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Wasteland The Wasteland 2 Beta Release Thread [GAME RELEASED, GO TO NEW THREAD]

hiver

Guest
Does anyone know how can you revive characters from being unconscious?
I cannot do it with anything, am i missing some specific item?
if i apply any items i have, they get spent but achieve nothing.

yes i have first aid and surgeon skills at good levels, yes i have all the healing items you get in the start and next few random encounters.

yes, characters that reach unconscious state - even after being healed from worse - are forever unconscious.
first aid and surgeon skills say : target not valid, or something like it.


W.T. FFFFF?
 
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Grotesque

±¼ ¯\_(ツ)_/¯
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Vatnik
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Divinity: Original Sin Divinity: Original Sin 2


7:55 If this game will turn out to be better than Wasteland 2 regarding models, combat systems and map design, I'll be a sad panda.
 

buzz

Arcane
Joined
Apr 1, 2012
Messages
4,234
Jagged Alliance was always better than Wasteland/Fallout, so that fits right in with the rest :smug:
 

felipepepe

Codex's Heretic
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I wanted to see the Prison Area, but honestly, I can't find it. Apparently it doesn't appear in the map until Vargas tell you to go there (just like the new Infected Village location), and I left both Highpool and Ag. Center to die, but Vargas doesn't talk anything else...
 

sea

inXile Entertainment
Developer
Joined
May 3, 2011
Messages
5,698
I wanted to see the Prison Area, but honestly, I can't find it. Apparently it doesn't appear in the map until Vargas tell you to go there (just like the new Infected Village location), and I left both Highpool and Ag. Center to die, but Vargas doesn't talk anything else...
You should be able to visit it after Radio Tower. Right now completing Radio Tower is when everything else opens up.

The location is at the southeast corner of the map, near Highpool and the Robots! encounter.
 

felipepepe

Codex's Heretic
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You should be able to visit it after Radio Tower. Right now completing Radio Tower is when everything else opens up.

The location is at the southeast corner of the map, near Highpool and the Robots! encounter.
I crawled through almost the entire map with Outdoorsman 4 and saw nothing:

nVCwIhQ.jpg

6KktA06.jpg


And Infected Village/Pump Station only opens up after you do Ag. Center (that makes sense), same thing for Wrecking Crew Stronghold only showing up after doing Highpool.

Since I'm here anyway, here's more feedback:

- As you can see from the above screenshot, my map is bugged. It shows that I never went into Ranger Citadel, and every time I reload the game, fog of war covers the entire map, except for were I stand.

- Cover is screwed up in one of the random encounters:

fyqAtX8.jpg


I got 4 skill point in Rifles, yet it shows -09% chance to hit this fucker, just because he's leaning on the wall (?). Only seems to happen in this map.

- This other Random Encounter was bugged as well, I couldn't fire any weapon, only bash with melee:

sjWQELy.jpg


- Entering settlements like Rail Nomads & Ranger HQ should refill my water. At least Ranger HQ.

- Making a trade in the barter menu shouldn't make the barter window close.

- Please make Level Up Mine a bit more exciting than fighting three Badgers, then fighting four badgers.... and for last, fighting FIVE badgers! Especially since they are just HP tanks that bite you.

- Infected Village... needs work. Not displaying the safe pass-code on the journal is nothing but the developers patting themselves of the back and saying "look how HARDCORE we are, you have to write it down yourself!". Quite try-hard when that's the only goddamn thing in the entire game you have to write down... just leaving it as a word/number puzzle is enough IMHO. Also, line of sight is screwed, I was atop a stair case, and yet I didn't have line of sight for stuff below:

XrzcrkP.jpg


And there's no end to the level? I killed every enemy, opened the safe, and that's it? Not even a thank you from the retarded 1 HP population?

- BTW, the entire fog-of-war stuff seems weird... it doesn't feel organic, like I'm exploring and seeing more as I go, but rather that it was hand-made "from this point forward, they can see this area"... it feels VERY artificial.

- I managed to avoid the consequences for letting the boy drown in Rail Nomads. I simply ignored him and entered the Town Hall. I heard from inside the girl shouting he was dead, but Vargas didn't call me, and even his mother was still asking me to search for him.

