A little ways back we took a look at the early access, highly anticipated title, Wasteland 2. There were many things which we liked about the game, but there were definitely things that needed some fine tuning. I was happy to see that many of the issues we mentioned in our impressions piece have been addressed, specifically the addition of tutorials.
Wasteland 2 is a title which all RPG, turn based fans should take a look at. Seeing this list of fixes makes me feel confident that the development team (inXile Entertainment) is dedicated to putting out a well polished final release. Take a look below at the long, overwhelming list of fixes addressed in the latest update. Beware, this list is long… extremely long.
High Profile Fixes:
The Titans have been released! A new area is available.
The vendor screen has been completely redesigned!
Tutorials have been added
New Mark Morgan tracks
Large balance pass on weapons and dropsets across the world
Large armor penetration pass on weapons and armor class pass on enemies
Many optimizations and compatibility fixes
Tons of new ambient tracks and in-world sounds added to all AZ levels
Ag Center/Highpool/Prison now unlocked from start
Ag Center and Highpool can both fall now
Reduced loading times across all scenes
HOTFIX: fixed infinite loading issue in certain areas
Combat & Balance:
PCs can now carry over 1 or 2 unused action points in combat to the next round
Going rogue CNPCs will now swap weapons if their primary weapon is completely out of ammo
You can no longer press space bar to end your turn while the PC is doing an action
Make equipped ammo slot auto-fill from inventory when consumed by reloading and when first equipped
Prevent ammo from duplicating
Don’t let party cnpc go rogue if they are out of ammo on ranged weapon and therefore won’t do anything
Using force attack with a melee weapon properly moves you
CNCPs going rogue will now finish their multi-turn actions before they rogue
PCs that equip weapons in combat will also equip ammo for said weapons, but will not automatically reload.
Skill and attribute commit buttons are now disabled when there are no points to allocate
Dropping items on the ground should work correctly again
Disabled weaponsmithing while in combat
Weaponsmithing: mods was being based on the target item’s owner, instead of the mod’s owner. this has been fixed.
Weapon CtH crit bonus is now a flat value instead of a multiplier
Fixed bugs with weapon info tooltips not using the correct skill for determining hit %
Attributes capped at 10 with bonuses
Pathfinding in combat now checks to see if a Mob can use ladders ( no more animals climbing ladders )
Battling NPCs with melee weapons now walk to within range so they can attack now
Swapping weapons will now interrupt skill use. This should prevent the skill meter from getting stuck overhead forever.
Fixed a bug with reloading/ujamming and then cone attacking without mousing off a target
Added a check to disallow ambushing when a rogue CNPC is currently active.
Anim Infos now have a checkbox to ignore the head look controller
PCs in combat will now look at the enemies head if they can, instead of the target center
Increased pathing calculation speed in combat
Updated combat pathing indicator to be yellow when it’s outside of move & attack range
Removed unused formation spinning
Skillbooks should function properly
NPC Battle AI behaviour will not reset it’s anim state every frame it does not have a target now
Junkie Melee: Fixed AI template so they would attack correctly.
Leg Wound status effect gets removed after 10 seconds now
NPC Ai only considers a target in range if it’s shootable
NPC AI only considers a target to be in optimal range if the target is visible
reduced starting carry weight
increased amount str attribute ties into weight.
made some items rare
changed angies age and inventory ammo
Slicer dicer laser should now be positioned and orientated correctly
adjusted armor price
added armor to most vendors
adjusted rad suit price
gave angela more starting ammo
slightly tweaked dropset on ammo
Added chance to hit and crit by skill level with to stat compare damage estimates
Changed inventory price modifier from 0.5 to 0.3
Increased XP to level by 25%
increased amount of healing per blood pack
increased amount of rez% on surgeon items
Adjusted CNPC/Default char starting ammo and increased quantity of ammo instances
adjusted penetration values on melee weapons
adjusted CON/Armor/init for enemies
balance pass on melee weapon damage
adjusted value, weight
Quick pass on scrap value for weapons up to and including tier 3
Adjusted item cost, weight and rarity
Added armor penetration to stat compare for ranged weapons
Armor items updated
Item tooltips account for combat speed being a float value
Looting an item with a required attribute will now work
Tweaked AI and cover
When instigating try to find an appropriate look spot for the head controller (so PCs look at NPCs in the eye in conversation )
Increased amount of crit gained per level for combat skills
Wrecking crew AI Pistoleer: Fixed the AI when attacking the player from a lower position.
