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Version0.9.4.118
- Download:
- Manual
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Last updated
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Created by
Executor115Uploaded by
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About this mod
Fixes numerous bugs, issues and oversights throughout the game. Adds and improves tooltips. Drastically increases moddability.
- Requirements
-
This mod does not have any known dependencies other than the base game.
Mods requiring this file
Mod name Notes Bug Fixes for Red Boots (Abandoned) to be used with latest (0.9.4.107) Export Squad from Start of New Game latest or any recent version Fallout Traits and Perks Red Boots - Permissions and credits
-
Credits and distribution permission
- Other user's assets All the assets in this file belong to the author, or are from free-to-use modder's resources
- Upload permission You can upload this file to other sites but you must credit me as the creator of the file
- Modification permission You are allowed to modify my files and release bug fixes or improve on the features so long as you credit me as the original creator
- Conversion permission You can convert this file to work with other games as long as you credit me as the creator of the file
- Asset use permission You are allowed to use the assets in this file without permission as long as you credit me
- Asset use permission in mods/files that are being sold You are not allowed to use assets from this file in any mods/files that are being sold, for money, on Steam Workshop or other platforms
- Asset use permission in mods/files that earn donation points You are not allowed to earn Donation Points for your mods if they use my assets
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- Mirrors
-
Name Dropbox - Changelogs
-
-
Version 0.9.4.118
- GAMEPLAY
» the On the Mend perk now works the same way as the base game, with the description text updated to actually reflect that
- GAMEPLAY
-
Version 0.9.4.117
- FAN-MADE PATCH BUG FIXES
» the On the Mend perk was not affecting heals received from other characters
- FAN-MADE PATCH BUG FIXES
-
Version 0.9.4.116
- MODDING
» added 'Cheats Menu' in Options -> Modding
--» allows quickly adding items, travelling to other maps, unlocking safes, killing NPCs, etc.
» added 'Show Interactable DropSets' in Options -> Modding
--» displays the name of the DropSet that is tied to the interactable object when hovering over it
- MODDING
-
Version 0.9.4.115
- FAN-MADE PATCH BUG FIXES
» pausing movement while heading towards a destination on the world map would cause the blue dashed line to behave strangely
- FAN-MADE PATCH BUG FIXES
-
Version 0.9.4.114
- GENERAL
» Pistol Pete can now be repeatedly asked to join the party and will no longer disappear if you leave the map after having talked to him
- GENERAL
-
Version 0.9.4.113
- GENERAL
» Gameplay option added that allows disabling the popup window that appears after stripping a weapon for parts
» mouse button for selecting a destination on the world map is now consistent, always uses right-click
» obtaining water from oases and successfully fleeing from random encounters no longer shows a message box that you have to click through, just some floating text - BASE GAME BUG FIXES
» on the world map, a myriad of bugs would cause the blue destination marker to often disappear
» fixed quest log updates/character barks related to the number of enemies killed while saving Dave in Santa Fe
- GENERAL
-
Version 0.9.4.112
- BASE GAME BUG FIXES
» epilogue extensively reworked, numerous issues fixed and slides will better reflect your actions
--» a lot of text was impossible to see because no conditions were ever written so always returned false, or the conditions were bugged
--» some companion NPCs could show up in location-specific slides even though they might be dead due to end-game choices
--» several NPC portraits weren't showing up
» Kekkahbah could unintentionally show up later in the game due to a world state variable typo
» bugged descriptions for Dante and a kiosk in Hollywod due to typos in world state variables
» corrected chance to acquire disease from Rodia hookers, was supposed to be 50% instead of bugged 100%
- BASE GAME BUG FIXES
-
Version 0.9.4.111
- BASE GAME BUG FIXES
» the presence of Vax was starting combat too early with Matthias - FAN-MADE PATCH BUG FIXES
» the Hell Bent for Leather and Under Old Management achievements were more difficult to trigger than intended
- BASE GAME BUG FIXES
-
Version 0.9.4.110
- FAN-MADE PATCH BUG FIXES
» Night Terror spouts his barks again
» when "Allow Rescuing Both Settlements" option is enabled, fixed Vargas not sending the player to Rail Nomads if neither town was saved
- FAN-MADE PATCH BUG FIXES
-
Version 0.9.4.109
- FAN-MADE PATCH BUG FIXES
» resolved jerky camera rotation introduced in version 0.9.4.102
- FAN-MADE PATCH BUG FIXES
-
Version 0.9.4.108
- MODDING
» the Highpool underground puzzle can now be disabled; setting found in Modding Options menu
» added field to ammo so they can apply StatusEffects just like weapons
» the 'worldmap.mson' file was being incorrectly flagged as invalid even though the override was being applied
- MODDING
-
Version 0.9.4.107
- GENERAL
» some floating text made larger
» floating text now affected by the Text Size setting in Display Options
- GENERAL
-
Version 0.9.4.106
- BASE GAME BUG FIXES
» informing Thrasher in Ranger Citadel about the Wrecking Crew Camp location was bugged and never available due to a world state variable not being properly set
--» will need to visit the Wrecking Crew Camp again after this patch is applied to fix the issue
» some name localizations did not include gender identifiers
» Spiked Bracers trinket only gave a nigh useless +0.03x crit damage multiplier; now grants +1.0x crit damage multiplier
--» ie. if before melee weapon did 2x damage on crits, with this trinket equipped will do 3x damage on crits - FAN-MADE PATCH BUG FIXES
» Hawco in Ranger Citadel would only show recruit names once, even if not selected
» the tooltip for the Spike Bracers trinket did not indicate it only affected melee weapons
- BASE GAME BUG FIXES
-
Version 0.9.4.105
- FAN-MADE PATCH BUG FIXES
» hotfix for crash introduced in 0.9.4.104 when talking for the first time to some NPCs
- FAN-MADE PATCH BUG FIXES
-
Version 0.9.4.104
- BASE GAME BUG FIXES
» resolved issue with conversation options occasionally appearing twice, causing unintended behaviour like a finished quest being restarted
--» generally occurred only when playing with a non-English language selected
» clicking on an interactable object would sometimes not move the PC close enough to actually interact with it
» fixed a number of different bugs causing a small number of NPCs to not bark or say the correct line
- BASE GAME BUG FIXES
-
Version 0.9.4.103
- GENERAL
» drastically sped up finding the tiles available for moving to in combat, ie. the blue/yellow squares underneath your characters
--» before, this could take 100ms or more with high combat speed and action points - BASE GAME BUG FIXES
» Adrian Gordon in Santa Fe would not continue barking after loading a save if he was already following the party
- GENERAL
-
Version 0.9.4.102
- GENERAL
» max viewable save games raised from 150 to 400
--» limit is set by the max amount of vertices that can be displayed on a single panel; circumvented by turning off shadowing for the text which was wasting a lot of vertices but isn't even visible on the black background - GAMEPLAY
» Scorpions in Prison Valley no longer go hostile if the back route is used as long as VanOverbake was paid - BASE GAME BUG FIXES
» [from InXile's GamePass build] fixed rare bug with counting items in party inventory
» [from InXile's GamePass build] epilogue regarding Pistol Pete corrected
» [from InXile's GamePass build] can no longer receive reward twice from Johnny Maloney
» Rail Nomads Camp chopper #6 was bugged and wouldn't reappear with the other choppers at the end
