README.md

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**Disclaimer:** This is an independent, fan-made project. It is not affiliated with, endorsed by, or sponsored by Bethesda Softworks, Bethesda Game Studios, or any entities associated with the Fallout franchise.
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## Change Log
**v1.6 [SECURITY & UI PROTOCOLS]**
CHANGE LOG
- Anti-Hacking Patch: Implemented advanced input sanitization to block malicious code injection at the boot terminal.
- OS Version History: Initialized scrolling telemetry window to track simulation patch notes.
v1.6 [SECURITY & UI PROTOCOLS]
Anti-Hacking Patch: Implemented advanced input sanitization to block malicious code injection at the boot terminal.
OS Version History: Initialized scrolling telemetry window to track simulation patch notes.
**v1.5 [SYSTEMS UPGRADE]**
v1.5 [SYSTEMS UPGRADE]
V.A.T.S. Upgrade: Hover targeting now utilizes Gambler's Ruin algorithms to calculate total victory probability (capped at 95%).
Customization: Faction color override matrix added to Boot Sequence.
Cap Economy: Reserve pool expanded to 50, featuring dynamic "Wasteland Salvage" forging.
UI Refinement: Overhauled the Survival Guide into a compact, tactical layout.
- V.A.T.S. Upgrade: Hover targeting now utilizes Gambler's Ruin algorithms to calculate total victory probability (capped at 95%).
- Customization: Faction color override matrix added to Boot Sequence.
- Cap Economy: Reserve pool expanded to 50, featuring dynamic "Wasteland Salvage" forging.
- UI Refinement: Overhauled the Survival Guide into a compact, tactical layout.
v1.4 [COMBAT & LOOT PROTOCOLS]
Tactical Routing: Commanders may now dictate exact troop garrison sizes post-victory.
Wasteland Justice: Eradicating a rival faction now instantly transfers their entire Cap stash to your inventory.
Neutral Threat: Feral Ghouls now dynamically multiply based on active simulation difficulty.
Logistics: "Fixed Reinforcements" (Always 3) trade rule added to boot options.
**v1.4 [COMBAT & LOOT PROTOCOLS]**
v1.3 [ENVIRONMENTAL HAZARDS]
Meteorology: Radstorms added to the simulation.
Fauna: Wild Ghouls (Neutral Threat) optional hazard integrated into the map.
Comms: Pip-Boy Wasteland Radio frequency scanner initialized.
- Tactical Routing: Commanders may now dictate exact troop garrison sizes post-victory.
- Wasteland Justice: Eradicating a rival faction now instantly transfers their entire Cap stash to your inventory.
- Neutral Threat: Feral Ghouls now dynamically multiply based on active simulation difficulty.
- Logistics: "Fixed Reinforcements" (Always 3) trade rule added to boot options.
v1.2 [HOLOTAPE INTERFACE]
Telemetry: Vault-Tec Action Log implemented for real-time combat and event tracking.
Immersion: Randomized wasteland encounter logs integrated into the turn cycle.
System Clock: Holiday protocol initialized to trigger date-specific wasteland encounters.
UI: Dynamic HP (Territorial Health) and AP (Action Point) tracking gauges added to the Commander's dashboard.
Performance: Turbo Mode toggle added to bypass V.A.T.S. rendering for accelerated AI processing.
**v1.3 [ENVIRONMENTAL HAZARDS]**
v1.1 [PIP-BOY SCREEN AND UI]
Themes: Capital Wasteland and Mojave holographic overlays loaded.
- Meteorology: Radstorms added to the simulation.
- Fauna: Wild Ghouls (Neutral Threat) optional hazard integrated into the map.
- Comms: Pip-Boy Wasteland Radio frequency scanner initialized.
**v1.2 [HOLOTAPE INTERFACE]**
- Telemetry: Vault-Tec Action Log implemented for real-time combat and event tracking.
- Immersion: Randomized wasteland encounter logs integrated into the turn cycle.
- System Clock: Holiday protocol initialized to trigger date-specific wasteland encounters.
- UI: Dynamic HP (Territorial Health) and AP (Action Point) tracking gauges added to the Commander's dashboard.
- Performance: Turbo Mode toggle added to bypass V.A.T.S. rendering for accelerated AI processing.
**v1.1 [PIP-BOY SCREEN AND UI]**
- Themes: Capital Wasteland and Mojave holographic overlays loaded.