Always display combat conditions during combat ( not just the player’s turn )
Added a check to avoid getting stuck if the entire party is killed in combat.
Modified descriptions of derived stats to give more details on under the hood #s
PCstats crit chance now has a multiplier by weapon skill
Rockets work on NPCs & rogue CNPCs now
Added some additional AOE decision to AI
NPCs should no longer stack on top of each other. Giving them a minimum obstacle avoidance prevents them overlapping but increased their obstacle avoidance priority to 49 so PC’s still can’t push them around.
When a PC goes Unconscious in combat the camera will focus on them briefly
Disable ComputerSci on dead robots
Make sure NPCs set to ignore combat don’t try to flee in CheckForCower()
Added a check for non-fullscreen at max resolution.
When moving the camera, edge scrolling is ignored if the arrow keys are being used
NPC Ambush now shows the icon over the NPCs head
Removed combat border FX
The attribute and skill displays on the bottom panel of the character info screen are now sorted.
The damage display should now show actual damage values when they update.
The skill info panel should scroll correctly again.
Hotkey buttons for items are now cleared when there are no more of that item in the PC’s inventory.
Surgeon items should now show up in the right-click hotkey menu again.
Turned compression back on for the HUD and equipment atlas sprites.
Fixed spelling of Sergeant on certain ranks
A CNPC’s chance to go rogue is now displayed on the character info panel.
Set up inventory grids to allow swapping the positions of items if they’re the same size.
Also added code to allow swapping if there’s sufficient space around both items.
The backpack menu will not show contents until the pop animation is complete. The scale of the animation was causing issues with NGUI’s clipping. This, in turn, caused the entire contents of the inventory to be displayed, not just the clipped area.
Updated the character tooltip for use in the conversation HUD
PCs with applicable skills now highlight in the conversation PC selection bar
The skip button should no longer be incorrectly masked on the world map.
Equipping items via right-click menu should now respect the “show equipment in inventory” setting
It should again be possible to move the hotkey bar in UI customization
The options screen scroll views should start at the top again
Make equipped ammo show total of all ammo of that type in the inventory
Disabled the ambush button collider outside of combat
The save/load screen will now retain the last sort mode used.
Fixed the depth of the secondary ammo count on the character info menu
Updated the keypad menu to include letters.
The combat action queue rotation button will now only show up when UI customization is enabled
The description text box should now resize correctly after being saved at a custom size
The item description label in the item info popup should now colorize text better
The cursor should now be reset to normal when a drag action is cancelled
GUI screens are now immediately resized and repositioned based on scale
It is now possible to scroll the options submenus by using the scroll wheel on the entries themselves
Added a close button to the skill use menu that shows up when there are no usable items
The combat XP summary should now scroll correctly
Reduced resolution for memory considerations
Dragging an equipped item to the inventory of a different character should correctly transfer the item
The “currently equipped” tag should show up on equipped items when comparing two of them
Fixed missing bonuses in mod tooltips
Crouch button out of combat should have all selected PCs crouch
Updated weapon skill descriptions
Fixed some scroll issues with the biography input field in character creation.
Capped the maximum visible saved games at 150 so that NGUI doesn’t break.
The default character parts are now available in character creation.
Added a popdown message when the party fills their canteens at a well.
Fix grammatical errors for item usage.
Commiting character skill points makes the plus button go away
Weaponsmith Cursor has been added
Fixed level load bug if it loads too fast some GUI cleanup was killing coroutines we didn’t want killed
The character info menu should now automatically pop up the first time a PC levels up.
Replaced “load scene” on the title bar of scene load modal with the scene name
Shortened the delay before auto-comparison to one second.
Removed floating damage “miss” text
Removed armor penetration readout from ammo tooltips and added it to weapon tooltips.
