Wasteland 3 - Patch 1.4

HiddenX

The Elder Spy
Staff Member
Original Sin Donor
Original Sin 2 Donor
Joined
October 18, 2006
Messages
19,813
Location
Germany
Henriquejr spotted patch 1.4 for Wasteland 3:

Wasteland 3 Patch 1.4.0 "Appetite for Construction" Now Live

Welcome to the proverbial jungle, baby.

Welcome to the proverbial jungle, baby. We heard you loud and clear and we know what you want. You want to rock and roll all night and part of every day. You want us to crank it up to 11 as you compose your symphonies of destruction during a season in the abyss.

In case you didn't get the memo, the crazy train has left the station and is roaring towards the release of Wasteland 3's first expansion on June 3. We're hungry as all hell for more Wasteland 3, and we got a nasty appetite for construction. As noted in our recent 1.4.0 feature preview articles, the headliners of this concertapalooza are crafting and the animal companion kennel updates. They're followed by a lineup of other headbangin' callouts noted below that are sure to make you not-so-quietly riot from your chairs and sofas.

So come on, feel the noise.

Highlights

New Feature: Crafting


  • Players are now able to craft mods, weapons, gear, and mystery items from the crafting menu accessible from the inventory screen. Time to put that scrap to work.
  • Crafting recipes can be learned by leveling up some skills, buying them from vendors, searching containers, and discovering mystery crafting recipe ingredients. More info available here.
New Feature: Animal Companion Kennel & Improved UI


  • A new kennel located just outside Ranger HQ is now available. Animals dismissed in the field or those who were following a Ranger who died will return automatically to the kennel, and from there they can optionally be dismissed back into the wild. You wouldn't do that though because you're not a heartless jerk.
  • The animal companion type limit has been removed, allowing squads to have multiples of the same type of animal in the squad (1 animal per Ranger still, of course). That's right, you can now have a whole squad of pissed-off cats scratching cannibal clowns.
  • Character portraits now display icons for animal companions. Mousing over (or selecting) the animal icon will display a tooltip with that companion's current stats. More info available here.
New Customization Options


  • 12 new chest pieces are now available when creating or customizing your character, with some "job"-themed options like medic and explosives expert. Finally, what you've always wanted, to have a work uniform in-game too.
  • Polly the Parrot is 100% more inappropriate and packs a walloping Demoralize ability. Do not, for the love of all that is holy, play Polly's dialog at high volume in proximity to anyone of high moral character.
Gameplay


  • Added new safeguards to ensure followers like Provost, Party Pal, clones, etc. won't disappear if the squad member they're following dies, gets swapped out, or when swapping them to the other player in co-op.
  • In certain situations where enemies surrender to the player, combat should no longer be re-triggered due to multi-shot attacks or damage over time status effects.
  • With Permanent Death mode on, the endgame sequence will now give a proper game over screen if your only remaining characters leave the squad during certain story outcomes.
  • The Tender Loving Care perk will now properly be removed when the character owning the perk is removed from the squad.
  • Fixed a bug where if a character had two equipped weapons granting the same ability (such as alternate fire modes), the ability would not be usable.
  • Fixed a bug that would cause Downed or Incapacitated player characters to disappear after leaving Union Station, past interacting with Morningstar.
  • Resolved an issue where the downed state timer would advance too quickly if that squadmate had already been revived during that combat.
  • Player characters who are Downed on the World Map will be automatically revived when returning to Ranger HQ so you don't have to manually bring them back.
  • Resolved various collision issues with invisible walls in the Bunker near Aspen.
  • Fixed an issue for the Jackhammer shotgun with Extended Choke mods that would mess with the targeting cone in aim mode. You might think we'd make a joke here about "jackhammer" and "extended choke", but you're wrong. And sick.
  • Yellow Snowballs can now correctly apply the Black Thaw STD, making the "Back in the Sack" achievement more achievable. You're welcome?
  • Lucky Crit and Lucky Mega Crit prompts are now properly followed by critical hits as intended. Lucky you.
[...]
More information.
 
Joined
Oct 18, 2006
Messages
19,813
Location
Germany
Back
Top Bottom