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[Wasteland 2] 14 major areas to explore. One to press your balls against.

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  • OptimusZedOptimusZed Registered User regular
    I picked this up for PS4 this afternoon. Seems pretty great so far.

    Except for followers with shotguns. That part's terrible.

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  • PhillisherePhillishere Registered User regular
    OptimusZed wrote: »
    I picked this up for PS4 this afternoon. Seems pretty great so far.

    Except for followers with shotguns. That part's terrible.

    There's a series of unlockable perks that minimizes the friendly fire damage. That alone makes shotguns a lot more useful than in the OG version.

  • CabezoneCabezone Registered User regular
    They're still more trouble than they're worth unless you really like micro managing them.

  • StollsStolls Brave Corporate Logo Chicago, ILRegistered User regular
    edited October 2015
    Yeah, shotguns basically require manual aiming. They're great for group damage and stripping cover, but a shotgunner should have a backup weapon that can reliably get through armor.

    Also, Whittier is still some hot bullshit on anything above Seasoned.
    The ambush is unchanged, although there's more cover than there was in base WL2. The enemy gets the first shot and unless you move to cover fast or just get lucky, it'll likely KO one of your team instantly. I had to spend an RPG-7 on the bottom two sharpshooters to have a real chance, and we still had to pick people up in mid-fight. Took several tries on Ranger, while dropping it to Seasoned for that fight let me clear it on the first go.

    The good news is the conductivity system works as advertised. Energy weapons fuck up metal armor but aren't an "I win" button against all armor, period; conversely they're also not useless against normal targets. It's still wise to switch to non-conductive armor for an energy-heavy fight, but this particular bit of rebalancing works nicely.

    Stolls on
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  • RichardRichard Registered User regular
    OptimusZed wrote: »
    I picked this up for PS4 this afternoon. Seems pretty great so far.

    Except for followers with shotguns. That part's terrible.

    How is the controls and UI on the PS4?

  • Dark_SideDark_Side Registered User regular
    edited October 2015
    This damn game...some of the quests are just retarded in how they let you fuck up your entire run. Canyon of titan, need the 6 sludge containers. Gave one away like an idiot and the last available sludge drum has a guard who refuses to let you take any sludge unless you have a stupid high hard ass (i think) level. So now either I get my monk killed and have to fight through every group of raiders from the canyon to the temple entrance, or I just cheat and manually add the container to my save file. I'd really rather not have to resort to cheating to get through the quest but the game is giving me a real sophie's choice here...

    Dark_Side on
  • BionicPenguinBionicPenguin Registered User regular
    edited October 2015
    I don't see how your run is fucked up. You fucked up and now your options are limited. You aren't stuck, you can keep going. You just can't do it the way you wanted.

    BionicPenguin on
  • Dark_SideDark_Side Registered User regular
    I don't see how your run is fucked up. You fucked up and now your options are limited. You aren't stuck, you can keep going. You just can't do it the way you wanted.

    I don't know, I gave away the sludge assuming there would be a way to get all the containers I needed. And there is, except you have no choice but to lose your Monk to do it. And in my opinion that means there isn't really a way to do it. It's a little bit bullshit since you are given zero prior information that this might be the case. And I still have no idea if the monks won't shoot me on site when I show up without my escort at the entrance.

  • StollsStolls Brave Corporate Logo Chicago, ILRegistered User regular
    There are something like eight sludge canisters in the whole canyon: two outside the Monks' base and the rest in the canyon itself. I know one has an annoyingly high nested Smart Ass check, but I think the Hard Ass one just lets you avoid paying for it in scrap. Look around a bit more, make sure you've checked every side area.

    If you're close to a perk level, know that the speech perks don't waste skillpoints if you take them. If you're at rank 5 and take it, it still only takes you four points to rank up - but for practical purposes you'll be at rank 7.

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  • PhillisherePhillishere Registered User regular
    Dark_Side wrote: »
    This damn game...some of the quests are just retarded in how they let you fuck up your entire run. Canyon of titan, need the 6 sludge containers. Gave one away like an idiot and the last available sludge drum has a guard who refuses to let you take any sludge unless you have a stupid high hard ass (i think) level. So now either I get my monk killed and have to fight through every group of raiders from the canyon to the temple entrance, or I just cheat and manually add the container to my save file. I'd really rather not have to resort to cheating to get through the quest but the game is giving me a real sophie's choice here...

