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Wasteland Wasteland 2 Thread - Director's Cut

Zetor

Arcane
Joined
Jan 9, 2003
Messages
1,706
Location
Budapest, Hungary
Since we're discussing broken combat situations and AI, I'll repost my peeve from the 'combat suxx0rs' thread... doorways!

Frequently I have no view into the fog-of-war through an *open* door, and have to move my dude at least 1 tile inside to see it from the inside; on the other hand, I've had instances where enemies were visible through solid walls (even in unrevealed rooms, or rooms obscured by fog-of-war; Damonta water company building is the first example that comes to mind). You also can't move past doorways diagonally, so if a character or enemy stands at one side of a doorway, your other characters (especially melee) are SOL. LOS is also screwy in general when doorways are involved.

Enemy AI handles indoor navigation very poorly. For example, the casino in Rodia looked like this:
Code:
_____________
|     |     |
|     |     |
|     |     |
|           |
|     |     |
|     |     |
|__ __|_____|
I set up my group outside the exit; I should have had no LOS or vision inside any of the rooms except a few narrow cones in the left room from my snipers. The 3-4 Jerks in the left room swarmed me (as they should), but after dispatching them, I noticed about 5-6 Jerks in the right room (through the wall, see above) huddle around the southern wall from the inside! As it turned out, the door between the two rooms was open, but they didn't capitalize on it and just tried to rush my position through the wall.
Eventually one of them would save up enough AP to go around to the exit and get gibbed by the ambushes. After ~2 such kills, I decided to go in the left room with my 2 melee characters, at which point the rest of them realized that they can actually attack me, and finally entered the left room to attack my melee...

Same thing happened with a robot in one of the Damonta water company side rooms (it just huddled against the south wall instead of running out the door to the west and looping around to get at the rangers -- and yes, I could see the robot and its stats through the wall).
 
Last edited:

Shadenuat

Arcane
Joined
Dec 9, 2011
Messages
11,977
Location
Russia
I never followed this game development much since all my attention was taken by PoE, but I wanna know something. What happened with dialogue system?

I remember it was supposed to be keywords. When I think keywords, I think Wiz8&Morrowind - a system where you have a universal set of keywords, and you can use any keyword or type your own when talking to any character, and they all say different things about same keyword. So it's almost like a detective minigame inside the game. However, Wasteland 2 uses... is it just a dialogue tree with buttons? Like, JRPG/Diablo-like "deplete all topics". There are choices there, and sometimes you can type keywords, although system is a bit buggy and I did not get to type them every time. What was the point of designing that system? Wouldn't simple dialogue tree not work same and maybe even better? Not to mention that UI does not allow very long replies so they can only be short, like in Mass Effect.
I don't get it.
 

Orma

Arcane
Patron
Joined
Aug 10, 2012
Messages
1,698
Location
Kraków
Torment: Tides of Numenera
Fuck me, I fought through the last battle and forgot to save afterwards. Got to do it all over again... It's not as hard as I expected it to be though.

The Dugan fight however was fucking difficult. I had to restart it four times, one of my squad members got KO'd as soon as the fight began. Also fuck you Cochise for turning Rose against me. Danforth kicks ass though, keeping him alive is great.

Dugan fight was prety easy tbh. Much easier than some of the stuff you face when you first arrive in LA. (played on ranger diff.) Good thing i let rose die back in arizona, never liked the bitch.
 

Bradylama

Arcane
Joined
Jul 24, 2006
Messages
23,647
Location
Oklahomo
Well for one thing the description of Charisma is completely misleading at the character screen, because its impact on dialogue is negligible.
 

cvv

Arcane
Patron
Joined
Mar 30, 2013
Messages
19,476
Location
Kingdom of Bohemia
Enjoy the Revolution! Another revolution around the sun that is.
Well for one thing the description of Charisma is completely misleading at the character screen, because its impact on dialogue is negligible.
Not sure that's quite true, there are situations where different opportunities will open depending on your Charisma - but it's not tied to specific speech checks and isn't telegraphed by the game directly.
You mean that some NPCs are recruitable only with a high enough Charisma? If so, it'd be better then to say CHA has impact on the willingness of the NPCs to join you.
 