Make Ammo slot on equipped inventory show number in slot only.
Fixed the screenshot portrait positioning so that the character doesn’t show up off to the side.
Adjusted the description tooltip to allow for its use without a description.
No more exclamation points when combat starts
Mouseover tooltip weight now accounts for quantity
Made all armor 2×2 in inventory
Made all weapons 2×1 in inventory
Added a “rare” sparkle to drag drop items.
Hit & Crit chance don’t show up for thrown weapons and RPGs
Added a flag to the sprite animation class to prevent resizing.
Hit chance in character creation is now displayed in red if the player has not allocated any points to the associated weapon skill.
Attached the conversation stuff for NPCs to the top of the screen.
The critical fail % chance message will now show up in red.
Null ref checks ( hit a bug with an NPC fading out during the delay before combat started )
Renamed armor item that had an extra space in the name
Added a non-combat encumbrance indicator to the HUD PC portraits.
Switched the merchant icon to white.
UI / music adjustments to Ranger Citadel
Added a check to avoid prematurely spawning the world map HUD.
Ammo items with zero quantity are no longer shown in backpacks.
Mousing over the NPC portrait should no longer cause the PC selection list to pop up.
Floating text is now cleared when the player loses the game. This should prevent it from popping up on top of the game over screen for the moment.
Added a check to the popup loot window to avoid having repaired toasters showing up twice in the container list.
Added a fade down to the main menu buttons that is triggered when the background animation starts.
Added chance to jam to ranged weapon tooltips.
It should now be possible to drag ammo around within the backpack panel.
The character creation menu should now pre-load allowed wearables at start in order to avoid a giant lag spike when switching to the appearance tab.
Switched the character info menu to toggle when the button is clicked.
Opening a character info menu will now close any open backpacks and vice versa.
Added a flag to allow tooltips to prefer to spawn on the left of their reference sprites.
“Small” mode drag drop items will now default to having their tooltips show to the left.
Popdown messages should no longer wind up stuck onscreen if they’re onscreen during a cutscene.
Hidden examines don’t get a mouseover cursor
Equipped items should no longer be re-equipped by right-click buttons.
The last journal entry updated will be highlighted when opening the journal screen by clicking on the “log book updated” popdown.
The loot window can now be closed via event.
The attack info tooltip should now stay horizontally centered on the screen regardless of HUD scale.
Fixed some UI issues with the journal screen.
Currency items now show their total value in the item info tooltip.
Modified the combat act queue to be positioned like other UI objects.
Fix the low XP bug for CNPC that were already saved in a saved game
Exporting characters should now correctly include their portraits and physical customization
Game is no longer auto-saved when you were loading a saved game
Added the ability to load a game by double-clicking on the game’s entry in the list
Replaced “load scene” on the title bar of scene load modal with the scene name
Importing old exported characters should no longer reset their attributes and skills.
World Map – drawn path is cleared when mousing over a POI
World Map: Temporarily disabling Damonta and Silo 7 POIs
Rejiggered canteens and rad suits to be party-wide items.
World Map radiation damage overlay
Animation & Navigation:
New animated main menu
Area attacks outside of combat should temporarily put the character in a combat anim state
When a CNPC joins the party they now play the “Join Party” salute animation
Fix bug in queued animations that results in the spinning torso.
Stop NPC’s from doing talk animation during description text bubble.
Play a pickup animation when picking up something off the ground.
Fix animation pops. Looping animations should restart when one-offs start blending out instead of when one-offs are completely done.
Fix spinning Cirque Du Soleil torsos.
Head Look Controller
Humans now use a head look controller – Blends looking at targets with the animations by turning the spine and neck bones
Out of combat friendlies will turn to face the party leader if he’s within their perception radius
Human Mobs will now head look to turn to directly face a target when shooting out of high cover
Mobs using head look will twist to face a target within 45 degrees of their current facing instead of turn stepping.