» when asked about Bowling, Kekkabah wouldn't choose the intended line as the wrong world state variable was being checked
» interactions with Johnny, Funbags, and Numerous in Rodia fixed; were only allowing one visit each ever
» bank manager in Rodia was not saying the right line the first time you ended a conversation with him
» the cows in Cerritos were not behaving appropriately because a condition related to the number of rustlers killed was bugged
» Werewolf Wally radio reaction about Clyde was bugged
» minor conversation issue with Grauman after Manny's quest - FAN-MADE PATCH BUG FIXES
» the Unarmed Mod available from the Modding Options was not being properly enabled and disabled until the game was restarted - MODDING
» default "Mods" folder path now the user data folder, ie. "Documents\My Games\Wasteland2DC\"
--» this location can always be changed by going into Options -> Modding
» can now override builtin portraits
--» place PNG or JPG files with the same names as the game's portraits in the "Mods\Import\Portrait\" (for neuter), "Mods\Import\Portrait\Male\", or "Mods\Import\Portrait\Female\" folders
--» builtin portrait names can be found in the Articles section
- GENERAL
-
Version 0.9.4.101
- FAN-MADE PATCH BUG FIXES
» resolved crash when loading a save on Canyon of Titan after the Sarah event
- FAN-MADE PATCH BUG FIXES
-
Version 0.9.4.100
- FAN-MADE PATCH BUG FIXES
» quest items being sold by merchants weren't displaying a price
- FAN-MADE PATCH BUG FIXES
-
Version 0.9.4.099
- GAMEPLAY
» Sandra in Angel Oracle will now always show up by her parents after being rescued
» Sandra in Angel Oracle being rescued by a guard extensively reworked; no longer requires any user interaction after reporting her status to the guards
» adjusted the names of some NPCs in Angel Oracle
» reduced the number of civilians that disappear after Tori's takeover of Angel Oracle - BASE GAME BUG FIXES
» interacting with Slargos while he is trapped in the dumpster wasn't showing a portrait or name
» not all Mannerite guards disappeared after Tori's takeover
» Tori in Angel Oracle no longer constantly plays her bark
» corrected icon for Milking Canteen item - FAN-MADE PATCH BUG FIXES
» fixed an issue with incorrect positioning of the bullets from workerbot's machine gun; introduced when weapon positions on character models were made moddable - MODDING
» no longer displays conductive info on tooltip for energy weapons if both conductive/nonconductive values are at 1.0x
» Machete prefab MSON now exported
- GAMEPLAY
-
Version 0.9.4.098
- GAMEPLAY
» can once again interrupt the Sarah cutscene in Canyon of Titan by shooting the raider, just like in the non-Director's Cut version of the game - FAN-MADE PATCH BUG FIXES
» intended camera zoom now used during cutscenes when the 'Close-Up Camera' and 'Bird's-Eye View Camera' options are turned on
--» previously wasn't correcting the cutscene-requested zoom value to take into account the expanded min and max zoom levels with those options enabled
- GAMEPLAY
-
Version 0.9.4.097
- GENERAL
» now possible to have the game continue to run while minimized instead of always pausing
--» 'Run in Background' setting in Gameplay Options
--» will still completely inactivate the game if you minimize on the Escape menu or during conversations
» sorted Gameplay Options in a more logical manner - BASE GAME BUG FIXES
» when using the vertical layout for the HUD party display, hovering over the leadership indicators in combat was not showing the leadership circle on the ground
» fixed camera locking up if you chose "Goodbye" immediately upon first meeting Danforth
- GENERAL
-
Version 0.9.4.096
- GENERAL
» Dog Plague Cure now properly marked as a quest item - FAN-MADE PATCH BUG FIXES
» fixed geiger counter needle movement while over radiation hot spots on the world map
- GENERAL
-
Version 0.9.4.095
- BASE GAME BUG FIXES
» by never informing Mr. Manners of the plot against him, it was previously possible to break the kill Tori quest so that she does not appear in her hideout
--» can no longer receive the quest to kill Tori until Mr. Manners is told about the Robbinson plot
--» freeing the prisoner no longer prevents talking with Mr. Manners about the Robbinson plot
- BASE GAME BUG FIXES
-
Version 0.9.4.094
- FAN-MADE PATCH BUG FIXES
» character weapon positioning debug option was incorrectly set to on by default
- FAN-MADE PATCH BUG FIXES
-
Version 0.9.4.093
- BASE GAME BUG FIXES
» corrected several melee weapons whose WeaponType did not match their WeaponAnimType - MODDING
» game now checks requiredTraits before adding to the list of active Traits, before, was only checked when purchasing a perk
» tooltip now excludes hidden or unlisted Traits from the Unlocks line
» added the following Situations: OneHandWeapon, TwoHandWeapon, Target_OneHandWeapon, Target_TwoHandWeapon
--» considered a two-handed weapon if has a WeaponType of Melee_2H/Ranged_2H/RPG
- BASE GAME BUG FIXES
-
Version 0.9.4.092
- GAMEPLAY
» the door puzzle mini-game in underground Highpool has been restored
--» was included in the original game but was removed for the Director's Cut
--» two voiced bits of dialog that had been recorded for the Director's Cut version but ended up unused when the puzzle was deleted can now be heard
--» fixed some UI visual bugs stemming from the original game when interacting with the switches/circuit breaker
» the unique sniper rifle Dragoon now has a 100% drop chance instead of 10%
- GAMEPLAY
-
Version 0.9.4.091
- BASE GAME BUG FIXES
» Mysophobic quirk was preventing the use of most items on oneself, instead of just healing items as intended
» fixed incorrect weapon model for Hobo Basher weapon
» Optical Eye loot was using the wrong inventory image - MODDING
» map music now moddable, settings found in the SoundscapeManager.mson in 'Table'
--» place songs in the 'Music' subfolder in "Mods/Import"
--» only WAV and OGG formats supported, though WAV is recommended as the game seems to load OGG files quite slowly
--» do not include the file extension (ie. ".wav") in the songs field; for example:
songs : [ "mySong1", "mySong2" ]
» can now change the header text underneath weapon names on tooltips; typeDescription field in ItemTemplate_Weapon MSONs
--» will fill in following values if encased in square brackets: ITEM/TIER/SKILL_NAME/SKILL_LEVEL/CALIBER
--» eg. "<@>[SKILL_NAME] - Tier [TIER]"
- BASE GAME BUG FIXES
-
Version 0.9.4.090
- FAN-MADE PATCH BUG FIXES
» fixed crash when loading Seal Beach map if certain NPC was inactive/dead
- FAN-MADE PATCH BUG FIXES
-
Version 0.9.4.089
- GENERAL
» added skill usage speed slider in Gameplay options
» increased the granularity of the combat speed slider in Gameplay options
- GENERAL
-
Version 0.9.4.088
- MODDING
» adding a new child GameObject (like a mod mount for a weapon) to a pre-existing prefab wasn't being marked as DontDestroyOnLoad, causing it to disappear soon after; creating a new prefab using the template field was working fine
- MODDING
-
Version 0.9.4.087
- BASE GAME BUG FIXES
» Brittle Bones, Thick-skinned, and Twitchy quirks now only affect base combat speed (ie. from the Speed attribute) as befits their descriptions
--» rectifies the issue of Twitchy increasing the movement penalties from armors while Brittle Bones and Thick-skinned would actually reduce them - MODDING
» ItemTemplate_Equipment requiredAttributeValues field changed to requiredStatValues that supports Skills
--» Table_MissingAttributeRequirements.mson no longer used, settings now in Table_MissingItemRequirements.mson; allows changing which DerivedStats are affected
» now handles multiple overlapping WorldMapRandomEncounterZones better
» format for Prefab MSONs changed somewhat
--» properly checks for all textures rather than just the previous three, mostly affects "Prefab/Prefab_WeaponMelee/W_pipe.mson"
--» TextureProperty values can be found in enums.txt in "Mods/Export" folder
--» fixed issue with it not finding MeshFilter/MeshRenderer in a few prefabs
- BASE GAME BUG FIXES
-
Version 0.9.4.086
- FAN-MADE PATCH BUG FIXES
» level 1 characters that were exported by the base game would erroneously receive a perk point - MODDING
