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The least you could do is post updates that actually contain information.
https://www.inxile-entertainment.com/post/wasteland-3-patch-1-4-1-scotchmo-s-breath-mint-now-live
Wasteland 3 Patch 1.4.1 "Scotchmo's Breath Mint" Now Live
Scotchmo is great, but we’re certain his breath isn’t. And just like the breath mint we imagine he chews from time to time, this update is a deceptively small but potent addition. Packing a minty-fresh wallop that’s sure to air out the place like wintergreen on the palette of a curmudgeonly alcoholic with a closet full of Snake Squeezins.
Please note, Scotchmo’s Breath Mint’s notes are separated into changes that impact Steeltown specifically, and those that impact base game content or systems that span the entire game.
The Battle of Steeltown
Balance
- The special Steeltown armor is now more affordable, and it drops more often. We want players to get into the new armor more easily, as it’s designed to withstand Steeltown’s elemental-heavy weapons. Also, it looks cool.
- Non-lethal playthroughs were more challenging than intended. We’ve made a number of changes to improve the reliability of Disruption weapons and slightly boost their effectiveness in response to player feedback.
- Disruption Baton hit chance increased to 85%.
- Disruption Pulser’s mag size increased to 10 and its hit chance to 80%.
- Disruption Web Launchers hit chance increased to 95%.
- Disruption Trap’s AP cost reduced to 4.
- Heavy Disruption Blaster had its AP cost reduced to 5 but its reload cost increased to 4.
- Disruption Sniper AP cost reduced to 6.
- Rioter punch damage reduced by 50% and powerfist impact damage increased by 10%.
- Mechanic sniper damage bonus reduced by 10%.
- Foundry Worker and Exo-Tech basic attack damage reduced by 50%. Their ability damage was unchanged.
- Maintenance Worker melee damage reduced by 10%.
- Construction Worker hit chance reduced by 10%.
Gameplay
- The Patriarch now properly acknowledges all possible Steeltown outcomes, which is good because dealing with the Patriarch is not an insignificant part of the game.
- Addressed an issue where loading a save during a cutscene could cause the game to display the cutscene bars for the remainder of that session. Imagine just waiting for that loooong cutscene to end. Something’s going to happen at any moment… Nope.
- Skipping the conversation with the Computation Engine could cause some weird bugs. Were they bugs though or did the Computation Engine just not appreciate being skipped?
- Resolved a softlock that could occur if a player (somehow) initiated combat with Guard-Bots after opening the Steeltown gate but before the Ghost Gang arrival.
- Resolved an issue where the Gift of the Magi mission was not being failed when a player sided with Crow to eliminate Markham.
- Blue now takes the correct amount of money during the Degausser negotiation.
- Resolved an issue where squad members would pop in and out of cover like deranged jack-in-the-boxes.
- Players will now no longer lose access to the Steeltown merchants after the raid, which is nice.
- All NPCs on the Admin Level will now properly react to Crow and Blue being in charge, *cough* ...if that’s at all how things play out for you. Not saying they need to, you do you.
- Hacked Guard-Bots in the Steeltown Spire will no longer block the path to the witches. I mean switches! lol I can’t believe I did that. I’m so random! xoxo
- Assistance by Steeltown’s Computation Engine was extremely infrequent. We made it less infrequent by a specific percentage which you can never know.
- Resolved an issue in the Steeltown Spire where the player was moved to a different spot than indicated when trying to interact with the Bot-Lift switch.
- Bot-Lifts won’t draw quite as much aggro from followers and animal companions as they did before. Promise.
- Dr. Breeler should no longer go missing after the raid. Strong emphasis on ‘should.’ He’s a free spirit.
- Luis at Steeltown’s gates will no longer repeat the same conversation after the Factory’s situation has been resolved.
- Bro, the Helping Hand bonus will like totally no longer activate before Handcraft offers help. It was pretty sketch but we fixed it up so you can get back to shredding the gnar.
- Resolved a softlock that could occur in the Steeltown Spire during cutscenes there.
- Resolved an issue that was preventing combat from ending when more than one robot was hacked on the player's side before the last enemy was killed.
