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. 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
"There is much to be skeptible about this wasteland. So it no longer suprises me to learn how many people don't even believe in anything... What's the point?

''For many of us, the road for us is very difficult one, far more than the legends. But the path for us is always there to follow. No matter how many times they fall. We're 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 to the Halcyon. What seem to be simple trading stop has taken the turn for the worse..."''

-Narrator

Story
The player character of Fallout the Traveler, known as the Traveler, is hunted by Liberty Buchanan and her group of Partriarch while traveling for a merchant stop at the Halcyon. 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, 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.

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 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.

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).

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 or a Mega creature.
 * Very Easy: Use this mode if you enjoy the combat more than the story. Same as story but spawning combat stalkers or a Mega creature are a bit more often.
 * Easy:
 * Normal: This is the recommended mode for Fallout: The Traveler. In normal mode, enemies have standard health and damage and combat stalkers and mega 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 and greater chance to spawn Combat Stalkers and a Mega creature.
 * Very Hard: This mode is for the hardcore Fallout players.
 * 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.

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), 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 game will start in twenty different ways, 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. There are many different Skills in the game, ranging in value from 0 to 25. The starting values for Level 1 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 skills upon character creation, which will improve at twice the normal rate and receive a bonus at the start and also gives you specialized gear based on your tag skills. Skills are divided into multiple categories: combat, diplomancy, defense, stealth, utility, leadership and passive. Books and comic books, although scarce in the early game, can be found throughout the game world and permanently improve a specific skill 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 unlocks, which can acquired when the said skill hits the threshold:


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

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. When the player earns enough experience points to gain a new level, they can gain or upgrade a Perk. Similar to in Fallout 4 and 76, Perks are tied to S.P.E.C.I.A.L stats, and the higher a S.P.E.C.I.A.L stat is, the more abilities can be unlocked. Unlike in those games, however, gaining or upgrading Perks is also affected by the character's Skills. 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. 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 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 bobbleheads 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.

The Traveler's choices had consequences and the Wasteland and the city of Halcyon would change with every decision made by the Traveler. For instance, messing up the wrong folk at a settlement and/or getting a Villified reputation, they'll send hired men after you.

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. 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.

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. 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.

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.

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.

In Sawyer Mode, repairing cannot be performed when enemies nearby or in combat.

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 is 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.

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
Trespassing, lockpicking, hacking, robbing caravans, 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.

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.

Companions can only wear power armor if said Companion has training.

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.

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.

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.

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.

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.

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.

Whenever the Travelers opts to use Transporters 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 the Traveler's Outdoorsman skill level

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

Combat Stalkers
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.

Gambling
Main Article: Fallout: The Traveler/Gambling

Returning from Fallout: New Vegas. Gambling is more or less the same as in New Vegas with improvements and The Traveler adds one new game known as the Genius Invocation TCG, a tabletop card dueling game that is an equivalent to the Caravan's own Caravan card game that many people across the Wasteland outside of the city of Halcyon.

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.

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.

Reputation
Main Article: Fallout: The Traveler/Reputation

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, 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.

Visions
Main Article: Fallout: The Traveler/Visions

A Vision is a Backpack module or accessory 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 Traveler may have a chance of having a mutation, a mechanic seen in Fallout 76.

Caravan Protection
Inspired by Genshin Impact's Expeditions systems where players can dispatch their companions 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 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.

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.

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 Military Underground Complexes and Vaults respawns every 5-days with the exception of some

The Underground
Inspired by A World of Pain mod for Fallout: New Vegas and Spiral Abyss from Genshin Impact. The Underground is a special type of Dungeon unlocked at Level 30 located in various caves located in the Wasteland.

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.

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.

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.

However, neither Photo Mode nor the ProSnap Deluxe Camera gadget can capture images nor record video. The player must use an external screenshot or screen recording utility. 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. 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.

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.

