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Infant Immortality already mentions that children will run away from danger and cannot be killed. This trope in particular is more about choosing not to harm children due to a moral code.


* WouldntHurtAChild: Radroaches, Raiders, Mole Rats, Radscorpions, Feral Ghouls, and Deathclaws do not harm children inside the vault.
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* WouldntHurtAChild: Radroaches, Raiders, Mole Rats, Radscorpions, Feral Ghouls, and Deathclaws do not harm children inside the vault.
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Creator/FantasyFlightGames released a worker placement game called ''TabletopGame/FalloutShelterTheBoardGame'' in 2020.
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The attack animation had nothing to do with how much damage the weapon did. This isn't taking how much health the enemy has into account. A lot of enemies are damage sponges and have more health than the damage you perceive them to be taking.


** During quests, dwellers will sometimes move around when firing weapons ''before finishing the attack animation'', lowering the damage caused.
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** During quests, dwellers will sometimes move around when firing weapons, lowering the damage caused.
** Sometimes a dweller will move across the room rather than the shortest route when dealing with incidents.

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** During quests, dwellers will sometimes move around when firing weapons, weapons ''before finishing the attack animation'', lowering the damage caused.
** Sometimes a dweller will move across the room rather than the shortest route when switching rooms, which is particularly annoying when dealing with incidents.
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* ResurrectionSickness: Sometimes a dweller(s) will have their happiness dropped to 10% after they are revived after quests.
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Has a sequel in Asia called ''Fallout Shelter Online'' where the only main improvement is you can now partake in [[PlayerVersusPlayer PvP]] raids of other vaults.

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Has a sequel in Asia called ''Fallout ''[[https://fosol.gaea.com/en/ Fallout Shelter Online'' Online]]'' where the only main improvement is you can now partake in [[PlayerVersusPlayer PvP]] raids of other vaults.
vaults, although there are quite a number of quality-of-life improvements as well.
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Has a sequel in Asia called ''Fallout Shelter Online'' where the only improvement is you can now partake in PvP raids of other vaults.

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Has a sequel in Asia called ''Fallout Shelter Online'' where the only main improvement is you can now partake in PvP [[PlayerVersusPlayer PvP]] raids of other vaults.
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Has a sequel in Asia called ''Fallout Shelter Online'' where the only improvement is you can now partake in PvP raids of other vaults.
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** During quests, dwellers will sometimes move around when firing weapons, lowering the damage caused.
** Sometimes a dweller will move across the room rather than the shortest route when dealing with incidents.
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* VictoryIsBoring: A downside of the game is that it only takes a month or so of steady play to get to this point. You'll end up with a vault with a large population of dwellers with 10/10 in all stats, who can easily produce more than enough resources to keep the vault running forever, and you'll probably swimming in caps and rare junk for crafting. But at this point there's not much left to do but send the dwellers on quests to get even more caps and junk, and eventually you'll do all the major quest chains and only have rotating quests to do. This also means you don't have any real way to farm rare junk other than wasteland exploration, so even if you hang in for the sake of crafting to MinMax your dwellers or establish a theme to everyone's outfit and weapon, it'll take time to make it happen and there's not much you can do to hasten it.
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** The Weekly quest "Vault-Tec Experiment Review" allows this extensively. The Vaults you're sent to each have certain themes (they're medieval knights, or wrestlers, or sexy super-spies, or Gary), and humoring them will not only avoid fights, but gain you a bounty of Quantum from each group - fighting them just gets you caps. Likewise, "Game Show Gauntlet" expects you to actually answer the questions correctly and rewards you accordingly.
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** Mister Handy is great support in any Vault fight! Just a pity any damage it takes cannot be repaired, so you'll have to wait until it gets broken completely and then have to shell out thousands of caps to have it restored. Ironically, Mister Handy will sometimes mock its masters for having to rely on stimpaks for healing, even though they are by far a cheaper solution.

