Fallout 3 Survival Edition
- I am so pathetic. This arrived 2 days ago: And yes, I've.
- Bethesda has just announced the Fallout 3 Survival Edition, which takes the regular Collector's Edition and dials things up to eleven.
Bethesda Softworks® and Amazon.com Announce
Fallout® 3Survival Edition
Fallout 3 Survival Edition to be Available Exclusively on Amazon.com
June 6, 2008 (Rockville, MD) – Bethesda Softworks®, a ZeniMax Media company, and Amazon.com (NASDAQ:AMZN) today announced the Fallout® 3Survival Edition for Xbox 360® video game and entertainment system from Microsoft, PLAYSTATION®3 computer entertainment system and Games for Windows. The limited Survival Edition is now available for pre-order exclusively through www.Amazon.com.
This ultimate Fallout 3 package includes a life-size replica of the Pip-Boy 3000, the wrist-mounted device worn by characters in-game. The Pip-Boy 3000 has been painstakingly recreated and modified for real world display as a digital clock. In addition to the Pip-Boy 3000, the Survival Edition will include all of the items included in the Fallout 3Collector’s Edition:
Oct 28, 2008 The Survival Edition of Fallout 3 will cost you an extra an extra $60 over the suggested retail price. It is available exclusively through Amazon.com, and has sold out. It comes with all of the.
- The Fallout 3 game;
- Customized, metal Vault-Tec lunch box;
- 5” Vault Boy Bobblehead;
- ‘The Art of Fallout 3’ hardcover book; and
- ‘The Making of Fallout 3’ DVD
“This is an exciting day for Amazon customers and Fallout fans,” said Greg Hart vice president of video games and software at Amazon. “We’re delighted to be the exclusive destination for Fallout 3 Survival Edition; this is a great example of the continually expanding selection we offer to gamers.”
Fallout 3 features one of the most realized game worlds ever created. Create any kind of character you want and explore the open wastes of post-apocalyptic Washington, D.C. Every minute is a fight for survival as you encounter Super Mutants, Ghouls, Raiders, and other dangers of the Wasteland.
Currently under development at Bethesda Game Studios – creators of award winning The Elder Scrolls IV: Oblivion®, the 2006 Game of the Year – Fallout 3 is one of the most anticipated games of 2008 and is slated for release this Fall on Xbox 360, PLAYSTATION®3 system and Games for Windows.
Fallout® 3 has not yet been rated by the ESRB.
About Amazon.com
Amazon.com, Inc., (NASDAQ: AMZN), a Fortune 500 company based in Seattle, opened on the World Wide Web in July 1995 and today offers Earth's Biggest Selection. Amazon.com, Inc. seeks to be Earth's most customer-centric company, where customers can find and discover anything they might want to buy online, and endeavors to offer its customers the lowest possible prices. Amazon.com and other sellers offer millions of unique new, refurbished and used items in categories such as books, movies, music & games, digital downloads, electronics & computers, home & garden, toys, kids & baby, grocery, apparel, shoes & jewelry, health & beauty, sports & outdoors, tools, auto & industrial.
Amazon Web Services provides Amazon’s developer customers with access to in-the-cloud infrastructure services based on Amazon's own back-end technology platform, which developers can use to enable virtually any type of business. Examples of the services offered by Amazon Web Services are Amazon Elastic Compute Cloud (Amazon EC2), Amazon Simple Storage Service (Amazon S3), Amazon SimpleDB, Amazon Simple Queue Service (Amazon SQS), Amazon Flexible Payments Service (Amazon FPS), and Amazon Mechanical Turk.
Amazon and its affiliates operate websites, including www.amazon.com, www.amazon.co.uk, www.amazon.de, www.amazon.co.jp, www.amazon.fr, www.amazon.ca, and the Joyo Amazon websites at www.joyo.cn and www.amazon.cn.
As used herein, “Amazon.com,” “we,” “our” and similar terms include Amazon.com, Inc., and its subsidiaries, unless the context indicates otherwise.
