Fallout Shelter

LOL. I also abandoned eugenics, as it seems MUCH slwoer than simply training people. I've also stopped using the radio to call people, because they are always 1s and 2s lowlifes.I'm going to stick at around 60 dwellers while I train everyone up to 4 on each SEPCIAL stat. Should mean a more efficient vault. No more feeding mouths of 1 and 2-stat lumps.

I am almost at 70 so I want to get the garden ... food is starting to become an issue ... I have to keep the radio near the upgrade times since it also raises everyone's happiness
 
Yeah I pretty much do that too vs. roaches but damn that was hard when everybody was fighting with fists lol. Now that I have weapons it's much easier.

Unfortunatly I don't have a mean green machine yet. Only a 10-13dam sniper rifle, some laser guns und loads of 5+ rifles. Some of my scouts are out there 20h but don't find the really BIG ones :( I guess they have to level more and have better stats.

What lvl/stats do your scouts have?
 
Yeah I pretty much do that too vs. roaches but damn that was hard when everybody was fighting with fists lol. Now that I have weapons it's much easier.

Unfortunatly I don't have a mean green machine yet. Only a 10-13dam sniper rifle, some laser guns und loads of 5+ rifles. Some of my scouts are out there 20h but don't find the really BIG ones :( I guess they have to level more and have better stats.

What lvl/stats do your scouts have?

Average stats are around 3-4, but endurance is 9 or 10 wiith gear.Level around 15. Scavengers don't level very fast. I'm actually going to start rotating them out for better trained dwellers.
 
I got lucky and drew Three Dog from a lunch box (the highest of their legendary dwellers ... he is minimum of 5 in everything with higher Endurance, Charisma, and Luck ... he is also now level 33 (was around 26 when I first sent him into the wasteland) ... I have a bunch of other characters in the 20s but their SPECIAL stats are mixes
 
I see. Well my 8 scouts are lvl 20-28 with quite good stats. It seems to be random what they find then. Perhaps chances are just higher the better the scout, cause he can endure more.
 
Got the garden ... very nice ... a triple room with a single upgrade will outproduce the regular food room with a double upgrade (by 1 point) ... storage is the same as the other though ... but adding the extra food producing center helps my food storage a lot ... I am at 73 dwellers so I might make a run at 80 tomorrow to get the water purification plant ... that would seem to be a good spot to pause for the remaining bonuses since I seem to be holding around 93-94% happiness right now ... I have a business trip next week so I might not be able to go for the 100 until next weekend
 
Got the garden too just now :) but I only made 1 room. My foodproduction is quite efficient in the double upgraded tripple diner cause of the high stats of my workers there. Nearly every inhabitant has a rifle now and I destroyed some rooms and rearranged them so that there is no room which is empty (like livingquaters) to another room which is empty. I did this to minimize the risk of a roach outbreak that can get out of hand quick. Roaches are no problem anymore.

I have a tripple room for strength upgrade and all other upgrade rooms in pairs double upgraded and fully manned. My dwellers are getting stronger and stronger :)
 
The big problem I have right now is trying to manage 42 people in SPECIAL enhancement rooms ... with all my rooms full it is tricky moving them all around ... typically I leave them in a room until they are up to 6+ hours for the next ability rise ... then I start moving them around ... I am at 78 dwellers now with some babies on the way so I will make it over 80 and get the water purification plant (so at least I can put more to work) ...

I got 93% for my day 5 bonus (130 caps) ... would have been a little higher but I was attacked by raiders 1 minute before the bonus time and was still fighting them off when the bonus came (that dropped my happiness by a percent or two due to the danger)
 
93% for the day 6 bonus (still 130 caps) ... I am not going to worry about happiness for the day 7 bonus since I think you get the lunch pail regardless of your position ... I just sent my two highest level and highest ability dwellers out for extended wasteland runs ... I loaded them up with 15 stims/10 radaways each so I want to see if I can keep them out for 24 hours or if I will have to pull them back sooner ... I'm at 90 dwellers so not too far from the Nuka Cola plant ... not sure if I am going to play as much after I get that though ... I am not OCD enough to try and find every weapon and armor in the game
 
Day 7 bonus got the lunch pail ... my two explorers are still going strong at 23 hours (although I am not that impressed with their findings) ... 94 dwellers now so just a little further to get the Nuka Cola plant ... I am sitting on 36000 caps from all the leveling and rushing so I am ready to expand it and upgrade it quickly :)
 
Yea, I've been hovering around 90%, since I havent been able to put much time in the last few days, but I got the lunchbox.

