Wasteland 2 Beta Update #51166 Notes
Now featuring: local area map
Full dropset pass (from enemies/crates/vendors/rewards/NPCs)
Lots of new optimizations to memory and load times
Large balance pass to weapons with better feedback on weapons stats
Large balance pass to enemies
Huge amount of UI improvements (both functionality and visually)
Tons of new audio (all levels have new ambient audio, new sounds for weapons, player events)
HOTFIX: Fixed Mac Executable error
HOTFIX: Fixed save/load crash associated with a bad article of clothing in character creation
HOTFIX: Adjusted compression of a group of audio files
Updated to AudioToolkit 6.7b3
Several 3D SFX were set as 2D
Added SFX for chikkenz
Added a OnAmbush Stinger
SFX on Lucky
Updates/Added many UI sounds
Energy Weapon SFX
Major Weapon SFX hierarchy revision; all weapons should now play SOMETHING when used.
Removed canteen fill at level start
Separated WorldMap AudioController into _Global, _AZ, and _CA versions, to conserve memory
Geiger counter should stop playing while in Shell Menus.
Sparking Transform SFX should sync properly
MASSIVE Pass adding/improving synth/robot mob SFX
Fixed issue with Soundscapes when loding into Fog of War
XP Gain SFX shouldn’t play while in Shell Menus
Improved PC walk SFX
Different combat music in LA
Enabled “Play if volume 0” option, to fix a whole class of bugs
Looping SFX on LoadGlobes
Loading screen will now play music, instead of background static
MASSIVE ambient audio pass on all levels
MASSIVE music pass on all levels
New or improved VO for several NPCs
Removed Radio effect on several VO calls
MASSIVE pass on Journal language, fixing typos, clarifying requests
Journals now close out if you kill the turn-in NPC.
Journal entries use new, more accurate location names
AZ: Added ‘Going To LA’ detail
AZ: Unresolved journal entries now resolve before going to CA
Updated crate InstigatePoint
Modified default item descriptions for empty chests and safes
Properly parent Sound and Particle packes
Moved default Instigate Point on JailDoors to avoid clipping.
IOs weren’t properly disabling ItemAcceptingObject on load. Now they are.
Hidden objects must now be revealed before other interactions are allowed.
Fixed an issue where Destroyed_End anims weren’t being triggered.
Alarms should now better manage their looping SFX.
Propane tanks were improperly exploding on load
Instigation should now ignore y axis when making distance checks
Prodding an object will now count as examining it, for several purposes.
Added new animations for all world map POIs
Made all teleport doors follow the same convention
Added new destructible walls that fit into the tilesets
Stopped destroyed objects from destroying again every time you load a scene
Wooden gates can now be destroyed by explosives.
Laser Tripwires: effect disappears instantly instead of fading
MASSIVE pass adding toaster quests and items
InteractableObject/TargetableObject: Make sure traps are only triggered if an object actually takes damage
Backer artifact item implementation
Adding Diary items with lots and lots of text.
Electronic Safe: Add new art, CS skill object
Added base teleport door description set
added new safe door prefab with keypad
added seaking assets
Items now use the same icons across the UI, rather than using different ones on the item info menu.
Swapping weapons and reloading should correctly update the ammo count on weapon slots in the character info screen.
Added code prevent input lockups when ending conversations.
Fixed the compass rotation direction.
The popdown message box should once again work on the world map.
Removed the floor toggle button, as it is no longer used.
Updated the world map screen with new art.
The CA world map should now be right-side-up.
Fix the scale factor for CA.
Disabled external colliders on the character info menu.
Biographies should now be correctly localized.
Updated the pause menu with new frame art.
Brightness should now be retained when loading saved games or moving between levels.
The goodbye button will now flash if it is the only button available.
Made the text on the character creation screen larger and more legible.
Hats should now retain default hair underneath them in character creation.
Updated frame art on several popup menus.
Updated radio art.
Updated tutorials with new art.
Removed the item polaroids from the project, as they are no longer used.
Loading a saved game with a downed character should no longer break the EKG.
Updated the journal screen with new art.
Weapon mod display slots should now display icons to match their slots.
Switched to the new weapon modded icon on drag drop items.
Added support for a special font for use with Korean.
Main menu text should now be re-localized when switching between languages.
Only one journal screen should be open at a time.
The popup loot menu should no longer use the current container’s position when doing PC range checks. Instead, it uses the position of the first container added (i.e. the one being actively looted).
If the currently selected PC is out of range, the popup loot menu will find someone within range when opened.
Combat act entries should get stuck offscreen or partially onscreen much less often.
The Red Boots DLC button will no longer show up if the player has viewed the message.
Fixed the display name for bonus ranged hit chance, since that’s what it’s actually being used for.
Fixed the luck attribute derived stat highlighting in character creation.
Only one instance of a particular body part should show up in character customizations. No more having five copies of the same hat!
A new portrait picture will now be generated automatically when switching between male and female in character creation.
Reloading should now reset the current mouseover.
Fixed the HUD party list and updated it to match new art.
The HP readout on HUD PC panels should now shrink to fit.
Added a “distribute all” button to the popup loot menu which will attempt to intelligently give loot items to PCs that need them.
Added health bars to act entries.
Displayed weapon damage will now also display burst count if applicable.
Tutorial buttons should no longer wind up stuck off the top of the panel and thus become unclickable.
Clicking the button for the current tutorial again will be treated as clicking the okay button on the popup.
Set up the POI panel to deal with alternate start locations.
Turned on alphanumeric validation on the save name input.
Added a gameplay local area map screen.
Updated the manual attack button art.
Updated the character info screen frame.
Updated the popup loot menu background.
Updated the vendor screen.
Characters in conversation should now have green highlights if they can use a conversation skill.
Set up basic UI for the computer.
Set up the computer to load a program from a file.
Changed the final character creation forward button to use a checkmark instead of an arrow.
Switched the vendor UI to use the grid layout.
Fixed the floating text repositioning so that it doesn’t break when the HUD is being scaled.
Item info tooltips should now correctly show the value of scrap.
The floating UI manager should no longer break if the HUD is hidden.