Forward-Looking Statements
This announcement contains forward-looking statements within the meaning of Section 27A of the Securities Act of 1933 and Section 21E of the Securities Exchange Act of 1934. Actual results may differ significantly from management's expectations. These forward-looking statements involve risks and uncertainties that include, among others, risks related to competition, management of growth, new products, services and technologies, potential fluctuations in operating results, international expansion, outcomes of legal proceedings and claims, fulfillment center optimization, seasonality, commercial agreements, acquisitions and strategic transactions, foreign exchange rates, system interruption, significant amount of indebtedness, inventory, government regulation and taxation, payments and fraud. More information about factors that potentially could affect Amazon.com's financial results is included in Amazon.com's filings with the Securities and Exchange Commission, including its Annual Report on Form 10-K for the year ended December 31, 2007, and subsequent filings.
FWE changes a number of gameplay components that makes living in the wasteland a true day-to-day struggle for survival. You'll find that injuries are more crippling, the things you need to survive harder to come by, and that you have to take care of yourself to live.
Contents
Chem, Drugs, Medicine, and Food Overhaul
FWE adds many new ingestible items (foods, drinks, chems, and drugs) to the Fallout gameworld and completely rebalances all existing chems and drugs. You find that chems and drugs are more rare, but criticial to your survival in the wasteland.
- Over 20 new chems to the gameworld, and correctly added to loot and vendor lists [credit: Better Living Thru Chemistry and the FDAMod]. FWE has tweaked and altered the effects of many of these items. Most new chems are mildly to strongly addictive. The following is a list of the new chem effects:
Alprazolamcauses extreme muscle relaxation, sedation and mental slowness. Amphetaminecauses enhanced focus and CNS stimulation. Aspirindulls pain. 2CBis a powerful empathogen causing visual distortions and euphoria. Ceremonial Herbs for your ceremonial rituals. Coldturkeneis that 'pre-war stuff' the doctors talk about. Clonazepamcauses moderate muscle relaxation and mental slowness. Cocainespeeds the metabolism and stimulates the brain's reward center. Dextromethorphan is a dissociative anesthetic similar to PCP when taken in high doses. Diazepamis a habit-forming muscle relaxant. Diet Mentats are made with aspartame instead of sugar. I dunno. Regular Mentats look sugary to me. Heroinis a potent and highly addictive painkiller. Ibuprofendulls aches. MDMAprovides euhporia, focus, and a sense of oneness. Methamphetamineis a dangerously potent stimulant. Morphineis what Med-X was called before the Australian government went all Psycho on Bethesda. Methadoneis an opioid often used to manage Heroin addiction. Multi-vitamin Pills for a balanced diet. Phencyclidineis a dissociative anesthetic used first on humans medically, then on animals, and then by humans recreationally. RedEye NoDoze Pills keeps you up all night, and all day, and all night Sativexprovides euphoric relief for radiation symptoms. Tobaccois cheap, common, and well-known for its deleterious effects. Thorazineis an antipsychotic sedative with a paralytic effect. Tribal Healing Powder can fix you up! 'Weed' provides good vibes. |
- Many chems can be used as a weapon by finding and 'filling' an empty syringe with the chemical [credit: Better Living Thru Chemistry]. To fill the a syringe, drop into the gameworld and click on it. A message box will prompt you to fill the syringe with a chem from your inventory.
- You can now smoke cigarettes and joints.
- New alcohol types [credit: FDA Mod], including Grandpa's Brain Tonic, Mad Macho Tequila, Mutfruit Rotgut, and Wasteland Moonshine.
- All achohol now provides a slight rad reduction effect as in prior fallout games. Removes 20 rads over 10 seconds per drink.
- New visual effects for many drugs. These visual effects are configurable and can be turned on or off in the FWE Control Panel under 'FWE Settings > Drug Visuals.'
- Revamp of addiction and withdrawal effects for existing chems, consistent with the BLTC/FDA mod.
- Some 'medicine' type chems are now addictive, including rad-x and radaway.
- The duration of most drugs and chems is increased to 600 seconds (game time).
- Stimpacks now heal over time (5 seconds). Consuming multiple stimpacks does not let you heal faster, so watch out!
- Morphine (Med-x) and Ceremonial Herbs (added by the FDAMod) now provide an 'ignore crippled effects' property, letting you temporarily fight through crippling injuries and ignore their penalties.
- All chems and drugs now have weight.
- The value of most chems and drugs have been adjusted.
