Wasteland 2 Update #45: And. Here. We. Go!

WorstUsernameEver

But best title ever!
The latest Wasteland 2 update serves as a reminder of the release of the latest build of Wasteland 2's beta, which includes a large amount of changes and improvements, from UI to combat, and also an entirely new location.

<blockquote>]The full list of fixes and tweaks runs well over 2000, you can view the long patch note list here, which runs the gamut from optimization to fixing small and large bugs to expanding the game's content. We also updated the beta's reference card and expanded it a little bit. As a reminder, this update will break existing save games.

The most immediate difference you'll notice will of course be the updates character and inventory screens. Update 43 had the goods on that so I won't go over it again in detail, we're looking forward to seeing people play around with it. Other than just looking better the new inventory adds a lot of functionality such as an all-party inventory and direct mouse-over comparisons between an item with your currently equipped item (by holding shift).

The second big thing is the addition of the fifth major location in Arizona, the Prison, which was formerly the Ranger Center, now taken over by a rival militia. Ranger Team Echo heads into the Prison in search of ways into Damonta, a town seemingly unreachable beyond a radiation wall.

Combat sees a significant overhaul in this update. We added stances and expanded the use of destructible cover and height advantages and ladders used by enemies. These combat improvements are still WIPs so expect more iteration and functionality going forward.

Of course there are a lot of smaller updates to existing areas. We changed and expanded the ways some of the major scenarios in the first areas play out, as well as adding smaller events and missions, many of which have an impact on larger quests down the line. And just as a reminder, while the beta is limited in areas we are simultaneously working on later areas in the game, tweaking and iterating and applying the lessons learned from the beta. </blockquote>
 
Last edited:
I've been playing it for a little bit and some of the previous bugs that were fixed have crawled back into the new version. Like when I restore a saved game my custom portraits are gone and replaced with question mark icons. That's annoying. >_<

Also a new bug is introduced, when typing into the dialog prompt, some of the keyboard commands are activating when I type the letter assigned to the command. For instance, hitting 'q' and 'e' will rotate the camera during the conversation. Guess I'll have to write these up. I'm sure it'll be duplicated a million times though.

The new inventory interface is definitely much improved though. Haven't been in combat yet. They added more NPCs and stuff to Ranger Citadel including a trader NPC.

So definite improvements but some more bugs to work out.
 
It's not the same bug, though. The custom portrait bug that appeard in the initial release was due to broken image names in the savegame. The new bug does not appear because of broken image names.

Other than that, I pretty much like all changes I've seen so far.
 
Did they change the square grid to hex grid?

Civilization 4 had squares, but the best thing Firaxis did to Civilization 5 was the change to hex grid, it was a God send.

InXile doing the oposite (going from hex grid in Fallout 1/2 to squares in WL2)* was... bas taste, to say the least.


* I know FO was Interplay/BlackIsle, but the guys there back then were those in InXile now, right?
 
Did they change the square grid to hex grid?
Quite the opposite. Hex grid was announced during the KS campaign as one of the main concepts, but after a few weeks the development team has realized that the cover system will be much easier to create with a square grid. So they switched from hex to squares.

Only the Fallout's godfather Timothy Cain is competent enough to create hex-based combat system on its own, may the colourless light of Holy Atom shine upon him!
:notworthy:
 
Not sure what the problem with squares vs. hexes is. Hexes are "more Fallouty" of course, but... eh, other than that?
Hexes look better. Since the movement system is flexibly tied to squares there's no practical difference, other than squares are easier to use with our existing level geometry.
 
Not sure what the problem with squares vs. hexes is. Hexes are "more Fallouty" of course, but... eh, other than that?
Hexes look better. Since the movement system is flexibly tied to squares there's no practical difference, other than squares are easier to use with our existing level geometry.

I don't know, hexes look pretty stupid when you're attempting to move diagonally in Fallout. :P
 
Hexes are more logical for tactical play, since you avoid the problems associated with treating diagonal lines like straight edges. Hexes were a common standard of pencil and paper play, and Fallout's use of them was deliberate call-back to those games.
 
Taking me up to a minute (sometimes more actually) to load random encounter maps. Loading story maps and sub-maps on those story maps takes no time at all, neither does loading the World Map. But those Random Encounter map load times, hoo-boy.
 
It depends on features. Combat system in JA2 did utilize square grid and that's one of the best turn-based combats I've ever tried.
 
Am I the only one who gets the steam game update feeling from those updates? once in a while read the patch notes, but mostly meh don't care, click away ;)

XCOM: Enemy Unknown did just fine with squares. It's a convention, really.
Maybe but all strategic\tactical games that changed convention moved from squares to hexes and not the other way around. In W2 case iirc it was a limitation of sort and grid worked better with what they had (there was a full update on that for those who are interested)
 
Back
Top