Added a check to make sure that hotkey buttons don’t break when the HUD is inactive.
The player’s rank should now be shrunk to fit the available space instead of being truncated.
Updated the frame on the world map POI panel.
Removed extra padding from a bunch of weapon sprites, since it was causing them to wind up squished in the HUD.
Added checks to make sure highlights don’t try to spawn cursor text while loading.
HUD scale will now be displayed on the display options panel.
Floating combat text should now deal with low screen resolutions correctly.
Fixed button depth on the character creation screen.
The menu stack should now be cleared when quickloading.
Fixed the dropdown menus on the dossier screen.
Added support for automagically adjusting HUD scale the first time resolution is changed.
The goodbye button should now be correctly disabled when conversation buttons are cleared.
The dressing room preview camera should once again work correctly after scene transitions.
Set up a second loot menu that allows the player to drop items in containers.
Equipped items will no longer show up in the inventory.
Made the value label on item tooltips larger.
Items that have been flagged as junk should now also display the “Junk” tag at the top of the tooltip.
The inventory preview window should no longer appear devoid of characters after dismissing a CNPC.
The current setting of the stat display lists should now be retained.
The junk flag should now be cleared on items when they are dropped.
The unconscious indicator should now show up correctly when loading a game where a PC is already unconscious.
The merchant icon should no longer cause the game to get stuck when entering combat.
Added a check to make sure the anchor for overhead status containers gets set up correctly after a scene transition.
Made the text on the world map HUD POI panel larger so that it doesn’t look quite so forlorn and empty.
Increased the loot area by 50%.
The stat display list in the character info screen should now be updated when swapping weapons.
Conversation button text should now shrink to fit instead of being cut off.
Fixed text positioning for the player name label on the popup loot window.
The skill and item tutorials should now appear when left-clicking a hotkey bar that has an item or skill assigned to it.
Conversation skill values in the conversation HUD should now line up nicely.
The save screen should now close correctly after successfully overwriting an existing saved game.
Using the function keys to select players during a conversation should now work correctly.
Both the localization special character and trailing spaces will now be trimmed from character names.
The save button now has a tooltip when disabled.
Added a text tooltip to the “can level up” indicator.
Closing the loot menu while in the middle of taking everything should no longer produce an error.
Hitting the enter key should no longer cause a tutorial to pop up twice.
Added keyboard support to the tutorial popup.
Added a special map marker for merchants.
Non-hostile NPCs now show as white circles on the gameplay map.
The tutorial screen should now be deactivated when the game is paused.
Scaled up the damage mitigation sprite.
Added convenient global color definitions for text and frames.
Added an option for edge scrolling speed.
Attempting to open multiple game over screens should no longer result in the player being trapped in-game.
Toggling the combat grid with the keyboard shortcut will now also toggle the player pref associated with it.
The PC health bar text is now contained more fully within the overhead health bar.
Fixed the frame of the post-combat XP window.
Right-clicking in a drag-drop container will now clear the active ASI (if there is one).
Fixed depth sorting of the snapshot and export character buttons in character creation.
The NPC name label on the conversation HUD should now wrap rather than shrinking within a single line. This should make very long character names (I’m looking you, Knight-Captain Indomitableness Garza!) more legible.
The game will now end if only CNPCs remain in the party.
The Red Boots DLC button should now fade out correctly when starting a new game or continuing an existing save.
The main menu labels should no longer incorrectly wrap when the resolution is changed.
Re-enabled resolution selection in windowed mode.
Conversation button text can now overflow to three lines. This should make very long labels marginally larger and more legible.
Removed an extraneous two second delay when quitting the game from the main menu.
Starting a level within a drama should no longer break the conversation HUD.
The location text should now shrink to fit in journal entries.
Exported location data for Los Angeles.
Clicking on the “can level up” indicator will now correctly select the mob.
Added a separate “exit game completely” button to the pause menu.
It should now be possible to scroll while hovering over the EKG effect.
Pressing return or space will now act as a mouse click as far as the conversation “click to continue” is concerned.
Exported AZ map locations.
Added support for equipping/unequipping packs like other wearables.
The world map water display should no longer block mouse input.
Fixed centering and removed ammo slots from the “make room in party” screen.
Custom journal entry detail notes should be correctly retained again.
Added support for level 6 radiation.
Fixed the initial skill points in character creation.
Lights attached to dressing room PCs should now be enabled and disabled correctly.
Overhead status bars should no longer show up on the world map.
Fixed yes/no button localization in the options menu.
The rebind menu should now correctly capture shift key input.
Selecting a player in the loot menu should now actually select them.
It should no longer be possible to sell CNPC-owned items via double-click.
Added a delete button to the save screen.
Using the mouse wheel on skill editors in character creation should now scroll the description text box.
A comparison weapon tooltip will no longer automatically appear in the vendor screen. Pressing shift (by default) will still bring up the comparison.
Deleted games should be removed from the internal save/load dictionary.
Fixed hit chance tooltip on mouse over when in area/cone attack modes.
Drag drop items now directly use the atlas assigned on the item template, rather than trying to guess which atlas to use.
Added spacing between bonus and reward sections on the item info menu.
The confirmation popup for exiting the game will now be titled correctly.
An “item dropped” message will only be printed if an item is actually dropped.
Added a back button to the difficulty selection menu.
Fixed the position of the HUD printer.
Pressing the escape key in character creation now has the same effect as pressing the back button.
Changed the options menu button tooltips to read “Pause Game.”
The clothing slots should no longer be displayed for CNPCs on the character info screen, as they can never equip or remove clothing.
Particles on the HUD should no longer be broken by scaling.
The popup item result menu from field stripping a weapon should now accurately report the number of weapon parts received.
It is now possible to use keyboard shortcuts to switch between characters in the popup loot window.
Rotating the screen before a skill meter starts filling will no longer cause the meter to be left behind.
The dressing room model should correctly update its weapon when the new weapon uses the same animation state as the old one.
The combat range gradient should now deal with modded weapons correctly.
Attribute editor text should now be shrunk to fit instead of truncated.
