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Let's play Wasteland: Complete

MicoSelva

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Codex 2012 Codex 2013 Codex 2014 PC RPG Website of the Year, 2015 Codex 2016 - The Age of Grimoire Make the Codex Great Again! Grab the Codex by the pussy Insert Title Here RPG Wokedex Strap Yourselves In Codex Year of the Donut Codex+ Now Streaming! Enjoy the Revolution! Another revolution around the sun that is. Serpent in the Staglands Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Divinity: Original Sin 2 Bubbles In Memoria A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Steve gets a Kidney but I don't even get a tag. Pathfinder: Wrath I helped put crap in Monomyth
First dog You meet deals damage equal to 2/3 of a character's HP? I foresee a lot of incline in this thread . :smug:
 

Radisshu

Prophet
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Messages
5,623
Awesome!

I tried getting into this a while back, but mostly wandered around without really knowing what the fuck I was doing.
 

Admiral jimbob

gay as all hell
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Messages
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truck stops and toilet stalls
Wasteland 2
Quickish update. A new arrival, and the first death in the party, the two revelations combined in the best comic book way.

Wasteland001.png


Wild dogs attack as we leave Highpool. Nothing much to see here.

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A large location lies to the West. Let's bear it in mind for now and explore a while, I want to get the lay of the land and see how big the wasteland really is.

Wasteland003.png


Oh.

Wasteland004.png



Wasteland005.png


One kill each. Now that's teamwork. :bro:

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We discover the ruins of a mine behind the new location. Might as well explore, have a look at what lies within...

Wasteland007.png


Wasteland008.png


Unlocking the door, we enter the mine office.

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Scavs! Scavs? What the hell is a scav?

Wasteland010.png


Oh, it's MisterStone. He's not too happy to see us.

Wasteland011.png


Ouch. They appear to be using BB guns, but they hit accurately and quickly. We quickly close the range to take them down.

Wasteland013.png


They're not too resilient once you close the gap.

Wasteland014.png


In the strongbox, we discover... four gas masks. Hmm. It'd be nice if there was somewhere to store these things until needed, but there we go. Guess we'll be holding on to them until necessary. If it comes to it, I'll create a throwaway character to sit around ranger center holding on to excess loot.

Wasteland018.png


This is how creatures/monsters appear on the overworld (the non-random encounters, at least). It's oddly cute.

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That's not.

Wasteland020.png


Wasteland021.png


As you may be able to tell, chzr is something of a monster. I bet she has a moustache.

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When we take the loot from a standard encounter, this lot appear... the deadliest and most hideous of all the wasteland's creatures. Midgets!

Wasteland023.png



Ginger midgets! Truly, the wastes hold horrors no sane and civilised mind could imagine.
They don't hit too hard, there's just a fucking lot of them. In between encounters and loot, we make frequent runs back to Highpool to drop off our spoils and heal up.

Wasteland027.png


World map encounters are either fairly trivial or so insanely tough your entire party will be wiped out in rounds and force you back to the last save point. Standard stuff. This guy's somewhere in between; he packs a punch, but doesn't seem to hit most of the time, and dishes out a ridiculous amount of exp for the challenge offered. I like him.

Wasteland028.png


Back in Highpool, I have the bright idea of using Grunker's high agility stat to climb the boulders in the cave instead of chzr's insufficient climb. To my surprise, it works perfectly; this does make me wonder a bit, do decent attributes render quite a few of the skills redundant? Am I missing something?

Wasteland029.png


This is Jackie, our new packrat and meatshield.
Jackie actually packs a reasonable punch, but has all the fortitude of a Drog alt. Worth picking up for a while.

Wasteland030.png


We heal up before heading back. This involves spamming esc to pass the time; if it's done in Highpool or a "VERY hot!" area of the desert, you'll get no random encounters and, assuming you have canteens for the desert areas, you'll heal up hassle-free pretty quickly.

Wasteland032.png


Upon our return to the cave, chzr pops a mole. Health regeneration for waiting and mole-popping, I do declare.

Wasteland033.png


That's... a lot of lizards. This is probably a good time to mention one slight issue I have with the combat; so far, at least, you're far more likely to get knocked out than actually injured/wounded/killed. This is naturally a blessing, but knocked-out characters tend to get up with 1hp after a couple of rounds. When all characters have been knocked out, combat ends... then immediately starts again, with the enemies attacking the one character who's had the chance to wake up in the equivalent of a round or two. And repeat. I usually either spam attack until I get enough lucky blows to get some breathing space, but sometimes I end up just restarting if it's too tedious. In any case, I assume that later in the game, being knocked out will be the least of my worries...

