Patch 1.5 de Fallout New Vegas já está no ar
A Obsidian Entertainment e a Bethesda Softworks, liberaram essa semana uma atualização para o seu action-RPG Fallout: New Vegas. A atualização 1.5 para o PS3 corrige diversos bugs do jogo e reajusta uma enormidade de valores de itens, armas, armaduras, etc…
Mas a melhor notícia, pelo menos para os donos de PS3, é que após esse patch o jogo melhorou e muito (donos de PC e Xbox 360 têm reclamado do jogo pós patch). Eu estou jogando e atesto que o patch foi fantástico. Tudo bem que o jogo foi lançado em outubro/2010, mas antes tarde do que nunca, não acham? E o que tem de jogo bugado por aí que jamais recebeu uma correção decente não tá no gibi – que o digam as famosas franquias anuais esportivas…
Ah sim, para quem não sabe, o fato da PSN estar fora do ar não quer dizer nada, pois as atualizações dos jogos são feitas direto nos servidores das empresas desenvolvedoras. E convenhamos, nada melhor do que ter um jogo single-player com vida útil acima das 100 horas em momentos de seca como esse.
Fixes
- The Loose Cannon perk now affects Dynamite and Long-fuse dynamite.
- The Professional perk now affects the 10mm pistol and 10mm submachine gun.
- Vendors sell .44 Special Rounds.
- Plasma Defenders are now distributed to NPCs with the correct ammunition (energy cells instead of microfusion cells).
- The Splash Damage perk now has an effect. Previously, the perk’s effects entry was empty.
- Throwing knives will no longer explode when shot.
- The player can now make .44 Magnum, SWC (Hand Load) with either the Hand Loader perk or the schematic from Jules. Previously the ammunition required both the perk and the schematic.
- ED-E will be automatically un-frenzied upon exiting combat.
- Killing Logan will remove the un-droppable Radiation Suit Package from the player’s inventory.
- The Securitron escort who may accompany you during the Hoover Dam battle will be disabled prior to the start of the endgame sequence, to prevent it from interfering with the slideshow.
- Leaving The King’s School of Impersonation will not arbitrarily cause Orris’s thugs to appear or re-appear.
Additions and balancing
Food
- Nuka-Cola’s health effect has been increased from 2(20s) HP to 2(25s) HP, the same as Sunset Sarsaparilla.
- Coyote tobacco chew now randomly spawns in first aid boxes.
Weapons
- Prices for most weapon mods have dramatically increased, as much as 10x in some cases.
- .357 magnum revolver
- Action point usage up from 20 to 26
- .44 magnum revolver
- Action point usage down from 28 to 25.
- 10mm submachine gun
- Condition/Health up from 250 to 500
- Min Spread down from 4 to 2.2
- action point usage up from 20 to 22.
- 12.7mm submachine gun
- Condition/Health up from 250 to 500
- Clip size up from 15 to 21
- Min spread down from 4 to 2
- Fire rate and Shots/sec both up from 8 to 9
- Action point usage up from 20 to 24.
- 9mm submachine gun
- Condition/Health up from 450 to 550
- Base damage up from 11 to 14
- Min spread down from 2.2 to 1.5
- Action point usage 20
- Crit damage up from 11 to 14.
- All-American
- Action point usage down from 20 to 13.
- Annabelle
- Base damage up from 20 to 150
- Min spread down from 0.2 to 0.02
- Sight FOV down from 55 to 40.
- Anti-materiel rifle
- Min spread down from 0.03 to 0.015
- Action point usage down from 65 to 55
- Crit damage up from 80 to 110.
- Assault carbine
- Condition/Health up from 400 to 750
- Base damage up from 12 to 13
- Min spread down from 1.5 to 1.2
- Crit damage up from 12 to 13
- Crit mult up from 0.5 to 1.
- Big Boomer
- Min spread down from 6 to 3.5
- Crit mult up from 0 to 1.
- Bladed gauntlet
- no longer ignores target armor.