» the enableDebugUI in ItemTemplate_Weapon.mson of the 'Table' folder reworked and expanded, can now change rotation and scale of weapons and mod mounts
- FAN-MADE PATCH BUG FIXES
-
Version 0.9.4.085
- MODDING
» created a UI at the bottom of the character inventory screen to make adjusting weapon positions easier; it can be turned on by setting enableDebugUI to true in ItemTemplate_Weapon.mson
- MODDING
-
Version 0.9.4.084
- MODDING
» added ItemTemplate_Weapon.mson to the 'Table' folder that allows selectively adjusting the positioning of weapons held in the hands and holstered/on the back
- MODDING
-
Version 0.9.4.083
- GENERAL
» standardized damage icon across the UI - MODDING
» added difficultyNPCHitpointScale to "Table/Game.mson" to allow adjusting NPC health based on game difficulty
- GENERAL
-
Version 0.9.4.082
- GENERAL
» added jam chance display to weapon stat panels in the inventory screen
- GENERAL
-
Version 0.9.4.081
- GENERAL
» can now zoom in closer on PCs when the 'Close-Up Camera' option is enabled in the Gameplay settings - BASE GAME BUG FIXES
» fixed bug wherein clicking on a HUD button would block using the mouse wheel to zoom in/out until one clicked on the screen
» corrected highlight outline for feral pigs
- GENERAL
-
Version 0.9.4.080
- BASE GAME BUG FIXES
» no longer plays the wrong audio for Rose's comment about keeping the victims cold; the voiceover is not in the data files so just a speech bubble - FAN-MADE PATCH BUG FIXES
» fixed bug with red and green herbs not getting combined
- BASE GAME BUG FIXES
-
Version 0.9.4.079
- BASE GAME BUG FIXES
» a double hyphen in the dialogue text would cause an unintended hiccup in many conversations
» physics update rate fixed; NPC death explosions will no longer be slow and stuttery
» slicer dicer death explosion parts now properly sized and textured
» no longer plays the wrong audio for Rose's comment on criminals in the Prison; the audio is not in the data files so simply an unvoiced speech bubble - FAN-MADE PATCH BUG FIXES
» fixed an exception occurring in the AI code for NPCs with an AoE or melee main weapon and a ranged weapon SpecialAttack, like the Red Skorpion lobbers
» using Computer Science skill on Vax could occasionally bug out
- BASE GAME BUG FIXES
-
Version 0.9.4.078
- BASE GAME BUG FIXES
» resolved game-breaking issue on Mac when the game was unable to find a valid user data folder
» added a reference to UnityScript.dll to ensure it always gets loaded - FAN-MADE PATCH BUG FIXES
» fixed a possible exception if ItemManager activated before MobTemplateManager
- BASE GAME BUG FIXES
-
Version 0.9.4.077
- BASE GAME BUG FIXES
» changes to Manny Wong photos quest
--» would never receive a reward if photos were returned while voting for Veronica was not active
--» photos would be removed even if player declined to hand them over
» in Los Feliz, the Tabernacle area was incorrectly labelled as Pilgrim's Rest, causing the wrong squad barks to be played there
» the dresser containing the suitcase of poker chips now lists all possible interactions
» Father Enola and Malediction Mayweather now drop their unique weapons; before, these were unobtainable
» the torso precision shot StatusEffects 'Scratched Armor' and 'Damage Armor' had their icons swapped
- BASE GAME BUG FIXES
-
Version 0.9.4.076
- FAN-MADE PATCH BUG FIXES
» hit chance display wasn't being repositioned when in the presence of overhead status effect indicators
» code for the inventory icon changes was inactive
- FAN-MADE PATCH BUG FIXES
-
Version 0.9.4.075
- GENERAL
» status effect indicators will now appear on the overhead health bars
» increased the size of the status effect icons on the HUD
--» can be turned off in Gameplay options
» inventory icons for some items changed to utilize sprites that were previously unused
» Glancing Strike line of melee feats now show ambush overhead icon above character while active
» in Highpool, Jackhammer's appearance has been adjusted
» a few skin colors adjusted; Black and VeryBlack were light brown at best before
--» character creation shows skin as darker than they will appear in-game - GAMEPLAY
» looting radius increased by 30% - BASE GAME BUG FIXES
» if target of an ambush was moving, they would sometimes teleport to their destination after the attack finished
--» Wasteland 3 supposedly also suffers from this bug
--» fix was simple, in AIAction_Path.IsComplete method, change "if (this.navMeshAgent.pathPending)" to "if (!this.pathCalculated)"
--» Unity's NavMeshAgent seems to have an issue where not all values are immediately updated and require waiting until the next frame
--» remainingDistance property will report 0, even though destination is correctly set and actual distance to destination is definitely greater than 0 - MODDING
» added 'Random' value to the SkinColor enum and randomSkinDistribution field to MobTemplates
--» Game.mson in the Table folder has a randomSkinDistributions field to set % occurence of each skin color, with the name corresponding to a valid value in MobTemplate
» ItemTemplate.mson in the Table folder now has an overrideAnimDuration field that can be used instead of animDuration in ItemTemplate_Usable
- GENERAL
-
Version 0.9.4.074
- GENERAL
» expanded clothing options available in character creation
» swapped weapon model and inventory icon for AK-47 and AK-97 - BASE GAME BUG FIXES
» at Fletcher's Hideout, text for the event was still showing up when the actual characters were no longer present - MODDING
» can now replace building/environmental/object textures
--» place replacements (PNG/JPG format) in the root 'Texture' folder, eg. "/Mods/Import/Texture/oiltank_02a.png"
--» file name must be the same as the original game's texture name; file extension (eg. ".png") will be ignored
--» if multiple game textures have the same name, all will be replaced, so care should be taken with changing these
--» the first map that is loaded in a gaming session will have the names of the textures it uses dumped in a textures.txt file in the appropriate folder for that scene, eg. "/Mods/Export/Arizona/AZ00_Ranger_Citadel/textures.txt"
----» because of how Unity works, this can only be done accurately for the first map, so you will need to restart WL2 if you want to get the texture names of a different scene
----» the texture dimensions will be written in brackets after the name and should not be included in the names of PNG/JPG files
--» to view and extract the existing game textures, download and run https://github.com/Perfare/AssetStudio
----» use File->Load Folder and go to "\Wasteland 2 Director's Cut\Build\WL2_Data" and click 'Select Folder'
----» select Filter Type->Texture2D in the menu, and on the 'Asset List' tab, sort by 'Name'
----» individual textures can be extracted by right-clicking on the name in the list
----» pound sign followed by a number is how AssetStudio signifies a duplicate named file; these are not part of the actual texture name, eg. "front #60241" is actually named "front"
- GENERAL
-
Version 0.9.4.073
- GAMEPLAY
» 'Ruined Weapon' effect from arm precision strike can now destroy melee weapons - BASE GAME BUG FIXES
» Tom's quest in Canyon of Titan will be resolved if he dies, rather than remaining unfinished in the journal
» some interactable objects in Angel Oracle were not showing all applicable skills
» Paladino no longer yells about his watch once it has been recovered
» Nurse Flinkman's 'Thief' dialogue option is removed once the quest is complete
» resolved movement issue with crucifix in Angel Oracle
» Takayuki displayed text now matches the "That ain't right." spoken audio - FAN-MADE PATCH BUG FIXES
» Faction changes cause the health bar color to be updated
- GAMEPLAY
-
Version 0.9.4.072
- GENERAL
» non-hostile NPCs now have blue health bars
» item tooltips reworked to be more readable
» precision strike tooltips provide more information
» original pre-Director's Cut conversation font now available on Gameplay Options screen as 'Consola'; game default is 'Arial' - GAMEPLAY
