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Vic47

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A member registered Jul 14, 2022

Recent community posts

(3 edits)

Okay, I've got an old laptop with Win7x64 and even older laptop with Win10x64. The contents of x64.7z file didn't work on both. On Win7x64 it opens a black window, then a blue loading bar appears, fills almost instantly and disappears. Then nothing more happens (I've waited around 10 minutes). On Win10x64 instead of blue loading bar it opens a message suggesting me to get better software or hardware on gray background.

Same goes for the contents of the "win32" folder from the "WIN.zip" archive on both of those systems. (empty black window after a blue loading bar on Win7x64 and message on gray background on Win10x64).

The contents of the "win64" folder from the "WIN.zip" archive on Win7x64 works (even better than before, btw. The game runs very smooth, almost perfectly), although in 16:9 or 16:10 aspect ratio, while I have a 5:4 display (1280x1024 pixels) so I have massive black lines under and above the actual game picture both in Windowed and Fullscreen mode.

On Win10x64 this file also suggests getting better software or hardware. Also in the only working version there is no sound in cutscenes, and Klint's voice lines sound glitchy (some parts of some of his words are missing as if like 20% of some of his words are cut out - usually at the end of the word). Here is an archive with screenshots: http://puu.sh/K3I1g/7f543d3256.rar

Yepp, I've noticed it. Just wanted to point out that the hotkey that you've suggested doesn't actually switch the game in fullscreen mode as you thought, but instead does so only for the browser window.

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F11 doesn't make the game screen bigger - it only makes the browser window borderless. The game remains very small in the middle of the page (well, now, after update, it's not too small anymore, but still, F11 controls the web browser's, not the game's fullscreen feature: 

- Web page is scrolling down or up when moving the character down or up (fix).

- Add fullscreen mode?

- Add tutorial levels / text explanation for how things work, types of cubes, how much points awarded for which action, etc. (game mechanics kinda unclear)

- Maybe add mouse controls?

I named her Lucy and she didn't reply anyway (I've tried to talk to her like 4 or 5 times and eventually the MC just thought something like "It's pointless. I have to stop trying and go do something else".

All in all she's pretty creepy. It almost feels like fucking a dismembered corpse or a mannequin. I'm not even sure if she's switched on at all, or if he just uses her as a "full body fleshlight". I've just sold it to a big black guy for 10k and that's it. Was expecting him to beat the shit out of MC and steal the doll, or turn out to be a cop and arrest him, or offer him something interesting, like giving him the money so he would fix and upgrade her but continue streaming and do some weird stuff with her on the streams, or become her "pimp" and deliver her to some wealthy but perverted clients that would use her in some terrible way or make him "perform" live for them with her, but no. Dude just gave MC the money, took the doll and that's it. Most boring "route" ever. =\

itch.io rules, ugh.

Preserving Old Technologies like the Brotherhood of Steel :D

Yeah, it works (we've tried this before, with one of the previous builds).
Indeed, I've googled this problem, and it seems that people are getting this error mostly with Chrome v110, Discord or I think What'sApp and some other apps on Windows 7 or older Microsoft OS. Google Chrome / Chromium newer than version 109.0.5414.120 is not supported on Windows 7 (and I think Windows 8 and / or Windows 8.1 too).
It doesn't matter if the OS is x86 or x64, Chromium v110 and newer (and everything that is using it as a base) is just not supported by Windows 7 (which is still pretty popular: ~11,93% worldwide and ~23,65% in Russia, by the end or January 2023 according to StatCounter, and ~1.43% (3rd place after #1 - Win10 and #2 - Win 11, according to Steam Hardware Survey).

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Do you have earlier builds downloaded? I'm trying to keep backup copies in my TeraBox Cloud Storage (win64 builds of those versions that worked on my laptop)

I can reupload a certain version or a few of them to a cloud storage of your preference (Google Drive, Mega or something like that) for you, if you can't download them from here (though I'm afraid I have deleted Updates 14.0 and 14.1 since they didn't work for me, but I have quite a few previous versions if you need them).