    The canyon is, by far, the worst portion of the game. There are far too many poorly telegraphed moments that break quests and the only real way to get through without screwing up is with a lot of foreknowledge or reloading. I have no problem with difficult quests and tough decisions, but a lot of Wasteland 2's difficulty - even after the update - stems from a lack of clear communication to the player about what is required.

    It's a shame, really. There's a lot of great stuff in the game, but it is hard to defend some of the design decisions. And I don't think "old school design" is the problem, since I am old enough to have played the original Wasteland when it came out.

  • BionicPenguinBionicPenguin Registered User regular
    I'm fine with that situation as long as you can continue somehow. You gave away a quest item because of a sob story and now you have to fight your way through? Fine with me.

  • PhillisherePhillishere Registered User regular
    I'm fine with that situation as long as you can continue somehow. You gave away a quest item because of a sob story and now you have to fight your way through? Fine with me.

    The problem is that this isn't the only way to break that line, and the punishment is unfun and dull. I have no problem with a game that rewards/punishes players by switching up the quest lines, but this particular section isn't that compelling and any number of missteps can force you to spend hours longer getting through it.

  • Dark_SideDark_Side Registered User regular
    I'm fine with that situation as long as you can continue somehow. You gave away a quest item because of a sob story and now you have to fight your way through? Fine with me.

    Normally I would be too, except the goofy monk mechanic makes a small mistake turn into a possibly massive slog with no prior information as to whether you'll even be able to get into the temple once you lose your escort.
    There are something like eight sludge canisters
    Supposedly there's 7 of them. I've found them all, but the one with that annoying speech check is mucking things up greatly.

  • StollsStolls Brave Corporate Logo Chicago, ILRegistered User regular
    Just did a quick check: there are eight barrels total. Whipped up a cheap annotated map, though I didn't have a save beforehand so I'm not sure about the skill levels involved.

    Canyon 1 - Badgers, Salamanders, Smart Ass, Scrap/Hard Ass, Scrap/Kiss Ass, Bandits w/ Monk (didn't need this one)
    Canyon 2 - Bandits/fence, Unguarded

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  • Dark_SideDark_Side Registered User regular
    Stolls wrote: »
    Just did a quick check: there are eight barrels total. Whipped up a cheap annotated map, though I didn't have a save beforehand so I'm not sure about the skill levels involved.

    Canyon 1 - Badgers, Salamanders, Smart Ass, Scrap/Hard Ass, Scrap/Kiss Ass, Bandits w/ Monk (didn't need this one)
    Canyon 2 - Bandits/fence, Unguarded

    You are a scholar and gentleman. I think I missed the badgers. I take back my griping then, I appear to have been whining for nothing.

  • ElvenshaeElvenshae Registered User regular
    And so everyone went home happy!
    And died later on of radiation poisoning.

  • StollsStolls Brave Corporate Logo Chicago, ILRegistered User regular
    Finally wrapped up the replay. More detailed thoughts to follow, but here's some stuff I noticed towards the endgame.
    - While pursuing the Hollywood/Bastion alliance, the quest now properly resolves once you've finished off Jones' followers and talked to Luis in the courtyard. Previously you had to force the gate open yourself before the penitents would make a run for it.

    - The fight with Dugan has been redesigned: the Scorpitron is gone, but Dugan himself is now the heavy with 2500hp. He's backed by a couple workerbots and two groups of synths that close in from each side. There's also more cover strewn throughout the arena, some thankfully indestructible. Dugan generally gets the first move, but otherwise my team had enough time to safely get to cover.

    - Called shots were invaluable during the final battle. Damaged arms kept a lot of shots from landing, and in some cases kept lobbers from firing at all. Not sure if that was 'weapon' destruction or just the AI not firing explosives into a crowd with friendlies, but it made a huge difference. Lost only a Highpool townie and Pistol Pete on Ranger difficulty.

