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Wasteland 3
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rusty_shackleford
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Wasteland 3
Because I'm playing it and need a thread to dump my thoughts.
Despite it not being 'true' to the theme of the first Wasteland(debatable…), it would have benefited from less of the 'whackiness'. There's a strong whiplash in tone that I really dislike.
Despite it not being 'true' to the theme of the first Wasteland(debatable…), it would have benefited from less of the 'whackiness'. There's a strong whiplash in tone that I really dislike.
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With the Heads or Tail mission I went with the convoy.
If you choose to be a settler in a wilderness area, you're near the bottom of people to help. OTOH, the convoy must be protected for various reasons. It is important(the most important reason) that traders know the trade routes are guarded and banditry will not be tolerated. It is important for valuable materiel to not fall into the hands of raiders. It is important to get that materiel to the peacekeepers.
Yeah, it sucks for the family, but that was a choice they made to live in the middle of nowhere and be unable to defend themselves.
With regards to choices in RPGs, I've long since stopped caring about what rewards a mission may off unless that's a reason my character could actually care.
If you choose to be a settler in a wilderness area, you're near the bottom of people to help. OTOH, the convoy must be protected for various reasons. It is important(the most important reason) that traders know the trade routes are guarded and banditry will not be tolerated. It is important for valuable materiel to not fall into the hands of raiders. It is important to get that materiel to the peacekeepers.
Yeah, it sucks for the family, but that was a choice they made to live in the middle of nowhere and be unable to defend themselves.
With regards to choices in RPGs, I've long since stopped caring about what rewards a mission may off unless that's a reason my character could actually care.
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The UI is a bit of a mess, it has a bunch of consoleisms which is very strange considering the subgenre. But it's also obviously designed for a KB+M, mostly thru legacy design I assume.
e.g., the dialogue UI was designed for usage on a TV. It's way too big and too few options are visible.
e.g., the dialogue UI was designed for usage on a TV. It's way too big and too few options are visible.
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Can you mod it?rusty_shackleford wrote: ↑ October 27th, 2024, 21:58the dialogue UI was designed for usage on a TV. It's way too big and too few options are visible.
You may as well not bother replying to my posts if it's to argue anything except concrete facts or your personal opinion. I still probably won't see it.
Reject your retarded-wing political programming and learn to think.
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Yes, but no.Rand wrote: ↑ October 27th, 2024, 22:33Can you mod it?rusty_shackleford wrote: ↑ October 27th, 2024, 21:58the dialogue UI was designed for usage on a TV. It's way too big and too few options are visible.
rusty_shackleford wrote: ↑ October 27th, 2024, 01:33The Linux version of Wasteland 3 is strictly superior to the Windows version.
Windows version uses il2cpp which makes modding much harder, Linux version doesn't.
You could almost guaranteed convert the Linux version to Windows with a bit of effort tho.
I need to make a frankenhack for WL3 that converts the Windows version to .NET.
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This explains why there are basically no significant Wasteland 3 mods.
You may as well not bother replying to my posts if it's to argue anything except concrete facts or your personal opinion. I still probably won't see it.
Reject your retarded-wing political programming and learn to think.
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Only six useful mods by three authors...

https://www.nexusmods.com/wasteland3/mods/15
https://www.nexusmods.com/wasteland3/mods/24
https://www.nexusmods.com/wasteland3/mods/25
https://www.nexusmods.com/wasteland3/mods/27
https://www.nexusmods.com/wasteland3/mods/35
https://www.nexusmods.com/wasteland3/mods/36

https://www.nexusmods.com/wasteland3/mods/15
https://www.nexusmods.com/wasteland3/mods/24
https://www.nexusmods.com/wasteland3/mods/25
https://www.nexusmods.com/wasteland3/mods/27
https://www.nexusmods.com/wasteland3/mods/35
https://www.nexusmods.com/wasteland3/mods/36
You may as well not bother replying to my posts if it's to argue anything except concrete facts or your personal opinion. I still probably won't see it.
Reject your retarded-wing political programming and learn to think.
If you can.
Reject your retarded-wing political programming and learn to think.
If you can.
Modder Berkay said this:

Yeah, that seems difficult.

Yeah, that seems difficult.
Last edited by Rand on October 29th, 2024, 19:44, edited 1 time in total.
You may as well not bother replying to my posts if it's to argue anything except concrete facts or your personal opinion. I still probably won't see it.
