Forums
Games
Cyberpunk 2077 Thronebreaker: The Witcher Tales GWENT®: The Witcher Card Game The Witcher 3: Wild Hunt The Witcher 2: Assassins of Kings The Witcher The Witcher Adventure Game
Jobs Store Support Log in Register
Forums - CD PROJEKT RED
Menu
Forums - CD PROJEKT RED
  • Hot Topics
  • NEWS
  • GENERAL
    SUGGESTIONS
  • STORY
    MAIN JOBS SIDE JOBS GIGS
  • GAMEPLAY
  • TECHNICAL
    PC XBOX PLAYSTATION
  • COMMUNITY
    FAN ART (THE WITCHER UNIVERSE) FAN ART (CYBERPUNK UNIVERSE) OTHER GAMES
  • RED Tracker
    The Witcher Series Cyberpunk GWENT
FAN ART (THE WITCHER UNIVERSE)
FAN ART (CYBERPUNK UNIVERSE)
OTHER GAMES
Menu

Register

Wasteland 2

+
Prev
  • 1
  • …

    Go to page

  • 6
  • 7
  • 8
  • 9
Next
First Prev 8 of 9

Go to page

Next Last
G

Glaroug.531

Forum veteran
#141
Jan 24, 2015
Guess I'm playing at a snail's pace :p Can't fit in a quick 30min level like in Metro, Wasteland is too meaty. Its also brutal and cruel :p

I might just play through this game again right after I complete it. I feel like there is quite a bit of material I'm missing because of my choices and the more "hidden secrets". I've not gone too far into this thread in case I run into spoilers, speaking of which here is some :)

Prison, Temple, Angel, and God's Milita spoilers:
I guess I'm a clueless moron who couldn't find a way into the Prison. I looked, and looked, and looked but found nothing. I found a tunnel and the map said "Prison" but I guess I needed higher perception to find a secret entrance. I didn't save the pigs either in case the gun fight would lead to Danforth putting up higher security like the poor farmer said. So I left the Prison, eager to find the poor dying woman's husband which I hoped would also lead me to a cure for the Ranger doctor's cancer. Ha! After high adventure and braving many dangers, I returned with a more battle hardened party and enough explosives to destroy the turrets in case I still couldn't fin a way in. The Prison was not the same run down pathetic town we left but It was a ghost town. Danforth had the town wiped out--even the pigs!! There was no way we were going to hand over the town and its only inhabitants farm to these apologetic maniacs in hopes for "peace". I like to think Danforth's corpse was the dying muts' last meal.

And those monks...o my. Lets just say my escort fell off the cliff as soon as we were cleared to cross. At least the canyon is now in less explosive hands and Titan is no more. I wish we could run the snakes off as well, but at least they fight off raiders and the arm of the Rangers is only so long. RTeally feel like I blew this one :p

Mister Manners makes me sick, and I was stuck for ages figuring out what to do with him. He is just as slimy as Tori and just as guilty for attempting to murder Fletcher. But he's alive and well thanks to me. I guess we could "bring him to justice" but that'll likely end like the Temple but with no new occupying faction save for Raiders--or synths if that business in the steam tunnels was any indication. At least his troops eventually respond to calls and his radio show is hilarious. Its like knowing you have to save the elf woman instead of sawing off Loredo's head.

Siding with the head of God's Militia militia sounded like a very sneaky idea to gain access to the radio tower.....until its leader stabs you in the back and once again you're ankle deep in blood. Lots of good and kind people killed because of a difference in ideas and how to achieve common goals. I think my Rangers are eager to retire and spend eternity in the Abyss.

Scorpitron is as terrifying as any dragon.
 
Last edited: Jan 24, 2015
S

schinderhannes.999

Rookie
#142
Jan 24, 2015
Put my current 5th playthrough on hold (in favour of another Shadowrun through Seattle and Berlin respectively) until the next patch comes out and maybe, just maybe introduces some much needed changes to how a couple of quests (mainly the Prison one and how you're forced into dealing with Danforth much later in the first chapter) can be tackled and (prematurely) solved without essentially breaking the quest in the process.

I remember Fargo mentioning 'some surprises' incoming for Wasteland 2 in a recent interview, maybe he was hinting at some sort of Enhanced Edition for Wasteland 2?

Speaking of which:
Click to expand...
ign.com/articles/2015/01/24/brian-fargo-announces-first-bards-tale-sequel-in-27-years

Right now, I think I'll pass.
 
Last edited: Jan 25, 2015
Gilrond-i-Virdan

Gilrond-i-Virdan

Forum veteran
#143
Jan 25, 2015
inXile make good games. If they'll make a crowdfunding campaign for Bard's Tale IV, I'll gladly back it. Games like this show that independent studios can make great art and DRM-free gaming can give a kick to DRM-sick publishers.
 
A

Aaden

Rookie
#144
Jan 26, 2015
At this point, I'm not sure if their continuing franchises from 20+ years ago is the right way to go. Don't get me wrong, we need games like those. But, I'm wondering if actually numbering them, instead of making them "modern reimaginings", isn't hurting them. I, for one, am a completionist in the worst sense. And not having played the original games gives me the feeling I'd be missing out, if I just played the sequels. If they were bringing back the virtues of the old games, but not connecting them so directly - like they did with Torment - I wouldn't mind even if the content was identical to what they're delivering now. Purely psychological phenomenon.
 
V

volsung

Forum veteran
#145
Jan 26, 2015
Yeah inXile is one of my new favorite companies, but they really need to start working on something different.
 
Gilrond-i-Virdan

Gilrond-i-Virdan

Forum veteran
#146
Jan 26, 2015
I agree. Creating something new gives more potential and freedom and they should come "out of the box" in their creativity. However I personally didn't play old Bard's Tales, so for me it's going to be new anyway.
 
V

volsung

Forum veteran
#147
Jan 26, 2015
I think after these Kickstarters they will have the team, resources and technical tools to start producing games with a sort of "in house" engine. After Torment I expect them to come up with something of their own.

If you ask me, some (low) fantasy-infused Victorian England style setting would be cool.
 
A

Aaden

Rookie
#148
Jan 26, 2015
If they made something like that I bet that they'd call it Arcanum 2. ;)
 
Gilrond-i-Virdan

Gilrond-i-Virdan

Forum veteran
#149
Jan 26, 2015
I'm not against using existing settings (it's not a small feat to come up with new ones from scratch). But of course new ones are more interesting in a sense that they are unexplored. I guess it's also a higher risk since building on success of existing works is safer. Witcher games is a good example. You could ask why didn't CDPR create something original? The answer is simple - not everyone is Sapkowski. On the other hand it doesn't mean they can't try.
 
Last edited: Jan 26, 2015
G

Glaroug.531

Forum veteran
#150
Jan 27, 2015
Well, other than a strange bug in which the camera only lets me controls the shadows, I didn't run into anything too unusual besides a couple of strange quest design choices until the very end of the game :p Let's just say the Monks hold no grudges........or maybe they do depending on how you interpret the end.

The moments leading up to the last battle were really awesome, epic even, with numerous characters I'd helped along the way showing up to help fight the great evil. I didn't expect the Diamondbacks to show up considering I chose to disarm the nuke, but I DEFINITELY didn't expect to see a Monk eager to help. He exclaimed he was, "on sabbatical when you helped bring the Great Mushroom Cloud to my brothers. I was ashamed I missed the coming". This sounds like the game thinks not only did I assist the monks at the Temple, but I didn't disarm the nuke but instead gave it to the Monks! I guess the final level is made in such a way that one of the two factions will be present no matter what choice is made with regards to Titan. Its defiantly seems unsure how to process helping the Diamondbacks without giving them the nuke. Or maybe it was just an unlucky bug. Ah well :p The monks are hilarious.

After what is perhaps the most boring and drawn out final battle I have ever experienced, thanks to my stupid acceptance of all the help offered, came a most bizarre and hilarious ending. I thought the "leader" of my squad (the character with all the talking skills), would sacrifice themselves for the other--but noooooooo, Mr. Monk over here decides to fulfill his destiny and blow us all to hell. It was so unexpected I had tears :rofl:

And yet, by some miracle, not only did Rose survive being shot full of lead in the final battle (thought I might could save her, but the fight was looooooooong and Vargas didn't give two shits about our Rose), but apparently she manged to survive a nuclear blast! Now she is back at the Ag Center living happily ever after. Amazingly, Ralphy and Scotchmo managed to live as well! After crawling back to their homes, they lived as kings and heroes--that is, of course, until I was told that was all a lie, that they did in fact die needlessly and relations between Rail Nomads and the Rangers has horrible to say the least.

Its very strange that this far after release the ending credits are such a tangled mess, but thankfully the actual game went very smooth which is amazing considering the extraordinary amount of freedom the players is given to approach quests and the game world (with the possible exception of the Prison :p ).
 