Special mob mouseover text (unjam, reload, etc.) will no longer get stuck over a mob in combat.
Fixed the sprites on several status effects.
Slightly optimized character entries to make scrolling them in character creation faster.
Fixed panel depth of HUD elements so that they don’t wind up between the printer and text.
Made world map POI displays more legible.
Added some case-by-case fixes for world map map name locations. This will prevent location names from overlapping.
Removing sprite padding should now properly set an atlas as dirty.
Conversation text should no longer be emitted to the HUD after the end of a conversation.
Conversations should no longer start with the text off the top of the paper.
Fixed the Beekers diary popup menu.
Switching the selected PC in the vendor screen should now actually switch the lead PC.
The character info menu should no longer eat skill points if opened before and after a level up.
Set character creation up to avoid items that are visual duplicates of one another.
Switched edge scrolling to be enabled by default.
Changed the text of the “click anywhere to continue” button to reflect that pressing space bar or enter will also continue.
Added a stop/continue button to the world map HUD.
Removed the delay from the inventory button tooltip on the world map HUD.
Fixed the geiger counter readout so that it doesn’t overlap the edges when it reads 500 mSV.
Updated the combat action queue.
Added a horizontal XP bar to the atlas.
Added support for a shiny end cap on health bars.
Added an XP bar to the HUD portraits.
Added the shiny health bar end cap to the mob info tooltip.
Packs are now considered clothing.
Weapons with point-blank bonuses now have a different green color on the combat range gradient.
Hotkeys should be automatically populated when a new skill is learned.
PCs should now actually be selected when switching between them on the vendor screen by clicking their respective buttons.
Switching characters in the character info menu now actually switches the party leader.
Added status effect readouts to the act list.
Added a “PC died” screen.
Dressing room models should no longer show up in a T-pose for a frame.
Set up character creation to deal with mob size.
Skills and attributes should be correctly updated when items affect them.
Added an AP cost label to the skill item tooltip that should only show up while in combat.
Added a delay before premade characters are loaded in character creation to reduce the hitch when entering the screen.
Only the current PC will be available to select when looting during combat.
Skills made available by items should now correctly show up on the hotkey bar.
Skills that wind up at skill level zero when an item is removed should now be removed from the hotkey bar.
Added an “updated” tag to log book entries.
Log book entries are now variably sized to accomodate larger descriptions.
Clicking on the “log book updated” dropdown now selects the entry that caused that particular dropdown.
Characters who can pass skill checks in conversation are now slightly more visible.
Disabled conversation skill buttons are now more apparent.
Added a check to avoid improperly unfreezing input when clearing the menu stack.
HUD particle effects should now scale correctly when the HUD is scaled via the options menu.
Clothing will now be labeled as such on the item tooltip.
Removed the clone button on character creation buttons.
Set up a basic epilogue menu.
Added support for changing the audio mode in the main menu.
The updated flag on journal entries is now saved and loaded.
Party items (canteens and rad suits) should now equip correctly when double- or right-clicked.
The combat action queue will no longer update after all hostile mobs have been slain in combat.
Added a check to avoid unequipping default weapons that have been swapped to the alternate weapon slot.
Combat action queue entries now scale up slightly when the associated mob is moused over.
Added a secondary collider on context buttons so that the item info menu doesn’t close when an inactive context button is clicked.
Healing item tooltips will now take into account bonuses from skill level.
It should no longer be possible to use trinkets to boost attribute values without spending points.
Using escape to cancel an area attack should no longer block movement.
The HUD camera is disabled during the opening movie so that the game doesn’t react to the player mousing over HUD elements in the background.
Weapon mod tooltips now have a list of weapon types that the mod can be used on.
Added keybindings to zoom in and out.
Set the world map radiation sprite to 50% opacity so that they don’t overwhelm world map map text.
Items on the hotkey bar should correctly state that left-click will use them.
The HUD is now disabled during the intro movie.
Only one item can be dragged at a time.
HUD portraits now treat dragging as mousing off.
Clicking and dragging on the group mode button should no longer cause it to get into an inconsistent state.
It should no longer be possible to use the Akita figurine to raise the animal whisperer skill without spending points.
The character info menu should now be restricted within the screen.
Flickering meshes on energy weapons in the dressing room should be enabled and disabled correctly.
Journal detail entries that have been completed should now be greyed out.
Added checks to make sure that the cursor helper doesn’t throw errors while inactive.
The character info menu should be properly repopulated after leveling up.
The downed state EKG should now be scaled down when the camera is zoomed out.
Keybinding text now shrinks to fit.
Mousing over act entries for slain mobs should no longer produce an error.
Switched item info tooltips to use a fixed-width font.
Added more info for energy weapons to the weapon info tooltip and item info menu.
Updated the character combat info panel to deal with energy weapons and ammo better.
It should no longer be possible to cause a double load from the world map POI panel.
Added keyboard support to the world map POI panel.
The conversation HUD should now be affected by text size.
Topic button labels will now resize when the text size preference is changed.
Various HUD labels will now resize when the text size preference is changed.
Added new and wondrous text readouts to tell people AP costs for various combat actions.
The slot display name should be used for weaponsmithing mod failure messages.
Field stripping a weapon no longer has a chance to remove equipped mods. They can still be removed manually beforehand, though.
Equipping a secondary weapon should no longer cause an animation transition in the dressing room.
The currently selected character stat dropdown is now saved and loaded.
It should no longer be possible to click the secondary entrance buttons on the world map POI popup more than once.
The journal and character info screens can no longer be open at the same time.
Weapon tooltips should now account for melee mods correctly.
The journal screen will now be updated if a journal entry is updated while it is open.
Turned off some radiation clouds that were off the edge of the world map.
Moving an item to an invalid slot immediately after opening the inventory will no longer cause the item to pop offscreen.
The loot button will now be centered on the world map POI popup when opening hidden caches.
Added a secondary input blocking flag to HUD_Controller. Setting it to true allows input to be used through UI elements.
Added a sort button to the inventory panel.
Added skill and item tooltips to the buttons on the hotkey selection popup.
Only one loot window can be open at a time.