Which was cool, because I got a unique dweller. Not an awesome one, but pretty good.
Right now I'm at 89 dwellers. And I am going to start rotating my buffed dwellers from the training stack to the production rooms, and the old producers into the training stack.
I have 4 scavengers running, and I find that with 3 radaways and three stims, they are good for about 7 hours before death becomes an issue. I've not found much in the way of SUPER great drops yet, but maybe you need them to go longer...
 
Yea, I've been hovering around 90%, since I havent been able to put much time in the last few days, but I got the lunchbox.

Which was cool, because I got a unique dweller. Not an awesome one, but pretty good.
Right now I'm at 89 dwellers. And I am going to start rotating my buffed dwellers from the training stack to the production rooms, and the old producers into the training stack.
I have 4 scavengers running, and I find that with 3 radaways and three stims, they are good for about 7 hours before death becomes an issue. I've not found much in the way of SUPER great drops yet, but maybe you need them to go longer...

My two wasteland folks still have lots of stims and radaways so I plan to let them go over 24 hours out ... I'll let you know if they find anything really good ... there could also be an interaction with SPECIAL abilities like Intelligence and Luck
 
My two wasteland folks still have lots of stims and radaways so I plan to let them go over 24 hours out ... I'll let you know if they find anything really good ... there could also be an interaction with SPECIAL abilities like Intelligence and Luck

Yea, I suspect that luck plays a big part. I've got a character with 8 luck and 7 endurance, so I'm going to add him to the scavenger crew and see if he comes back with any better gear.
 
Over 24 hours you need a really good weapon ... the explorer with an accelerator rifle seems to be doing okay but my other with a lower end rifle is running from most encounters (he still has a lot of stims so I will let him go a little further but I think I am going to recall that one soon)
 
I recalled one of my long term explorers ... unfortunately he has a 14 hour return trip ... the other seems to be holding up (although he had to run from a Deathclaw) ... still not seeing amazing stuff yet ... when I recall the second I think I am going to try and max one Dweller out (since I will already have all the buildings) and send a maxed Dweller out to explore (and see if the quality of crap improves any) :) ... once I get the last building there isn't much to do other than develop my people and hope they are going to add more stuff to the game in a future patch
 
Yea, I see a few issues that might soon arise:
1- Dead rooms, dead weight- I'm seeing an approaching scenario where the upgraded tier 1 rooms will become dead weight, where using the tier two rooms (nuke reactor, garden, etc) will not make sense other than to keep dwellers busy once you hit 200 dwellers.
2- Dweller Overload- The limit is 200 dwellers, but once you get past 100, you have all the buildings, so from there on out, you're just building bigger, not better. So instead of building past 100 to get a better vault, you're building to make rooms for more dwellers to work in.
3- No end game. Since there is no competitive multiplayer and no story (unless there is one hanging around once you get to 200 dwellers and stable vault resources), once you get to 200 and stable resources, the vault will just kind of sit there. I'm wondering if there is going to be some kind of tie-in to the main game. I don't see how, but I could see it.

I'll be really bummed if this is just a short term marketing app, where the idea was to create buzz, but not support the game as a game beyond launch. it's been a week, and though I've seen no/few bugs (the game doesn't resume when I switch to another app, it launches cold every time), there haven't been any patches. With most apps, there is a week 1 or 2 patch to catch those bugs that got through testing.
 
Yea, I see a few issues that might soon arise:
1- Dead rooms, dead weight- I'm seeing an approaching scenario where the upgraded tier 1 rooms will become dead weight, where using the tier two rooms (nuke reactor, garden, etc) will not make sense other than to keep dwellers busy once you hit 200 dwellers.
2- Dweller Overload- The limit is 200 dwellers, but once you get past 100, you have all the buildings, so from there on out, you're just building bigger, not better. So instead of building past 100 to get a better vault, you're building to make rooms for more dwellers to work in.
3- No end game. Since there is no competitive multiplayer and no story (unless there is one hanging around once you get to 200 dwellers and stable vault resources), once you get to 200 and stable resources, the vault will just kind of sit there. I'm wondering if there is going to be some kind of tie-in to the main game. I don't see how, but I could see it.