» removed limit on the number of times Scotchmo will ask to join the Rangers - BASE GAME BUG FIXES
» Sadler's dialogue was not being displayed correctly
» some interactable objects in Rodia were not showing all applicable skills - FAN-MADE PATCH BUG FIXES
» fixed black background not stretching all the way on tooltips
» fixed Discobot health bar placement - MODDING
» new mod added to the Modding Options screen that permits all melee weapons to attack diagonally
- GENERAL
-
Version 0.9.4.071
- FAN-MADE PATCH BUG FIXES
» NPC stat calculations for SpecialAttacks (like the supafly's melee attack) were using the equipped weapon instead of the SpecialAttack's weapon
- FAN-MADE PATCH BUG FIXES
-
Version 0.9.4.070
- GENERAL
» loading times should be quicker now
» adjusted the timing of dodge animations when attacked by ranged weapons
- GENERAL
-
Version 0.9.4.069
- GENERAL
» ammo display on main HUD now also includes the amount of ammo remaining in the inventory - MODDING
» the small mods (SkillBookMod, TraitMod, UnarmedMod) that were previously available separately are now integrated into the DLL and can be turned on in the Modding Options screen
--» if they would cause conflicts with your own mod, they can be completely disabled via the allowSkillBookMod, allowTraitMod, allowUnarmedMod fields in Table/Game.mson
- GENERAL
-
Version 0.9.4.068
- MODDING
» objects that have had their meshes replaced will now use the provided localRotation and localPosition values
- MODDING
-
Version 0.9.4.067
- BASE GAME BUG FIXES
» rabbit leap animation was bugging out half the time, preventing the attack from completing
- BASE GAME BUG FIXES
-
Version 0.9.4.066
- FAN-MADE PATCH BUG FIXES
» character creation working again
- FAN-MADE PATCH BUG FIXES
-
Version 0.9.4.065
- MODDING
» mod prefab MSONs now properly white-listed so that they will be processed
- MODDING
-
Version 0.9.4.064
- GENERAL
» FOWRevealRange changes are now propagated promptly - MODDING
» can now add/edit 3D model prefabs for ItemTemplate_ModVisibles
» when creating new weapon prefab using the template field, some changes were also inadvertently affecting the template
- GENERAL
-
Version 0.9.4.063
- BASE GAME BUG FIXES
» more precise drop percentages when field stripping
- BASE GAME BUG FIXES
-
Version 0.9.4.062
- MODDING
» can edit/create weapon prefab GameObjects; located in "Prefab" folder
--» limited to melee and basic ranged, no energy or AoE weapons because they're much more complex
--» if creating a new prefab, you need to fill in the 'template' field, which is the name of a pre-existing prefab that will be cloned
» can edit/create FireFX, which handles the effects displayed when a bullet is fired from a ranged weapon
- MODDING
-
Version 0.9.4.061
- MODDING
» a few minor improvements to loading of OBJ files
- MODDING
-
Version 0.9.4.060
- MODDING
» fixed issue with MSON-created WorldMapRandomEncounters not being properly indexed
» Spawners can be created
--» name requires an underscore '_' folllowed by a guid (make one up), just like the base game's Spawners
» Spawner position and rotation can now be changed
» lead character/world map position can be shown by enabling the setting on the Options-->Modding screen
- MODDING
-
Version 0.9.4.059
- MODDING
» WorldMapRandomEncounters can now be created
» override MSONs for WorldMapRandomEncounterZone were causing a crash because the game was thinking the MSON was a new WorldMapRandomEncounterZone instead of just an override due to the renaming of WorldMapRandomEncounterZones happening too late
» a bug was preventing objects that had an override MSON in the "Import" folder from being exported
- MODDING
-
Version 0.9.4.058
- MODDING
» WorldMapRandomEncounterZones can be created, and all zones now properly exported and available for editing
--» all zones on each map are the same size, but doesn't have to be the case
--» zones can overlap, though again, the base game never uses this
--» zones were renamed so they start with coordinates in square brackets
----» on the Arizona map, [0,0] is at the bottom left
----» on the Los Angeles map, [0,0] is at the top right
--» zone location can be changed via the position property
--» when playing the game, any zones that the squad enters or leaves will be recorded in the inXile_log.txt file stored in the "Mods" directory
» worldMap.mson in the "Arizona/ArizonaWorldMap" and "LosAngeles/LosAngelesWorldMap" folders controls which WorldMapRandomEncounterZones are actually utilized by the game
--» zones that are disabled or not present in the list will be ignored
--» if creating a new zone, make sure to add it to the list
- MODDING
-
Version 0.9.4.057
- FAN-MADE PATCH BUG FIXES
» resolved issue with a state variable related to the Prison not always being set when rescuing both AG Center and Highpool, preventing main quest progression
- FAN-MADE PATCH BUG FIXES
-
Version 0.9.4.056
- MODDING
» MobTemplates can now be created; code was commented out for some reason
» slight improvements to debug_statcalc.txt output
- MODDING
-
Version 0.9.4.055
- MODDING
» rescuing both Highpool and Ag Center allowed again, but I don't recommend it
- MODDING
-
Version 0.9.4.054
- GENERAL
» integrated Mac support
- GENERAL
-
Version 0.9.4.053
- MODDING
» action point display on main HUD now supports values up to 999, will switch to 3-digit version if any squad member has 70+ AP
» two new DerivedStats added: actionPointCarryover and actionPointReserve; these control how many leftover action points spill over to the next turn
--» actionPointCarryover: percentage of remaining action points that can be retained to the next turn, capped by actionPointReserve, default 50%
--» actionPointReserve: maximum amount of action points that can be added on the next turn, default 2
- MODDING
-
Version 0.9.4.052
- GENERAL
» completely rewrote code for overhead health bar and icons, should now remain a more consistent distance above a character's head, and icons (such as the merchant indicator) should no longer end up being overlapped by the health bar
» added supersampling antialiasing (SSAA) to the game, available in the Display Options
will internally render at twice the resolution width and height before downsampling for output, producing much better image quality than other forms of antialiasing
--» no blurriness like with FXAA
--» particularly effective at lower resolutions like 1080p
--» much more GPU-intensive as four times the pixels need to be generated, ie. 1080p is equivalent to running at 4K, 4K generates 8K-worth of pixels
UI not affected - FAN-MADE PATCH BUG FIXES
» option to save both AG Center and Highpool removed, would require too many changes for the story to make sense
--» if you already saved both settlements, should now be able to progress main quest - MODDING
» camera spline positions are now moddable; located in Game.mson in the "Table" folder
--» y corresponds to the camera height, z to the distance from the focal point, and angle is relative to the horizontal
- GENERAL
-
Version 0.9.4.051
- GAMEPLAY
» weight displayed will be for a single unit on the popup screen when you right-click on an item - MODDING
» changing NPC maxHitpoints will now properly function; before, current hp was being capped at the default hp total during map loading
- GAMEPLAY
-
Version 0.9.4.050
- GENERAL
» added additional tooltips on the character screen
» clown costume worn by PCs with the Raised in the Circus quirk can now be disabled by going to the Modding section in the Options screen - BASE GAME BUG FIXES
» previously saved speaker settings were not being loaded on game start - FAN-MADE PATCH BUG FIXES
» the tooltips for Strength, Speed, and Intelligence were sometimes incorrectly reporting how many actionPoints they were contributing
- GENERAL
-
Version 0.9.4.049
- FAN-MADE PATCH BUG FIXES
» corrected tooltip positioning on ultra-wide resolutions
- FAN-MADE PATCH BUG FIXES
-
Version 0.9.4.048
- MODDING
» fixed a bug where no error was displayed even though MSON syntax for arrays/lists was incorrect.
» added a maxSkill field to DropSets, above which those items will not drop.