Reject your retarded-wing political programming and learn to think.
If you can.
Reject your retarded-wing political programming and learn to think.
If you can.
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rusty_shackleford
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I suspect the game may not have been il2cpp at some point, those mods probably don't work.
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rusty_shackleford wrote: ↑ October 27th, 2024, 23:13I suspect the game may not have been il2cpp at some point, those mods probably don't work.

They were working recently. You need something called BepInEx, though.
You may as well not bother replying to my posts if it's to argue anything except concrete facts or your personal opinion. I still probably won't see it.
Reject your retarded-wing political programming and learn to think.
If you can.
Reject your retarded-wing political programming and learn to think.
If you can.
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You don't need to loot with a character that has highest luck, btw.
Attributes also seem to do more than the UI suggests. e.g., the amount of scrap/money collected is affected by total party charisma.
Code: Select all
if ((float)UnityEngine.Random.Range(0, 100) < (float)GetPartyHighestLuck() * MonoBehaviourSingleton<AttributeManager>.instance.LuckyScrapChance)
{
for (int n = 0; n < list.Count; n++)
{
if (list[n].ItemTemplate == MonoBehaviourSingleton<ItemManager>.instance.ScrapTemplate)
{
list[n].Count = (int)((float)list[n].Count * MonoBehaviourSingleton<AttributeManager>.instance.LuckyScrapMultiplier);
(looter as Pc).PlayLuckBonus(Pc.LuckBonus.Scrap);
}
}
}
Last edited by rusty_shackleford on October 28th, 2024, 01:25, edited 1 time in total.
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Best RPG that came through Kickstarter, and the only inXile game I did not back 
My Reviews
Somnus [Not Recommended]
New Arc Line [Early Access] [Informational]
Passageway of the Ancients [Not Recommended]
Beyond Galaxyland [Recommended]
Old School RPG [Informational]
SKALD: The Black Priory [Recommended]
My Steam
38123774
Somnus [Not Recommended]
New Arc Line [Early Access] [Informational]
Passageway of the Ancients [Not Recommended]
Beyond Galaxyland [Recommended]
Old School RPG [Informational]
SKALD: The Black Priory [Recommended]
My Steam
38123774
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(Bit negative, but I'm enjoying it actually)
Generic 'scrap' item feels kinda lame and cheapens the crafting, and post-apoc is one of the few settings where crafting should be a key feature.
Nowhere near enough armor/weapon mods, there's just one or two for each socket and they have higher level versions.
I'm again reminded why I strongly dislike skill-based party CRPGs, just clicking skill checks isn't fun…
Generic 'scrap' item feels kinda lame and cheapens the crafting, and post-apoc is one of the few settings where crafting should be a key feature.
Nowhere near enough armor/weapon mods, there's just one or two for each socket and they have higher level versions.
I'm again reminded why I strongly dislike skill-based party CRPGs, just clicking skill checks isn't fun…
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The radio is good gameplay design. People come to you for help instead of going around asking everyone if they need help.
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The only thing blatantly silly about Wasteland 3, as far as I remember, is the fact that you have to be straight up evil to get a full set of ?power armor? (I forget the in-game equivalent).
And the best part is that if you're a lover of animals and care for them, you get the best "feature" of the game. 10/10 thumbs up from me on that one.
And the best part is that if you're a lover of animals and care for them, you get the best "feature" of the game. 10/10 thumbs up from me on that one.
Just like Yves, I chase tales
rusty_shackleford wrote: ↑ October 28th, 2024, 07:36Mediocre or bad games can still have parts that are good.
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All the various background details are nice and add a lot of life to the world.
Had a robot call in to HQ when I was entering, his message was:
It says **** YOU!
Had a robot call in to HQ when I was entering, his message was:
Code: Select all
01000110
01010101
01000011
01001011
01011001
01001111
01010101
00100001
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There's a ton of over the top, cringe humor. It's so much that I could only take the game in doses and needed to put it down for a while. Otherwise I liked it.The_Mask wrote: ↑ October 28th, 2024, 07:40The only thing blatantly silly about Wasteland 3, as far as I remember, is the fact that you have to be straight up evil to get a full set of ?power armor? (I forget the in-game equivalent).