Wasteland034.png


chzr gets promoted :salute: this is Wasteland's equivalent of levelling up, done via radioing back to Tranny Center. If you have enough experience points, Chinese Jetpilot will promote you, giving you two attribute points to distribute. chzr takes another point in strength to continue being a tank, and puts one in... dexterity or IQ, can't remember which now.


Wasteland035.png


If I'm reading this right, the two actually fired simultaneously. As I've said, turns are played out simultaneously, but I didn't expect that to have worked its way in; pretty cool feature. Hopefully any of our bros who get taken down in a firefight manage to take the enemy with them.

Wasteland037.png


Okay, you can leave some experience to the rest of us now.

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Ulminati gets a promotion as well :salute: points go in IQ and dexterity.

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We make our way further into the cave, a bit at a time, and eventually uncover a stash containing a bulletproof vest and some TNT. The vest immediately goes on Grunker, and we have the standard demon-midget encounter... there's about twelve of them this time. Our already-exhausted bros take a bit of a beating, but triumph in the end. But, before they fall, one gets a lucky shot in on Jackie...


Wasteland040.png


Even our best medics cannot help her. The wound is critical, and only going to get worse with time. To Highpool!

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The wound is now mortal. Will she make it back to Highpool in time?
No. We unceremoniously strip the body and dump it in the wastes. RIP Jackie.
Selling our ill-gotten gains, we finally move on to the large location we've been passing this update. It turns out to the Agricultural Center we were pointed to at the beginning of the game...

Wasteland042.png


Closer now, you can hear the conversation of the men you saw when you
came in. There is a short silence after each man voices his thoughts. They
speak of varmints who are impossible to kill. The varmints are stealing their
food faster than ever before and they seem to be massing for a major attack.
The simple weapons of the farmers are not enough to stop them. They have no
idea what to do. One of them jumps as he notices you and they all turn to face
you. A stocky man they call Miguel approaches.

Excitement!
 
Joined
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Yeesh said:
You kids with your rich vibrant colors. I had to play it in CGA.

Well, that does tell me that you or your parents (depending on how old you are) were quite well off enough to afford an expensive computer. I still remember how expensive an IBM PC was back then. I played this on a C64.
 
Joined
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If you want to save someone who is CRT or worse, head for a doctor (unless you have doctor skill). If you don't think that is possible, and care if they die, don't leave the area with them, as this saves the game. Quit and reload (unless the PC version is different). As you probably already know, there is a cheap doc in Highpool.
 

Admiral jimbob

gay as all hell
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Messages
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truck stops and toilet stalls
Wasteland 2
Yeah, I was heading to Highpool. Didn't care enough to reload for Jackie's sake, though.

One thing, is there any way to check the stats of weapons/armor, or is just down to experimentation? Armour will probably be obvious enough as it comes, but I'm not sure (for example) which is my best bet out of a crowbar, knife or pickaxe for weaponry.
 
Joined
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Messages
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Location
Cuntington Manor
Admiral jimbob said:
Yeah, I was heading to Highpool. Didn't care enough to reload for Jackie's sake, though.

One thing, is there any way to check the stats of weapons/armor, or is just down to experimentation? Armour will probably be obvious enough as it comes, but I'm not sure (for example) which is my best bet out of a crowbar, knife or pickaxe for weaponry.

Unfortunately no. Trial and error is the name of the game. Fortunately, I have done much of this, so to answer your question...

Ax and knife are your best bets for initial melee weapons. Later on, a chainsaw, and then a proton Axe, which is perhaps the most damaging weapon in the game (apart from one other...). You won't get that for a while though. If you have plenty of points in brawling, etc, sometimes no weapon is better than the starters, but this requires spending valuable points skills you won't use forever...which you will need to do on a few occasions throughout the game on weird and wacky skills such as 1 point in 'toaster repair' later on. I won't give anything else away unless you ask now :/

The starting pistols do roughly the same damage as the knife, with the .45 doing slightly more than the 9mm. They have a short range.

The M19 and M17's will be your next gun stop. Perhaps a lucky run-in with SMG's (Uzi's and Mac's).

The assault rifles will be what you want for a large chunk of the game before energy weapons enter the fray. There is an earlyish time to get them, but it isn't easy. Worth it though. Let me know whether you get desperate.

Some General hints for the newbie:

Intelligence equals skill points.