Ivan

Arcane
Joined
Jun 22, 2013
Messages
7,874
Location
California
The Dugan fight was piss easy (maybe considering I had hoarded 2 RPG-7s and used 1 there). The elevator fight was a slog (it was 2 am and it was putting me to sleepd with everyone's long ass turns). Stopped playing there. All in all, I loved it. My favorite area is EASILY Rodia. Rodia is brilliant. I love how it telegraphed you one option for taking out one of the henchman and left you to your own devices to figure out how to weaken the other 2. Who designed Rodia?
 

cvv

Arcane
Patron
Joined
Mar 30, 2013
Messages
19,476
Location
Kingdom of Bohemia
Enjoy the Revolution! Another revolution around the sun that is.
You mean that some NPCs are recruitable only with a high enough Charisma? If so, it'd be better then to say CHA has impact on the willingness of the NPCs to join you.
Nah, certain conversations beyond those where Charisma is checked silently in the background too.
Oh wow, didn't know that.

So in order for new dialogue options to open do you have to have the high CHA guy selected as a speaker or does the game work with group CHA in those cases?

(btw the same goes for Perception. Do I notice things only when I speak through a high PER char? Because in my 80 hour playthrough I remember maybe only two or three cases of somebody noticing something in a dialogue - one was Scotchmo having a shotgun hiden under a coat and the other one slipped my mind. None of them had any real impact tho, iirc).
 

Darth Roxor

Rattus Iratus
Staff Member
Joined
May 29, 2008
Messages
1,879,348
Location
Djibouti
I would have totally savescummed 33% safes/boxes, but load times can get pretty ridiculous.

I feel like I'm the only one here who doesn't have massive loading times. They don't take longer than... 5 seconds, maybe?

BTW, if you critfail on a lockpick/safecrack attempt, you can fix it with mechanical repair, which is some more xp. I don't know what happens if you critfail the repair attempt, though...

Didn't know about that! Damn, that's kool...














and opens the way for more xp snatching
1386128121759.png
 

Black

Arcane
Joined
May 8, 2007
Messages
1,873,256
If you crit fail repairing broken stuff it remains broken FOREVER
 

Black

Arcane
Joined
May 8, 2007
Messages
1,873,256
There are 2 "secret" skills, one of them is for KS bakers, what's the other one?
 
Joined
Dec 12, 2013
Messages
4,367
making a "perfect" AI is extremely easy to do.

Then do it!
That way we will have at least something interesting to bitch about. If you want enemies to feel distinct, then after having the perfect AI down some AI on different types of enemiess on different aspects.
 
Joined
Jul 31, 2013
Messages
207
Location
Inside your mind
I would have totally savescummed 33% safes/boxes, but load times can get pretty ridiculous.

I feel like I'm the only one here who doesn't have massive loading times. They don't take longer than... 5 seconds, maybe?

BTW, if you critfail on a lockpick/safecrack attempt, you can fix it with mechanical repair, which is some more xp. I don't know what happens if you critfail the repair attempt, though...

Didn't know about that! Damn, that's kool...














and opens the way for more xp snatching
1386128121759.png

Dude, the Jewish holding the menorah looks like an ISIS member...
 

Bradylama

Arcane
Joined
Jul 24, 2006
Messages
23,647
Location
Oklahomo
Didn't know about that! Damn, that's kool...














and opens the way for more xp snatching
1386128121759.png

Alarm Disarming also has some overlap with Computer Science for electronic locks. A lot of electronic systems can be outright disabled, so it's really more of an Electrician's skill. Most players put so many points into Computer Science in the early game though that it's never an issue.
 

Heresiarch

Prophet
Joined
Mar 8, 2008
Messages
1,451
This game is...surprisingly fun, enjoyable and addictive (despite some issues like the terribad camera control and stupid AI). Probably even moreso in some ways compared to Fallout 1/2.

I never followed its development because I've never played Wasteland 1 (and I tried with the free copy coming with 2...but can't seem to enjoy it at all. It just too primitive compared to say, Ultima IV/V), and for some reason I thought it would be a fail.

