Funded! This project was successfully funded on April 17, 2012.

Update #25

Details...Details...Details...

“You kids remind me of us - Snake, Razor, Thrasher and me - back when we were just starting out. Thinkin' we were gonna save the future. Thinkin' none of us would ever die. What a joke. I... I... Aw, don't listen to me. If everybody started out old and jaded like me, nobody'd ever try to change the world. So you kids go ahead and give it a go. Maybe it'll work this time." - Angela Deth

It was very exciting for us here at inXile to see such great reception to our first-look video for Wasteland 2. We made this video so that all 63,000 of you could see what we were up to. As of today the video has been seen over 370,000 times! There was such an outpouring of overwhelmingly positive support it literally took us a week to take it all in. To make sure we’re communicating properly with you all, we thought it would be good to provide a more thorough explanation about some of the systems that seemed to receive the most comments.

Our goal with all of our systems is to allow you to customize them, including their keyboard short cuts, to get the exact input system you want. For all systems we have a default setting that we feel provides the best experience, but knowing that everybody has their own preferences we have implemented a robust settings menu.

Game Camera

One aspect that seemed to get a lot of comments was the camera system. When you are watching a video it is hard to get a feel for how it works, because there is no way to know what the player is doing with the camera controls and what the game is handling automatically. We know that without a doubt, a bad camera system can ruin a game.

There are three main camera elements that we should explain. The first is the camera zoom level. There has been a lot of talk since the start of the project about top down versus isometric. By using the mouse wheel, the player can smoothly zoom from a tight isometric camera back to a wider isometric shot. By further zooming out, the camera moves from the wide isometric to an old school top-down shot. If you are the type of player that doesn’t want the camera angle to change, just leave it alone. If you like to see things from different heights, or from the top down, you have the option of rolling the mouse wheel at any point, in or out of combat, and see the world from the perspective you want.

The second camera function that was unclear in the video is the camera tracking system. The camera defaults to ‘follow mode’, which like many systems in Wasteland 2 can be turned off or on by the player at any time through the settings menu. In follow mode, the camera moves around the world with the party – there is no need to pan the camera to keep your character on screen. If your party is not all together, clicking the portrait of any character not on screen will either pan or jump to them, depending on how far away they are, then lock onto their movements as you walk or run them around the map. You can also override the “auto-follow” by using the arrow or WASD keys to pan the camera around the map. If you don’t like using keys to move the camera, then don’t worry about it – you will have an option to pan across the map by moving the mouse cursor to the edge of the screen. In all of these modes, even the pan speed is adjustable. If you don’t like any of these camera options, simply turn them off.

The last camera feature we want to explain is the ability to rotate the camera to view the scene from any direction. First, you can simply disable camera rotation – the levels have been designed so that you can play the entire game without having to change the camera’s orientation. For those that want to look around more, but don’t want to be burdened by a freely rotating camera, we have a mode that rotates the camera in 90 degree increments. This allows you to very quickly move between the West, North, East, and South views of the scene. If you want more freedom than that, you can unlock the rotation of the camera, which is what we used when creating the game-play video.

Heads Up Display

The second system that seemed to get a lot of comments was the HUD. Our HUD is made up of five elements: Character Portraits, Mini-Map, Action Bar, Hot Key Selector, and Description Text window. You can customize the HUD to create the setup most to your liking. Because we already need to make the HUD work for many different aspect ratios and display resolutions and because even we internally at inXile have different opinions as to how big or small certain elements should be, we are building each element in different sizes and shapes. You can select any of these for your default setup. It doesn’t matter if you want the minimalist version, the long skinny version, the short and wide version, or anything in between. We have it for you. On top of that, the Character Portraits, Mini-Map, and Hot Key Selector also have an Auto-Hide function that slides them on and off the screen as needed.

Keyword Dialog System

The last thing we want to talk about is the keyword dialog system. Many of our systems are designed to be a modern take on systems from the original Wasteland. We started with the Wasteland keyword system and updated it, adding layers of complexity that enable us to increase conversational reactivity.

