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Wasteland 2 has been released to great acclaim, earning Game of the Year from PCWorld, and reaching #1 on the Steam sales charts. Now, the Director's Cut comes as a free PC update to all backers as our thanks for making the game happen!
Wasteland 2 has been released to great acclaim, earning Game of the Year from PCWorld, and reaching #1 on the Steam sales charts. Now, the Director's Cut comes as a free PC update to all backers as our thanks for making the game happen!
61,290 backers pledged $2,933,252 to help bring this project to life.
João Batista likes this update.

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    1. William
      Superbacker
      on

      I appreciate you taking the time to explain some of the behind the scenes stuff, and how you didn't want to waste time polishing JUST for the demo, rather than working on the game as a whole.
      I agree wholeheartedly with that decision, and I hope others do to.

    2. Missing avatar

      steelwraith on

      Sorry but the square 1.5 thing is a cop out.. hexes always win.

    3. Laurent Maire on

      Hex grid actually adds very little to the nuts and bolts of melee/1-on-1 combat. In fact almost nothing. For example height advantage (which is already in the game) is exponentially more significant. It adds a lot of complexity to the movement system but no real depth to combat on this scale. What it essentially does is look really cool.

      I'm sure most strategy buffs would agree, where a hex-grid becomes really important is on a macro-scale, where one is manoeuvring whole units/companies/armies and large-scale vehicular encounters. Provided the animations respect reality and diagonal square-based movement is possible, re-designing foundational level systems would definitely be a total waste of time for what what really amounts to a cosmetic change.

      I'm not worried about stances either. Fairly minor difference to the depth of combat although I agree with an earlier poster that an extra, contextually appropriate animation, when one is shooting from a height or from behind cover, would add a great deal of immersion regardless of the underlying systems. I feel this alone would be worth the effort.

    4. Turk
      Superbacker
      on

      i am one who is not bothered for the lack of stances or even cover. Fallout did not have it, Wasteland in its technological level could not have it. If it does not make the game more fun and /or makes it more boring with its need to be tactically perfect then ditch it. Wasteland 2 should be the whole atmosphere and game play RPG. Not a tactical war game.

    5. HorseFD on

      I'm absolutely loving the new piece by Mark Morgan.

    6. Missing avatar

      Andrew Crystall on

      Honestly, stances matter a lot more to me if you don't have cover in.

      That said...some weapons like Sniper Rifles could perhaps come with a clicky to position the user to fire them. Same perhaps with a bracing stance for LMG's/heavy weapons. But it would have a significant effect there, you can't rely on them without taking the time to get ready...

      (Of course, they might also have a higher AP cost. So yes, complex. Good design always is!)

    7. meganothing dread bard of torment BOSB on

      I don't think stances would be good for the game. If they are in you have to take them or you will be too easy to hit. So every combat you will have to drop down your fighters, then let them stand up if some enemy comes too near. Then drop down again after that one was killed... This is no Jagged Alliance. We shouldn't have to micromanage.

      Also line of sight really gets complicated because now a prone character could be hindered by small objects on the ground. As a player you would have to guess constantly.

      So if stances at all, crouching should be enough. Better yet, no stances at all

    8. Missing avatar

      Brandon - Theresheep of Sin on

      Not having stances doesn't bother me at all. I'm actually quite excited for the cover system.

    9. Ichimitch Hamono on

      Impressive that you're still listening to backers despite the massive amounts of nit-pickery.. You've done amazingly well with the Unity engine. Kudos

    10. Александр Костиков on

      Personally I would miss hex grid. Square grid is ok (judging from the Shadowrun Returns experience) but I feel that something is missing anyway. The game doesn't seem real enough.

      >multiple player damages from that pose (i.e light, medium, heavy, crits)
      How about fallout-style bloody mess kills? =)

      Good progress guys. Mark Morgan is awesome.

