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Wasteland The Wasteland 2 Beta Release Thread [GAME RELEASED, GO TO NEW THREAD]

DeepOcean

Arcane
Joined
Nov 8, 2012
Messages
7,396
I would've thought the budget is almost used up. Will there be real iterations over content at this point? Brother None said so, yes, but budget limitations must arise pretty soon, i assume?

So the areas and quests might be set in stone pretty much. A statement on exactly which point in planed development cycle are we now would be interesting. Beta can mean anything. I could start a beta at the very end and hope for the best, for example.

So how much dev time is there left?
Man, steam jew gold alone can keep them going for awhile.
 

sea

inXile Entertainment
Developer
Joined
May 3, 2011
Messages
5,698
I would've thought the budget is almost used up. Will there be real iterations over content at this point? Brother None said so, yes, but budget limitations must arise pretty soon, i assume?

So the areas and quests might be set in stone pretty much. A statement on exactly which point in planed development cycle are we now would be interesting. Beta can mean anything. I could start a beta at the very end and hope for the best, for example.

So how much dev time is there left?
You do realize inXile have other sources of revenue right? They aren't exactly Interplay-huge but they do have other successful titles keeping them afloat through their publishing arm (mostly mobile stuff).
 

undecaf

Arcane
Patron
Joined
Jun 4, 2010
Messages
3,517
Shadorwun: Hong Kong Divinity: Original Sin 2
Ok, the new patch is apparently 1.5 GB (so says Steam right now).

Wondering what all's in it.
 

sea

inXile Entertainment
Developer
Joined
May 3, 2011
Messages
5,698
http://wastelandrpg.tumblr.com/post/70594572233/wasteland-2-build-28904-notes

Wasteland 2 Build #28904 Notes
Early Beta Build 12/20/13

High Profile Fixes

Updated to Unity 4.3 which may introduce new issues not previously seen. Please report on the Early Beta Community Site.

Implemented hardware cursor

Major combat and weapon balancing (1st balancing pass).

Eliminated a variety of crashes related to saving & loading in combat.

Eliminated a variety of infinite loading occurrences during scene transitions. (Specifically Ag Center and Highpool loading crashes)

Eliminated a variety of crashes related to Highpool & Ag Center.

The game will no longer be autosaved and a duplicate party will no longer be generated when going to the main menu from gameplay.

The name of a snapshot portrait should now be set when it is created.

Custom portrait filenames should now be retained when saving/loading.

Optimization: Pre-allocate animstates for decreased load time.

Removed XP exploit for perception.

Improved individual dropsets.

Improved overall loot distribution and balance.

Eliminated circumstance of loot drop returning no items.

Clicking on a player portrait to switch to a different speaker in conversations should now work correctly.

Combat & Balance

Reduced penalty for penetration vs armor class difference

Unconscious PCs now stand up at end of combat with 1 CON (doesn’t apply for Mortal, Serious, Comatose states)

Reduced AC on roaches

Reduced AC, CON, AP slightly on pod person

Reduced damage on pod person explosion

Added grenade dropset.

Fix with assault/sniper rifle hit chance penalty - NPC has to be alive and hostile now.

Adjusted falloff damage downward.

Adjusted AP to fire and reload down by 1 for many weapons

Adjusted armor penetration

Adjusted melee chance to hit

Adjusted damage windows for most weapons

Adjusted magazine sizes

Adjusted overall chance to hit

Various improvements, fixes and adjustments to grenades

Various icon, description, picture, scrap value and weight adjustments and improvements

All unconscious PCs heal to 1 hit point at the end of combat (PCs in CON states worse than UNC do not)

NPCs waiting to join combat do not face the combat center at the start of combat

Mobs climbing ladders when combat starts get teleported to a proper square so combat doesn’t break

Removed combat initiation command from Chopper to prevent an issue where combat exits on start

Add FOW revealer to clear FOW on combat start

Mobs should not turn to face in an infinite circle anymore

Small change to how cover is detected so slightly uneven terrain doesn’t give a false positive of cover.

Force attack when clicking with attack cursor out of combat (Fixes targeting with grenades & rpgs out of combat).

Removed unnecessary flanking to hit bonus

Added bonus for Melee to hit mobs holding a ranged weapon

Added a significant penalty for assault rifles and sniper rifles to hit anyone if there’s a hostile standing next to them in combat

Set damage to a minimum of 1 if the penetration multiplier rounded the damage down to 0.

Improve combat start up speed - no longer doing redundant square lookups.

Field stripping can be done on any weapon now.

Removed healing over time for PCs.

User Interface

Drag drop items being reverted to equipment slots should update the equipment slot.

Dragging equipped ammo to another player should now work correctly.

Dragging equipped ammo to another player should now work correctly.

Displayed damage in the weapon HUD should now use the correct strength bonus for melee weapons.

Changed the default draw weapon range option.

Item Usage now uses a Generic Icon instead of the Field Medic Icon. The Shovel now uses a Shovel icon instead of the generic icon

Switched the conversation HUD to left justification.