I still think W2 Director's Cut is a little better, though. Especially with the most recent versions of the Fan Patch (makes a lot of QoL changes)
https://www.nexusmods.com/wasteland2/mods/93
I also like several options in this portrait pack - and it works with W2 or W3. https://www.nexusmods.com/wasteland2/mods/15
Wasteland 2: Director's Cut went multiplatform and they never went back. Console sales are enough to justify it I suppose.rusty_shackleford wrote: ↑ October 27th, 2024, 21:58The UI is a bit of a mess, it has a bunch of consoleisms which is very strange considering the subgenre. But it's also obviously designed for a KB+M, mostly thru legacy design I assume.
e.g., the dialogue UI was designed for usage on a TV. It's way too big and too few options are visible.
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Unlike roguey trader, WL3 has levels staggered thanks to individual character XP bonus/some skills causing you to get only xp for a character. This makes leveling, while already simpler than roguey trader, much less annoying because you aren't leveling up your entire party simultaneously.
Also, it's rather difficult to position your group prior to combat. I feel like they wanted it less gamey than just placing your units, but it ends up being worse.
It might seem minor, but it's really not: ATOM RPG having you actually use your skills like verbs is simply a superior design because you feel like you're interacting with the world. It also lets the player be proactive if the designers are good enough.rusty_shackleford wrote: ↑ October 28th, 2024, 04:42I'm again reminded why I strongly dislike skill-based party CRPGs, just clicking skill checks isn't fun…
Also, it's rather difficult to position your group prior to combat. I feel like they wanted it less gamey than just placing your units, but it ends up being worse.
Last edited by rusty_shackleford on October 28th, 2024, 14:12, edited 1 time in total.
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The game doesn't have enough non-combat material. You should be able(not required) to do something other than combat for long stretches in an RPG if you choose to do so.
Also, there's nowhere near enough perks and many of them suck.
Since I'm being so negative in my playthru posts, guess I'll post positives to not scare people off:
The core RPG mechanics are, if somewhat simple, functional. Combat is good on SJ difficulty. When the game isn't trying to be over-the-top oh-so-whacky, it has good writing. The environmental art ranges from good to fantastic. The vehicle is fun to use(in exploration maps) when you can use it. Most missions so far tend to be even-handed often with no clear 'good' path but you weighing which is the best for you personally.
Also, there's nowhere near enough perks and many of them suck.
Since I'm being so negative in my playthru posts, guess I'll post positives to not scare people off:
The core RPG mechanics are, if somewhat simple, functional. Combat is good on SJ difficulty. When the game isn't trying to be over-the-top oh-so-whacky, it has good writing. The environmental art ranges from good to fantastic. The vehicle is fun to use(in exploration maps) when you can use it. Most missions so far tend to be even-handed often with no clear 'good' path but you weighing which is the best for you personally.
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Had a surprisingly positive portrayal of Christianity(Catholicism)?
I can't remember if WL2 ever discusses (real world) religion at all.
Also with the morningstar. You can convince the AI that suicide would mean he wouldn't go to heaven, as the AI is Christian. You have to talk to him first and discuss his beliefs to learn he's Christian.. It's an alternative to the redditor option where you tell him he's just a soulless AI and needs to be reprogrammed.
I can't remember if WL2 ever discusses (real world) religion at all.
Also with the morningstar. You can convince the AI that suicide would mean he wouldn't go to heaven, as the AI is Christian. You have to talk to him first and discuss his beliefs to learn he's Christian.. It's an alternative to the redditor option where you tell him he's just a soulless AI and needs to be reprogrammed.
Last edited by rusty_shackleford on October 28th, 2024, 23:54, edited 3 times in total.
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In W2 there's a Catholic priest you can get as a companion in LA in who is just a very normal guy.rusty_shackleford wrote: ↑ October 28th, 2024, 23:49Had a surprisingly positive portrayal of Christianity(Catholicism)?
I can't remember if WL2 ever discusses (real world) religion at all.
Also with the morningstar. You can convince the AI that suicide would mean he wouldn't go to heaven, as the AI is Christian. You have to talk to him first and discuss his beliefs to learn he's Christian.. It's an alternative to the redditor option where you tell him he's just a soulless AI and needs to be reprogrammed.
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Putting this in spoilers because some may not want to know this, I guess? It's related to the mechanics of how time passes.
Some more stuff I found that I assume was cut:
► Show Spoiler
► Show Spoiler
Last edited by rusty_shackleford on October 29th, 2024, 00:54, edited 2 times in total.
