The forum has been set to read-only mode. For community discussion and questions, head over to our Discord: https://discord.taleoftwowastelands.com

TTW's Public Dev Log

What's new and upcoming in Tale of Two Wastelands? Find out here.
Post Reply
User avatar
EnderDragonFire
Posts: 370
Joined: Sat Feb 01, 2014 6:50 pm

Hate to be that guy, but any

Post by EnderDragonFire » Wed Mar 01, 2017 11:42 pm

Hate to be that guy, but any update on the ETA? I remember March being mentioned. Has that timetable been pushed back, or are we still looking at sometime this month? 


"Who are you, who do not know your history?"



User avatar
RoyBatty
Gary
Posts: 7742
Joined: Sun Apr 27, 2014 10:26 am
Location: Vault 108

No update on the ETA.

Post by RoyBatty » Thu Mar 02, 2017 5:48 am

No update on the ETA.


I have no idea what mods will no longer be compatible, that will be up to people to find out.


Image

Yossarian
Posts: 73
Joined: Sun Oct 27, 2013 7:56 pm

DarthDaedric wrote:

Post by Yossarian » Sat Mar 04, 2017 7:29 pm

[quote=DarthDaedric]


So will the Voyager mod be incompatible now? http://www.nexusmods.com/newvegas/mods/54458/?


[/quote]


There will be an update for the Voyager Mod and Nevada Skies shortly after 3.0 release.



TAWM
Posts: 80
Joined: Tue May 24, 2016 2:42 am

RoyBatty wrote:Selectable

Post by TAWM » Sun Mar 05, 2017 5:58 pm

[quote=RoyBatty]Selectable expanded Armor for factions in DC (Vanilla F3/Expanded) which includes BoS, Outcasts, Enclave, Talon and Regulators.


[/quote]


 




Okay I'm assuming you mean this mod is being incorporated into optionals


http://www.nexusmods.com/newvegas/mods/59677/?




The mod currently requires Lutana NVSE to work.  Unfortunately the author disabled that and stated the reason was and I quote "because I fucking feel like it".  That quote has since been removed but that nvse plugin is still no longer available.  So if that is the mod you are referring to will you all be providing the Lutana plugin for it to work or will the mod not require Lutana to work going forward? 

 




Also are you ever going to include your and pintocats tutorial killer mod in the optionals as well?  Although that to does require Lutana to work. 


 



User avatar
RoyBatty
Gary
Posts: 7742
Joined: Sun Apr 27, 2014 10:26 am
Location: Vault 108

Not it's not being integrated

Post by RoyBatty » Sun Mar 05, 2017 8:46 pm

No it's not being integrated and darthbdaman is now a team member.


With the exception of the Outcast T-51B planned, everything was already in TTW by default. We've chosen to make it optional.


lutana is available again temporarily while jazzisparis merges it into jipnvse.


Image

brfritos
Posts: 66
Joined: Tue Nov 01, 2016 2:16 am

I was playing Zeta the other

Post by brfritos » Tue Mar 14, 2017 10:15 pm

I was playing Zeta the other day and forgot to bring purified water with me, I only had three with me at the start of the DLC (usually I bring 20 with me, which is more than enough).


You can find some dirty and purified bottles scattered around the ship, but in small numbers.


Since I play with hardcore mode on you can imagine my problem, but then I started to wonder: shouldn't alien worm and squid food also restore dehydration, the same way they restore a small amount of starvation?


I mean, they seem to be food originated from some form of aquatic beings, which are rich in liquid.


At least the squid food is.


 


Also, there is any plans rebalancing MPLX Novasurge? That thing is way too powerfully, making the Alien Blaster, Firestorm and Captain's Sidearm look like peashooters! LOL



User avatar
pintocat
Posts: 576
Joined: Sun Apr 07, 2013 12:50 am

Yeah, hydration is really

Post by pintocat » Tue Mar 14, 2017 10:19 pm

Yeah, hydration is really hard to come by on Zeta. Risewild made a mod that made the alien food hydrate



User avatar
RoyBatty
Gary
Posts: 7742
Joined: Sun Apr 27, 2014 10:26 am
Location: Vault 108

From the first update log:

Post by RoyBatty » Wed Mar 15, 2017 1:28 am

From the first update log:




  • Fixed Zeta food to restore dehydration in hardcore mode


Image

brfritos
Posts: 66
Joined: Tue Nov 01, 2016 2:16 am

RoyBatty wrote:

Post by brfritos » Wed Mar 15, 2017 2:08 am

[quote=RoyBatty]


 


From the first update log:




  • Fixed Zeta food to restore dehydration in hardcore mode


[/quote]


 


Yeah... and I'm blind.


 


[quote=pintocat]


 


Yeah, hydration is really hard to come by on Zeta. Risewild made a mod that made the alien food hydrate


[/quote]


 


I already edited the item in the GECK for my personal plugin. ;)


I put the same values that TTW implemented, 20 points for each dehydration and starvation and marked them as "food item", so the survival skill would impact in the quality of the food.


The results for those wondering is 58 for both thirst and hunger at a 100 survival skill.


 


IMO the values are too low for an advanced race like the aliens, but I don't like to change - or implement - things in the game to become OP, otherwise I would make a light armor with 20 DT and 25 DR, so I stick with the default values provided by TTW.



User avatar
Risewild
Posts: 3219
Joined: Mon Oct 01, 2012 9:14 am

The team has also been paying

Post by Risewild » Wed Mar 15, 2017 2:08 am

The team has also been paying attention to Fallout 3 weapons rebalancing. When I say paying attention I mean rebalancing the hell out of it wink.


I don't know if the MPLX Novasurge was already rebalanced or not but I am sure it will be looked at and probably "fixed" by the next release. laugh


Signature:

Post Reply