I'll be really bummed if this is just a short term marketing app, where the idea was to create buzz, but not support the game as a game beyond launch. it's been a week, and though I've seen no/few bugs (the game doesn't resume when I switch to another app, it launches cold every time), there haven't been any patches. With most apps, there is a week 1 or 2 patch to catch those bugs that got through testing.

It varies, I think it is too early to judge what their end game is ... I am hopeful that the max being 200 means they left themselves room to expand and not just extra room to satisfy the OCD person who wants to collect every weapon and armor ...

since they have the Android version hanging over their head (and the Android folks are a little less purchase happy than the iOS folks) I am hoping that they will use the iOS version to try out other elements to keep the game play going ... but you are right that they could just treat this a marketing blitz and ignore it

It may ultimately depend how much exposure they are getting out of this ... if they are seeing millions of downloads and some decent purchases it may inspire them to add more features ... if they are getting downloads and no money out of it then they may write it off as a learning episode and a marketing exercise and move on ... we'll just have to see
 
The smartest thing they could do (hope they are reading :) ) would be to add a crafting mechanism to tie in with the other game ... they could allow you to find random detritus in the wasteland and let you build armor and weapon crafting rooms ... they could also have buildable items like door turrents (fight off raiders), fire suppression systems (fight fires and prevent their spread), and rad roach hotels or something to help with rad roaches ... there is a lot they could still do to keep this interesting and get more marketing for the new Fallout 4 game :D
 
Finally got the Nuba cola plant ... It runs off endurance so it let me put some new folks to work ... It produces both food and water so I want to start destroying older rooms and build more training rooms ... I will keep my dwellers on a training regimen for a week or so to see if Bethesda has any patches or new content coming
 
So did I. And I'm a fan since I had a lot of people with high E stats. That said, i just found something: living quarters (and I assume other rooms) become more expensive the more you build. It now costs me over 3k to build a basic living quarters. :eek: I'm guessing the upgrades also increase in price over time.
That's going to make grinding to 200 dwellers take a LOT longer, and means raising scavengers will be even more important as a source of caps. I'm going to need more than 4 scavengers, and soon.
So I'm putting Scribe Rothchild in a power armor with a gauss rifle, and see how long he can last. Hopefully he brings back some sweet sweet loot.
 
On a side note I saw that Bethesda has set up a Fallout Shelter forum on their forum site. They did respond to questions on expansion that they had plans and were working on stuff. Hope it comes soon. I will have to register and post my crafting idea there :)
 
I find that I have two different groups of dwellers:
Those that have high levels but low stats. These are original dwellers that have been working in production rooms for a long time. THey are mid 20s. BUT they have not been in the training rooms, so they have low stats.
Those with high stats but low levels. These are later-joining dwellers that I stuck in my training stack, and so they have been grinding their stats for a while. But becuase dwellers in training rooms don't gain levels, they are all lvl1.

So now I begin the process of rotating the two while generating another 64 dwellers.

It seems like Cap production is now the limiting resource of the day. I can build and staff all the production rooms I need, I just can't buy them fast enough...
 
I find that I have two different groups of dwellers:
Those that have high levels but low stats. These are original dwellers that have been working in production rooms for a long time. THey are mid 20s. BUT they have not been in the training rooms, so they have low stats.
Those with high stats but low levels. These are later-joining dwellers that I stuck in my training stack, and so they have been grinding their stats for a while. But becuase dwellers in training rooms don't gain levels, they are all lvl1.

So now I begin the process of rotating the two while generating another 64 dwellers.

It seems like Cap production is now the limiting resource of the day. I can build and staff all the production rooms I need, I just can't buy them fast enough...

I have some of that but since I have shifted my focus from expanding to dweller development I only have about 1/3 at level 1 (but probably half below level 12) ... since there are no new purchases pending I am just holding my population at 103 and building stronger dwellers ... Once I max out my level 47 dweller for stats I want to send him on a multiday wasteland trip to see if he can find any good stuff way way out ... until they do a patch or expansion I don't want to build up my vault in size (since there is no immediate benefit)
 
Discovered that you can't run full and have happy people ... got within 1 of the max size and my happiness dropped about 5% across the board ... built another living quarters and they seem to be climbing back up ... I am currently sitting at 105 dwellers (been trying to hold the numbers down while I try to develop them) ... have lots of folks at level 30 plus from working production rooms (I have three reactors fully staffed and three Nuka Cola Plants fully staffed) ... everyone else is cycling through development rooms (with an occasional reassignment to stim and rad production and radio duty) ... started cycling some of my level 1 folks with high abilities into production rooms to help them level higher

My uber dweller (LVL 47) is beefing up in the development rooms ... already maxed on strength, luck, perception, and charisma ... buffing his endurance and agility right now ... want to send him out for a multi day run over the holiday weekend ... the fallout shelter forum indicates there is a big event that occurs at 60 hours so I wanted to load him up with stims and rads and send him on the big run
 
Me too. I'm up to 200 and my water resources dived sending everyone to 20%. I've fixed my resources, and now hover around 85%. I'm going to create a second set of training rooms and then another radio station to try and take care of the happiness issues.