Also the game seems to be going on and on forever? I've clocked 54 hours in and I've just started exploring Rodia. How far am I in the game? No spoiler please.
 

Black

Arcane
Joined
May 8, 2007
Messages
1,873,256
This game is...surprisingly fun, enjoyable and addictive (despite some issues like the terribad camera control and stupid AI). Probably even moreso in some ways compared to Fallout 1/2.

I never followed its development because I've never played Wasteland 1 (and I tried with the free copy coming with 2...but can't seem to enjoy it at all. It just too primitive compared to say, Ultima IV/V), and for some reason I thought it would be a fail.

Also the game seems to be going on and on forever? I've clocked 54 hours in and I've just started exploring Rodia. How far am I in the game? No spoiler please.
~50%
 

Lemming42

Arcane
Joined
Nov 4, 2012
Messages
6,833
Location
The Satellite Of Love
Alright, finished the game. Very pleased with the ending I got, all but a couple of towns turned out better than expected.

Glad that Vargas decided to stay behind and activate the nuke. I was seriously pissed when he said Team Echo would have to do it after the final battle. You elderly fuck, better you die than seemingly the only ranger team who are actually capable of doing anything.

Lexicanum getting possessed by Cochise was cool. I tried to end it quickly with a headshot but instead he ended up getting torn apart by Dragon Claws over about 3 rounds, which I'm sure is what he would have wanted. :salute:

Final battle was somewhat underwhelming. I actually initially thought the battle against Dugan and the Scorpitron would be the final boss. Still, the Mathias fight was decent I guess.

No regrets about disarming the nuke.:MDBM and crazy-explosive-dudes can go at each other for the rest of time for all I care.

Ralphy's comment right before the nuke ("Blowing the place up? That's your only idea? Geniuses.") is hilarious for some reason.

Overall it's good, definitely worth replaying at some point in the future.

Also, got a question about one of the ending slides:
I solved the Rail Nomad thing by using the "both" keyword and getting them to agree to unite and stuff. The ending slide implied that the Atchinsons had killed all the Topekans and taken charge. Uhh... was that meant to happen?
 

Heresiarch

Prophet
Joined
Mar 8, 2008
Messages
1,451
This game is...surprisingly fun, enjoyable and addictive (despite some issues like the terribad camera control and stupid AI). Probably even moreso in some ways compared to Fallout 1/2.

I never followed its development because I've never played Wasteland 1 (and I tried with the free copy coming with 2...but can't seem to enjoy it at all. It just too primitive compared to say, Ultima IV/V), and for some reason I thought it would be a fail.

Also the game seems to be going on and on forever? I've clocked 54 hours in and I've just started exploring Rodia. How far am I in the game? No spoiler please.
~50%

Wow, I consider myself a slow player (took me 80 hours to finish Original Sin) but this game seems to be even longer than I expected. I hope the latter 50% don't suck.
 

Bradylama

Arcane
Joined
Jul 24, 2006
Messages
23,647
Location
Oklahomo
Nice to see them give a plug for the Pathologic kickstarter. I have to wait for my next paycheck to support it though. :(
 

Jasede

Arcane
Patron
Joined
Jan 4, 2005
Messages
24,793
Insert Title Here RPG Wokedex Codex Year of the Donut I'm very into cock and ball torture
The loading times in this game, Jesus Christ. Best way to prevent scumming, I guess.

People who load quickly, do you have this installed on an SSD? I am guessing that's where the hiccup is since the install size is fucking enormous.
 

Greatness

Cipher
Joined
Mar 17, 2007
Messages
288
Mine's installed on an SSD, loading takes about 6-12 seconds depending on the map size.

Although I'm a hopeless save-scummer so I just made a mod to remove critical fail chance and increase skill use animation speeds.
 

Eyeball

Arcane
Joined
Sep 3, 2010
Messages
2,541
If you could share how to make the skill timer run faster, you would live up to your name indeed.
 

Greatness

Cipher
Joined
Mar 17, 2007
Messages
288
I used the same method as here, just left out the speed boost since having a permanent haste spell on seemed pretty stupid.
 

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