The foundation of the keyword system is the player building up a keyword library through interaction with NPCs and the world. The keyword list starts out empty, and as you speak with NPCs they will reveal new keywords to you. If the revealed keyword is only of interest to that NPC, it will go into a local list. You can click on words in the keyword list to navigate through the conversation. If the revealed keyword has importance beyond that particular conversation, it is put into the regional keyword list. These keywords are of interest to most of the NPCs you encounter that region. A third option, which is never required, is to type something in – a nod to Wasteland 1’s system.

Keywords are also added to the keyword list through perception skill use and environmental description text. For example, if you use perception to examine an object in the world, your observations might reveal a new keyword. Or, if you explored the level and triggered the descriptor text of some object or feature, it too might unlock a keyword.

The NPC’s reaction to any given keyword can be affected by a number of factors including: the party composition, previous gameplay choices, previously used keywords, previous player responses to NPC questions, character skills, character attributes, item inventory, equipped weapons and armor, prior party actions, and CNPCs in the party. In other words, there isn't a one-to-one correlation between keywords and the NPC’s response.

It is important that the player listens to (reads) what the NPCs are saying, because often you can judge by their tone the right way to approach the conversation. For instance, in some cases using a keyword at a particular point of the conversation changes the NPC’s answer to other keywords, or even ends the conversation all together.

One of the suggestions from the fans was that the Ranger party should deliver a line of dialog instead of just barking a keyword. We really love this idea. Having full sentences creates a natural conversation flow. Additionally, this approach allows us to remove the ambiguity of keywords – holding your mouse over a keyword will show you a preview of the sentence your Rangers will say.

A working example:

NPC Bob, who is guarding some guns, has intro text that reveals two keywords he has more to say about. Clicking on Bob starts the dialog:

>NPC Bob – “Hey strangers, we don’t normally see people out so far into the wasteland. Be careful, it is really dangerous out here unless you are heavily armed.”

This introduces two keywords to the player that they can use to converse with NPC Bob, dangerous and armed. Using the keyword dangerous will prompt NPC Bob give you more information about what is up ahead.

>Ranger Party (keyword = dangerous) –“What is so dangerous about these canyons?”

>NPC Bob – “These canyons are crawling with the outcasts of every crappy society in the wasteland. You had better watch your step.”

Using the armed keyword will have NPC Bob tell you about a possible mission.

>Ranger Party (keyword = armed) –“How do you think we should be armed?”

>NPC Bob – “It is best to have a lot of hollow point ammo out here for all the mutant creatures wandering around. I just came from a cave at the end of that canyon where I found a half destroyed case of ammo. You are welcome to help yourself if you find them. You are going to need all the help you can get out here.”

It sounds promising enough, but if the party heads for that cave they will find themselves in an ambush from the Red Skorpion Militia.

If you had used perception on Bob before talking to him, and you passed the perception skill check, the examine text would have revealed that Bob has the insignia of the Red Skorpion militia tattooed on his neck under his collar. This would put Red Skorpion into your local keywords for your conversation with NPC Bob. Holding your mouse over Red Skorpion, shows the sentence, “I see you are a member of the Red Skorpions.” The Rangers already know that the Red Skorpions are out to get them so calling out Bob as being one can have several effects on the conversation.

For example, if you start the conversation by using Red Skorpion, Bob’s response would be to admit to being a member. Now when you mention armed, which had Bob give you the Trap/Mission before, he no longer tries to bait you, but he doesn’t warn you about it either:

>Ranger Party (keyword = Red Skorpions) –“I see you are a member of the Red Skorpions.”

>NPC Bob – “So what if I am? What are you going to do, shoot me just for having a tattoo?

>Ranger Party (keyword = armed) – “How do you think we should be armed?”

>NPC Bob – “Now that I think about it, I could really care less. Leave me alone and go bother someone else.”

Knowing that the Red Skorpions are your enemy, you might cleverly choose to hold off revealing to Bob that you know he is one. If you wait to use the Red Skorpion keyword until after you had used armed (in which Bob tries to lure you into the trap), Bob would cave and tell you everything:

>Ranger Party (keyword = armed) – “How do you think we should be armed?”

>NPC Bob – “It is best to have a lot of hollow point ammo out here for all the mutant creatures wandering around. I just came from a cave at the end of that canyon where I found a half destroyed case of ammo. You are welcome to help yourself if you find them. You are going to need all the help you can get out here.”

