order exclusive content are added when starting a new game.

These packs were combined into one pack titled The Traveler's Stash.

Zubayr Exotics Pack
This DLC brought additional content belonged to the Zubayr Dance Theater waiting to be uncovered in the wastes including three mini-sidequests.

Falloon's Fashion Pack
This DLC increases the range of unique clothing waiting to be uncovered in the Wasteland including new challenges and a mini-sidequest.

Halcyon Science Arsenal
This DLC increases the range of highly unconventional weaponry waiting to be uncovered in the wasteland including new challenges and two mini sidequests.

ProSnap Essentials
This DLC adds more poses and filters for Photo Mode.

The Arsenal of Zeta
This DLC brings back the weapons of the Fallout 3 DLC, Mothership Zeta as well a mini side quest where the Traveler hunting a Zetan UFO in the Wasteland.

Pip Games
This DLC adds more range of Holotape Games waiting to be uncovered in the Wasteland.

Wasteland Difficulty
This DLC adds a set of new difficulty levels, inspired by the Ranger difficulty in the Metro series such as disabling the HUD entirely and companions can die permanently even with the highest rank of Inspiration.

Traveler's Bounties
Inspired by the Someguy's New Vegas Bounties mod. The Traveler sees a poster at the Villa for a private firm named Alexandra Private Bounties pop up near Anaheim. In this DLC, The Traveler is tasked with tracking down the most malevolent and vile assortment of outlaws in the Wasteland.

Outpost Roseheart
This DLC puts The Traveler in charge of a town in the nearby Grand Canyon where the local garrison backed by Sumeru is trying to repel a neverending swarm of abominations attacking them.

Story DLCs
The twelve add-ons are advised to be played in the order they were originally released, as listed above. Together, they form a Myth Arc, along with potentially-overlooked details in the main game, foreshadowing events and characters in later add-ons, all building up to the confrontation with the Vault Dweller and the revelation of the master plan behind and later, battle against the Fatui Enclave, a offspring of the Enclave that was born from the remnants of the Enclave at Raven Rock and Adams AFB after the events of Fallout 3 and it's DLC Broken Steel and has no relation with Enclave Exiles in each DLC except Mission: Yangtze up to The Last Road.

Mission: Yangtze
In this DLC, The Traveler gets a message from a stranger about a training simulator claimed by Liyue that recreates one of the many battles in the Resource Wars, the Yangtze Campaign.

The Three Gangs
In this DLC, The Traveler gets a radio broadcast from Sunset World, a vast amusement park dedicated to Arizona's popular Sunset Sarsarparilla that was now a lawless city led by three Gunner mercenary squads with a small group of Brotherhood of Steel force stationed there while.

Operation Sneznhaya
In this DLC, the Traveler heads to the barren waste of the Rockies, where the three factions, Snezhnaya, the Hanza Alliance and the regiment of Caesar's Legion in the battle for the Rockies.

Peril at Arroyo
In this DLC, the Traveler is hired by a friend of Narg to investigate the mysterious Big MT project and resolve the conflict with the tribes of Arroyo and the invasive Hubologists at the resolve.

Elijah's Resurgence - The 2nd Dead Money
In this DLC, the Traveler is caught as a victim of a new raw deal by Father Elijah, the Traveler this time must stop the master plan of Elijah with the help of a Nightkin, somewhere in the Sierra Madre Casino and surrounding borders.

Tiny Tina's Wonder Wasteland
In this DLC, the Traveler gets a signal from the NCR about an unsual high activity within the US-Canadian border known as the Wonder Wasteland.

Murder at New Vegas
In this DLC, the Traveler goes to New Vegas, the hometown of Courier Six to investigate the murder of famous actress Halcyon Helen and the conspiracy about the murder.

Back To Zion - Another Honest Heart
In this DLC, the Traveler goes to Zion National Park, to uncover a secret group of tribes that Joshua had rumors about and the return of the White Legs tribe.

Expedition: Natlan
In this DLC, the Traveler goes to Natlan via the help of Old Longfellow, to investigate the rivalry with Natlan, Encantadia and the Children of Atom after an botched expedition. This DLC also broughts back Old Longfellow, a character from Fallout 4: Far Harbor as a potential companion to The Traveler's party.

Havasu Enigma
In this DLC, the Traveler goes to western Arizona around the area of Lake Havasu City about the revolting clashes with the townspeople and intervention by the Gunners stationed there.

The Rumbling Caves
In this DLC and inspired by A World of Pain mod for New Vegas, The Traveler visits massive series of caverns that rumors to be an seeding point and home of Ug-Qualtoth, in a Diablo-style dungeon with valuable loot, enemies of increasingly difficulty, and many environmental hazards.