- Random encounters rate being higher makes the wasteland more dangerous to explore, but once you reach Lv 4 in Outdoorsman, you'll never have to fight a random encounter again. Also, I had time when 2 encounters happened right after another, I couldn't even move on the map.
 

sea

inXile Entertainment
Developer
Joined
May 3, 2011
Messages
5,698
I crawled through almost the entire map with Outdoorsman 4 and saw nothing:
That's weird, it wasn't like that in an earlier build I played. It could be a bug or it could have been changed, not sure.

- As you can see from the above screenshot, my map is bugged. It shows that I never went into Ranger Citadel, and every time I reload the game, fog of war covers the entire map, except for were I stand.
This seems identical to a save/load bug that I saw prior to the early beta release. Please report this on CenterCode and submit your save files if possible, because it could also indicate wider save/load corruption issues.

- Entering settlements like Rail Nomads & Ranger HQ should refill my water. At least Ranger HQ.
Right now most settlements have a well or canteen to fill your water for you, but yeah, that might be more convenient if it auto-fills. Not a bad suggestion (maybe with the qualifier you have to have used the water source once before it fills you up automatically when "passing through").

- Making a trade in the barter menu shouldn't make the barter window close.
Barter UI will be heavily updated in the future so that'll probably be different.

- Please make Level Up Mine a bit more exciting than fighting three Badgers, then fighting four badgers.... and for last, fighting FIVE badgers! Especially since they are just HP tanks that bite you
If you have any suggestions by all means feel free to submit them, though be advised this is a smaller-scale map (somewhere in between a random encounter and main location).

That goes for the rest too, it's all good and valuable feedback. Thanks felipepepe. :)
 

hiver

Guest
felipepepe
Also, line of sight is screwed, I was atop a stair case, and yet I didn't have line of sight for stuff below:
I think they ditched that whole idea of vertical shootan. I never noticed it anywhere.

- Please make Level Up Mine a bit more exciting than fighting three Badgers, then fighting four badgers.... and for last, fighting FIVE badgers!
That was the first small new location i went in, got some really interesting bugs there, and i think i found the actual reasons.

It is supposed to be six badgers as the last fight. Did you notice some of those six were appearing... weirdly, to say the least? I start the fight from as far away as a i could - cause i didnt have any medicine items left. The first two or three badgers start to move towards me - the other three are nowhere to be seen.
Then when the first two or three come closer to my party - the other three either teleport right there or come out of the first three - multiply like amoebas out of the first three.

i let sea know and gave him the saves, but im just wondering has anyone else had that.
(btw, the location and its quest and how its presented and executed is... just mind-numbing)

As for rail nomads kid - i just shoot the fucker while he is drowning. Nobody reacts to it at all. Last time it was Angela shot that killed him - and nothing.

- and im also getting the fog of war bug on the world map.
 

felipepepe

Codex's Heretic
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I got the same thing with teleporting badgers... and there are various places where you can use the high ground, but the bad fog-of-war/line of sight makes it hard to work out...
 

hiver

Guest
Ah, ok. I went through it on level 1, btw. came out level 3.
(medicine is now even more retarded then before but ill leave it for more detailed ... impressions.)

I might write about that mine now to save myself writing about it later.

Small location, simple quest. Miners are stuck inside and cant go out because of the dangerous badgers. They have to blow up a part of the mine that caved in - but they dont have the dynamite caps to detonate the dynamite thats already there.
Why or how doesnt come into it. (it just happened like that, mkay?)
Take the caps and go in.

The map is a small corridor going into a circle like a ring. The second you come in - the caved in rocks cutting the miners are on your left. Somehow they immediately hear you and some dialogue appears in the air where they are "shouting" - what you need to do, as if youre a retard and it needs to be repeated again - after a guy outside told you the same already.
(this happens a lot and various characters fall out of character and break the forth wall constantly to tell you what you bloody need to do - most ridiculous example is the chief of Topeekans tribe reminding you to go back to another topeekan to collect a reward for helping that other guy)

So you go through the corridor popping badgers, you come to last area with six of them - which turns out to be right next to the trapped miners part of the cave - that is completely open to badgers. Miners dont even have weapons. But somehow badgers just didnt kill them all.
You go in there, put the caps on dynamite and while youre team and the miners stand right next to three big stacks of dynamite - that completely obliterates the rocks closing off the exit - in a bloody closed space... and then everyone happily runs out.

