Forum: Games
Topic: Wasteland 2!!!!!!!!!?
started by: Leisher

Posted by Leisher on Mar. 14 2012,10:44
< Kickstarter trying to raise $900K to make it. >

Apparently they raised over $500K on day 1.

For $15, you get a DRM free copy of the game. I think it's impossible to lose in that scenario.

Maybe we can have a bake sale and raise $1000 to get a town named dtman.



Posted by Leisher on Apr. 17 2012,06:26
According to PCGamer, this has been funded with over $3 million pledged.

Can't wait.

If you never played Wasteland, give it a try. It's old school gaming from the 90s, and you can probably find it for free out there somewhere.

If memory serves, it's an RPG like Bard's Tale, but set in a post-apocalyptic future, and inspired Fallout.

Posted by Malcolm on Aug. 10 2012,15:10
< Fucking.  Oh.  Yeah. >

Preorder now for a DRM-free copy for $20.  I virtually never preorder games.  There is a 95% chance I will shell out for this.



Posted by TPRJones on Aug. 10 2012,18:20
Where were you < four months ago >.  :p
Posted by Leisher on Sep. 07 2012,05:40
< Video. >
Posted by Malcolm on Sep. 07 2012,07:22

(Leisher @ Apr. 17 2012,08:26)
QUOTE
According to PCGamer, this has been funded with over $3 million pledged.

Can't wait.

If you never played Wasteland, give it a try. It's old school gaming from the 90s, and you can probably find it for free out there somewhere.

If memory serves, it's an RPG like Bard's Tale, but set in a post-apocalyptic future, and inspired Fallout.

1988.  Better than Bard's Tale.  Blowing shit up means shit stays blown up.  Multiple ways to solve puzzles.  Total control of 4 PCs + partial control of 3 NPCs.  Though, eventually you can have 7 PCs autoblasting energy weapons, swinging proton axes, and donning power armor.
Posted by Malcolm on Nov. 07 2012,11:07
< Hermit crabs and buses >.
Posted by Malcolm on Feb. 12 2013,07:11
< InXile gives early info >.
Posted by Malcolm on Feb. 15 2013,19:53
What looks good:

1) tactical, turn-based combat
2) multiple characters totally under my control
3) more than a few nods to the original
4) "we decided early on to minimize voice acting" ... FUCK YES
5) text window provides useful feedback without sucking up all the bottom screen real estate

What could be ass:

1) retarded combinations of skills required to finish puzzles
2) friendly fire is ON, you say?

Up in the air:

1) how does leveling work?  The original was notorious for giving a yes/no response to, "Can I level yet?"  Never did it automatically and you never knew exactly how much XP you needed unless you hacked the game.

2) vehicular combat of any sort?

3) inventory system?

4) will it take the ballsy idea of the original and make a finite number of shops with a finite inventory?

5) double XP for hand-to-hand combat, like the original?

6) evenly distributed XP, or he who lands the killshot gets the XP (again, like the original)?

Posted by Malcolm on Feb. 18 2013,18:27
Also like how they seem to be porting the skills from the old game.  Alarm disarm.  Perception.  Lockpick.
Posted by Malcolm on May 29 2013,17:37
Releasing for PC, Mac, and Linux, allegedly.
Posted by Leisher on Aug. 29 2013,12:42
< New footage >
Posted by Malcolm on Nov. 08 2013,19:30
From my inbox:
QUOTE
Your FREE COPY of Wasteland 1 – The Original Classic awaits you in the Ranger Center. As we continue to work hard on its sequel, we’re very happy to give you the opportunity to play the original. As a Wasteland 2 backer, you are eligible for a Wasteland 1 key regardless of your tier or the timing of your support (early, late, whenever).
...
These keys are for Windows and Mac.

We understood from our Linux fans that Steam-only distribution was not desirable, so we are holding on the Linux launch until it will be available on more than one platform and in at least one completely DRM-free fashion, if desired. We will have a subsequent announcement regarding Wasteland 1 – The Original Classic for Linux very soon.

I'm kind of wondering what kind of Windows port this is.  I've played versions on the C64 and DOS.  I know it was ported to other platforms.  Even a Linux version to boot.  Fawesome.

