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The Battle of Steeltown Now Live

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The Battle of Steeltown is OUT NOW for Windows 10, Mac, and Linux! If you'd like to grab Steeltown AND our next (unannounced) expansion at the same time for a slight discount, you'll want to be sure to grab the Wasteland 3 Expansion Pass.

For the latest updates be sure to follow us at @Wasteland on Twitter, join Ranger HQ on Facebook, jump into the official inXile forums, and find player-run communities talking about Wasteland 3 and The Battle of Steeltown on Reddit, Steam, and Discord. If you need technical support be sure to visit support.inxile-entertainment.com.

Wasteland 3 Patch 1.4.0 "Appetite for Construction" Now Live


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.

[h2]Highlights[/h2]

[h3]New Feature: Crafting[/h3]

  • 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.

[h3]New Feature: Animal Companion Kennel & Improved UI[/h3]
  • 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.

[h3]New Customization Options[/h3]
  • 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.


[h2]Gameplay[/h2]
  • 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.

[h2]Balance[/h2]
  • Turning on Difficult Skill Checks was incorrectly providing bonus XP when passing a skill check, making progression and game difficulty much easier as a result. The intention of Difficult Skill Checks is to add difficulty and not to make game progression easier.
  • Destroyed loot boxes can no longer be re-looted after saving and then loading the game. I guess you could say trying to re-loot is moot.

[h2]UI & Controls[/h2]
  • The squad’s order will now be retained correctly when transitioning between areas or loading a saved game. Glory, glory hallelujah!
  • Retraining a character will now show a confirmation animation on their character portrait inside the Mange Squad screen.
  • Weapons and armor now list what mods they have installed in their description text. Luckily they won’t list that you’re still not done with your taxes.
  • The save/load menus now display information to show if you have Difficult Skill Checks or Permanent Death mode enabled for a given save file.
  • Conversations now show a “Click to continue” prompt when using mouse and keyboard, which helps show which ones won’t automatically progress.
  • We fixed an issue where Modify Armor would sometimes be displayed as Modify Weapon when armor pieces were right-clicked in the inventory.
  • Animal Whisperer's status effects will now no longer disappear after first meeting with [REDACTED PERSON OF IMPORTANCE].
  • Visual feedback improvement made for when Abilities are activated on the Quickbar.
  • Item icon sizes should now be consistent between inventory and merchant windows.
  • Floating text when Crits are resisted via Crit Resistance has now been added. How much crit would a crit resistance resist if a crit resistance could resist crit?
  • The Radio is now properly hidden during vendor encounters on the World Map.
  • Fixed an issue in the merchant screen where the “Modify Weapon/Armor” option could sometimes appear on items.
  • Made a bunch of additional small UI tweaks that we’re sure the UI designers don’t appreciate us summarizing in this very vague patch note.
  • [Controller] Explosive barrels are now included in both the hostile targeting group and the object targeting group when in Targeting Mode, making it easier to target them on a controller.
  • [Controller] While playing with a controller, there is now a button mapping to quickly open the Map Screen so you can get a bird’s-eye view more quickly.

[h2]Art & Audio[/h2]
  • Flamethrowers will no longer lose their sound and visual effect when primary and secondary weapons are swap-toggled. Swap-toggle is a thing we just came up with we think.
  • Skipping the cloning sequence dialogue in Ranger HQ no longer causes a sound effect loop.
  • There was this weird thing going on where the more items a container had, the louder the sound effects were when you did things with those items. That was weird, so we fixed it. Sometimes weird is good, but this wasn’t one of those times.

[h2]Misc[/h2]
  • Taming a Glow Hopper in the Old Survivalist Bunker will no longer cause a crash. I guess you could say, that Glow Hopper is no longer a Show Stopper.
  • We had a talk with the Provost and he’s now much more confident about where he wants to be and when he wants to be there. He’s still odd, but by intention.
  • Fixed an issue when Irv remained in Downtown Colorado Springs even after being arrested during the Don’t You Be My Neighbor mission. No, that wasn’t another one of his clones roaming free. Or was it? (No, it wasn’t.)
  • Fixed a softlock that could occur after an enemy was attacked with a bladed weapon two times in a row. Stabby stabby.
  • Players are no longer able to block the elves from leaving the place where the elves are and they'll no longer be trapped in the cutscene. I guess you could say, elves have left the building.
  • [Microsoft Store] We resolved an issue for Microsoft Store players who could encounter a crash when a host tried to use the "Invite Friend" button in the Direct Connection lobby.