Switched Takayuki’s starting skill from blunt to bladed weapons so that he can use the default pickaxe adequately.
The displayed chance for a CNPC to go rogue is now clamped at zero.
The very large body size should now be available when using the next size button.
The POI popup will now close any open menus when it appears.
Switching characters in the character info sheet during combat no longer changes selection in the game. It only selects the player in the menu. Outside of combat, it still changes the selection.
Dragging a skill or item from one hotkey button to another occupied button will now swap the contents.
Clicking outside of the hotkey set menu will now close it.
Item weights should now be formatted as X.X.
Radiation that is off the edge of the world map paper will no longer be displayed.
Field medic and surgeon items will now be distributed to the character with the highest skill when looting.
Looting all items should now remove them in the order in which they appear in the loot container.
Opening the character info screen should now close the log book.
It should no longer be possible to spend points in disabled skills.
The ask quantity popup should no longer show up twice on the vendor screen.
Double-clicking in the item dropoff screen will now bring up the ask quantity menu.
If the current PC can’t attack the target mob (out of range), the hit chance text will no longer appear. Instead, an X sprite will show up.
The learned skills section of the character info screen is now sorted by skill level instead of skill name.
Added weapon range data to the item info menu.
Fixed mod slot layout on the item info menu.
Updated the credits screen to use an object pool rather than allocating all of the entries immediately.
The edge scrolling value should now be correctly applied at startup.
The brightness setting is now applied to the main game camera. It no longer affects the UI.
Character creation will now check the NPC portrait directory for missing portraits.
Changed the default portrait that is used when a portrait is not found.
The HUD should correctly update crit chance when swapping weapons.
Difficulty now always defaults to seasoned.
suppressed status effect messaging for NPCs that start infected upon game start
Updated miscellaneous HUD and cursor elements.
Set display resolution dialog to disabled by default instead of fully disabled. This allows the user to bring up the display resolution dialog by holding the alt key while starting the game.
Make the game window resizable.
Updates to on-screen compass to be better integrated with HUD
ActList HUD FX updates, including “intelligent” sparks, broken glass on portraits for dead actors, etc
Improvements to water HUD indicator
Friendly NPCs should properly turn the cursor to pickup when they’re dead and have items.
PodPlants weren’t setting the correct var when interacted with, and the cursor wasn’t being updated as a result. This has been fixed.
Fix bug with cursor text-tips doubling/tripling up when Quick-Saving/Quick-Loading.
Skills + Items
MASSIVE balance pass on weapons
Reenabled Skill Meter in a bunch of circumstances, to maintain visual parity.
Examine SKOB saves perceived state, preventing it from being reexamined on load for exploitable XP
Healing items will no longer affect synths.
Jaime will now respond to certain skill usage.
MASSIVE pass on Item Descriptions
Fix in skill-use item description to display correct quantity of item used.
Fix description of trading items.
Fix bug where if the entire stack of stackable items is transferred, then there is no text description of the transfer.
Make Usable items description show 1 item used, not the whole stack.
Improved weapon tooltips
Energy weapon damage is now multiplied by the target’s armor
Grenades and rockets can now not bug through walls
Added more weapon mods
Added movement penalty to armor if the PC doesn’t meet the strength requirement
Use Mechanical Repair to give yourself a second chance on objects where you crit failed on picklock or safecrack
Passive perception checks are now made by PCs as they walk around (in addition to active use)
Mechanical Repair second chance takes difficulty from lock/safe that was broken
Animal Whisperer: Make sure you can’t whisper animals that are already following you
Animal Whisperer: Add extra calls so they are removed from combat correctly
Animal Whisperer: You can now dismiss animals following you through conversation
Skill use difficulty progression tuning
Modified price and weight of rad suits
Changed descriptions of low level rad suits
Fixed an issue where loot bags were too small to spot.
Set item template icons for various items
Hacking a synth now references the target’s display name when displaying description text
Fixed incorrect ammo typo on SMG tier 2-1 & 2-2
Removed unique clothing Icons and replaced them with generic Icons to remedy issues within the backend.
Updated all placeholder items with new/proper icons.
increased stack size of items
large pass to dropsets / added clothing / added new junk templates / modified junk drops
gave junk drops to proper groups/factions
adjusted cost and healing of medic packs and pain relievers
increased point blank CtH considerably for SMGs
renamed to “Ace’s Ranger Star” to remove confusion from ranger star trinket.
modified crate drops to increase medical items
Increased rad resistance for lv1 suit from 1 -> 2
increased armor penetration on all SMGs from 1-2
Lots of FX updates to all weapon types
New laser sight weapon mod
All anti-tank weapon FX have been updated
replace grenade mesh and textures
made it so proton axe and plasma smasher only have one material applied
rescaled energy launcher 1
resized nailboard mesh
removed bayonette from m2
added new nailbat2 textures, created new material and prefab
adding male doctor torso
fixed skin error
re updating fixbot material
updated unconsious transitions
added synth assets, adjusted blend times, added footstep events
added death anim and death end event to 20mm turret small
adding turn step to creatures
adding dead roach mesh
updated synth animations, corrected grenade fire anim
animated crane update to elimintae sliding magnet
updated death to accomidate explosion
adding kneeling and eating anim states, adjusted miss anims listed in states
added lexcanium mesh to human fbx
added one hand jam and unjam
added synth A hair (hood)
Updated Crane animation and prefab
fixed the animation association with the conv nuetral on crushing vine prefab
adding a conv state to zombies
added neutral animals attack anims
adding night terror folder and prefab
Updated Notch shrine assets
seperated Synths into seperate prefabs
cower animation override for select cnpcs
adding new death poses
update rpg idle
added female jackhammer torso
added new dismember triggers to unarmed master race
updated scorp sweep idle
updated sweep idle
updated anim events for sound
updated normal dog conv set
adding slide down version of ladder climb
updated slide down on anim
adding roach_2 prefab and updating materials of larva2 and fly2
updated footfall events on dugan animations
added SisterRose CNPC torso
added activate and activate end anims to animated helicopter
updated helicopter assets
updated take off
updated activate end anim and take off
updated energy fire anims
updated energy weapon anims
Lots of FX updates to all enemy types
Ambient lights / glows added to all robots and synths
MASSIVE pass on AI Behaviours
MASSIVE pass adding tons and tons of AZ CNPC reaction barks
SceneEntry trigger should now catch all NPCs and CNPCs
Vendors now drop their inventory on death.