    11. meganothing dread bard of torment BOSB on

      @The Echo Inside: 1.5 is very close to 1.41 aka square root of 2 aka the diagonal of a square with the side length of 1. What this means is that you are not faster if you walk diagonally but nearly at the same speed. So your movement range forms a circle around you as it should be. And your movement speed is constant in any direction (again as it should be).

      I would guess that all the squares you can reach will be highlighted and form a circle and you just click where you want to go. And your PC will move there in a (relatively?) straight line.

    12. Jalister on

      @Al- I think that it is the cosmetics of stances that would be the most work. At least that's how I understood the update.

    13. Missing avatar

      PeterC on

      1.5 for diagonal is both geometrically sensible and actually a nice nod to the original Wasteland. Enemies that were north/south/east/west of you were 10 feet away. Enemies to the NW/NE/SW/SE were 14 feet away. But you couldn't move diagonally there, so I like the ability to move diagonally here.

      So now I'm all for the square grid!

    14. Michael Alley on

      The new Mark Morgan piece is excellent. Look forward to hearing more.

    15. The Echo Inside on

      I love how open you guys are, but the 1.5x cost for diagonal movement seems strange to me. I understand it's a consequence of not being able to implement hexes, but I'm just imagining it making combat very awkward. That you won't really be able to get a good sense of how far you can move your rangers/what tactics might work, because you've effectively got two different movement metrics/systems. And honestly, the last video already made combat seem pretty awkward to me, at least, so pushing that further makes me worry.

    16. Missing avatar

      Al on

      I have an idea about stances.

      Gameplay/combat mechanics wise I would not really miss stances, but animation wise I think stances really have dramatic effect.

      For example, in the last video, the ranger that got on higher ground with the sniper rifle shot no differently than any other time regarding stance/animation, but what if when certain conditions are met (high ground, semi auto rifle with long barrel, high x score, etc) the character uses an alternate firing animation, like crouching while he takes aim and fires? There would not be a complex stances system but just cosmetic, condition based couple of alternate animations.

      Same could go for characters in cover while it's the enemy's turn, ducking when under fire instead of using the standard idle animation.

    17. Missing avatar

      Daniel McGuffin on

      The change from hexes to squares makes perfect sense, as does the lack of crouching/prone poses. I'd much rather have a good game delivered on time, than one that goes ridiculously over-budget and gets delayed for the sake of a small but vocal minority that seems to want Fallout Tactics 2.

    18. Paul Andersen on

      Glad to hear that you're listening to the community. It's an oft espoused but rarely followed art form these days. Kudos.

    19. Missing avatar

      biotek on

      Love the music, looks like another soundtrack I'll have to buy. I'd say it reminds me of borderlands, but we know Fallout inspired many, and we know where Fallout came from. :)

    20. Missing avatar

      Taylor Davis on

      The new music is fantastic, and I really love how closely you guys listen to our opinions. I really liked all the explanations to some of the concerns I shared with a lot of people on here, and am very sure that this game will turn out great!

    21. Johanna Valhalla on

      Oh, wow, the beat just kicked in. This is deliciously good.

    22. Nick Kaufer on

      Haven't been concerned at all. You guys are making a damn fine game and there hasn't been a single thing I've seen that I've gotten concerned over. Keep up the good work.

    23. Eero Salonen on

      Thanks for listening. New track is fantastic, listening it makes me picture me in middle of wasteland. This game should be must buy for every one only because of its absolute phenomenal sound track.

    24. Missing avatar

      Somini on

      Pure Mark Morgan magic. A great mix of several styles.

    25. Johanna Valhalla on

      Thanks for taking the time to address common concerns. For my part, I'm not concerned at all. You guys are professionals with a staggering amount of experience and success, and I'm just happy to be along for the ride. The music is *gorgeous*, gives me delightful shivers. Thanks for sharing it!

    26. Missing avatar

      Mike Leger on

      Thanks for the update on the floaty movement and grid. Love the new song.

    27. John Lacy
      Superbacker
      on

      I may not actually like country much, but there is something about a twang-y guitar that always gets me ^_^