- Brush gun
- Min spread up from 0.03 to 0.06
- Action point usage up from 23 to 33
- Shots/Sec down from 1.846154 to 1.230769
- Caravan shotgun
- Min spread down from 4 to 2.2
- Action point usage down from 27 to 20.
- Chainsaw
- Condition/Health up from 800 to 1600
- Base damage down from 100 to 80
- Ignores target DT
- Crit damage up from 0 to 8
- Crit mult up from 0 to 1
- Vats damage mult down from 1.25 to 0.5
- Vats AP usage down from 70 to 45.
- Cowboy repeater
- Min spread up from 0.04 to 0.06
- Action point usage up from 20 to 27
- Shots/sec down from 2.153846 to 1.692307
- custom action mod’s increase of fire rate down from 0.5 to 0.2
- Cram Opener
- No longer ignores target armor.
- CZ57 Avenger
- Condition/Health up from 1000 to 1600
- Base damage down from 14 to 13
- Min spread down from 1.1 to 0.55
- Sight FOV down from 55 to 45
- Crit damage down from 14 to 13.
- Dinner Bell
- Action point usage up from 25 to 28.
- Dynamite
- Effect radius increased.
- Fat man
- Base damage up from 10 to 400
- Min Spread down from 2 to 0.5
- Sight Fov down from 55 to 40.
- Area of effect explosion has been increased in damage from 325 to 600 damage.
- Frag Grenade
- Damage increased.
- Gatling laser
- Base damage up from 7 to 10
- Spread down from 1.3 to 0.5 (which should have no effect now since min spread is 0.6)
- Critical damage up from 7 to 10.
- Gobi Campaign scout rifle
- Base damage up from 40 to 48
- AP usage down from 33 to 24
- Shots/sec up from 1.767857 to 2.142857
- Crit damage up from 40 to 80
- Crit mult up from 1 to 2
- Grenade launcher
- Base damage down from 30 to 2
- Min spread down from 1 to 0.7
- AI Max Range down from 2000 to 1536
- NPCs use ammo now.
- Grenade machinegun
- Condition/Health up from 200 to 400
- Base damage up from 0 to 5.
- Grenade rifle
- AI max range down from 2000 to 1536
- NPCs use ammo.
- Hunting revolver
- AP usage down from 32 to 31
- Shots/sec up from 1.218750 to 1.5
- Hunting rifle
- Base damage up from 45 to 52
- Min spread down from 0.03 to 0.01
- AP usage down from 60 to 40
- Shots/sec up from 0.789474 to 0.947369
- Critical damage up from 45 to 52
- Crit multiplier up from 1 to 2.
- Hunting shotgun
- Condition/Health up from 125 to 200
- AP usage down from 32 to 28.
- La Longue Carabine
- Min spread down from 0.2 to 0.05
- Spread down from 0.02 to 0
- AP usage up from 18 to 24
- Shots/sec down from 2.307692 to 2.153846
- Lever-action shotgun
- AP usage down from 30 to 25.
- Light machine gun
- Condition/Health up from 400 to 800
- Min spread down from 3.2 to 1.5
- Spread down from 6 to 0
- AP usage down from 30 to 18
- Crit mult up from 0 to 1.
- Loyal’s detonator
- is now weightless.
- Mantis gauntlet
- Value up from 150 to 750
- no longer ignores target armor
- different attack animation
- Attacks/sec down from 2.447592 to 2.021738
- Reload time(?) down from 1.505400 to 1.3
- Jam time(??) down from 1.621200 to 1.4
- Marksman carbine
- AP usage down from 20 to 14.
- Mercy
- Condition/Health up from 200 to 500
- Base damage up from 0 to 5.
- Minigun
- Condition/Health up from 800 to 1200
- Min spread down from 2.3 to 1
- Sight FOV down from 55 to 45
- damped subframe mod decreased spread down from 1 to 0.35
- Missile launcher
- Base damage up from 20 to 125
- Min Spread down from 0.5 to 0.3
- Sight FOV down from 55 to 40.
