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.
Combat & Balance:
Anti-tank weapons are now called heavy weapons
Combat pathfinding changes - Mobs can no longer stand on the same spot as an unconscious PC
Added Heavy Machine Gun cone special attack
Added antibiotics icon
When loading a save game, points spent on deprecated skills (evasion, synth tech & salvaging ) are made available as unspent points again.
Fixed bug where using a multi-turn item would remove the AP at the start of the next turn
Missed shots can now hit and damage targetable object
Removed Salvaging & Synth Tech skills & skill objects
Replaced Synth Tech references with Computer Tech
Mechanic skill implemented
Added MechanicalRepair skill & skill object - mostly directly replaces salvaging
Renamed display name of Computer Tech to Computer Science
Enemies will now remember who shot them, making them more likely to attack that PC when appropriate
Enemies should be more likely to move in combat
Active turn mob should not adjust to destroyed cover until their current turn is over
Enemies without loot should no longer appear lootable
Move actions should not time out on ladders
Surgeon now takes a full combat turn to apply
Took crit chance off of grenades
NPCs use correct AP cost from aoe weapons in their primary hand
Made the grenade the primary weapon for grenadier
Skill item tooltips should now work for effects that do not have a requirement
Removed the Silent Move skill and related stuff
Combat cowering NPCs are not allowed to aggro to start combat
Can no longer use items or skills without the proper AP
Added move cooldown to NPC Combat behaviour where the NPC is moving towards target
Force attacking should not lock you in combat
Enemies have a chance to use a higher fire rate mode when attacking
Skill items are now selectable from a popup list
Added new status effects to the surgeon skill when downed.
Changed the surgeon requirement to heal
Weapons now disappear until a skill is used
Removed minimum skill requirement for using pain relievers
Speed improvement when adding a mob in the middle of combat
increased projectile speed
Ensure skill rolls are true random rolls
Added shotgun targeting cone and cone attacks
Using surgeon in combat puts you in a crouch state
Highlight and hit percentages changed so in combat the hit percentage is always visible but highlight is only on when moused over or in a area/cone attack radius
Skills should not take as long to use in combat
Removed point blank and optimal weapon range rings, the max ring is still optional from the options menu
Can no longer have more than 7 party members
Some crates can be opened up with brute force which couldn’t before
Floating text to show when an invalid SkillItem target was selected
PCs now stand up immediately in combat when revived
Swapped Alarm Disarm for Safe Crack for Fade
Enemies should be less predictable in combat
Sniper shots should no longer appear to fire backwards when firing at close range
Can no longer loot dead synths without the computer tech skill
Swapped Perception for Fieldstripping for Coldeye
Swapped AT for toaster repair for cherry bomb
Vultures Cry now has level 2 Animal Whisperer
Added shotgun cone attacks for NPCs and PC ambush attacks
Targeted cone attacks at no targets is allowed now
Surgery now requires an item to rez someone
Status effects should be properly removed
Explosions should no longer go through walls
Destroyed destructible objects should not block line of sight
Multiple PCs should not be able to use a skill on the same object
NPCs in combat will now reload/unjam if they’re out of ammo without a target priority
Fieldstripping has been removed. Its functionality has been rolled into Weaponsmithing
Added some error checking to catch out-of-date status effects.
Reduced Angela’s Outdoorsman skill from 4 to 2
Added blunt skill to Angela Deth.
Increased dmg & angle on Mississippi mule
Fixed a bug with hit % over NPCs when you don’t have enough AP to attack.
Adjusted attributes. Removed Awareness from AP and added speed. Adjusted math of awareness to better adjust for outliers of Initiative.
Increased bullet speed on all weapons
Added new starting weapon “Stick”.
Made ladder climbing 25% faster.
CNPCs can’t friendly fire PCs
Removed red skorpion special attack
Added special weapons to Bowling.
Tide removes the cancer cure from the party and gives a reward.
Energy weapons are no longer starting equipment.