>Ranger Party (keyword = Red Skorpions) –“I see you are a member of the Red Skorpions.”

>NPC Bob – “Okay, okay, you caught me. Listen, don’t kill me, I am only following orders. There is a patrol of Skorpions on the rim of the canyon ahead and I was supposed to send you down there. Meow that I warned you please let me live!”

If you had explored the entire canyon before you got to Bob and you had found some blood stains on the ground you could use "blood stains" as a keyword and get Bob to inadvertently tell you about the cave full of loot he was looking for at the end of the yellow canyon.

>Ranger Party (keyword = blood stains) – “What can you tell us about the blood stains on the trail?”

>NPC Bob – “Oh, that was me. I was looking for a weapons stash I had heard about in that canyon and I was jumped by a pissed-off Honey Badger.”

This essentially gives you a hint to find an inconspicuous cave that you wouldn’t get from just the Bob’s original keywords.

Extending the above example, if your party had Red Skorpion armor equipped when you started that same conversation, it would change Bob’s intro text, and instead of him offering you keywords about dangerous and armed, he would just give you a line about how you are late to the ambush and the rest of the Skorpions are up ahead in the canyon.

If you also had Rick Baychowski, who is on good terms with the Red Skorpions, in your party as a CNPC, Bob would greet Rick in his intro line. He would also reveal the ambush up ahead, and tell the party they can find some ammo in a shed down the path to the right.

Events outside of the conversation can also unlock local keywords. For example, another NPC, Jim, might ask you to let Bob know his sister Sarah had just died. When then talking with Bob, he still delivers his intro line offering up the dangerous and armed keywords, but you also see the keyword Sarah. Holding the mouse over Sarah, you see the sentence “Jim just told me your sister is dead.” Clicking Sarah puts Bob into a panic and he runs away leaving you access to the gun cache. This might have been the only way to get those guns without killing Bob, and you couldn’t have done it if you didn’t talk to Jim first.

Keep in mind that in this example, you still had the option of shooting Bob in the head before any of this dialog happened. This would have had its own level of reactivity. It would have given you access to the guns he was guarding but brought the ambush fight to this location. Meanwhile, using stealth to quietly kill Bob before talking to him gets you the guns without the fight – though you might stumble into the ambush later unless you learn about it another way.

We hope you have enjoyed reading more about some of our systems in Wasteland 2. We want to continue this dialog with you and are always reading what you post. In the coming weeks and months we will be uploading more videos and posting more updates to show you what we’re up to here at inXile.

As always, thanks for your support.

Comments

    1. Fb_profile_picture.small

      Creator Forest Ingram on March 3, 2013

      Looks great guys. I can't wait to get my hands on it!

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      Creator Justice Pie on March 2, 2013

      I wish I could play this right meow!

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      Creator metzger on February 27, 2013

      @gecko
      I really like this, and if the developers decide to roll with the keyword system, that's the way I'd like to see it implemented. But the thing is, I see keywords as unnecessary as they always correspond to fixed sentences. If, say, keyword 'armed' had different lines in different dialogues, like

      - [Armed] How do you think we should be armed?
      - [Armed] This blows! How much armed is armed?

      it would be justified to use one keyword for mutliple variations of the sentence, but as it always translates to a fixed sentence, i see this as needless layer on top of the dialogue options.

      When learning a new 'keyword', I'd just let the player know that a dialogue option has been unlocked and would emphasize it was added in the dialogue window by colorizing it or whatever.
      On top of that, I would only show available options in a dialogue, as I can imagine the tedium of clicking through a long list of keywords, only to get "I don't know nothing about that" type of responses, but I reckon the system wasn't designed this way in the first place.

      The keyword system feels more like a relic of the past where it made sense in an environment where you had to deal with memory constrains, but I see this as quite the immersion breaker in W2, where you're effectively taken out of the flow of the game.

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      Creator The Gecko on February 26, 2013

      @metzger
      Good thought for smoothing out the interface, for sure. The only concern would be that it breaks the correlation between what you're saying, and which learned keyword it's attached to.