S

schinderhannes.999

Rookie
#151
Feb 10, 2015
Wasteland 2 Patch 6 Changelog (65516):

Greetings, Rangers! Wasteland 2’s newest patch is now live. What’s to tell? We’ve introduced Steam Achievements for Mac OS X and Linux players, for one!

Additionally, we’ve corrected a couple of critical quest bugs, plus an absolutely massive number of smaller issues with in-game object details, cleaned up behavior when the player does unexpected stuff (like poking new air-holes in an NPC’s head with an SMG right after accepting their quest to track down that family heirloom), and have updated the game’s text in both English and other languages. This one is in the running for being our biggest Wasteland 2 patch so far - and certainly of the new year.

See below for the full details!

Highlights

Added Steam Achievements for Mac OS X and Linux! Now, your friends, family, and vague acquaintances can all enjoy unlocking Achievements regardless of their choice in computer operating system.
Fixed a bug in identifying the Broken Man during the Hollywood/Griffith questline that could in some cases render the peace outcome unattainable.
Updated Prison HQ. A large rolling gate now blocks the Prison HQ to prevent quest sequence breaks. The gate is opened by Danforth at the appropriate time during the story, or when the player fixes the broken robot to destroy the turrets and gate.
Huge bug fix pass - nearly our biggest patch ever!?
Large English text updates.
Localization fixes and updates across all languages.

Gameplay

Added Steam Achievements and Steamworks support for Mac OS X and Linux!
Fixed being unable to get the STD Achievement from Arizona STDs.
Fixed a bug in Blackjack casino minigame.
Fixed an issue where combat could lock up if a party member transformed into a Pod Person.
It should no longer be possible to avoid random encounters on the World Map by activating the Radio.
Fixed an issue where random encounters did not occur after receiving a post-death squad radio call.
CNPCs no longer protest you killing innocents if they are unconscious or dead.
Fixed an issue wherein gaining new animal followers would cause quest related animal followers to stop following the party.
Attempting to drop a quest item on top of already-dropped items will no longer cause the items to vanish.
It should no longer be possible to duplicate quest items by attempting to drop them on top of another item.
Fixed Aberforth not removing his buff when he is dismissed.
Removed Use on Self from usable Rope and Radio Parts items.
Fixed a bug when the Darwin Village plague timer runs out on a character.

User Interface

Fixed turning fullscreen mode on during conversation corrupting text log layout.
Fixed “Camera Follows Party” option not correctly following characters at the beginning of a new game if the option is enabled.
The function keys can now be used to select party members on the world map.
It is now be possible to use Field Medic items on party members in combat by clicking on their portraits.
Radiation clouds are now updated in real time while traveling with the World Map UI open.
Inventory items from characters that are too far away to trade with a vendor should no longer show up in the “all party items” inventory filter after double-clicking a vendor item.
It is no longer be possible to scroll a panel with an open dropdown menu.
It is now be possible to reload secondary weapons by dragging ammo onto them.
Clamped the Biography field during Character Creation at 10,000 characters. Your thrilling Wasteland novel series will need to be typed elsewhere.
Default weapons should now show up for CNPCs in the CNPC info screen if there is no weapon equipped.
Now the game displays feedback in the conversation UI when player types in a keyword that is used up, or is for a conversation skill that they don’t have enough skill to use.
Now the game displays the speaker and the typed-in keyword when it’s a keyword that is not recognized (instead of just the keyword).
Fix for breaking input after the end of a conversation.
Cursors on loot caches are set to Default if the cache is empty.
Fixed a bug preventing responses to Regional keywords.

Miscellaneous

CNPCs no longer make a “you missed” comment when a party member’s weapon jams.
Make the CNPC comment chance-check use correct “miss” chance when it’s a miss, instead of using crit chance for crit and miss.
Burst firing with a shotgun now won’t throw an error when the first shot kills a target that has its transform destroyed.
Fixed an issue wherein Ag Center & Highpool would not become destroyed if the game was saved and loaded after receiving both distress calls.
Now party members face the direction the target teleport arrow is pointing (so they are facing into the room they enter, for example).
Pistol Pete will not rejoin the Rangers if they’re working for Dengler.
Fixed bug with PartyBarkManager allowing scheduled barks to continue while a saved game is being loaded.
Fixed null reference when enemy doesn’t have a mobFX component.
World Map no longer reveals Prison if it has already been discovered.
Added a new fowReveal() command that allows you to specify a radius and a duration to reveal. Useful for cutscenes.
Fixed a null reference in game script.
Fixed warning related to Rose’s On Death event being overridden.
Dressing room clones don’t get status effects carried over between scenes.