Added Heavy gunner and special cone attack
Fixed fuzzy text on the options menu
The text on the skill use menu should now show up more clearly
Selecting the display menu should no longer reset your settings
Hotkey buttons should now display item tooltips for items instead of just displaying item name
Updated the downed state with a snazzy new health bar
The current health ticker should no longer appear while a PC is not unconscious
Inventory items now save their junk & favorite flags between save/load
Fixed a filename format issue that was preventing custom portraits from being retrieved on load.
Make outer movement range in combat be a yellow instead of dashed blue
Removed the % chance to succeed text from the downed state tooltip
Starting the game at an odd resolution should no longer break menu scaling
Fixed the quantity label showing up incorrectly in the inventory
The skill use popup will now show a message if there are no valid items to use.
Moved the status effect icons off the portraits.
Skill item tooltips should no longer break in loot/vendor screens
Split the overhead health bar into two separate health bars (normal and unconscious)
Having multiple downed party members should have EKGs
Added polariods for pulse rifle, laser gun and ion blaster
Added SSAO as a display menu option, defaulted to off
Added Anisotropic Filtering as a display menu option, defaulted to off
Floating text now stays relative to the Mob’s head
Switched new blood pools to terrain layer so the character selections will show on top of them
Turned off the green tint on hotkey option buttons
Removed “Available Items” hover text
The overhead status container should now appear closer to downed characters
Recovery HP Bonus is now a percentage of unconscious health instead of total health
Adjusted inventory icons for multiple weapons
Hovering with a skill active in combat should now display APCost
Added in better Afflicted Overhead text
The HUD weapon display should properly display clip size when affected by mods
Added system reserved string checking to character export filenames
The unconscious HP counter should no longer continue to show when a character recovers
Field medic and surgeon items should no longer show up as “usable” items that can be placed on the hotkey bar
Floating text should no longer stack on each other
Added the status effect class to the status effect tooltip
All open menus are now cleared when combat begins
Modified the surgeon message in the status effect tooltip
Floating text now appears when a mob ends its turn
Old tooltips should now be cleaned up correctly
Fixed the scroll buttons on the description text box
Fixed the downed state tooltip in combat so that the text doesn’t go off the end of the background
Added a description to downed states
Status effects should appear above the death timer when a PC is unconscious
Added examines for crates and safes
Added color coding to status effect types
When used in combat, the surgeon skill will now pop up a skill meter that will continually refill radially
The downed version of the health bar will now appear at 0 HP instead of -1
If a status effect cannot be removed, a message to that effect will now be displayed
Mods should now display their stats bonus in the inventory
Rich text markup should not appear in speech bubbles
Using a skill should no longer keep the icon displayed after completing the skill use
The skill editor level display should now be right-justified when no points are available to allocate.
Ammo can now be equipped to the secondary weapon via right-click and double-click.
Cursor returns to default from the examine cursor
Fixed the location of the speech bubble anchors on the radio panel
Health state floating text will now appear after a half second delay
The “downed” version of the health bar should now show up at 0 HP
Floating Text when add/lose StatusEffect
Remove all statusEffects when a character dies
Mouse over cursor should immediately update
The save/load entries should now start at the top of the screen instead of the bottom
Pickup items should have correct default cursor
Skill progress meters no longer appear during combat
Added field medic cursor
Movement range should not be drawn outside of a combat bounds
Some status effects have new art
Ammo should be counted properly
Fixed the field medic cursor
Adjusted highlighting objects after a movement
Non-stackable items will no longer be pseudo-stacked in the vendor screen
Minor field medic tooltip fix to get rid of a warning.
Added a confirmation dialog when switching between characters on the vendor screen if there’s something in the PC’s escrow inventory.
Set vendors starting cash to 1000
Added a log book button to the hotkey bar
Added icon and polaroid for Basic Trauma Kit inventory item
The field medic tool tip should correctly appear in front of the HUD.
Dragging equipped ammo to another character should now work correctly.
