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for some reason the GOG version only includes patch notes up to 1.3.3 (the current version is 1.6.9.420)

here are wayback shots of the Wasteland 3 missing patch notes:

May 27

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.

Highlights

New Feature: Crafting

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.

New Feature: Animal Companion Kennel & Improved UI

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.

New Customization Options

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.


Gameplay
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.

Balance
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.

UI & Controls
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.

Art & Audio
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.

Misc
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.

Sep 30

Wasteland 3 Patch 1.5.3 Now Live






10/1 Note: Patch 1.5.3 is available on all platforms, including PlayStation which received its update today.


Rangers, although you may have been washed in the blood of the lamb you haven’t yet prayed at the altar of the Holy Detonation… but fear not! We aim to change that and have you fully prepared for the glowing transformation that is soon to come. Today’s Patch 1.5.3 lays the behind-the-scenes groundwork that will make for a smooth update process when Cult of the Holy Detonation is released on October 5. Along with these discreet amendments, we have a few fixes and changes to the released content as well.


As ever, thanks for continuing the good fight with us in Colorado. Good luck to you and your squad in the adventure to come. Something tells us you’re gonna need it.



Gameplay
Assault Rifles have been beefed up to let you play out your deepest Rambo fantasies:

Double Tap will now crit on every bullet that hits its target, rather than just the first one. Heads will pop.

Puncturing Shot now does +100% damage on targets that are either Stunned or have Damaged Armor. Poke them holes!

Stormer now also applies to Assault Rifle weapons in addition to SMGs. Flank away!

Fixed a bug that caused the Opportunist perk to add +5% to the Strike Meter for all weapons. It now only works for handguns as intended.

Stun Resistance was giving us some resistance to working the way it should and now works as intended. A character with 100% Stun Resistance is now.... (you guessed it!) 100% resistant to being stunned!

We resolved a lingering issue that could result in a discrepancy between the Patriarch’s final dialog about Steeltown’s resolution, and the game’s ending slides.

The conversation with Quarex should now always trigger properly, allowing players to properly progress with the mission ‘Quarex's Hellacious Journey.’

Fishlips now correctly takes off to Denver if he is directed there, instead of saying he’ll go and then just oddly hang out at Union Station like a friend who says they’re leaving the party and then you see them again an hour later and you’re like dude you’re still here? He won’t do that.

World map merchants can now properly reappear even after players have encountered them before.

Fixed a rounding error that could result in selling multiple items not yielding an equitable sum of video game currency the same as when said items are sold individually. It’s basic video game economics and we’re proud to adhere to this global standard.


User Interface
Improvements to the Inspection Window in the upper right corner of the game screen have been made. When using mouse & keyboard, it will now remember the last character you had hovered on, so that you can more easily view tooltips for their stats and status effects.

The pedestal out front of Ranger HQ no longer has a name displayed before players decide to name the statue that... (spoiler) may go there. In your heart, you can name the pedestal whatever you want though, we don’t mind. We named ours Hank. Hank Pedestal. He’s an amateur microbiologist.

Holding the left stick or arrow key in the crafting screen will now also accelerate the quantities of items selected there.

Saving manually will reset the timer showing the time since last save.


Console
Under the hood improvements were made for Yuma Speedway & Ranger HQ to reduce the amount of memory these scenes required, making these areas more stable.

We resolved an issue that was sometimes preventing players from changing new Rangers’ names.


Co-op
We resolved an issue that was resulting in guest players sometimes encountering doors with unresolvable lockpick skill checks.

Player UI markers in cooperative mode have been adjusted to help more clearly identify which character is selected and which squad group the characters are being controlled from.

When Gonzalez radios players about the statue out front of Ranger HQ, both players will now receive that transmission.


That's all for now Rangers! Be sure to bundle up and throw a few more bullets into the Kodiak before heading out to investigate Cheyenne Mountain in our second and final expansion to Wasteland 3, Cult of the Holy Detonation, arriving on all platforms on October 5.