The Last Road
In this DLC that taking place after the Battle of Halcyon or nuking one of the major factions, the Traveler answers an "invitation" to travel to the Monarch Battlezone after the unexpected encounters with the Fatui Enclave, a hellish wasteland ravaged by recent battles, confronting the mysterious Vault Dweller, a man with a deeply personal grudge against them and Pierro and MODUS, the leaders of the Fatui Enclave. This DLC also makes the return of the Scorched from Fallout 76 and the Marked Men from the Fallout: New Vegas DLC, the Lonesome Road and the Fatui Enclave plays a major role here.

Cast
Main article: Fallout: The Traveler/Cast

The Traveler's Edition
The Traveler's Edition, the Collector's Edition of Fallout: The Traveler includes The Traveler; Paimon-Pip figure, poster cards of some companions seen in the main game; a foldout map of the game world; a replica of the Vision accessory from the game; Liberty's Fall, a manga serving as a prequel written by Jason Hawke; and the "Making of Fallout: The Traveler" DVD. The entire package comes in a collectible The Traveler box. The Traveler's Edition was also available for pre-order.

Development
Fallout: The Traveler is firstly discussed when 4 users, one of which is Roy Batty, lead producer of Tale of Two Wastelands posted at thread on the Hawke Gaming Industries Forum (on the Off-Topic gaming sub-forum precisely) expressing their thoughts on how much disappointed of the with the current disastrous state of Fallout 76, a game developed by Bethesda Game Studios and said company was busy working on Starfield. As the topic grows, Jason Hawke stumble on the forum thread and offer them a job for a 'Secret Project' that they develop for sometime and they agree.

Meanwhile, miHoYo are collaborating with Obsidian Entertainment and a new branch of Bethesda founded in Singapore working on their first triple A project after the success of miHoYo's Genshin Impact until Joshua Sawyer, the head director behind Fallout: New Vegas stumbled the same Hawke Gaming Industries forum thread about the state of Fallout 76. Which they also agreed to join to work on and subsequently combined together.

Hawke Gaming Industries, Obsidian Entertainment, miHoYo and Bethesda Singapore announced that they begin to work on the next entry in the Fallout series called Fallout: The Traveler. The game, according to Sawyer and Hawke, Fallout: The Traveler will be the 'true sequel' for Fallout: New Vegas.

Jason Hawke stated that one of the Hawke Gaming Industries owners came up with the idea of the game starting by being caught in a caravan ambush and left for dead until picked up by adventurer, and their idea to end the game is by resolving a conflict with fifteen major factions or nuking one. Hawke commented on the themes of the game, including "recreating the new world in the image of the old" and the familiar overlay of classic Fallout trappings, and Halcyon's imagery of modern life and fashion, and the modern age of TV, films and Japanese anime in the late 90s and 2000s while retaining the style of the Fallout setting.

Unlike previous Fallout games that uses the Creation engine, Fallout: The Traveler will use the all new game engine known HoYoFALL

It is later confirmed that Hawke Gaming Industries will hire the veteran modders to adopt various popular mods for Fallout: New Vegas and Fallout 4 to The Traveler.

Hawke Gaming Industries Official Description
The original creators of Fallout, Jason Hawke of Gaiaterra: Elysea's Conflict and miHoYo of Genshin Impact have united for this single-player RPG follow-up to the Fallout series from the renowned team at Obsidian, developers behind Fallout: New Vegas, Star Wars: Knights of the Old Republic II, South Park: The Stick of Truth, The Outer Worlds, and the Pillars of Eternity franchise; Hawke Gaming Industries, the developer behind the most-played RTS hits Gaiaterra: Elysea's Conflict and Edethia: Battallion of Heroes and miHoYo, the developer behind the smash-hit Genshin Impact with a new rising development team of Bethesda at Singapore.

''In Fallout: The Traveler, you awake from a caravan ambush, only to find yourself in the midst of a deep turmoil between the fifteen rival factions with consequences that will change the lives of all the inhabitants of Halcyon, the most populated and bustling city of the post-nuclear United States. As you explore the Californian wasteland and encounter various factions, all vying for many reasons, the character you decide to become will determine how this player-driven story unfolds. In the post-nuclear world of the United States, you are the Traveler. ''

Spin-Offs
In addition to the main game, there are several spin-offs under the Fallout Halcyon subseries.

Fallout Halcyon Manga
An manga series that took place before the events of the main game, revolving the life of Liberty Buchanan prior to their ambush of the Traveler's caravan in the main game.