Posted by Malcolm on Nov. 08 2013,19:43
Pleasant surprise with one major difference so far.

- ASCII UI menu so you can just start a goddamn new game instead of simulating the master disk copy process (yes, even the DosBox port did that, I almost burst a few blood vessels before sanity kicked and I just copied the files in Windows).

- You can name your goddamned game.  Only took 25 years for that patch.

- Menu mentioned music, hi-def graphics (think sharper, higher-res Dos graphics, maybe Amiga plus).

- Something about a voiceover.  Haven't heard any voices yet.  

- Major difference: they took away the animation in the opening that showed the nukes firing, the satellite exploding, and the lasers going off.  Disappointing.

For the first time ever, I may take the default characters.  In the god knows how many times I've played through, I've always rolled my own party.  Just for the hell of it and because they recycle these names as legends in the sequel, I think I'll keep them.



Posted by Malcolm on Dec. 24 2013,15:36
Another noticeable difference, the paragraph book is no longer required.  You can click on the text that says "read paragraph X" and it'll popup a window with the entry and a voice reading it.
Posted by Malcolm on Jan. 01 2014,02:14
GODDAMNIT.

Whatever fucking moron did the latest port of Wasteland 1 for Steam managed to cause a gamebreaking bug at a particularly critical game junction.  They have totally fucked the major carrot in front of the player's face for the last 1/3rd of the game.  FUCKING IDIOTS.

Posted by Malcolm on May 11 2014,11:21
Word from inXile is the release date will be announced this month.
Posted by Leisher on May 23 2014,05:50
< End of August. >
Posted by Malcolm on May 23 2014,07:24
Sweet.  I might have Beta access soon.
Posted by Leisher on May 27 2014,10:47

Posted by Malcolm on Jun. 05 2014,07:44
Interview with < Faran Brygo >.
QUOTE
Is there going to be any continuity between the original and Wasteland 2?

A tremendous amount of continuity. Nothing makes me more upset than when I watch a movie sequel, read a book sequel or play a game sequel and think “Did they even play the first one?” Right off the bat, in the opening you’ve got General Vargas, who was Snake Vargas in the first game; Angela who was Angie. You’re familiar with the characters. The locales are there. It’s call-back city. There are even areas where, if you’ve played the first game and happen to remember a password and type it in, it’ll still work 25 years later. We love that stuff. We are chock-full of it.

One of the funnier bits I like is that in the first game, there was something called the Paragraph Manual. We had a lot of text that couldn’t fit on the floppy disk so when we ran out of space for something we’d put it in the manual. We had a story about a Martian invasion there. It was a hilarious story about the aliens coming in their Verchitin armour. It never happens in the game but we had people running around looking for the Martians. So in [Wasteland 2], we’ll reference the Martian invasion, how one guy went crazy because he never found the Verchitin armour. So anybody who played the first game but cheated and read the paragraphs out of order will get a kick out of that.

Awesome.

Posted by Leisher on Jun. 05 2014,07:56
I'm a huge fan of that, but I remember basically nothing from the original game as it's been 20 years...
Posted by Malcolm on Jun. 05 2014,08:31

(Leisher @ Jun. 05 2014,09:56)
QUOTE
I'm a huge fan of that, but I remember basically nothing from the original game as it's been 20 years...

I remember everything except that one chessboard map in the Temple of Blood and a few bits about Base Cochise at the end.  Play the original about every other year.
Posted by Malcolm on Jun. 11 2014,19:32
Beta access had.  Downloading from Steam.  Also got a couple Wasteland novels in the deal.


Posted by Malcolm on Jul. 26 2014,17:45
I've contributed enough to the WL2 kickstarter that I get a mention in the "special thanks" section of the creds.  I get a decent amount of space.  I'm thinking of my name plus "Damn the Man and Pass the Beer" in the middle.  Suggestions?
Posted by Leisher on Aug. 04 2014,07:38
< Release date is slipping. >
Posted by Malcolm on Aug. 04 2014,09:18

(Leisher @ Aug. 04 2014,09:38)
QUOTE
< Release date is slipping. >

Expected.  Original target date was October 2013.
Posted by Leisher on Aug. 20 2014,05:52
This should ease some of Malcolm's pain.