But thgis error is not new. I had it before with other, previous versions. Is it really just an uploading error, or is it a result of you using some specific settings during the process of building (compiling or whatever it's called) the game, the use of some specific version of the game engine, (I wouldn't be surprised if it would appear when you use the latest version of the engine to build the game) or  the use of some specific plugin that requires a more modern operating system or something... (I have every little knowledge in stuff like this, but, as far as I know, KERNEL32.dll is one of the most important and basic system libraries of Microsoft Windows family of PC operating systems, and the error message says: "Fallout Alpha.exe - Entry Point Not Found"

"The procedure entry point SetProcessMitigationPolicy could not be located in the dynamic link library KERNEL32.DLL" which makes me think that this should mean that this DLL is too old and doesn't have some of the required... I dunno... instructions? Whatever. In other words, it seems like this message basically translates as "your OS is too old, you need a more modern one with an up to date version of this core DLL that has all the required instructions or whatever". Are you sure you are not changing something OS specific settings, using some specific plugins or try different versions of the engine or something when you are building those builds that are giving me this error? Because the situation is repeating, and not the first time, so it seems like either Itch.io is "glitch.io", or there is something specific in those several versions that causes this problem. What have you changed to solve this issue it in the pervious times? I'm assuming that you have enabled something for legacy OS support when it happened before? Or what was causing this problem earlier? Or you've just tried to re-upload the same build again and it worked?

Can't launch this win64 build either. Same error:

Same old story again - can't launch the game from this win64 build (

What's the reason to use the app? I'm using the website in the browser to download non-browser builds of the game. Does the app give any benefits? (better download speed or something?)
Also I haven't even noticed that there is a way to download some Itch.io app (I haven't searched for it specifically, though).

Hmm, interesting. Because I'm on Win7x64, don't have Edge browser and still can run it. (Sorry, had no time to test it throughly today. Will test it later.)

Hey, what is x64 win10.zip ? I might be wrong, but for me the files inside look like what game files used to look like many updates ago (the WindowsIconUpdater.exe, the "www" folder...) while files inside win64.7z archive look like the lates game builds (including those which I had problems with on my Win7 laptop) - whole bunch of files, no "www" folder or WindowsIconUpdater.exe file... Maybe you've made a mistake and swapped their names accidentally?
Well, anyway, I haven't played this new version yet, but builds from both archives are launching without problems on my laptop, so, whichever of them is supposed to be "win10x64" version actually, both of them work on my Win7x64.
Or is it just what they are better optimised for, archive names are correct, and I will probably experience more performance issues while actually playing on the version marked as "x64 Win10"?
Anyway, I think I'll give it a try tomorrow and write back the results.

Nice! Feel free to ask if you'll need some advice with Russian translation.
Speaking of the Character screen and the text: I though it would also be good to be able to close the Character screen and Skilldes with Esc too, and I've also noticed that the Sharpened Pole has the description from the Spear.
Also I think quite an important piece of text is the message describing what you have stumbled upon when you are getting deployed to a Random Encounter location without the prompt for if you want to visit it or skip it (at nighttime it's hard to tell which encounter it is, and where is teh enemy (if there are any), and sometimes it's quite important to run to the opposite direction from the enemy as fast as you can (especially if it's a big gang of armed raiders).
And also the text indicating how many HP you have restored with your healing skill or item (and maybe a total numbers of HP regenerated after travelling/sleeping) would be quite nice, I think.
Also this weird yellow glow around teh enemies that haven't hit you yet gave me an idea that it could be an effect of the Nigh Vision or Awarness Perk (if/when you'll add Perks) or high Perception (10 or 8, or it would show up at night, starting from a certain range, depending on how high is your Perception


Also finally tested the Flares. (Not sure where I got it from, though. Does the player get one when the yenter the Cave? If so, I thik I've used to get a bottle of Booze previously, when I've searched the first cabinet in Klamath, in the earlier builds.) Works nice, although right now it only gives light when it is in one of the hand slots (doesn't give light when it is in the Inventory or on the ground, even if it's lit. But I guess you know that - unless it's a bug.)

