Putting the 'role' back in role-playing games since 2002.
Donate to Codex
Good Old Games
  • Welcome to rpgcodex.net, a site dedicated to discussing computer based role-playing games in a free and open fashion. We're less strict than other forums, but please refer to the rules.

    "This message is awaiting moderator approval": All new users must pass through our moderation queue before they will be able to post normally. Until your account has "passed" your posts will only be visible to yourself (and moderators) until they are approved. Give us a week to get around to approving / deleting / ignoring your mundane opinion on crap before hassling us about it. Once you have passed the moderation period (think of it as a test), you will be able to post normally, just like all the other retards.

Game News Wasteland 3 Fig Update #44: Final Improvements

Infinitron

I post news
Patron
Staff Member
Joined
Jan 28, 2011
Messages
99,624
Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
Tags: inXile Entertainment; Wasteland 3

Wasteland 3 is now just ten days away from release. In the final stretch, inXile have announced a few last minute improvements based on backer feedback. First of all, they've brought back crouching, another Wasteland 2 mechanic previously streamlined out of the game. Furthermore, the merchant and minimap UIs have been improved, while optional companion permadeath will be implemented in a post-launch patch. Here are the details:

Looks like we made it! Here we are in the final stretch before Wasteland 3’s release on August 28. It’s been a long haul since our introduction of Wasteland 3’s Fig campaign back in 2016, all the way up through this year.

2020 has not been without its challenges, not the least of which for us was the introduction of working from home and a subsequent delay from our previous release date. It was a daunting prospect filled with unknowns, but the team rallied, and we quickly adapted to these new complexities. The extension on release also offered us more time to consider the feedback from the Beta and to implement much needed polish, general refinements, and focus on additional elements. We shared some of those in our last update, and we have a few more for you.

Let's get down to it.

Tactical Combat Option: Crouch

You asked for it. We did it. Feedback from the Beta overwhelmingly called out that the absence of crouch made players feel less in control of the tactical options they expected in isometric turn-based combat. In addition to the tactical abilities that characters had control over in the Beta, they will now be able to improve their hit chance, evasion, and detection time when crouching.

Wasteland 3 already had a deep combat system that we think players will be learning to master for quite some time, but we were happy to act on Beta feedback and get this feature in before launch. Crouch is always accessible from the action bar.

UI & You and I

In our previously mentioned update we teased some of the newly-minted options in the UI, including the ability to toggle custom armor visuals, as well as the addition of the much coveted ‘sell junk’ option. Along with those, we’re happy to announce that the merchant interface has also been overhauled and improved. Each individual character will now be able to be selected while you’re browsing a store’s wares, to make for easier comparison and identification of necessary gear.

We’ve also implemented a minimap to help you locate nearby points of interest and vendors. This won’t take the place of the existing map, but will give you an always-available means of identifying where you’re at in the world. For those who prefer less clutter in their lives and on their screen, there’s an option to disable the minimap if you so desire.

Posthumous Permadeath

A few of the more hardcore among you have asked us for permadeath in Wasteland 3. We actually went back and forth quite a bit on this as an option, mainly because we knew the amount of development work it would need. When you can welcome story critical NPCs into your party, and approach the game content in essentially any order, and those critical story NPCs can permanently die from anywhere in the story… it’s a lot to account for. So, we are working on permadeath, but because of the additional effort, this is going to be a post-launch feature we’ll patch in for the hardcore among you for your second or third playthroughs.

DEFCON 1
It’s mind-blowing to think that we’ve reached the final days before the release of the game. We can’t wait to see your reactions and follow along with your adventures as you and your squads work to build a Ranger foothold in Colorado … or bury what’s left of them into the powdery snow. Though we’re soon to cross a milestone with the game’s release, this is a product we’ll be supporting for the foreseeable future, and we’re already cooking on some post-release ideas.

Thank you again, Rangers! We look forward to seeing you in Colorado as the saga of Wasteland continues. Wasteland 3 releases on August 28 for Windows 10, Xbox One, and PlayStation 4.
It looks like this will be inXile's first game in quite a while to launch without an undercurrent of grognard discontent. We'll see how that affects its sales.
 

theLorry

Educated
Joined
Feb 23, 2019
Messages
40
Tactical Combat Option: Crouch
You asked for it. We did it.