< September 19th. >

Posted by Leisher on Sep. 19 2014,07:44
< Reviewed. >
Posted by Malcolm on Sep. 19 2014,11:09
Means mine ought to be shipping soon.  Think I also get a download, too, so I can probably start this weekend.
Posted by Malcolm on Sep. 20 2014,17:48
I got the original Bard's Tale with my digital copy.
Posted by Malcolm on Sep. 21 2014,09:49

(Malcolm @ Sep. 20 2014,19:48)
QUOTE
I got the original Bard's Tale with my digital copy.

Check that.  Not the original.  Some weird version I vaguely remember seeing years back.

Thoughts on WL2:

1) "Supreme Jerk" difficult may be a tad much.  Even the weakest enemy in a random encounter has a chance to one-hit any of my team.  I'm pretty much stuck in one spot at the beginning because I can't last against one of the gatekeeper critters.  That said, all my dudes made it to level two before I hit a wall.

2) World map travel has at least one issue that's semi-annoying.

3) Friendly fire is going to get annoying real fast.

4) Healing appears to be limited to one-time use items.  Drag.  Time doesn't do anything?

Posted by Malcolm on Sep. 25 2014,16:45
< RTFM >.

EDIT: Also,
QUOTE
As a backer, you can activate a unique skill in the game. This is our special thanks to all our backers. To do so, type in "61290" when in dialog with Cpl. Solveig Sefors, the supply officer standing outside at Ranger Citadel. Thank you for your support!


And double fuck.  InXile has a position open that's right up my alley.  Except for the "located in California" part.  Current job is getting insane enough for me to consider it.  Fuck.

Awesome.  Name made it in the backer credits.  "Damn the Man" is a part of it.



Posted by Malcolm on Sep. 25 2014,17:10
Biggest difference so far from the original...

Weapons do not appear progressively.

WL1: Pistols, carbines, SMGs, assault rifles, energy weapons ... in that order,  period.  You could skip the carbines and SMGs if you had good enough armour and tank it out.

WL2: All weapons available from the get go.  Don't be shocked if the cells for your energy weapon cost a testicle, though.

Posted by Malcolm on Sep. 28 2014,10:18
Got a few levels under my belt after reading the manual, lowering the difficulty, planning skill picks, and way better weapon choices.  Much easier.  

Got past the "tutorial"-feeling area.  Back at the Ag Center.  One of the old WL1 characters is a perma-NPC.  If you remember...

... this area from the original, they do something similar in the starting area and rattle off a few more names you ought to recognize.

Game starts off with Ace (dude from WL1 that fixes the jeep) dying on a mission.  You have to go investigate.  By "you" I mean "4 premade or custom PCs."  I was semi-bummed there's no random number generation during character creation, but point assignment is much quicker.  One of the best bits is the "Southwest Folklore" skill, aka the Cliff Clavin skill.  If you backed WL2 on Kickstarter, you get it.  At various points in the game, it prints trivia to the display regarding the surrounding area you're in, mainly for atmospheric reasons.

So far, so good.  Inventory management could use some tweeking, as could the world map's travel features.  By far, the most tedious thing is combat.  WL1 was renown among myself and my buddies because it's combat system was a Ferrari whereas the one from the < Gold Box series > moved at about the same speed as Gary Busey's brain after his motorcycle accident.  It was the same combat engine as The Bard's Tale.  Limited yet speedy.  WL2 decides the opposite is required and it's wholly due to the friendly fire issue.  Much like reality, crossfire is deadly even when coming from your allies.  And there is nothing your NPCs like more than going rogue and completely fucking up your carefully planned layout.  Fucking seriously.  It's just annoying.

X-O-X

If your two rangers are Xs and the giant mutant rabbit they're attacking is the O, you'd better be going melee because missing the rabbit with a projectile weapon means a good chance of hitting your teammate.  Then there are the matters of crouching v standing, setting up ambushes (so you can shoot critters that try to charge you before they rush), getting correct lines of fire and tactical groupings, and triggering the fight in the proper way.  If it's melee-only enemies, set the ambush and have your sniper get their attention.  Shooters?  Cover and flank.  AI is usually dumb enough to try to come at you anyway.