Added flag on NPC templates to disable head look
Added spawner override to use head look
Added weapon miss SFX
Better propane tank SFX
Added SFX to fire prefab in highpool
Added SFX for broken glassware
Added Spark SFX
Added dripping goop sfx
Added sound effects to aces wrench and crowbar
Lowered Kathy’s VO volume
Improved generator SFX
Shovel SFX improvements
Revised looped battle music variations added
New battle audio track has been added
Crouch / Stand volume adjust
fixed horrible skill hover sound
LAW rocket “shoosh” sound added (loop)
New Tutorial Sounds Added
Changed soundscapes to have level music in the correct field
Cops maps music and ambience / sfx mixing pass
Music added to LevelMusic but music not playing, will Jira to Ben
XP total new sound and assignment, 8999
Added SFX for Aoe weapon pickup
Ambience update to Ranger Citadel – mix pass
Atchison rail nomad full ambient sfx pass
added detail to combat knife textures
Exploded crate pieces will reparent to the FX folder when the physics timer runs out so they are not destroyed when the crate is changed to the destroyed state
Hiding the evidence…until CK gives the nod
Main Menu FX – fixed seam on building card, added animation of scorpitron to script
Main Menu FX – changed shader on BG bldg for proper transparency, set up all elements for triggered animation by Chris, changed BG color of camera
Thresher FX – tweaks to color/opacity for skid FX, ground dust
Movement Range FX are now drawn over time in small increments over many frames to reduce start of PC combat turn lagging
Movement range fx squares are no longer cached on scene start up but when now when combat starts but over time so there’s no delay
polish art pass on all AZ levels.
Technical & Text:
Make seed pods not turn pink after they explode.
Fixed a bug that was preventing items from being equipped.
Bug fix when teleporting a PC when they’re currently going through a door or climbing a ladder
Created an atlas for the item sparkle effect.
Conversation when all keyboard input is going to the keyword typing-input bar
Changed party selection with Fn keys to not try to toggle selection (as that was causing a bug causing it to do nothing sometimes). It only selects now
Added an application target frame rate of 60fps so video cards don’t overheat
Added a flag to tell whether a PC has committed points after leveling up.
Head look doesn’t follow animations when aiming anymore
Adjusted look point so it’s aiming at center of chest instead of waist on human targets
Turning to target also calls a head look when finished turning
Fix null ref when dictionary to save is null.
Fix loot distance checking to check at time loot is about to be transferred as target could have moved out of range in that time.
Make sure loot is targeted to pc leader.
Update the loot target selection whenever pc leader changes to be the pc leader.
Anti-aliasing is now only set by the post process on the camera.
Disabled Quality setting AntiAliasing because it doesn’t appear to do anything
Killing innocent civilians will now step through several warning barks from Angela or Rose before they both leave. This only ever barked once before, but they would never leave.
Logbook & Radio:
Make Ag Center and Highpool discoverable from the start of the game
Prison can now be accessed on the world map from the start of the game.
Fixed up Rick’s quest line. Made sure it all worked and added some new journal entries for him.
Had to make a new location for the journals as Darwin Village wasn’t listed.
Level Design, Balance, Reactivity:
Ag Center: Make impossible safe possible
Ag Center: Clean up Peter interactions
Ag Center: Add injection sfx to curing Matt
Ag Center: More goop has been added
Ag Center: Kathy radio cleanup
Ag Center: Fixing up numerous navmesh issues.
Ag Center: Kathy Destroyed logic
Ag Center: Clean up safes in CB
Ag Center: Fix a broken keyword for Patrick
Ag Center: Use correct event for Skinner leaving level
Ag Center: Party members should no longer be blocked from combat
Ag Center: Pod people should properly reinforce their brethren
Ag Center: Cut Kathy’s call about Rachel
Ag Center: Clean up some encounters if you kill innocents
Ag Center: Reconnect lost item reference
Ag Center: Fixed duplicate cmd.say() statements in Kathy.
Ag Center: Give Skinner some more combat barks
Ag Center: Patrick logic
Ag Center: Make Larson look at you before attacking
Ag Center: Pod examine edit
Ag Center: Fixed a save load issue with Skinner if he’s already following you and you move to his exit trigger.