This came to my mind after I saw that enemies are surrounded with just a red square, some sides of which vanished depending on the angle at which the camera was facing them, on low-quality settings, like on that screenshot with a gecko stiuck inside the building with no doors.
At times it wasn't a full square but rather L, Г, П or U-shaped lines (in fact, it was pretty hard to capture a screenshot where it was a full square, because even teh slightest movement of the camera made one or two of the sides disappear).

Partially tested (I've got ill, so didn't test it thoroughly, might've missed something).

First thing I've noticed is some decrease in overall performance. Enven in a standalone (non browser) version my character "tried to run away into the wall" a couple of times (even inside the Temple) and camera movement is sometimes a bit stuttery (though, not always, as in the browser version, and the game is still pretty playable overall). But also now there are two 1-2 second lagspikes after activating the First Aid skill (game stops for 1 or 2 seconds before printing the line about healing the wounds and does that again before printing the line about getting exp for that action). Also I've had lagspikes when taking damage (especially from burst attacks from the "raiders" with SMGs, and maybe sometimes when I was hitting a bunch of geckos who were standing too close to each other and all took damage at once from my Sledgehammer swing).

Also a lagspike now happens after Lockpicking skill is used on a door, and the Skilldex (Skill menu) opens again after teh Lockpick skill is activated.

- I've noticed that a Random Enmcounter location for "grupe wojowników" saves items state, which means that if I leave some items on the ground and in both containers on it (the tribal shelves and teh tall pot/vase) next time when I'll stumble upon this location (in some other place on the map) all the items will still be where I left them (on the ground and inside the containers) and consumables that were inside those containers when I've entered that location for the first time won't be replenished. Although the dead bodies will disappear and all Tribals will be respawned.

- Also I've noticed that the weapons that are picked up from enemies or containers (for example, spears and sledgehammers) won't stack intil you drop them to the ground and pick them up from the ground while having at least one of such items stored in your inventory (excluding teh ones that are in your hand slots)

- Also weapons lose all ammo loaded in them if they are dropped to the ground or placed inside some container (some shelf in Klamath, for example)

- Also I've noticed a bug, where if I put some items in some container I can later find them on, and take them from some dead enemy. And they will be removed from taht container and put in my Inventory if I do so. For example: I've filled this shelf in "Razors" building in Klamath with extra items, and the last one (at the bottom slot of this countainer's inventory) was x8 Spear.

Then I've killed a few NPCs and found those spears at the bottom slot of inventory of one of the girls inside the shack with some Healing Powders and Iguana-on-a-Stick behind what is supposed to be Vic's workshop, and later on teh same position in the tribal guy in the shack attached to the brahmin pen (where he and a guy in leather jacket and with 10mm SMG are hanging out).

- Mr Handy still bleeds black and red


- Plants mostly bleed red or don't bleed at all now.

- Corpses at the Vertibird Crash Site are still identical (Burned)
(Initially one of them was an Enclave soldier in Advanced Power Armor with a big hole in the side of his body)

- Buckner House has some random wall texture flying over it

- Also I've noticed that some interior pieces (like the bed, the shelves and some pillars in the corners) are kinda too far away from the walls (which feels weird)




- Also I've found a dead "raider" in the back room of the Buckner House near the window.
Not sure if I killed him before (outside) and he just slipped through the wall texture somehow or however he managed to get there, but he totally should not be there (I haven't lured him inside that building and killed him inside for sure). I'm also pretty sure that I haven't killed anyone near the walls of this building (and not sure If I killed anyone like him near any other wall in Klamath).