Updated Rubik’s Cube and scrap icons
Adding skill points to a skill will cause it to show up on the hotkey bar if applicable.
The weapon info tooltip now takes bonus hit chance into account.
In-progress item drags should now be canceled when the backpack or loot windows are closed.
Added an arrow to denote the current party leader
Added an option to hide equipped items in the backpack
Equipped items now show up in the backpack.
Added item comparison via shift-clicking. This pops up a second tooltip with the item currently equipped in the current item’s slot (if applicable). Direct stat comparison is partially implemented but currently disabled
Firing mode info now displays beneath basic weapon info on the tooltip
Left-clicking on an empty hotkey button will now open the setter menu
A message will now pop up in the main menu informing players if their graphics settings have been set by hardware check.
Don’t show hit % over NPCs in combat when using a Rockets or Grenades
Moved ammo quantity to the bottom of the ammo slot.
Make hit % not show up over dead bodies
Fixed a bug that was causing items to be duplicated when added to an existing stack in an inventory.
It is now possible to drag a skill from the character info screen to the hotkey bar.
Turned off auto-stacking items in inventory containers.
Added the ability to open the character info screen from the backpack menu.
Removed the ability to drop items via right-click in the backpack.
Added smokes to default inventory if character selects a preferred brand.
Added the ability to field strip weapons via right-click in the backpack.
New gameover image
Mousing over the currently selected PC’s portrait during conversation will now bring up the character selection panel.
It is now possible to drag hotkey buttons back and forth.
Certain maps have been optimized to improve performance
Audio files have been adjusted to reduce memory footprint
Turned off Shadows on Simple quality
Turned VSync on for every quality level ( fast & simple had it turned off )
Adjusted materials being created and destroyed to reduce memory footprint
Adjusted Fastest quality setting to use lowest possible texture resolution
Set AntiAliasing to 4x for Beautiful so it falls between good at 2x & fantastic at 8x
Increased the requirements for each level of recommended settings for each quality level
Mods should properly save and load
The save/load list now defaults to timestamp sorting instead of name sorting.
Unconscious PCs will now be unconscious after loading a saved game
You can no longer load a saved game during a cutscene
Autosave now happens after you enter a scene instead of before
Adjusted quickload visual effect
Save game version checking now verifies the file exists first
Added fix to prevent it from saving if you pause and unpause the game
Strange noises have been added
Increased random encounter from 4 to 14%
An unclick able hidden cache can be clicked
World Map Camera now does a portal transition In & Out when entering/exiting a POI
Drained Oasis should no longer have 750 water
You can only enter a location by directly left clicking on it now (instead of bumping into it)
Camera snap before world map camera transition is no longer instant
World map camera transition are now only on Locations
Path line is much more visible now
Reduced HPs on wastelanders / increased XP needed to lv. by 20% / reduced camera speed on world map cam.
Animation & Navigation:
Full combat animation pass
Players and mobs should no longer appear to skate across the ground
Updated unconsious animations
New animations for crouch state
Pistol whip animation added
Updated speeds on some animations
Added sniper croutch
The weapon holstering/unholstering when climbing ladders is now instant instead of animated.
Added a “join party” animation
Updated Gravel and Water footsteps, added Stone footsteps
Better XP Tick sfx
Unique SFX for Blood Pack
Unique SFX for Bandages
Updated FeralDog Encounter Begins
New Shell casing SFX
Printer will now be silenced when paused
Reduced volume on bodyfalls
Unique FX for each downed state
Effects for HP Gain and recovery
Improved how SkillMeters select their looping SFX
Better EKG SFX
Added new SFX for pod person explosion
New bunny death SFX
Added support for looping music while moving
Added SFX for Matt forrestal while moving
Dragging Items was playing music instead of playing sound, causing us to lose the music when dragging. This has been fixed.
Add audio for level up call-ins
Several Music tracks were not set to looping, causing music to drop out. This has been fixed
New SFX for BA, bren, M249
New Frog Attack SFX
Tech for bullet whizbys
New SFX for Item Added and Target Lock
The perception hotkey should no longer incorrectly stay lit.