As for scanenging, I have 9 scavengers, all over level 30 and no one with less than 20dmg. Most can go for around 14 hrs before needing to return home, while a few (the ones with the gauss rifles and lvl 50+) can go over 24.
The returns, however, have not matched the time they spend, but the caps returns do. Someone coming back with 3k caps is nice...
 
Me too. I'm up to 200 and my water resources dived sending everyone to 20%. I've fixed my resources, and now hover around 85%. I'm going to create a second set of training rooms and then another radio station to try and take care of the happiness issues.

As for scanenging, I have 9 scavengers, all over level 30 and no one with less than 20dmg. Most can go for around 14 hrs before needing to return home, while a few (the ones with the gauss rifles and lvl 50+) can go over 24.
The returns, however, have not matched the time they spend, but the caps returns do. Someone coming back with 3k caps is nice...

Yeah, there seems to be a strong random element with exploring ... that is why I am trying to get my Uber dweller up close to 10's all around ... S-10(+2) P-7(+3) E-7 C-9 I-5 A-5 L-10 ... I am currently taking Endurance up (it will go to 8 early tomorrow ... I am trying to decide if I want to attempt taking it up to 9 or switch over to Intelligence and Agility and raise them both a point ... I am wanting to sent him out Friday morning and try to keep him out through Sunday ... I did read on the Fallout Shelter forum that the outfit additions will add even above 10 points (I tried this with my production rooms and you definitely see improvements) ... I am hoping that as I get more uber dwellers I can beat the random element a little (I would like to send out one with over 10 luck and see what his or her catches look like)

With 106 dwellers I can usually maintain 90-92% happiness unless I let weird things happen ... I need to send out 9 explorers to complete an objective so I will probably do that friday morning also (I have 18 dwellers with level 30 or higher so I have some choices) ... I am already running double of each development room ... If I were to ramp up to 200 I would probably need 3 of each ... I think I will hold off that ramp for a bit until I have a few people totally maxed (all 10's) and then see how the genetics of the kids turn out ... the grinding isn't too bad right now since I want to get some more uber dwellers but if they don't come up with new content by the end of July I will probably put the game on hiatus for a bit
 
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I think I know why my happiness took a dive:
When you reach 200 dwellers your radio room stops functioning. That seems broken to me...
 
I think I know why my happiness took a dive:
When you reach 200 dwellers your radio room stops functioning. That seems broken to me...

You could try reporting it as a bug on the Fallout Shelter forum for Bethesda ... not sure if it would help ... I can't post the link since I am in the office and the firewall blocks most game related stuff

Alternately you could send some of your weaker Dwellers out to die in the Wasteland so you can drop below 200 :cool:
 
I am close to having my Uber Dweller ready to go out tomorrow to attempt a 72+ hour excursion ... his stats are currently S-10(+2) P-7(+3) E-9 C-9 I-7 A-5 L-10 ... I will be taking his Agility up two more points today to 7 (should help him evade more dangerous encounters in the Wasteland) ... I am torn between taking Agility up to 8 or Perception up to 8 ... the Agility will help his survivability but the Perception will help him find better stuff (since he will be able to level 3 times before he is maxed at 50 I am thinking about Perception) ... Once he gets back from this extended trip I will max out Perception and Endurance and send him for one more (to test his survivability without the ability to level) ... after that trip I'll max him out completely for a third trip ... I am curious about the finds that occur between 40 and 80 hours with good stats
 
I am close to having my Uber Dweller ready to go out tomorrow to attempt a 72+ hour excursion ... his stats are currently S-10(+2) P-7(+3) E-9 C-9 I-7 A-5 L-10 ... I will be taking his Agility up two more points today to 7 (should help him evade more dangerous encounters in the Wasteland) ... I am torn between taking Agility up to 8 or Perception up to 8 ... the Agility will help his survivability but the Perception will help him find better stuff (since he will be able to level 3 times before he is maxed at 50 I am thinking about Perception) ... Once he gets back from this extended trip I will max out Perception and Endurance and send him for one more (to test his survivability without the ability to level) ... after that trip I'll max him out completely for a third trip ... I am curious about the finds that occur between 40 and 80 hours with good stats

