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

Update #36

Honing Our Skills

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Hello fellow Rangers!

Chris Keenan here to talk about the most recent progress on Wasteland 2 and what to expect in the upcoming months.

We last spoke about skills in Update #20 in December of last year. Since then, our team has made incredible progress on all fronts. I can say, without a doubt, that we’ve been more efficient as a team than on any project I’ve ever worked on. Much of this has to do with a clarity of vision and getting feedback early and often to make sure we’re focusing on the most important things.

Now is a good time to talk about the core character systems (attributes and skills) since in the very near future, you will be playing with them during the early beta. Some functionality of the attributes and skills have changed during the iterative process and will continue to do so as we get more feedback from you, once the playable is in your hands.

Attributes

Attributes are the starting values that define your character. You allocate them at character creation and while they can be upgraded during the course of the game, opportunities to do so are sparse. Attributes are key in determining the core characteristics of your ranger. They affect things like how many action points you have, how much movement each action point allows, how many survival points you gain per level, your carry weight, and many other variables. We’ve always said choices and trade-offs are a main design focus and character creation certainly supports this. Attributes have a cap of 10 and you will start with a smaller attribute pool than you may be used to. Each attribute point has a dramatic effect on your ranger, which leads to some very different feeling rangers based on how you distribute them.

If a specific attribute is very low, that may cap the related skill or could mean the character is incapable of using some items with attribute requirements. Of course, we will be balancing attributes and skills throughout beta, so some of these might be modified further. Outside of the core uses, NPCs in the world will react to specific characters based on their attribute make-up.

The attributes are (with some but not all uses listed):

  • Coordination (CO): General coordination and ability to operate firearms. Determines action points (AP) and increases your critical hit chance at range.
  • Luck (LK): Luck of the roll. Improves crits with weapons, gives you a chance to get an additional AP during your turn and affects many other interactions throughout the wasteland.
  • Awareness (AW): Ability to notice events happening around you. Increases initiative in combat (turn order), increases evasion rate.
  • Strength (ST): Pure physical strength. Increases your maximum constitution earned per level, increases close combat damage, increases carry weight.
  • Speed (SP): Physical speed and movement rate. Increases movement per AP in combat, reduces length of skill usage progress meters.
  • Intelligence (IQ): Knowledge, wisdom and general problem-solving. Increases skill points gained per level.
  • Charisma (CHR): Charm, personality and swagger. How NPCs perceive your likeability or persuasiveness. 

Also making a return from Wasteland 1, but still not exactly an attribute, is maximum constitution (MAXCON), or the maximum number of hit points. MAXCON is derived from strength and upgradeable when you level-up.

Skills

After selecting attributes, you will be able to place Survival Points (SPs) into your many skill options. Skills start off at a zero value, meaning they are unusable. After unlocking a skill with SPs, you can place additional SPs into the skill to increase its level and functionality. Skills have a maximum cap of 10 similar to attributes. Skills are upgraded in tiers, with a total of 10 skill levels. Roughly speaking, skill levels 1-3 mean novice, 4-6 mean competent, 7-9 mean proficient and 10 means expert. Each skill level allows you to take on more significant challenges, increasing your chance of success and level of rewards as you use the skill. Skills can also be increased from use. Some skills provide additional bonuses as you reach the various levels of competency.

Combat Skills
Increasing skills here will increase your chance to hit with that specific class of weapons. In addition, mastery of those weapons increases with your skill level, allowing you to manipulate and clear it quicker when jams happen.

  • Blunt Weapons: Generally have higher damage but a tighter damage range.
  • Bladed Weapons: Have lower damage but a greater range and higher crit max.
  • Anti-Tank-Weapons: Generally do massive explosive damage but ammo is rare and blast radius makes them hard to use in certain combat situations. Can also be used to get through some pesky doors.
  • Submachine Guns: Have a lower range and lower critical chance, for a more hail-of-bullets approach. Ammo tends to be cheaper and more plentiful than for the higher caliber automatics.
  • Shotguns: Have shorter range but great stopping power.
  • Energy Weapons: Usefulness varies based on your opponent, as energy weapons are less effective against flesh. If your opponent is heavily decked out in metal armor the weapon heats up his gear. The higher the armor of your target, the more damage it will deal. Think pressure cooker. It’s nasty.
  • Assault Rifles: Are very versatile and powerful weapons, but ammo is harder to find. Assault rifles use higher caliber rounds with more penetration value than smaller arms.
  • Sniper Rifle: Ideal in open fields due to their long range and heavy damage, but not necessarily stellar in cramped corridors. Ammo is very expensive. Make your shots count as the AP cost is very high.
  • Handguns: Includes pistols and revolvers. Like SMGs, ammo is common enough to make this the go-to weapon for many rangers, but they are single shot only, trading that for a higher crit value.

