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---
## Features
## **Features**
### Combat and V.A.T.S.
The game uses a V.A.T.S. interface to handle battles. Before you attack, the system shows your win probability based on troop counts and your chosen difficulty (Easy, Normal, or Hard).
### **Combat and V.A.T.S.**
The game uses a V.A.T.S. interface to handle battles. Before you attack, the system shows your win probability based on troop counts, environmental hazards, and your chosen difficulty (Easy, Normal, or Hard). An integrated **Vault-Tec Action Log** tracks all combat, though events happening inside the Fog of War will be scrambled into vague "Sensor Anomalies."
### Game Modes
### **Game Modes**
You can play with standard Risk rules or use presets to change how the game works:
* **Classic Conquest:** Normal Risk rules. No special hazards or heroes. Uses simple card-trading for extra troops.
* **Wasteland Survival:** Adds Fog of War, radstorms, and feral ghouls. You'll need to manage Bottle Caps to buy reinforcements.
* **Heroes of the Wasteland:** Enables unique Faction Perks and Commander units. If your Commander dies, you lose.
* **Apocalypse Now:** A high-difficulty mode with frequent hazards and nuclear weapons enabled.
* **Alliance Warfare:** You start with a permanent ally. You win or lose together. Features unique abilities like **Emergency Asylum**, **Vertibird Airlifts** for landlocked troops, and a **Signal Ally** menu to coordinate strikes.
* **Covert Warfare:** Focuses on stealth. Maximum Fog of War and faction perks that help you move unseen.
* **Nuclear Option:** A race to find launch codes and take control of silos to wipe out enemy garrisons.
* **Custom Rules:** Mix and match any of the above settings.
* Classic Conquest: Normal Risk rules. No special hazards or heroes. Uses simple card-trading for extra troops.
* Wasteland Survival: Adds Fog of War, radstorms, and feral ghouls. You'll need to manage Bottle Caps to buy reinforcements.
* Heroes of the Wasteland: Enables unique Faction Perks and Commander units. If your Commander dies, you lose.
* Apocalypse Now: A high-difficulty mode with frequent hazards and nuclear weapons enabled.
* Alliance Warfare: You start with a permanent ally. You win or lose together by coordinating attacks and defense.
* Covert Warfare: Focuses on stealth. Maximum Fog of War and faction perks that help you move unseen.
* Nuclear Option: A race to find launch codes and take control of silos to wipe out enemy garrisons.
* Custom Rules: Mix and match any of the above settings.
### **Economy & Diplomacy**
Instead of just trading cards, most modes use a Bottle Cap economy. You earn caps from your territories each turn and spend them to recruit troops, hire mercenaries, or engage in wasteland politics.
* **Negotiations:** Send Envoys to offer Caps or troops in exchange for a temporary Ceasefire (limited to 1 active Truce at a time).
* **Extortion:** If your army dwarfs your neighbor, demand tribute to force a "Locked" Extortion Truce.
* **Betrayal:** Breaking a ceasefire early incurs a permanent Betrayal Tax and triggers a global "Spite Bounty," causing AI factions to aggressively target you.
### Economy
Instead of just trading cards, most modes use a Bottle Cap economy. You earn caps from your territories each turn and spend them to recruit troops, hire mercenaries, or bribe other factions.
### **Commander Units**
Assign a Commander to your army. They have their own HP and AP (Action Points) and provide massive 20% defensive combat bonuses to their stationed territory. Keep them alive—losing your leader ends your game.
* **Convert Territory:** Commanders can spend AP to initiate a 3-turn siege to flip an enemy territory to your control.
* **Looting:** Defeating an enemy Commander allows you to loot their held Stimpaks and Bobbleheads.
### Commander units
Assign a Commander to your army. They have their own HP and AP (Action Points) and provide combat bonuses. Keep them alive—losing your leader ends your game.
### **Nukes (Scorched Earth)**
Control Nuclear Silos and find 4 hidden launch codes to gain access to nukes. You can use them to clear out enemy territories or vaporize rival Commanders.