    - The perks get very interesting when you consider optimal character builds. For instance, weaponsmith 8 gets a perk to improve heavy armor protection, blunt 6 can reduce its combat speed penalty, and mechanical repair 6 can cut down energy weapon damage (which is a problem for heavy armor) by 20%. Slap them together and you have a melee beast; just with the last two of those, Brother Thomas was holding off synth groups singlehandedly.

    - Similarly, late-game weapon perks emphasize the different weapon specialties. Pistols and melee can get free attacks, SMGs get an accuracy bonus against targets in cover, shotguns can instantly destroy cover, sniper rifles get reduced AP use if fired before the sniper moves, ARs get more accurate burst fire, heavy weapons can strip armor and perform precision strike effects, and energy weapons can somewhat negate the penalty against non-conductive armor. Planning character builds with these in mind is going to make subsequent playthroughs a lot more rewarding.

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  • StollsStolls Brave Corporate Logo Chicago, ILRegistered User regular
    Yaaaay, patch time! Big things are the companion bug fixes, Steam controller support, and perk/quirk rebalancing; dropping friendly fire from Master Hunter (shotgun perk) entirely sounds sweet.

    Block quote from the email, patch notes under the spoiler.:
    Hello Exiles,

    Today we are happy to release the first major update for Wasteland 2: Director's Cut on PC. This update is available on Steam right now, and will be rolling out to other stores such as GOG.com in the next day or two. This release brings a number of bug fixes, balance improvements, and new features in the form of official Steam Controller support (Steam only) and Turkish localization thanks to our fan community.

    If you picked the game up on consoles, then note that the Xbox One and PlayStation 4 versions of the update have been sent to Microsoft and Sony, and are currently going through the certification and approvals processes on both platforms. We will be releasing on both consoles as soon as we are able.

    Release Notes
    Highlights

    Fixed companions not spawning correctly at HQ after dismissing them.
    Fixed disappearing Perks on companions after dismissing them.
    Fixed inability to open doors in Ranger Citadel and Ag Center Central Complex after using Examine while playing with a controller.
    Added Steam Controller support! Select Steam Controller from the Options menu to use it (Steam version only).
    Export option has been re-added to Character Creation. Look for it on the final step for that specific character you want to export (Select Quirk).
    Perk and Quirk balance updates and improvements.

    Known Issues

    Some users may notice a memory leak while playing for longer periods of time. This is a known Unity engine bug and will be addressed in a hotfix in the near future.
    Steam Controller support may not function correctly on some Windows 8, Mac or Linux systems. We are currently investigating this.

    General

    Fixed companions not spawning correctly at HQ after dismissing them.
    Fixed disappearing Perks on companions after dismissing them.
    Fixed inability to open doors in Ranger Citadel and Ag Center Central Complex after using Examine while playing with a controller.
    Fixed a bug which could cause Precision Strikes with melee attacks to not apply correctly in certain conditions.
    Fixed a bug with Rangers sometimes running in place when conversation or cutscene stopped them.
    Fixed a bug where Ranger running animation could stutter when playing with a controller at low framerates.
    Fixed a bug which could cause killed enemies to respawn if the player manually saved over and loaded the AutoSave slot.
    Fixed a bug where saving the game was greyed out after fixing the robot arm in the Ag Center Central Basement.
    Fixed a bug where resetting keybindings to defaults and then customizing them immediately after could result in corrupt keybindings after restarting the game.

    User Interface

    Export option has been re-added to Character Creation. Look for it on the final step for that specific character you want to export (Select Quirk).
    Fixed a bug where male portrait snapshots weren't taking height of the character into account properly. Snapshots should now correctly show the character's face.
    Fixed a bug where custom portraits would sometimes temporarily disappear from the portrait gallery.
    Fixed a bug/exploit where Attribute points could be gained or lost permanently with certain status effects.
    Fixed a bug which could sometimes prevent selecting certain skills in the Skills screen while playing with a controller.
    Fixed a bug which could sometimes cause the Skills Radial menu to only show Lockpicking as a valid option while playing with a controller.
    Fixed companion members showing conversation cursor while in the squad.