Information / Knowledge Skills
Your chance of success with non-combat skills depends on the difference between the challenge and your skill level. For an expert at lock picking facing a door with a very simple lock, there is almost no chance to fail. A novice surgeon may find it very hard to remove the effects of a dangerous strain of toxin or a serious injury that renders your ranger in mortal condition. If the skill difference is too significant, especially for untrained rangers, it may simply not be possible to accomplish the task.

  • Picklock: Chance of success and speed at picking conventional locks.
  • Safecrack: Chance of success and speed at picking safe locks, including on vault doors.
  • Alarm Disarm: Ability to disarm alarms, but also to fix faulty wiring on security doors and open them directly.
  • Toaster Repair: Fix broken toasters and who doesn’t need that?
  • Computer Tech: Skill at hacking computers, which gives access to a variety of possibilities. You can gain information you couldn’t otherwise, or remotely activate a security system or camera. Some computers may give you the ability to activate or reprogram security doors.
  • Synth Tech: With synth tech you can repair and reprogram synthetics and other robots, turning them to your side in combat.
  • Demolitions: The ability to use demolitions in and out of combat. Out of combat, its most common use is to break down doors or clear barriers that do not give way to picklock or brute force, but this unsubtle means of entry is sure to be noticed. In combat, lots of destruction.
  • Brute Force: Determines your skill at applying your raw strength to break some things. Lacks the subtlety of picklock and the raw force of demolitions.
  • Move Silently: The ability to sneak around unnoticed.
  • Salvaging: How effective you are at finding usable items in what would normally be considered piles of junk. A ranger who is good at salvaging can find many useful items that might be skipped over by a normal person.
  • Kiss Ass: Dialogue skill involving flattery, seduction, and well… ass kissing.
  • Hard Ass: Dialogue skill involving intimidation and aggressive speech.
  • Smart Ass: Dialogue skill involving persuasion. ***The “Ass Trio” names are placeholders but somehow they’ve taken hold around the office.***

General Skills
General skills have a variety of uses. Some involve breaking down materials that you find in the Wasteland, while others provide much needed medical care. These tend to be support skills and help you manage and solve problems.

  • Barter: Ability to negotiate for better purchase prices and higher sales prices for your goods.
  • Outdoorsman: Primarily used on the world map to determine your ability to conserve water as you travel, as well as expand your options for when you spot random encounters.
  • Leadership: The ability to lead a team, best used by a single PC who gives a buff in combat to PCs and friendly NPCs around him. Multiple leaders around the same skill level can cause a negative reaction. Also determines how much companion NPCs will listen to you vs. doing their own thing.
  • Cliff Clavin Backer Skill: The skill exclusive to the early backers of this project, it adds flavor text to the game world.
  • Animal Whisperer: The ability to influence animals into staying passive, running away or following you.
  • Field Medic: This skill lets you quickly patch up guys during combat, recovering some CON by using medical equipment.
  • Surgeon: Allows you to provide help to rangers who have major status effects or have gone unconscious or worse. Can be used in combat but due to the amount of time it takes, will force you to protect your surgeon from being overly exposed.
  • Weaponsmithing: The ability to craft and mod weaponry to increase its performance.
  • Field Stripping: The ability to strip weaponry you find into parts to use for improving your own weapons.
  • Perception: Can be used actively to notice enemies through thin walls, uncovering them for a short period of time. The skill also shows you the perception cone of enemies to help you sneak or get to a better starting position prior to combat. As a passive, it helps to identify things that might be out of the ordinary, including finding booby traps.
  • ?????? - A few other skills that can be unlocked throughout the game.