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** Among the Legendary outfits otherwise, the Detective Outfit, Jobinson;s Jersey, and the outfits of the Four Horsemen, give cumulative bonuses of +16, +4 in four different stats, making them extremely useful general purpose outfits.
* ArtificialStupidity:
** Dwellers are very, very, very stupid when it comes to Emergencies:
*** Dwellers will react to threats in their rooms, but do nothing about threats in other rooms. This is particularly annoying in cases where an armed response would be appropriate: you have to rummage through all of your dwellers looking for the ones with guns while mayhem is happening elsewhere and they carry on with their normal tasks as if nothing is happening. This is definitely a pain early game, but becomes much more bearable late game, once you have explored the wasteland to collect enough guns to arm everyone and have enough people to guard every room.
*** Compounding the previous issue, if a threat moves to another room, Dwellers will not follow it. So if a Raider moves from one room to another, the high-level Bruiser with a flamethrower the Overseer moved in to deal with the threat will happily stay in the same room, not giving chase.
*** Dwellers will obey the AntiFrustrationFeatures and only so many Dwellers will be in a room at any one time. This is a huge issue if an Overseer moves a Dweller in to fight a raider, then moves another in and the initial fighter decides to go back to another room because it's too crowded.
*** The dwellers do not know how to heal themselves even if they are seriously wounded.
*** Dwellers in combat will move around the room, stack up, and generally make it harder for you to apply stimpaks to the right dweller, especially in larger rooms. This can be really bad when you have underleveled dwellers and need constant healing.
*** Even after emergencies, they have issues. If you assign a dweller to a room during an emergency (i.e a raider/deathclaw attack, fire or radroach/molerat infestation), they'll go back to their original rooms once the threat has been dealt with- and this also applies to dwellers dragged into unaffected rooms. This has inevitably left some people scratching their heads as to why the dweller is suddenly leaving the training they were put into.
*** Lastly, some dwellers actually forget to use their weapons during certain emergencies like deathclaw attacks. They just run around screaming in terror despite being equipped with guided fat-man mini-nukes and combat armor. However, this is only the character animations. Actual damage calculation with weapons and health is still being carried out during the encounter. Just because two dwellers with a Fat Man and Laser Gatling keep both running to the same spots, which results in neither of them firing off their weapons, that doesn't mean they aren't firing their weapons.
** Also, your dwellers seem to suffer from ForgetfulJones syndrome while out in the wastelands. Play a drinking game and take a swig of booze every time he or she runs into a fire ant and think they're harmless, only to be set on fire. They never learn and you'll end up hosed. The reason for this is that they ''only learn as they level up''. So they'll make the same mistake over and over until they level enough to ''not'' make the mistake.

