Wasteland 2: now with improved modding capabilities!

For community content (fan-art, fanfic, etcetera) for Wasteland 2.

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Executor_
Explorer
Posts: 290
Joined: August 11th, 2014, 5:38 am

Re: Wasteland 2: now with improved modding capabilities!

Post by Executor_ »

0.9.4.053 now available here

MODDING
  • action point display on main HUD now supports values up to 999, will switch to 3-digit version if any squad member has 70+ AP
  • two new DerivedStats added: actionPointCarryover and actionPointReserve; these control how many leftover action points spill over to the next turn
    • actionPointCarryover: percentage of remaining action points that can be retained to the next turn, capped by actionPointReserve, default 50%
    • actionPointReserve: maximum amount of action points that can be added on the next turn, default 2
Shadow Jack
Acolyte
Posts: 60
Joined: October 25th, 2017, 7:53 am

Re: Wasteland 2: now with improved modding capabilities!

Post by Shadow Jack »

Thanks a lot, Executor! You are the best)
joykafka
Initiate
Posts: 1
Joined: February 19th, 2021, 12:08 am

Re: Wasteland 2: now with improved modding capabilities!

Post by joykafka »

Thank you for your nice work. I have been trying but the patching always failed. It says "Invalid Input. This typically means that the file you selected to path is not the file your patch is intended for." Did I do anything wrong?

Error Message: https://www.dropbox.com/s/113j2iwxchncr ... 5.png?dl=0

On iMac (macOS High Sierra 10.13), using MultiPath with version 0.9.4.053 (tried both versions for windows and linux).
Executor_
Explorer
Posts: 290
Joined: August 11th, 2014, 5:38 am

Re: Wasteland 2: now with improved modding capabilities!

Post by Executor_ »

Could you email me the Assembly-CSharp.dll from the Mac version please?
executor115@hotmail.com

The DLL for each OS is slightly different and I haven't been able to get the Mac one before, hence I haven't been able to make one that'll definitely work for that system.
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