      When choosing dialogue options, I might suggest a hybrid approach instead. Simply display the full sentence and the keyword it's attached to.

      [Armed] How do you think we should be armed?
      [Dangerous] What is so dangerous about these canyons?
      [Red Skorpions] I see you are a member of the Red Skorpions.
      [Blood stains] What can you tell us about the blood stains on the trail?

      With proper text alignment/formatting to make it all look slick, of course.

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      Creator TrueStoryGuy on February 26, 2013

      Hope there's enough manpower to conjure up and implement all these "keyword" sentences.

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      Creator Edmondo Tommasina on February 26, 2013

      Impressive stuff! Awesome! The Keyword Dialog System example is probably one of the best I've seen in a game until today. Please make me salivate a bit more, give me some more! Thanks.

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      Creator metzger on February 26, 2013

      If the keywords correspond to a dialogue sentence that doesn't change in its structure or meaning, aren't the keywords themselves becoming redundant? How about removing them altogether and keeping only the dialogue options, which should feel more organic. You would also effectively remove the need to hover over the individual keywords to preview the sentence.

      NPC Bob: "It is best to have a lot of hollow point ammo out here for all the mutant creatures wandering around..."

      Dialogue options:
      - How do you think we should be armed?
      - I see you are a member of the Red Skorpions.

      NPC Jack: "Yady yady yada"

      Dialogue options:
      - How do you think we should be armed?
      - I see you are a member of the Red Skorpions
      - Lorem Ipsum is simply dummy text of the printing and typesetting industry

      The only caveat with this would be with the custom keyword input from the player, but since it's mostly a minor feature that doesn't alter the gameplay drastically, it might not matter much. A tooltip or help popup explaining to enter single word nouns might help as well.

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      Creator Scott on February 25, 2013

      Unbelievable. This is like some fantasy version of an RPG that prior to now existed nowhere except inside my head.

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      Creator David Holmin on February 25, 2013

      The conversation example is nothing short of amazing.

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      Creator Ber on February 25, 2013

      "Could care less" immediately got under my skin (it's just the dumbest bad grammar ever, because it *obviously* means exactly the opposite of the intent). So ... I really loved the idea of a grammar nazi dialog keyword option that is likely to incite a gunfight! (as suggested by Matt Clemson?)

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      Creator Eric Pratt on February 25, 2013

      @Saul Alexander Whitton: I wasn't asking for a doubling of all dialogue. I was quite specific about it being regional and even then "at least some." Come on, man.

      @James B.: That's exactly what I want - multiple options per keyword only where the keywords could have relevance in multiple directions.

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      Creator twincast: Eternally Tormented Mangy WoOS on February 24, 2013

      @Zombra: Erm, no, those aren't in the same league at all. And everyone that uses "grammar nazi" can die in flames for all I care.

      That said, as long as the UI, the PC's and educated NPC's don't use it, I can live with it.

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      Creator Andrew Gibbons on February 24, 2013

      This is turning out to be an awesome game! .. I'm so glad I backed this..

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      Creator Alexandre Bannwarth on February 24, 2013

      Keywords system sounds a lot better explained this way, great stuff, very exciting.

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      Creator TheJTrain on February 24, 2013

      Looks absolutely fantastic - just upgraded my pledge from $15 to $50. Thanks for the awesome update!

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      Creator John Lacy on February 24, 2013

      I've mentioned this to friends before who were iffy on the whole 'kickstarter thing' as they called it.

      But the thing I LOVE is that the devs are keeping us in the loop like this, and better yet, listening to what we have to say.

      I've beta-tested dozens of games, and even at that stage (Back before Betas were really just a 'demo period' or the like) it was rare to get such direct information.

      sorry, just had to get that out there for you wonderful people ^_^

      as to the information in this update, it's great :) I loved some of the old keyword bits that were in the Fallout series, and wished to see more of it in other mediums, but it rarely came up. Now were not only seeing a return, but an improvement.

      Thanks for that guys and gals!

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      Creator Ian Perley on February 23, 2013

      Expanding the keyword system to include a more natural conversation between both parties is simply amazing. Major kudos to those who suggested it, and also to everyone at inXile for implimenting it. Loved the video too, btw, nice to see everything coming together.