    Audio

    Fixed voice-over lines not playing in some conditions after returning to a location.
    Conversation voice-over dialog now plays as 2D audio. Bark voice-overs now play as 50/50 2D and 3D so they can be better heard at a distance.
    Fixed Sniper Rifle reload sound on certain weapons.

    Gameplay

    Added Steam Controller support! Select Steam Controller from the Options menu to use it (Steam version only).
    Fixed Meson Cannon not properly firing on the player.
    Fixed Attack of Opportunity melee Perks from interfering with Ambush functionality.
    Added some more Shovels to vendors throughout the game, just in case the player lost theirs.
    Added missing Open tooltips to the Highpool Underground doors. Players were missing that the doors could now be opened simply by left-clicking on them.
    Turned off Investigate Sounds property from the Rodia vendor guards near the gate. This was causing them to run around awkwardly if the player fired weapons nearby.
    Lucky CON bonus on characters is now saved properly.
    Fixed a bug where a cutscene sometimes wouldn't end in Temple of Titan the second time you visited Dr. Kyle.
    Veteran characters are exported correctly on game end.
    Veteran characters no longer get exported with missing clothes. They were being dealt a certain damage type in the endgame which also just happened to vaporize clothing.

    Balance

    Increased the effects of Manic Depressive to +2/-2 to Attributes, to make it a bit more compelling to select.
    Reduced the effects of Disparnumerophobia to +1/-1 to Attributes.
    Increased the Applied Force line of Perks slightly.
    Increased time range for Animal Husbandry effects to take place.
    Increased Tactical Positioning damage bonus slightly.
    Increased the Whack-a-Mole bonus to Chance to Hit slightly.
    Increased the Bomberman bonus to Area of Effect range slightly.
    Increased the Long Arm bonus to Throw Distance range slightly.
    Increased the Loose Change drop chance slightly.
    Increased the bonus granted by Intimidating, Affable and Know-it-All, to make them more compelling to select.
    Reduced the Improvised Explosives salvage chance slightly.
    Removed Friendly Fire chance from Master Hunter entirely.
    Fixed Bandit line of Perks to no longer affect Submachine Guns.
    Increased the Bandit line of Perks bonus attack chance.
    Opportunist now shows the correct bonus damage. The text was previously incorrect.
    Increased the effective range of Opportunist bonus damage slightly.
    Increased Big Game Hunter and Roboticist bonus damage.
    Updated the Alarm Disarming line of Perks, Ghost and Quick Reflexes. Ghost is now placed at a lower skill requirement and Quick Reflexes now grants permanent bonus Evasion. This should make them more compelling to take.
    Removed Conductive flag from Goat Hide Armor, since it's not made out of metal.
    Improved some old unique weapons so that they are more worthwhile to use.
    Removed an erroneous 1.2x Field Medic skill multiplier on Mysophobic. The flat bonus healing effects still remain as described.

    Localization

    Added Turkish localization. Thank you to Cem Filiz and the Crewals localization team for their kind efforts.
    Localization updates to in-game text. Thank you to our player community for these improvements.
    Misc. typo and localization fixes.

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  • XeddicusXeddicus Registered User regular
    Thread Arise!

    Just got this and hit a 'problem': Does it matter story wise if I make my own guys? Does the story use the default Rangers?

  • RamiRami Registered User regular
    You're supposed to make your own guys. Those optional pre-sets are for the lazy people.

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  • XeddicusXeddicus Registered User regular
    Thanks!

  • XeddicusXeddicus Registered User regular
    The net is oddly lacking in information! Is Powder Packer worth it? Does ammo become easier to get?

  • BionicPenguinBionicPenguin Registered User regular
    edited January 2016
    I had to buy some ammo for my sniper rifles and assault rifles in the first few hours, but that's just because I picked up a couple people who used the same weapons as two of my squad. Since then, it hasn't been an issue at all (I'm about 40 hours in at this point).