... now, i just signed for center code access and i will suggest several small things that will make that mission less mind numbing... but, i have to wonder who the hell is coming up with such bland, horrible and not to mention ignorant setups...and why? WHYYYY?



...



The game also heavily insults general Patton right at the beginning when Vargas mentions him during the funeral or just after in that first dialogue.
And it is me, a non American that notices that... sigh... Not to mention he will reincarnate and kick all of your asses if he finds out.
 
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- Please make Level Up Mine a bit more exciting than fighting three Badgers, then fighting four badgers.... and for last, fighting FIVE badgers! Especially since they are just HP tanks that bite you.
What the fuck is Level Up Mine?
 
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hiver

Guest
Oh really? it was like a joke? I have to admit i didnt get it. I guess it was too deep.
 
Joined
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Messages
1,567
Took me a moment, but LOL, that whole mine thing is just, wow, but w/e, I'm still gonna look for it. I've only got to fight two badgers, I want to experience limitless enemies.
 

hiver

Guest
Been playing some more, and im actually trying to find good things about it.
its more stable overall then before, new random encounters maps are in, much more radio calls of all sorts, although the preacher is a bit tiresome after a while. i got to blow up a couple of crates.
Its also buggy quite a bit.


Ui doesnt just look ...ungainly, limited, but its also functionally bad, and it has its own bugs on top.
Icons and new grid inventory are fine but its all done with some weird, weird choices. Mechanically. There is load to talk about there. Needs major improvements in flexibility and utility mechanics, let alone visual representation.


Bigger bug:
Just ran into two restarts, fist time when i tried moving that H.R. Logbook to another square in inventory, which glitched - i think i clicked over another item, so it just remained hovering above inventory, while mouse and all controls didnt really work anymore.
I could turn off inventory with a keyboard key, but the logbook icon would just remain in the air, with mouse locked onto it.

another time when moving a knife to a second weapon slot, - i think i clicked slightly outside that slot border lines - i could still sorta rotate the camera by movement keys on keyboard, and managed to click onto exit to the world map, but when next popup for oasis came up, i couldnt control the mouse, click or move anything

I also lost freshly upgraded assault rifle - i transferred it from Angela to first guy inventory and then tried to move his, from his hands into her inventory. - that caused both weapon to disappear.

----


Im level 7 and already full of SP points, even if they were a bit nerfed - and i havent been to the radio tower yet, nor AG center or HP.
Just from clearing that Leve lup mine and random encounters on the road back to citadel and then rail nomads where i just had a few fights with two junkie groups, took Scotchmo and not much else. Then ran away.
Its completely the same as before, so when novelty of it isnt there anymore you just want to get it over with as soon as possible.

Discovered yet another, new way to break Ralphie - opening quest into complete nonsense.
I cant imagine playing the game more times and doing it all over again every single time. in addition to all else.

Swimming in medicine items after every random encounter fight or two.

And no, there is no AG center or HP on the map yet. Or other locations.
 
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hiver

Guest
Z1sXOLS.jpg


Prison opened up after i did Ag center, reported, and went back to Highpool to check what happened. Had to go all the way up to the destroyed crane and then Citadel or Vargas calls and prison becomes available.
So, felipepepe , i guess you would need to do the same to open it too. Go back to both places and reach the dishes themselves.
 

felipepepe

Codex's Heretic
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So, felipepepe , i guess you would need to do the same to open it too. Go back to both places and reach the dishes themselves.
I left both places to be destroyed, and then went to both radio dishes. You then have to loot them, and use the parts to fix the Rail Nomad's dish. But the NPCs bugged out and vanished, so I can't complete the quest, meaning I can't reach the Prison...

Please share me your save game Hiver, I want to see it, but I'm too damn burnout to play it all AGAIN just to do so...
 

hiver

Guest
Ok no probs, wait a sec.