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Forgot to mention item hightlighting. It looks nice (helps you tell if you're ready for interaction with the item when you aim at it) but I'm not sure about the overall increased brightness of items that can be picked up while they are just lying around in the map.
I guess I'd rather prefer to have a special hotkey that would somehow highlight them when it is pressed (switch) or while it is held down. Either with a yellow outline, as in the original game, or by increasing their brightness, like it currently is, or, maybe, with green overlay (like now when they are aimed at and active for interaction). Probaly brightness or outline would be better, since green overlay copies enemy VATS highlighting, and for those who would prefer to have this as a switch and would run around with this option turned on all the time having all items that can be picked up glowing green all the time would be weird (especially if, let's say, a bunch of bottles on a shelf in a bar would be actual items that can be stolen) but also highlighting items in green oerlay would look more "natural" and true to the lore / ingame world, as if it's actually your PipBoy somehow assists you in detecting them (much like the VATS system). Not sure how it should work lore-wise, though, since characters in Fallout don't have any retinal augmentations or special glasses or devices like monocles, connected to their PipBoy and placed over their eye (except for that device on the T-51Bb Power Armor helmet), but I still think that would look more authentic than just increased brightness or outilnes. And increased brightnes or outline could be still used for when teh item is actually targeted and ready for interaction with it (personally I specifically like when active items like switches or pickups are indicated with... not sure how to say that in english properly... well, angle brackets in the corners, like in Deus Ex 1, for example)

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Just tried the fresh win64b.zip. This version works almost perfectly. (no problesm so far, except for corpses are still not lootable and enemies that haven't still hit teh player on a random encounters have some weird yellow glow around them.





My Chrome version is 109.0.5414.120 (further updates only available for Windows 10 or higher)
Although I can't run specifically the downloadable Win64 version. Web-version in Chrome is working, but overall performance in the browser is beyond playable even with the new low quality option so I need a working downloadable version for proper testing.
I've just asked people in a few Fallout chats to try the current build and at least one Windows 10 user reports no issues (downloadable version runs fine for them) so It's i probably the OS version issue.

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Win7 x64 Ultimate. All previous builds up to (and including) v0.0.32 (Update 11.7, uploaded 2023.02.11) used to work just fine (and still work). The problem appeared since v0.0.33 (Update 12, uploaded 2023.02.18) Update 12, Update 12.1, reuploaded archive with Update 12.1 that was uploaded later and Update 12.2 all show this error message and refuse to launch.

Browser version with low quality settings performs somewhat better (not much better and still very hardly playable, but at least I can more or less control the camera and not get confused what direction I was turned to and now look to after I try to trun the camera a bit).

Haven't played browser version much before, so not sure if it's a new bug, but now I experience problems with using actions menu (long right click opens it but it doesn't close when RMB is released. I have to click RMB several times to close it and sometimes it requires to scroll the mouse wheen back and forth several times so the selected action would finally be registered as chosen and activated).

Also I now experience some glitching in changing weapon mode with mouse wheel click (MMB) - it does several changes of the mode at once instead of just one, resulting in still remaining the same action (like when I'm trying to chnage spear mode to THROW it changes to THROW and then immediately back to PIERCE automatically) so the only way to change weapon mode properly is E button.

Firearms very often keep chnaging themselves to RELOAD action whenever the weapon is changed (either weapon replaced in the slot or active Hand is swapped) regardles of if teh weapoon is empty, partially loaded or fully loaded.

Sometimes a weapon can be placed in the Inventory between the occupied slots (it just hands in the air above the other items and the items under it can be taken and moved, then, when hovering weapon it clicked it drops to the now free inventory slot under it)

Blades building has at least one of the doors attached to the wall in the wrong direction (handle near the wall).

A door to the Gauss Rifle room in the Bathhouse now has collision and prevents entering the room with the Gauss Rifle even when unlocked and opened. It also stops the player if it is open and the player tries to walk through that corridor (so it either have to be closed or walked around).

A building without doors and windows next to the Mr Handy robot forest has a gecko stuck inside it.


Mr. handy still leaves black and red blood marks on the ground randomly (I mostly use the SLedgehammer. I think the blood color might depend on if he is active or knocked down or it's a fatal strike or maybe critical).