Fallout Halcyon: Wasteland Trailblazer
Inspired by Honkai Star Rail and the first of the Fallout Halcyon sub-series, taking place in 2299, a year before the main game, tooks the role of Wasteland Trailblazer, whose was awakened by Phineas Welles, a wanted wastelander part of the Wasteland Trailblazers, who instructed you to join the Mark crew for some undefined greater purpose.

Fallout Halcyon: Wastelanders
An anime series and prequel spin-off of Fallout: The Traveler produced by Studio Trigger under the supervision of Hawke Gaming Industries, Bethesda, Obsidian Entertainment and miHoYo. It tells a standalone, 10-episode story about a Halcyon street queen - Tiffany - trying to survive in the city owned by the Board and under turmoil from numerous factions, Halcyon. Having everything to lose, she chooses to stay alive by becoming an wastelander, otherwise escaping the city of Halcyon.

Fallout Halcyon: RUST
Developed by the people behind DUST and FROST. RUST is Post-Apocalyptic survival simulator spin-off with an emphasis on lore and story that takes place 20 years after the Independent/Yes Man ending of The Traveler.

Soundtrack
"Main article: Fallout: The Traveler/Soundtrack"

The soundtrack of Fallout: The Traveler was composed by Inon Zur, who created the soundtracks for the previous Fallout games, and HOYO-MIX, the creators who made the soundtracks for Genshin Impact. The base game soundtrack was originally around three hours in length, and with subsequent DLC increased to four hours.

Most of the soundtrack are reused from Fallout, Fallout 2, Fallout 3, New Vegas, Fallout 4 and Fallout 76 alongside new ones composed by Inon Zur and HOYO-MIX.

In addition, The Traveler also featured licensed music that can be found in Radios.

Trivia

 * Disclaimer: This is NOT a Isekai'd Fallout Game. All things from the Genshin Impact, Honkai: Starrail and The Outer Worlds such as characters, factions and lore will be drastically changed or reimagined in tailor the setting of the Fallout universe.
 * The opening intro music will be The End of The World by Skeeter Davis, a song that was previously featured in Fallout 4. While the main theme is the reimagined version of the iconic Inon Zur Fallout theme (specifically the Fallout 4 and New Vegas version) composed by HOYO-MIX.
 * This is the first Fallout game to be developed by Obsidian Entertainment (after New Vegas) and to be collaborated with Hawke Gaming Industries and miHoYo.
 * It will not have any monetization that Genshin Impact and Fallout 76 (including the Creation Club) has.
 * The box art cover for Fallout: The Traveler is a side-shot portrait of the Monstadt Stormtrooper. While the Traveler Edition is a Monstadt Stormtrooper heading to the City of Halcyon.
 * Jason Hawke confirms that the story and events of Fallout 76 has been retconned as a training simulation program created by The Board and former Vault-Tec employees to train their citizens of Halcyon in the survival of the wasteland.
 * The City of Halcyon, the main central city of Fallout: The Traveler, is inspired by Night City from Cyberpunk 2077, Byzantium from The Outer Worlds and Vale from RWBY, with the aesthetics is a lot leaning into the post-apocalyptic United States setting of Fallout, mainly New Vegas from Fallout: New Vegas and New California Republic capital (formerly Shady Sands) and Vault City from Fallout 2.
 * It is the first Fallout entry where you can play as a Ghoul, Synth or even a Super Mutant.
 * It will have stuff from other Post-Apocalyptic games and works like Metro, Wasteland and others, also changed or reimagined in tailor of the setting of the Fallout universe.
 * The characters featured in the promotional poster for Fallout: The Traveler are Diluc, Preston Garvey, Zhongli, Craig Boone, Eula, Veronica Santangelo, Nilou, X6-88, Aratakki Itto and Strong in behind is a Monstadt Stormtrooper and City of Halcyon in the background.
 * The iconic armor that was seen in box arts and promotional material of Fallout: The Traveler is the Monstadt Stormtrooper armor, which, according to Jason Hawke, is heavily inspired by the Wehrmacht uniforms during World War II, the Armageddon Steel Legion uniform from Warhammer 40K and the HECU from Half-Life, most notably the style of gas mask and helmet.
 * Jason Hawke said that it will include various characters, items and creatures coming from popular mods for Fallout: New Vegas and Fallout 4 with retcons.
 * Sawyer also confirmed that lore elements, characters and items intended for Van Buren, Black Isle's cancelled Fallout 3 will be featured in Fallout: The Traveler.
 * The Immersion Mode, one of the new gameplay modes in Fallout: The Traveler, according to Jason Hawke, is heavily inspired by the Freeplay mode of the Anomaly mod for S.T.A.L.K.E.R. series and the Alternative Start mod for Fallout: New Vegas