    BionicPenguin on
  • StollsStolls Brave Corporate Logo Chicago, ILRegistered User regular
    Yeah, I had a couple weapons users overlapping (assault rifles, shotguns) and didn't have too much trouble keeping every gun fed. Had to count shots in the early game, and having a melee user or two helped, but after the Highpool/Ag Center situation I was never really hurting for bullets.

    kstolls on Twitch, streaming weekends at 9pm CST!
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  • CantidoCantido Registered User regular
    I'm thinking of picking this back up. Its deep in my backlog. Are there any good starting parties for beginners? Its the wild west of sorts, so I guess I'll at least want a sniper like the art.

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  • CabezoneCabezone Registered User regular
    Melee is poop. Have someone other than your medic with level 1 surgeon, for getting the doc by on her feet.

  • RamiRami Registered User regular
    edited January 2016
    I would say 1 sniper and 2 assault rifle users (out of your starting 4) is the best baseline party. You can make the 4th whatever you want, though I consider heavy weapons and shotguns to be the worst weapons in the game. Melee is a lot better since the update.

    For your sniper you really want 12-14 action points. It isn't attainable right away though. Put enough points into weaponsmithing to unlock the Tinkerer perk, it gives extra AP when wearing light armour and can make the difference between firing once per round or firing twice. And high level snipers hitting twice a turn is a huge damage boost. Weaponsmithing is a good skill anyway so it's a good fit.

    High intelligence isn't actually that important, while it's nice to have a character who gains lots of skills quickly a character with standard 3 int will still be maxing out their two main skills without any difficulty.

    Otherwise, action points, action points, action points. Distribute your skill points to maximise AP. I don't rate luck all that much precisely because it gives no AP, better to have a permanently higher AP than occasionally get lucky. Awareness also only gives minor (or none?) AP, and you can gain initiative from speed.

    You get +1 attribute point every 10 levels, so when allocating your base stats consider that you will be able to gain another ~4 points through the game, so try and keep those +1 action point milestones within reach.

    Have one character with good charisma so you can give them the leadership skill, preferably a mid-range AR user.

    Make sure you save things like weapon scraps and sell them to the preferred vendor in the ranger citadel, you'll be fine for cash if you break down all the weapons you find and sell the scrap to him. You'll need to buy some AR and sniper ammo occasionally, as well as armour so building up the cash this way is really useful.

    Early on in the game you will have to make a choice, each gives one potential party member and locks out the other. One of these is a sniper. the other is a high int character with enough skill points to learn basically anything. If you want to know which is which
    Sniper is at Highpool

    Rami on
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  • BionicPenguinBionicPenguin Registered User regular
    I disagree with some of that. Combat initiative is just as important as AP. Being able to shoot half a dozen times per turn won't help if you take a bunch of damage before you get a chance to go.

    Also, having more than 4 intelligence (the absolute minimum you should have) on at least a couple of your squad is important or there will be skill checks you can't pass.

    Worth noting is that charisma and luck are dump stats. Well, you want whoever takes the leadership skill to have high charisma, but it's useless for anyone else.

    Strength also isn't terribly important, even for melee characters. You want your melee characters to have some since they're likely to be out of cover and strength gives HP, but speed is much more important so you can cross the battlefield more easily. For the same reason, you want them to have light armour. Anything with a combat speed penalty isn't worth it.

  • FiendishrabbitFiendishrabbit Registered User regular
    Cabezone wrote: »
    Melee is poop.

    My Brawling 10 character with Dragon claws disagrees. Crits everytime, cuts through armor like butter, cuts through enemies like butter.

    "The western world sips from a poisonous cocktail: Polarisation, populism, protectionism and post-truth"
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  • BionicPenguinBionicPenguin Registered User regular
    My blades character is capable of more damage than anyone else in my squad. He did about half the damage against the first roboscorpion (I assume there's more than one).

  • RamiRami Registered User regular
    If int 4 is the +1 skill point then yeah, 4 int is the way to go.

    I wouldn't take high awareness on someone other than a melee fighter. The problem is you need speed and speed + awareness does not equal much AP.

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  • FiendishrabbitFiendishrabbit Registered User regular
    Rami wrote: »
    If int 4 is the +1 skill point then yeah, 4 int is the way to go.