- MODDING
-
Version 0.9.4.047
- GAMEPLAY
» Ralphy's mom will now offer her son to the Rangers repeatedly - BASE GAME BUG FIXES
» resolved issues with Ralphy getting stuck at the playground
--» if loading a save where Ralphy had already bugged out at the playground, he'll now properly run home
» Josie in Hollywood was incorrectly included in a Salt Thugs combat group, causing her to go hostile alongside them
--» if already hostile, that should be removed upon loading
- GAMEPLAY
-
Version 0.9.4.046
- GAMEPLAY
» if dismissed, Angela Deth will now return to Ranger Citadel, inside at the museum
» rescuing both Highpool and Ag Center can now be allowed by going into the Options-->Modding menu - BASE GAME BUG FIXES
» the hospital patients inside the Titan bunker all had the same Cast IDs, which would mean the Surgeon skill was not usable on any remaining patients after a reload
- GAMEPLAY
-
Version 0.9.4.045
- BASE GAME BUG FIXES
» Ranger Citadel and Prison maps were missing level music
- BASE GAME BUG FIXES
-
Version 0.9.4.044
- BASE GAME BUG FIXES
» eight hats that were available at character creation lacked a name or description
» Brother Stahl's mission will be promptly cleared if the DBM take control of the canyon
- BASE GAME BUG FIXES
-
Version 0.9.4.043
- BASE GAME BUG FIXES
» Gary "NaCl" Wolfe recruitment was blocked if you accepted Sadler's quest
- BASE GAME BUG FIXES
-
Version 0.9.4.042
- GENERAL
» when hovering over a skill value that unlocks a perk, the tooltip will now also show the perk benefits instead of only the perk name
» some items that have no use in quest or dialogue have been reclassified as junk - MODDING
» replacing the meshes for weapons, characters, and wearables is now supported
--» only those models loaded at game launch can currently be changed; this restriction only affects character models as some are scene-specific
--» after running the game, a "Mesh" folder containing all the moddable MSONs will be exported
--» to change a mesh, copy a MSON file into the corresponding directory in your "Import" folder, put the OBJ file containing the mesh in the same directory, set the overrideMesh field to true, and update the filename field to match the OBJ file (don't include the extension)
- GENERAL
-
Version 0.9.4.041
- MODDING
» replacing the textures for weapons, characters, and wearables is now supported
--» only those models loaded at game launch can currently be changed; this restriction only affects character models as some are scene-specific
--» after running the game, a "Texture" folder containing all the moddable MSONs will be exported
--» to change a texture, copy a MSON file into the corresponding directory in your "Import" folder, put the PNG or JPG file containing the texture in the same directory, set the overrideDiffuse/overrideNormal/etc. field to true, and update the filename field to match the PNG/JPG file (don't include the extension)
- MODDING
-
Version 0.9.4.040
- BASE GAME BUG FIXES
» large item tooltips will no longer start offscreen; exceedingly tall tooltips will be scaled down to fit the screen
- BASE GAME BUG FIXES
-
Version 0.9.4.039
- FAN-MADE PATCH BUG FIXES
» MobInfoTooltip position now takes into account the HUD scaling factor set in the Display options
- FAN-MADE PATCH BUG FIXES
-
Version 0.9.4.038
- BASE GAME BUG FIXES
» MobInfoTooltip should no longer obscure the health bar above a character's head
- BASE GAME BUG FIXES
-
Version 0.9.4.037
- FAN-MADE PATCH BUG FIXES
» removed debug code that was spawning laser sights in squad members' inventories
- FAN-MADE PATCH BUG FIXES
-
Version 0.9.4.036
- GENERAL
» can now disable the laser pointer visual effect of the underbarrel weapon mod by going into Options -> Modding tab - FAN-MADE PATCH BUG FIXES
» Attribute tooltip now correctly displays limits on Skills for values other than the current one
- GENERAL
-
Version 0.9.4.035
- GENERAL
» can now allow modifying the clothes worn by companion NPCs by going into Options -> Modding tab; turn this off if you want to dismiss them as that option is obscured while this is active
- GENERAL
-
Version 0.9.4.034
- GAMEPLAY
» Vulture's Cry will now have her equipment placed in her inventory if it is recovered from Harold - MODDING
» the textures for the built-in UIAtlases (WL2_HUD, WL2_Equipment, etc.) can now be replaced
--» must be a PNG or JPG file
--» must be placed in the "Sprite" subfolder of your "Imports" directory
--» must be the same size as the original texture
--» must be the same name as one of the predefined UIAtlases: WL2_Weapons, WL2_HUD, WL2_Icons, WL2_Dolls, WL2_Junk, WL2_Equipment, WL2_ItemSparkle, WL2_Tutorials, WL2_Tutorials2, WL2_Tutorials3
- GAMEPLAY
-
Version 0.9.4.033
- FAN-MADE PATCH BUG FIXES
» when starting a new game, selecting "Use Default Squad" would result in each PC inadvertently starting with an extra perk point
» fixed Opportunist quirk not functioning due to health-related target flags not being set
- FAN-MADE PATCH BUG FIXES
-
Version 0.9.4.032
- FAN-MADE PATCH BUG FIXES
» when starting a new game, the pre-created PCs ("Hex", "Pill", "Slick", etc.) were inadvertently starting with an extra perk point
- FAN-MADE PATCH BUG FIXES
-
Version 0.9.4.031
- GENERAL
» integrated Linux support - MODDING
» if item stacking was enabled for grenades/rockets, the stack was not decreasing when they were thrown/fired
» if item stacking was enabled for weapon mods, after attaching to a weapon, the attached mod would have the wrong item quantity
» can now cap prices for vendors so that the player can't buy an item for less than it sells
--» these new settings can be found in "Table\Game" under capVendorPrices, maxVendorBuyScale, and minVendorSellScale
--» enabled only if capVendorPrices set to true
--» affects all merchants, but only if the price would otherwise be higher than 0; free items will remain free
- GENERAL
-
Version 0.9.4.030
- FAN-MADE PATCH BUG FIXES
» crashes due to null weapon mods should now be resolved
- FAN-MADE PATCH BUG FIXES
-
Version 0.9.4.029
- MODDING
» game was using base ItemTemplate_RangedWeapon clipSize without taking any StatModifiers into account for NPCs when they were modded
- MODDING
-
Version 0.9.4.028
- FAN-MADE PATCH BUG FIXES
» resolved game crash while finding equipped items on a character
» Trait_OnTheMend should work properly again - MODDING
» MSON overrides, when modifying a GameObject or Component field, won't change the value unless searching for an object with a different name than the existing one; this should prevent unintentionally replacing field values with similarly named objects
- FAN-MADE PATCH BUG FIXES
-
Version 0.9.4.027
- MODDING
» will now actually read the atlas field for Skills and Attributes; base game was always assuming WL2_Icons
- MODDING
-
Version 0.9.4.026
- FAN-MADE PATCH BUG FIXES
» taking multiple snapshots during character creation works again
» fixed saved snapshot appearing too dark in-game until the game was restarted
- FAN-MADE PATCH BUG FIXES
-
Version 0.9.4.025
- BASE GAME BUG FIXES
» Bloodthirsty perk was incorrectly displaying that your character gained an action point from an ambush, even though no action point would be received on the following turn - FAN-MADE PATCH BUG FIXES
» fixed hang due to ranged weapon SpecialAttacks sometimes having 0 ammo
- BASE GAME BUG FIXES
-
Version 0.9.4.024
- BASE GAME BUG FIXES
» hostile party followers will have their hate reset when a savegame is loaded - FAN-MADE PATCH BUG FIXES
» fixed crash when Trait_Slayer procs while not adjacent to the target
- BASE GAME BUG FIXES
-
Version 0.9.4.023
- FAN-MADE PATCH BUG FIXES
» the Taunt line of perks was penalizing the player's squad along with the enemy
» all item tooltips were incorrectly receiving the equipped item highlight (the orange border around the edges)
- FAN-MADE PATCH BUG FIXES
-
Version 0.9.4.022
- FAN-MADE PATCH BUG FIXES
» message displayed after clicking on a skill statue could incorrectly state the number of points awarded
» in some cases, StatusEffect visual effects weren't being removed when the StatusEffect ended
» fixed UI error when adding a new perk while using the SkillBook Traits mod
- FAN-MADE PATCH BUG FIXES
-
Version 0.9.4.021
- MODDING
» if multiple ammo types per caliber are available, reloading will now properly clear any active actions like aiming
- MODDING
-
Version 0.9.4.020
- BASE GAME BUG FIXES
» Trait_GlancingStrike_Blunt line of perks did not always function properly as the perk was expecting WeaponType.Melee and some blunt weapons are set to WeaponType.Melee_2H
--» affected weapons: Blunt_Tier_3_1_TheOrder, Blunt_Tier_4_1, Blunt_Tier_5_1, Blunt_Tier_5_1_Truth, Blunt_Tier_5_2, Blunt_Tier_6_1, Blunt_Tier_6_2 - FAN-MADE PATCH BUG FIXES
» Attribute value descriptions during character creations are shown again - MODDING
» MobImmunities field is now moddable; located in "Table\Game"
- BASE GAME BUG FIXES
-
Version 0.9.4.019
- FAN-MADE PATCH BUG FIXES
» doing a precision strike with a melee weapon while not starting adjacent to the target was resulting in the attack point cost being incorrectly calculated as 0
- FAN-MADE PATCH BUG FIXES
-
Version 0.9.4.018
- MODDING
» previous changes were causing the game to apply overrides twice for DropSets and AIWeightTemplates, the first time too early; while not affecting anything in-game, this was leading to error spam in the debug_import.txt file
- MODDING
-
Version 0.9.4.017
- MODDING
» crash fix also applied to non-scene-specific MSONs
- MODDING
-
Version 0.9.4.016
- MODDING
» resolved crash with MSON scene overrides being loaded on demand, now will always all be read regardless of whether or not they're used
- MODDING
-
Version 0.9.4.015
- MODDING
» all items can now be made stackable; default values are in Table\ItemTemplate.mson
- MODDING
-
Version 0.9.4.014
- FAN-MADE PATCH BUG FIXES
» when first recruited, companion NPCs were receiving somewhat more ammo than intended - MODDING
» Attributes can now affect Skill values
- FAN-MADE PATCH BUG FIXES
-
Version 0.9.4.013
- MODDING
» ItemTemplate_UsableXPGiver now also supports adding to Attributes or giving perks.