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** Among the Legendary outfits otherwise, the Detective Outfit, Jobinson;s Jobinson's Jersey, and the outfits of the Four Horsemen, give cumulative bonuses of +16, +4 in four different stats, making them extremely useful general purpose outfits.
* ArtificialStupidity:
**
ArtificialStupidity: In general, Dwellers are very, very, very stupid when it comes to Emergencies:
***
stupid:
**
Dwellers will react to threats in their rooms, but do nothing about won't actively seek out threats in other rooms. This is particularly annoying in cases where an armed response would be appropriate: you have to rummage through all of your dwellers looking for the ones egrigious when dealing with guns while mayhem is happening elsewhere infestations; when the pest leaves the current room and they carry on with their normal tasks as if nothing is happening. This is definitely a pain early game, but becomes much more bearable late game, once you have explored spreads to an adjacent one, the wasteland to collect enough guns to arm everyone and have enough people to guard every room.
*** Compounding the previous issue, if a threat moves to another room,
Dwellers will not follow it. So if a Raider moves from one room to another, the high-level Bruiser with a flamethrower the Overseer moved in to deal with the threat will happily stay in the same room, not giving chase.
*** Dwellers will obey the AntiFrustrationFeatures and only so many Dwellers will be in a
first room at any one time. This is a huge issue if an Overseer moves a Dweller in to fight a raider, then moves another in and the initial fighter decides to go back to another room because it's too crowded.
*** The dwellers
do not know how to heal themselves even if they are seriously wounded.nothing.
*** ** When moving Dwellers between rooms, unless there is a change to the total SPECIAL stat used by the production room, they will swap places pretty much at random. This can create annoyances when trying to MinMax your production rooms and your Dwellers don't switch intelligently. For example, say your Water Purifier (Perception) is being worked with a Dweller with 4 Agility, and you move them into a Diner where everyone has 2 Agility; the Dweller that swaps into the Purifier will not necessarily be the one with the highest Perception, even though that makes the most sense. And if you're moving multiple Dwellers between rooms, it's possible they may swap ''with other Dwellers you just assigned there''. Keeping track of them suddenly becomes far more work than you'd think as Dwellers zigzag back and forth between rooms. This escalates into TooDumbToLive when trying to move wounded Dwellers out of a room when an incident occurs -- they're too stupid to uniformly swap places with healthy Dwellers and will keep sending each other back to the dangerous room you just moved them out of, and probably get themselves killed for it.
** Dwellers assigned to rooms during an emergency will go back to their original task when the emergency ends. While this helps if you were just moving them to the room to help with the emergency, if you actually wanted them to work in that room, you'll have to drag them back into it. Dwellers that die during an emergency and are revived during it also lose their assigned task, and will wander off when the emergency ends.
**
Dwellers in combat will move around the room, stack up, and generally make it harder for you to apply stimpaks to the right dweller, especially in larger rooms. This can be really bad when you have underleveled dwellers and need constant healing.
*** Even after emergencies, they have issues. If you assign a dweller to a room during an emergency (i.e a raider/deathclaw attack, fire or radroach/molerat infestation), they'll go back to their original rooms once the threat has been dealt with- and this also applies to dwellers dragged into unaffected rooms. This has inevitably left some people scratching their heads as to why the dweller is suddenly leaving the training they were put into.
*** Lastly, some dwellers actually forget to use their weapons during certain emergencies like deathclaw attacks. They just run around screaming in terror despite being equipped with guided fat-man mini-nukes and combat armor. However, this is only the character animations. Actual damage calculation with weapons and health is still being carried out during the encounter. Just because two dwellers with a Fat Man and Laser Gatling keep both running to the same spots, which results in neither of them firing off their weapons, that doesn't mean they aren't firing their weapons.
** Also, your dwellers Your Dwellers seem to suffer from ForgetfulJones syndrome while out in the wastelands. Play a drinking game and take a swig of booze every time he or she runs into a fire ant and think they're harmless, They only to be set on fire. They never learn and you'll end up hosed. The reason for this is that they ''only learn how to appropriately react to enemies as they level up''. So up, not in accordance with how many encounter they've had, so they'll make keep underestimating the same mistake type of enemy, try to fight them, and end up fleeing, over and over until they level enough to ''not'' make the mistake. know better.
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** Any quests that demand your Dwellers have a specific kind of weapon or armor only has to have them sent out with that stuff, any gear they find at their destination can be swapped in freely.
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* DumpStat: Charisma, prior to the addition of ItemCrafting. While NotCompletelyUseless, every other stat in the game is either useful in any room in the Vault (like Luck or Endurance) or helps speed up production. In the Vault, all that Charisma did was shorten the (already short) time it takes two Dwellers to have a baby, and help broadcast from the Radio Tower to get new Dwellers from the Wasteland. Naturally, if an Overseer already has a full Vault, both of these bonuses are useless at best (the Radio Tower is actually detrimental, because while it raises happiness in the vault, it also attracts Deathclaws.) In the Wasteland it does have a purpose, [[OvershadowedByAwesome but so does every other stat, except they're also useful in the Vault]]. The addition of ItemCrafting made some items depend on Charisma, and having high Charisma can significantly cut down the crafting time. We're talking 2 weeks crafting time down to 5 days, here.

