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, Obisidian 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 and the roleplaying 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 Matriarchs while traveling for a merchant stop at the Halcyon. The Traveler regains consciousness in the middle of the Marauder 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 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 style similar to a more refined, complex and in-depth form of Fallout New Vegas and The Outer Worlds 's 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 four 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 and do less damage
 * Normal: This is the recommended mode for your first play session. In normal mode, enemies have standard health and damage.
 * Hard: This mode is for players who are looking for an extra challenge. In hard mode, enemies have more health and do more damage.
 * 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 players.

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 or Ghoul), 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: Legend

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.

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.

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.

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.

Criminal Activities
Trespassing, lockpicking, hacking, 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. 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.

Workbench
Main Article: Fallout: The Traveler/Workbench

Coming from Fallout 4, Workbenches allows the player to mod or create their own Weapons, Armor and Chems.

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.

Visions
Main Article: Fallout: The Traveler/Visions

A Vision is a Backback module 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 affilation of their given Vision.

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.

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

Similar to Fallout New Vegas' hardcore mode and Fallout 4’s survival mode combined together with the popular JSawyer Ultimate mod for New Vegas and 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
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. In Immersion, there is no main story or campaign, but several stories/campaigns 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 HUD and only triggers when the last enemy is cleared out and ending the combat
 * Character appearances made in the customization can be saved as presets and can be used in subsequent playthroughs

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.I mod 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.

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
 * Weapon Wheel.
 * Level cap is no longer exist
 * Weapon modding returns from Fallout 4 and 76, albeit toned down and streamlined due to removal of the some mods parts.
 * Legendary effects, a gameplay element from Fallout 4 and 76, has been removed altogether in Fallout: The Traveler
 * Item progression is based on Fallout 1, 2 and New Vegas progression.
 * 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 and settlements that you spend caps or travel for free if you have a good reputation for fast travel.
 * Fallout 76 Item Wheel system.
 * You can trade in all Caps, Monstadt, Legion, NCR & Pre-war Money at once, at the casino cashiers.
 * The Companion Wheel returns from New Vegas
 * Radiation system based off Fallout 3/New Vegas.
 * 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.
 * Item conditions returns from Fallout 76, though the condition decay are based off New Vegas and repairing now requires the higher Repair skill much like in Fallout 3.
 * Most vendors now only buy items related to what they sell (for example doctors will only buy medical supplies).
 * The gunplay is now overhauled, thanks to popularity of weapon animation mods like Hitman's and Januuz's.
 * 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,
 * Photomode 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.

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. 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"

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 from selected retailers were granted access to special pre-order bonus packs, containing exclusive equipment that must acquired in exploring the wasteland, unlike in New Vegas where all Pre-order exclusive content are added when starting a new game.

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 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,

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 Fallout theme 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 Monstadt trooper wearing their dedicated power armor.
 * 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 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 Liberty Buchanan and 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.