A sub-level stoping mining method is predominantly employed and the ore is trucked to surface using a variety of articulated dump trucks. One-way haul distances are of the order of 3-3.7km and the cycle time for trucking is typically 45 min. Adaptations of this mining method as well as room and pillar mining are undertaken depending on the characteristics of the orebody and stope design.
- The great search for antifreeze. The challenge is that one of the four reactor coolant ingredients, three units of antifreeze, is one of the more uncommon junk items in The Commonwealth. The rest of the items — dirty water, nuclear material and a gas canister — can be found throughout the Prydwen and the Diamond City Market.
- Each time you start the potential six sub-levels, a randomised 3D interior is created, filled with enemy types, and with a reactor to destroy on each sub-level. Destroy that, get the flux drive chunk, and for some reason a portal then appears which takes you to the next sub-level.
Map ID: XLF7P4TDHardcore v2.0 Playthrough:Original post with the list of features can be found here:V2.0.3:. Added some extra dialogue BEFORE starting the reactor meltdown sequence about the reactor core's vulnerability state.V2.0.2:.
Changed the aesthetics of the power locks to address crashing issues.V2.0.1:. Fixed bug that caused final boss to not reset health when the player died. Updated canister descriptions to reflect the V2.0 changes to them. Fixed boss rewards messaging.V2.0 has been published: A new Lockdown System has been added.
You now have the opportunity to skip combat rooms.If you clear a room of demons without taking damage, then that room will no longer enter lockdown for future encounters.If you exit an unlocked room while in combat, the enemies will be removed to make room for other fights. Returning to that room will respawn the encounter until you clear it.The lockdown/damage status is tracked with an objective display.The Boss encounters have been restructured to have a greater consequence for death, but also have an opportunity for rewards.In the first boss encounter, you have 40 seconds to damage the boss to 80%. There are 3 possible outcomes to this encounter:If you damage the boss to 80% before 40 seconds, it will drop resources and you will receive experience. The quest proceeds as usual.If 40 seconds passes, the quest proceeds as usual without any resource bonus.If you die, the default consequence of death now applies; you will be taken back to the Hub. The quest still proceeds as usual though.In the second boss encounter, the reactor core meltdown gives you 90 seconds to damage the boss to 50%. There are 3 possible outcomes to this encounter:If you damage the boss to 50% before 90 seconds, then you will receive a resource and experience bonus upon the reactor core being exposed and the boss fleeing.If 90 seconds passes with boss health being above 50%, the reactor core becomes exposed and the boss flees without giving any resource bonus.If you die, the default consequence of death applies. The reactor meltdown is cancelled, and you have to return to it and try again.In the final boss encounter, the structure is the same, except the default consequence of death now applies.
Reactor 3 In Sublevel Fallout 4
The boss encounter will reset entirely upon you dying.The damage of the boss in the second and final encounters have been reduced:On Easy: The damage has been reduced from 200% to 180% of the default value.On Medium: The damage has been reduced from 260% to 220% of the default value.On Hard: The damage has been reduced from 300% to 250% of the default value.The ability introduced in the third cycle of the final boss encounter has been enhanced. The enemies are supposed to be able to hit you while you are waiting every turn (the fire that shows up behind them shows which one should be attacking, but in E1 the blocking boxes being too close together cause them to sometimes attack out of turn, fixed in E2) but it should be little enough damage that you can manage your health over the course of a fight, it definitely needs some balancing work in that sense, I am going to be releasing Episode 2 soon and it has a LOT of improvements over Episode 1, very excited about it:). Not so much a time limit, but if you remain in the menu for awhile the enemy can chip your health down and take you out over the course of several of their turns (they should only be hitting you once every 10 seconds or so, for a small amount of damage)curious as to when you played it? Because I updated it recently and fixed a lot of quality of life issues, when I originally published it the first encounter was a Revenant and he would often get out of his blocking boxes and just murk the player in seconds haha, got me a loooot of downvotesI'll be posting Episode 2 on this sub when I finish it, I think you'll find that it's a far more polished experience:).
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