What may stand out to you is the variation in the perceived level of usefulness of skills; animal whisperer is unlikely to be used as much as handguns. We purposefully designed skills that would not be used universally. Each skill has a variety of uses throughout the game and various levels of rewards. Lockpick might more often used, but you never know when something like Alarm Disarm will give you a huge advantage (or reward) that would be otherwise unobtainable. This level of granularity is an advantage of party-based systems and we fully intend to exploit it. We want you to build a varied, multi-skilled group of rangers who play off each other’s strength to become a kick-ass team.

New Screenshots

Here’s a few more screenshots we wanted to share with you. As you can see, there is a wide variety of diversity amongst the environments you will travel through, both in aesthetic and environment design (full size here and here).

Early Beta

It is now October and we are close to getting this game into the hands of our beta-eligible backers. We’re currently cleaning things up, fixing the largest issues and working on a first pass of balance across Arizona. Have we mentioned that this game is massive?

The short-term plan is to continue iterating and fixing bugs found by our internal QA until the game is stable and playable through the sections we are opening up for early beta. This process will take a few more weeks. Once we get there, we will have a very small group jump in to get a feel for if it’s ready to release to our patiently waiting beta backers. The plan is to distribute the beta for Windows PC, as we know we can get standalone builds to work in Windows. We have not forgotten about our Mac and Linux backers and will soon do some tests to try to get a standalone executable for those versions as well. Many months back we tried a Mac test in Unity and it built great with about 30 minutes of clean up. If history repeats itself, those versions will be available as well for the early beta (what’s the worst that can happen, right?).

To prep for early playable, let’s talk a little bit about what we hope to give and get from you. The game will be in an early beta. Much of the systems and content will be in and working but it will be crude in some areas. Some systems won’t be fully polished, there will be weird bugs, and balance will be far from final. We will be fixing these things throughout the beta – we promise the game won’t be released before the game plays beautifully. It’s been difficult for me to get used to personally, but we’ve fully embraced getting screenshots and demo videos out before we feel they are truly ready and polished. I’m much more at peace with it now as this has helped us get great feedback early, and give us time to pivot when necessary. This early beta is no exception.

There are two major goals for us here; bug-hunting and gathering feedback on everything from mechanics to mission design to level design. We’ve enlisted the help of the great people at CenterCode to facilitate this process and make sure that we get the best feedback possible, and are able to effectively cull the large amount of information into an actionable format. It won’t be mandatory for you to opt-in for generating feedback, but we hope that you will participate as it will only improve the final product. More info on that will come as we get closer to the early beta launch.

For us, the most important thing you can do is provide us feedback. What elements do you like? What things need more work or, in your opinion, just aren’t fitting properly? We want to know what you think of our game, the writing, the flow, the mechanics…everything. We will be updating the game on a consistent basis (approximately every 2-3 weeks) and continuing to improve Wasteland 2 throughout this process.

Initially, we will be releasing the first 4 large areas and all associated COPS maps. COPS maps are smaller scenes that can be accessed through the world map and tie into the main areas. We won’t be putting the full game into beta to prevent spoilers that would become widely known before Wasteland 2 is finished. We’ll implement game-wide changes stemming from your feedback from the first areas, and continue our extensive internal bug-testing during this period.

Ranger Center

We surveyed all our backers for their addresses soon after the Kickstarter, but a lot of you have moved or are moving since that day. We also received messages through Kickstarter about address changes. Please be aware we do not change our address listings through Kickstarter messages. All backers, whether through the late backer store or Kickstarter, have an account on our Ranger Center pledge management system. You can keep your address updated there, and the address listing on your account at the time of shipping is where we’ll ship to. We’ll send more reminders about this, but please make sure to check your address and make sure it’s up to date as we get closer and closer to release.

If you’ve gotten this far in the update, thanks for giving us your time! We will provide more info on when the early beta will be ready in the near future. The team is excited to get the game in your hands and show off what we’ve been working on!

Chris Keenan
Project Lead 

Silver, Tzahi Dadon, and 13 more people like this update.

Comments

    1. Missing_small

      Creator Adam Lang on October 12, 2013

      Mumble.