- Revamped loot and vendor tables significantly to increases the rarity of most drugs, particularly stimpacks. 'Placed' drugs have not been removed, so there are still some up for grabs but they will not respawn. This option is configurable:
Drug Rarity Control Panel Options ( Loot Settings > Chem Rarity ) Option 1 - Abundant Drugs (Vanilla) - Chance none ~25% Option 2 - Common Drugs - Chance none ~33% Option 3 - Limited Drugs (FWE Default) - Chance none ~50% Option 4 - Uncommon Drugs - Chance none ~66% Option 5 - Rare Drugs - Chance none ~90% |
Crippled Effects
Crippled injuries are more severe and greatly impact your ability to fight in battle [Credit: RI - Healing]
- Wounded arms affects your aiming accuracy more (60% reduction rather than 50%).
- Cripple leg movement speed reduced significantly (60% with one leg, 30% with two broken)
- Crippled torsos results in a random chance (85%) to stagger and fall over and reduced endurance.
- Crippled heads induces a nasty blurring effect to vision and concussion effects (reduces PER).
- Damage multiplier to crippled limbs increased to .66 (was .5), so limbs tend to get crippled more easily.
Healing + Recovery [Credit: Triage by Kearsage]
FWE integrates a modified version of the 'Triage' mod that changes the way you heal crippled limbs and recover from injuries. FWE adds a Control Panel option to enable or disable the Triage healing system if you do not like it. To access this option, open the control panel and select 'FWE Settings > Triage.' By default, triage is enabled.
Usage
You are no longer able to apply stimpaks directly to injured limbs, but instead must use the triage menu item (under the armor tab) to open the healing options. If you apply stimpaks directly to crippled limbs in the pip-boy, they will be consumed and contribute towards healing your overall health, but they will not restore that limbs condition.
In addition, two new perks, Wasteland Doctor [requires 40 medicine, 5 INT] and Wasteland Surgeon [requires 60 medicine, 6 INT], control your ability to recover wounds more effectively. By default, these perks require you to choose them during the normal level up perk selection process. However, you can change this so the perks are automatically awarded when you meet the requirements in the FWE Control Panel under 'FWE Settings > Triage > Free Perks On.'
When opening the triage menu, you will have three choices depending on what perks you have, how injured your limbs are, and whether you are in combat or not.
Fallout 3 Survival Edition Amazon
First-Aid
- Used without the doctor or surgeon perks or during combat.
- Restores crippled limbs by regaining +5 condition.
- Requires brace (for limbs) or surgical supplies (for head/chest injuries) with no chance to recover the brace/supplies.
Triage
- Used with doctor or surgeon perks when out of combat
- The surgeon perk is required to triage chest and head injuries.
- Restores crippled limbs to full condition from crippled status over time (100 seconds with doctor perk, 50 seconds with surgeon)
- Requires brace / surgical supplies with a chance to recover equipment dependent on your medical skill.
Injured Limb Healing
- Used with doctor or surgeon perk when out of combat to heal limbs with over 5% health (i.e. not crippled)
- Restores injured limbs to full condition
- Does NOT require brace / surgical supplies
Note, that resting no longer automatically heals you after a single of hour of sleep. This changed is described more below under the Primary Needs section.
CRAFTING Medical Braces + Surgical Supplies
Added an option to CRAFT medical braces and surgical supplies, IF you have the wasteland doctor perk, courtesy of razorwire. You can make a medical brace from 1 leather belt and 1 scrap metal, and surgical supplies from 1 abraxo cleaner and 3 empty bottles.
Radiation
FWE greatly increases the rate that radiation is gained by default [credits: XFO]
- Radiation accumulated 5x the normal rate
- Swiming and wading increases rads even faster
- Radiation no longer decays over time, you have to use rad-away or visit a doctor to reduce it.
- Radiation accumulation rates are configurable in to the FWE Control Panel:
Radiation Rates Control Panel Options ( Combat > Radiation ) Option 1 - Low Rads (Vanilla), 100% radiation decay Option 2 - Moderate Rads, 2.5x accumulation, 10% decay rate Option 3 - High Rads (FWE Default), no rad decay |
- More severe radiation sickness effects [credits: Radiation Revamp] You suffer more SPECIAL penalties and other ill effects from increasing levels of radiation poisoning. At higher rad levels, you begin to glow with radiation!