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* DumpStat: Charisma, prior to the addition of ItemCrafting. While NotCompletelyUseless, every Charisma. Every other stat in the game is either needed to run a specific production room and/or is useful in any room in the Vault (like Luck for general gameplay (Luck or Endurance) or helps speed up production. In the Vault, all Endurance). The only things that Charisma did was shorten speeds up are the (already short) time it takes for two Dwellers to have a baby, and help broadcast from the time it takes for the Radio Tower to get contact a new Dwellers from Dweller, the Wasteland. Naturally, if an Overseer already has time to finish customizing a full Vault, both of these bonuses are useless at best (the Radio Tower is actually detrimental, because while it raises happiness Dweller's appearance in the vault, it also attracts Deathclaws.) In Barbershop. Thus, if you aren't currently expanding the Wasteland it does have a purpose, [[OvershadowedByAwesome but so does every other stat, except they're also useful in the Vault]]. Vault or customizing Dwellers, Charisma is useless, and you can just change their outfit to something that boosts Charisma when you need to do those things. The addition of ItemCrafting made some items depend on Charisma, and having high Charisma can significantly cut down the item crafting time. We're talking 2 weeks helped a little, because each item is tied to a specific stat that lowers crafting time down if that stat is high among the Dwellers working the room, but even then no weapons require Charisma to 5 days, here.craft, and the outfits that require Charisma are not very good anyway.
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* AllegedlyFreeGame: Averted, though it depends on how much you want to do in the game. It is possible to max out Vault population, unlock all recipes, themes, and production facilities, and complete all major Quests, without spending a dime. However, there are a couple things you'll have trouble getting, namely Legendary Dwellers and Mr. Handies, which are very rare, but you can buy Mr. Handies from the store and Legendary Dwellers can only be obtained from Lunchboxes, which can also be bought from the store. The flipside of that is that there's no practical reason or need for you to acquire every Legendary Dweller, and you don't ''need'' Mr. Handies to have a full, functioning Vault, they just ease some of your micromanagement. That said, the game occasionally offers Mr. Handies as quest or objective rewards (for that matter, Lunchboxes are the same), and a five pack of Mr. Handies is a one-time purchase of five dollars and that's plenty for a fair-sized Vault. Everything else that costs real money -- Lunchboxes, Pets, Nuka-Cola Quantum -- is obtainable in-game on a regular basis. In short, BribingYourWayToVictory is possible, but entirely unneccessary.

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* AllegedlyFreeGame: Averted, though it depends on how much you want to do Averted. Everything doable in the game. It is possible to game can be done without spending a dime, allowing you you can max out Vault population, obtain all theme and equipment recipes, and unlock all recipes, themes, and production facilities, and complete all major Quests, without spending a dime. However, there are a couple things you'll have trouble getting, namely Legendary Dwellers and Mr. Handies, which are very rare, but facilities. The items you can buy Mr. Handies from the store and Legendary Dwellers can only be obtained from Lunchboxes, which can also be bought from the store. The flipside of that is that there's no practical reason or need for you to acquire every Legendary Dweller, and you don't ''need'' Mr. Handies to have a full, functioning Vault, they just ease some of your micromanagement. That said, the game occasionally offers Mr. Handies as quest or objective rewards (for that matter, Lunchboxes are the same), and a five pack of Mr. Handies is a one-time purchase of five dollars and that's plenty for a fair-sized Vault. Everything else that costs with real money -- Lunchboxes, Pets, pet carriers, Nuka-Cola Quantum Quantum, and Mr. Handies -- is obtainable in-game can be acquired in game on an infrequent basis by doing quests and meeting objectives, but even then those are just perks that improve the efficiency of your Vault and its dwellers, they're not a regular basis.requirement for anything. The only thing you can't easily obtain through normal play are the Legendary Dwellers, which are acquired through Lunchboxes or specific quests, but Legendary Dwellers are a BraggingRightsReward anyway only needed if you're going for OneHundredPercentCompletion of the catalog. In short, BribingYourWayToVictory is possible, but entirely unneccessary.

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* DiskOneNuke: The game's early missions give you a few easy Lunchboxes, and it's possible to pull a Legendary outfit or weapon from them. If you're lucky enough to pull a Legendary Dweller, you just got a high-level Dweller with great stats and a powerful weapon and outfit, allowing for easy and lengthy wasteland exploration to get more supplies, and they can probably single-handedly fend off early game infestations and attacks.