* **Collateral Damage:** Nuclear strikes instantly destroy all units at ground zero, while inflicting 50% casualties and severe radiation to all adjacent territories.
* **Disruption:** A nuclear launch takes 3 turns to impact. You can abort an enemy's launch sequence by capturing their specific origin silo before the timer expires.
### Nukes (Scorched Earth)
Control Nuclear Silos and find 4 hidden launch codes to gain access to nukes. You can use them to clear out enemy territories or take out rival Commanders.
### **Hazards and Random Events**
The map isn't static.
* **Radstorms:** Radioactive clouds that move across the map and kill a percentage of troops.
* **Wild Ghouls:** Neutral territories can spawn ghouls that multiply if you don't clear them out.
* **Encounters:** Randomly discover abandoned Vaults or radio signals to find Caps, Stimpaks, or powerful **Bobbleheads** (which sit in your 'INV' tab and can be activated for massive 1-turn buffs).
### Hazards and Random Events
The map isn't static.
* Radstorms: Radioactive clouds that move across the map and kill a percentage of troops.
* Wild Ghouls: Neutral territories can spawn ghouls that multiply if you don't clear them out.
* Encounters: Randomly discover abandoned Vaults or radio signals that give you items like Bobbleheads or Stimpaks.
### **RobCo OS Terminal & UI**
* **Save/Load System:** Export your current simulation to a local JSON file (Holotape) to resume your conquest later.
* **Survival Guide:** A fully immersive, multi-page RobCo Terminal acts as the game's manual, dynamically typing out rules and storing patch notes.
* **Mobile Support:** The UI dynamically shifts to support landscape-oriented mobile browsers.
* **Turbo Mode:** A toggle to vastly accelerate AI turns and skip animations.
---
## Factions and Perks
## **Factions and Perks**
There are 18 factions available (including custom options), each with a unique gameplay bonus:
* **Brotherhood of Steel**: Power Armor Infantry (+5% win chance in all combat).
* **The Enclave**: Vertibird Assault (Move troops between any two owned territories during Maneuver).
* **Vault 87 Mutants**: F.E.V. Infection (25% of defeated enemies convert to your troops on conquest).
* **Wasteland Raiders**: Chem Frenzy (Sacrifice troops for a massive combat bonus).
* **BOS Outcasts**: Technology Overdrive (Spend Caps to grant all attacking armies +10% win chance).
* **Reilly's Rangers**: Ranger Network (Defensive bonus for connected friendly territories).
* **New California Republic**: Logistical Superiority (+50% troop bonus for holding continents).
* **Caesar's Legion**: Scourge of the East (Move all surviving troops after conquest, no 1-troop minimum).
* **New Vegas Securitrons**: Predictive Simulation (Undo failed attacks and restore all lost troops).
* **Mojave Brotherhood**: Elder's Edict (Lock down a territory from all actions/attacks for 3 turns).
* **Great Khans**: Guerrilla Tactics (Pass through one enemy territory during Maneuver, inflicting damage).
* **The Fiends**: Chem-Fueled Raids (30% chance to steal caps/items or enslave survivors on conquest).
* **The Minutemen**: Mercenary Contracts (Spend caps to instantly deploy bonus troops to reserves).
* **The Institute**: Synth Replacements (Lost troops have a chance to respawn in your reserves).
* **The Railroad**: Rapid Relocation (Receive 5 separate troop movements during Maneuver).
* **The Gunners**: Mercenary Contracts (Fast-cooldown version of the Minutemen perk).
* **Nuka-World Raiders**: Tribute Chest (Bonus Bottle Caps for every continent controlled).
* **Custom Faction**: Mysterious Stranger (Occasional automatic re-rolls or enemy negation in losing battles).
* **Brotherhood of Steel**: Power Armor Infantry (+5% win chance in all combat).
* **The Enclave**: Vertibird Assault (Move troops between any two owned territories during Maneuver).
* **Vault 87 Mutants**: F.E.V. Infection (25% of defeated enemies convert to your troops on conquest).