Art polish pass on all maps
Cockroaches now have a portrait
Updated landmine textures
Added breakable bottles
Ivy should fade properly
Multiple pink textures have been corrected
Changes to ladder climbing animation proccess for smoother transitions.
Levels should not appear really dark on low settings
More polaroid have been added for items
Grenades explode on impact
added new icons for .45 and .30-06 ammo
New shotgun muzzle flashes to reflect the new cones showing shotgun spread
Grenade explosion improvements
Technical & Text:
SSAO & Anti Aliasing post processes are now only turned on for Good an above quality settings
Only a single instance of Wasteland 2 can be run at once now
Fixed framerate issue when AOE highlighting targets ( aka grenade highlighting enemies )
Updated NGUI to latest version
Saves should be properly located if your My Documents folder is not on the C: drive
Party formation is now closer together helping with navigation
Patrolling NPC’s should continue to patrol after reaching a point.
You should no longer be able to navigate through a locked door
NPC followers follow the nearest selected PC instead of the first one.
Reduced logbook weight and price to realistic levels.
Larva had no drops
Removed lockpicks from inventory and added new useable item
Multiple new flavor items have been added
Added synth core item and added item to synth dropset
On Ultra settings thugs should be using proper weapons
Adjusted output for item usage
Diggables will always have drops
Adjusted combat text (damage recieved) for the Wrecking Crew group
Adjusted combat text (damage recieved) for the Pod Person group
Added smokes and increased vendor’s quantities of health items.
Adjusted up the amount of health items available to you at vendors.
Fixed ammo movement issue that was ignoring max stack size.
Changed the default inventory keybinding to B.
Changed the default force attack keybinding to left control.
Fixed screen fade edges when going through teleporter doors running high resolution.
Toasters: Added toasters and drops to HP and Ag CB
Added a new premade character
New games start with 50 scrap
Overhead status containers should no longer be added for dead PCs.
XP balancing for missions/conversations
PCs will now move to within loot range to loot in combat ( previously they would only loot if you were already standing next to the loot )
Added item Cancer Cure
Logbook & Radio:
Radio now moves immediate broadcasts above delayed broadcasts in the queue
Pending RangerCenter calls interrupt any currently playing broadcast and play the RangerCenter call
Vargas calls for new states where both Ag and HP can get destroyed
Added journal entries for new repeater quest states
Rewrote Highpool warnings
Make time-stamped barks (like for long radio/PA-system barks) not display the bark when PC’s get out of bark range.
Fixed timestamp barks to only show the current bark in the description window (as opposed to dumping the whole bark stream every time).
Radio: “Both” keyword no longer requires skill
Level Design, Balance, Reactivity:
AG Center and Highpool can now both be destroyed
Ag Center: Julio’s rabbits stay dead after scene transition
Ag Center: Kathy can no longer speak from beyond the grave via the intercom
Ag Center: Irrigation-related journal entries are now resolved at the right time
Ag Center: Infirmary patients react better if combat starts around them.
Ag Center: You can now always get out of the basement by adding additional ways to turn on/off fans and open the airlock doors from the inside.
Ag Center: Fixed a pathing issue in east field
Ag Center: Fixed issue where you could get doors into a weird state by forcing/shooting airlocks.
Ag Center: Ensured pod people and Peter stay dead after they’re killed. They were rising from the grave before.
Ag Center: Ensured that serum reservoirs always take just 1 serum from the inventory.
Ag Center: Improved sequence with the researchers being attacked by pod people and flies
Ag Center: Fixed pod person description
Ag Center: Fixed typo in Skinners dialogue
Ag Center: Fixed some off-rotation blood splatters
Ag Center: Better reactivity to Larsen’s treachery in Honeydew Lewis
Ag Center: Easier to see door on breach in east fan tunnel in basement
Ag Center: New generator art in West Field, moved some of the rabbits back from Honeydew.