      I'm getting excited all over again to see this game come to life. Thank you very much for the update and the great news :)

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      Creator Cihan Deniz on February 23, 2013

      @Runciter, there is a great thread at RPGCodex about what "isometric" is:
      http://www.rpgcodex.net/forums/index.php…

      It basically argues that within the specific context of gaming, isometric has come to be accepted as more than just the technical definition so arguments like "no, isometric means this" is rather irrelevant.

      I suggest anyone and everyone having a confusion about the usage of the term to read it.

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      Creator Alexspeed on February 23, 2013

      Your explanation of the Keyword Dialog System is exactly what i was hoping for =)

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      Creator Andris Kovalevskis on February 23, 2013

      This is the game I've been hoping for for over a decade! You're basically saving gaming for me. I was thinking of giving it up due to "modern gaming industry"

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      Creator Johnny Walker on February 23, 2013

      It's great that you're taking on feedback from the fans, but I can't for the life of me understand why you're trying to shoe-horn the old MECHANICS of Wasteland into Wasteland 2. I thought the original game was well-known for having an interesting world, as well as being a spiritual forebear to Fallout. I didn't know anyone thought the system was worth preserving...?

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      Creator Louis on February 23, 2013

      More great news from the developers! And now for comments on the comments...

      Re "could care less." In real life, I'd be likely to correct someone making that mistake. However, as many have pointed out, having characters speak incorrect English is appropriate. It's called characterization.

      @runciter: According to the update you and I are both commenting on, the entire sentence associated with a keyword will be shown to the player whey they put their mouse over the keyword.

      @Cefu: It is possible for the game to keep track of keywords that have been earned quite irrespectively of whether or not they are shown to the player in the GUI or must be typed in. For instance, if the word "Babyface" is a keyword that must be typed in to have an effect in a specific conversation, the game can make the keyword active only if the player has read a graffiti about someone named "Babyface", and inactive otherwise. That is must be typed in is irrelevant.

      Also, why the worry about what other people might do? You won't get a grade. It is not a business deal or a financial transaction. People won't get a prestigious position or a diploma on the basis of their gameplay. I mean, we're not talking about fraud here. So why the worry? Some people will jump on a walkthrough as soon as they can. Some will use a hex editor to boost their stats 10 minutes into the game. Its their loss.

      Yeah, I know about the achievements on Steam, the consoles, etc. They are insubstantial.

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      Creator Flint Sky on February 23, 2013

      Thank you! That was a realy awesome video and performance. I added +150 USD to my pledge just after releasing this video. Thank you guys. I hope it will be much more better and more awesome! Want to see BETA!!!!

    24. Missing_small

      Creator Maestro the Wasted Obsidian Weresheep on February 23, 2013

      A hover tooltip showing the complete sentence for each keyword is freaking BRILLIANT.

      Really love how this project is progressing. It really is combining the old and the new in all the best ways. Bravo!

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      Creator Jean-Luc Picard on February 23, 2013

      @runciter

      2. The players is supposed to use his/her wit, common sense and willingness to experiment in order to achieve these special solutions along with some imagination for roleplaying purposes. Of course, none of this is required to resolve situations but the game does reward you for being smart and inquisitive. It's a lost art in gaming and many of the reactions to the keyword system reveal the hypocrisy of the supposedly old school fanbase. Especially considering that some believe that the keyword system is actually the product of dialogue dumbing down as seen in Mass Effect and such when in fact the dialogue wheel and short phrase system seen in console ports is a brand of idiocy of its own to which the keyword system is completely unrelated.

    26. Missing_small

      Creator runciter (deleted) on February 23, 2013

      1. The camera in the video is not isometric. Isometric means a 60 degree angle between (X, Y), (Y, Z), (Z, X) axes in the 2D projection. The proper term is parallel projection, which means that lines parallel in reality will always be parallel in the projected image. The camera in the demo video uses a perspective projection. I think many people here believe that a parallel ("isometric") projection would be better.

      2. The "armed" keyword is actually a very good example for what is wrong with the keyword system. How on Earth is the player supposed to guess that choosing this keyword will result in asking a question about how the player's team should be armed? As opposed to, say, pointing out that the person you're talking with is heavily armed, or something like that.

