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Wasteland Wasteland 2 Thread - Director's Cut

Gord

Arcane
Joined
Feb 16, 2011
Messages
7,049
What is that missing companions bug anyway?

Also, did anyone notice something unusual when stripping weapons for parts? At my current level of weaponsmith, I'm supposed to get ~50% junk parts, jet I have gotten some weapon mod exactly once from ~15-20 stripped weapons.
It's statistically possible, but getting a bit unlikely. Thankfully you find weapon mods more easily in the loot now, so it's not such a big deal, just a bit strange.
 

Black

Arcane
Joined
May 8, 2007
Messages
1,873,232
Made it to California, arrived at the farm with the building that requires you to get hit by a meson cannon in order to get inside.
Cept meson cannon for some reason doesn't want to attack making me miss on l00t.
Unforgivable.
 

ArchAngel

Arcane
Joined
Mar 16, 2015
Messages
21,849
What is that missing companions bug anyway?

Also, did anyone notice something unusual when stripping weapons for parts? At my current level of weaponsmith, I'm supposed to get ~50% junk parts, jet I have gotten some weapon mod exactly once from ~15-20 stripped weapons.
It's statistically possible, but getting a bit unlikely. Thankfully you find weapon mods more easily in the loot now, so it's not such a big deal, just a bit strange.
I noticed this too. I stripped like 10 weapons and got one part only (grip from a melee weapon).
 

Gord

Arcane
Joined
Feb 16, 2011
Messages
7,049
There's a thread about it on their forums, which also links to a reddit thread. So it does seem to be a bug after all.
 
Self-Ejected

Bubbles

I'm forever blowing
Joined
Aug 7, 2013
Messages
7,817
I regularly need 8 or 9 attempts to beat "50-50" odds on a weapon. It's obviously bugged.
 

AetherVagrant

Cipher
Patron
Joined
Apr 12, 2015
Messages
522
How so? The Fallout brand hit the big time with Fallout 3. Is there anything to suggest it had appeal beyond its niche before then?[/QUOTE

1. i was speaking of Fallout and System Schock the brands and not the specific entries
2. fallout one and two were NOT indie underground gems. they were very mainstream and popular for pc games. PC Gamer did a full multipage centerfold feature and guide, and it made many sites and magazine's goty. It was also the game that got friends of mine who werent scifi or rpg fans to pick it up and play when theyd see or hear about the crazy stories and freedom they gave at the time. every teenager in my 7th grade class had passed around the same one or two physical discs,

bringing fallout to consoles bumped it into another strata of accesibility to consumers, but if the first two had made to consoles somehow it would have done the same thing.
 

Wizfall

Cipher
Joined
Oct 3, 2012
Messages
816
Oh, I'd be surprised if they already put them in for every map - why would they have? - but it's quite clear that they could, at negligible performance cost. At this point I see no good reason to lock the camera like this.


The thing is, full 3D camera control in a game of this format was being done with no problems at least as far back as eight years ago.

Make me think it was the only 3D isometric view game with good camera i can remmeber, the game was not bad too (but impossibly hard to me latter).
Also old school player want a fix camera Infinitron, and if they can't have one at least a good moving camera (like in the link above) for not having to play with it all the time (like in W2).
 
Self-Ejected

Bubbles

I'm forever blowing
Joined
Aug 7, 2013
Messages
7,817
There are at least two main quest bugs if you play the game with a controller:

im in the mushroom caves.
in the room where theres a couple dead bodies and the herbicide gun
skinner keeps saying 'go away sergio'

cant talk to skinner.
cant brute force door. or lockpick it

interacting with door does nothing except telling me theres scartch marks on it etc

https://forums.inxile-entertainment.com/viewtopic.php?f=34&t=14005

The official workaround is to use an explosive on the door. If you don't have any explosives, you need to abandon the AG center.

As the title says, cannot interact with the brig door to get to Rick Baychowski and further the quest to find Damonta.

https://forums.inxile-entertainment.com/viewtopic.php?f=34&t=14097

sea said:
I think I figured this out. It appears that in controller mode, if you examine the door before interacting with it, the interact prompt disappears. But the first time you try to interact without examining, it works fine. Filing a bug report on this immediately.

Conclusion: PC master race.
 

Somberlain

Arcane
Zionist Agent
Joined
Mar 5, 2012
Messages
6,202
Location
Basement
Question about the Directors Cut:

Do I need lockpicking for anything if I have high brute force? I've only cleared AG Center, Highpool and a few minor locations but so far every lock I could have picked I could also open with brute force. Does this change later in the game? Seems kind of wasteful to have two skills that do the same thing.
 

Daedalos

Arcane
The Real Fanboy
Joined
Apr 18, 2007
Messages
5,620
Location
Denmark
Aaaaaaaaaand finished. I enjoyed the DC this time around. Didn't really have any of the bugs people are describin' so. There are definitely still improvements to be had, but the ones alrdy there, made the game even better!

Now we wait for Torment and InXiles sci-fi cRPG! Or wasteland 3.
 

Zombra

An iron rock in the river of blood and evil
Patron
Joined
Jan 12, 2004
Messages
11,927
Location
Black Goat Woods !@#*%&^
Make the Codex Great Again! 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 Shadorwun: Hong Kong Divinity: Original Sin 2 BattleTech Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Steve gets a Kidney but I don't even get a tag. I'm very into cock and ball torture I helped put crap in Monomyth
So is the missing companions bug fixed yet? I don't want to start playing until this is gone :?
I think they've fixed it internally, so it will be gone with the next patch. They are scrambling to fix a bunch of stuff right now though, so I expect that they are more likely to fix it all at once in a big patch since that's more efficient than trying to release little hotfixes for individual issues.