Posted by Malcolm on Sep. 28 2014,12:12
More thoughts:

As someone on the InXile boards put it, "How about a mini-map with important objects a la Borderlands or at least putting mission objectives on a map overlay?"

That wouldn't be so bad if it weren't coupled with time sensitivity.  Example:

Two towns are under attack at once.  You have to make the decision to save one before the other.  Longer you take on the first one, the shittier the second one gets.  You think the devs would make it blatantly obvious where to go to complete a given objective.  Nope.  You will be object hotspot hunting unless you consult a visual walkthrough.  Also getting in a habit of leaving the more willful NPCs at the entrance.  Beats them fucking up my firing line.

Strangest thing so far: an energy weapon called "Herbicide" that does not in fact shoot chemicals and has no effect on the giant, indestructible vines that wrap every door I want to enter.  I have fucking TNT.  Come the fuck on.

Posted by Malcolm on Sep. 29 2014,07:18
May not be time sensitive.  Still need:

1) minimap with dynamic objects (like BL) ... The "highlight all hotspots in sight" key makes this less of a thing now.

2) automatic loot distributor ... There are various types of bullets/ammo.  Why can't there be a way to divvy type X among groups of characters I define?  For instance, if one dude picks up 9mm rounds, it should get divvied evenly to the rangers using 9mm-fed weapons.  If I find sniper rounds, it goes to the dude with the sniper rifle.  Nope.  Manual distribution.  The numeric sliding bar has no concept of a keyboard interface, so anything other than all-or-nothing trades means dragging and sliding.  Every.  Fucking.  Time.

3) ability to group rangers in player defined tactical configurations ... So I don't have to set up a firing line for every fucking fight.  Moving in formation is too difficult a thing to manage, I guess, so all your dudes will converge on a single cell on the map grid.  If you want a proper ambush set up, you have to move them into position one at a time.



Posted by Malcolm on Sep. 29 2014,20:55
Hitting up the Ag Center.  Cleared out half the basement plus most of topside.  Ammo is coming along at just enough of a rate for me to gradually stockpile a few more bullets every area.  At level 5 plus the L14 NPC.  Been going through lots of ammo since 50% of my enemies have a self-destruct tendency.

First boss fight in the Ag Center ... NPC crits the dude for half his health.  My goon (a Mr. T lookalike) then crits him for another 25%.  A few bullets more.  Done.  Had a sweet pistol.  Finally got enough scrap to buy armour for my two frontliners.



Posted by Malcolm on Sep. 30 2014,21:08
Ag Center cleared.  Level 6, getting close to 7.  Picked up a doctor NPC.  Thinking I may have to do some serious number crunching regarding skills, in particular the weapons.  Skills are rated from 1-10 and the weapons ones really affect combat.  There are also 4 support skills you won't be able to loot without, too.  3 conversation skills to open up dialog options.  2 medical skills.  And others.  29 in totals, some notably worthless (I'm looking at you, Animal Whisperer and Brawling).  

Each of my PCs has 2 weapons skills, one for range and one for up close.  Will need to pick up energy weapons eventually and 1-2 folks will need heavy weapons for the Ma Deuces I'm finding.  That's 4 weapons skills for some characters.  With the level cap and average number of skill points/lvl, you're talking:

3 skills at L10 + 18 points extra
4 skills at L9 + 18 points extra
5 skills at L8 + 12 points extra
6 skills at L7 + 18 points extra
9 skills at L6

Thinking the 6 at L7 layout works best.  The extra 18 points let you boost 3 of them to L8.  Can probably pick out the worthless skills and let them sit at L5, reallocate.  Absolutely frustrating looking at the gun that'll blow a hole through the boss and knowing you have approximately 0% chance of hitting him you got no skill points left to fucking spend.

Posted by Malcolm on Oct. 03 2014,20:10
Crunched numbers.  Possible to cover 36 skills among 4 party members.

A word on character creation in WL2.  You have 7 attributes that start at 3 points each.  You can shuffle those around plus add in seven bonus points.  If you raise your INT to 8, you get 4 skill points/lvl to spend.  Skills trump attributes for everything except carrying capacity and armour usage.  That gives you 212 points total throughout the game.