Новая ролевая игра от создателей Wasteland для Xbox Series X|S и ПК будет очень красивой, но выйдет нескоро

Производство следующей крупной игры от студии InXile Entertainment, входящей в состав игрового подразделения корпорации Microsoft, продвигается согласно намеченному курсу. Разработчики уже определились с окончательным стилем, и новинка получила собственное уникальное лицо. Об этом поклонникам в личном блоге рассказал Брайан Фарго, руководитель и идейный вдохновитель InXile. 

Build 6579830 from qa dev build.

Build 6579830 from qa dev build.

Patch 1.4.0 Feature Preview: Animal Companion Kennel



The hype train continues as we roll into Patch 1.4.0 station before continuing on to Steeltown. Is that our final stop? No, it won’t be, but it’s a nice place and we recommend getting out and stretching your legs. In addition to the Crafting system we’ve already outlined coming in this next (free) update, we have some oft-requested features to make managing your animal companion coterie a real cinch.

[h3]Animal Companion Kennel[/h3]

Chief among the new animal companion-focused changes hitting in Patch 1.4.0 is the Animal Companion Kennel. This is a safe, warm, and nurturing environment that all of your furry and spiky friends can hang out when you’re not using them to murder clown gangs or robots.
Right now, animal companions don’t hang around if you dismiss them, but with the Kennel they’ll have a home they automatically return to. That lets you build up a cadre of canines and cats, and pick and choose as you need… or just collect ‘em all!



Not only do your furry friends return to the Kennel when you dismiss them, but if their owner leaves the squad (or permanently dies in battle) their animal companion will automatically return to the Kennel next time you zone to a different level. Of course, that’s assuming they survive the combat themselves.



If you’re not particularly fond of a companion, you can release them back into the wild from the Kennel too, but we honestly don’t know why you’d ever do that. They need you and it’s cold out there.
One last note, any animal companions that have run away before this update won’t automagically reappear in the Kennel—they’ll have to be tamed again, where possible.

[h3]Companion Type Limit … Gone![/h3]

What’s with those pesky companion type limits, anyway? One wolf, one pig … ONE cat!? You need at least three cats. Rules be damned, we’re opening the floodgates of fur and horns! With Patch 1.4.0, you’ll be able to bring along whatever animal companions you damn well please.



[h3]Animal Portrait & UI Improvements[/h3]

We’re also upgrading our character portrait system to show what pet a specific Ranger has with them, and a health bar so you can keep tabs on their condition. This should greatly help in keeping track during combat.



You can also mouse over the pet icon to get a tooltip of current stats.



[h3]Polly Want a Crack-their Skulls Open?[/h3]

Rounding out the list of animal-related changes, we let the shackles off the writing team (who we definitely don’t really keep shackled so please don’t look into it) and had them seriously upgrade the smack-talk of our favorite foulmouthed featherbrain. Polly now has a brand-new Demoralize ability in combat, replete with many, many blasphemy-laden insults he’ll lob your enemies’ way. It’s as fun as it sounds—here’s just a taste of the full repertoire.

Warning: Not Safe for… well… pretty much anyone, anywhere.

To view the Polly video, you'll need to watch it over on our website: https://www.inxile-entertainment.com/post/patch-1-4-0-animal-companion-kennel

[h3]Follower Fixes[/h3]

Last, but not least, we’ve put the kibosh on some annoying bugs that would sometimes cause non-animal followers (Provost, Party Pal, etc.) to vanish during gameplay. They can still get their brains splattered or bolts smashed if you’re not careful, but there should be less chance of them getting lost during your post-apocalyptic adventure.

Oh, and incase it wasn’t clear, non-animal companions are not animals and aren’t stored in the kennel.

We hope you’re excited for Patch 1.4.0 as we close in on its release in the next couple weeks. If you haven’t yet, be sure to check out the Crafting article we’ve published, and keep an eye out for more Patch 1.4.0 and The Battle of Steeltown feature previews as we roll toward launch.