Arizona

Ranger Citadel: Fixed navmesh issue.
Ranger Citadel: Door will now open if player approaches it during combat and then finishes combat.
Ranger Citadel: Turn off global volume during intro movie; global volume is restored to original value when the movie ends.
Ranger Citadel: Ranger patroller no longer paths into the Mess Hall area. Should fix blocking issues.
Ranger Citadel: Fixed an issue wherein certain Sagarra keywords appeared out of context.
Ranger Citadel: CNPCs no longer appear in Ranger Citadel if they have left the party.
Ranger Citadel: Fixed issue wherein Lexcanium was not correctly counted as a recruited Ranger when choosing companions to bring to California.
Ranger Citadel: Set default cursor for Bookshelf IOs in the museum.
Ranger Citadel: Added instigation point to Cartographer Sagarra.
Ranger Citadel: Rose only comments about the Rangers betraying Jan if she overheard the Rangers’ promise to Jan.
Ranger Citadel: Pizepi now leaves the Rangers if she overhears them reveal the truth about Darwin.
Ranger Citadel: Fixed an issue wherein General Vargas attempted to answer the Ranger both in person and over the radio.
Ranger Citadel: Added missing resource tag which was preventing the Blood Staff from being turned into Flintlock.
Ranger Citadel: Can now receive Ranger History 4 book from Tidemann when giving him enough Pain Relievers.
Ranger Citadel: Mercaptain’s description text no longer appears if she is not present.
Ranger Citadel: Can now turn over Blood Staff to Flintlock even if it’s equipped.
Ranger Citadel: SkillObject difficulty is removed once Giebitz gives away the Mississippi Mule.
Ranger Citadel: Fixed incorrect Ranger dialog text for keyword “Recruit”.
Ranger Citadel: Fixed camera bounds leading towards brig area.
Ranger Citadel: Fixed an issue wherein graffiti cleaning Ranger acted as if he was already given Spray Paint when starting a new game directly from exiting a save file where he had been given it already.
Ranger Citadel: Added description set to Ranger storage locker.
Ranger Citadel: Removed some spoilerific text from the “Oops” ending slide. Players rejoiced!
Ranger Citadel: Fixed an issue wherein Team Able/Baker/Charlie would bark while invisible when approached near the World Map exit.
Ag Center: Will no longer take damage from DNA Sequencer if at 1 HP.
Ag Center: Sue is now easier to kill while in the wounded state.
Ag Center: Sue’s infected areas quest now resolves when killed.
Ag Center: Kathy’s serum quest now resolves if she’s killed.
Ag Center: Lowered difficulty of safe near Winston to Very Hard.
Ag Center: Removed keywords that appear out of context.
Ag Center: Research monster deaths will be tracked following a save/load.
Ag Center: Rose will not drop her custom dropset if her CNPC inventory was initialized.
Ag Center: Skinner no longer investigates sounds when he is drunk.
Ag Center: Can now unlock the infected World Map locations by finding the Ag Center Serum first.
Ag Center: Rose no longer thanks the Rangers after leaving the party due to killing innocents.
Ag Center: Removed unhandled keyword.
Ag Center: Added grey hair to Honeydew Lewis; removed incorrect description for Honeydew Lewis.
Ag Center: Free Ryan quest now resolves if Ag Center is abandoned.
Ag Center: Fixed being able to interact with computer console through a wall.
Ag Center: Pigeons in the West Field now explode properly when the player walks near them. Pop!
Ag Center: Removed fog reveler from door in West Field.
Ag Center: Successfully hacking the computer in Central Basement will copy the description text to the Log Book.
Ag Center: Greenhouse doors now default to their base description set if they are not locked.
Ag Center: Added description for Killing Fields door, Central Complex, Central Basement, and East & West Field ladders.
Ag Center: Rachel now transforms upon entering her proximity, instead of when clicking on her.
Ag Center: Set default is active cursor on Fungicide to “pick up”.
Ag Center: Adding the Ag Center Serum to the nutrient reservoir now cures Acute Pod Infection as well as when using it directly.
Ag Center: Intercom is no longer interactable after speaking with Kathy Lawson in person.
Ag Center Destroyed: Fixed navmesh issue in Killing Fields.
Highpool: Wreckers now attack the Rangers if the safe is exploded.
Highpool: Townie is no longer friendly towards the Rangers if graves have been dug.
Highpool: Kate Preston’s mayoral speech no longer plays if she’s been killed.
Highpool: Bergin now longer fades away if he’s in combat.
Highpool: Wrecking Crew Stronghold Log Book entry now resolves if Bergin is killed.
Highpool: Set examine corpses to Dynamic Layer.
Highpool: Fixed an issue wherein Jess-Belle’s dowry quest would resolve when the pipes burst, even if the dowry was already obtained.
Highpool: Fixed offset collider on Alexey Chuklin’s old RV.
Highpool: Scott no longer stands in front of dead/missing patients in the hospital.
Highpool: Can now speak with Bergin about the Wrecking Crew Stronghold even if Vulture’s Cry has been released.
Highpool: Party bark no longer occurs if the mayoral vote is a tie.
Highpool: Fixed display name for Entrance Wrecker 4.
Highpool: Set Kate’s combat group based on her position in town to fix combat bugs.
Highpool: Quest to get rid of Juvies now resolves if Vulture’s Cry is killed.
Highpool: Now exclude certain phrases from the list of possible irrigation fixed dialog.
Highpool: Increased delay before the safe is opened.
Highpool: Turned off Dumpstar’s investigate sounds.
Highpool: Modified description text for Pile Rocks grave.
Highpool: Removed unused examine tooltip from crane consoles.
Highpool: Added custom combat text for the Highpool dam explosive.
Highpool: Certain graves now give status effects.
Highpool: Added description set for Highpool Underground door.
Highpool: Changed Harold’s base combat AI type.
Highpool: Set weapon template for dam bomb.
Highpool: Shooting Laddie first caused a minor issue with combat. Fixed.
Highpool: Alexey quest was not closing out if Laddie was killed. Fixed.
Highpool: Can no longer sell Harold’s engine back to him.
Highpool: Turned off investigates sounds for Townie 16 to prevent incorrect behavior.
Highpool Underground: Removed lines that gave incorrect instructions on how to use the circuit breaker.
Highpool Destroyed: Added custom text for Bergin.
Highpool Destroyed: Fixed Jackhammer attacking from range.
Rail Nomads Camp: Libby no longer barks repeatedly when clicked (after Elder Cole is killed).
Rail Nomads Camp: Set cover near Junkie ENC 03 to Wall layer.
Rail Nomads Camp: Added logic to check if Gorkinovich is dead.
Rail Nomads Camp: Added custom dropset for Jessie.
Rail Nomads Camp: Set whistle cursor to “Use”.
Rail Nomads Camp: Bowling Letter Quest now resolves if Katy or Robert are killed.
Rail Nomads Camp: Engineer now resolves Peace quest if given the Brake Shoe.
Rail Nomads Camp: Added Log Book entry to handle the case where the Rangers steal the Golden Spike.
Rail Nomads Camp: Gave the Provost mystery man the old generic portrait, which suits him better.
Rail Nomads Camp: Repositioned Scotchmo’s stash so highlighting is visible.
Rail Nomads Camp: Fixed cursor on bed lockbox.
Rail Nomads Camp: Added custom item accepting object to radio tower.
Rail Nomads Camp: Can no longer kill Jessie with explosives inside her cell when she’s been captured.
Rail Nomads Camp: Peace quest resolves if Rangers blow up Holliday’s shop.
Rail Nomads Camp: Peace quest resolves if the Atchisons are massacred.
Rail Nomads Camp: Made sure you can’t report the Rail Thief quest completion twice.
Rail Nomads Camp: Kekkahbah will now hate the Rangers if they approach the Golden Spike during combat.
Rail Nomads Camp: The Angela killing Samuel sequence can only trigger the first time the conversation is completed.
Rail Nomads Camp: Set default cursor for Turtle to “Friendly”.
Rail Nomads Camp: Scotchmo will no longer dig up a certain grave, and will now complain about others digging up that grave.
Rail Nomads Camp: Radio tower description no longer assumes the Repeater Unit has already been attached.
Rail Nomads Camp: Removed examine component from Android book.
Rail Nomads Camp: Removed examine component from Weapons Cache.
Rail Nomads Camp: Set default is active cursor for Weapons Cache and Android book.
Rail Nomads Camp: Updated navmesh and combat grid.
Rail Nomads Camp: Fixed an issue wherein you could exit Katy’s train cabin during combat.
Rail Nomads Camp: Fixed an issue wherein attaching a Repeater Unit to the functional radio receiver incorrectly displayed a Failure message.
Rail Nomads Camp: Fixed an issue wherein Kathy did not acknowledge that Robert Bowling was dead.
Rail Nomads Camp: Examining the radio tower will no longer add an incorrect Log Book update stating that the player obtained the coupler from Kekkahbah’s corpse.
Rail Nomads Camp: Kekkahbah no longer adds an incorrect Log Book update when he promises to give the Rangers the Radio Coupler once the feud is over yet gives you the Radio Coupler immediately.
Rail Nomads Camp: Set is active cursor for H.R. corpse.
Atchisons’ Camp: Jessie no longer runs to her home if combat is on.
Atchisons’ Camp: Description for Melissa won’t appear if the Atchisons are massacred.
Atchisons’ Camp: Removed keywords that appeared out of context.
Atchisons’ Camp: Modified Jessie’s barks when about to be attacked.
Atchisons’ Camp: Casey will now always take damage when attacked.
Atchisons’ Camp: Set Chisel NPC AI Template to primary Blunt.
Atchisons’ Camp: Set Casey’s combat group when he teleports to the playground.
Atchisons’ Camp: Added checks to prevent scripted movement during combat.
Atchisons’ Camp: Saving is blocked while Casey is leaving his yurt to prevent some bugs.