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Might be because I just played rogue trader, but I feel a bit burned out on all the constant combat. I need to reiterate that RPGs really need to work on breaking up the pacing with exploration, non-combat activities, talking/learning etc.,
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Your suspicion is correct. BepInEx needed a version update to deal with Il2cpp so they could work correctly again.rusty_shackleford wrote: ↑ October 27th, 2024, 23:13I suspect the game may not have been il2cpp at some point, those mods probably don't work.
(But the included BepInEx versions under v6 don't work any more.)

That's probably the source of all the comments:
• "mods don't work" (people trying to use BepInEx v5.whatever)
• "working for me" (they had BepInEx v6 already for some reason)
• and "upgrade to latest BepInEx, included one is too old" (to BepInEx v6 with Il2cpp support)
Good eye, @rusty_shackleford
Last edited by Rand on October 29th, 2024, 19:54, edited 1 time in total.
You may as well not bother replying to my posts if it's to argue anything except concrete facts or your personal opinion. I still probably won't see it.
Reject your retarded-wing political programming and learn to think.
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I was actually wrong, it was always il2cpp, he just made a mod for il2cpp which is much more difficult. I've never done it so I can't say exactly how difficult, but it would probably involve firing up ida or ghidra to get disassembling.Rand wrote: ↑ October 29th, 2024, 19:54Your suspicion is correct. BepInEx needed a version update to deal with Il2cpp so they could work correctly again.rusty_shackleford wrote: ↑ October 27th, 2024, 23:13I suspect the game may not have been il2cpp at some point, those mods probably don't work.
(But the included BepInEx versions under v6 don't work any more.)
That's probably the source of all the comments:
• "mods don't work" (people trying to use BepInEx v5.whatever)
• "working for me" (they had BepInEx v6 already for some reason)
• and "upgrade to latest BepInEx, included one is too old" (to BepInEx v6 with Il2cpp support)
Good eye, @rusty_shackleford
Need to look into frankenhacking together a regular .NET version for windows to enable mods
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Look at BepInEx v6 first. It seems custom designed for exactly this issue.rusty_shackleford wrote: ↑ October 29th, 2024, 19:56Need to look into frankenhacking together a regular .NET version for windows to enable mods
You may as well not bother replying to my posts if it's to argue anything except concrete facts or your personal opinion. I still probably won't see it.
Reject your retarded-wing political programming and learn to think.
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perfect example of why having ACTIONS in DIALOGUE is ******* stupid
At an 'obstacle course' full of deadly traps, there's a guy dying. You can either choose to kill him peacefully, or just throw him onto a trap to disarm it.
You CAN'T choose to kill him peacefully then when he's dead throw his body onto it, because there's no actual game system for that, it's a dialogue mechanic.
******* ********
At an 'obstacle course' full of deadly traps, there's a guy dying. You can either choose to kill him peacefully, or just throw him onto a trap to disarm it.
You CAN'T choose to kill him peacefully then when he's dead throw his body onto it, because there's no actual game system for that, it's a dialogue mechanic.
******* ********
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It's just walking from one combat encounter to the next, I know they tried to sort of give you a reason and way to position your guys before combat but I really don't care enough to do that and haven't even gotten close to losing a single fight on the hardest difficulty.rusty_shackleford wrote: ↑ October 29th, 2024, 13:03Might be because I just played rogue trader, but I feel a bit burned out on all the constant combat. I need to reiterate that RPGs really need to work on breaking up the pacing with exploration, non-combat activities, talking/learning etc.,
Also, I've never run out of ammo. There's no reason for ammo to even exist beyond being a mild moneysink.
I think I might just be over these kind of RPGs. Wasteland was very ambitious for its time, but games based on it(I'm not just referring to WL2/3 here FYI) just keep cutting things away to make it safer and easier to produce instead of iterating upon it and improving it. Being able to drag objects in the environment should be a standard feature in RPGs by now, not something groundbreaking you see in a couple games.
These games have largely been reduced to being combat simulators, very little differing them from nu-XCOM at this point. Unless they decide to go the route of dialoguedialoguedialogue(because they can't do anything else), then they just become visual novels with bad combat.
I feel like most developers have given up at any attempt to create a simulated world to put their game in. They just want to create the equivalent of a hollywood movie.
Last edited by rusty_shackleford on October 30th, 2024, 01:30, edited 4 times in total.
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