Added proper descriptions to incorrect ammo

The journal detail panel will now scroll if necessary.

Moved drag drop items far enough forward that they should show up on top of all popup inventory menus.

Description text now displays in an item text area field.

Clicking on portraits to select PCs should no longer get stuck in an unresponsive state after using tab to toggle through the party.

HUD scaling will now work up to 1600 screen height.

Added a slider to control HUD scaling.

The combat action list is now anchored to the top left corner instead of the bottom left.

Make non-animated Floating Text stay relative to its world position or Target

Highlight mouseover text screen position is relative to the Mob’s size on the screen.

Re-enabling weapon range rings.

Various icon art element improvements and adjustments.

Set cursor to default for non-dialogue NPCs

Fixed monitor reflections on character sheet and inventory screen

Changed saved game entries to not display the screenshot.

Fixes an issue wherein the player would lose input after the end of the conversation.

Added a toggle for software cursor to the display options screen.


Optimization

Removed unused textures that were unnecessarily increasing build size

Reduced audio footprint for memory management

Terrain collider optimizations integrated

Improved crowd control integrated

Small performance enhancement with dead characters

Save / Load

It should now be possible to delete incompatible saved games.

World Map

Various world map technical improvements to rendering, textures, ui anchoring

Updated world map perception radius formula

Small world map art updates

Animation & Navigation

Don’t allow fidgets on active mob in combat

Improvements to animation manager

Improvements to nav agents

Animation state improvements for PCs, NPCs

Audio

New combat music track.

Visual

Fix several instances where the player would clip through floors or walls in off-map locations.

Shader, material and interactive object art updates.

Fullscreen FX for scene transitions.

Technical & Text

Removed Hidden property of various interactable loot items.

Minor text and spelling updates.

Added a check to avoid trying to equip wearable items that aren’t supported by a character’s prefab.

Changed the vendor screen background to compressed.

Rail Nomads: Added some base skill values for Ralphy.

Turned off blue debug grid in random encounter maps.

Logbook & Radio

Logbook: Fixing bad text characters in logbook entries

Logbook: “Journal Updated” messages will now open the log book when clicked.

Logbook: Removed logic that added Ace’s log book journal entries. Entries are now handled via party barks.

Logbook: Added counter measure to prevent being able to obtain Ace’s log book more than once.

Logbook: Added flag to track whether you’ve discussed Ace’s Log Book with Gilbert Sagahara.

Logbook: Log book quest will now update only when in possession of log page 1.

Logbook: Additional logic added to handle the case where you find the log book page after having already turned in the log

Radio: Fixing some text/audio mismatches in Vargas calls.

Radio: Fixing a bug where the player calling in resulted in no keywords in the first radio call.

Radio: Various typos.

Radio: Adding new logic to account for visiting AC or HP destroyed before setting up the radio in the saved one

Radio: Setting new Vargas radio call audio files to 2D sound

Radio: Prevent Radio Broadcast from starting during a teleport.

Radio: Ensure all Radio state variables are set to a clean start before loading in save game data.

Level Design, Balance & Reactivity


***MANY SPOILERS BELOW****PROCEED WITH CAUTION!***

Ace’s Murder Site: Fixed glow icon to appear in standalone build.

Ace’s Murder Site: Change NPC line not to be so vague.

Ace’s Murder Site: Fixed possible bug of being stuck in conversation with a dead NPC.

Ace’s Murder Site: Added blood decals to bodies.

Ace’s Murder Site: Fixed glow icon to appear in standalone build.

Ace’s Murder Site: Fixed possible bug of being stuck in conversation with a dead NPC.

Ace’s Murder Site: Added blood decals to bodies.

Ace’s Murder Site: Making logbook pages quest items so they can’t be dropped/sold.

Ace’s Murder Site: Addresses an issue wherein the keyword Ace would not unlock

Ace’s Murder Site: Added skill based keywords as a method of obtaining Ace’s log bok

Ace’s Murder Site: Fixed raider portrait from female to male.

Ace’s Murder Site: Added sound package to repairable toaster

Ag Center: Adding NPCs to the infirmary as you progress in saving the fields

Ag Center: Improving the sequence where Matt Forrestal transforms into a pod person.

Ag Center: Removing hidden teleport door and adding another loot crate in entrance field.

Ag Center: Hiding the name of the pod person at the start of Ag Center.

Ag Center: Reattaching pigeon explosion particle package

Ag Center: Allowing player to use skill keyword to get him to help fight the rabbits in West Field.

Ag Center: Adding a few more crates to central complex, removing bullets from Matt Forrestal’s shop inventory

Ag Center: Fixed bug where player could get stuck in combat.

Ag Center: Removed sound package from generator

Highpool Saved: Fixed building so the wrecking crew do not shoot through them.

Highpool Saved: Fixed cover that didn’t have the cover bonus.

Highpool Saved: Added examine text to the three signs.

Highpool Saved: Cleaned up nav mesh and grid.