- MODDING
-
Version 0.9.4.012
- FAN-MADE PATCH BUG FIXES
» background thread for writing game object MSON files (ie. the "Export" folder) would get stuck if it encountered an error
- FAN-MADE PATCH BUG FIXES
-
Version 0.9.4.011
- FAN-MADE PATCH BUG FIXES
» no more NullReferenceExceptions when vendor is not a Mob, such as in Salt Lake Park
- FAN-MADE PATCH BUG FIXES
-
Version 0.9.4.010
- FAN-MADE PATCH BUG FIXES
» a discrepancy between the displayed numerical Skill level and the progress bar (the row of boxes) would sometimes occur if a perk or quirk was adjusting the Skill level
» fixed potential crash bug during character creation related to above
» resolved tooltip issue with Trait_Asshole quirk
- FAN-MADE PATCH BUG FIXES
-
Version 0.9.4.009
- FAN-MADE PATCH BUG FIXES
» fixed issue with NPC criticalHitDamageMultiplier being incorrectly calculated; was meant to be replacing the value from the ItemTemplate rather than adding to it
- FAN-MADE PATCH BUG FIXES
-
Version 0.9.4.008
- FAN-MADE PATCH BUG FIXES
» piercedArmorMultiplier DerivedStat fixed again
- FAN-MADE PATCH BUG FIXES
-
Version 0.9.4.007
- FAN-MADE PATCH BUG FIXES
» piercedArmorMultiplier DerivedStat base value was being added to the piercedArmorMultiplier field from ItemTemplate_Ammo for attacks by PCs where armorPen was greater than or equal to target armor
- FAN-MADE PATCH BUG FIXES
-
Version 0.9.4.006
- FAN-MADE PATCH BUG FIXES
» PCs were not triggering NPC ambushes
- FAN-MADE PATCH BUG FIXES
-
Version 0.9.4.005
- FAN-MADE PATCH BUG FIXES
» character creation was broken
» resolved occasional crash due to UnityObjectDatabase code
- FAN-MADE PATCH BUG FIXES
-
Version 0.9.4.004
- MODDING
» fixed the heavyGun Skill override crash
- MODDING
-
Version 0.9.4.003
- GENERAL CHANGES
» price tooltip added to item description panel on right of the vendor screen - BASE GAME BUG FIXES
» vendor price of weapons with mods attached now properly calculated; before, the mods would be ignored entirely
» item stacks would sometimes have a price disparity between the tooltip and the buy quantity popup screen
» on the item description panel on the right of the vendor screen, hovering over a ModSlot that was filled with a weapon mod would cause the whole item description to be scrolled up and out of sight
» on the companion NPC dismissal screen when attempting to recruit a CNPC when the squad is already full, hovering over a weapon of a party CNPC would cause the game to scroll over and center on that CNPC unnecessarily
» the encumbrance icon displayed above the HUD portrait was not being updated immediately after depositing items in the Ranger storage locker - FAN-MADE PATCH BUG FIXES
» enabling the "Bird's-Eye View Camera" on the Gameplay tab in the Options menu now updates the render distance for the currently loaded map; before, would only do so when future maps were loaded
» text for Bomberman and Focused Shooter/Confident Shooter/Zen Shooter perks no longer applied to every item
» Master Thief perk text was not being displayed on the Lockpicking and Safecracking Skill tooltips
» the encumbrance icon displayed above the HUD portrait was not being updated immediately after firing a weapon - MODDING
» on the Modding tab in the Options menu, entering a custom mod folder name that doesn't exist will now cause it to be created rather than disabling the custom folder option
» can now enter custom display names for FiringModes
» new Situations
--» Buying and Selling; only set when calculating Price DerivedStat
--» PiercedArmor; attack calculation order:
----» whether target was hit
----» whether target was crit (if so, CriticalHit Situation added)
----» whether target's armor was penetrated (if so, PiercedArmor Situation added)
» corrected unnecessary warnings output to debug_import.txt when editing the Bladed_Tier_1_3, Handgun_Tier_1_3, and Sniper_Tier_1_2 ItemTemplates
- GENERAL CHANGES
-
Version 0.9.4.002
- GENERAL CHANGES
» additional settings added to to the Gameplay tab on the Options menu
--» "Bird's-Eye View Camera" option available if you want to zoom the camera out even further
--» "Free Combat Camera" option, functionality similar to Staehrminator's mod
--» "Allow revisiting shrines" replaces the old TrackShrinesIndividually setting from "Table\Game.mson"
» during character creation, can now select portraits for any gender or NPC
--» game now supports "Male" and "Female" directories in the "Import\Portrait\" and "Custom Portraits" (usually at "Documents\My Games\Wasteland2DC\Custom Portraits\") folders; portraits in the base folders are assumed to be Neuter gender
» character encumbrance now shown on loot windows
» extra tooltips added to weapon stats on the HUD and inventory
» level and XP now shown on the tooltip when hovering over a portrait in the HUD
» game no longer wastes time generating the text for every tooltip (hundreds of them!) each time the attributes/skills window is brought up or an attribute/skill is increased - BASE GAME BUG FIXES
» when hovering over a portrait in the HUD, the keycode (eg. "[F2]") wasn't being displayed on the tooltip because the display code was interpreting it as a text formatting command
» on the vendor screen, the comparison tooltip showing a currently equipped item was treating the equipped item as if it was a vendor-owned item when calculating the price
» several minor bugs fixed in the portrait panel during character creation
» fixed bug with visible mods often not appearing on the avatar's weapon in the inventory screen
» visible weapon mods will now be shown on weapons carried on a character's back
» when a companion NPC was being asked to rejoin a full squad, the stats and equipment from the base CNPC were being displayed, even if the CNPC had leveled up or now had different equipment - FAN-MADE PATCH BUG FIXES
» in combat, Leadership Skill bonuses were often being applied even if a character had moved out of the Leadership radius
» outside of combat, companion NPC rogue chance values were taking a while to be updated on the character screen after a Leadership Skill increase - MODDING
» Modding tab added to the Options menu
--» settings.ini no longer used, any changes will need to be re-done using the new Modding Options panel
» UI can now show more than 4 ModSlots for a weapon
» corrected issue with changing the ModSlot for an ItemTemplate_ModVisible causing it to no longer appear on the weapon model
» localization now supports multiple files for each language
--» any previous entries with the same key will be overwritten by later files
--» loaded in alphabetical order; eg. Main_en.txt followed by Main_en2.txt then Main_en5.txt
» BrawlingLevelBonus setting from "Table\Game" moved to "BaseStat\MiscStat\"
- GENERAL CHANGES
-
Version 0.9.3.002
- MODDING
» slightly reworked how reloading works with multiple ammo types for a caliber, now only reloads automatically if previous ammo type available
» fixed issue with multiple ammo types for a caliber wherein the currently loaded ammo type was being ignored if not also present in the inventory
» bug fixed with character stats not being recalculated if the ammo type changed
» jam chance previously did not utilize modifiers from Attributes/Skills/Traits/StatusEffects/etc., only weapon mods
- MODDING
-
Version 0.9.3.001
- GENERAL
» tooltips more informative, some things not previously shown were nonetheless happening in background; notably impacted are the Strength, Perception and crouch/stand tooltips
» when using the Field Medic skill, you can now click on a PC's model to heal them rather than only being able to click on their portrait
» Mercaptain's vendor screen slightly improved
» Careful/Precise/Master Hunter perks now directly affect chanceToHit, so will show up as a reduced chance to hit friendlies whenever hit chances are displayed