- Mysterious Magnum
- AP usage down from 25 to 22.
- Pew Pew
- Clip size down from 30 to 10
- Ammo usage down from 15 to 5.
- Plasma Caster
- No longer produces a 60-damage small area explosion on projectile impact
- Plasma grenade
- Damage increased.
- Ratslayer
- AP usage down from 45 to 33
- Shots/sec up from 1.085527 to 1.302632
- Riot shotgun
- Condition/Health up from 150 to 175
- Min Spread down from 3.5 to 2.5
- AP usage down from 30 to 17.
- Ripper
- Condition/Health up from 600 to 1200
- Base damage up from 30 to 50
- now ignores target armor
- Skill requirement down from 75 to 50
- Crit damage up from 0 to 5
- Crit mult up from 0 to 1
- Vats damage mult down from 1.2 to 0.5
- Vats AP usage down from 70 to 45.
- Sawed-off shotgun
- Min spread down from 7 to 4
- Crit multiplier up from 0 to 1.
- Service rifle
- Base damage down from 20 to 18
- different attack animation
- AP usage down from 22 to 15
- Shots/sec up from 2.303571 to 4.200004
- Crit damage down from 20 to 18.
- Silenced .22 pistol
- Limb damage mult up from 0.8 to 1
- Crit damage up from 9 to 18
- Crit mult up from 1 to 3.
- Silenced .22 SMG
- Condition/Health up from 500 to 1000
- AP usage up from 18 to 19
- Limb damage mult up from 0.8 to 1
- Crit damage up from 6 to 20
- Crit mult up from 1 to 3.
- Single shotgun
- Spread down from 2 to 0 (still the minimum spread of 1.4 will be used).
- Sniper rifle
- Base damage up from 42 to 45
- Spread down from 1 to 0 so its possible to have a minimum spread of 0.02
- Action point usage down from 38 to 27
- Shots/sec up from 1.607100 to 1.928571
- Crit damage up from 42 to 45
- Crit mult up from 1 to 2.
- Tesla cannon
- Effect that deals additional 20 damage over 2 seconds
- Base damage up from 40 to 80
- Clip size down from 40 to 20
- Ammo usage down from 40 to 5
- Min spread up from 0 to 0.1
- Sight FOV down from 55 to 40
- Shots/sec down from 1.578947 to 1.342105
- Reload time(seconds) up from 2.333300 to 3.166700
- Jam time up from 1.333300 to 1.666700
- Kill impulse up from 0 to 40
- Crit damage up from 30 to 40
- now disintegrates on critical hits
- Removes 80 area-of-effect damage caused by the Tesla explosion
- Tesla-Beaton prototype
- Effect that deals additional 25 damage over 2 seconds
- Base damage up from 55 to 90
- Clip size down from 45 to 24
- Ammo usage down from 45 to 6
- Min spread up from 0 to 0.08
- Sight FOV down from 55 to 40
- Shots/sec down from 1.578947 to 1.342105
- Kill Impulse up from 0 to 50
- Crit damage down from 55 to 45
- Disintegrates on critical hits
- Removes 80 area-of-effect damage caused by the Tesla explosion
- That Gun
- Base damage up from 18 to 30
- Shots/sec down from 3.75 to 3
- Crit damage up from 18 to 30.
- Thermic lance
- Condition/Health up from 800 to 2000
- Now ignores target armor
- Crit damage up from 0 to 10
- Crit mult up from 0 to 1
- Vats damage mult down from 1.25 to 0.5
- Vats AP usage down from 70 to 45.
- Throwing hatchet
- Base damage up from 20 to 30
- Crit damage up from 20 to 30.
- Throwing knife
- Animation attack multiplier up from 1 to 1.5
- Attacks/sec up from 2.142857 to 3.214286
- Crit damage up from 7 to 15
- Crit mult up from 1 to 2.
- Throwing spear
- Base damage up from 35 to 50
- Crit damage up from 7 to 50.
- Thump-Thump
- Min spread up from 0.5 to 0.8
- AI Max range down from 2000 to 1536
- NPCs use ammo now.