That guy's a beast. What gear do you have on him?
So, I've run into an interesting issue: I have too many pregnant women in my vault. While fine in and of itself, when radroaches appear, or a fire breaks out, they bail, and i'm left manually assigning dwellers to deal. Luckily the VASt majority of them are lvl 1, unimproved dwellers.
I was going to kill them by loading them into a room and rush it until they die, but then I remembers that rushing failures are what cause them to run away. They are literally invincible short of letting raiders or radroaches kill my whole vault, which might be impossible.

Unforseen consequences indeed.
Anyway, I'm at 200, with 3-block rooms @ tier 2 for all SPECIAL stats and a set of 2-block tier threes for the same. Resources are holding steady with what I have, but there are a good number of idle dwellers waiting for more space. So I'm not sure if I want to expand (requiring more reactors), or rotate them through. Caps are still in short supply, despite regularly completing quests. I think the answer is more scavengers. I'm already at 11.
 
That guy's a beast. What gear do you have on him?
So, I've run into an interesting issue: I have too many pregnant women in my vault. While fine in and of itself, when radroaches appear, or a fire breaks out, they bail, and i'm left manually assigning dwellers to deal. Luckily the VASt majority of them are lvl 1, unimproved dwellers.
I was going to kill them by loading them into a room and rush it until they die, but then I remembers that rushing failures are what cause them to run away. They are literally invincible short of letting raiders or radroaches kill my whole vault, which might be impossible.

Unforseen consequences indeed.
Anyway, I'm at 200, with 3-block rooms @ tier 2 for all SPECIAL stats and a set of 2-block tier threes for the same. Resources are holding steady with what I have, but there are a good number of idle dwellers waiting for more space. So I'm not sure if I want to expand (requiring more reactors), or rotate them through. Caps are still in short supply, despite regularly completing quests. I think the answer is more scavengers. I'm already at 11.

He was one of the Legendary Dwellers I got in a Lunchbox so he had decent stats to begin with and the improvements are making him a Juggernaut ... He is Level 47 and has the T-45a Power Armor (Strength +2, Perception +3) and Accelerated Gauss Rifle (16-20 damage) ... my best gear I have have gotten so far ... He didn't have any problems the last time I kept explorers out for extended time ... he was still going strong at around 36 hours when I recalled him ... I am reasonably confident I can get him up to 60+ hours this trip ... I do have some other outfits with a wider mix of stat additions ... once I get him up to all 10's I will pick the one with the highest total additions to give him ... I don't have a better weapon than the Gauss Rifle at this time (unless he gets lucky exploring this trip)
 
I sent 10 of my higher level folks out into the Wasteland ... not all will be able to stay out for an extended time but I gave my two highest level and ability ones the best weapons and outfits so hopefully they can both break the 40 hour mark ... it will be awhile before they get into the good territory but I will update how they perform over the 30 hour mark ... the others will likely have to come back within the next 24 hours
 
I sent 10 of my higher level folks out into the Wasteland ... not all will be able to stay out for an extended time but I gave my two highest level and ability ones the best weapons and outfits so hopefully they can both break the 40 hour mark ... it will be awhile before they get into the good territory but I will update how they perform over the 30 hour mark ... the others will likely have to come back within the next 24 hours

Yea, unless these guys start coming back with meaningful gear, I'm just going to use them for the caps more than anything else. It just doesn't seem like it's paying off. Meanwhile the focus is on leveling everyone up and boosting skills. I'm solid on food and water income, but I will likely need a third nuke reactor for all the rooms I'll have.
 
Yea, unless these guys start coming back with meaningful gear, I'm just going to use them for the caps more than anything else. It just doesn't seem like it's paying off. Meanwhile the focus is on leveling everyone up and boosting skills. I'm solid on food and water income, but I will likely need a third nuke reactor for all the rooms I'll have.