Ag Center: Kathy Lawson gives correct journal update when asking for fungicide
Ag Center: Fixed possible animation issue for Patrick Larsen
Ag Center: Party bark reactivity if Matt says you can go in his office
Ag Center: Fixed typo in Rose dialogue
Ag Center: Fixed bug with fan sound
Ag Center: Fixed typos from the tower dialogue
Ag Center: Fixed some missing examine object text
AG Center: Added materials to display case
Ag Center: Lining up fan switches with the grid
Ag Center: Cleared up some unwalkable grid squares
Ag Center: Rachel’s pod person version now stays dead
Ag Center: Fixed some holes in Rose’s conversation
Ag Center: Fixed issues with exploding bramble on satellite dish
Ag Center: Reduced fan volume
Ag Center: Added fading ivy to East Field
Ag Center: Cleanup of Matt Forrestal keywords
Ag Center: Researchers no longer thank you if you attack them.
Ag Center: You can no longer kill rabbits before the cutscene
Ag Center: Fixed bugs with Honeydew Lewis
Ag Center: Added ivy that changes texture as you cure the disease
Ag Center: Added pigeon effects
Ag Center: Infected pump station transforming pod person now stays dead
Ag Center: Resized combat bounds to prevent enemies from being too far away
Ag Center: Fixed typos in journal entry
Ag Center: Fixed a hidden override on the destroyed satellite
Ag Center: Fixed an object that had an empty string in its examine text
Ag Center: Making sure all skill objects have a difficulty above None
Ag Center: New sounds for pod people, the serum reservoir, and valves
Ag Center: Reassign missing drop set item
Ag Center: Now possible to save guys stuck in vines and they climb out
Ag Center: Fixed typo in trapped npcs bark
Ag Center: New ambient sounds for exteriors
Ag Center: Fixed cover position issues.
Ag Center: Added sfx for Peter trying to get out of the barn
Ag Center: The Ag Center Serum is now capable of directly curing a ranger and apply status effects
AgCenter: Toned down brightness of self-illuminated radioactive pool goop
Ag Central: Central Complex plugged a hole in the navmesh that let you wander outside
Ag Center: Added cow shit to east field, made sure all shit has good examine text
Ag Center: Making sure Honeydew actually takes part in combat when he’s with you
Highpool: The scene transition in the Red Scorpion Cave is now only triggered via a scene load star object
Highpool: Fixed descriptor text near NPC Jack to reflect the current state of Highpool
Highpool: Fix for an issue wherein the crane in highpool would leave a ranger stranded
Highpool: Multiple typos fixed
Highpool: Make sure you can’t go to Underground through the cave entrance if you let the pipes burst
Highpool: Fixed some clipping issues
Highpool: Fixed combat bounds
Highpool: Kate can’t win if the irrigation system times out
Highpool: Updated environment FX
Highpool: Fixed issue with returning Garoof after save/load
Highpool: Fixed in issue wherein NPC Bergin would bark while at the inappropriate location
Highpool: You should no longer be able to fire through buildings
Highpool: Tweaks to Highpool AI
Highpool: Ranger can now give the item Jess Belle’s Note to NPC Jess Belle
Highpool: Jess Belle is killed and the wreckers are gone if you miss them on the way up
Highpool: Changed outfits for ranged wreckers
Highpool: Added more cover
Highpool: Fixed seveal instances of unreachable keywords NPC Bergin’s dialog.