      Three diplomacy skills and a leadership skill? So basically, what happens is, one ranger gets a relatively high charisma and those four skills, and the rest use Charisma as a dump stat. Since every single other stat is helpful in combat (modulo IQ, which is helpful because more skill points), this means that, again, we have one character who will be less useful in combat than all the others, and (because the others all have out-of-combat skills that are tied to actual useful attributes) no more useful outside of combat.

      When will game designers learn to just dump the idea of charisma entirely? Or at least not exacerbate matters by not unnecessarily dividing up diplomacy skills so as to make any 'face' character that wants to be reasonably well-rounded spend the majority of his skill points on them? Sure, if I'm a decent player I can work around having a weak team member in combat, but one would think that that sort of thing should be my choice, not designed into the system.

    2. Missing_small

      Creator Heffaklump on October 11, 2013

      Take your time guys, we and you want a good game. We know you will make it, what is a few months here and there. I´ve been waiting years for something like this!

    3. Missing_small

      Creator paradroid on October 11, 2013

      @someone
      Love the "Dumb Ass" skill, that would be so cool :-)

    4. Missing_small

      Creator Flash on October 8, 2013

      Read the skill list came to the Ass Trio and everything was well with the world...;-)
      That names are a keeper.

    5. Fb_profile_picture.small

      Creator Ettore Gislon on October 7, 2013

      I love luck as a stat, keep it please.

    6. Missing_small

      Creator someone on October 7, 2013

      Can we get a Dumb Ass skill for a complete idiot character that is incredibly lucky?

    7. Missing_small

      Creator Archangel on October 7, 2013

      I don't have a problem with Luck being an attribute as long as it has additional impact in the game beyond a few numbers (like in Fallout where really high luck would let you find an alien craft and really low luck would let you run into a giant that would stomp you).

      Also, I would also like to see some skills fused together, unless you have about equal amount of content in the game for all the skills. And quality of content is also important.
      Lets take Computer Tech and Synth Tech as examples. If Computer Tech is going to let you get some more info here and there that you can sell for money but if Synth Tech is going to let you build your robot companion these two skills are not nearly of equal worth even if they have same amount of uses during the game.
      The importance of situations where you use a skill is a important as the amount of times.

    8. Missing_small

      Creator Revisor on October 7, 2013

      Having thought about it I think there are three pain points in the current skill system:

      Strength + Brute Force seem redundant. The distinction between "being strong" and "being able to apply strength" seems so fine that it will add very little to the game.

      Computer Tech + Synth Tech seem redundant. What's the difference between reprogramming a desktop computer vs a computer inside a robot-looking chassis? Unless there are many androids in the game and they differ fundamentally from robots.

      Field Stripping looks like it should be included in/tied to the weapon skills. Or in/to Weaponsmithing. Or both.

    9. Missing_small

      Creator paradroid on October 6, 2013

      Looking better and better!!

      Luck: after all these years I also fail to see the point. Either the computer gives you a good roll or not. Shouldn't be a skill, but just, err, good or bad luck and something that works in the back.

      Always liked the idea that skill increases with use, I think this is more "realistic", but whatever: if you need me to increase a point here and there I'll do it (but will think back and cry that in WL1 we were past that!).
      And, yes: please, please let the guy with the most skill points do the job in question automatically!

      Some skills indeed could be merged or removed: as somebody said before if you have a 10 strength guy in the group, this guy should be perfectly able to break in the door, anyway, no??

      What?! No brawling/martial arts?! This is the wasteland after all?!

    10. 004mavi.small

      Creator Cihan Deniz on October 5, 2013

      @bublegumm You must be confused about what parallel projection means unless you have misperceived proportions in the screenshots because otherwise it is so clear that the scenes are rendered in perspective. Take a look at this screenshot with parallel reference line for X and Z axis based on the corner piece behind the rangers and see how the parallel edges in the game scene don't adhere to the parallel reference lines at all:

      http://i.imgur.com/d8oLKqb.jpg

      Take a moment to contemplate that, to understand whether it is those particular game scenes from those angles that you don't like, if you have a thing about parallel projection for no reason. The funny thing is, the entire game would look so much more comforting to the eye if it were actually rendered with parallel projection.