Added new deaths for Scorpitron, Meson cannon, Slicer Dicer, and Synths
Fix dead guys at level start to not do death animation but just use the single-frame death pose.
Fix blood pool for dead-pose guys to just be a static blood-pool, not the animating one
Fix corpses to remain in same position and animation end-frame on save/load.
Fix dropped loot to stay on corpse instead of spawning as a loot bag when save game loaded with corpse that dropped loot.
When tipping a cow they now wait so they don’t wander off in mid push
NPC - Rose: Increased Rose’s intelligence
Leather Jerk: Created new AI class to use energy weapons.
AI Cobbzilla: Buffed up Cobbzilla and his weapon strength.
Added meson cannon to several levels.
Created new follower, it’s a secret to all.
Improved the AI of several enemy encounters.
Scotchmo only does his fade in bark on gameplay maps
Angela CNPC reaction improvements
Chisel smokes Red Roosters
CNPCs who get mad and leave the party now remove before barking
Add bios and localization tags to CNPC templates
Add robot arm to Rose
Allow innocent-protecting CNPCs to kill the sick woman in Prison, Sarah in Silo
Adding new portraits to CNPC and major NPC templates
Fixed an issue wherein NPC Rose allowed bound items to be removed from her inventory
Added check to prevent Lexcanium from having his bionic arm removed from his inventory.
Increased animal whipser difficulty for goats
Fixed pause caused by repeated barking during trade
increased HP for vargas guards
modified move speed, init, APs for HP enemies
added new mutant fly and larva infected v2
increased vultures cry starting level from 3 to 5
greatly increased robot difficulty in damonta
added cooldown to slicer dicer jump
balance pass to enemies in AG center
gave larva a poison status effect
reduced % chance for rose to go rogue
reduced size of nav mesh agent on cows to allow better movement when they’re in your party
patrick larson balance pass. much harder now
Fix navigation issue that sometimes results in multiple cow followers trying to occupy the same space.
Fix bug where wandering mobs wander off while in a conversation.
Tweaked character lights
All Backer-named NPCs should now be placed
All Backer Shrines should now be placed
All Backer Statues should now be placed.
All Backer Locations should now be placed.
Backer Weapons placed in Arizona
Backer Artifacts have been placed in Toasters of Created as trinkets
Added backer portraits.
PCs must be conscious to receive a promotion.
Killing the whole party and harming an NPC with one attack caused a nasty race condition between combat and game over screen. This has been prevented.
MASSIVE pass fixing some issues with equipment and status effects not affecting some PC stats and NPC stats.
Ravebot scans were giving the target a bonus instead of a penalty. This has been fixed.
Generate an event when a mob’s healthstate changes, which allows us to more accurately end skill use on that mob.
Improved StatusEffect display text options
MASSIVE pass improving StatusEffect text
Disable knockback on non-PCs
Ending combat early wasn’t setting the “not in combat” flag early enough. As a result, the cached XP was getting wiped out.
Make unrecognized typed-in keywords not make skill keyword buttons disappear.
Trigger Sparkly fanfare FX when PC gets extra perception description on NPC at start of conversation.
Display the perception text in italics to distinguish it, and prefix with “[PC]’s Perception Bonus: “.
Prevent skill-use from being engaged while it is already engaged.
Give XP for use of conversation skills (kiss-ass, hard-ass, smart-ass).
Allow secret keywords to be typed in with first letter uppercase or not and still match.
AT weapons don’t miss anymore
PCs now get 1 attribute point every 10 levels
Armor & Trinkets are no longer allowed to be equipped or unequipped in combat
Two PCs can be climbing the same ladder in the same direction now
Combat does not start if it would immediately end
Oasis now have infinite water
All Dramas were performing a costly FindObjectByType at Start(). This value has cached, which should result in improved load times.
Cached several other FindObjectByType calls, which should improve load times and FPS.
Changed many SFX clips’ compression settings, to improve memory usage
Multiple minor performance improvements
Multiple minor loading time improvements
Removed extraneous objects to increase framerate in CA and AZ
Various animation fixes and optimizations.
Improve some internal floating point rounding; price displays when interacting with a vendor should be more accurate.
New tech to allow specification of a miss SFX
Added several movies
Added CliffClavin Objects
General dialogue fixup/improvments
Prevent random encounter from interrupting a radio broadcast
Fix the compass display to orient correctly for the level.
Make radio broadcast FX happen whenever radio broadcasts.
Prevent player from downgrading equipped party item.
Added message when you try to downgrade a party item.
Added message when you try to un-equip party item.
Fixes crash when you make two party members use pain-killers on a third party member.
Place portraits inside the speech bubble.
Make Shift keys and Alt keys modify camera rotation of Q and E keys by factor of 2 and 4, respectively (for 90 and 180 degree turns).
Fix conversation to not continue automatically on voiced lines if “click-to-continue” is present.
Multiple improvements to the camera movement
World Map points of interest can now have multiple entry points
Reenabled local area maps
Lots of fixes for Fog of War
Improved skill & attribute tooltips
Added circles around PCs and friendlies in combat.
Fog of War triggers now support special gameobjects
Added support for polygons to work on non-main threads
Updated character creation portraits.
Large pass on Status effect modifiers
Expose camera scrolling keys in user options.
Fix an issue where the camera scrolls constantly without any user input when some analog control devices (like steering wheels) are plugged in.
Add logo movies.
Camera shakes for combat scenarios are better managed now
Tweaked gameplay visibility
Added new load screen with no beta text
Added distance fog to cover up camera clipping
Make sure the dead don’t call from beyond the veil
Fix logic issue that prevented “Kicked Out” call for killing innocents.