Only two of my dwellers made it out to 60 hours and both were maxed out at level 50 when they got there ... there is definitely a National Guard Depot at 60 hours (within 10 minutes of that time) ... neither of my dwellers got an item though (they got experience which was useless) ... I am going to recall them and finish bumping up their abilities to 10s and try to send them back with a luck modifying outfit to see if that helps ... you need a really good weapon (close to 20 damage or higher) to survive out there ... the encounters are tough ... I saw on some other forums that there is a Mr Handy event at 75 hours but none of my characters are strong enough to make it out that far since you can only take 25 stims ...

the character with higher luck is coming back with about 2000 more bottle caps than the other so I think Luck (for sure) and maybe perception are critical for wasteland explorer maximum gains ... I built a third luck enhancement room and a third endurance to try and get more dwellers ready for wasteland duty ... I have been purging all weapons with less than 4 damage so I want more weapons to do the replacements ... I also need to go through my characters one by one and get the high luck outfits on the right people ... I have started purging all the 3 stat point outfits from inventory to make space (except for Strength, which is useful in my nuclear reactors ... and endurance, which helps in the Nuka Cola plants ... and Luck/Charisma) ... Agility, perception, Intelligence are all starting to go if they are under 5 total points of modification
 
Wow, I'm not finding anything that high, bit I'm only putting 5 each of stims and rads per scavenger. I need to add a few production rooms, since I'm running +/- 14 scavengers at a time.

But I wish there was a clearer indication of which starts matter when scavenging.
My scavengers will switch great if they pick up something good, but thirty switched don't always make sense.
 
Wow, I'm not finding anything that high, bit I'm only putting 5 each of stims and rads per scavenger. I need to add a few production rooms, since I'm running +/- 14 scavengers at a time.

But I wish there was a clearer indication of which starts matter when scavenging.
My scavengers will switch great if they pick up something good, but thirty switched don't always make sense.

I can produce STIMs pretty fast since I have lots of Intelligence 10 folks and you can rush the STIMs with little penalties ... I also have a fully upgraded triple STIM room ... I will just have to stage my people when I start sending them out again so I can send them all with full allowance of STIMs ... I have read that Endurance 10 people are immune to radiation and won't need RADAway (but I haven't checked that yet)

I have seen some stuff on the Web and the main SPECIALs that seem to affect your finds are Perception and Luck ... Strength may affect your ability to pry open boxes and doors but is mostly about combat ... Endurance is just about survivability ... Charisma and Intelligence seem to affect encounters but may improve the money you get (probably no impact on item finds) ... Agility is about avoiding damage ... Luck is definitely a dominant factor since the person with 10 luck is coming back with 9000+ caps ... I am now trying to max out more folks with Luck for my next excursion
 
Got it.
I think I need to stop sending everyone out in waves so I can max them all out on stims. Just had a few good runs too, so gear is getting upgraded.

But why did someone with +3E gear auto switch to a +7C while out and about? Doesn't seem to make sense, since charisma doesn't seem to matter much except for the odd encounter.
 
Got it.
I think I need to stop sending everyone out in waves so I can max them all out on stims. Just had a few good runs too, so gear is getting upgraded.

But why did someone with +3E gear auto switch to a +7C while out and about? Doesn't seem to make sense, since charisma doesn't seem to matter much except for the odd encounter.

It is the logic on the explorers ... if they find something better than what they have then they will upgrade to the new item ... for gear it is probably based on the total adders so a +7 item is better than a +3 item (doesn't really matter what the item is adding onto)
 
Got the last of my 60 hour explorers back this morning ... trying to level him up a bit more on stats and then send him out at the end of the week with a +5 Luck outfit to see if that helps his discover rate any ... since he can no longer heal when he levels I want to have more of his abilities at 10 before I send him out ... current stats:

Strength - 10
Perception - 8
Endurance - 9
Charisma - 9
Intelligence - 7
Agility - 7
Luck - 10

I want to take Perception and Endurance to 10 before I send him out again and Agility to at least a 9 ... I will leave Charisma and Intelligence for next week after he returns ... I think I can get him out to 60 hours again ... I should also have a few more getting close to maxing by the end of the week but they are lower level so I don't know if they can make it to 60 hours, even with a full load of STIMs ... I plan to only send out Luck 10 folks from now on (possibly with luck gear ... but I only have one +5 luck outfit ... a bunch of +3 ones ... and a few combo ones with Luck +1 or +2 and other stats) ... I will post their finds next week to see if luck correlates to the quality of the finds
 
Wait, why can't he heal anymore?
I don't think they heal as a result of leveling... I've watched a dweller level when scavenging before and they didn't heal...
 
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