1 L5 skill
3 L6 skills
2 L7 skills
2 L8 skills
1 L9 skill

Everyone will have a melee weapon skill (to save ammo), one long/medium weapon, one medium/short weapon, some energy weapon skill, and finally one lucky PC will be getting the heavy weapons skill.

EDIT: Son-of-a-bitch.  Also skill books to factor in that'll boost skills levels by 1.

This brings up another issue.  Character advancement in WL1 was all about attributes because you increased skills by using them.  Seems to make more sense to me as opposed to radioing in and suddenly getting better at something.



Posted by Malcolm on Oct. 04 2014,10:43

(Malcolm @ Jun. 05 2014,09:44)
QUOTE
Interview with < Faran Brygo >.
QUOTE
Is there going to be any continuity between the original and Wasteland 2?

A tremendous amount of continuity. Nothing makes me more upset than when I watch a movie sequel, read a book sequel or play a game sequel and think “Did they even play the first one?” Right off the bat, in the opening you’ve got General Vargas, who was Snake Vargas in the first game; Angela who was Angie. You’re familiar with the characters. The locales are there. It’s call-back city. There are even areas where, if you’ve played the first game and happen to remember a password and type it in, it’ll still work 25 years later. We love that stuff. We are chock-full of it.

One of the funnier bits I like is that in the first game, there was something called the Paragraph Manual. We had a lot of text that couldn’t fit on the floppy disk so when we ran out of space for something we’d put it in the manual. We had a story about a Martian invasion there. It was a hilarious story about the aliens coming in their Verchitin armour. It never happens in the game but we had people running around looking for the Martians. So in [Wasteland 2], we’ll reference the Martian invasion, how one guy went crazy because he never found the Verchitin armour. So anybody who played the first game but cheated and read the paragraphs out of order will get a kick out of that.

Awesome.

Think I found the first instance of this.  In the Ag Center, there's a 5.25" shoved in the computer in the basement.  Says "EMERGENCY OVERRIDE urab****"  I know what the last four letters are, but they don't seem to do anything when I type them in.  Google returns nothing.  I may hits the boards.

Also, the lack of keyboard shortcuts is fucking killing me.  I'm not talking VM-like functionality, here.  I'm talking arrow keys, Y/N, shit like that.  The number keys when I'm trying to transfer 17 of 48 bullets to some one instead of using a fucking slide bar.



Posted by Malcolm on Oct. 05 2014,20:56
Unreal.  Found a bug that ought to allow for duping of any item you currently have if there's a locked and unlocked container nearby.
Posted by Malcolm on Oct. 11 2014,11:00
Back to the point where the Ag Center is cleared and I'm moving on to Highpool.  Latest group of rangers seems to be working out better than the last one.  Different weapon mix, different skill layouts, different attributes.  4 rangers: leader (for NPC control and conversations), goon, surgeon, thief.

Leader and surgeon are the medic-surgeon combo, so they generally hang back on the flanks and snipe.  It's a bitch to find enough rounds to keep their rifles full.  Up close, it's SMG and pistol (insanely overpowered against unarmoured opponents).  Goon and thief are there for crowd control.  Assault rifles by default, shotguns for up close.  The cone radius of the shotties is awesome for multi-kills and makes them perfect to fill in the two slots in the firing line between leader and medic.  Got a NPC goon and surgeon for backup.

Finding vendors with decent items is nearly impossible.  Got about $1K to spend, but the nearest shop is forever away.  Ammo management is still simply fucking stupid.  That has to get patched at some point.  Spend anywhere from 10-25% of each session making sure everyone's guns have enough bullets.

Posted by Malcolm on Oct. 11 2014,11:52
As an aside:

Your ranger team is Echo.  Ran into Team Able last night after clearing the Ag on a supply run back to Ranger Citadel.  Four members: Peppard, Benedict, Schultz, and Tureaud.  Fucking awesome.

Posted by Malcolm on Oct. 14 2014,08:56
Thinking again about the weapons balance.  The melee skills (brawling, blunt weapons, edge weapons) are all damn near useless.  Used them in WL1 to deal with shitty random encounters without using bullets, because bullets were finite in the world.  Also got double XP.  WL2 doesn't suffer from limited ammo and the XP value for shooting is the same as melee.  Bet the vendors just restock.