Atchisons’ Camp: Jessie will not be captured if Kekkahbah is alive.
Atchisons’ Camp: Added Teleport_Door description set to teleport doors (yurts).
Atchisons’ Camp: Casey now becomes hostile while near the see-saw if Jessie was murdered.
Atchisons’ Camp: Added new dialog for the case when Ralphy was saved but the bicycle trap was not disarmed.
Prison: Added a big rolling gate to Prison HQ which only opens via destruction with the repaired robot nearby or if Danforth “invites” the Rangers to enter (only affects new games/saves). This prevents players entering the Prison HQ before they should be able to and breaking the Prison quest flow.
Prison: Fixed Bucky Brown running off at the wrong time.
Prison: Bucky Brown is no longer sleep managed to avoid incorrect behavior.
Prison: Added base description set to simple computers.
Prison: Added computer portrait to Crane Computer.
Prison: Fixed Range on Red’s turrets.
Prison: Fixed Red’s turrets sometimes not attacking.
Prison: Disabled investigate sounds for Fred Darvis to stop him wandering around.
Prison: William and crew now correctly go into hiding if Bucky warns them. Fixes an issue where the pigs quest did not resolve because William and crew should have been gone.
Prison: Added base description for pig shit. We fix important bugs here at inXile.
Prison: Bucky’s cutscene won’t trigger if combat is on.
Prison: Can no longer access Red’s computers while combat is on.
Prison: Fred Darvis will no longer thank the Rangers for freeing his cart if he was attacked.
Prison: Fixed an issue wherein multiple clicks were required to begin a conversation with Anna.
Prison: Removed delay from Danforth’s bark as the Rangers approach the kennel.
Prison: Chris VanOverbake conversation now starts if player is near him when conversation ends. This conversation takes priority over the Gladys cutscene.
Prison: Fixed an issue wherein Baychowski’s barks would remain on screen too long.
Prison: Turrets are now deactivated if the robot has attacked inorganic targets.
Prison: Celia Caminada - cleaned up confusing Ranger dialog text.
Prison: Jobe no longer says the dogs are saved if they were killed.
Prison: Modified Ranger dialog text for keyword “Rad Suits”.
Prison: Fixed an issue wherein Danforth did not notice that Reina was not cured before the kennel dogs.
Prison: Prison won’t be revealed on the World Map again in conversation with Vargas if it was already discovered.
Prison: Vulture’s Cry will no longer repeat the same “clinically depressed ditch” bark over and over and over and over and…
Prison: Fixed an issue where Jobe would fall over dead with no NPCs around to kill him. This is now handled in a cutscene.
Prison: Fixed Anna’s evasion chance so she no longer dodges bullets while lying sick on the ground.
Prison: Fixed a collider blocking mouse clicks near the Prison 2 level entrance.
Canyon of Titan: Prevented Bridewell from leaving HQ if she is attacked. Made sure she’s in the same combat group as the people she is with.
Canyon of Titan: Made sure you can’t poke the refrigerator in front of the DBM HQ during combat.
Canyon of Titan: Fixed an issue wherein PCs exiting the DBM HQ were attacked following a save/load.
Canyon of Titan: Added a missing Ranger dialog line to Gorsky conversation.
Canyon of Titan: Removed clear on empty flag from weapons locker.
Canyon of Titan: Removed the “Fraud” keyword from Sadler as it wasn’t used.
Canyon of Titan: Killing Bridewell or Sadler will anger the DBM faction.
Canyon of Titan: Removed unused conversation keyword.
Canyon of Titan: Fixed Bridewell letting the player back into the DBM HQ.
Canyon of Titan: Splitting the party was allowing the player to get weapons into the DBM base. Fixed.
Canyon of Titan: Fixed “Give weapons” keyword missing after bringing stragglers to Bridewell.
Canyon of Titan: Fixed a conversation locked up with Brother Ekees.
Canyon of Titan: Fixed Brother Chavez’ death animation not playing.
Temple of Titan: Location had some extra Monks when it shouldn’t have.
Temple of Titan: The post nuke launch scene where Father Enola talks to you will now go through the list of all NPCs and set their waitToJoinCombat and faction hate to neutral values. This will allow Enola to start conversation with you. Also fixed saves and combat issues made after this scene.
Temple of Titan: Converted several WatchTrueOnce event callbacks to simple Watches to prevent a crazy out of range exception from occurring when the nuke was scrambled.
Temple of Titan: Added a radius check for the missile to prevent a cutscene from playing in the wrong location.
Temple of Titan: Fixed instances allowing shooting through walls.
Temple of Titan: Fixed order which combat starts when denying Father Enola’s ultimatum.
Temple of Titan: Now teleport Father Enola and guards to spawn point in the event that they’re too far away for the Code Scrambler cutscene.
Temple of Titan: Fixed a null reference error.
Temple of Titan: Allow height mesh to build on portions of the concrete ring surrounding the Titan missile.
Temple of Titan: Fixed camera issue.
Temple of Titan: Fixed some issues with ramps in this level.
Temple of Titan: Fixed nuke playing an animation when it shouldn’t have.
Temple of Titan (Destroyed): Dan Q will no longer appear if he joins the party.
Damonta: Fixed cockpit door for Red & Rick Baychowski.
Damonta: Stopped Tinker from going stupid (for more precise description of issue, please contact the person who fixed this).
Damonta: Red no longer dies if all the robots were hacked.
Damonta: Wally no longer dies if all the robots were hacked.
Damonta: Wally now opens his door if all the robots were hacked.
Damonta: Can no longer gain the Find Cow Owner quest if Damonta was abandoned.
Damonta: Fixed Red Baychowski fading out too soon in one particular situation.
Damonta: Will no longer get Bart quest update if he hates the party.
Damonta: Wally no longer states that Silent Springs was not cleared out if the robots were killed but Tinker was not destroyed.
Damonta: Added Ranger dialog text for keyword “Go Away” used with Red Baychowski.
Damonta: Fixed incorrect Log Book entries.
Damonta: Fixed text description on a wall in Damonta.
Damonta: Fixed Octotrons in Tinker fight.
Damonta: Stopped Wally from running off like a dummy.
Damonta: Added wall collider behind Airliner TP interior to exterior.
Damonta: Thresher no longer bashes on door if he was hacked.
Damonta: Fixed colliders.
Damonta: Set cursor to Default for Bart & cowboys.
Damonta: Fixed Bart pulling in Jill during combat at the cow graveyard.
Damonta: Fixed goat hiding post Damonta.
Damonta: 4too no longer plays his bash animation if Madam Blavatsky is destroyed.
Damonta: Fixed bug with Tinker’s spawned robots not joining combat until they were attacked.
Damonta: Fixed Tinker’s combat encounter so that a burst fire attack would not immediately re-initiate combat upon Tinker’s surrender.
Damonta: Registered Wally Intercom with custom display name. Added Wally Intercom cast ID.
Damonta: Set Simple_Crate_Medical default description for Hector’s Stash.
Damonta: Removed sound package from corpse “Thomas”.
Damonta: Removed conversation cursor from an invalid object.
Damonta: Removed incorrect examine from Wally’s fridge.
Damonta: Adjusted position of turret alarm so that it is no longer floating.
Damonta: Fixed being able to walk through backer statue.
Radio Tower: Fixed loading into level with an unconscious Ranger and them being under the terrain.
Radio Tower: Rail Nomads Camp will not get marked on map after receiving the Repeater Units if it is already visible.
Radio Tower: Fixed cover on rock that was to high off ground.
Radio Tower: When exiting with Repeaters Units after having visited Highpool/Ag Center, the World Map will no longer open if the non-visited location is visible on the map.
Silo 7: Fixed conversation lock if screwdriver is used while Red is barking.
Silo 7: Boosted the Silo 7 nuke damage amount as it wasn’t killing the characters in Veteran mode.
Silo 7: Fixed a Log Book update related to Red Baychowski.
Silo 7: Sadler will no longer call the radio if you haven’t met him.
Silo 7: Fixed camera bounds.
Gorkinovich’s Distillery: Can no longer save while truck cutscene is in progress.
Gorkinovich’s Distillery: Fixed issue where gate guard did not open the gate if the honey badgers were killed before starting the quest.
Gorkinovich’s Distillery: Added Distillery Hobo combat text.
Gorkinovich’s Distillery: Hobos in the distillery no longer reference the Hobo Jungle.
Gorkinovich’s Distillery: Hobo King and crew no longer run away during combat.
Gorkinovich’s Distillery: Fixed destructible walls.
Gorkinovich’s Distillery: Can now animal whisper Honey Badgers.
Gorkinovich’s Distillery: Fixed an issue wherein Hobos remained in the scene after the Squeezins truck would drive off.
Gorkinovich’s Distillery: Fixed Larry barking a wrong line during a cutscene.
Darwin Village: Fixed colliders around turrets.
Darwin Village: Rose will walk in cutscene even when over-encumbered to prevent cutscene lockup issues.
Darwin Village: Rose will not attempt to open the door if she is unconscious.
Darwin Village: Jan no longer talks to Rose if she’s unconscious.
Darwin Village: Clicking on the Night Terror when he is not following you will now make him follow you.
Darwin Village: Jan now tracks whether Rose overheard the Rangers’ promise to keep her secret.
Persson Mysterious Shrine: Fixed an issue with land mines.
Arizona World Map: Removed patch of radiation around Darwin Village to make it more visible.
Arizona World Map: Fixed an issue wherein the Arizona World Map displayed the incorrect radiation level for various radiation clouds near the Prison (south east section).
Arizona Random Encounters: Changed sex on some characters that could appear in random encounters.