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 spots than the previous games.
 * The world map of The Traveler is much more alive than previous games (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.
 * 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
 * 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.
 * On the PC version, you can now search in the Paimon Pip, Containers, Bartering, Crafting Recipe and Level perks (default keybind is "CTRL + F")
 * The loading screen is now based on the promotional Genshin Impact character profile screen, though it represents the pivotal points, Pre-War pieces and points of interest in the lore of Fallout (i.e the NCR-Brotherhood War) plus gameplay tips and also shows the time of day, the location, the name of the Traveler, the level and XP aqcuired, the carrying weight and bottle caps at the top.
 * The XP bar will now appears at the end of combat (aside from Lockpicking, Hacking and Skill Check Dialogue).

Gameplay

 * Workshop mode and by extend C.A.M.P. is all but removed in Fallout The Traveler.
 * 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.
 * 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.
 * 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, "LB" on Xbox, "L3" on PlayStation).
 * True scopes for scoped-based weapons when aiming down sights.
 * 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.
 * Explosive throwables are now cookable.
 * Most ballistic guns now has a one in a chamber mechanic.
 * When the Traveler 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.
 * 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.
 * You can trade in all Caps, Monstadt, Legion, NCR & Pre-war Money at once, at the casino cashiers.
 * 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
 * Melee Hitstop Effects.
 * 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 crippled or land a critical strike on the head of a NPC wearing helmet, there's a chance that the helmet will fly off, albeit the helmet will be in broken condition.
 * 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.
 * 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.
 * 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 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,
 * 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.
 * 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
 * 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.

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 or Immersion 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.

Enemies
"Main article: Fallout: The Traveler/Human enemies""Main article: Fallout: The Traveler/Creatures""Main article: Fallout: The Traveler/Robots and Computers"

Items
"Main article: Fallout: The Traveler/Weapons and Ammo""Main article: Fallout: The Traveler/Food, Drink and Ingredients""Main article: Fallout: The Traveler/Medicine and Drugs""Main article: Fallout: The Traveler/Clothing, Armour and Trinkets""Main article: Fallout: The Traveler/Tools and Upgrades""Main article: Fallout: The Traveler/Key and Miscellaneous Items"

Storyline
"Main article: Fallout: The Traveler/Storyline""Main article: Fallout: The Traveler/Major Characters""Main article: Fallout: The Traveler/Merchants" "Main article: Fallout: The Traveler/Factions""Main article: Fallout: The Traveler/Quests""Main article: Fallout: The Traveler/Endings" "Main article: Fallout: The Traveler/Player Housing"

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 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.

Falloon's Fashion Pack
This DLC increases the range of unique clothing waiting to be uncovered in the Wasteland.

Halcyon Science Arsenal
This DLC increases the range of highly unconventional weaponry waiting to be uncovered in the wasteland.

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.

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

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 battle against the Fatui Enclave in the Monarch Battlezone.

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 gangs of raiders with a small group of Brotherhood of Steel force stationed there.

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 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 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.

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, the Traveler answers an "invitation" to travel to the Monarch Battlezone, a hellish wasteland ravaged by recent battles, confronting the mysterious Vault Dweller, a man with a deeply personal grudge against them and the Fatui Enclave, a offspring of the Enclave that has no relation with Enclave Exiles. This DLC also makes the return of the Scorched from Fallout 76 and the Fatui Enclave plays a major role here.

Cast
Main article: Fallout: The Traveler/Cast

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 The Elder Scrolls VI. 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.

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.

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

Fallout Halcyon Impact
Inspired by Honkai Star Rail and the first of the Fallout Halcyon sub-series, (incomplete)

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"

Trivia

 * Disclaimer: This is NOT a Isekai'd Fallout Game. All things from the Genshin Impact and The Outer Worlds such as characters, factions and lore will be drastically changed 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 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 (includes 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.
 * 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 a lot leaning to into the post-apocalyptic United States setting of Fallout, mainly New Vegas from Fallout: New Vegas and New California Republic capital (formerly Shady Sands) 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 in tailor of the setting of the Fallout universe.
 * The characters featured in the promotional poster for Fallout: The Traveler are The Traveler, 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.
 * 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.