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* DiskOneNuke: DiscOneNuke:
**
The game's early missions give you a few easy Lunchboxes, and it's possible to pull a Legendary outfit or weapon from them. If you're lucky enough to pull a Legendary Dweller, you just got a high-level Dweller with great stats and that comes with a powerful weapon and outfit, outfit already equipped, allowing for easy and lengthy wasteland exploration to get more supplies, and they can probably single-handedly fend off early game infestations and attacks.attacks.
** Once you get 22 dwellers (very easy to do quickly and early), you can craft the Weapon Workshop and start crafting. Presuming decent SPECIAL stats, it's possible to churn out a weapon every hour or two, letting you suit up the Vault with shotguns and laser pistols. With 45 dwellers you can upgrade the workship to be able to craft Rare weapons, and if you're lucky enough to find a good weapon recipe, you can start making Rare weapons like plasma rifles and flamethrowers.
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** Outfit-wise, the unique Detective's Outfit and Jobinson's Jersey - both hard-to-acquire quest rewards - offer cumulative bonuses of +16 points (+4 to four stats each), which is way beyond anything else you can acquire. For comparison: the vast majority of the about 30 legendary outfits in the game boast a sum of +7 points, and the three legendary dweller outfits (Piper's, Preston's and Old Longfellow's) add up to +8.

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** Outfit-wise, the unique Detective's Outfit and Jobinson's Jersey - both hard-to-acquire quest rewards - offer cumulative bonuses of +16 points (+4 to four stats each), which is way beyond anything else you can acquire. For comparison: the vast majority of the about 30 legendary The later added outfits in for the game boast Four Horsemen, won from a sum of +7 points, very long and the three legendary dweller outfits (Piper's, Preston's and Old Longfellow's) add up to +8.difficult questline, also have stat totals of 16 in different spreads
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* AllegedlyFreeGame: Averted, though it depends on how much you want to do in the game. It is possible to max out Vault population, unlock all recipes, themes, and production facilities, and complete all major Quests, without spending a dime. However, there are a couple things you'll have trouble getting, namely Legendary Dwellers and Mr. Handies, which are very rare. However, there's no practical reason to want every Legendary Dweller aside from completion's sake, and you don't ''need'' Mr. Handies to have a full, functioning Vault, they just ease some of your micromanagement. But even then, a five pack of Mr. Handies is a one-time purchase of five dollars and that's plenty for a fair-sized Vault. Everything else that costs real money -- Lunchboxes, Pets, Nuka-Cola Quantum -- is obtainable in-game on a regular basis. In short, BribingYourWayToVictory is possible, but entirely unneccessary.

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* AllegedlyFreeGame: Averted, though it depends on how much you want to do in the game. It is possible to max out Vault population, unlock all recipes, themes, and production facilities, and complete all major Quests, without spending a dime. However, there are a couple things you'll have trouble getting, namely Legendary Dwellers and Mr. Handies, which are very rare. However, rare, but you can buy Mr. Handies from the store and Legendary Dwellers can only be obtained from Lunchboxes, which can also be bought from the store. The flipside of that is that there's no practical reason or need for you to want acquire every Legendary Dweller aside from completion's sake, Dweller, and you don't ''need'' Mr. Handies to have a full, functioning Vault, they just ease some of your micromanagement. But even then, That said, the game occasionally offers Mr. Handies as quest or objective rewards (for that matter, Lunchboxes are the same), and a five pack of Mr. Handies is a one-time purchase of five dollars and that's plenty for a fair-sized Vault. Everything else that costs real money -- Lunchboxes, Pets, Nuka-Cola Quantum -- is obtainable in-game on a regular basis. In short, BribingYourWayToVictory is possible, but entirely unneccessary.
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ehhhh not quite. My own vault has literally every space filled and has a row of elevators touching the far right build area, and I still have infestations start in the center rooms far away from any dirt. Also, Radscorpions can spawn anywhere and will randomly move to any other room in your vault, regardless of floor.


