Wasteland 2
0 of 0

File information

Last updated

Original upload

Created by

IamNotYourFriend

Uploaded by

IamNotYourFriend

Virus scan

Safe to use

Tags for this mod

148 comments

  1. nognow
    nognow
    • premium
    • 37 kudos
    Is it compatible with Executors Wasteland 2: now with improved modding capabilities?
  2. Flauvious
    Flauvious
    • member
    • 0 kudos
    This mod looks cool but I'm also stuck at loading screen after adding it, I'm guessing an update to directors cut broke the compatibility. I wonder if it will ever get updated. 
    1. kozkdnqkd
      kozkdnqkd
      • premium
      • 0 kudos
      i hope it soon be updated
  3. Gleir
    Gleir
    • member
    • 0 kudos
    So, uh, a little balance review.

    First of all, a couple perks are broken. Namely, Art of War and Keen Eye.

    Keen Eye allows you to have weapons an entire tier above what is normal; like Tier 4 in Arizona at the bare minimum, some specific chests which gave Tier 4 now gives Tier 5 (I had a Death Sifter off the Rail Nomads crate behind the fence with high Brute Force check). While not as relevant in the late game, it requires little investment since you can simply have your companions take it; even early on now that they come with unassigned skills and perks.

    Art of War is a much bigger problem. Yes, it requires a lot of non-combat stats. But now that you gain stat points every 5 levels; you can easily start with COO 6, INT 10, CHA 6 (+2 free points); and get to level 5-6 with barely any fighting because increased non-combat XP (Shrines/Radio Tower/Rail Nomads). Then you take Art of War on all 4 of your guys, wander the wastes until you get the weapon merchant, equip all your guys with Tier 3 Weapons, and decimate Highpool/AG Center. Then you have access to infinite explosives from Ranger Citadel, which allows you to enter Los Angeles at like Level 35; and hit 60 after Griffith Park on average. Wasn't even farming random encounters, and avoided them whenever possible.

    This Art of War style of play is really possible because you get 12 extra stat points over the game. Early game combat is brutal because of super low INI; so if amount of stat points from levelling was nerfed, it would have an actual downside, since even by lategame you won't be able to hit 10 AWA with just 6 stat points. Its a very creative and innovative perk; letting 4 people stack it without actual downsides (less combat power) doesn't make sense. Also, perks are actually strong now, and additional skill points beyond 10 in your Weapon Skill matters; so that makes higher level and especially higher INT characters significantly stronger than in the base game.


    Also, questions about some things.

    Weaponsmithing 9 Piercing Shot didn't seem to work when I shot at targets from far away (beyond 10 meters). If the perk requires the shooter to be within 10 meters of the target, and not the targets being within 10 meters of each other; then its a lot more situational, especially as the secondary shots can't have precision effects. Also don't know if it triggers off precision shots, or if the secondary hits could crit. Also, the description requires mention of the angle, which I found out only after opening the trait file manually.

    Toaster Repair 3 Fetishism is really random. A couple trinkets are really good when you take away their downsides, like +INI rings or +armor piercing amulet. On the other hand, +Stat trinkets, giving +1 Stat feel useless since you can't use that boost to pick perks (applicable to Disparnumerophobia too, which is actually more balanced now that there are powerful perks with stat requirements). Maybe boost the random chance to 100%?

    Economic skills and perks are abusable now that companions have all their skillpoint and perkpoints free. I would recommend non-flexible companions come with assigned skillpoints to prevent abuse (though honestly, it shouldn't matter much because right now, Keen Eye makes the economy part of the game worthless). Like Takayuki, his unique perk clearly makes him a melee combatant; so maybe he comes with assigned skillpoints in a melee skill and brute force?

    Quality Mods are way too powerful. You'd never want an actual normal mod with how much more quality mods offer you. Either tone down on the bonuses, or allow people to find quality mods as loot, because right now, I've sold every single normal mod I've found; because I know I can always craft a quality one (off Vulture's Cry, who came with 1 unassigned Perk and lots of free skillpoints; so I made her the Weaponsmith). It also encourages save-scumming; even more than normal when stripping weapons; so you can maybe make quality mods weaker and raise the probability to 100%?

    Infinte RPGs. Please no. It would trivialize the game regardless of build as long as you have money and hauling capacity, and thats not ideal. With Way of the Squeezins, Bomberman, Assassin; explosives deal +55% damage. Take Bloodthirsty and maybe Mortar, and you can solo encounters by spamming explosives. Its fine for hard fights, and LAW rockets aren't strong enough so they can remain infinite; but not RPGs, and especially not early on from Ranger Citadel.

    Doc's wares during first encounter at Canyon of the Titan. Doc now has a full stock of 50+ medical supplies; and he gives them away for free at Canyon of the Titan. Take it, haul it all away (maybe drop part of it and come by later if you can't carry it all); stash it; and you won't really need to buy much medical supplies for the rest of the game. Maybe an exaggeration, considering I was playing with Art of War and Two-Pump Chump; which frequently ends combat on turn 1 and usually on turn 2 (bonus XP from Art of War). But still, is an oversight and should be fixed.

    Bonus Rate of Fire. Basically forces ranged users to have INT 6. I'd like if it was swapped to speed, since it just seems more accurate that way. Weapon AP costs are balanced around this perk anyway, I think; so its fine.

    Turret. Strength 6 for a ranged weapon perk? Feels wierd. Maybe swap to INT? Since people who'll likely want this are skill-monkeys who don't want to attack proactively since they aren't good at it. Comboes very well with an Evasion build with Moving Shadow, you can get incredible evasion and still have reasonable offense via 3 ambush shots. Don't know if it works, or how high enemy accuracy is and if they can be reasonably evaded.

