Thanks for all the great feedback and support guys!
@Dark as for Karma I see where you're coming from but I hated it in fallout, the idea was stealing something even if no one saw you gave you bad karma that people reacted to, so even if no one ever saw you steal stuff you would eventually become hated by everyone good in the world which makes no sense to me, instead in the wastes the player will have a reputation with guilds/factions/people and towns, you kill a group of people from a faction but one gets away, that faction will hate you, you beat up or steal from someone in a town and get caught, the town and the victim will dislike you, you badmouth a guild... you guessed it, they'll hate you, the same goes the other way around though and good rep will also work, however you move on to a new area and it's a clean slate, you could go town to town switching from being heroic to evil and no one would know, only you, because that's how it works in a world with no widescale communication.
I also like the idea of propaganda, it would be a good way to rule over a town but I would likely code it so that people with a high inteliegence would be reistant to your propaganda, perhaps then the player could look at eliminating the smart people or removing schools and education like a lot of modern day governments are haha.
@Soulkeeper, great imagination, I do plan to massively expand mutations but I want to wait until more things are complete and build the mutations around them, as for island exploring that is a possiblility, across some irradiated ocean rife with rafting survivors / mutant pirates and titan sea beasts, would make for an interesting region! you could either find an island (jungle like, paradise) and anomaly such as a whirlpool or mainland that would offer you the chance to return to the normal game world regions (definitely going in the plans)
@Dark, Dungeons are so few in number at the moment, I plan to expand the types and differences of dungeons way more in the future, you may have noticed among recent builds new rooms being added to bunkers, for example kitchens, armories, treasuries ect, well I plan on expanding dungeons way more as time goes on to make them all different in their own ways, perhaps in mines you can mine, dungeons may be held by a faction or cult, perhaps the lab is owned by a friendly scientist who will test mutations on you and cure you of stuff, I also plan in the future to add factory dungeons that will manufacture a random product with scrap, (bobby pin factory) (baseball bat factory) ect
As for the reason for the apocalypse this has crossed my mind, robot uprising, cyborg uprising, global warming, nuclear war, nuclear desolation
Something I am considering is that each time you start a new game much like how vials are randomised each game, so will the reason the world ended, this may be a bit far of a theory but it will make the games vary a bit more, it's a concept I am willing to try out but if I doesn't work well with the game I'll scrap it but for example, a cyborg uprising will mean the world was destroyed by cyborgs but you might find cyborg cities, cyborg labs and militias fighting cyborgs, no mutant creatures just all cyborgs ect, as for global warming it will all be deserts and badlands and there wont be any mutants and so on, giving you a different game each time! (can't guarentee it will be in the game due to the amount of things each one will have to change but maybe in the far future)
@Soulkeeper, wow I never knew that but that's hillarious! can't imagine you can colonize hell for long though
@Connor142, sorry connor but I have no interest in removing moddability of the game, it took a lot of work to get it in, If you don't like the idea of modding the inventory don't do it, I've used it a few times in the past for dev related testing but never for a legit game, though some do and that's fine, its a personal preference thing but I want the players to be able to play how they want and do what they want ![smile](https://forum.audiogames.net/img/smilies/smile.png)