** Infestations like radroaches, mole rats, and radscorpions only spawn in rooms touching dirty, including the sides of the build area. This means that it's possible to entirely insulate yourself from infestations by building your elevator systems on the edges of the build area, thus no rooms are touching the dirt. Alternatively, since infestations can only move between connected rooms, a checkboard-layout of rooms that aren't directly touching each other means they have nowhere to go and will just go away after a minute or two.

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** Infestations like radroaches, mole rats, Radroaches, Molerats, and radscorpions only spawn in rooms touching dirty, including the sides of the build area. This means that it's possible to entirely insulate yourself from infestations by building your elevator systems on the edges of the build area, thus no rooms are touching the dirt. Alternatively, since infestations Fire disasters can only move between to other rooms directly adjacent to them, so you can isolate them entirely by leaving dirt around them while only connected rooms, a checkboard-layout of rooms that aren't directly touching each other means they have nowhere to go and will just go away after a minute or two.an elevator.

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* LoopholeAbuse: A lot of the objectives follow ExactWords that follow this trope. For instance, say you get the objective "craft five rare weapons." The objective does not state you must ''keep'' those weapons, thus you can craft a rare weapon, immediately break it down to get most of the components back, and re-craft it four times to meet the objective. The same rule applies to objectives like "collect so many of this item," where if you use or sell the items afterwards you still have credit for the objective for collecting them in the first place.

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* LoopholeAbuse: LoopholeAbuse:
**
A lot of the objectives follow ExactWords that follow this trope. For instance, say you get the objective "craft five rare weapons." The objective does not state you must ''keep'' those weapons, thus you can craft a rare weapon, immediately break it down to get most of the components back, and re-craft it four times to meet the objective. The same rule applies to objectives like "collect so many of this item," where if you use or sell the items afterwards you still have credit for the objective for collecting them in the first place.place.
** Infestations like radroaches, mole rats, and radscorpions only spawn in rooms touching dirty, including the sides of the build area. This means that it's possible to entirely insulate yourself from infestations by building your elevator systems on the edges of the build area, thus no rooms are touching the dirt. Alternatively, since infestations can only move between connected rooms, a checkboard-layout of rooms that aren't directly touching each other means they have nowhere to go and will just go away after a minute or two.
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Old image is really boring


[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/FalloutShelterCover.png]]

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[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/FalloutShelterCover.org/pmwiki/pub/images/fallout_shelter_gamefront.png]]



''Fallout Shelter'' is a [[ConstructionAndManagementGames vault management]] LifeSimulationGame set in the ''VideoGame/{{Fallout}}'' franchise, designed for mobile platforms, developed by Behavior Interactive and Bethesda Game Studios and published by Bethesda Softworks. The game was released after Bethesda's first E3 showcase, on June 14, 2015. The game is free to play, with in-app purchases. The game is available for the iOS, and beginning August 12th, 2015, also for Android devices with Google Play Store access (the release coincides with the 1.1.0 update for iOS). Unfortunately, the game isn't available on the Amazon App Store, thus denying folks with uncertified Android devices access to the game. The game is also available on PC, UsefulNotes/XBoxOne, UsefulNotes/PlayStation4 and UsefulNotes/NintendoSwitch.

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''Fallout Shelter'' is a [[ConstructionAndManagementGames vault management]] LifeSimulationGame set in the ''VideoGame/{{Fallout}}'' franchise, designed for mobile platforms, developed by Behavior Interactive and Bethesda Game Studios and published by Bethesda Softworks. The game was released after Bethesda's first E3 showcase, on June 14, 2015. The game is free to play, with in-app purchases. The game is available for the iOS, and beginning August 12th, 2015, also for Android devices with Google Play Store access (the release coincides with the 1.1.0 update for iOS). Unfortunately, the game isn't available on the Amazon App Store, thus denying folks with uncertified Android devices access to the game. The game is also available on was later ported to PC, UsefulNotes/XBoxOne, UsefulNotes/PlayStation4 UsefulNotes/XboxOne, UsefulNotes/PlayStation4, and UsefulNotes/NintendoSwitch.
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* BlackComedy: Even though it's LighterAndSofter than the main Fallout series, ''Fallout Shelter'' has this in spades. Stand-out examples include the flavor text for unlocked weapons (mostly of the "[[TheJoysOfTorturingMooks look how awesome it is to mutilate your enemies with this]]!" variety), and some observations made by a Dweller exploring the Wasteland (such as {{Snark}}ing about how the devastation "[[SarcasmMode totally isn't depressing at all]]", or suffering AmusingInjuries, [[AgonyOfTheFeet usually from being footsore from walking everywhere]]).