    Luck. Better than before, especially for Snipers who love critical chance; 4 Luck would help a lot; but high luck seems useful for only 1 build: The House Always Wins leader/utility guy. And The House always wins is inherently a perk that lives off save-scumming. I don't know if possible, but maybe make it so that its bonuses are fixed? 80* level scrap each level, 1 Stat every 10 levels, 2 skill every 2 levels? And make Favored Son slightly more consistent maybe, by always making it provide the bonuses in AOE? Because it's primary purpose as is, given its randomness, is enabling Infinite Possibilities.

    Situational, active only if enemy has less than 33% CON: Too situational. Damage is much higher with this mod; so if any enemy is 33% or less, they're usually dead next hit, perk or no perk. Maybe raise it to 50%? Or maybe change a perk to one that does more if enemy is full HP? It'd shouldn't apply to explosives though, Bloodthirsty is overpowered with them already.

    Politician. A bit too weak for a Level 9 perk given its tiny radius, maybe raise it to full Leadership radius? Also, +Cth is weaker after a certain point since you already have 100% cth with headshots. Armor Pen is less necessary in this mod too, and if it doesn't bring you over threshold enabling pierced armor damage bonus, its just a 1 or 2% bonus damage per point of Pen.

    Multilayer. Is it supposed to be mutilator? Anyway, wrong description. It gives +50% crit damage and not flat damage. Also, I don't think it provides additional bonus based on the number of different type debuffs. A pity, because as it stands, Chemical Products (poison) and Toast Specialist (burn) is kinda bad now, since lategame synths are immune; and their penalties just aren't good enough to trade a perk for when its not even 100% chance.

    Higher Tiers of heavy armor. Given how armor works, finding high quality armor isn't just as rewarding. I feel like Armor shouldn't provide any base protection if penetrated; and if not penetrated, the base armor reduction remains active. Would make light armor significantly 'Lighter' and not just a free +1 AP source. Maybe also give Heavy armor consistently +2 or more Armor above Light so that enemies don't penetrate it easily.


    And finally, as it stands now, INT is absolutely the most important attribute. Firstly, it gives faster skills. Secondly, it enables picking secondary skills for their secondary bonuses and, more importantly, capstone perks (most abusable is Smart Ass; +3 INI, Opportunity and Infinite Possibilities; maybe Tactical Maneouver on 1 guy). And lastly, it enables Bonus Rate of Fire; the best perk for ranged combatants, the most common archetype.
  4. muertos69
    muertos69
    • premium
    • 0 kudos
    So is it an intentional thing that assault rifles that should have 20 or 30 round magazines in the base game only have 14 round magazines with this mod installed? M14, M4 Carbine, M16, M1, and FAMAS, for example.
    1. kalenics
      kalenics
      • member
      • 2 kudos
      I think its just copy and paste lazyness.
    2. Twitxx
      Twitxx
      • supporter
      • 0 kudos
      I found this annoying too. Any way to change it myself?
    3. mrmishmish
      mrmishmish
      • member
      • 0 kudos
      Sorry for the necro, but if you navigate to Import/ItemTemplate/ItemTemplate_Equipment/ItemTemplate_Weapon/ItemTemplate_WeaponRanged, all of the MSON files can be opened with a text editor and changed accordingly. If you look for "clipSize", that is the *magazine* size of the gun you selected. Hope this helps anyone else who has an issue with the weapon balancing.
  5. assassin01
    assassin01
    • supporter
    • 0 kudos
    The mod is feels good most of the time,but there is some issues. I'm at the Temple of Titan area on supreme jerk difficulty and the enemies are frustrating.

    Raiders attack 7 out of 10 is critical hit,often 2 shot members of my squad. This is go up if they are melee type, they do 8-9 critical hits out of 10.
    They also hit 8 times out of 10 even if my team behind cover and not flanked.
    While my rangers do 1 critical hit out of 10 if I'm lucky and they can hit more than 5 times out of 10 even if I flank an enemy who is behind cover.

    This lead to abusing the quick save more often than it should be. My sniper build have 104% hit chance with a fully modded weapon and still can't hit more than 5 shots out of 10, but gets 2 shotted while wearing a combat armor and having 10 armor value.
  6. axZerk
    axZerk
    • member
    • 0 kudos
    About random encounters. In the description it says something like "You see 12 raiders near you", but during actual encounter there are always only 5 enemies. What's up with that? A bug or what?
  7. Shipuga
    Shipuga
    • member
    • 0 kudos
    Could you please give us a document with new weapon stats, or tell us how to find that information. Like ap cost, damage, you get it.

    And i have seen that new perk "Favored son" seems cool, just tell me does it buff all or only 1, or is it a chance to buff only 1, or all, didnt quite get it in description
  8. axZerk
    axZerk
    • member
    • 0 kudos
    Can anyone tell me what is Rose's unique perk?
  9. Preesel
    Preesel
    • supporter
    • 0 kudos
    Great job 
  10. Bieniu123d
    Bieniu123d
    • member
    • 0 kudos
    I beaten the overhaul mod on Supreme Jerk difficulty recently and I'm a bit disappointed. Fighting the scorpitron was not a challenge and the AI cochise was the same. I just ate those synths from an energy weapons. The real challenge was the random encounters against synths, COTC, Nuke pooches,  Honey badgers and ambush in Whittier where it was a real challenge in this mod. One screen on the images tab where I was struggling against animals when I arrived to L.A. It was too hard, if I had known it would have bought a lot of crappy missiles instead of rpgs I would have gone through it without problems. But without the rockets, it took me a long time to get rid of these animals. Not to mention the amount of attempts. But there was a challenge at least.

    Overall a good mod, only the scorpitron and AI cochise was meh.