    11. Nexusavatar.small

      Creator Theobeau:OOoE\Mad man with a box/Exiled on October 5, 2013

      Great update; really gives the reader a strong feeling for the character and party building aspects of the game.

      Big advantage of having multiple PCs is that you get to try out different combinations that you wouldn't normally use when the PC is also the main protagonist and the rest of the party NPCs.

    12. Fb_profile_picture.small

      Creator Andrew C on October 5, 2013

      I like Robert Garrow's idea of synergy bonuses to certain similar skills That really makes sense.

    13. Missing_small

      Creator Ryan "Keokuk" Smith on October 5, 2013

      Whoever is dead tired sitting in a chair and burnt out.

      This smiley face is for you!

      C:

      Ya, I'm loving seeing all this goodness UMPH thanks.

    14. Missing_small

      Creator Leon Moor on October 4, 2013

      "How is picking a lock anything like cracking a safe?"

      It just seems like they'll make x% of the locked containers key locks and y% of them combination locks just to justify the two skills. I'm only saying that because it's what most developers seem to do though. If your "safe cracker" character opened up opportunities to do bank robberies, while your "lock picking" character opened up opportunities to assassinate people while they sleep in their bed or free prisoners it would be justifiable though.

    15. Missing_small

      Creator James Fisher on October 4, 2013

      It would be nice if the Demolition skill only allowed that person to craft rockets and or use an RPG. For Safecracking it would be nice if only that person could "find" the hidden way to open the lock

    16. Missing_small

      Creator Derek Belanger on October 4, 2013

      Mark, Saying you don't like Luck attributes because you would rather spend the points on strength is silly. Just don't spend points on luck for your characters. Or any other attributes or skills you feel are less important.

      I did make a case, however. In FE1/2 it can affect dialog and random special encounters. It also affects critical hit percentage, if you want to focus on stats. I believe it is also a prereq for some perks.

      What the Wasteland guys choose to do with it, we shall see.

    17. Greedlerbot.small

      Creator Daniel Reuter on October 4, 2013

      Never change the Ass Trio.

    18. Missing_small

      Creator Eric Rodman on October 4, 2013

      Some of the skills do sound redundant, Computer Tech sounds like a better version of Alarm Disarm. I think Anti-Tank Weapons would also fall under Demolitions. I agree as well that there should be a hand to hand skill.

    19. Gero-hero.small

      Creator Stevan on October 4, 2013

      "Field Stripping/Salvaging as well as Picklock/Safecrack and Synth Tech/Computer Tech are essentially the same for me"

      Huh?

      How is picking a lock anything like cracking a safe?

      You have multiple user created characters in this game that are supposed to be completely unique in their skillsets, giving them specific personality. How is combining skills doing anything but making them feel generic.

    20. Gero-hero.small

      Creator Stevan on October 4, 2013

      Luck is fantastic, keep it.

      However, this quote earlier is a great way to make it rewarding without guessing:

      "Maybe if a four-leaf clover sparkled across the screen when luck happened in your favor I'd notice that there is an increase in my luckyness."

      I also love the new screenshots and the ass trio.

      People comparing Fallout 3 to this game are clueless.

    21. Missing_small

      Creator Leon Moor on October 4, 2013

      I'm glad the backer skill doesn't change the gameplay. The first thing I did in Fallout NV and Deus Ex HR was dump the overpowered pre order bonus guns. It's like "Welcome to the game! Your starting choices for weapons are a pair of tiddly winks or a scented candle. Oh I see you've pre ordered the game, one 40 watt phased plasma rifle coming up!"

      I hope that people who didn't back the game won't miss out on anything too cool though. E.g. it would suck if half the people who played Fallout 2 never found the Cafe of Broken Dreams etc.

    22. Fb_profile_picture.small

      Creator George Mattson on October 4, 2013

      One thing I remember from the original Wasteland that I'd love to see is to have the skills increase in real time as they are used. I don't mind spending the points to increase skills, but I found that I really enjoyed seeing my SMG skills (or whatever) increase by a point in the middle of a firefight. That was a really effective way of showing me I was making progress during the game other than just the occasional level up instances.

