Great that backers are getting their boxes…. Sad that I haven’t got mine yet. And The CE editions will ship next month…finally.
The old school big box is back! The first batch of standard boxes went out to backers earlier this week! If you backed at a tier due only the standard box and have provided and locked in your address you will have gotten an email shipping notification from us.
Wasteland 2 Review Roundup #7
This latest batch of reviews puts us well over 200 reviews total!
Develop interviews Chris Keenan
Develop talks with Project Lead Chris Keenan about the Unity engine and how it helped make Wasteland 2 a reality.
Keenan urges new Unity devs to explore the store rather than spending pre-production time on making their own assets – in fact, inXile saved $200,000 in its first few months by doing so.
But Wasteland 2’s development wasn’t entirely dependent on art and visual assets. To hold true to the original game and its legacy, the team knew the written word was just as important.
“Even in some of the most amazing looking games, there are still elements the player won’t be able to experience without that textual world description describing all of the senses,” says Keenan. “We knew we weren’t going to have 50 artists on the project and wanted to use text to fill out the world as much as possible.
“Another focus of ours was with the UI. Games that came from the Infinity Engine and the early Fallout games had a very specific look to the UI. We knew we could achieve this while improving the user experience as many modern games do.”
Wasteland 2 Patch 2 (58347) Release Notes
Wasteland 2 patch 2 is live on Steam! We will be deploying to other platforms shortly (GOG.com, Glyph, Origin) as their staff prepare and distribute the update.
Hotfix: We have released a new hotfix which fixed a performance degradation issue with the Very Large font size.
Hotfix 2: We have released a second hotfix which fixes an issue with being unable to move items between characters while using French and Russian languages.
- Large amount of memory optimizations, particularly with audio, to improve performance and stability on lower-spec systems and 32-bit operating systems.
- Fixed enemy “unlimited AP” movement bug that allowed them to sometimes move much farther than intended.
- Extensive improvements and fixes to California questlines, particularly in Hollywood and Griffith Park. May require you to load an older save file before Hollywood to fully benefit.
- Added a travel speed toggle to the world map, allowing you to zip and zoom around if you so please (doesn’t affect encounters, only travel speed).
- Custom portraits will now work correctly when Windows account username contains non-English characters.
- Added support for “Very Large” text.
- Added 50 messages to load screens containing gameplay hints and tips.
- Loading now continues when the game is tabbed out, and pauses after finishing.
- Further UI fixes and improvements, such as new and correctly used icons.
- Many localization updates and bug fixes across all languages.
Digital Trends interviews Brian Fargo and Chris Avellone
Digital Trends offer a new interview with Brian Fargo and Chris Avellone discussing the nature of crowdfunded videogame development.
“Wasteland 2 didn’t just change in width, it changed in depth,” says Fargo. “On the tangible side, you think about sandbox games like Grand Theft Auto. A lot of sandbox games are built around the physics engine and how the world reacts to what you do. Ours is a narrative game but we want the sandbox atmosphere.
“When you’re doing a narrative game, you have to build stuff by hand. It’s not an algorithm that’s going to handle what happens if I kill this guy. This isn’t a procedurally generated world. If you’ve ever watched a movie and thought, ‘Well why didn’t the character just say this?’ the scene’s ruined for you. We want to make sure that doesn’t happen, so we have to script out all these different scenarios.”
Wasteland 2 Review Roundup #6
A week’s worth of reviews in this round-up, putting us well over 160 in total.
Q: Any news on when the enemy movement bug might be fixed? It’s unfortunately making me hold off from buying the game!
A: yeah, that one sucks. It’s already fixed in code so it will be in the next update. Targeting end of next week.
Kickstarter Update #57: Deep Breath…OK, Now Work Continues On
Wow! We’ve been extremely humbled and electrified at the feedback coming in during Wasteland 2’s first week as an officially released game! We love seeing you discover all the little touches and intricacies of the game. We have been very happy to see people engrossed by the game we made with your help, and the high praise directed at it! So, mission accomplished, time to wrap this baby up!
I kid..I kid. We started working on our first patch even before the game was out, and released it last Friday. You can find the 9 pages of patch notes over on our tumblr.
Many fixes were to issues we were aware of but we’ve also been keeping an eye on your feedback, and tweaking the game experience based on the masses of information flowing across the various discussion boards on the web. One example of this was reducing the jam rates for guns that most frequently caused problems. Our design team is busy cleaning up issues in the various levels and will continue to do so. We are also hard at work fixing memory-related issues to reduce crashes on 32-bit machines.
The game launched with some problems in localizations causing keywords to be entirely missing which could lock you into dialogs. With the latest patch these bugs should be resolved, we will continue to catch any straggling bugs and to polish, edit and improve the localized versions in the future. We fully intend to continue supporting and updating this game, while we are also starting on the development of our modding tools.
Wasteland 2 Review Roundup #5
A new large batch of reviews in various languages rounded up after the break!