» tooltip backgrounds made darker, the base game's are a little too transparent and so can occasionally be hard to read
» when in combat, the rogue chance on the character screen will now be properly updated to reflect certain companion NPC's hate for some enemies; tooltip also shows which NPCs are causing the extra rogue chance
» if an item has multiple Attribute score requirements, the tooltip will now properly display which missing Attribute is causing which penalty
» tooltips on vendor screen kept overlapping the panel on the right, defeating its purpose, so now tooltips on vendor screen appear to the left of the item
» armor tooltip no longers combines the combat speed penalty with that from any Attribute requirements
» Attribute and Skill bar ticks only ever show the base, permanent value, ie. points spent plus any bonuses/penalties from Traits
» game should be more consistent in how it selects a PC for Skill usage when the "Highest Skill Character Used" gameplay option is enabled, always deferring to the currently selected PC in cases where another PC has the same Skill level - GAMEPLAY
» some differences in how calculations are rounded
» bonus hitpoints due to Luck added for companion NPCs; previously, all had none, regardless of their Luck scores
» added 3 Attribute points to Gary Wolfe and 2 Skill points to Brother Thomas as they did not have the appropriate amount given their levels
» no longer allowed to spend more than 10 points in an Attribute (base game allowed it if score was being penalized by an item or StatusEffect)
» Glancing/Opportune/Strategic Strike perks will now attack enemies passing near the PC; before it would only attack if they started their turn adjacent to the PC
» required Attribute scores for certain weapons and armor now use adjusted Attribute values (ie. including modifiers from items and StatusEffects) rather than base Attribute scores
» Hypochondriac and On the Mend Traits now also affect the amount healed when reviving an unconscious PC
» base game gives melee attackers +40 hit vs targets crouching in the open, now targets crouching in low cover are also similarly penalized (moddable via the chanceToHit DerivedStat) - BASE GAME BUG FIXES
» loaded ammo is no longer weightless
» weapon field stripping drop chances now match the values displayed in the popup message
--» actual drop chances in the base game were half the listed values
--» eg. if popup message says chances are 40% Sturdy Mag, 10% Underbarrel Flashlight, 50% Junk Weapon Parts, real odds are 20% Sturdy Mag, 5% Underbarrel Flashlight, 75% Junk Weapon Parts
» "Ruined Weapon" precision strike effect was reported to cause crashes when used on certain NPCs like the Scorpitron; all NPC-only weapons can no longer be destroyed
» if you had accrued enough XP to gain multiple levelups at once, the bonus hitpoints from Luck could be incorrectly calculated
» the bonus hitpoints gained due to Luck by recruitable NPCs would be lost if they were dismissed then later rejoined
» base game incorrectly uses Mob.HatesParty function rather than Mob.IsEnemy when determining if there are any nearby enemy mobs to apply the under pressure penalty for assault/sniper rifles, leading to two adjacent hostile NPCs giving each other under pressure penalties while a PC will have no effect on a NPC
» several fixes to the range gradient shown directly above your current weapon on the main HUD
--» would assume beyondOptimalChanceToHit was always negative, even though some sniper rifles don't have any
--» wouldn't show bonus falloff from pointBlankChanceToHit in optimalRange
--» some weapons, like the Bullpup Sniper Rifle, would cause the gradient to end up too wide
» StatusEffect tooltips would not show their evasion and damage modifiers in some cases
» small memory leak in EventManager.Publish
» Disparnumerophobia quirk, if applying a debuff, wouldn't let you raise an Attribute by only 1 point
» first weapon tooltip after you switched to a different character's inventory would occasionally not be set wide enough and text would end up getting unnecessarily wrapped
» in rare circumstances, text wrapping was causing unnecessary line returns to be added
» on the character screen, Skill bar ticks would often end up grayed out and would require mousing over to return them to their proper color (blue grey)
» on the character screen, Skill bar ticks would occasionally not be clickable if the mouse had previously been hovering over the Skill name
» when adding perks to a character that had none, the perks would sometimes show up halfway down the learned perks panel
» Ascetic Trait no longer gives Attribute and Skill points again if starting a new game and importing a veteran character with the quirk
» On the Mend perk was previously increasing the amount healed by the PC's medkits by 10%, including when applied to other squad members
» Master Hunter perk tooltip was incorrectly stating a -75% Friendly Fire chance when it was actually -100%
» the unlearned perks list was not correctly updating after adding a perk; eg. if you acquired Precise Hunter, you would need to leave the character screen entirely then come back to be allowed to select Master Hunter
» if you equipped an item that boosted max carry weight, the label in the inventory screen wouldn't update until you left the inventory screen
» after unjamming a weapon, the Reload button on the main HUD would still show the Unjam tooltip rather than switching to the Reload one
» the rare legs precision effect is now permanent like all other precision strike StatusEffects
» in a few places, the base unmodified (ie. no items) Skill level was being incorrectly utilized
» Free For All perk was affecting Blunt weapons too
» lots of other minor tooltip and UI fixes - MODDING
» BaseStats now far more moddable
» new Skills (except Skill_Challenge) can be added
» 'statModifiers' replace previous 'stats' fields; far more flexible and can situationally apply bonuses and penalties (see earlier discussion here)
» new Calibers, ModClasses and ModSlots can be added
» any ItemTemplate_Equipment can have ModSlot(s), not just weapons
» UI now supports multiple ammo types for a Caliber
» ItemTemplate_WeaponRanged 'chanceToJam' field now a float
» health state boundaries and difficulty modifiers editable, in "Table" directory in the "PC.mson" and "Game.mson" files, respectively
» 'requiredStatValues' field for quirks now functions
» SerializableDictionaries now case-insensitive
» fixed up buggy base game implementation of SerializableDictionary's generic object methods; base game doesn't really use them but was causing issues with UnityEngine.Object.Instantiate when a PCTemplate was overriden
» "&:" now appends to the array/list if no index is provided, previously would override elements starting from 0 if no index provided
» arrays/lists/dictionaries/strings/objects can now be set to null
- GENERAL
-
Version 0.9.2.001
- GENERAL
» the tooltips shown when mousing over Attributes or Skills will now display all the DerivedStats that are modified by it
» some of the base game's tooltips did not accurately reflect how the game does its calculations
--» for example, in the base game: 1) start with even Luck and Awareness scores, 2) add 1 point to each, 3) Evasion value shown in lower-left of the screen remains unchanged, even though supposedly each point was adding +0.5%
--» the vision range displayed for Awareness: the value should be rounded off rather than showing decimals
» Perception Skill now also shows its effect on vision range and perception radius
» when mousing over the current Attribute value, will show affected DerivedStats rather than remaining blank
» fixed minor display bug from the base game; when hovering over the current Attribute value, would sometimes erroneously show a point cost of 12 - MODDING
