Now this is a blow up doll…. Wasteland style.
Every Post Apoc world has to have creepy dolls strewn about, here is one of ours.
Edge Interviews Brian Fargo
Edge has a new interview with Brian Fargo which covers this latest update.
When starting the game, the conversation that sets you off changes depending on the characters you’ve selected for your starting party. Your party is able to respond to keywords in NPC dialogue and to particular pieces of information. As you investigate the world – opening boxes, fighting or talking to raiders, and investigating corpses – a printout in the bottom corner displays reams of descriptions, relating environmental details and jokes. At plot-critical moments, your radio croaks to life with voice-acted narration and your next mission. These are all old-fashioned methods of conveying information in videogames, but each is executed superbly.
Although the beta is short to complete, you’ll quickly realise how much you’re missing out on with every decision you make. InXile is building an almost absurd amount of content that only a few people will ever see.
“We’re perfectly fine with you not seeing a huge part of the content, because if you don’t have that as a variable, you’re not getting choice and consequence,” Fargo says. “We have to build it in and build it in and build it in. Whether it’s gags, one-offs, items, quests, NPCs, you name it, it’s just chock full of stuff you’re not going to see.” That last line could be the marketing department’s poster quote.
Devin Talks Guns
Wasteland 2 combat designer Devin Morrow took to our forums to answer a few questions on guns and gun variety in the game.
We haven’t released a full weapons list yet, but the Garand, Springfield 1903 and M14 are definitely on it. Actually the Garand is currently in the game already although you might not recognize it immediately. We have quite a few mass produced and highly recognizable US weapons in the game.
The M21 is a prime candidate and will likely be the variant of the M14 we implement. The others may be a little too far on the tactical side but that doesn’t rule anything out. I’m always looking at new possibilities.
You should expect to see many more Wasteland 1 weapons returning in Wasteland 2. We love them as much as you and want to see them in game.
AT-4’s and SMAW’s are made and functioning, they just weren’t a part of the demo. The CG is an excellent suggestion and I will get in on a list. I have just the place for it.
(…)We are working very hard to make sure the range of weapons we have is both inclusive and interesting. That being said, no one wants to leave out an expected or iconic weapon. If you see something missing you would absolutely expect to be on the list please continue to post about it. The Carl Gustav RR was a perfect example and I thank you for it. Please keep the feedback coming, it’s a big help!
Wasteland 2 Early Beta Update #34119 Notes
Early Beta Build 02/25/2014
Fixed CNPC lost control locking out combat
Exploding pod fragments now stack to 10
Switch PaGa SMG to fire 9mm rounds from .45
Added 1000 scrap to Gorkinivivh
Custom portraits should properly save
Saving and loading at the end of a radio conversation should no longer cause the conversation to not have dialog options
Pigs and Pitbull should properly spawn
When changing graphic settings a confirmation window with a 10 second timeout appears.
HOTFIX: Fixed infinite loading in Agricultural Center
Kickstarter Update #45: And. Here. We. Go!
Calling Ranger Team Echo back into action,
This is just a short update to notify all of you that some of the things we’ve been talking about of late are now live: the beta update, the $10 add-on and some new videos. First and foremost, the large beta update has just gone live on Steam.
The full list of fixes and tweaks runs well over 2000, you can view the long patch note list here, which runs the gamut from optimization to fixing small and large bugs to expanding the game’s content. We also updated the beta’s reference card and expanded it a little bit. As a reminder, this update will break existing save games.
The most immediate difference you’ll notice will of course be the updates character and inventory screens. Update 43 had the goods on that so I won’t go over it again in detail, we’re looking forward to seeing people play around with it. Other than just looking better the new inventory adds a lot of functionality such as an all-party inventory and direct mouse-over comparisons between an item with your currently equipped item (by holding shift).
The second big thing is the addition of the fifth major location in Arizona, the Prison, which was formerly the Ranger Center, now taken over by a rival militia. Ranger Team Echo heads into the Prison in search of ways into Damonta, a town seemingly unreachable beyond a radiation wall.
Combat sees a significant overhaul in this update. We added stances and expanded the use of destructible cover and height advantages and ladders used by enemies. These combat improvements are still WIPs so expect more iteration and functionality going forward.