After the Ag station, I would head on to Quartz. The game starts to ramp up here. During your Quartz shenanigans, someone might ask you to go to the railway camp East of Quartz, perhaps help for Highpool can be found there? After this, head on back to Quartz and clean up the town.

Save your Armour busting rockets up. You will know when you need them.

7.62mm ammo is used by the Rifles and the Assault rifles. No need to skimp too much, but there is a limited supply in the game. Same with energy packs. Another reason to have a point in melee weapons and always keeping proton axes (or best you can find at the time) handy.

Get a geiger counter. Get one. You need one in this game constantly.

Make sure every party member has their water bottle. Be careful, on rare occasions one of them sometimes seems to 'drop' them.

You are a Desert Ranger. Don't get sucked in by those of loose morals. Or do. It is your choice after all.

You can 'split' the party whenever you need to, including in combat. Some can blaze away with guns, while some lunatic can head towards the enemy, axe in hand.

Sometimes, rare things can hidden under "loot bags". However, if you don't want to pick something up, or don't have the room, leave it there. The 'loot bag' will never vanish, while dropping something or selling it will remove it from the world for good.

There are times when skills/attributes can be used manually. If you think something might be somewhere for example, use your perception master (remember what I said about making specialists?) to check again. Use skill - perception - direction you wish to use it. Space means the square you are standing on when it comes to using said skill/attribute. The root cellar at the ag station is a nice place to see this in action. Use perception on the boxes if nothing turns up just walking over them.

Things largely work as you would expect in this game. For example, sometimes a crowbar might be handy for things a crowbar normally is useful for. Think logically. You have plenty of skills, items and attributes. Trial and error is the best way to do things unless you spoil your game with a walkthrough.

Oh, and always keep a rope or two handy.

Anything else, let me know.
 

Yeesh

Magister
Joined
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Location
your future if you're not careful...
Blackadder said:
Yeesh said:
You kids with your rich vibrant colors. I had to play it in CGA.

Well, that does tell me that you or your parents (depending on how old you are) were quite well off enough to afford an expensive computer. I still remember how expensive an IBM PC was back then. I played this on a C64.
Nah, there were just IBMers in the family. Brokeness is my heritage.

Anyway if party members don't start dying off soon, how will I get a chance to shine? But now I seem to remember that Wasteland didn't have the (now) conventional save game system that we're all so used to, so generally the game didn't hand out death quite as frequently as more reload-friendly games. Or am I wrong? I'm just an old man. Don't listen to me.
 
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Messages
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Yeesh said:
Blackadder said:
Yeesh said:
You kids with your rich vibrant colors. I had to play it in CGA.

Well, that does tell me that you or your parents (depending on how old you are) were quite well off enough to afford an expensive computer. I still remember how expensive an IBM PC was back then. I played this on a C64.
Nah, there were just IBMers in the family. Brokeness is my heritage.

Anyway if party members don't start dying off soon, how will I get a chance to shine? But now I seem to remember that Wasteland didn't have the (now) conventional save game system that we're all so used to, so generally the game didn't hand out death quite as frequently as more reload-friendly games. Or am I wrong? I'm just an old man. Don't listen to me.

In a manner of speaking. It is difficult to get killed outright. However, it is also difficult to deal with any condition after UNConscious, unless you have a good medic skill, and especially a good doctor skill...or have the cash and can hightail it to a doctor somewhere, bearing in mind the character will get progressively worse.

The save system is fairly normal; unless you leave an area, upon which your save is replaced. Unless it works differently on the PC version...

Just as a small aside, I wonder why the PC version doesn't have the intro of the C64 version. Bit silly really. That was a nice intro of the nukes launching and hitting Earth.
 

MicoSelva

backlog digger
Patron
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Codex 2012 Codex 2013 Codex 2014 PC RPG Website of the Year, 2015 Codex 2016 - The Age of Grimoire Make the Codex Great Again! Grab the Codex by the pussy Insert Title Here RPG Wokedex Strap Yourselves In Codex Year of the Donut Codex+ Now Streaming! Enjoy the Revolution! Another revolution around the sun that is. Serpent in the Staglands Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Divinity: Original Sin 2 Bubbles In Memoria A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Steve gets a Kidney but I don't even get a tag. Pathfinder: Wrath I helped put crap in Monomyth
Have You enforced a 'no comment' policy for the screenshots, or is there something wrong with mah internetz?
 

Johannes

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casting coach
Also upping your brawling gives you more attacks when using melee. I don't know/remember the formula, but 1st or 2nd point in brawling should give the first extra attack.
 

