One of the things we mentioned in a previous hardcore post was the Legendary enemies, and many of you probably assumed that we shamelessly stole were inspired by that idea from Fallout 4. Well, you were right, sort of, as always we did add our own twist onto the idea.

Legendary enemies are special variants of normal enemies that can spawn in specific locations or within enemy groups. Whether or not a legendary enemy spawns in each encounter is determined by chance based on the difficulty of the game and the amount of hardcore modules enabled. Certain scripted encounters/locations might have legendary spawns that are guaranteed.

Welcome to the first part of our new series of blog posts! In this series of multiple posts, we will be uncovering how we will be handling an aspect of the game that we have had quite a few questions about: Hardcore mechanics.

So far we have shown you some concepts of weapons and armors, some of the finished models with proper lighting, and talked about our reasoning behind our design of the weapons. Now we think it would be time to see them in action!

Within the story of Fallout Equestria, addiction played a very heavy role. However, due to the simplistic nature of Fallout’s addiction system, capturing that feeling of dependency that LittlePip suffered from is not really possible. This is why we have reworked the system into two parts; dependency and withdrawal, to put a greater emphasis on risk and reward. We’ve added a bit more realism on the drugs themselves.