      And I agree on the Ass trio - priceless!

    23. Fb_profile_picture.small

      Creator Mark Taraba on October 4, 2013

      Derek, I don't know why you keep bringing up how much attributes had an effect on fallout 3 as some kind of basis for why luck needs to be an attribute. A cursed trait that would fill in for low luck attribute effects, a lucky perk or trait that would fill in for high luck attribute effects. Done. You haven't made an argument for why a player would notice luck 5 versus luck 6 versus luck 7. But everyone can see that there's a difference between strength 5, 6 and 7 and is making a decision based on those. Luck is so much of a "I don't know what this extra point is going to buy me" that I think people play with it pushed to extremes or just leave it at 5. Maybe I'll move it to 4 to put an extra point somewhere else, but why on earth would I EVER make a 6 luck character? Unless I'm trying to make a really high luck character, why would I EVER add an attribute point to luck when I'm leveling up?

    24. Missing_small

      Creator ukshadow on October 4, 2013

      ... leave the asses as they are. Adds to the flavor.

    25. Olvelvet_sm.small

      Creator Not One Of Us on October 4, 2013

      The Ass Trio names better make the final game.

    26. Missing_small

      Creator Derek Belanger on October 4, 2013

      Mark, Attributes in Fallout 3 didn't do much. In Fallout 1/2 they did. A low INT had more effect than just a minor difference to skill points. Your character was basically retarded, and your dialogue options reflected that. The same with luck. They affected scripted events, not just skill rolls.

    27. Missing_small

      Creator Baudolino05 on October 4, 2013

      I'm not a huge fan of character systems with too much discrete skills that do similar things (a better solution for a video game, in experience, would be a system with less skills, wider areas of application for these skills, lots of perks or specializations or whatever to add a particular flavor to your character) but I'm willing to admit that your system might work fine in a party-based game like WL2.
      That being said, a few things concern me:

      1) Coordination seems by far the best stat to pick, for any kind of character. AP shouldn't be derived by a single stat.
      2) I'm not a simulationist freak, but things like "brute force" and "perception" handled as skills are too much even for me. I know you've decided long ago that the only way to interact with the world would have been through skills, but if I understand right, in WL2 you can have a character with a score of 10 in Strength and 0 in Brute Force. This doesn't make sense at all...
      3) No brawling in the game? You should reconsider the option of a "close combat" skill for both "blunt/edge weapons and bare hands.

    28. Fb_profile_picture.small

      Creator Mark Taraba on October 4, 2013

      Yeah, I played F1 and F2. I brought up F3 because it's a modern RPG game that uses luck. My point is that I see when my strength, awareness, speed, intelligence, charisma and coordination get used by just one point. What's the thing I notice when I put one more point in to luck? Nothing much. I know because I've done it before. It feels like a waste of a precious point. Man, I could have hauled all this loot back to town if I put it in strength, but I wasted it on luck.

      Maybe if a four-leaf clover sparkled across the screen when luck happened in your favor I'd notice that there is an increase in my luckyness.

      But with your only argument being "it makes the game cooler" you could agree that moving luck to a perk would probably do the same thing you want and not have it need any attribute points.

    29. Missing_small

      Creator Derek Belanger on October 4, 2013

      Fallout 3 is a bad example of an RPG to reference about attributes. Attributes made very little difference in the game. They really just served as minimums for perks.
      Example. Action points if Fallout 3
      3 Agility = 71 AP
      10 Agility = 85 AP
      That is a very small % difference.

    30. Missing_small

      Creator Derek Belanger on October 4, 2013

      This is NOT LIKE FALLOUT 3. More like Fallout 1/2. Luck did far more than just changing dice rolls. It affected the game. Just like Intelligence affected how your dialogue went. It wasn't just rolls, a low int character talked like a moron.