California

Santa Fe Springs: Enabled Re-Enable Spawner on CNPC Join for Pete, Ertan and Neil.
Santa Fe Springs: Removed DoDeathWorldStateUpdate since it was causing NumberDogsKilled to increase too quickly.
Santa Fe Springs: Fixed Woodson not tracking the number of dogs killed correctly.
Santa Fe Springs: Added description sets to trash bag lootables.
Santa Fe Springs: Can no longer use Wood Planks on characters.
Santa Fe Springs: Set “is active” cursor for Military Bag to “pick up”. Military Bag can no longer be examined once it is shot down. Will no longer rotate when explosives go off nearby.
Rodia: Fixed civilians attacking when they should have been cowering.
Rodia: Renamed old Herbery name to Steven Dengler in a few Log Book entries.
Rodia: Fixed being able to instigate the sewer if party members are currently pathing or instigating.
Rodia: Fixed speaking to the bank teller through the wall.
Rodia: Stopped Dante from getting into the wrong state when you’ve just revealed the plot against him.
Rodia: Fixed issue where you were able to convince Beatrice to meet Dante by his shed even though Dante already knew about her plot against him. Quests should now resolve correctly as well.
Rodia: Fixed “Satan” keyword not disappearing in certain cases.
Rodia: Fixed Dengler’s conversation to use stranger/Ranger correctly.
Rodia: Virgil will now check if Dante hates the Rangers when you reveal his fortune location.
Rodia: Prevented cage from lowering the Mayor during combat.
Rodia: Fixed some logic issues around dialog that shouldn’t show up but does in certain cases.
Rodia: Stopped Pokey from initiating conversation with you if he hates you.
Rodia: Beatrice should no longer unhide when the player tells Dante about the plot against him.
Rodia: Dante should now show up at his dinner table with Virgil post Virgil fixing the tower.
Rodia: Pistol Pete will now allow shooting at Beatrice when she’s been locked in the shed and you’ve let her free.
Rodia: Fixed Mayor Van Graas being in two places at once in some cases.
Rodia: Making Robert happy or angry is no longer on normal Event_Started. It now requires the player to leave the level and come back.
Rodia: Fixed “Satan” keyword being available in conversation with Virgil after he gets his possum back.
Rodia: Fixed May thanking the Rangers for saving the Mayor even though the Rangers killed him.
Rodia: Moved some spawners around to stop AI getting stuck in a door.
Rodia: Made sure Dante goes into appropriate states when he’s at the window listening in. Had to add some new strings for this.
Rodia: Fixed bug where Dante was being put into a MET state while at the window.
Rodia: Added possum fade trigger in Dante’s house so it now disappears when the player leaves the area after witnessing the possums.
Rodia: Possum no longer disappears when Beatrice has left town and Dante has not been met.
Angel Oracle: Fixed an issue wherein the Rangers were allowed back into Angel Oracle after having been kicked out.
Angel Oracle: Set Meson Cannon default cursor to “Friendly”.
Angel Oracle: Set default cursor for Thirsty Guard to “Friendly”.
Angel Oracle: Set “Friendly” cursor for various NPCs.
Angel Oracle: Set Fletcher’s cursor to “Friendly” when he reunites with Elizaveta.
Angel Oracle: Moved instigation points for Steam Tunnel valves to prevent interaction issues.
Angel Oracle: Fixed missing Ranger line for keyword “Trade”.
Angel Oracle: Changed Steam Tunnel steam vent damage type.
Angel Oracle: Fixed issue where weapons were not immediately returned to the hostage.
Angel Oracle: Added missing Manners VO for Slargo’s radio call.
Angel Oracle: Added reintro barks.
Angle Oracle: Fixed an issue wherein armory safes would not open correctly in some older saves.
Angel Oracle: Set base Teleport_Door descriptions for teleport doors.
Angel Oracle: Smoothed terrain near the top of the coliseum steps.
Angel Oracle: Removed grid squares in radio room adjacent to the press booth.
Angel Oracle: Added checks to prevent visitor processing guards from barking if the Robbinsons have taken over.
Angel Oracle: Fixed incorrect name for hanging bodies; fixed active cursor for hanging bodies.
Angel Oracle: Added missing description sets to various doors.
Angel Oracle: Heads will only appear on statues if Tori/Manners were decapitated.
Angel Oracle: It is no longer possible for the last remaining party member to be left as the hostage, even if the party contains other CNPC party members.
Angel Oracle: Cleaned up interaction cursors for NPCs with no dialog.
Angel Oracle: Fixed an issue wherein Mr. Manners would appear in his office following the Robbinson take over.
Angel Oracle: Fixed bug with dead hostage joining party, made it not save dead hostages in hostage slot.
Angel Oracle: Cursor for Broken Child Leg Tree now varies with the state of the Broken Leg Child.
Angel Oracle: Can no longer save during the farm fight sequence.
Angel Oracle: Can no longer Brute Force or use the rope on the tree during combat.
Angel Oracle: Added null reference checks.
Angel Oracle: Robots can no longer be hacked once they are leaving the level.
Angel Oracle: Fixed an issue wherein the Angel Oracle armory clerk’s merchant icon did not appear immediately after using the keyword “Special Order”.
Hollywood: Heidi’s quest when getting voted out of the HCC now gets resolved properly.
Hollywood: Fixed Puppy death state not updating correctly.
Hollywood: Fixed Manny’s quest not being added to Log Book and its details not revealed if party has fake chips with them.
Hollywood: Removed keyword from Raji.
Hollywood: Fixed Raji not displaying the correct info.
Hollywood: Fixed Rangers moving to prostitute NPC near Paco when left-clicking.
Hollywood: Fixed Perception skill not revealing trapped container.
Hollywood: HCC members had conversation UI when they shouldn’t. Removed.
Hollywood: Fixed being able to throw grenades through a wall.
Hollywood: Fixed a bug at Veronica’s execution where she’d say McDade’s name incorrectly.
Hollywood: Added examine text to Swifty’s manhole. Yummy.
Hollywood: It was possible depending when you selected a keyword at different times to get George inside his shop and then ask you to clear it. Fixed.
Hollywood: George had the wrong portrait during the HCC meeting. Fixed.
Hollywood: Player was able to leave the sewers before the Swifty fight started. Fixed.
Hollywood: Player could not examine the trap on Heidi’s safe. Fixed.
Hollywood Sewers: Fixed description text shown more than once.
Los Feliz: Fixed an issue where Luis Bermudez could be duplicated.
Los Feliz: Changed Pilgrim’s Rest to Laban’s Rest in all descriptions and NPC dialogue.
Los Feliz: Monks is Los Feliz will now get mad when you wipe out the Bastion.
Griffith Park: Fixed McDade barking when he shouldn’t.
Griffith Park: Fixed save/load issue with Veronica and McDade.
Griffith Park: Fixed radio tower talking too many Repeater Units.
Griffith Park: Fixed Bastion front gate cutscene trigger while in combat.
Griffith Park: Fixed killing certain prostitutes in combat in a specific order causing combat to lock up.
Griffith Park: Fixed being able to shoot through the Bastion doors.
Griffith Park: Fixed Maggie to stay hidden.
Griffith Park: Modified McDade’s dialogue.
Griffith Park: Fixed Perception skill not revealing some trapped containers.
Griffith Park: Zack broke the peace with Hollywood quest, but fixed it.
Griffith Park: Fixed a GUID issue with a medical crate.
Griffith Park: Fixed it being possible to get Heidi to show up early under certain conditions.
Griffith Park: Fixed Veronica’s portrait.
Griffith Park: Fixed shooting through a wall.
Griffith Park: Fixed text in threat level quest.
Griffith Park: Fixed Heidi’s quest receiving a confusing update when gate controls are destroyed after Jones’ rise to power.
Griffith Park: Fixed Retribution Jones being hidden if you made Veronica run off with McDade, then put Jones in charge.
Seal Beach: Fixed sticky cursor on gate.
Seal Beach: Fixed CotC Bladed and Blunt dropping the wrong weapons.
Endgame: Removed plural pronouns from Kekkahbah’s dialog.
Endgame: Fixed Monk showing up at the end game when he shouldn’t.
Endgame: Fixed a bug in the final battle.
Endgame: Fixed Rose talking while unconscious.
Los Alamitos: Dekkar no longer plays his laying down transition.
La Cienega: Cleared AI behavior when starting combat to prevent AI getting locked up when they are shot by the player.
Inglewood: Fixed missing examine cursor on a dead body.
Inglewood: Removed keywords that appeared out of context once the Scorpitron was defeated.
Inglewood: Fixed display name tags for Scorpitron.
Inglewood: Fixed a bug with cover.
Whittier: Fixed being able to skip the cutscene when entering the location and register completion of the quest.
Santa Monica: Prevent Corina from barking “Thanks” if her son is dead.
Baldwin Hills: Set descriptions to non-repeat.
Baldwin Hills: Fixed navmesh and combat grid issues.
Brentwood Dentist: Fixed trader who was not entering combat.
Brentwood Dentist: Fixed a Dentist Bill keyword showing up when it shouldn’t.
Fletcher’s Hideout: Fixed robots not pathing to exit upon reloading the scene.
Los Angeles Aqueduct: Removed a land mine that was off the walkable path.
Dengler Mysterious Shrine: Modified GUID for a diggable hole to fix conflicts.
California World Map: Must now interact with Mannerite Captains in order to trigger Woodson calls.
California Random Encounters: Fixed a bad random encounter synth’s weapon.
California Random Encounter: Fixed incorrect gender portrait on an NPC.
California Random Encounter 4: Fixed some cover problems with cars in this level.
California Random Encounter 4: Cages had wooden doors when they should have been metal.
California Random Encounter 6: Fixed issue with train car height.
Apparently you aren't allowed more than 40k characters now, so you'll have to read up the rest of the changelog here.
 
Last edited: Mar 2, 2015
S

schinderhannes.999

Rookie
#152
Mar 2, 2015
Update #60: Work… work never changes

Howdy Rangers,

It’s still early in the New Year and we’re coming out of the gates hot!

We recently released the sixth major patch for Wasteland 2, which added Steam achievements for Mac and Linux, cleaned up some issues that were sitting on our lists, and included another pass on text and localization to make sure even the finest details are polished as best they can be. You can read the full patch notes here.

Part of the newfound freedom we’ve gained from being an exclusively crowdfunded company is that it allows us to offer a high level of post-release support. While this is normal practice for an active multiplayer game, we believe that the ongoing improvements to the single player experience in Wasteland 2 are worth the time and money. The game truly continues to be a passion project for the team here at inXile.

And we’re not done yet…

If you’ve been keeping a close eye on things, you might have heard tell that we’re looking at doing some more balancing and improvements of Wasteland 2 in the future. We have expanded our original plan and decided that this is going to be a part of something much larger for all our fans.