Highpool: Added weapons to some of the townsfolk
Highpool: Added examine objects
Highpool: Make sure Mr. Bevis attacks the rangers if they dig up enough graves
Highpool: Making sure you can’t go down the the underground after the pipes fail
Highpool: Townies acknowledge when the water supply has been fixed
Highpool: Added an alternate radio call for the Mortar object
Highpool: Increased detection bounds for the elevator crane
Highpool: Adjusted combat space in first 2 fights
Highpool: Make sure skill objects have a difficulty higher than None
Highpool: Fixed townie typo
Highpool: Adjusted Barrel size
Highpool: Fixed some terrain issues
Highpool: Printer no longer reports 2 NPCs joining the fight when Garoof is attacked
Highpool: Townies will now fight wreckers
Highpool: Fixed audio issues with radio lines
Highpool: Teaching children to smoke
Highpool: House on fire smoke fx
Highpool: Fixed missing transform reference in Juvie
Highpool: Fixed typos with Vultures Cry dialogue
Highpool: Added house on fire sequence
Highpool: Enemies should move on combat start in first 2 fights
Highpool: Tweaks to wrecker stats
Highpool: Can use mortar to target Wreckers
Highpool: Players should no longer get stuck outside a building
Highpool: Fixed some issues with the mortar
Highpool: Fixed highpool crane state not being preserved correctly upon save/load
Highpool Destroyed: Removed Shadow casting on floors in underground area
Highpool Destroyed: Added additional level bounds to Jesse Belle’s house
Highpool Destroyed: Added explosives to the interaction between Prybar and Poleaxe
Highpool: Added alternate way to get rid of juvies pestering Vulture’s Cry
Highpool: Putting player start back where it belongs
Highpool: Fixed bugs with the house on fire sequence
Highpool: Fixed bugs with juvies sequence
Highpool: Added a second vote sequence if you haven’t done enough before fixing the irrigation
Highpool: Fixed offmesh link issues
Highpool: Fixed instigate distance on jail door
Highpool: Added interactions with Warner and patients in the infirmary
Highpool: Added hospital dropset for highpool
Highpool: Register Highpool as saved from the Wreckers once you meet Bergin
Highpool: Make Pipe Burst and House Fire sequences work with new positional sound generators
Highpool: Remove vestiges of venderhood from Preston as mayor
Highpool: Fixed issue where Jess-Belle got resurrected after save/load
Highpool: Increased Jackhammers health
Highpool: Fixed player start position
Highpool: The kids now scatter if vultures cry is killed.
Highpool: The kids will no longer target vultures cry with a slingshot if she’s dead.
Highpool: Kate Preston radio calls no longer occur if she’s left for the town vote.
Highpool: Covering satellite dish on Jack Swallow’s RV
Highpool: Kate Preston’s radio calls no longer occur if she’s left for the town vote.
Highpool: Add journal resolve in all states for house on fire
Highpool Underground: Fixed some disconnected doors
Highpool Underground: New Kate call if you go into the cave
Highpool Underground: Should no longer be able to fire through walls
Highpool Underground: Reduced some of the roaches, added the correct portrait.
Highpool Underground: Remove blue lights from panel in rooms that don’t have valves. Make sure room 1 light only goes on after all complete.
Highpool Underground: Increased cockroach dmg
Highpool Saved: Removed snipers
Highpool Saved: Shifted breakable gate
Highpool Saved: Cleaned up fence area
Highpool Saved: Fixed cover in the beginning of area, tweaked pistol AI and Jackhammer’s AI. One of the wreckers will investigate if the propane tank is destroyed.
Infected Village: Added a couple destructible objects
Infected Village: Fixed fog of war not revealing in some spots.
Infected Village: Fixed some combat issues
Infected Village: Model should properly display on the world map
Infected Pump Station: Should now be labeled properly when saving your game
Infected Pump Station: Ensure wounded woman doesn’t reappear
Radio Tower: Added description for ammo box in Ace’s death site
Radio Tower: Created a unique drop set for the toad.
Radio Tower: Scaling frog by 30%
Radio Tower: Ace’s map doesn’t reappear on reload
Radio Tower: Ensured you get appropriate desc text on repeater case
Rail Nomads: You can use skills on Vulture’s Cry
Rail Nomads: Giving Quarex a patrol path
Rail Nomads: Fixed sequence wherein NPC Atchison Male would try to path after already arriving at the hut.
Rail Nomads: Kekkahbah’s radio calls no longer occur if he’s dead
Rail Nomads: The engineer now reacts to the peace treaty completion.