Highpool Saved: Condensed combat bounds so the player doesn’t get trapped outside of combat.

Highpool Saved: Moved dead body from inside to outside so the player could use examine.

Highpool Saved: Fixed nav mesh from causing the PCs from getting stuck underground.

Highpool Underground: Adding better reactivity to Kate Preston as you complete the valves

Highpool: Adding and revising Jess-Belle logbook entries

Highpool: Fixing a bug in how Jess-Belle’s quest was tracked in the logbook

Highpool: Kate Preston as mayor now unlocks keywords in her intro so you can talk to her.

Highpool: Adding reactivity if you talk to Jess-Belle while holding the gold-plated derringer.

Highpool: Fixing a bug where the mortar was invisible after a load

Highpool: Fix where the logbook didn’t update if you split the loot with the WC guys.

Rail Nomads: Addressed an issue wherein Choppers would start and then immediately end combat by adjusting FOV properties.

Rail Nomads: Meeting hall building will now clear FOW upon start of combat.

Rail Nomads: NPC Anna’s faction set to Neutral.

Rail Nomads: Added sign to direct players to the meeting hall.

Rail Nomads: Addresses an issue wherein the peace process would not resolve when using the “Agree” keyword on Casey James.

Rail Nomads: Addresses an issue where occasionally the journal entry for Rail Nomads Peace would not resolve correctly if Casey James and Kekkahbah were killed.

Rail Nomads: Increased range of bicycle bomb led.

Rail Nomads: Addresses an issue where in Scotchmo fails to attack the party upon digging up grave.

Rail Nomads: Scotchmo’s final gutter for unhandled Keywords wasn’t properly equipped to handle behaviour keywords. He now will appropriate ignore behvaiours he isn’t accustomed to.

Rail Nomads: Fixed an issue wherein NPC Junkie did not acknowledge the player as having the requested quest prior to giving the player the quest.

Rail Nomads: Addresses an issue wherin Ralphy would be hidden upon loading a game save where he is at the playground.

Rail Nomads: Countermesure added to prevent corrupt game state upon loading while Ralphy is pathing to the playground or his home.

Rail Nomads: Decreased size of Junkie combat wait triggers.

Wrecker Camp: Fixed ladder that had a chance of causing the player to go underground.

Wrecker Camp: Fixed nav mesh and grid from allowing the player to go inside objects.
That's some fine work Brother None, MLMarkland. :salute:
 
Joined
Jul 27, 2013
Messages
1,567
Removed healing over time for PCs.
I was just trying to do the same thing, that's a pretty huge change. I'm pretty damn shocked that they did it, most of the loss is in handholding I suppose.

Makes me a bit curious as to how much of the game is done though, from what we've been told the game is massive, and I imagine this mechanic was a factor when designing a lot of encounters and other things.

Love the fixes, Wasteland 2 is shaping up to be a very high quality camel. :thumbsup:
Edit: Forgot to mention that balancing, appreciate the melee love :love:, game definitely does it better than others in the genre. Although I'm disappointed that I didn't see any awareness balancing yet, next patch I guess.
 
Last edited:

Infinitron

I post news
Staff Member
Joined
Jan 28, 2011
Messages
97,556
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
Over the next 100 pages of this thread, the Codex will receive a crash course in just what the term "beta" entails
 

Zombra

An iron rock in the river of blood and evil
Patron
Joined
Jan 12, 2004
Messages
11,584
Location
Black Goat Woods !@#*%&^
Make the Codex Great Again! RPG Wokedex Strap Yourselves In Codex Year of the Donut Codex+ Now Streaming! Serpent in the Staglands Shadorwun: Hong Kong Divinity: Original Sin 2 BattleTech Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Steve gets a Kidney but I don't even get a tag. I'm very into cock and ball torture I helped put crap in Monomyth
I suggested to them that Charisma could be used as sort of a leadership/group cohesion stat based on how NPCs occasionally "go rogue" and act on their own during combat. A group with low charisma all around would likely bicker and not be able to agree on party tactics. So if you dump Charisma all around, your party might be more powerful individually, but you'll have to deal with your meathead Rangers sometimes doing their own thing during combat. On the other hand, a group of charismatic Rangers with great relations and communication could get extra AP occasionally (like from Luck) to reflect how effective the team works as a unit.
More good ideas. Cue mutual admiration music.
 

bonescraper

Guest
Ok, i found a grenade today. Time to rename the Anti-Tank Weapons skill and its description ("the ability to use a wide range of shoulder mounted weapons") to something more sensible.
 

Brother None

inXile Entertainment
Developer
Joined
Jul 11, 2004
Messages
5,673
I think grenades use the Demolitions skill?

Now I'm more curious how they ended up in in the first place.
Different people put references in and we just didn't notice it/pay it enough mind when doing passes/playthroughs. It is actually kind of a good thing people kicked up some noise over this because after a quick reassessment we agreed to pull pretty much all modern-day references (not that there were too many in the game, but some) and limit references pretty much to just 80s ones, something I can definitely get behind.
 

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