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* BlackComedy: Even though it's LighterAndSofter than the main Fallout series, ''Fallout Shelter'' has this in spades. Stand-out examples include the flavor text for unlocked weapons (mostly of the "[[TheJoysOfTorturingMooks look how awesome it is to mutilate your enemies with this]]!" variety), and some observations made by a Dweller exploring the Wasteland (such as {{Snark}}ing snarking about how the devastation "[[SarcasmMode totally isn't depressing at all]]", or suffering AmusingInjuries, [[AgonyOfTheFeet usually from being footsore from walking everywhere]]).



* DiskOneNuke: Getting a Legendary Weapon in your first Lunchbox will be this, when compared with Legendary Dweller and Legendary Outfit. They can make your initial Wasteland exploration a breeze, they also help secure your Vault from intruders, and will be absolutely helpful in quests. And you can play this trope to its literal extreme if you got a nuke-based weapon...

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* DiskOneNuke: Getting The game's early missions give you a few easy Lunchboxes, and it's possible to pull a Legendary Weapon in your first Lunchbox will be this, when compared with outfit or weapon from them. If you're lucky enough to pull a Legendary Dweller, you just got a high-level Dweller with great stats and Legendary Outfit. They can make your initial Wasteland a powerful weapon and outfit, allowing for easy and lengthy wasteland exploration a breeze, to get more supplies, and they also help secure your Vault from intruders, can probably single-handedly fend off early game infestations and will be absolutely helpful in quests. And you can play this trope to its literal extreme if you got a nuke-based weapon...attacks.

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* ArmorIsUseless: Not completely useless per se, but unlike other ''Fallout'' games, armor offers no damage reduction. Instead, they're treated as just another piece of clothing to get stat bonuses from. So someone wearing fake pointy ears can get much better bonuses than someone equipped with Combat Armour. On the other hand, all models of [[PoweredArmor power armor]] are exclusively categorized as legendary gear with a minimum of cumulative bonuses of +4. The best ones add up to +7, so all of them come in quite handy if you're lucky enough to possess them.

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* ArmorIsUseless: Not completely useless per se, but unlike Unlike other ''Fallout'' games, armor offers no damage reduction. Instead, they're reduction and are treated as just another like any other piece of clothing to get clothing, just giving stat bonuses from. So someone wearing fake pointy ears can get much boosts. This means that stuff like combat armor and battle armor are no better bonuses than someone equipped with Combat Armour. On the other hand, all models a set of football pads or a radiation suit beyond what stat boosts you want. Even [[PoweredArmor power armor]] are exclusively categorized as legendary is outshone by the likes of soldier fatigues and armored vault suits, in terms of MinMaxing the efficiency of your production rooms.
* ArmorOfInvincibility
** The Legendary-tier Wasteland Gear gives +7 Endurance. As Endurance affects resistance to radiation and how much HP dwellers gain when they level up, suiting up someone in this
gear with will make them a minimum StoneWall.
** Among the Legendary outfits otherwise, the Detective Outfit, Jobinson;s Jersey, and the outfits
of the Four Horsemen, give cumulative bonuses of +4. The best ones add up to +7, so all of +16, +4 in four different stats, making them come in quite handy if you're lucky enough to possess them.extremely useful general purpose outfits.

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* PowerUpLetdown: You can upgrade the Vault door for higher HP, which makes Raiders and Deathclaws take longer to get in so you have more time to position defenders. However, Raiders are such pathetic opponents you'll ''want'' to get them in the Vault quickly so you can kill them and get the incident over with. As for Deathclaws, well, the upgraded HP isn't gonna do ''that'' much to buy you time before they get in. Overall, upgrading the Vault door is just a waste of caps.

