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Game difficulty is a game mechanic in Fallout and Fallout 2.

Overview[]

Game difficulty can be set to "easy", "normal", or "hard". To change the game difficulty, click on "OPTIONS" in the main menu.

Characteristics[]

Fallout 2[]

Game difficulty only affects:

  • Initial skill values
    • Combat and tagged skills are unaffected by difficulty settings.
    • Active and passive skills are lowered by 10 (%) when the difficulty is changed from "normal" to "hard".
    • Active and passive skills are raised by 20 (%) when the difficulty is changed from "normal" to "easy".
  • Finding special encounters[1]
    • "Easy" difficulty adds a +5 modifier to the luck roll required for special encounters.
    • "Hard" difficulty adds a -5 modifier to the luck roll required for special encounters.
  • Frequency of random encounters[2]
    • "Easy" difficulty causes 15% less random encounters.
    • "Hard" difficulty causes 15% more random encounters.
  • Number of enemies in each random encounter[3]
    • "Easy" difficulty removes 2 enemies from each random encounter (but no less than the minimum enemies per encounter).
    • "Hard" difficulty adds 2 enemies to each random encounter.

References[]

  1. ↑ snippet of code from worldmap.cc: https://github.com/alexbatalov/fallout2-ce/blob/a8d3cdd1482a64ea8a3f2ea5664720b2e88bd2d3/src/worldmap.cc

    int effectiveLuck = critterGetStat(gDude, STAT_LUCK) - 5;
       int chance = randomBetween(0, totalChance) + effectiveLuck;

       if (perkHasRank(gDude, PERK_EXPLORER)) {
           chance += 2;
       }
       if (perkHasRank(gDude, PERK_RANGER)) {
           chance += 1;
       }
       if (perkHasRank(gDude, PERK_SCOUT)) {
           chance += 1;
       }

       switch (settings.preferences.game_difficulty) {

       case GAME_DIFFICULTY_EASY:
           chance += 5;
           if (chance > totalChance) {
               chance = totalChance;
           }
           break;
       case GAME_DIFFICULTY_HARD:
           chance -= 5;
           if (chance < 0) {
               chance = 0;
           }
           break;
       }
  2. ↑ snippet of code from worldmap.cc: https://github.com/alexbatalov/fallout2-ce/blob/a8d3cdd1482a64ea8a3f2ea5664720b2e88bd2d3/src/worldmap.cc
       int frequency = wmFreqValues[wmGenData.currentSubtile->encounterChance[dayPart]];

       if (frequency > 0 && frequency < 100) {
           int modifier = frequency / 15;
           switch (settings.preferences.game_difficulty) {
           case GAME_DIFFICULTY_EASY:
               frequency -= modifier;
               break;
           case GAME_DIFFICULTY_HARD:
               frequency += modifier;
               break;
           }
  3. ↑ snippet of code from worldmap.cc: https://github.com/alexbatalov/fallout2-ce/blob/a8d3cdd1482a64ea8a3f2ea5664720b2e88bd2d3/src/worldmap.cc

    int critterCount = randomBetween(encounterTableSubEntry->minimumCount, encounterTableSubEntry->maximumCount);
           switch (gameDifficulty) {
           case GAME_DIFFICULTY_EASY:
               critterCount -= 2;
               if (critterCount < encounterTableSubEntry->minimumCount) {
                   critterCount = encounterTableSubEntry->minimumCount;
               }
               break;
           case GAME_DIFFICULTY_HARD:
               critterCount += 2;
               break;
           }
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