Wasteland 2 Director's Cut Media Update
The Director's Cut edition of Wasteland 2 is progressing well. We are running on all cylinders testing, polishing, and taking it through the required rigmarole for release. This includes the fun stuff – making sure the game is balanced and plays great – to the less exciting but still necessary, such as getting updated age ratings, re-doing the manual, creating new box art, and the big one, console certification.
We'll have more in-depth coverage as we get closer to release, but we wanted to share some brand-new screenshots and a few new clips from the trenches. Enjoy!
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He literally posted it real-time, I think I saw both posts come simultaneously.Too fast for me this time Infinibro...
Graphical error on a featured screenshot (2nd one, the blood texture on the bottom right)UPDATE: https://www.kickstarter.com/projects/inxile/wasteland-2/posts/1282780
Wasteland 2 Director's Cut Media Update
The Director's Cut edition of Wasteland 2 is progressing well. We are running on all cylinders testing, polishing, and taking it through the required rigmarole for release. This includes the fun stuff – making sure the game is balanced and plays great – to the less exciting but still necessary, such as getting updated age ratings, re-doing the manual, creating new box art, and the big one, console certification.
We'll have more in-depth coverage as we get closer to release, but we wanted to share some brand-new screenshots and a few new clips from the trenches. Enjoy!
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I wouldn't say that is sold too well. I bet Brian Fargo expected to sell as good as Original Sin or even surpass that sales number.It's done alright so far?
I wouldn't say that is sold too well. I bet Brian Fargo expected to sell as good as Original Sin or even surpass that sales number.
In other news, Shenmue is at $4.35m.Gathering money via Kickstarter proves harder and harder
"It's been rock solid. 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." Brian Fargo on sales numberI wouldn't say that is sold too well. I bet Brian Fargo expected to sell as good as Original Sin or even surpass that sales number.
Nope
This is one reason why some of us are concerned that Larian are spreading themselves too thin.Seriously though, that really doesn't make any sense if you think about it. Divinity: Original Sin made so much money it allowed Larian to massively expand, founding an entirely new studio on a different continent and committing to developing two games simultaneously and possibly three in the future(!). There's no way that's a minimum threshold for success. Not if you just want to stay one company that makes one game at a time.
In other news, Shenmue is at $4.35m.Gathering money via Kickstarter proves harder and harder
I respect Fargo but I don't necessarily share his sentiment here.What has become increasingly difficult for all companies that crowdfund is getting press coverage.
Blobber fans were supposed to be the core audience but it didn't happen for various reasons. Mostly because, like I already said, to this day no-one knows exactly what kind of game BT4 is going to be. Too many undefined variables.If BT4's backers are "blobber fans" then I'd say its managed to gain an insanely high percentage of them.
Or maybe not. It's a matter of trust and people still consider WL2 a disappointment. I'm among the fans but it'd be p. stupid to deny that on average WL2 reception was lukewarm. Or that the release was buggy. Or LA was rushed bordering on unfinished. That negativity is now spilling over and poisoning inXile's image in general (and their BT4 campaign to some extent).Presenting more EXCITING stuff in general may have gained the BT4 Kickstarter more money.
snipIf BT4's backers are "blobber fans" then I'd say its managed to gain an insanely high percentage of them.
Or maybe not. It's a matter of trust and people still consider WL2 a disappointment. I'm among the fans but it'd be p. stupid to deny that on average WL2 reception was lukewarm. Or that the release was buggy. Or LA was rushed bordering on unfinished. That negativity is now spilling over and poisoning inXile's image in general (and their BT4 campaign to some extent).Presenting more EXCITING stuff in general may have gained the BT4 Kickstarter more money.
A Precise Look at Precision Strikes
One of the main features we have been working on for the last little while has been Precision Strikes, our called shots-type system that many fans of post-apocalyptic games will be familiar with. This is actually one of the earliest features we designed and prototyped for the Director's Cut, but it also went through a lot of subtle changes and iteration along the way. And now we can finally show it off to you!
First, what exactly are Precision Strikes? Put simply, they a new shot type we have added to combat. Precision Strikes will let you aim at specific enemy body parts, and depending on the body part you fire on, you will be able to inflict debilitating status effects.
The UI shown here is from controller mode. When playing with mouse and keyboard we'll have a different UI for Precision Strikes.
When we approached Precision Strikes, we had a few goals in mind. First, we didn't want Precision Strikes to feel like they were always the superior option. We wanted Precision Strikes to live up to their name – to be used tactically and situationally – rather than being used each and every time.
On that note, we also wanted Precision Strikes to all be useful in their own ways. We made sure each type of Precision Strike had its own unique qualities. Different enemies have different strengths and weaknesses (something we had to further refine and accentuate thanks to our rebalancing and new additions like Precision Strikes and Perks), and with Precision Strikes you will have ways to counter them effectively.
When attacking enemies, you have up to four Precision Strike options. We are still tweaking the numbers a bit, but their effects are:
We wanted Precision Strikes to be fairly reliable so that you'd want to use them often, but to also capture a degree of randomness, allowing you to cause cool and unique effects. Sure, you might be able to reduce an enemy's Chance to Hit by aiming at their arms, but rarely, you'll actually destroy their weapon entirely, causing it to explode in their face for some extra damage. Little random elements like this let us make the system feel exciting and unpredictable.
- Head: 1.35x damage, +25% crit bonus, chance of rendering the enemy confused or psychotic, causing them to attack their friends or behave erratically. Significant Chance to Hit penalty.
- Torso: 0.8x damage, reduces the enemy's Armor. Small Chance to Hit penalty.
- Arms: 0.7x damage, reduces the enemy's Chance to Hit, chance of destroying their weapon and causing it to explode in a shower of shrapnel. Moderate Chance to Hit penalty.
- Legs: 0.7x damage, reduces the enemy's Combat Speed, chance of knocking them down and reducing their Action Points. Moderate Chance to Hit penalty.
We even have some extra bits of polish in there as well. These body parts will vary in their naming a bit depending on the enemy type. For example, if you go up against a robot, you might find that instead of a head, it has a CPU, and instead of a torso, a chassis. We also have some new sounds, particle effects and even animations on certain enemies that also tie into the new system.
Overall it's a ton of fun to play with. It really does add a degree of depth to the combat, and we can't wait for you to enjoy it yourselves.
w0tUPDATE: https://www.kickstarter.com/projects/inxile/wasteland-2/posts/1290484
- Head: 1.35x damage, +25% crit bonus, chance of rendering the enemy confused or psychotic, causing them to attack their friends or behave erratically. Significant Chance to Hit penalty.
They're baby legsmore importantly, how is that an icon that represents legs?
it looks like a doll being exploded from the inside-out to me, but whatever.They're baby legsmore importantly, how is that an icon that represents legs?
Should have described it as 'chance to miss out on loot'.chance of destroying their weapon and causing it to explode in a shower of shrapnel