    I wouldn't take high awareness on someone other than a melee fighter. The problem is you need speed and speed + awareness does not equal much AP.

    I wouldn't take high awareness on a melee fighter either. A melee fighter needs Strength and Speed (with Speed always being a priority over Awareness). Awareness is probably a distant 5th or 6th stat (after Strength, Speed, Coordination and Luck).
    Besides, you don't really need a ton of combat initative as it can be favorable to go second vs enemy melee fighters (they rush forward to close the distance, then you get to chop them down).
    The people who need Awareness are scouts and Alphastrikers (so in general Snipers).

    "The western world sips from a poisonous cocktail: Polarisation, populism, protectionism and post-truth"
    -Antje Jackelén, Archbishop of the Church of Sweden
  • XeddicusXeddicus Registered User regular
    I have a feeling I'm going to want respecs in this game if I keep reading this thread and then looking what I did with my squad. Oh well! AG center went well enough I guess. Do need to give my off-healer surgeon though so thanks for that tip.

  • BionicPenguinBionicPenguin Registered User regular
    Good news! There's a save editor that lets you fiddle with stats. I've used it to make a couple recruitable NPCs more to my liking.

  • UselesswarriorUselesswarrior Registered User regular
    Xeddicus wrote: »
    I have a feeling I'm going to want respecs in this game if I keep reading this thread and then looking what I did with my squad. Oh well! AG center went well enough I guess. Do need to give my off-healer surgeon though so thanks for that tip.

    Yeah I am at the beginning as well and I am regretting not putting more in intelligence for some of my guys but I think I am going to ride it out.

    Hey I made a game, check it out @ http://ifallingrobot.com/. (Or don't, your call)
  • BionicPenguinBionicPenguin Registered User regular
    edited January 2016
    I hate the weaponsmithing skill. I'm not usually one to cry foul at listed percentages if things don't seem to be going my way, but there's no way the numbers for weapon stripping are correct. Over the course of the game, every weapon has had around an 80% chance of getting junk rather than the 50% or less it shows. Every other stat has been about right, but either the weapon stripping percentages are wrong or I've had ludicrously bad luck throughout the game. Also, it just gets worse as the game progresses. 10 weaponsmithing still only gives me a 5-8% chance (depending on the weapon) of getting a top tier weapon mod like a laser sight. It would've made far more sense to have you select the mod you want and then have the roll be between that mod or junk. I don't want a sturdy mag or small scope at level 30, inXile.

    BionicPenguin on
  • XeddicusXeddicus Registered User regular
    I'm less than thrilled with useful junk shimmering AFTER you sell it. Who thought that was a good idea? Unless that flash means something else?

  • PhonehandPhonehand Registered User regular
    I don't care much for ideal party setups and stat distribution because I have way more fun with things like a manic depressive sniper who goes melancholy and can't shoot his rifle every turn

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  • XeddicusXeddicus Registered User regular
    edited January 2016
    I gave 3 guys Assault Rifles and ammo can be an issue, though I haven't bought any so far. Tempted to try to respec some into something else, but I'll continue on assuming things will smooth out. Found an M24 Sniper Rifle on a wandering merchant, so that was handy.

    I avoided quirks mostly, but my Healer is a saint and just won't waste healing items on herself! Rest seemed too 'time to quickload' inducing.

    Oh and on the world map does mousing over your party to bring up the scanning animation actually do anything?

    Also how the hell do you use a skill book?

    Xeddicus on
  • StollsStolls Brave Corporate Logo Chicago, ILRegistered User regular
    I think junk only shimmers if you never moused over it in your inventory, thus it's still technically 'new'.

    Most junk items worth keeping are just for extra money/some quest xp from the person explicitly seeking them, but there are a couple you'll want to keep for a very specific reason. Late game very minor spoiler:
    one Hollywood quest can be resolved with a tube of lipstick, a badger nutsack, and a rabbit's foot in place of scrap. Honey badgers can be found outside Angel Oracle, but the other two are pretty hard to find in California.

    Skill books get used like any item, by right-clicking them in your inventory and selecting either use (for other party members) or use on self. As for the scanning animation, that just gives you an idea the distance at which landmarks will appear.

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