- yeah, ive just played through AG ceneter again and i cant stand thinking playing through it again for some future playthrough.


by the way, the only thing that is different to AG center now is that pigeon shit quest from Sue now works - and you get to go to three smaller infected locations, which just contain 3 or 4 pod zombies and a reservoir to cure - purfy with one serum dose.
- really boring, small - linear. new small maps but nothing else there. -

And you cant withhold the cure from Matt anymore, - although i didnt wait long after it - so he doesnt turn into a pod person just because you dont want to cure him suddenly.

- guess they took care of that angle.

the rest is completely the same. Larson, researchers, - you can free the ones caught in vines but it doesnt matter if you do or dont.


Hey, you know, Brother None , sea , it would be nice if there was some "inside location" teleporting. I had to go all the way to west field in AG center, to find Sue - to tell him i cleaned up his mess - and apply a smart ass option - which didnt do anything except making Sue see how dumb he was. For a second time - since we already talked about it.


- It was also nice to be able to sell all that shit i collected along the way, in Ranger Citadel. Thats about one small thing that pays off in an ok way.
 
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felipepepe

Codex's Heretic
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Ok, now I played the Prison level (thansk to Hiver's rangers). First, here's the map of the first (and largest) area:

Vwocfjr.jpg

NWDfbwZ.jpg

This is more or less the same area that was shown in the Prison Video, ages ago. There are some changes, like the turrets next to the "Red" merchant to the north, and the big change that the map was divided in two. Other than that, is still the same thing; wiggly paths taking to quests, fucking nothing in between, not a single house that you can enter, obvious solutions to everything, and not a sign of replayability and reactivity beyond doing solution A or B for all quests... The goats on the minefield from the prison demo are still there, as is the whole "convenient sniper point right next to the Raider's base" as well, but now the line of sight doesn't work and I can't see shit from there:

g1V3P9X.jpg


I swear that I tried to jump into this with a positive look, seeing how much improvement happened since we last saw it, how the feedback would change it and all that... but I'm coming to the realization that the issue here is deeper. Just look at this picture:

3kja9eX.jpg


To the left, the (now dead) raider's checkpoint. Barely 10 meters to the right, there's a weak and unguarded gate that you can open to sneak past. Sorry, but this is just lazy. Here Brother None will probably point out that trying to sneak past that gate can still trigger the guards, making that gate a "semi-troll" solution. Awesome, but if I just walk 10 more meters to the right, there's a second sneak path that I can take by using a crane... and once again, just a skill check away. W2 just never tries to tie skill check with NPCs and quests... It shouldn't be hard, help a farm girl to fix her well, then convince her that you're a bro and she'll tell you about the sneak path and give you the key to the gate, allowing you to avoid a very hard lo9ckpick test... but no, you just walk to stuff and use the obvious skill. It is fucking BORING to solve everything by just walking to it and using a skill... especially when you have a horde of rangers overflowing with skill points.

The only moment where something like this happened was back in the Infected Village, where you're given a safe code. Once you reach the safe, you either recall the code or you're fucked, because the safe is impossible to open with the safe-opening skill... meaning it is POINTLESS! I have a goddamn skill that only serves to open safes, but apparently only shitty ones, because the important ones have codes. Hurray!

Not to even mention the inconsistencies the world has... This is the post-apocalyptic wasteland, where salvagers roam the land, scrap is the currency and raiders will kill you "for the metal in your Ranger Star". Then how the hell there's a open & full loot chest, right next to a goddamn intact Helicopter, right outside the fucking raider's base?

Cwvlfwo.jpg


This is retarded. Is like the designers are just going through the motions, doing "RPG stuff", without ever thinking about it. It may seem minor stuff, nitpicking, but to me it shows perfectly how "cookie-cutter" W2's design is... "Write a bunch of quests, each of them with at least 2 solutions, then connect them through wiggly paths and spread some loot containers through the area". Doesn't sound like a bad formula, but it is taken so literally that part of the content looks like it was randomly generated. Quests are bland, locations feel theme park-ish and isolated, solutions are always obvious & just one skills check away, and the loot containers feel like they were randomly placed.

If this what the whole game will be like, after all the polish passes, overhauls and all that, then sorry, but it is still just a mediocre game, made relevant only by the whole Kickstarter thing and the absolute lack of any other isometric game with full-party generation. It is a "producer's game", made by looking at a checklist of features, and then ordering people to implement it, without any bigger design plan behind it to tie all together and make it work.
 

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