Plants still leave all sorts of blood color marks on the ground, except green (one time it even was orange, and blood splash hit markers when I shot them also were orange a few times) depending on which weapon/firemode is used - for the exception of one time when I think there was a green blood spot under the black ones, and sometimes black ones have a few green pixels in them.


















Win64 build still doesn't start. Is Windows 7 support discontinued (like Google Chrome did in the latest updates) or it's a bug?

Still can't launch the dowloadable version (Win64 v0.0.33 Update 12.1, uploaded 2023.02.21) Same error:
(Last version that I can launch on my laptop is Win64 v0.0.32 Update 11.7 uploaded 2023.02.11.)

Not sure if you've updated the browser version (can you, please, cahnge version number in the main menu of the game and add it to the name of the new posts here so it would be more obvious) but now also I can't replicate the bug with disappearing items anymore.
Downloadable version still won't launch, so i can't test it.

New bugs in browser version:

- Spear (when first time put in hand slot) has THROW selected as a default attack (Incorrect. Default should be PIERCE, and alternative must be THROW).

- When items (weapons) are being dropped to the ground, then picked up and I attempt to tkae it with the mouse pointer and drag to teh hand slot, they disappear (there is still sound of putting something in the slot, once you release left mouse button, but no item appear in the slot and you still punch when that hand is active, and you can't take anything away from that slot - it is actually empty).
Same for rocks taht you can pick up in Klamath (the ydisappear once you try to pick them up from your Inventory to put them into a hand slot).
Shotgun from a shlef and M3A1 from the table in the Bathhouse and their ammo are working fine, though (you can drag those weapons around, put them in the hand slots and actually reload and shoot).

- Also noticed that Shotgun's default action when you first equip it is RELOAD (Incorrect if comparing to the original game, but maybe you've made that intentionally for new players, who are unaware of how weapons used to work in teh original Fallout 2?)

- Also just recalled that in Fallout 2 you could also punch enemies with rocks, ore, etc (not only throw them at enemies) to make morte damage. Will this be implemented here too, or will the rocks be only throwable? (not sure if many players have actually ever used this option or even knew about the fact that it is possible, but still...)

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The updated Win64 build (uploaded on 20.02.2023) still doesn't launch. Have you removed Windows 7 support?

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Also: in the options now there are too many variants for the "turn-based mode" option (but only two variants are selectable, as before), and also itch.io's "Add to Collection", "Edit Your Rating" and "Related Games" buttons overlap "Weapon Graphics" option, so it is impossible to change that option in the browser. And as before: text alignment and translation are a mess.

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Btw, am I the only one who thinks that the Robe's sleeve looks as if it's military desert/tiger camo?Jungle Tiger Stripe Jacket | Tiger Camo Hoodie | Woobyhoody – WoobyHoody Футболка полевая tiger stripe, купить в Интернет-магазине ForceAge.I believe you've tried to show that it's oversized, wrinklу and folded and those are shadows in the wrinkles of the cloth, but to me it looks like if it's camouflage, lol. Maybe make the color more solid and remove the dark stripes, or at some crude stitctes, holes and / or patches, to show that it's a crude, homemade with very primitive technology and heavily worn out hermit robe (and why it is so plentiful in Klamath, btw? I don't remember too many tribals, or any hermits or monks living there. Would rather expect more leather jackets of all sorts or even leather armor, since it's a trapper town, and they mostly do gecko hunting and brahmin breeding for living, as far as I remember, so they should have tons of sking and leather of all sorts and would probably use it for crafting clothes and armor for sale. Or are those robes some sort of raincoats for protection from the post-nuclear radioactive / acid rain, or a reference to Desert Punk / Trigun anime, lol?)

Tested, Separating the item from the stack works.

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Tried to play in the browser.

Some of these bugs might be because of the generally ultra-low performance on my laptop, but still:

- While inside the Temple of Trials, the character's portrait on the bottom iterface panel is not shown.

- Traps in the Temple don't generate sharpened poles (only deal damage) - in the original game they shot sharpened poles that couild be collected (not sure if they're supposed to geerate them here).