In pursuit of this goal, one task we’re working on right now is migrating the Wasteland 2 codebase from the Unity 4.5 engine to Unity 5, which will enable some new possibilities for us. A major benefit of moving to Unity 5 is that 5 will include many of the tools from Unity 4.x Pro. We relied on many of these tools during our development (like creating and building navigation meshes), and they will be available to modders without having to pay thousands of dollars for a Pro Unity license. There is no doubt that this migration will allow us to release better tools for modding to our community in the future.

So what’s the “something bigger” that I teased earlier? Let’s just say that the Orange County lifestyle might be getting to us as the game will be receiving a facelift. Unity 5 offers physically based shading, which is already starting to look amazing in the scenes we’ve touched up.

As well as visual improvements, we have quite a few quirky tricks up our sleeves. The character system is getting perked up and will include some new elements to modify gameplay. Of course, more details will be released in the future so stay tuned!

The Bard’s Tale IV


We’ve got much more going on at inXile right now than just Wasteland 2. Most of the team, of course, is currently working on Torment: Tides of Numenera, which is shaping up great! But, in addition to that, we’re also embarking on some very early technical research and design for our next title: The Bard’s Tale IV!

We’re a ways out from giving more details on Bard’s Tale IV, but it’s been thrilling to see the excitement that Brian’s announcement at PAX South has brought. His tweet on the topic is his most shared ever, and our posts on Facebook had incredible reach as well, combining for over 200,000 views, 2500 likes and 700 shares. Over 100 press stories followed on Brian’s announcement; there’s too many to show, but IGN, Destructoid, Eurogamer and Rock, Paper, Shotgun are just the tip of the iceberg.

If you want to join the discussion on Bard’s Tale, we’ve opened up official forums here, and you can also follow us on Facebook here.

Wasteland 2 Physical Goods

By now, the vast majority of our physical goods have shipped out, including standard boxes and Collector’s Editions. If you have not received your Wasteland 2 boxed copy, please get in touch as soon as possible by emailing support@inxile.net or using the Ranger Center contact form. We do not yet have a strict cutoff date, but we’d prefer everyone gets their copy sooner rather than later.

Some of our backers were also due Doomsday Kits with their pledges. All of these have now shipped out to our backers in the United States, and we are in the final stages of shipping out to international backers - if that’s you, don’t worry, we’ll contact you by email shortly with more details once we know they’ve left the building (and are no longer stacked ceiling-high in Matt’s office).

Shout-Outs


We love seeing promising new games on Kickstarter, and we’ve got some notable ones we’d like to share. Our friends at ArtCraft Entertainment, helmed by Gordon Walton and J. Todd Coleman, has recently launched their Kickstarter for Crowfall, a new type of Massively Multiplayer Online Role Playing Game. It is a unique MMO which focuses on passage of time, destructible environments, and massive player factions, politics, and warfare. It’s off to a great start, having funded in its first few days, so be sure to take a look.

Meanwhile, OtherSide Entertainment has been running its campaign for Underworld Ascendant, which promises to be a spiritual follow-up to Ultima Underworld, a game that’s near and dear to many folks at inXile. Underworld is spearheaded by Paul Neurath, who some of you might know for his work with Looking Glass Studios, which spans a pretty impressive portfolio: System Shock, Thief, and, of course, Ultima Underworld. They’re 99% of the way there as we’re posting this, and have 6 days left to hit some very enticing stretch goals. Consider jumping on board!

We’d also like to congratulate our friends at Harebrained Schemes on their highly successful Kickstarter campaign for their next Shadowrun title, Shadowrun: Hong Kong. They were able to raise $1.2 million, and will be bringing a new mini-campaign to the Shadowrun universe. Missed the Kickstarter, they’re running a second chance backer campaign until March 13th, check their website for more info.

In Other News


Brian Fargo has done an interview about crowdfunding, working with fans, and Wasteland 2 with Making Games.

After winning PC World’s Game of the Year among other end-of-year mentions, we’re honored to be nominated for the SXSW Awards as one of the top crowdfunded projects of the year. We’re sitting in good company among excellent titles such as The Banner Saga and Divinity: Original Sin, and we’re blown away by the game’s reception even several months after release.

Finally, we have another gift for all of you: a free subscription for 3 digital issues of RETRO Magazine. RETRO is a Kickstarter-funded magazine written by veteran game journalists that focuses on revisiting some of history’s greatest games, and exploring the heritage of modern video games. Check the reward tab on your Ranger Center account to access this offer.

Looking forward to another great year with you all!

Chris Keenan,
Project Lead
@RangerKeenan
Click to expand...
wastelandrpg.tumblr.com/post/112229660441/kickstarter-update-60-work-work-never-changes
 
Last edited: Mar 2, 2015
S

schinderhannes.999

Rookie
#153
Mar 4, 2015
Why anyone would want to play an isometric cRPG with a controller on a console is still beyond me, but whatever floats your boat, I guess:


New quirks & perks system
New precision strike system
Complete art & lighting overhaul including use of Unity 5's new physically based rendering
Updated character models for all party members
New VO for all major speaking parts & CNPCs
Click to expand...

Aaand... coming to PS4 as well.


Looking considerably better already:





 
Last edited: Mar 4, 2015
S

schinderhannes.999

Rookie
#154
Mar 28, 2015
Interview With Brian Fargo: Wasteland 2, Torment: Tides of Numenera, and Bard's Tale IV

I recently had a chance to interview Brian Fargo of InXile Entertainment to talk about his latest projects. We talked about the success of Wasteland 2 (which we reviewed here), and what their plans are for the future with the game, and other projects in development at the studio.

This interview was conducted via e-mail.


InXile hasn't been resting on the laurels of Wasteland 2's apparent success. What drove you to decide to bring the game to the console?

The best and most important reason was that we had a pretty steady stream of requests asking us to bring it to console. We didn't want to spend time thinking about it during production but there was a lot of synergy in bringing it over. We had wanted to move the game to Unity 5 to improve our graphics and support controller play on PC, two components that pushed us further along for creating a console version of the game.


Dialog-heavy turn-based RPGs that are heavy in strategy have been traditionally PC-focused affairs. How do you think the console crowd is going to treat Wasteland 2?

We certainly hope the console crowd is interested in this type of game. A game like Xcom: Enemy Unknown had a great deal of success on consoles. Our combat is very similar in style to theirs. There really isn’t much else currently on Xbox or Playstation that is similar to Wasteland 2. We think the crowd will enjoy this type of game as long as we hit all the notes on the controls.


What are some of the challenges in adapting the PC version of the game to a controller-based console?

Outside of simply porting the game from a more open PC architecture, the toughest challenges are making sure the controls feel great and updating or modifying the UI systems to support a controller based input as opposed to mouse and keyboard. While making Wasteland 2, we weren’t even considering how each new feature we designed would work on console. We had promised to deliver a great PC experience and we had to nail that first.


Given that the game is being ported to the console, will we see controller support for the PC version?

Yes. We’re going to add an option that will allow our PC fans to play with a controller. Since the UI will be modified for console, we are planning on having it change to use the controller based UI instead of being forced to attempt to navigate the PC UI with a controller.




How easy (or difficult) is it to upgrade the game's engine from Unity 4.5 to Unity 5? Tell us a bit about the process and the challenges that involves.

We spent a month testing the waters to get a sense of how much would change from Unity 4.5 to 5. In general, the upgrade was quite smooth. Depending on how many of the new features you want to use, that’s where most of your upgrade time will go. We decided that the game would benefit greatly from us revisiting all scenes and improving the art to take advantage of the physically based rendering pipeline. This adds a good amount of time and work as we are touching almost all assets, but it’s been well worth it.


Are there any plans to expand upon Wasteland 2 with future content?

The GOTY version will have some additional features as well as the visual upgrade. We’re adding in a Quirks and Perks system to give the player more opportunities to customize their characters growth. Quirks as similar to traits in the Fallout games. They are personality elements that have a positive and a negative tied to them so they do a great job at modifying the experience. Players will earn points to spend on their unlocked perks as they level up. Perks are all positive and can give you unique ways to approach combat or other skills




You recently announced The Bard's Tale IV, a proper sequel to the series that got many of us into RPGs in the first place. Are you planning to modernize the game, or will it feature grid-based dungeoneering a la Etrian Odyssey, or some combination of the two?

We are going to experiment with a couple of new techniques so I hesitate to reveal too much now but I would say that locking someone onto a grid would take away from the immersion I want to get across. There are ways to have the best of both worlds. I wouldn't want people to read too much into this answer since I have some ideas that I want to see played out first.


