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Game News Wasteland 2 Kickstarter Update #54: Release Date - September 19th

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Tags: Brian Fargo; InXile Entertainment; Wasteland 2

Today's Wasteland 2 Kickstarter update has the official announcement of the game's final release date, which you may have seen on Brian Fargo's Twitter feed yesterday already.

Hello Rangers!

It took a while to get every moving part settled down whether it was physical boxes or waiting on ratings from different agencies, but now we're finally ready to name a solid, final release date: Wasteland 2 will be coming your way September 19th!

We won't be sitting on our hands until that date. While the disc gold master is done and set, it's all hands on deck for the day 1 version and we're working hard to ensure that is the best version of the game possible. Bug-hunting and balance passes are our major focus in the month leading up to release.

With the ship date closing in it is now vital to ensure your reward and shipping info are up to date on your Ranger Center account. Log in (or activate your account here). Check under the Rewards tab and verify your reward choice (it is possible no reward choice has been input so please check this), we will lock reward choices on Monday 25th of August.

If you're receiving physical goods, check your address listing and click the confirm button to lock and confirm your address with us. The deadline for updating your shipping info is one week from now: Wednesday 27th of August. If you do not have any info listed or need to make changes after that date we will not be able to ship the game to you in the first batch. Please check your Ranger Center info as soon as possible, if you have any more questions don't hesitate to contact us there.

Late Backer Store Closing

As part of our locking up for shipping, we will be closing the late backer store next week on Monday. Last chance to back this game and grab this style of big box!​

The update also contains a shout-out to Obsidian for their Pillars of Eternity beta release. Speaking of Pillars and inXile, it's come to my attention that they've given backers of Torment: Tides of Numenera at the $750 and above tiers a complementary copy of the beta. That's a pretty bro move.
 

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Awwwww yiss! Got a feeling I won't be rocking up to work on Monday the 22nd. Better stock up on doritos and mountain dew I guess.
 

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I have not touched this for a long time, but I was following the impressions and do hope that the improvements made in recent updates turn out to be as impactful as reported. The ones I was able to experience for myself were certainly pushing the game in the right direction, so fingers crossed.
 

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A few of the most-requested features weren't added, although Fargo hinted towards post-release content adding missing features. They have tied the game nicely around considering the lack of the features, who do I go to about writing a codex review by the way?
 

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A few of the most-requested features weren't added, although Fargo hinted towards post-release content adding missing features. They have tied the game nicely around considering the lack of the features, who do I go to about writing a codex review by the way?

Submit your review by clicking on the Contact Us button up at the top.
 

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A few of the most-requested features weren't added, although Fargo hinted towards post-release content adding missing features. They have tied the game nicely around considering the lack of the features, who do I go to about writing a codex review by the way?

Which features were those? I don't usually pay attention to the bullshit nerds request. If anything you say has to do with making inventory management annoying, you will spontaneously catch fire, just a warning.
 

crawlkill

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Perks and traits mainly as well as aimed shots.

Meh. Aimed shots always seem to come down to "it's always best to target one particular location." Perks and traits are fun, but even so, historically an even moderately intelligent player's been able to see which are worthwhile and which are wastes of time.

Perks and traits are also probably really easy to patch or mod in. Aimed shots, well, I suspect not. Maybe an expansion feature. But considering every time I play Fallout I aim for the eyes on every single shot I ever take...yeah. Not so sure it's worthwhile.
 

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We had that with called shots. I told everyone we could probably do called shots post-release -- even though we might be able to do a simplified version of them for launch. Because everyone wants called shots, because Fallout had called shots.

^The quote I was referring to, so yeah not quite a confirmation but he's pretty much implying they'll do it eventually.
 

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Hmmm, well, he did do the simplified version - the headshots. So far, so good.
 

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Everyone wants to have more options than just one button press, at a enemy. As far as the 'crouch' button, i have to say that i use it very frequently, because i have 2 Snipers as field control in the third line.
And the solution of having one additional attack type that exchanges the 'to hit chance' for 'damage' or for 'crit chance' is not that bad, in the kind of system that Wasteland 2 has. I would even state it fits it.
 

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One thing about Wasteland 2 is that there is actually differences between weapons, so they give only certain weapon categories aimed shots and it will help that feeling. Pistols are in need of a buff right now, if they were the only weapon you could do headshots with at point blank, that would be neat.

OTOH, sniper riles are OP, and giving them headshots is going to make it worse.

Edit: there should really be a movement penalty when using a sniper rifles. You move in that turn, you get worse accuracy.
 

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OTOH, sniper riles are OP, and giving them headshots is going to make it worse.

.
It would go against the basic foundation of sniper rifles, if you couldn'T make headshots with them though.
 

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It would go against the basic foundation of sniper rifles, if you couldn'T make headshots with them though.
Yeah I know, just thinking out loud in text.

How about making non-headshots with the sniper rifle worse?
That could work, but it might go against their role as the high AP, high single damage class.

It would also make them more variable, which is something Sawyer/Roguey would disagree with.

I think I prefer them balanced by having many different "debuffs" that can happen. So you only really get to use a sniper when conditions are basically perfect.

Thinking about this... if you were required to crouch or be in cover to use the sniper, that would do a lot to help I think.
 

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It would go against the basic foundation of sniper rifles, if you couldn'T make headshots with them though.
Yeah I know, just thinking out loud in text.

How about making non-headshots with the sniper rifle worse?
Well sniper rifles should be very high damage weapons, since they use high caliber, high velocity bullets. I don't think they should damage less when doing non-headshots. They should need a lot of AP to use (I assume this is how they already work now), slow reload times, maybe some penalty when used close range.
 

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sniper rifles require 6 or 7 points to fire in beta currently (not sure if it can be reduced by 1 AP with upgrades, probably yes), and since it's possible to conserve up to 2 AP's for the next turn I would add something like +3/4 AP for headshots, so you would basically had to sit out a turn, also I wouldn't mind one-shotting some enemies with decent MAXCON at the price of greatly decreased chance to hit, let's say -50% at least

higher penalties for firing while standing would be also welcomed
 

tuluse

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sniper rifles require 6 or 7 points to fire in beta currently (not sure if it can be reduced by 1 AP with upgrades, probably yes), and since it's possible to conserve up to 2 AP's for the next turn I would add something like +3/4 AP for headshots, so you would basically had to sit out a turn, also I wouldn't mind one-shotting some enemies with decent MAXCON at the price of greatly decreased chance to hit, let's say -50% at least

higher penalties for firing while standing would be also welcomed
There is a 5AP sniper in the beta, and my sniper always has 10 AP since he doesn't need str, speed, or charisma.
 
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