- Threw my Spear at the wall where it is supposed to be the Temple entrance - it disappeared.

- Locked door played opening animation when lockpicked, then it is still possible to try and pick the lock to gain more exp, door opening sound is played every time, but the door never closes or opens again.
- rusty door had the tribal NPC (I forgot his name) standing right behind it, so he died when I blew the door with plastic explosives.

- Pots in Arroyo are still not lootable

- No NPC / enemy corpse is lootable

- Context menu is glitchy and won't close / initiate selected action most of the time (usually takes 2 or 3 right and left clicks to close it)

- Plants stil lspill black blood on the groind when hit

- Mr.Handy mostly spills black blood (oil) on teh ground, but sometimes red blood too When he is hit he also alkways has red blood splash sprite over him (something like a hit marker), but not a blood fountain of several flying pixels as for the critical hit)

- After arriving to Klamath (or maybe after putting on the Robe) the Spear always has a sticking forward right arm sprite over it (the sleeve texture changes according to what armor is on the character, although the hand is always visible when teh Spear is in the active hand. When teh attack is performed, the spear moves under the hand, but the hand doesn't move.


- After I've tried to save on the Arena my game freezed and now, after reloading the page in teh browser all I see is just the black screen (game won't load).

- The credits wall in the temple says "Im memory of" about the donors, which sounds as if the yare already dead. Could be true in context of the year in which the story of the game is taking place, but reading this as an actual real life person is kinda creepy. Maybe change it to "Special thanks to:" or "These people helped creating this:" or to whatever else, but so it wouldn't look as if it's their gravestone / cemetrery memorial.

Nice.
Although I haven't noticed the game skipping frames when trying to loot a pile of corpses. Rather when there is a big pile of corpses and I shoot another enemy with the shotgun (since it makes many hits in a row for each shot, as if it's a burst weapon, and calculates hit chance, damage etc for each bullet). The problem with looting was only in taht it was impossible to search other corpses in a pile, and you would almost always search the same (usually, empty) corpse and could not reach the other ones because if this. (preventing searching the empty ones should help with this, although enemy weapons would still cause problems here. So maybe enemies on the Arena should be special and not drop weapons at all, or some other workaround must be invented).
Also, i think in Fallout 2 there was a similar problem (when corpses fell on each other it was hard to loot the corpse you need, so there was a workaround for this in the form of two small buttons with arrows under the corpse's "portrait" in the inventory, which allowed to switch between the corpses in the pile, if they were lying on the same hex. But then again, it only worked nice for non-combat situations, or during a pause in the turn-based combat mode. It won't work well for the continuous real-time onslaught with no pause in the battle).

Unable to launch Win64 build.

A window pops up with title:

FalloutAlpha.exe - точка входа не найдена.

and text 

Точка входа в процедуру SetProcessMitigationPolicy не найдена в библиотеке DLL KERNEL32.dll.

( FalloutAlpha.exe - entry point not found.

Procedure entry point SetProcessMitigationPolicy not found in DLL KERNEL32.dll. )

Ah hah, so you've decided to remove the possibility to loot dead bodies when they don't have anythig left to take? Well, yeah, why not. There's probably no reason to put anything in their pockets after you take everything, I guess. Unless it will vanish with their corpse after you revisit the location, and that would be a good way to dispose of unwanted items without the need to carry them outside the location and drop in the random encounter in the Wasteland. Though, if the player will leave their weapons on them (and there's probably no reason to grab dozens of pistols or spears or whatever) this won't help too much.
Also a way to separate stacked items (especially weapons, when you have, say, a stack of 7 pistols, and need to drop 6 but leave one in your Inventory, or want to drop a few of them to stop being overencumbered, but still want to haul a bunch of them to the trader) is a must.

Found a new reloading bug:
If hand 1 has 10mm SMG with 30 ammo loaded in it and Hand 2 has M3A1 (Grease Gun) with 0 ammo it is impossible to reload the Grease Gun, even when there is enough .45 ammo in the Inventory (it will play shoot_empty sound).
If at least 1 bullet will be shot from 10mm SMG, it will be possible to reload the Grease Gun.

