¶ Bug fixes
Lots of updates and fixes!
See Patch Notes
¶ Supplies - New Virtual Resource Type
Supplies are a new top level resource type, like Scrap in the base of SS2. Supplies are then broken down into the following categories: Ammo, Armor, Chems, Weapon Parts, which are then broken into the following components:
Ammo: Ballistic, Energy, Explosive
Armor: Makeshift, Standard, Heavy, Power Armor
Chems: Anti-Radiation, Cures, Enhancements, Stims
Weapon Parts: Makeshift, Standard, Heavy
Supplies have their own settlement storage system that is functionally identical to Junk Storage. Supplies storage uses lockers instead of shipping containers.
¶ New Medical System
An easier medical system for healing diseases and injuries which includes recovery from injuries and diseases. Medical Treatment now costs supplies, either in the form of Virtual settlement resources, or actual aid items.
With this system, Disease Cure Research is no longer necessary to immediately treat a new disease. Disease Cure Research still has an effect though, as all diseases with a Known Cure are cured for a single supply resource regardless of the settings below (ie. if an NPC has 4 diseases and they all have a known cure, 1 supply will cure them of all diseases).
¶ Marketplace
Trade Resources and Supplies via your Caravaneer and other Suppliers that you may meet.
Once a Caravan Services reaches level 2, you’ll gain access to Priority Shipments. These allow for spending the settlement network’s reserve caps on resources, such as the scrap needed for building. You can access this menu by speaking to the Caravan Services worker and choosing the Provision option.
At level 3, you’ll gain access to the Marketplace Trading option. This allows for setting up daily purchasing and selling of resources on behalf of the settlements. This system requires the establishment of a Capital City. The Capital City feature will be unlocked during normal gameplay and flags a settlement in your empire as your main settlement. Make Trade Agreements to arrange for daily purchase and/or sale of various resources.
The Gunners are back in force!
Build your Faction! Build your Army!
Make Alliances! Fight the Gunners!
¶ New Quests
Chapter 3 Main Story Quests will begin when the following requirements have been met:
If requirements are met, you should receive an HQ Radio call when you exit to an exterior or fast travel to a new location.
You may have met them before!
The New Liberty Trading Company (NLTC) will seek your assistance in establishing trade with the Commonwealth.
¶ War Mechanics
Build Outposts to train and house your Soldiers
Assault Settlements and Territories to expand your Empire or to obtain resources and supplies
Defend your Empire against the Gunners
Liberate your Settlements! Conquer Settlements and make them Vassals.
¶ New Martial Classes and Plots
New Martial Plot Classes:
New Recreational Plot Classes
New 1x1 Municipal Plot
¶ Military Department (HQ)
A new department at Headquarters for your Officers to plan Assaults and research projects to make improvements.