» in DerivedStats, the attributeModifiers and skillModifiers table fields now have 11 elements, ie. an extra one was added for the value 0 to handle certain scenarios with Skills
» DerivedStats now have additional fields relating to tooltip display
» the previous barterPriceAdjustment DerivedStat is now divided up into two DerivedStats: barterSellPriceIncrease and barterBuyPriceDecrease
» Ethnicity, Religion, Smokes now overrideable, can also create new ones
» can create new UIAtlas, the game's sprite databases
--» place picture files in a "Sprite" directory in "Import", valid extensions are PNG, JPG, JPEG
--» game will create a new UIAtlas from the image, with the UIAtlas having one item in the spriteList with the same name
--» refer to the picture as the filename without extension
--» eg. if you have testShotgun.png in your "Mods\Import\Sprite\" folder, the atlas and spriteName fields should both be set to testShotgun
» existing UIAtlas are now also editable, exported mostly for reference purposes though
» can now adjust mod slots for an entire weapon type without having to change each one separately; ItemTemplate_Weapon.mson file in "Table" folder
» added new constant to WeaponModClass enum: MachineGun
» heavy machine gun items now have the modClass field set to WeaponModClass.MachineGun rather than WeaponModClass.None; WeaponModClass.MachineGun defaults to zero mod slots
» NPC weapons with the non-enumerated modClass value of 10 are now set to WeaponModClass.None, functionally equivalent
» can change the weapon types listed in the tooltip when mousing over a weapon mod: ItemTemplate_Mod.mson file in "Table" folder
» the success/failure chances when using Skills are now moddable; SkillMetered.mson file in "Table" folder
--» the Weaponsmithing fieldstripping and Outdoorsman avoid encounter % chances aren't yet moddable since they're handled elsewhere
--» Weaponsmithing probably doesn't ever use TheOdds from SkillMetered, even though the tooltip for it lists the numbers from TheOdds
» TrackShrinesIndividually setting added
--» if true, will monitor whether each squad member has used a shrine or skill statue, so if you recruit new NPCs, they will be able to use the shrine/skill statue too
» CNPCTemplate editing issues should be resolved, including one related to the SerializableDictionary Clone method which would cause problems when modding the attributes, skillXps, traits properties
» no longer crashes if invalid entry for statName in a DerivedStat
» modding the chanceToHit DerivedStat now actually has an effect
» OverwritePreviousExports in settings.ini, when set to true, was being ignored
» an issue with the game failing to distinguish between similarly named Traits should no longer occur
- GENERAL
-
Version 0.9.1.001
- MODDING
» scene-specific objects now placed in scene-specific folders
» object database updated properly after every scene loaded; scene-specific MSON override files can now reference other scene-specific objects
» InteractableObject objects overrideable
» all BaseStat objects overrideable
- MODDING
-
Version 0.9.0.001
- GENERAL
» full decompile and recompile of the DLL achieved; all earlier changes re-implemented
» inXile logo movie can be disabled
- GENERAL
-
ONLY WORKS WITH DIRECTOR'S CUT VERSION OF THE GAME
IMPORTANT
- All-in-one DLL that works on the Director's Cut edition of Wasteland: Windows/Mac/Linux + Steam/GOG. There is a separate version for GamePass.
- Save format is unchanged, so you can always go back to the original DLL and continue your progress.
- Make sure to check regularly for updates to this patch.
- Gamepad support is currently broken.
- A few small gameplay mods are included in the patched DLL. They can be enabled by going to the Options -> Modding panel from the main menu. They are best turned on before or at the start of a new campaign, as not all effects are retroactive.
Xbox Gamepass version
- All saves and settings are now stored locally. On the main menu, there is a button in the lower left to retrieve any existing saves from the cloud.
- Save limit removed and saves can be manually named.
- Achievements are bugged. This is an InXile issue (see here or here or here).
INSTALLATION
- Download both the 'DC Patch' and 'Localization' files.
- Go to your "Wasteland 2 Director's Cut\Build\WL2_Data\" folder, usually found at "C:\Program Files\Steam\steamapps\common\".
- Go to the "Managed" folder and make a backup copy of the Assembly-CSharp.dll in case you want to revert to it later. Then extract the contents of the 'DC Patch' file inside the "Managed" folder, replacing the existing Assembly-CSharp.dll.
- Go to the "StreamingAssets\Localization\" folder and extract the contents of the 'Localization' file there.
CHANGES
The Changelogs dropdown above contains the comprehensive list of changes, with the general/gameplay/base game bug fix sections usually the most relevant.
NOTABLE CHANGES
- additional tooltips and more informative tooltips, including a breakdown of bonuses; some (such as Attribute/Skill) did not display all their effects
- improved loading times
- extra settings for camera zoom and behavior during combat; found in Options -> Gameplay
- can disable intro logo playback; 'Play InXile Intro' setting in Options -> Gameplay
- game can continue to run while minimized instead of always pausing; 'Run in Background' setting in Options -> Gameplay
- expanded portrait selection during character creation
- can return to shrines and skill statues with new companions so they can receive the bonus; 'Allow revisting shrines' setting in Options -> Gameplay
- far more moddable; base game only had rudimentary support
- improved positioning of overhead health bars; status effect indicators added; non-hostile NPCs now have blue health bars
- Glancing Strike line of perks show ambush overhead icon when active and will attack enemies passing near the PC rather than only if they started their turn adjacent to the PC
- 'Ruined Weapon' effect from arm precision strikes now also destroys melee weapons
- Father Enola and Malediction Mayweather never dropped their unique weapons; the sniper rifle Dragoon had a one-time 10% drop chance
- restored door puzzle in Highpool underground that was in the non-DC version of the game
- weapon field stripping drop chances now match the values displayed in the popup; in the base game, actual mod drop chances were half the listed values
- physics update rate fixed; NPC death explosions no longer slow and stuttery
- adjacent NPCs were giving each other under pressure penalties while a Ranger next to them would do nothing
- Glancing Strike line of perks for blunt weapons was not working with many blunt weapons
- rabbit leap animation would often bug out, preventing the attack from completing
- if the target of an ambush was moving, they would sometimes immediately teleport to their destination after the attack finished
- Ranger Citadel and Prison maps were missing level music
- a double hyphen in the dialogue text would cause a hiccup in conversations
- Mysophobic quirk was preventing the use of most items on the character, instead of just healing items as intended
- never informing Mr. Manners of the plot against him would break the kill Tori quest
- accepting Sadler's quest meant Gary "NaCl" Wolfe could never be recruited
MODDING
A guide can be found in the Articles section.
TROUBLESHOOTING
If you're experiencing issues, try checking the game log file for any errors.
Log and save locations
Windows:
- Game log: output_log.txt in "Wasteland 2 Director's Cut\Build\WL2_Data"
- Save files: in "Documents\My Games\Wasteland2DC\Save Games"
- Game log: Player.log in Macintosh HD -> Users -> USERNAME -> Library -> Logs -> Unity
- Save files: in Macintosh HD -> Users -> USERNAME -> Library -> Wasteland2DC -> Save Games
- Game log: Player.log in "~/.config/unity3d/inXile Entertainment/Wasteland2DC:Director's Cut/"
- Save files: in "~/.config/Wasteland2DC"