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* PowerUpLetdown: PowerUpLetdown:
**
You can upgrade the Vault door for higher HP, which makes Raiders and Deathclaws take longer to get in so you have more time to position defenders. However, Raiders are such pathetic opponents you'll ''want'' to get them in the Vault quickly so you can kill them and get the incident over with. As for Deathclaws, well, the upgraded HP isn't gonna do ''that'' much to buy you time before they get in. Overall, upgrading the Vault door is just a waste of caps.caps.
** You can upgrade training rooms to increase the speed at which the dwellers improve, but the improvement is a few minutes, and at higher levels, an hour or so. It takes around three full days to fully train a dweller to a 10/10 in a stat, so saving a sum total of four or five hours across their training period isn't really a noticeable improvement for the fair sum of caps it costs to do the upgrade.
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* EarlyGameHell: For the first while in the game, your vault will teeter on the edge of collapse from any pest infestation or raider or ghoul attack. You have a handful of dwellers with terrible stats who can't efficiently work your production rooms, you'll scrap to get enough caps to expand and upgrade your vault, your supplies are limited to whatever equipment slain raiders drop and the random spoils of lunchboxes, and you can't build crafting or training rooms yet.[[note]]and trying to rush your population up to them just gets you overpopulated and your vault won't be able to sustain itself[[/note]] Once your population begins to grow to unlock rooms and you start sending dwellers into the wasteland to scavenge supplies, all of these problems are gradually alleviated and the game becomes considerably gentler.

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* EarlyGameHell: For the first while in the game, your vault will teeter on the edge of collapse from any pest infestation or raider or ghoul attack. You have a handful of dwellers with terrible stats who can't efficiently work your production rooms, you'll scrap scrape and pinch to get enough caps to expand and upgrade your the vault, your supplies are limited to whatever equipment slain raiders drop and the random spoils of lunchboxes, and you can't build crafting or training rooms yet.[[note]]and trying to rush your population up to them just gets you overpopulated and your vault won't be able to sustain itself[[/note]] Once are a long ways away. As your population begins to grow to unlock rooms and you start sending dwellers into the wasteland to scavenge supplies, all of these problems are gradually alleviated and the game becomes considerably gentler.
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* HundredPercentCompletion: The game records all the weapons, armor, and legendary vault dwellers you find in the game. Most legendary vault dwellers contain a unique outfit and weapon, which may be impossible to obtain by searching the wastelands. Players who want to obtain everything may find themselves buying hundreds of lunchboxes from the market just to improve their chances. The quest update now allows you to find the weapon and outfit recipes for the legendary dwellers, but the blueprints are rare and in some of the more difficult quests.

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* HundredPercentCompletion: The game records all the weapons, armor, pets, and legendary vault dwellers you find in the game. Most legendary vault dwellers contain a unique outfit and weapon, which may be impossible to obtain by searching the wastelands. Players who want to obtain everything may find themselves buying hundreds of lunchboxes from the market just to improve their chances. The quest update now allows you to find the weapon and outfit recipes for the legendary dwellers, but the blueprints are rare and in some of the more difficult quests. While filling out every weapon and armor in the game is possible through doing all the quests and building them with blueprints, obtaining all of the legendary dwellers and especially the pets comes down purely to luck of the draw in the lunchboxes.
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* HypocriticalHumor: In the "Little Miss Wasteland" quest, your vault dweller has this to say during the pageant:
-->'''Dweller:''' I wish for world peace, and death to anyone who disagrees.
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* AntiClimax: Zigzagged and PlayedForLaughs with the "Horsemen of the Post-Apocalypse" questline. The penultimate quest ends with a battle with Death, said to be the most dangerous of the Four Horsemen. He turns out to be [[spoiler:a Mole rat]]. Even your Dwellers comment on the absurdity of this when the fight begins. Where the zigzagging comes in is that before you face Death, you fight [[spoiler:a Deathclaw]], a much more appropriate embodiment of Death and a more dangerous foe than him, so you still get a challenging boss fight out of things.

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