New philosophy:

1) Everyone needs energy weapons ... for heavily armoured opponents like robot death machines.
2) Everyone needs assault rifles ... for any non-robotic foes at anything besides close range.
3) SMG, pistol, 2 shotguns for close range.
4) One sniper, more or less to start off combat with a free hit.  Not enough rounds to keep two of them fed.
5) One heavy weapons dude.



Posted by Malcolm on Oct. 17 2014,11:25
Huge patch.  < Tycho weighs in >.
Posted by Malcolm on Oct. 17 2014,23:29
Most noticeable differences:

1) Some UI changes, especially the world map interface.  
2) Text during loading screens.
3) Numerous gameplay issues that didn't break anything, but didn't make sense.

Annoying thing I found out is that the second quest is governed by triggers and not timers.  Allow me to explain.

You're given the choice of going to Place A or Place B.  Both come under attack at the same time.  It doesn't matter if you go to A or B first, soon as you leave, the other one falls.  Two minutes or two hours.  Doesn't matter.  Well hell, why not split off a couple rangers and go for both at once?  Nope, can't do that.  Fucking what?  WL1 let me do that.  Your rangers all have some invisible, indestructible tethers that keep them together on the world map.  Enemies at both places are pushovers.  The NPCs ought to have a fighting chance, or so you'd assume so when you see the state in which you can recruit them.  Fully armed.  Oh, and you're the only fucking squad available in the entire Arizona-California region in spite of a minimum of three dudes at a higher rank than you sitting on their ass back at the ranger citadel just inside the gates.

"Hey, you three, some guys just attacked the place that we get all our food from.  We're going to check that out but some other assholes are trying to take out the place we get all our water from.  Seeing as how we're in a desert, and we've got some shit to do already, and you're all ... literally watching a goat chew a tin can in the sand, and you know, you've got all your guns and armour and gear with you.  Just wondering if you could find the time to go there, check that shit out, and hold down the fort until we show.  Dying of thirst doesn't sound better than dying of hunger and we can't be two places at once."

"No."

Just fuck you.



Posted by Malcolm on Oct. 20 2014,20:01
Hit another big-ass bug.  Combat happened.  Half my team didn't go into combat mode, so I was firing with 50% of my guns.  Wtf?

EDIT: The hell.  Another big-ass bug.  Like a bridge that's crossable outside combat but not during.  Come the fuck on.  This execution is starting to lack.



Posted by Malcolm on Oct. 26 2014,21:00
Scoped out the area around Ranger Citadel to locate more shrines (freebie skill points and XP).  Enemies have gotten a noticeable uptick in difficulty.

Good news: you can scrap weapons and make decent cash.  Like enough to make it worth buying them from a vendor at a sizable markup.

Bad news: There are never enough weapons and you can't buy enough ammo.  Armour is expensive.  Hoping that clearing out the prison is going to give me enough money to upgrade weapons.

Posted by Malcolm on Jan. 03 2015,11:29
After a long-ass time, the collector's edition arrived today.


Except mine's autographed, kind of like this.


Got to get back to playing this and Thief again.

Posted by Malcolm on Jan. 04 2015,19:52
< PC World > names WL2 GotY for 2014.
Posted by Leisher on Jun. 16 2015,13:28
There's an upgraded version coming out soon and according to Brian Fargo "PC owners will get it 100% free."
Posted by Malcolm on Jul. 31 2015,07:56

(Leisher @ Jun. 16 2015,15:28)
QUOTE
There's an upgraded version coming out soon and according to Brian Fargo "PC owners will get it 100% free."

Confirmed.  Director's Cut coming out.  If you already own WL2, you get the DC as a free PC update.
QUOTE
We have some big news to share with you today, so we'll just cut right to the chase. Wasteland 2 Director's Cut will be releasing digitally on PC on October 13th, 2015!
...
For those of you who are still curious about the Director's Cut contents, features, and changes, or may have missed our discussions on them previously, here are some links that go over some of those new elements in detail.

   Quirks, a new set of gameplay-modifying personality traits and characteristics for your squad.
   Perks, new bonuses you will be able to pick for your characters as they level up.
   Precision Strikes, a combat technique allowing you to you target enemy body parts to inflict debilitating effects and injuries.
   Upgraded to Unity 5, featuring redone environments, lighting, and character models.