Admiral jimbob

gay as all hell
Joined
Sep 29, 2009
Messages
9,225
Location
truck stops and toilet stalls
Wasteland 2
Update now has actual text. Sorry about that, must have missed pasting something last night.

There are times when skills/attributes can be used manually. If you think something might be somewhere for example, use your perception master (remember what I said about making specialists?) to check again. Use skill - perception - direction you wish to use it. Space means the square you are standing on when it comes to using said skill/attribute. The root cellar at the ag station is a nice place to see this in action. Use perception on the boxes if nothing turns up just walking over them.

Been doing that, had to do it in Highpool to find the cave and spot that an engine was needed for the purifier. Thanks for the rest, though, game seems like it mostly operates on common sense... which is certainly a refreshing change, though it is difficult to adjust to after playing games operating on video game logic for years (Fallout included).

http://wasteland.wikia.com/wiki/Wasteland_weapons

It's rather easy to say which armour is better and which worse just by names.

Thanks :)
 

torpid

Liturgist
Joined
Aug 2, 2010
Messages
1,099
Location
Isma's Grove
Lookin good

In-game information seems pretty sparse though. Are there no hit chance percentages of any kind, for example? Is it all in the manual, or is everything trial by error?
 

Fowyr

Arcane
Vatnik
Joined
Mar 29, 2009
Messages
7,671
Agricultural Center?
I'm very :smug: about next update.
Please continue. Victory at sea, Admiral!
 

Admiral jimbob

gay as all hell
Joined
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truck stops and toilet stalls
Wasteland 2
First things first. If we're going to clear out your super-mutant-vermin things, we need to clear up the small issue of pay. Oh, yes, I am Bioware evil.

Wasteland001.png



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Fuck you too.
Well, we are Desert Rangers. Pay or no pay, we are dedicated to doing the right thing, and earning experience in the process. Mainly the experience.


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In the shadow of an enormous satellite tracking dish stands the old
man. Over 100 years old, he is still vigorous and bright of eye, although he
rambles incoherently at times. The farmers remove their hats as they approach
and wait for him to speak. Frowning, deep in thought, he stares at what appear
to be the remains of a 15-foot tail carrot. He holds a long shaft of broken
metal in one hand and mumbles something about wascally wabbits that he had to
beat away with his best rake.
Miguel explains that you have come to help. The old man studies your
weapons, and tells you that he doesn't think your peashooters will do any good
against the armored varmints, but that you're welcome to try. If you succeed,
he wants you to come back and see him. There is something he would like to show
you.
Free to roam the veggie field, you head towards the carrot patch. From a
distance, your hear the old man warn you, "Watch out for Harry, the Bunny
Master!"

The Bunny Master. A deadly foe indeed. But the prophecies speak of the one he fears... the BUNNYBORN

Wasteland004.png



Rats!
The enemies here are a fair bit weaker than those that were in the mine. We still need to retreat to heal occasionally, but it's rare, and more for convenience than anything.

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Eerie. Is the Agricultural Center the home of a secretive Latvian cult?

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:salute:
I've been telling chzr to evade in most of our battles so other people get a chance at experience. They're coming along quite nicely. I'm somewhat curious as to how much of a setback the death of a squadmate will be; what happens if someone dies in the endgame, I have to train a weak level 1 character up from scratch, and I've cleared too many previous areas for there to be good sources of experience around? We'll see.


Wasteland007.png


A dark tunnel to the south of the garden. Having retrieved a few fruits and loots, we make our way through here to get back to Highpool and to see what we can find.


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Bunnies! Alex attacks one, hitting it and failing to inflict any damage. Alex is never going to live this one down.


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:salute:


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Ah, freedom. The tunnel was pretty packed with enemies, but we found a lot of fruit and got a few levels, so all is well.


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Fucking finally. We pour his points into strength, just to make him less acutely embarassing.

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Back in the garden, chzr uses her freakish she-muscles to smash down some gates and steal some more fruit.


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Well, that was among the least likely random events I expected to occur.


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Alex continues being rubbish in every aspect. This is a rather strange event.

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Avoiding the giant assault fruits, we steal the goods in the upper garden as well, continuing to fight off rabid bunnies and consoling Alex when he gets paper cuts from his origami doves.

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Ah. Are the bunnies firing these? I never liked rabbits.