Rail Nomads: The engineer now offers a reward if you return the brake shoe to him.
Rail Nomads: The engineer now refuses the brake show if the peace ceremony is already underway.
Rail Nomads: Added art and interactables to the engineer’s cabin.
Rail Nomads: Using dig with Scotchmo should no longer remove the shovel from inventory
Rail Nomads: The hurt topekan’s examine text now properly reflects his condition if he is healed.
Rail Nomads: Mr. Holliday now gives the Rangers the correct discount if they return his stolen goods
Rail Nomads: Fixed an issue wherein it was not possible to trade with Mr. Holliday
Rail Nomads: Radio now has art for various states of repair and power
Rail Nomad: Added the correct Pitbull AI and tweaked his template a little
Rail Nomads: Added conversations with a couple of the groups of junkies
Rail Nomads: Fixed an issue wherein NPC Melissa would not acknowledge teh death of Casey James and Kekkahbah
Rail Nomads: Radio now has art for various states of repair and power
Rail Nomads: Add quest to kill rail thieves to Kekkahbah
Rail Nomads: Fixed an issue wherin the journal entry for Mr. Holliday’s Supplies was displaying incorrect information
Rail Nomads: Add pathing node for Ralphy leaving the house
Rail Nomads: Chopper 1 and 7 now switch to individual combat groups when they leave the warehouse. This should prevent them from joining combats with junkies.
Rail Nomads: Added Hobo Oracle radio calls to the rail nomad camp
Rail Nomads: Added Dughter and Kidnappers keywords
Rail Nomads: Reactivity for clearing out the rail thieves
Rail Nomads: Fixed typos in Kekkahbahs dialogue
Rail Nomads: Fixed typo in Casey’s dialogue
Rail Nomads: Choppers should no longer be pulled into the fight with Junkies
Rail Nomads: Fixed an issue wherin the seesaw in Atchisons could only be destroyed by ranged attacks
Rail Nomads: Removed invisible barriers
Rail Nomads: Fixed an issue where dialog did not make sense if certain keywords were used in a specific order
Rail Nomads: Guns with missing textures should have them
Rail Nomads: Edited Jessie keywords
Rail Nomads: HornedToad should no longer spam the log
Rail Nomads: NPC should be properly placed at the bar
Rail Nomads: Cleanup of peace ceremony
Rail Nomads: Minor dialoge changes for Jessie
Rail Nomads: Adjusted Quarex’s cabin a and making it clear what makes him upset
Rail Nomads: Fixed typo from the drowning boy
Rail Nomads: Minor dialoge changes for Kekkahbah
Rail Nomads: Angela Deth should not comment about Hell Razor’s corpse more times than intended
Radio Tower: Vargas’s call after getting the repeaters is triggered by a volume near the exit instead of a timer
Rail Nomads: Fixed an issue wherein Melissa would not acknowledge the death of Casey James and Master Kekkahbah
Rail Nomads: The fight with Kekahbah is more active and eaiser to get into
Rail Nomads: Option for picking up radiated mushrooms in Rail Nomads was missing
Rail Nomads: Giving some characters some variations in character parts
Rail Nomads: Clarified the text referring to the location of the peace meeting
Rail Nomads: Make sure no skill objects have a difficulty of none
Rail Nomads: Fixed invisible cover
Rail Nomads: Descriptor text should provide proper information on the current state of the camp
Rail Nomads: Ranger movement will now pause when being warned to stay away from restricted areas
Rail Nomads: Fixed an issue wherein Chopper 1 would not issue warnings to the Rangers while near the generator
Rail Nomads: Fixed formatting in R.Nomads section
Rail Nomads: Audio should not play before it is supposed to
Rail Nomads: Added new examine objects
Rail Nomads: Hobo King Encounter: Adjusted weapons used by the hobos, turned the one badger fight into two smaller ones, built guard tower near front gate, added a couple of breakable fences near badger fight also rebuilt nav and grid.