Ag Center: AZ01 Central Complex Destroyed full ambient sfx pass
Ag Center: Killing Fields Destroyed full ambient sfx pass, check on pod explosions (someone is triggering a grenade sound there too!)
Ag Center: New Patrick Larson explosion
Ag Center: Better descritpion for destroyed pods
Ag Center: Fixed issue with instigate points on weak walls in central basement.
Ag Center: Temp remove audio from Kathy Lawson Destroyed
Ag Center: Fix issue with Skinner keywords
Ag Center: Turn off Debug object in CB
Ag Center: Honeydew description fix
Ag Center: Made pod fragments stackable. Readded pods to proper dropset.
Ag Center: Infected station: remove some unwanted props
Ag Center: Remove unused highlight from plants
Ag Center: Big ol’ pass on removing NMOs. Redoing brambles to use OMLs instead.
Atchison Camp: Fixed one of the sombat zones was disabled.
Atchison Camp: Balanced items and dropsets
Atchison Camp: Fixed Bug 9010 fixed an AI’s patrol path from walking to the wrong spot.
Highpool: Fixed a BUG in the ROACH footfall names (GET IT!?)(
Highpool: Clean up how Wrecker Stronghold is revealed
Highpool: Tweaked cover spots and AI
Highpool: Fixed graphical error with floating water in Highpool
Highpool: Tweaked Pistoleer AI. Moved some cover peices closer to eachother.
Highpool: Dr. Scott’s medical supplies can only be stolen if the medical crate has been unlocked
Highpool: Added trash bag behind Jack’s place. Had to recut nav and rebuild
Highpool: Booby trap setttings
Highpool: Make sure Kate disappears at the right time.
Highpool: Patient behavior cleanup
Highpool: Wreckers fire mortar before players stop them.
Highpool: Cleanup new propane/mortar elements
Highpool: Tier 2 townies don’t run after fight
Highpool: demote importance of Garoof quest
Highpool: Give mortar display name.
Highpool: Make dead synth behave like the one in AZ10
Highpool: Change burning house valve desc text to be less obvious about skill use
Highpool: Bergin fights!
Highpool: Kate Preston topside cleanup
Highpool: Make underground doorways work better
Highpool: Reattach Bergin and guards’ wait triggers
Highpool Destroyed: Fixed bug where combat was calling in an extra group when it shouldn’t have.
Highpool Underground – 2nd audio ambience pass (full)
Highpool Saved & Destroyed: Tweak melee AI templates.
Infested Pump Station’s waterfalls fixed
Leve L’Upe Mine: Fixed Bug 9502 added instigate points to the TNT.
Prison : Added encounters of Red Scorpions for the return visit also added cover.
Prison: Heavy machine gun foreman should be targetable in combat
Prison: Balanced items and dropsets
Prison: Fixed Bug 9379 fixed combat path.
Prison: Better responses to breaking the well.
Prison: Changed drama sequence so running pigs will start back up where they left off if level is saved and reloaded.
Prison: Pitbull radio trigger fixed so it doesn’t trigger no matter if it should.
Prison: Ma/Pa/Hole digger combat grouping in Prison
Prison: Fix issue where Gladys disappeared too soon
Prison: Rev Thomas encounter, Johnie and Dweezle encounter and Tonza cleanup.
Prison: Fixed character falling through terrain sort of. Their feet will clip through at a couple spots but this is as good as its going to get this is a Unity bug and we can only do so much with it.
Prison: Attended two informative meetings on the dialogue and quest systems for Tides.
Prison: Don’t trigger cutscene if participants are dead
Prison: Tweaked the AI in Prison maps and silo maps. Added some cover and moved around some AI positions.
Prison: Fixed characters falling through objects
Radio Tower: Obtaining log page one now correctly unlocks the ability to obtain Ace’s Log book
Radio Tower: Fixed Bug 9131 collider blocking mouse click
Radio Tower: Fixed Bug 5183 fixed a bug where the map could be clicked a second time even though it was picked up.