- Destroying the generator at the Scrapyard bridge will no longer break the Ghost Gang behavior during combat.
- [PS4] Resolved some visual issues with the Power Loader attacks.
- [Xbox] Resolved an issue that could cause framerate to drop while players engaged in the first combat with the Ghost Gang.
Multiplayer
- Resolved an issue where a co-op player would not get pulled into the conversation with Markham and Crow if they were too far from the scene. Yoink!
- Addressed an issue that was resulting in the Kodiak’s parked location being desynchronized between the players. Alas, the philosophical debate about where Schrödinger's Kodiak is has finally been resolved.
- Resolved an issue where only the guest could participate in the radio call from the Steeltown Refugee after the area was completed and the party was leaving Steeltown.
- Resolved an issue where a softlock could occur when a guest spoke with Dr. Breeler as the session host spoke to Luis during the Flushed mission.
- Resolved an issue where Beals would appear hostile for the guest after the party defeated the Ghost Gang using non-lethal weapons.
- Resolved an issue that was preventing the guest player from being pulled into the final conversation with the Computation Engine. Double-yoink.
UI & Display
- Resolved a strange visual issue that was going on with Blue’s hair.
- Assembling the warbot now has all the sparks and flashing lights warranted by the creation of a mobile death-machine.
- The Power Loader melee smash now gibs and ragdolls bodies so you can feel the full effect of really screwing up that fight.
- While hovering on the switch to shut down the Bot-Lift in the Steeltown Spire, the movement preview will no longer show a random nearby space.
Audio
- Added the Disruption Turbine’s sound effects which were missing for its ambient, idle, and overloading states. What good is a turbine if it doesn’t go vrmmmvrmm, chunkachunk, and BRRZZZRRRZZ?
- The all-important THUD! sound has been added for when a player falls off the treadmill within the Administration level.
- Pressing the big, red, candy-like button to end the simulation in the Steeltown Spire now has proper sound effects.
Misc
- You can stop holding it, the outhouse is now usable.
- We’ve tweaked some things under the hood during the Steeltown final battle so that framerate doesn’t tank.
- [Linux] Resolved an issue that could cause the game to crash if the camera was rotated while the screen was focused on the Steeltown gates.
Base Game
Balance
- We’ve employed a general fix for crit damage calculations, which should help with one-shot crits from enemies. Don’t worry, you won’t have to do the calculations, the game will do that for you. I mean, you could on paper, but you don’t have to.
- We found that enemies were calculating a higher crit damage value than intended. We’ve corrected the calculation. Player crit damage is unchanged.
Gameplay
- Resolved an issue where hit chance previews would not display for enemies who weren't in your line of sight. Sneaky bastards thought they were just gonna go under the radar.
- We addressed the freak of nature situation that was happening in Ironclad’s makeshift jail area where combat could become bugged-out to the extreme, preventing players from proceeding with the combat there.
- The reward from the "Buzzkill" quest can no longer be acquired infinitely if Marshall Kwon is present in the squad.
- Resolved an issue that was preventing Benjie Braddock from giving the ventilation system password to the player after he’s been “assisted.”
- Resolved an issue that would sometimes prevent players from being able to click on the Kodiak to repair it during combat.
- Resolved a softlock that could occur after interacting with computers in Aspen when their connected turrets had been destroyed.
- [Xbox] We’ve employed stability fixes for a cutscene with Angela Deth at Hoon Homestead.
- [Steam] Resolved an issue where enemies would not attack the party when concurrent movement had been disabled.
UI & Display
- Resolved an issue where quickslot items could disappear after map transitions or save loads.
- Resolved an issue that could prevent a player from accessing their character’s abilities while that character was aiming.
- Resolved an issue where dialog barks would linger after combat ended. Do you have to, do you have to let it linger? Good luck not singing that for the rest of the day now.
- The “highlight all” button will now no longer make non-interactive corpses show an outline because who needs that nonsense?
- [Microsoft Store] We’ve attempted to fix an issue introduced with 1.4.0 that was causing the game to launch with the brightness defaulted to the lowest setting. If you continue to encounter this please report it through the inXile support site.
- [Controller] Resolved an issue that could prevent a player from selecting status effects in the inventory with a controller.