Added Squelch SFX
Fixed VO & dialog mismatches
Polish pass on random encounter maps
AZ: Fix logic issues with picking up repeaters after visiting HP/Ag
AZ: Mainline quest journal entries from Damonta through Return to Prison back to Citadel
AZ: Added Hobo Oracle audio
AZ: Added Mad Monk radio call to discovery of canyon
AZ: Added additional checks to prevent Highpool/Ag Center SOS calls if they’ve already been saved.
AZ: Added Team Able, Baker, Charlie radio calls
AZ: Added Team Delta radio call
CA: Fixed radio trigger with wrong world state
Many levels outfitted with fading roofs.
MASSIVE Art Polish pass to Arizona and California Levels
Lighting and Texture polish throughout
Fixed settings on Static Meshes to support proper navMesh build
Improved nav mesh and grid across all levels.
AZ: Added booby traps to various safes
Prop Optimization pass in CA and AZ
Fixed lighting and lighting errors
Fixed double-sided walls in CA and AZ
Adjustments to static meshes for better ranger star projection
Adjustments to lighting for shadow bias, as well as blown-out lights
Added wall colliders to interiors to prevent player from shooting through walls
Added and implemented local area map art in CA and AZ
Separated level bounds for interiors and exteriors
Updated many portraits
removed some overhead obstructions art in various levels
Ambient FX have been introduced to several levels.
Changed how Music was handled, to bring in line with other scenes.
increased dmg taken by radiation clouds
increased dmg from lv 3 and 4 radiation
Updates to radiation FX in world maps, and addition of new (Level 6) radiation
The world globe on the World Scene Loader now rotates in the correct direction
Finalized world map location names
AZ: increased lv 3 & 4 radiation near silo
AZ: Fixed an issue wherein Darwin’s Village could appear twice on the paper map.
AZ: Removed colliders on rocks near the COPS World Load Globe exit. Mouse cursor is no longer blocked.
AZ: Dropset/diggables/crate drop pass on COPS maps
Gorkinovich’s Distiller: Hobo booze wagon now deals Critical Damage
Melson will now take gold.
Added Davy Crocket nuke and working computer to Ranger Citadel museum.
Added General Vargas intro movie to start of new game.
Cleaned up collision on walls
Examines on helicopter, elevator.
Vargas reveals Darwin on map in drill position
New Mercaptain requisition before heading to CA
Limit how many painkillers Tideman will buy at increased price
Tideman logic cleanup
Clean up getting loc of Darwin
Polish for Teams Able, Baker, and Charlie
Gate guard responds to letting Ag Center fall after radio
Update helicopter scripting for new anims
Hook up sounds and VFX for helicopter
Trigger helipad doors opening
Locked doors better handle player trying to force/picklock
Fix issues with the HR Log book quest
Fixed an issue wherein the descriptor for the jail area did not match the state of the world.
Added CNPC Chisel spawner to museum area
Added custom equipment on Team Baker and Team Able
Added NPC Steel Dawn
Added Ranger Locker for item storage
Added Team Able
Added Team Baker
Added Team Charlie
Added Team Delta
Added water spicket for canteen filling near NPC Solveig
Balanced amount of XP gained per recruit.
Cartographer, Added response for Canyon of Titan
Ethan Hawco no longer gives credit for dead CNPCs.
Ethan Hawco now rewards the player for recruiting CNPCs
Fixed an issue wherein Angela was visible in two places simulataneously
Fixed an issue wherein NPC Woodsoon appeared in the citadel after leaving for L.A. (post Damonta).
Fixed an issue wherein NPCs in Ranger Citadel did not acknowledge Rick Baychowski’s death.
Fixed an issue wherein Rick Baychowski was barking while invisible
Fixed an issue wherein the keyword ‘Recruits’ displayed the incorrect text.
Jailor, Prevent keyword “Prisoner” from appearing out of context
NPC Brass Knucks now gives a Mod_Magazine_Sturdy reward
NPC Melson now has the keyword “Storage”
Removed radio effect for La Brief Mercaptain VO
Renamed Team Bravo to Team Foxtrot.
Rook will now explicitly say he does not want the can…
Vargas now allows the player to select CNPCs to join them in CA.
Changed the Mission keyword Vargas line to make it more in line with the movie.
Changed the tombstones to take out WL1 chars.
Angela no longer tells you about her big shits
Updated all weapons on major players in RC & gave them unique dropsets.
adjusted vendor sets for mercaptian and melson
Ricks RV: Added gila Monitors
Add random barks to raiders.
Interactable object skill use pass
Dogs account for Animal Whisperer
Honeydew shouldn’t investigate sounds
Fixes to maintenance robot in basement
Skill use pass in Central Complex
Interactable object skill use pass
West Field Interactable object skill use pass
Central Basement Interactable object skill use pass
Interactable object skill use pass in Destroyed version
West Field Harry’s grave, fix password on pump computer
Clean up Revelation of Patrick
Reinitialize Honeydew’s drama data when following
DNA sequencer backer item
Herbicide descriptor fix
Clean up Ryan (ne Peter) quest
Remove old lines about sneaking up on pods
increase brute force difficulty across the area
Make sure Patrick attacks even if you move away
Kathy now drops a note that tells you how screwed you are if you kill her
Make sure serum and herbicide only appear at appropriate times in destroyed
Stop pods exploding in destroyed version
Make sure we only consume 1 serum at a time
Clean up maint bot audio
Clean up Patrick anim state setting
Make the Honeydew vs Rabbits cutscene more dynamic.
Clean up party barks when Patrick attacks and dies
Set flies and larvae to mutant type so you can’t Animal Whisper them
Kathy gives reward for fully completing serum quest
Status effect changes to allow PCs to turn into Pod People if they don’t treat the pod infection. Also turn PCs green if they don’t treat the Darwin plague.
Alternate descriptor text is displayed if Herbicide is taken
Description for the vine door no longer displays text if the vines have been destroyed
Fans can no longer be activate while fan animation callbacks are pending. Fixes an issue wherein Fans enter a bad animation state.
Fixed missing VO triggered upon installing repeater units
Fixed an issue wherein Honeydew’s descriptor did not reflect the death of his rabbits.