- Trail carbine
- Base damage up from 45 to 48
- Min spread up from 0.035 to 0.06
- AP usage up from 21 to 29
- Shots/sec down from 1.846154 to 1.538461
- Crit damage up from 45 to 48.
- Vance’s 9mm submachine gun
- Condition/Health up from 600 to 750
- Base damage up from 13 to 17
- Crit damage up from 13 to 17.
- Varmint rifle
- Action point usage up from 22 to 35
- Shots/sec up from 1.042106 to 1.215790
Companion Weapons
- Arcade Gannon’s Ripper
- Condition/Health up from 600 to 1200
- Base damage up from 30 to 50
- Now ignores target armor
- Skill requirement down from 75 to 50
- Crit damage up from 0 to 5
- Crit mult up from 0 to 1
- Vats damage mult down from 1.2 to 0.5
- Vats AP usage down from 70 to 45.
- Boone’s scoped hunting rifle
- Base damage up from 45 to 52
- Min spread down from 0.03 to 0.015
- AP usage down from 60 to 40
- Crit damage down from 45 to 15
- Crit mult down from 1 to 0.25
- Cass’s Caravan shotgun
- Base damage up from 45 to 54
- Min spread down from 4 to 2.2
- Crit damage up from 6 to 8
- Lily’s assault carbine
- Condition/Health up from 400 to 750
- Base damage up from 12 to 18
- Min spread down from 1.5 to 1.2
- Sight Usage(?) down from 1.5 to 1
- Crit damage up from 12 to 18
- Crit mult up from 0.5 to 1.
Ammo
- On Hardcore mode, missiles now weigh 1.5 units each, down from 3 units.
- On Hardcore mode, mini nukes now weigh 3 units each, down from 5 units.
- 12 gauge Bean Bag rounds now have a base 30% chance of leaving behind a 12 gauge hull when fired. Previously the ammunition would not leave behind any hulls.
- .38 Special rounds are now sold as individual bullets, and are not sold as bulk ammunition in a box.
- .44 Special rounds are now sold by vendors.
- The ballistic properties of some ammo types have been modified:
- .308 JSP rounds’ Damage modifier has been lowered from 1.5x to 1.3x. It also has a 1.5x Condition penalty.
- 12 gauge and 20 gauge magnum shells, as well as 12 gauge Coin Shot shells, now have a 1.3x Damage modifier, up from 1.15x. They also provide a -2 DT reduction.
- .223 rounds no longer provide a -8 reduction to a target’s DT.
- 5mm armor-piercing rounds have a -25 DT effect. All other 5mm variants have a -10 DT effect, including surplus rounds.
- 25mm grenades, both normal and high explosive, have had their damage increased from 35 to 50.
- 40mm grenades have had their damage increased from 50 to 100. 40mm incendiary grenades have had their damage increased from 35 to 75.
- Price values for most ammunition types have been changed as well:
- 10mm rounds:
- Normal rounds are worth 2 caps, up from 1.
- JHP (Hand Load) rounds are worth 3 caps, up from 1.
- Hollow point rounds are worth 5 caps, up from 2
- 12.7mm hollow point rounds are worth 7 caps, up from 4.
- 12 gauge shotgun shells:
- Normal shells are worth 2 caps, up from 1.
- Bean bag shells are worth 3 caps, up from 2.
- 20 gauge shotgun shells:
- Magnum shells are worth 2 caps, down from 3.
- Slug shells are worth 1 cap, down from 2.
- 25mm grenades are worth 8 caps each, up from 2.
- .308 rounds:
- Normal rounds are worth 4 caps, up from 3.
- Armor piercing and hollow point rounds are worth 9 caps, up from 5.
- JSP (Hand Load) rounds are worth 5 caps, down from 6.
- .357 magnum rounds:
- Normal rounds are worth 2 caps, up from 1.
- Hollow point and JFP (Hand Load) rounds are worth 3 caps, up from 2.