Home Lab + Infirmary
Tweaked the costs of the home lab + infirmary upgrades down to 750 from 1200.
The lab requires ONE stimpak to heal addictions.
The infirmary requires 1 stimpak to restore you to full health. Limb healing requires 1 stimpak and you must have 1 medical brace and 1 surgical supplies in your inventory. The medical brace and surgical supplies are not consumed, only the stimpak. Lastly, curing rads requires 1 radaway. There is still an advantage to using these features, as regardless of your medicine skill, it only takes 1 stimpak to heal to full health and all of your limbs, and to remove all rads.
Portable Lab + Infirmary
- Integration of FF Portable Laboratory + Infirmary (by Fritz_Fretz). This adds a purchasable lab and infirmary to the game, so you can get those services even if you don't live in Megaton or Tenpenny tower. Includes cool new models .
- To set up either piece, drop it from your inventory and position it as desired on a level surface. The set up has fairly tight angular restrictions, so a table or floor work best. Activate the placer to to enter the set up menu. Once placed the model will change, i.e. the med-kit opens and a chemistry set is placed on the locker. A delay (default 3 days) is built into the set up of each item.
- The items must remain set up for the duration of the delay in order to be used. This was done to make placement of these items more semi-permanent in an effort to avoid using them as an exploit. Activating the item prior to the expiration of the delay will allow you to check how many hours are left prior to its being usable.
- After the delay has expired, performing this check will enable the item's use. Once enabled, activate the contents of the med-kit/chemistry set to use the infirmary/laboratory. Activating the lid/locker will allow you to pack the infirmary/laboratory for transport.
Primary Needs (by K.Schenk and FritZ_FretZ)
FWE features a fully customizable (and disable'able) primary needs mod for hunger, thirst, and sleep. In addition to controlling how often (and how much) you need to eat, drink, or sleep, the mod also controls how sleeping affects health recovery and how food and water restores health (or not). When the game loads, the configuration menu will run. You can re-access this menu by HOLDING the keypad enter key for a few seconds or through the FWE Control Panel under the 'Primary Needs' option on the main menu. The configuration menu allows you to choose health recovery on rest, food and drink healing, the rate of how quickly you get hungry/thirsty/sleepy, and how much you need to eat/drink/sleep to reduce your needs levels.
Default Needs
By default, you are required to eat and drink a few times (3-4) each day or else you will suffer increasingly severe penalties to your SPECIAL stats. Different types of food provide different amounts of hunger satisfaction, typically in-line with their weight (i.e. 1 WG of meat provides more food value than 0.1 WG item of junk food). If you eat too much too quickly, you will get 'full' and suffer a minor Agility penalty. When eating or drinking, pause a second or two to allow your status condition to be updated. You will typically need 6-8 hours of sleep per day to be well rested.
In addition, by default, food and water sources do not heal your health, again this can be changed in the Primary Needs section of the control panel if desired. In addition, you do not automatically heal limbs + health when resting. Instead you heal health slowly overtime (based on endurance and strength) and you cannot heal crippled limbs during sleep.
In the control panel, you can disable the entire primary needs system, or enable disable each of the components (hunger, thirst, and sleep) independently.
Bottle Water
Primary Needs allows you to bottle water from most water sources. You will see empty bottles in your misc tab of the pip-boy after drinking collected liquid items. To fill an empty bottle, activate a water source while in sneak mode. A menu will pop up asking you how many of your bottles you would like to fill.
Portable bedroll, water purifier, and grill
In addition, Primary Needs adds new items to the main vendors, including a portable bed roll, a water purifier, and cooking oven. The water pruifier uses RadAway packets to turn 'dirty' water in to cleaner types (although never as good as purified water). The bedroll allows you to sleep nearly anywhere, and the cooking oven lets you make 'grilled' meats that are more light weight but nutritious rations. However, cooking some food items will remove their unique properties (i.e. deathclaw meat special bonuses). In order to re-pickup these items, hold the 'use' key (z) and then hit activate key.
Darn's UI Support
Fallout 4 Official Guide Pdf
Integrated support for Darn's UI with primary needs, so that the x-panels display your current hunger, thirst, and sleep levels from primary needs.