Of course there are a lot of smaller updates to existing areas. We changed and expanded the ways some of the major scenarios in the first areas play out, as well as adding smaller events and missions, many of which have an impact on larger quests down the line. And just as a reminder, while the beta is limited in areas we are simultaneously working on later areas in the game, tweaking and iterating and applying the lessons learned from the beta.
Wasteland 2 Early Beta Update #34046 Notes
Early Beta Build 02/24/14
High Profile Updates:
Brand new icon based inventory, character sheet, skill screen and support UI elements
Huge combat pass. Animations (tons of new death and damages), SFX, VFX, AI all greatly improved.
Added destructible cover
Surgeon and Field medic have been greatly improved. Now when using the skill, a list appears with all useable items
Quality Settings check on game load.
Added Mechanical Repair Skill
Introducing grenadiers and heavy weapons AI experts
Added Prison map
Added reactivity state where both Highpool and Ag Center can fall.
Multiple improvements have been made to the save game system which were causing save games to not load
Multiple engine optimizations have been made to increase performance.
Multiple compatibility fixes.
Wasteland 2 Beta Preview Roundup #6
We have more previews of Wasteland 2 for you, based on the backer beta.
Kickstarter Update #44: FTW For The When
The comments from the early beta have continued to help us craft Wasteland 2 and the next beta update will reflect the changes we have made based on your feedback along with the many scheduled additions. We’ve made great progress on this beta update and are currently putting it through final balancing and testing touches: it will go live on Steam next Monday, the 24th. But I know the question on everyone’s minds (and tweets and Facebook posts) is “When will Wasteland 2 be done?” Of course there is always the glib answer of “when it’s done” but we owe you more detail on the process than that.
Eurogamer interviews Brian Fargo
Eurogamer offers an indepth interview with Brian Fargo where he discussed Early Access, the next beta update and WL2’s progress.
The new work is feeding into a major update that is due out soon. Fargo promises a “tremendous amount of change”, pointing to improved AI behaviour (currently the AI is rudimentary in combat). When players first enter the Highpool area, it triggers a mundane combat encounter. Enemies, as they do throughout the alpha, appear content to run toward you as quickly as possible, eating bullets to the face in the process. The update will give enemies the ability to climb ladders to assume sniper positions, among other, smarter, plays. We’ll also see the addition of destructible objects and crouch positions, adding an additional layer of strategy to combat. “One of the biggest demands,” Fargo teases, “they loved in Fallout that you could take targeted shots. Well, you know what? We might be able to do that. We’re taking a look at that.”
Elsewhere, the inventory user interface has received a makeover. There’s more on this on the Kickstarter page, but as Fargo admits, “it could use a little bit of refinement”. That’s an understatement. Wasteland 2’s inventory is currently a clunky, befuddling mess. Using it is like frantically fishing around your bag for your keys. In the dark. And, it turns out, your keys aren’t even there. “There will be big changes there,” Fargo promises.
All welcome, but I’m most looking forward into the improvements inXile says are being made to Wasteland 2’s narrative. This seems odd to me, and when Fargo first mentions it, I’m sceptical. This is an RPG after all. I’m invested because of the promise of choice and consequence, the video game version of a choose your own adventure. If I say this, here, then this, here, is affected. My decisions make my playthrough unique. My decisions determine my fate. Now the game is nearing release, how much of the narrative, the lifeblood of the game, can change?
"The initial response was that stuff’s locked and loaded," Fargo says. "They assumed we were going to adjust combat and balance, but they didn’t really believe we were going to make these wholesale changes and additions to the existing content.
"I don’t mean just dropping in an area, but things that ripple through the entire world. That to me is the biggest focus."
Fargo uses the Rail Nomad area as an example. He wants it to feel more like a HUB, with hustle and bustle, missions to accept and many more NPCs to chat to. Right now it’s a somewhat sparse expanse, with the odd interesting conversation dotted around the map. That’s going to change when the update is pushed live.
We’ll have to do with Wasteland 2, then, which is no bad thing. As the game nears completion, I’m looking forward to testing its new systems. I’m looking forward to talking with new NPCs and travelling to new areas. And I’m looking forward to exploring post-apocalyptic Los Angeles, which is sure to freshen things up.
"It’s just wildly different and weirder than Arizona," Fargo says. "You’re dealing with a bunch of cults and factions and more heavily populated areas. It’s just very different and creepier. And you’re dealing with a lot of synths and robots. It just takes on a whole other weird, darker tone. It’s really great."