The traditional opinion of oldschool RPGers on forums like this one is that they don't want to fiddle with camera controls.
Let me go on record as hating the boner so many have for fixed camera 2D backgrounds as the One True God of RPG environments. 3D cameras can be done brilliantly.

Do I need lockpicking for anything if I have high brute force? I've only cleared AG Center, Highpool and a few minor locations but so far every lock I could have picked I could also open with brute force. Does this change later in the game? Seems kind of wasteful to have two skills that do the same thing.
I bet there are one or two things you can't just kick open, but I don't know. I say be a man and take the plunge, make a party with no Lockpicking, you can definitely get to the end of the game without it. What's the point in a game with so much reactivity if everyone makes the same party that is great at absolutely everything?
 
Self-Ejected

Excidium II

Self-Ejected
Joined
Jun 21, 2015
Messages
1,866,227
Location
Third World
I bet there are one or two things you can't just kick open, but I don't know. I say be a man and take the plunge, make a party with no Lockpicking, you can definitely get to the end of the game without it. What's the point in a game with so much reactivity if everyone makes the same party that is great at absolutely everything?
Having choice on how to deal with situations instead of approaching it always the same way since you only have one skill to tackle it. Of course CRPGs are generally too limited for approach to actually matter anyway.

Also I have both because lockpicking is useful to open containers, brute force destroys the contents iirc.
 
Self-Ejected

Excidium II

Self-Ejected
Joined
Jun 21, 2015
Messages
1,866,227
Location
Third World
Also alarm disarm is the stupidest, most redundant skill in the bunch. They could really just use mechanical repair and computer science for the same purpose depending on the type of alarm you're tackling.
 

tuluse

Arcane
Joined
Jul 20, 2008
Messages
11,400
Serpent in the Staglands Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Shadorwun: Hong Kong
Also alarm disarm is the stupidest, most redundant skill in the bunch. They could really just use mechanical repair and computer science for the same purpose depending on the type of alarm you're tackling.
Don't most if not all traps, alarms, and chests have 2 skills that open/disarm them?
 
Self-Ejected

Excidium II

Self-Ejected
Joined
Jun 21, 2015
Messages
1,866,227
Location
Third World
Don't most if not all traps, alarms, and chests have 2 skills that open/disarm them?
You use demolitions for traps. Lockpicking/Safe Cracking/Brute Force to open stuff.

Alarm disarm is just to do exactly what the name implies from what I've used so far.
 
Self-Ejected

Bubbles

I'm forever blowing
Joined
Aug 7, 2013
Messages
7,817
The new UI in the DC tells you exactly which skills you can use on an item, which coincidentally also spoils if it's trapped or has a "hidden" alarm - a no-perception playthrough seems quite possible now. I got the feeling that they cut down on the redundancy a bit compared to the original version.
 

Daedalos

Arcane
The Real Fanboy
Joined
Apr 18, 2007
Messages
5,620
Location
Denmark
Perception still allows you to spot things that would otherwise be invisible. Traps, secrets, mounds etc.

Alarm disarm is nice, if you need to loot something, without alerting 9000 million enemies that 1 shot u on supreme jerk.

Getting an entire Hub against you kinda sucks
 

cvv

Arcane
Patron
Joined
Mar 30, 2013
Messages
19,339
Location
Kingdom of Bohemia
Enjoy the Revolution! Another revolution around the sun that is.
RNG for skill checks is less trollworthy this time around, 5% critical fail no longer equals 50/50 but weapon stripping is still wonky.

Btw what's up with armor goddamit? In vanilla it was mostly useless, this time around it's weird. Firstly, energy weapons work only on "conductive" armors but nowhere does it say which armor is actually conductive. I guess it applies only to robots? If I shoot a 10-armored human with my NP it does only piddling damage.

Also is power armor completely mandatory in California? I just arrived, went to save the whores and holy jesus on a bike those human opponents have ungodly damage output. I don't remember it being this insane from a year ago.

Basically any toon without a power armor is dead in a single submachine burst which can easily do 300+ damage. And even those with power armor can survive two rounds max. Playing on Ranger, can't imagine this on SJ. Had to repeat this fight like 10 times and use a lot of explosives to kill them bitches as quickly as possible.
 
Self-Ejected

Bubbles

I'm forever blowing
Joined
Aug 7, 2013
Messages
7,817
Cover + Turtle + Hardened + a bit of RNG luck is the go-to strategy on SJ
 

Daedalos

Arcane
The Real Fanboy
Joined
Apr 18, 2007
Messages
5,620
Location
Denmark
RNG for skill checks is less trollworthy this time around, 5% critical fail no longer equals 50/50 but weapon stripping is still wonky.

Btw what's up with armor goddamit? In vanilla it was mostly useless, this time around it's weird. Firstly, energy weapons work only on "conductive" armors but nowhere does it say which armor is actually conductive. I guess it applies only to robots? If I shoot a 10-armored human with my NP it does only piddling damage.

Also is power armor completely mandatory in California? I just arrived, went to save the whores and holy jesus on a bike those human opponents have ungodly damage output. I don't remember it being this insane from a year ago.

Basically any toon without a power armor is dead in a single submachine burst which can easily do 300+ damage. And even those with power armor can survive two rounds max. Playing on Ranger, can't imagine this on SJ. Had to repeat this fight like 10 times and use a lot of explosives to kill them bitches as quickly as possible.

There's an icon on every piece of armor that displays whether or not it's conductive. It has a little lightning icon in the right corner in it if so. Check for that.

Also, you can get perks that increase your damage with energy weapons against armors that AREN'T conductive :)
 

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