Rail Nomads: Add sequence where Angela kills Sam
Rail Nomads: Kekkahbah reacts to the prescence of Ralphy
Rail Nomads: Kekkahbah’s dialog changes depending on Jessie’s capture state
Rail Nomads: Kekkahbah’s dialog changes depending on Robert Bowling’s state
Rail Nomads: Dialog changes if Jessie has been captured or freed.
Rail Nomads: Dialog changes if Ralphy is in the ranger party.
Rail Nomads: Jessie will no longer abort combat if she is already at Casey’s yurt or if her father is dead.
Random Encounter: Moved cache to reachable location
Ranger Citadel: Allow you to talk to Thrasher after Tideman tells you to ask him about Darwin’s Village.
Ranger Citadel: Angela attacks you if you dig up Ace’s grave
Ranger Citadel: Attacking a ranger no longer goes un-noticed
Ranger Citadel: Fixed a bug where the Ace’s Log Book quest got stuck after giving the item to Sagarra
Ranger Citadel: Clarifying Melson’s resource quest and journal entries
Ranger Citadel: Fixed jail cell entrances
Ranger Citadel: Additional barks added for Brass Knucks
Ranger Citadel: Angelas story on meeting with Ace has been re-written
Ranger Citadel: Added money to Tideman
Ranger Citadel: Fixed spacing typo with Tobias
Ranger Citadel: Fixed typos in Wades dialogue
Ranger Citadel: Giving named NPCs in RC some actual stats
Ranger Citadel: Added reactivity for new Highpool and Rail Nomads states
Ranger Citadel: Fixed up resource quests
Ranger Citadel: Fixed typos with Chris dialogue
Ranger Citadel: Fixed typos with Cartographer dialogue
Ranger Citadel: Reduced difficulty on conv skill keywords with Nur Giebitz
Ranger Citadel: Open first secured door inside if you level up inside the building
Ranger Citadel: Melson now accepts broken weapon parts for his resource quest
Ranger Citadel: Vargas responds to more typed variations of keywords
Ranger Citadel: Make sure you can’t get trapped in convo with Hawco
Ranger Citadel: Fixed hang in Rick Baychowski
Ranger Citadel: Goat headbutts, not kicks
Ranger Citadel: Add XP for delivering synth leg to Vargas.
Ranger Citadel: Added final states for the Ace’s log book mission.
Ranger Citadel: Angela looks sad after funeral
Ranger Citadel: Fixed bug when shooting Angela 2 rangers from the inside of the citadel would teleport top her location.
Ranger Citadel: Making trainees into CNPCs you can pick up if someone in your party dies. Also goat.
Ranger Citadel: Added interactions with items in the museum
Ranger Citadel: Fixed an issue where you could not speak to Flintlock after he finished his tour.
Ranger Citadel: Make sure Angela gets right cursor if she gets pissed at you and attacks
Ranger Citadel: Adjusted display name for Gilbert Sagarra, and Dr. Tideman
Ranger Citadel: Dialog changes if Bowling has been kicked out of the citadel.
Ranger Citadel: In order to discuss Ace’s Log Book with Sagahara it must first be shown to Gen. Vargas.
Robots!: Fixed nav and grid
Robots!: Fixed the drop sets
Robots!: Turned on fog of war
World Map: Created new encounter set for infected, increase encounter rate when agCenter is not saved and decreased the encounter when it is saved.
World Map: Created new encounter set for wrecking crew, increase encounter rate when highpool is not saved and decreased the encounter when it is saved.
World Map: Created new encounter set for Robots, increase encounter rate when Damonta is not saved and decreased the encounter when it is saved.
Wrecker Camp: Moved player start to correct position, re built nav and grid.
Wrecker Camp: Updated tileset to allow for more diverse material usage
Wrecker Camp: Turned on fog of war
Wrecker Camp: Removed ladder to direct combat to either side of the tower
Wrecker Camp: Adjusted combat bounds
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