- .38 Special rounds are worth 1 cap, previously with no value.
- 40mm grenades:
- Normal grenades are worth 12 caps, up from 5.
- Incendiary grenades are worth 18 caps, up from 8.
- Ammo box, .223 is now worth 20 caps, up from 10.
- Ammo box, .38 Special is now worth 50 caps, up from 25.
- 10mm rounds:
Armor
- Gannon family Tesla armor has had its weight reduced from 45 units to 35 units.
- All cowboy hats and ranger hats now have a DT rating of 1, (up from 0) and can be repaired with, or by, each other, as well as Pre-war hats.
- Field hand outfits, settler outfits, caravaneer outfits, and prospector outfits have had their weight lowered from 15 units to 1.5 units.
Vendors and containers
- Gun Runners will now stock twice as many weapon mods. They also carry 60% less “special” ammo and 250% more “common” ammo.
- All vendors will stock more “normal” versions of all calibers of ammunition, typically 50% more.
- Vendors now sell .44 Special rounds.
- Vendors who sell Guns-based ammunition (bullets) may also sell 25mm or 40mm grenades.
- Merchants selling low-tier Energy Weapons may stock energy cells in place of a “Tier 1″ energy weapon (plasma pistol, laser pistol, and recharger rifle).
NPCs
- Jackal gang members may carry grenade launchers at level 10 or above.
- Viper gunslingers may carry grenade launchers at level 8 or above, and may carry 9mm submachine guns or grenade rifles below level 8. They are also far less likely to carry .44 magnum revolvers or 10mm submachine guns.
- Viper gang leaders may carry 9mm submachine guns below level 6, grenade rifles up to level 14, and have a high chance of carrying grenade launchers at level 14 or above.
- The AI packages of Primm residents have been altered, reasons unknown.
- The inventories of certain NCR Rangers present for President Kimball’s speech have had minor alterations done to their inventories, primarily to alter the condition of their armor.
Creatures
- Some Glowing Ones will no longer respawn.
- Spore plants have been altered to work differently within VATS.
- Cazadors will no longer attack targets until they are significantly closer (4,000 game units, lowered from 10,000).
World and Map changes
- The wall dividing Freeside has been increased in height and has had barbed wire added to the top.
Other
- Numerous quest items have had their weight reduced to zero. This includes the NCR items found as part of the Wheel of Fortune, Mister Cuddles, and the Platinum Chip.
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Muita gente tem preconceito com esse jogo, até mesmo quem jogou e gostou de Fallout 3. Quem não gosta de RPG nem adianta argumentar, assunto encerrado.
Mas se você gostou de Fallout 3 e acha que New Vegas é mais do mesmo eu digo sem pestanejar: New Vegas é melhor que F3 em TUDO!
O motor gráfico é o mesmo, mas a parte RPG do jogo é um show. A imersão, a trama, a exploração, os diálogos, o desafio, TUDO é melhor em New Vegas.
Não perca tempo, o jogo está uma pechincha no Shopto, eu comprei em março e paguei 60 reais já com o frete e rastreio. B)
Em breve farei uma mega post sobre ele, aguardem. Só preciso jogar mais um pouco.
pra mim isto nao é rpg.
o.0
E o que seria então?
Que isso cara não fala besteira!
Eu comprei New Vegas sem pensar em um RPG mas realmente é um legítimo RPG, e é diferente dos outros RPGs comuns tem um diferencial!SHOW DE BOLA. Quando sai esse mega post xD?Vou aguardar anciosamente por ele!=D
Grande Emerson…
como eu disse, estava jogando mas abandonei temporariamente o New Vegas por estar com um mal chamado 'Overdose de Fallout 3'…rsrs… joguei demais o 3 e isto foi recentemente, por isto preciso respirar novos ares antes de embarcar no New Vegas. Mesmo assim joguei uma boa parte dele e posso dizer…
THIS IS R.P.G
Sigo aguardando seu mega post deste game. Além de gostar do que vc escreve, acho que o game merece mais destaque e respeito no mundo dos games do que o que dão pra ele.