Can you tell us a little more about the combat system in The Bard's Tale IV? In an interview with IGN awhile back, you mentioned borrowing concepts from Hearthstone. Could you shed some light on how that works?

It’s still very early in the design phase for The Bard’s Tale IV but we have a good sense of how we want it to feel. Heathstone is a game that does a great job at providing systems that make the player think at each turn. Instead of simply having a battle of attrition where you spend turn after turn slowly reducing your enemies health, we want to keep the combat lively, forcing you to make tough decisions at each round. Our focus right now is in defining the core combat variables that our designers can use to craft the enemy skill and spell books. Many skills will have direct counters that will allow you to turn the tides in your favor based on your character choices and party make-up. We want it to move snappier than a turn based game, not be a click fest nor be too passive. Stay tuned.


When are you planning to announce the Kickstarter for The Bard's Tale IV?

I think we did. ;) Timing of a crowdfunding campaign is a function of us having the proper assets ready for prime time.



Finally, tell us a little about what's happening with Torment: Tides of Numenera's development.

First I have to say that I am very proud of what the team is putting together, it's really special. The graphics look beautiful and the writing has captured the tone and feel that made the otherworldliness of Planescape: Torment so fascinating. Currently our internal testers are starting to play through sections of the game including the Bloom. We are looking forward to revealing more later.
Click to expand...
gameranx.com/features/id/27346/article/interview-with-brian-fargo-wasteland-2-torment-tides-of-numenera-and-bard-s-tale-iv/

---------- Post merged on 28-03-2015 at 12:17 AM ----------

Channelling XCOM: Porting Wasteland 2 to PS4 and Xbox One

inXile shows off graphical upgrade, talks Torment, Bard's Tale 4, and more.



With the PlayStation 4 and Xbox One version of Wasteland 2, Torment: Tides of Numenera, The Bard's Tale 4 and possibly, probably even more games in the works, inXile Entertainment has a lot on its plate.

Or should that be, a lot of plates on its table. For founder Brian Fargo, it's a case of keeping them all spinning - no mean feat for a lean, 30-something person California studio.

Let's take things one step at a time, as inXile does. Brian Fargo tells me Wasteland 2 project lead Chris Keenan has promised him the recently-announced console versions will be out "late summer". I can hear Chris laugh over Skype when Brian mentions this vague launch window, but they're serious about it. And they've said it, now, on the record. And I've put it on the internet. So it has to happen.

"This isn't just a press-the-button port," Chris says. "We have a pretty intricate game."

I loved Wasteland 2. Sure, it was rough around the edges, the combat was at times a tad basic and, as a result, eventually mindless. But it ticked all the right boxes those who backed its Kickstarter to the tune of just shy of $3m had demanded be ticked. It was funny and grim, atmospheric and well-written with some quests right up there with Fallout's best.

Now, Wasteland 2 expands onto the current generation of consoles, addressing an entirely different audience and posing an entirely different set of questions. The Wasteland feels more daunting with a controller in hand. I was happy to read the thousands of words of text that that coursed through Wasteland 2's veins on PC, my body hunched over a desk, my face pressed up against a monitor. Sat back on my sofa in front of my TV, those words blur into a stream of fuzz.

And what about the interface? Wasteland 2 was - and inXile admits this - a bit cumbersome to navigate. It was just about doable with a mouse a keyboard. But with a controller?

"We know, and everybody else has stated, that how this thing plays and the controls are going to make it or break it on console," Keenan admits. "So we've been putting some good time into the controller, the inventory and what moves the camera versus the characters. You're going to be able to see a pretty big upgrade."

An example: Wasteland 2's NPC vendors will now display more information on what's currently equipped so you don't have to look at the store, exit to check your character inventory, then go back into the store again. Little things like this should make the game much easier to get along with, controller in hand.

"Anything that needs unique UI for console is getting its own special UI," Keenan says. "We're touching everything we need to."

As for combat, Firaxis' wonderful XCOM reboot is a clear inspiration. In fact it's an inspiration for the entire Wasteland 2 console project. Firaxis took turn-based combat and made it easy to play with a console controller. Shifting between units, selecting abilities and moving about the map was never fiddly. You just didn't notice it being an issue. And that's what inXile hopes to replicate with Wasteland 2 on console.

The parallels are clear: Firaxis rebooted an old-school PC series for PC and console. InXile is doing the same, although the console versions arrive half a year after the PC version in the case of Wasteland 2. The combat in Firaxis' XCOM is a party-based and turn-based affair with a top-down camera perspective you can rotate. The combat in Wasteland 2 is the same.

"Their UI on console was the gold standard for handling a complex game in a way on console that was very satisfying," Fargo says. "We recognise that. We always look at the body of work that comes before us. We want to make sure we're looking at what gamers gravitate towards, and what they think is done right."

"[XCOM] is certainly a starting point for us," Keenan adds. "We want to make sure we have similar ease of use in controls."

InXile has already announced its working on migrating the Wasteland 2 codebase from Unity 4.5 to Unity 5. This is happening as we speak for the PC version, but all improvements and changes that come as a part of the game engine shift will be chucked into the console version, too. And vice versa, too. Soon you'll be able to play Wasteland 2 on PC with a controller, using the console UI being built for PS4 and Xbox One. And it doesn't stop there: Fargo says a SteamOS-specific interface is also being built to take advantage of the upcoming flood of Steam Machines.



Pretty much everyone agrees Wasteland 2 wasn't much of a looker. And pretty much everyone agrees that's fine, because the visuals weren't really the point.

"It wasn't our selling point. It wasn't what we did best in this game," Keenan says.

"Early on in our Kickstarter, we would poll our backers and say, we have $3m, where do you want to see this? Do you want to see it in voice over? Do you want to see us do some cool cutscenes? Do you want to see it in making great graphics? And everybody universally said: gameplay. We want an epic RPG. So that turned into our focus."

Still, it's good news to hear Wasteland 2 is set for a facelift. But just how significant a facelift?

"It's not like we're putting it in Unity 5, pushing a button and we're like, ta-da, we're done," Fargo says. "There's more to it than that."

Unity 5 introduced a physically-based rendering system that simulates the way the light bounces off of materials in a more realistic way. We're getting a little technical here, but, basically, Unity 5 spreads out specular maps so glass, for example, feels different because light bounces off of it in a different way to, say, stone or brick.

InXile is going through all of its Wasteland 2 assets and modifying them to make use of this new system. "Being a top-down game you see a lot of the terrain," Keenan says. "So we're focusing on making the terrain and the ground plane and the tops of buildings and all that stuff as great as it can be.

"Every single scene is getting basically a complete treatment," Keenan says. "We're not starting from scratch, certainly, because we have a pretty good foundation to everything. But we're just going through and putting a little extra love into every scene."

InXile is also creating brand new character models, which is welcome because, well, let's just say it: they were pretty crude. The new models include new clothing options, some of which you'll see in character creation, where you can now tweak your characters' hat, face and face accessories. You might want your character to wear a gas mask, or a beard. Beards are on trend, so best get those growing.

InXile sent over a few images that show the old character models compared to the new ones, the level art upgrade, and new art for the Quirks, Attributes and Skills. You can see them throughout this article.


An example of Wasteland 2's level art upgrade.

I found Wasteland 2's combat functional at best. For all the pre-release talk of tactics, cover and planning ahead, you never had to think too hard about those things. Enemies tended to either charge at you and thus get caught up in your fire, or stay behind cover, in which case they were easily flanked. The whole thing lacked depth and nuance.

So, InXile is having a go at making combat more interesting, but it sounds like this won't be a dramatic change, more a bonus benefit of populating areas with more stuff.

"Combat is more deadly, but it's more deadly if you play the way you played before," Keenan says.

"It was a little bit easier to stand out away from cover. Some areas didn't have a huge amount of cover. We have been adding more. Even with melee enemies, the more we added cover and made them move around and have some choke points, the more interesting the combat was. It's much more about trying to get your way in, find good tactical spots around enemies. If you just do straight bum rush now, you'll get pretty beat up.

"It was something we weren't super happy with. It was a little bit easy in some areas to just stand out in cover. When it worked, it worked well. When we had the tough enemies, the ranged guys who used cover, and pushed the melee guys in between that, it felt pretty good. We've been taking that approach and amplifying it."

It turns out the console version of Wasteland 2 and the improvements being made to the game are all linked to the addition of Unity 5. I spoke with Brian Fargo a few times in the run up to the release of the game on PC, and each time I asked about the possibility of a console version, he responded by saying he wasn't thinking about such a thing.

When the game launched on PC in September 2014, Fargo and inXile did indeed begin thinking about a console version. Those thoughts, coupled with news of Unity 5 and its integration with both the PlayStation 4 and Xbox One, put the wheels in motion.

"You put all those together and you say, you know what? Let's do it," Fargo says.