      The full sentences are nice, but this post does not really address the camera and dialogue issues.

      Still, the game is looking good, so don't be discouraged by criticism, but do not dismiss it completely either.

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      Creator Jean-Luc Picard on February 23, 2013

      This whole grammar deal is majorly stupid. Some people really need to learn the importance of considering the wider context of a given occurrence before opening their mouths.

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      Creator Cihan Deniz on February 23, 2013

      Oh, I forgot. This should really be a basic requirement but since it was not mentioned: in the same vein as camera pan speed, also an option to set camera rotation speed, please?

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      Creator Cihan Deniz on February 23, 2013

      Excellent news! I absolutely love every bit of information there. However, it can be even better! I already feel spoiled but little things make big differences so I will stress yet a few more things about camera and general controls!

      (1) Camera rotation in 90º increments is already great but why leave it there? Since we will have an option to set the camera pan speed (a slider, I imagine?), why not give the same treatment to rotation? Perhaps a slider that goes like: [ Free / 5 / 15 / 22,5 / 30 / 45 / 60 / 90 / 120 / 180 ] (or any degree from 1 to 180).
      .
      (2) An option to switch to orthographic projection, and if not, at least to set the FOV angle of the camera will surely save a lot of people a lot of headache! It will make it easier to assess the whole screen at the very least, as no matter how hard you try, perspective always gets in the way of things.
      .
      (3) Arrow + WASD keys + edge of the screen are great variety to pan the camera but how about one last extra? A "pan" key so that you can hold it down and move the mouse to pan the camera, without dragging the mouse at the edges of the screen.
      .
      And for a non-camera related request,
      .
      (4) RTWP controls for non-combat! Because the game plays in real time outside combat and so do other things in the game. In Fallout, lack of a Pause feature to issue orders while paused was not a problem because you commanded only one character but when you are commanding several characters, the ability to pause the game at any time, asses your environment and revise your tactics is vital.

      Imagine if the "pause and issue orders" aspect of Infinity Engine games worked only during combat. Imagine you couldn't issue orders to your party while paused unless you were in combat. That would take a lot from the game, now, wouldn't it? What is different with Wasteland 2, a party based game with TB combat? Absolutely nothing. We need to be able to coordinate our rangers without having to race against the AI in real-time, before and outside combat. So give us RTWP (please :blink: :blink: )

      That's all. I guess.

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      Creator Michaeljack on February 23, 2013

      Wonderful update, i loved all the details but especially the Keyword system, This baby seems to have the best of both worlds!

      Seriously cant wait for this game!

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      Creator Josh Follmann on February 23, 2013

      "I'm sorry, are you saying meow?"

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      Creator Viggo on February 23, 2013

      "holding your mouse over a keyword will show you a preview of the sentence your Rangers will say."

      THANK YOU. I've been pissed off by deceiving "keywords" before.

      Also, this is just a monumental feature. It really shows RPGs that have been trying to dumb down dialog *cough*dragonage*cough* how it should be.

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      Creator barbarian_bros- Cayne Corp.Shareholder on February 23, 2013

      Great Job InXile guys! I love the non-linear keyword system.
      For french backers who can't read english well, I've translated this update in french. (only important tech info for the camera/HUD parts, full translation for the dialog part).

      Pour les francophones qui ont du mal avec l'anglais, ma traduction de l'update 25 :
      http://forum.canardpc.com/threads/65221-Wasteland-2-sortie-en-2014-Vid%C3%A9o-de-gameplay-page-43…

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      Creator Zombra on February 23, 2013

      inXile's next RPG ... "Attack of the English professors".
      In this game, every character speaks in perfect English, with no slang, no dialect, and for good measure, no contractions.

      I prefer characters that talk like real people. There's nothing wrong with a character saying "could care less", any more than it's wrong for a character to say "ain't".

      Grammar Nazis, I suggest that you create a party of Rangers who are intolerant of such mistakes, and shoot every character who doesn't live up to your standards. Hey, it might be a fun playthrough.