Oct 12

Wasteland 3 Hotfix 1.6.1 Now Live

Grab that coffee and prepare to toboggan through a veritable gauntlet of post-apocalyptic patch notes! Hot on the heels of our second (and final) DLC’s release, we’re serving up a plate of fixes and tweaks that are sure to please. Now, what’s this 1.6.1 business we’re talking about?! What the hell happened to 1.5.4? Or 1.6.0 for that matter?! The simple explanation is that patch version numbers are meaningless and everything is meaningless and time is a flat circle. No matter. Drink more coffee. Maybe splash something extra in it.


Cheyenne Mountain (Cult of the Holy Detonation)
Cheyenne Entrance:

Updated a cryo landmine to let you avoid it more easily when interacting with a nearby chest. We agree, it was a cheap shot.

If they die, Boris and Natasha will no longer return from the grave when saving and reloading.

Research Level:

Adjusted the pacing of the Particle Accelerator combat in the following ways:

Increased the armor of the Particle Cannons.

Reduced the max enemies that can be on the battlefield at one time while increasing the spawn rate of enemies to improve pacing.

The encounter will spawn fewer zealots and evangelists, in favor of spawning more initiates.

Security Level:

Improvements have been made to Sister Strontium. She’ll pull you in from a more reasonable distance, and the guard there will do a better job of detecting you if called.

Improvements have been made to Caul in the Security Level. You’ll no longer get detected by enemies while stuck in his conversation.

The Holy Detonation:

Resolved an issue where Cultists would occasionally spawn in spaces they couldn’t move out of.

Improvements have been made to the final combat encounter; there’s now less chance of being boxed in by enemies while navigating that area.

We’ve increased the movement speed of the final boss to make that encounter a bit faster-paced.

Nuke Grenades now properly deal explosive damage. They should be MUCH more effective now.

The Uranium Sprayer’s special ability now only sprays on enemies, reducing the chances of awkward situations with your squadmates.

“Increased the volume of the Skin Flute” is a patch note I never thought I’d write but here we are.

The crane cutscene in the Loading Dock encounter will now reveal the fog of war in a larger area, making it easier to see. When they said “make a cutscene” we didn’t mean it to be a literal cut scene.

Fixed a bug where a certain party follower would lose their special status effect buff if you reloaded the game. Let the projectile vomit flow!

The smashable wall in the Security Level now makes a sound when destroyed. Your smashing experience will now be significantly more satisfying.

The song ‘Down in the Valley to Pray’ will now loop properly during the Research Level combat encounter.

The song ‘Power in the Blood’ now plays properly in the Power Storage Facility encounter.

The fog of war on one of the random World Map Cultist encounters will now reveal the map properly.

The Proteus will now play the correct death animation if killed in the Observation Level. If you thought the Proteus was gross before, woo buddy...

The Surge Blaster is now not so literal. We fixed an exploit in the final battle where using that weapon to stun a certain spawner could cause all enemies to stop spawning.

Theo Curie now appropriately reacts to players’ radiation state, and will no longer acknowledge you as “glowing” when your party doesn’t have any stacks of Holy Radiation on them. Even brilliant scientists make mistakes, apparently.

Fixed a couple of reactions from the stalkers who mock you throughout Cheyenne Mountain.

[Controller] Fixed a bug where an invisible switch was accidentally accessible to a player while using a gamepad in the Loading Docks.


The Battle of Steeltown
We resolved an issue that could result in an infinite friendly turn during combat with the Ghost Gang at Steeltown’s Exterior. ‘Infinite friendly turn’ sounds like a beautiful state to be in, but it’s really not.


Co-op
[Consoles] We resolved an issue that could cause a player’s game to freeze when the partner left the game unexpectedly.

We resolved an issue that was preventing the guest player from creating the Flesh Prince in the Cheyenne Mountain secret lab. Sounds harmless enough.


Oct 27

Wasteland 3 Patch 1.6.9.420 Now Live
Post edited January 21, 2023 by ronblack