Fargo, again, refuses to put a number on Wasteland 2 sales. He calls it a success in terms of making its Kickstarter backers happy, and I can't argue with him there. He calls it a success in terms of the company earning trust for future Kickstarters (more on that later) and again, I can't argue with him there. But he won't talk numbers.

"It's been rock solid," he says. "It's not as big as some of the multiplayer games. Those you see the biggest numbers from. We are a single-player, narrative experience, so you don't get the pass along of something like a Divinity: Original Sin or DayZ. It's not that kind of sales success. But it's certainly in the hundreds of thousands of units. Enough to pay our bills, pay our taxes and do some more."

Wasteland 2, Fargo points out, was the best-selling game on Steam, Valve's hugely popular digital platform, for two days after it was sold with 50 per cent off as part of the Winter Sale. "It's been great."

Good enough, then, that inXile has supported Wasteland 2 with a raft of updates since it launched, and will continue to do so throughout 2015. This is brilliant. I mean, I don't expect a Wasteland 2 expansion any time soon, but inXile has shown a willingness to fix bugs, improve performance and make the game better when, I imagine, it's not particularly cost-effective to do so.

"I've never shipped a game I haven't wanted to make better," Fargo says. "And the good will. We are truly thankful. And we love being able to make it better for all our backers. And they like us for it."


Characters look a lot better in the upgraded Wasteland 2.

InXile is 37 permanent staff. Around 12 are working on the console version of Wasteland 2 (that includes contractors). But the majority of the company is working on Torment: Tides of Numenara, inXile's other crowdfunded CRPG.

I don't go into Torment in too much detail, as we've got plenty on the nitty gritty of that game elsewhere. But I do wonder whether Wasteland 2's shift to Unity 5 will also benefit Torment.

Fargo says it will, but in a different way. Torment is switching over to Unity 5, but unlike Wasteland 2 it has a fixed camera with 2D hand-drawn backgrounds and 3D elements and props plopped inside. The upshot is the impact of moving to the improved game engine won't be as dramatic as it is on Wasteland 2.

Torment, Fargo says, is still scheduled for release in 2015, although he won't say when. inXile plans a Steam Early Access release, as it did with Wasteland 2.

What about a console version? "If the stars line up and it makes sense, we'll certainly consider it," Fargo says, rekindling memories of our chats about a potential Wasteland 2 console version. "It's not in our conversations here. It's not on a release schedule anywhere. It's just something to be thought about on another day."

And then there's a small team working on The Bard's Tale 4, a game Fargo announced on Twitter back in January, much to my surprise, an incredible 27 years after the release of The Bards Tale 3.

The Bard's Tale began life in 1985, with Interplay's Tales of the Unknown: Volume One. The Bard's Tale 2: The Destiny Knight followed in 1986, before The Bard's Tale 3: Thief of Fate came out in 1988. If nothing else, with Wasteland 2 and The Bard's Tale 4 Fargo is keeping '80s gaming franchises alive and kicking.

"It's going to be a proper sequel to the original," Fargo says, without giving much away.

"We felt a little cheeky and we did that comedy version in 2004, and we cracked ourselves up with it. But we recognise people wanted a true sequel. And they wanted that classic dungeon crawl. I think Bard's Tale is probably as close to my heart as any game as I've ever done before. And I love this style of game."

Then some good old-fashioned Fargo hype: "I think where people will hopefully be pleasantly surprised, is just how ambitious it is. From a graphical perspective, from a musical perspective, it's going to be bigger and bolder than what people are thinking it will be."

Chris Keenan is similarly enthusiastic, but a tad more reserved.

"There's a lot of room for improvement in that genre," he says. "They aren't going to be the huge, five million sellers, so they've kind of been a little bit lost in time. There's not a big swathe of them that come out. You've had your Might & Magic 10s and your Grimrocks, but there's certainly a lot of creative freedom we can take on it."

InXile, having enjoyed success on Kickstarter with Wasteland 2 and Torment: Tides of Numenera, is hoping for a crowdfunded hattrick with a Kickstarter for The Bard's Tale 4, due to go live this summer.



Brian Fargo:
It's official.. And I'm very personally excited to be working on this. More details to follow.
Click to expand...
I'm a little concerned. Kickstarter is in a very different place now than it was when inXile and Double Fine and all the others were raising millions a day back in 2012. At least, that's the perception. But Fargo reckons Kickstarter is still great for developers who deliver, who gamers trust.

"When I announced The Bard's Tale 4 I had more interest and people tweeting me, shut up and take my money, than I ever did on the other two," he says.

"Ultimately, on Kickstarter, going out and begging for money is not the way. Are they excited about product, and do they think you can deliver it? If you have those two things, you can continue to have success."

Fargo won't tell me anything substantial about his plans for The Bard's Tale 4, but I do know he'll dip into its development, as he did with Wasteland 2 and as he's doing with Torment. "On The Bard's Tale 4 I'm hand-picking the musicians," he says. "I've already had one of the songs written and I'm having it translated.

"I'm always involved in every level, but I'm more of a producer than a designer. My job is to get everybody thinking right and hitting the right sensibilities and making a product no one person could ever do."

A lot of spinning plates, then. Wasteland 2 on console is one. Torment: Tides of Numenera is two. The Bard's Tale 4 is three.

Is Van Buren four?

Late last year inXile caught the eye of the Fallout community when it trademarked Van Buren, the codename for what was going to be Black Isle's Fallout 3 before parent company Interplay went bust. Elements of its design were revealed years ago - and Fallout fans have wondered what might have been ever since.

As our chat comes to an end, I ask Brian whether inXile is working on a Van Buren game.

"We'll save that for the next one," he replies.
Click to expand...
eurogamer.net/articles/2015-03-27-channeling-xcom-porting-wasteland-2-to-ps4-and-xbox-one
 
  • RED Point
Reactions: jjavier and gadrael
G

gadrael

Forum veteran
#155
Apr 9, 2015
schinderhannes.999 said:
InXile has already announced its working on migrating the Wasteland 2 codebase from Unity 4.5 to Unity 5. This is happening as we speak for the PC version, but all improvements and changes that come as a part of the game engine shift will be chucked into the console version, too. And vice versa, too. Soon you'll be able to play Wasteland 2 on PC with a controller, using the console UI being built for PS4 and Xbox One
Click to expand...
I am curious, will it be aviable as patch for PC version, or you will have to buy GOTY edition ? :)
 
S

schinderhannes.999

Rookie
#156
Apr 9, 2015
Brian Fargo said:
Of course, the #Wasteland2 GOTY improvements will be coming to PC as well. Details to come later....
Click to expand...
Similar to an Enhanced Edition update, if I had to hazard a guess.
 
G

gadrael

Forum veteran
#157
May 7, 2015
schinderhannes.999 said:
Similar to an Enhanced Edition update, if I had to hazard a guess.
Click to expand...
It seems you were right :)

http://wastelandrpg.tumblr.com/post/118362965301/wasteland-2-game-of-the-year-edition-coming-free
 
M

M4xw0lf

Forum veteran
#158
May 7, 2015
That GOTY sounds great, I'll play it again when that's out. Aim for the eyes pls? :animier:
 
Gilrond-i-Virdan

Gilrond-i-Virdan

Forum veteran
#159
May 7, 2015
The new version will use Unity 5 and will benefit from performance improvements. I'm actually glad I didn't play the game yet. I'll start with the updated release.
 
G

gadrael

Forum veteran
#160
May 8, 2015
We’ve added a ton of new voice-over to enrich the game’s cast of characters, including your trusted companions.
Click to expand...
This also sounds nice. It looks like it will be worth to play it again.
 
  • RED Point
Reactions: Gilrond-i-Virdan
Prev
  • 1
  • …

    Go to page

  • 6
  • 7
  • 8
  • 9
Next
First Prev 8 of 9

Go to page

Next Last
Share:
Facebook Twitter Reddit Pinterest Tumblr WhatsApp Email Link
  • English
    English Polski (Polish) Deutsch (German) Русский (Russian) Français (French) Português brasileiro (Brazilian Portuguese) Italiano (Italian) 日本語 (Japanese) Español (Spanish)

STAY CONNECTED

Facebook Twitter YouTube
CDProjekt RED Mature 17+
  • Contact administration
  • User agreement
  • Privacy policy
  • Cookie policy
  • Press Center
© 2018 CD PROJEKT S.A. ALL RIGHTS RESERVED

The Witcher® is a trademark of CD PROJEKT S. A. The Witcher game © CD PROJEKT S. A. All rights reserved. The Witcher game is based on the prose of Andrzej Sapkowski. All other copyrights and trademarks are the property of their respective owners.

Forum software by XenForo® © 2010-2020 XenForo Ltd.