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      Creator Cefu on February 23, 2013

      Ok, I revise my previous opinion based on the above. Do NOT allow typed in text. I like getting the secret/special keywords through skills, abilities, thorough searching, etc. At this point all allowing type-ins does is break the RP and allow people to go google the special keywords rather than earn them in-game.

      Anything that lets me play the game rather than play the internet to find what I'm missing in the game is welcome.

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      Creator Paul Chaplin (@CottlestonPie) on February 23, 2013

      I have no problem at all with sloppy grammar if it's consistently so, e.g. if the NPC's other speech is poor, but please for the love of English don't let glaring errors through where they'd be out-of-place. It's seriously distracting. :( I am slightly warming to the much-maligned keyword system, though. It's beginning to feel intuitive, rather than cut down. I'm also delighted to hear that the HUD will have a plethora of display options. My faith in inXile is still strong. :)

      I also love what Matt Clemson said:

      "Could care less rankled with me, too, but there's an easy solution that keeps it in-context if Bob is *meant* to be ignorant: Allow you to correct his grammar with a keyword.

      Given it's the Wasteland, that'll probably lead to him opening combat and dying in a hail of bullets, but it's no more than he deserves."

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      Creator Koshinator on February 23, 2013

      "Could care less"????? Nooooooooooo - please add the n't

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      Creator jxcl on February 23, 2013

      While we're on the subject of keyboard movements. Please make sure you test the games with foreign key layouts as well as keyboards like Dvorak, or at least make all the keys rebindable. Valve games will automatically detect a keyboard layout and rebind the keys for you so that WASD maps to the same physical key location under a different layout.

      I'm so excited for this game. :D

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      Creator Your average joe shmoe on February 23, 2013

      @Matt Clemson, I'm loving that idea. It would be good if the NPCs could yell "Grammar Nazis must die!" as they pull out their guns.

    40. Missing_small

      Creator Karambini on February 23, 2013

      I'm not sure if the option will be available, but when you enter the keyword into the dialog, it should show the full sentence and not the keyword in the dialog screen even if you only typed in the keyword, so you can actually read the whole conversation without having to mouse-over every keyword you said to read it.

    41. Fb_profile_picture.small

      Creator Ketil K on February 23, 2013

      This is really great. I know you won't let me down.

    42. Missing_small

      Creator Douglas Hammond on February 23, 2013

      I agree with Tiago. Everything looks promising, though.

    43. Fb_profile_picture.small

      Creator Paul Marzagalli on February 23, 2013

      People complaining about grammar in casual speech. Fucking hell. Give it a rest, people.

      Glad to see the keyword system. It's a favorite of mine, obviously long-abandoned in this age of voice acting. Also, pleased to see that honey badgers will in fact make it into Wasteland 2. Now just to see if I can recruit one for my party...

    44. Dsc02009.small

      Creator Tiago on February 23, 2013

      "COULD" care less? RAAAAGE!!!!!!!!

    45. Missing_small

      Creator Giovanni Manca on February 23, 2013

      Absolutely keep going in this way, you are doing a wonderful job. I'm excited for the improvements to the dialogue system: everything sounds great. Magnificent.

      Thank you! =)

    46. Profilepic.small

      Creator Matt Clemson on February 23, 2013

      Could care less rankled with me, too, but there's an easy solution that keeps it in-context if Bob is *meant* to be ignorant: Allow you to correct his grammar with a keyword.

      Given it's the Wasteland, that'll probably lead to him opening combat and dying in a hail of bullets, but it's no more than he deserves.

    47. 23-1n019-jesus3-c-300x300.small

      Creator Jarosław Lollz on February 23, 2013

      The keyword system is pretty cool, but it would be better if we could see a preview of what the rangers are going to say. At least with the clickable keywords.

    48. Fb_profile_picture.small

      Creator Tom Sanderson on February 23, 2013

      Loving this more with each update!

    49. Missing_small

      Creator Kynrek on February 23, 2013

      The dialog system sounds amazing! I really like the branching of scenarios based upon multiple factors/choices, AWESOME!

    50. Eladrin_wizard_90.small

      Creator Antonidas|Archmage of the Obsidian Order on February 23, 2013

      I love all the improvements. :)

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