Fixed an issue wherein Kathy would say the same dialog twice in one stream of output.
Fixed an issue wherein Pod People did not appear following a save/load
Fixed an issue wherein Rose took a long path when using airlock doors from the north side of the map
Now tracking if Herbicide gun is taken
several descriptor texts no longer repeat out of context
The valve is no longer usable while in combat. This prevents an issue wherein Patrick joins combat but does not attack.
Ag center dropset pass +added new dropsets to honeydew, kathy, sister rose, skinner. +updated loot for diggables and chests
Central Basement: Fog of War now clears in the Mushroom Caves
balance pass to Ag center
Infected Farm: Reduced Cow wander radius
Infected Farm: Repositioned Cows
Battle SFX should be playing when threatened by Wreckers, and should stop when not.
Putting out a the house fire should squash the fire SFX
Improved the cover layout.
Adjusted combat encounters.
Added destructible cover
Interactable object skill use pass
Fix up the sewer teleporter
Players can get VC out of jail with skill keywords or if Kate is mayor, use skill keywords to get her stuff from Harold
Make sure you can’t get back to the tunnels after the pipes burst
Resolve Kate’s mission if you let the pipes fail.
Added a Vendor to the entrance area
Added custom Townie Vendor vendorset
Added Fix for Townie Vendor not giving a discount
Added fix to prevent Bergin from joining combat while the party battles exterior enemies.
Added triggers to fire sequences for BlastingCap instead of using proximity
Demolition crew radio call no longer plays if Jackhammer is dead
Fixed an issue wherein Blasting Cap was in the wrong animation state during combat.
Fixed an issue wherein fences were not set to locked
Fixed an issue wherein Scot Warner played an incorrect animation during conversation.
Fixed an issue wherein several Highpool journal entries were not displaying correctly.
Fixed an issue wherein the player did not lose JessBelle’s derringer upon completing her request.
Fixed an issue wherein you could not speak to Vultures-Cry after she attempted to join a full ranger party.
Fixed incorrect highpool wrecker’s kill count used for quest resolution
Fixed missing pathnode for Townie Speaker
Mortar radio call no longer plays if Dustmask is dead
Reduced size of Mortar shell so that it actually sits inside the mortar tube.
Removed perception from Jesse Belle safe
Townie Vote Speaker is now a female
VulturesCry will no longer be hidden upon rentering the scene after having defeated the wreckers.
dropset pass to HP +gave proper weapons to all HP enemies +loot pass on town NPCs +created chicken dropset +removed old DSs
UG: Interactable object skill use pass
UG: Fixed an issue wherein Kate would occasionally get stuck in geometry.
UG: Fixed missing VO for Kate Preston.
UG: Adjusted lighting for pipes and other materials
Destroyed: Interactable object skill use pass
Destroyed: Set a few objects to the cover layer
Better Scotchmo examine text
Interactable object skill use pass, added alarms/fences to side doors to meeting hall
Clean up dealer quest if you kill him
added 5.56 ammo to hollidays vendor set
Gave Libby Parker courage.
Added whispering to turtle.
Inspecting the radio tower after Ag. and Highpool have been destroyed will add journal updates explaining what should be done about the power coupler.
Chopper 8 now returns to correct position following the peace ceremony.
Fixed an issue where stealing the golden spike caused an invalid Journal Entry
Added a special secret diggable spot dropset
Added additonal OnDeath journal resolutions
Adjusted specularity on trains
Added code to ensure arms do not grow back…
Added missing ranger says
Added more path nodes for NPC Turtle to create a smoother path
Added totem fall & splash SFX
Adjusted diggable positions
Adjusted Holliday Store teleport true north
Adjusted Quarex tele door interaction distance
Allow Jessie to be freed while Kekkahbah and the Choppers are out of the warehouse.
Angela has alternate dialog if she already knows H.R. is dead
Angela will now attack Sammuel with melee weapons
Anna’s descriptor no longer repeats
Brake shoe is not accepted if peace ceremony is about to commence
Can now turn in the brake shoe to Kekkahbah even if you’ve used the brake shoe keyword before.
Changed Rose’s bark in reaction to obtaining the Golden Spike
Clarified what the player should do after saving Ralphy
Conflicting journal entry no longer appears after Casey has agreed to ‘bargain’ or ‘deal’
Fix for Ralphy’s drowning animation not playing correctly after activating the Tall Totem.
Fixed an issue where Kekkahbah did not acknowledge the completion of the peace ceremony when discussing Rail Thieves.
Fixed an issue wherein blood did not appear under Casey’s arm.
Fixed an issue wherein Kekkahbah did not acknowlege the completion of the peace process.
Fixed an issue wherein players lost control after entering the Meeting Hall.
Fixed an issue wherein Ralphy would leave for the playground even if Jessie was captured.
Fixed an issue wherein the repeater unit would not play the correct animation following a save / load.
Fixed an issue wherein you could not loot The Engineer’s mattress after giving the brake shoe to Kekkahbah.
Fixed an issue wherin Ralphy could be seen standing in the water after having drowned.
Fixed incorrect starting ammo for Chisel
Fixed teleport node for Chopper One going to investigate the generator
Jessie no longer asks how Ralphy is doing if he’s in the ranger party
Junkie dealer now accepts mushrooms prior to starting his quest
Kekkahbah no longer greets the rangers if he hates them
Kekkahbah will now correctly move to the meeting hall if the game is loaded following the peace ceremony.
Killing Kekkahabh or obtaining the power coupler no longer trigger Journal updates unless both Ag. and Highpool have been destroyed.
Massacred NPCs only become persistant corpses if not killed in other scenes
Master Kekkahbah - Fixed dialog typos
Master Kekkahbah, Added alternate dialog if the brake shoe has been stolen.
New state tracks if Angela was in the party when Hell Razor’s body was found
Now disables Golden Spike art if Kekkahbah takes the spike
Prevent context sensitive barks from occuring after you’ve spoken with Katy
Ralphy now acknowledges Jessie’s dead body in the playground area.
Ralphy, Fixed typos in keyword “Lake”
Regenerated Nav mesh & Combat Grid
Removed corrupt, floating safe
Scotchmo now reacts to the murder of his fellow ‘bos.