* **Wasteland Raiders**: Chem Frenzy (Sacrifice troops for a massive combat bonus).
* **BOS Outcasts**: Technology Overdrive (Spend Caps to grant all attacking armies +10% win chance).
* **Reilly's Rangers**: Ranger Network (Defensive bonus for connected friendly territories).
* **New California Republic**: Logistical Superiority (+50% troop bonus for holding continents).
* **Caesar's Legion**: Scourge of the East (Move all surviving troops after conquest, no 1-troop minimum).
* **New Vegas Securitrons**: Predictive Simulation (Undo failed attacks and restore all lost troops).
* **Mojave Brotherhood**: Elder's Edict (Lock down a territory from all actions/attacks for 3 turns).
* **Great Khans**: Guerrilla Tactics (Pass through one enemy territory during Maneuver, inflicting damage).
* **The Fiends**: Chem-Fueled Raids (30% chance to steal caps/items or enslave survivors on conquest).
* **The Minutemen**: Mercenary Contracts (Spend caps to instantly deploy 6-12 elite troops to reserves).
* **The Institute**: Synth Replacements (Lost troops have a 10% chance to respawn in your reserves).
* **The Railroad**: Rapid Relocation (Receive 5 separate troop movements during Maneuver).
* **The Gunners**: Mercenary Contracts (Fast-cooldown version of the Minutemen perk).
* **Nuka-World Raiders**: Tribute Chest (+10 Bottle Caps for every continent controlled).
* **Custom Faction**: Mysterious Stranger (When projected to lose a battle, the Stranger may appear and grant a sudden +25% combat bonus).
---

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This log covers the major changes of Wasteland Conquest (index.html).
### **v2.1 [ALLIANCE, DIPLOMACY & COMBAT EVOLUTION]**
* **Alliance Warfare Expansion:** Added the 'Signal Ally' menu to request coordinated strikes, reinforcements, or Emergency Asylum. Landlocked troops can now be airlifted across allied territory via Vertibird.
* **Advanced Diplomacy & Extortion:** Factions are now strictly limited to 1 active truce. Demanding Caps without a fair trade creates a 'Locked' Extortion Truce that cannot be backstabbed. The AI will now proactively offer truces and extort weaker neighbors.
* **Commander Conversions & Combat:** Commanders can now spend AP to convert enemy territories (a 3-turn siege). Turn phase order has been updated to prioritize Battles before Commander movement. Defeated factions now drop their Stimpaks and Bobbleheads to the victor.
* **Scorched Earth Disruption:** Active nuclear launches can now be aborted by capturing the specific origin silo before impact. Added a flashing crosshair to targeted territories and full-screen warning modals for aborts. Nuke codes now have escalating drop rates.
* **The 'logFog' Engine:** The Vault-Tec Action Log is now fully integrated with Fog of War. Battles and troop movements in hidden sectors will display as scrambled 'Sensor Anomalies'.
* **V.A.T.S. & UI Polish:** VATS now accurately warns of environmental hazards, locked truces, and Commander defense buffs. The 'INV' tab logic has been overhauled to only pulse when items are immediately usable. The Survival Guide now natively hosts patch notes.
* **Faction Balance Pass:** Minutemen/Gunners now spawn 6-12 troops. BOS Outcasts' Overdrive cost is capped at 30 Caps. Nuka-World Raiders tribute increased to +10 Caps.
* **Major Bug Fixes:** Fixed soft-locks with converting Commanders, resolved Agility Bobblehead maneuver limits, corrected multi-commander duel targeting, and ensured Bobblehead cooldowns reset when stolen.
---
### v2.0 [WASTELAND CONQUEST UPDATE]
This was a major overhaul of the game's mechanics and interface.
- Bottle Cap Economy: Territories now produce Bottle Caps each turn. You can use these to buy troops from the recruitment terminal instead of relying only on card trades.
- Game Mode Presets: Added several new ways to play, like Survival, Apocalypse, and Alliance Warfare. Each mode toggles different rules automatically.

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