It's all so tiresome... They did the exact same thing with Wasteland 2. When they released the first playable bit of W2 to the backers you couldn't crouch out in the open, instead you would crouch automatically when moving next to waste-high cover. People complained and requested the implementation of a proper cover mechanic--which later was added to the game.

Then they apparently decided to remove crouching for W3 knowing full well that players want the feature. People complain (again) and it's added back in (again) and inXile try to make it out as if they are so friggin' accommodating! Sigh.
 
Unwanted

Kalin

Unwanted
Dumbfuck Zionist Agent
Joined
Sep 29, 2010
Messages
1,868,264
Location
Al Scandiya
When you can welcome story critical NPCs into your party, and approach the game content in essentially any order, and those critical story NPCs can permanently die from anywhere in the story… it’s a lot to account for. So, we are working on permadeath, but because of the additional effort, this is going to be a post-launch feature we’ll patch in for the hardcore among you for your second or third playthroughs.

:lol::lol::lol:
 

Glop_dweller

Prophet
Joined
Sep 29, 2007
Messages
1,226
By making it a post release feature, they ensure that they have no lost sales from word of mouth by the ignorant , the impatient, the munchkin, triggered, and the power mad. No perma-death until after the initial sales die down.
 

Darth Roxor

Rattus Iratus
Staff Member
Joined
May 29, 2008
Messages
1,879,040
Location
Djibouti
A few of the more hardcore among you have asked us for permadeath in Wasteland 3. We actually went back and forth quite a bit on this as an option, mainly because we knew the amount of development work it would need. When you can welcome story critical NPCs into your party, and approach the game content in essentially any order, and those critical story NPCs can permanently die from anywhere in the story… it’s a lot to account for.

into the trash it goes
 

Taka-Haradin puolipeikko

Filthy Kalinite
Patron
Joined
Apr 24, 2015
Messages
20,647
Codex 2016 - The Age of Grimoire Make the Codex Great Again! Grab the Codex by the pussy Bubbles In Memoria
Posthumous Permadeath
A few of the more hardcore among you have asked us for permadeath in Wasteland 3. We actually went back and forth quite a bit on this as an option, mainly because we knew the amount of development work it would need. When you can welcome story critical NPCs into your party, and approach the game content in essentially any order, and those critical story NPCs can permanently die from anywhere in the story… it’s a lot to account for. So, we are working on permadeath, but because of the additional effort, this is going to be a post-launch feature we’ll patch in for the hardcore among you for your second or third playthroughs.
My "wait & see" -stance about this was justified.
Perhaps game will be finished for 2021 Summer sales.
 
Unwanted

Kalin

Unwanted
Dumbfuck Zionist Agent
Joined
Sep 29, 2010
Messages
1,868,264
Location
Al Scandiya
You would reload because you're a shitheel scrub degenerate, real men take their losses the way they're supposed to. Most fun I ever had in BG for example (and which is superior in every way to BG2) was a game where I lost party members left and right and replaced them with all kinds of additional fodder. Game had so many NPCs to pick from unlike this steaming turd I'm sure. Finished the game with half my party wiped out by Sarevok and co with only surviving NPCs being Xzar and the spoiled chick who complained bout her broken nails, neither made it through the save game transition obviously.

Also this reminds me of when you shilled for NumaNuma making followers unkillable, you said some dumb shit like yeah well hey Nameless One could resurrect party members for free anyway, yeah well hey only if you picked the right conversation option with ghost waifu you might not even find on your first playthrough.
 

Roguey

Codex Staff
Staff Member
Sawyerite
Joined
May 29, 2010
Messages
36,708
People really that upset by that? You'd reload the game anyway. :P

Reloading forces you to play better. It's a concession towards making it easier for the less-skilled to get through.

I'm not concerned, I wasn't expecting a hardcore RPG.
 

As an Amazon Associate, rpgcodex.net earns from qualifying purchases.
Back
Top Bottom