And those do not even fully cover all the new additions, like new and expanded voice-over for many of the game's key NPCs and companions, as well as our extensive rebalancing of virtually every combat encounter, loot drop, and item you'll find in the game.

Posted by Leisher on Jul. 31 2015,08:25
I'm waiting for my free copy from the BT4 kickstarter.
Posted by Malcolm on Jul. 31 2015,08:27

(Leisher @ Jul. 31 2015,10:25)
QUOTE
I'm waiting for my free copy from the BT4 kickstarter.

Betting they're waiting for the port of BT1-3 to get done before they let the rewards out.
Posted by Malcolm on Aug. 26 2015,13:12

(Leisher @ Jun. 16 2015,15:28)
QUOTE
There's an upgraded version coming out soon and according to Brian Fargo "PC owners will get it 100% free."

Should release 13-October in the US.
Posted by Malcolm on Sep. 26 2015,18:51
< Backer site > is up.  Important because...
QUOTE
So how do you get your hands on your backer bonus rewards? You will need to create an account on the backer web site, although if you already have a Torment account, you can use that on the Bard's Tale site as well (Ranger Center accounts for Wasteland 2 don't carry over).

Posted by Leisher on Sep. 27 2015,10:26
I have signed up, but shouldn't this be under Bard's Tale 4?
Posted by Malcolm on Sep. 27 2015,17:53

(Leisher @ Sep. 27 2015,12:26)
QUOTE
I have signed up, but shouldn't this be under Bard's Tale 4?

Goddamnit.  Yeah.  Fucking "Ranger Center" in the link overrode my brain.
Posted by Malcolm on Oct. 12 2015,11:14
Director's cut drops on Steam tonight at midnight.
Posted by Leisher on Nov. 23 2015,18:50
What's the deal with the dice rolls?

All too often I have a 61% chance of being successful at something only to critically fail.

Using saves, I just attempted Computer Science on a machine that told me I had a 61% chance of success. I attempted it 12 times.

I was successful twice. I critically failed 5 times (where it breaks beyond repair) and just failed the rest.

61% my ass.

Posted by Malcolm on Nov. 23 2015,19:33
What's the crit fail chance?
Posted by Leisher on Nov. 23 2015,20:35
Where does it show that? I crit fail at tasks FAR more than just fail, and before you ask, no I don't use any of the perks or whatever that come with negatives.

I also HATE the stupid Kiss Ass, Smart Ass, Hard Ass, dialogue "skills".

Very, very stupid and being without the specific one you need at a certain point can fuck up your options for completing missions.



Posted by Malcolm on Nov. 23 2015,21:50
Swear I saw a chart on it somewhere or the progression is linear and I spreadsheet'd it out one day.  Son-of-a-bitch.  I have everything in my spreadsheet except crit fail %.  Well, let's assume that goes in a similar direction as success, failure, and crit success: a lookup in a 2-D table of your skill level x item level.  If the item is level X, you've got a 25% chance of success if you're at skill level X-1.  If you've got parity, then it's about 60%.  If you assume crit failure follows a curve similar to crit failure, then I'd say you're talking 10%.

QUOTE
I also HATE the stupid Kiss Ass, Smart Ass, Hard Ass, dialogue "skills".

That does seem like it's a way of duplicating a "speech" skill, which Fallout never did.

Posted by Leisher on Dec. 30 2015,21:18
Nice game, although unpolished in places.

The story line is excellent and I thought the combat and leveling were really satisfying.

The unpolished stuff had to do with skills late game, team friendly AI (they're really dumb), some minor story line glitches, and some other small things. Nothing that stopped me from enjoying the game.

LOTS of content here too, so if you get it, expect a deep RPG trek, not a day or two of RPG-lite bullshit.

I would definitely put it on a "must play" list for RPG fans. Especially to prep for Wasteland 3???

Although, before you start consult some online guides or ask about character creation. The right party is critical to success. Here's a primer: 3 assault and 1 energy or 2 assault 1 energy and a sniper (you can find a good sniper later). The language skills are critical at times, so put one on each party member and get it leveled. Worry about leveling weapons last. Double up on surgeon, but you only need one medic.

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