Radio Tower: Reduced duration of Murder Site radio call
Rail Nomads: Balanced drops
Rail Nomad: Tweak Junkie AI. Fixed special attack
Rail Nomads: Hobos in Rail Nomads now attack you if you’ve killed the Hobo King
Rail Nomads: Hobos at Gorky’s Distillery now flee if you kill the Truck Driver
Rail Nomads: Samuel Haas drops Ace’s Log Book if it has not already been obtained
Rail Nomads: Fixed missing examine text for casey’s arm.
Rail Nomads: Fixed player falling through bridge.
Rail Nomads: Doubled the wander radius on waste wolves.
Rail Nomads: Fix issue with big combat at end of scene
Rail Nomads: Demote blown-up Topekan journal entry
Rail Nomads: New population sign for Rail Nomads
Rail Nomads: Fixed an issue wherein Ralphy would enter an empty conversation when approaching the museum in Ranger Citadel.
Rail Nomads: Fixed an issue wherein Jessie would enter the incorrect state if the player interacted with the bicycle in the playground.
Rail Nomads: Fixed an issue wherein the Injured Topekan journal entry did not resolve.
Rail Nomads: Anna has a change of heart and seeks out a new lifestyle if peace is achieved in Rail Nomads.
Rail Nomads: The Calvin family has new dialog if peace is obtained.
Rail Nomads: Gorkinovich has new dialog if peace is obtained.
Rail Nomads: Fixed an issue wherein Choppers did not reappear after the peace ceremony.
Rail Nomads: The female Topekan oracle worshiper has new dialog if peace is obtained.
Rail Nomads: Mrs. Parker’s dialog changes if peace is compelete.
Rail Nomads: Added a unique dropset for Mrs. Parker.
Rail Nomads: Fix generator so it doesn’t trigger the alarm after you attach the coupler
Rail Nomads: Hooked up new population sign art for Rail Nomads
Rail Nomads: Mr Holliday has new dialog if peace is compelete.
Rail Nomads: Casey now agrees to lose his left arm.
Rail Nomads: Anti-Atchisons radio calls no longer occur if peace is complete.
Rail Nomads: Quarex’s dialog changes if peace is complete.
Rail Nomads: All hanging bodies and Atchison warning signs will now disappear following the peace ceremony.
Rail Nomads: Casey James and his Atchison crew no longer appear at the Atchisons entrace after the peace ceremony has completed.
Random Encounter: Fixed missing clothes on RSM
Random Encounter: Removed weapons from cowering civilians in random encounters
Random Encounter Venders: Gave venders 1000 scrap
Random Map 3: Fixed Bug 9623 level bound was to small.
Random Map 3: Fixed Bug 9622 stopped characters from falling through ramps.
Ranger Citadel: Making sure NPCs sit on their chairs
Ranger Citadel: Nur gives updated weapon
Ranger Citadel: Funeral ranger pathing cleanup
Ranger Citadel: Drill Team cleanup
Ranger Citadel: Clean up Solveig conv
Ranger Citadel: Removing duplicate player starts that were causing trouble
Ranger Citadel: Fixing Vargas movement points for LA Briefing
Ranger Citadel: Cleanup Baychowski wake up sequence
Ranger Citadel: Make sure Nur doesn’t welcome you when you’re leaving
Ranger Citadel: Fix med bay layout, some spawner issues with Tideman
Ranger Citadel: Fixed an issue wherein you could not discuss Ace’s Log Book if you exited the conversation too soon.
Ranger Citadel: Convert Rick Baychowski from CNPC to follower
Ranger Citadel: Improvements to Drill CNPC 3, descriptor for gate
Ranger Citadel: Better text for cancer journal
Ranger Citadel: Add new CNPC rejoins
Ranger Citadel: Adding drop to the toaster in the museum
Ranger Citadel: Trigger Rick “ask to leave” conversation at the RV map
Ranger Citadel: Polish items
Ranger Citadel: Only one success on Finster head
Rick’s RV: Fix party bark issue and mark second bark as NPC
Robots! Slicer dicer now explodes when killed and does not leave a corpse
Robots!: Rearranged Slicer Dicer positions
Robots: Fixed Bug 9274 Changed Robots! To Abandoned Railway.