Ah, okay. But scorpions run away as soon as I enter the location with the cave entrance (so they should have 100% HP). And only one of them is running away.
Also I still thik not all enemies should run away. Or, maybe, make running way not so ultimative? Like maybe they should stop from time to time, or stop runing away when they reach certain distance from you? Because damn, they are on the brink of death, but they run like marathon sprinters. Not even sprinting at full health with 10 Agility makes it possible to catch up with them and finish them off as a melee fighter. In the original game it was possible to outrun any creature if you had more Agility (i.e. Action Points). Here it's virtually impossible (unless you make them change direcion by strafing behind them and make them run into a mountain wall or a tent, if they are peresent on the location, but this is usually not the case). This escape mechanic makes it a pain to play as a full-melee character, and there's still no stable source of ammo to play as a ranged class to only use firearms (even 10mm ammo is very scarce and raider drops don't make up for using 10mm SMG in burst mode for killing everything, so the player should mostly rely on melee weapons for now, but they will still have poor accuracy on running away enemies if they have not a ranged weapons oriented character).
Also I'm still thinking about the solution for looting piles of corpses on the Arena... Maybe the humanoid enemies there should have somethig like "explosive collars" on them, that would explode when they die and rip them apart, makeing their stuff drop to the ground and their remains non-lootable? (and also making them not dropping weapons and dropping a stimpak instead of the fruits? That would better make up for the intense combat there)

Had to start a New Game to see changes.

- Scorpions outside the cave are much more all aggressive now, although one still tries to run away sometimes. (~30% chance I think)

- Minigun shake effect is nice, but the texture looks too blurry. Probably try making it more like that of an SMG. Also maybe chnge lighting on the 10mm pistol, as it is hard to distinguish the wooden front handle. And maybe 14mm pistol metal texture could be a bit darker?

Bugs:

- Can see blood fountains from hits very rare (almost never). Seems like they only appear if I hit enemies with fists or they are already knocked out. Blood spill marks appear on the ground after every hit, though.

- Plants and Mr. Handy bleed leave black blood on the ground after being hit with pistols, although, if they are knocked down with teh Sledgehammer, thy leave red blood marks on the ground after next hits. When dead, plants show green blood (after an SMG or Minigun burst kill). Although, if they are attacked with a Minigun, they leave red blood marks on the ground behind them.

Just noticed a Patreon post about the cave. So it's contents are random? Cool! That's even more interesting! An element of surprise is always welcome.

On new location when I've visited it for the 1st time there was only 1 scorpion outside, and it immediately started running away from the the location after I entered it. The re were no other enemies both outside and inside the cave.

On the second visit there were other scorpions both inside and outside. The same scorpion outise tried to escape again, but I ran towards it and it noticed me and ran towards me to attack me rather than running to the exit grid. Other scorpions outside were passive, and only hit me once if I literally stepped on them.
All scorpions inside the cave were hostile and literally swarmed me, though, much like the Golden Geckos on Random Encounters do.

There is no way to exit the cave and go back to the Forest/Entrance, though.

Also the cave feels a bit empty. Maybe add some loot? A corpse of unlucky traveller with some items, maybe, or a few chests with treasures?

Also, are corn plants supposed to grow inside the cave? Feels weird.

Will there be caves with other creatures later?

I could suggest some light sources, like burning barrels / torches, puddles of glowing goo or a fireplace inside teh cave. Would look great, but of course only if there will be human enemies (or even hiding neutrals?) inside. The pests won't like the fire (but green goo - maybe).
The current light level is fine even without additional light sources, though. All of the above is not necessary, but just will look good, imho.

I actually really like the cave. Wish I could explore The Glow from Fallout 1 in first person perspective... But since it's Fallout 2, I guess I'll have to do with... Dunno. Mariposa Military Base? Wanamingo Mine? Or, rather, Rat Caves under Klamath?