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A hint of duelling banjos in the air as our team fights off drooling hillbillies. I won't even ask how they got here. lulzy bullshit! No coherency! Fallout is better!!! Tranny supermutants!!!!!!!!! :x

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:salute: Grunker's skill with his fists is second only to chzr's monstrous she-beast strength. We'll have to wait and see how useful an unarmed specialist comes in later in the game, though...

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:salute:


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chzr's perception rises through fruit-dodging. Could come in handy.


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Our foe emerges from among the carrots.


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Our team at full strength, we attack as one. chzr lands a blow, and Harry comes back by hitting Ulminati for 25 points of damage in one strike. This could get ugly-


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Oh.


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The Harry hammered, the agricultural center is saved.


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Dark humour!!!! The lulz!!! What a dumb location, a magic cabbage patch in a post-apocalyptic wasteland with stupid catapults firing vegetables at you, inbred farmer enemies and "bunny master" villains :roll: how very Bethesda!!!!


Wasteland026.png


Is this a euphemism? I still have the Deliverance theme going through my head. Tentatively, we follow him down.


Wasteland027.png


It is in fact a root cellar.

The diary talks about the last days during which the satellite
facility was operating. "Las Vegas is still intact. Needles wasn't damaged
by bombs, but some flooding occurred when the river level rose. Quartz
suffered a lot of damage." In hurried script, the last diary entry reads,
"We're abandoning the satellite installation so we can join the farmers out
at the Ag Station. We've deactivated the alarms and electronic
countermeasures that protect this place."


Wasteland028.png


Finding some loot in the cellar boxes, we sell off our gains and take our leave. Heading north, we stumble across a nomad's camp.


Wasteland029.png


You have come upon the rail-nomads' camp. Ornery looking longhorn
cattle wander among dusty tents, from which sullen faces peer. In the
background, a ramshackle collection of railroad cars, patched with wood,
hide, and an odd piece of corrugated aluminum, sits on a rail siding. Two of
the cars, the locomotive at the front and the caboose at the rear, appear to
be in better condition than the others. As you approach, a strained silence
fails over the camp and you grow uncomfortable under the collective gaze of
the assembled nomads. Finally, one of the nomads steps forward. "Welcome,
Rangers. I am the Brakeman of this train. I would be honored if you would
visit with me in the caboose before leaving our camp. In the meantime,
please accept our hospitality." The Brakeman turns and strides back into the
camp.


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None of our keywords are particularly effective. Further down the train, we discover a shopping car, and strike gold.


Wasteland032.png


We purchase an engine, and head back to Highpool. I'm excited. Are you?


Wasteland033.png



As you pass the open doorway of this car you are almost overcome by
the strong odor of fermented cactus fruit. As your eyes become accustomed to
the darkness of the car you can make out a straw-covered floor littered with
numerous bottles of Dr. B. Bilious Balfour's Snake Squeezins. At the back of
the car lolls a rotund Bearded figure rocking back and forth as if the mere
act 01 sitting offered a difficult feat of balance. Finally, seeming to take
notice of you, the shadowy figure issues an invitation: "Welcome to my
humble abode, gentlefolk. Step on in."

Err. I'll pass for now, thanks.


Wasteland034.png


Returning to Highpool, Grunker digs the engine out of his bulging backpack, and...
Wasteland035.png


Viola!


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It's so beautiful. The bros equip a leather jacket each, selling on the excess. A mangler is apparently a fairly weak anti-tank weapon, we'll save it for any upcoming bosses or tougher fights.


Wasteland037.png


Quartz was our next destination anyway, so why not. Might be a decent cash boost.


The Brakeman tells you, "Take this visa card and give it to Head
Crusher in Quartz." As the Brakeman passes you the card, the sunlight
catches the dove hologram and glints brightly. You slide it into your breast
pocket as he turns and leaves without another word.


Wasteland039.png


We have to pass through another location to get to Quartz. It describes itself on the map as the "Guardian Citadel".

You know the Guardians to be strange collectors of old items and as
xenophobic fools who would not hesitate to kill strangers without ever seeing
the whites of their eyes. You've learned that the flags are in place to mark
the closest an outsider may approach the walls without being attacked.

Don't think I'll risk it just now, to be honest. The Brotherhood of Guardians will be waiting when I get back.

Wasteland040.png


And here we are... Quartz. Quartz is a small town that suffered extensive damage from the nuclear attacks, yet managed to survive. Although located far from the large military targets, this tiny community was affected by earthquakes and low-level nuclear fallout. But in its feisty, small town way, Quartz quickly resumed normal life. About the only trouble Quartz has these days is with bandits. What adventures await us within its walls? Tune in next time, children!
 

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