The Engineer now resolves the peace quest when given the brake shoe.
The golden spike now fades away after Casey starts his bashing animation.
Topekans hate the rangers if the death squad is triggered
Turtle now paths to a secret diggable spot
Warehouse, added new interior lights
Wounded Topekan is now saved if the peace process completes.
Fixed an issue wherein the player could not activate the train whistle
Kekkahbah, Removed keywords that were appearing out of context.
The rail thief quest no longer appears in your journal if Kekkahabah is dead
full rail nomads dropset pass +created new dropsets for key characters +gave NPCs proper weapon tiers
Atchison Camp: Interactable object skill use pass
Atchison Camp: Fix alarm investigate points
Atchison Camp: Fix for conversation UI not hiding after Casey decides to show the location of the brake shoe
Gave Overbake a unique weapon
Pitbull alarms made silent, hinted to in examine text.
Added prison crane sounds
Decreased Pitbull girl cower radius so they don’t run away into the wall.
ASCII art added to Red’s computer and robot at prison gate.
Badgers no longer get stuck on collision.
Interactable object skill use pass
Alt line if you kill Pitbull’s slaves instead of freeing
Bobby gives different barks depending on if you get a treaty or not
Journal entry for Jobe when Bobby killed.
Jobe reactivity for post-Damonta state
check for combat before Overbake walk away cutscene
Tank Thread is now removed after use
Dropset pass to Prison +Added pig drop set +added major NPC dropsets +adjusted all crates/diggables
Interactable object skill use pass, new ways to access DBM HQ
Fix 2 spots where you could get permanently blocked from saving
Dale gives you an empty container if you give him sludge
Dale gives real reward, fix some issues
Doc no longer buys items, just gives his away
Clean up what happens if you attack Jill/Howdy/Doc
Make sure Angela leaves after Vargas’s call no matter what
Make sure Brother Shapiro stays dead
SFX for titan missile launch
Fixed Tom again.
Jill’s cows react to crit fail AW
Fix stuck travelers not getting killed in nuke
Fix Sarah cutscene if monk is killed first
Clean up calls triggered when killing DBM
Trigger raiders to hate if you attack their monk
Brother Rannel more reactions with Ralphy
Only hide Clyde if you’ve actually met him
Fixed Tom one more time.
Launch Facility: Fix up temple entrance encounter
Launch Facility: issues with Father Enola in chaos state
Fixed Tom for the 4th time.
Contemplated removing Tom.
Dropset pass on Missile Silo +Changed dropsets for diggables/loot crates +added cowboy/turret dropsets +added more mad monk DSs +added cowboy/turret items.
added DanQ dropset/red
AnimalWhisperer fixes in MissileBase.
Launch Facility: Fix issue with DBM gate guard sequence
Launch Facility: Add journal entries for Brother Staal’s quest
Canyon/LaunchFacility: DBM Takeover clean up
Launch Facility: Player can engage in combat in the Hospital section.
Launch Facility: Added Missing VO
New Tinker Model
Damonta dropset pass+tweaked crate/diggable dropsets.
Prevent grenades from interfering with Binh’s rescue
Tinker now saves her call-for-help, so she shouldn’t spawn more robts if you load.
Where’s Nguyen should now point back to Hector.
Fixed Hector’s stash.
Fixed a Typo in Red
Modified Null Error Spam Status Effect
Wally should give the radio tower key on evac now.
Gave wally a slightly differnet journal entry for when you don’t need the key anymore vs when you do.
Baychowski could end up in an unhandled state, when booting him from the party. The state is now handled.
Better Lexcanium Model
Wally got a super-fancy lock for his tower.
Ensure several turrets were hackable.
Wally: Proper RangerSay for skill KWs, properly link skill to a KW
Improved Baychowski’s call-for-help radius
Disable using Binh’s chair in the appropriate circumstance
Added a FoW Revealer to the lookpoint point near El Saigon.
Abandoned and Evacuated states should be followed more accurately.
Tweaked Magee’s drama; removed a confusing line, ensured Big Betty reoffer.
Lexcanium should better react to his current imprisonment status.
Madam Blavatski will now charge for her fortunes.
Clyde now brings his goats with him, and dies more accurately.
Update journal afterfixng the Tower.
Fixed missing references in Clyde’s Spawner.
Tinker’s defenders now wander.
Tinker should stop her intro scene in more circumstances.
Tower Access wasn’t highlighting properly. Now it is.
Wally will react differently if you kill tinker before talking to him.
Several Damonta visitors will better follow their states form previous maps.
A number of NPCs were lacking combat groups, which resulted in undesired aggroing
Can now pick up binh’s basket
Wally will no longer broadcast if you kill him.
Tinker should now drop a loot bag.
Wally now makes good on his beer offer.
Fixed an issue where Tinker wouldn’t call backup.
Hector wasn’t properly closing the Where’s Nuyen quest in several inconsolable states. This has been fixed.
Removed colliders on trash piles, which was locking LoS
Improved messaging on Tinker Computers.
Hopi + Magee should react to the other’s death
Interactable object skill use pass
Various bug fixes.
Fixed save/load issue with Bart as a follower.
Added mutual petting to cows.
The strip club has a new mirror ball!
Silo 7: Interactable object skill use pass
Silo 7: Only send to DBM if you’ve actually met them
Silo 7: Added Turrets.
Secondary path to air purifier, more IOs
The Night Terror
Various bug fixes.
Fixed typos and script errors.
Fixed ranger stars on flooring on lab.
Fixed holes in walls.
Fixed some typos.
Fixed an impossible safe to be opened with “very hard”.
Removed hitpoints from tank obstacle
Set tank obstacle to block poke
Leve L’upe Mine
Various bug fixes.
Cleaned up logic of whole encounter.
Fixed FOW issues.
Fixed localization issues.
Gave food and water to the trapped miners.
Added more bat shit.
Toughened up the Honeybadgers.
Used better explosives.
Removed possible infinite blasting caps issue.
Fixed an issue where Leve Lupe would appear on the paper map twice.
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