Olha, eu só joguei a demo de Dragon Age 2, o Ashton tenho certeza pode te responder isso melhor.
Mas eu acho… eu acho que o DA2 é um RPG mais simplificado, tem mais ação e história. Fallout é tipo Oblivion. RPG até a última gota. Tem ação e é muito boa, mas o forte dele é que vcpode jogá-lo de diversas formas: atirando em tudo, dialogando, crackeando, roubando, fazendo diplomacia…
Precisamos criar uma coluna só de RPGs pra galera do Gamegen…
Desde os clássicos (Dungeon, Akalabeth, Ultima) passando pelos mais conhecidos (Diablo, Fallout, Dragon Quest, Final Fantasy) até os mais modernos (Demon's Souls, Demo's Souls, Demon's Souls)…
Acho que muita gente pode se iniciar…
Apoiadissimo
Precisamos falar mais de RPGs
Apoio também sem sombra de dúvidas.Estou jogando Fallout New Vegas e já to com 86 hr no modo normal….. muito loco.E RPG é um tipo de game muito grande com um conteúdo MUITO GRANDE e é a razão de muitas dúvidas no rpg,eu mesmo ao jogar New Vegas muitas vezes fiquei cheio de dúvidas devemos ter um longo tópico pra cada rpg!Explicando tudo algo pra responder as diversas dúvidas que todos temos.Ótima idéia FBram ,completamente apoiado!
Ótima idéia FBram. Comecei a jogar Demon Souls por causa de um post gigante do Emerson apresentando o jogo e adorei. Dicas de outros jogos serão ben-vindas.
Que legal que você gostou daquele texto.
E boa lembrança, acho que vou tirar a poeira do meu. Eta joguinho insano… :S
que texto??
Acho que pode ser esse aqui:
http://www.gamegen.com.br/playstation3/demons-sou…
mas tb achei interessantes:
http://www.gamegen.com.br/playstation3/confira-vi… http://www.gamegen.com.br/forum/index.php?/topic/…
Foi esse mesmo! E no fórum o faq escrito pelo Celta e o tópico de discussão tbm me ajudaram bastante.
Hm, só preciso terminar mais uma vez e matar 2 chefes pra platinar… parece uma boa hora…
Nossa, eu to longe dessa platina, já desencanei dela muito tempo…
:S
tb estou perto da platina… faltam apenas 3 trofeus de armas (greystone, bladestone, cloudstone)… o trofeu dos aneis, de todas as armas e o da magia….
eu nem ligo pra platina…. mas esta foi acontecendo naturalmente…… conforme fui jogando com meus amigos.
Gostei e platinei o 3. Devo comprar esse para as férias então.
Só joguei Dragon Age 1, Fallout 3 e a demo de DA 2, mas acho que dá pra responder.
A resposta curta é: sim, dá pra gostar. Pra começar, DA 2 tem sido considerado inferior ao primeiro em muitos aspectos. Repetitivo, reuso extremo de dungeons, gráficos horríveis… Muita gente adora falar que FF 13 é "press X to win", mas foi exatamente isso que DA 2 virou. Só jogando a demo, apertei o X do controle mais vezes do que tinha apertado desde que comprei aquele controle.
Além disso, apesar de ambos serem RPGs, são bem diferentes. Fallout favore muito a exploração, tendo um mundo completamente aberto, e procurar maneiras diferentes de resolver seus problemas. Ao invés de adicionar elementos de ação, adiciona FPS. O script em geral eu acho bom, com tiradas inteligentes, e uma boa dose de humor negro.
Só o que posso dizer é que desisti de pegar DA 2, mesmo tendo gostado muito do 1, e peguei New Vegas. Só falta chegar…
Valeu Ashton !!!!!!!!!
Bom jogo. Mas nos primórdios de sua existência tinha cada bug bizonho! Mas nada que patches não resolvam. XD
Bom jogo. Mas nos primórdios da sua existência tinha cada bug bizonho! Mas nada que patches não resolvam. XD