    31. Fb_profile_picture.small

      Creator Mark Taraba on October 4, 2013

      I dislike "luck" as an attribute. It was fine for the S.P.E.C.I.A.L in Fallout 3 I guess just to keep the old system. But can we please move past it? All those other attributes are rolled on right now, right? So we have luck on top of attributes that are randomly used. Gah. All the attributes say something about the person. What is luck saying about them? The laws of probability are warped by his nature? For some reason he can roll a 6 more than you can if he needs to roll high. But if the game needs him to roll low then he'll roll a 1 more. Maybe keep it as a perk or something, but really what impact could I see that would justify a 6 vs 7 luck? This one increases hit points, this one increases carry capacity, but luck could be broken because it's hand wavy calculations we're modifying in the background and you'll never know unless you take detailed notes in two different playthroughs

    32. Missing_small

      Creator Derek Belanger on October 4, 2013

      Death, you said you played fallout 1/2, but still call Luck a tax? It was a total flavor skill. It could totally change the entire play of the game. You could easily play with low luck and do fine, or you could max it and have a greater chance of finding strange encounters. Your other attributes would be lower, but finding an alien blaster before you even had your first shotgun was really fun.

    33. Missing_small

      Creator DeathQuaker on October 4, 2013

      REALLY irritating there is no brawling/martial arts skill. Would like my characters to have a reasonable option for when they run out of ammo and may not have a melee weapon. Plus seems stupid if you have a post-apocalyptic world and no one is capable of having a proper bar brawl. You make room for a skill named after a Cheers character but no one is able to punch anybody? Come on.

      Salvaging seems like a "skill tax" as who isn't going to be good/want to be good at that, and if there should be a skill for it, it should be combined with Field Stripping at least, and probably Perception too. You do not need three skills for "finding stuff."

      While we're combining skills, we do not need two different skills for "medic." More skill taxing. It was annoying in Fallout 1 and 2 (sadly I missed out on the first Wasteland) and one of the best fixes in the new gen Fallouts was that they consolidated into one skill.

      "Ass" skills seems a little "cute" but honestly? At least the skill names are memorable and definitely evoke what they are for, so they may be worth keeping.

      Also, count me in as someone else who thinks Luck is another "Tax" sort of skill; I hate it when games have that as an "attribute"; especially since it looks like the only reason you're using it so you can fill in the "L" slot so you can spell a clever word with the attributes. That is not the reason to have a game mechanic. Let the dice fall where they will and leave it.

      Sorry to complain so much but I love skill based play so I like seeing it done so it looks like fun and not a chore, and this looks more like "chore" than "fun" right now. That said I do like many of the options presented and glad there's a lot of stuff related to survival, tech, etc. as well as interactions.

    34. Elk_vector.small

      Creator British on October 4, 2013

      Yay for monospace fonts, at least it's easy to read \o/

    35. Missing_small

      Creator Derek Belanger on October 4, 2013

      Keep all the skills, there are enough 'streamlined' games out there. But I do agree, the highest skill in the party should be used in most cases, unless the party is split up.

    36. Missing_small

      Creator Derek Belanger on October 4, 2013

      I like lots of skills. To me, the sign of a good game, is one where you can't experience all of it in one play-through, based upon your choices and characters. You shouldn't be able to do everything. Pick your path. The skills you choose will make your experience different than mine.

      Single player games aren't made to be super balanced. Some skills will be more powerful. But some may be more fun. Some skills you will use a lot. Others, maybe just rarely. Maybe you fix a guys toaster and he is so thankful, he gives you a quad-barreled-plasma-death-cannon, the only one in the game.

    37. 1%20monkey%20business.small

      Creator Bill Harned on October 4, 2013

      Love what's going on and can't wait for the beta. Absolutely love finding glitches and problems. When do we get info on wasteland 1?

    38. Avatar158_4.gif.small

      Creator gandalf.nho - Huntress OOoE/WoOS/Torment on October 4, 2013

      I agree with the comments about keeping the "ass" skills, merging similar skills and using the character with the highest skill score manage the situation, not always the leader

    39. Missing_small

      Creator Willie on October 4, 2013

      Game is shaping up nicely, thanks for the update. Screenshots look very good. Just one thing I would also like to add (as quite a few others have already mentioned) regarding skills: streamlining skills might be a good idea since as it stands now there are many skills that just don't make sense to completely separate (others before me have given ample examples), so just look at this please; I would much rather have 20 truly diverse and useful skills than 40 skills that differ only slightly (this also complicates the game and balance needlessly). Also: make sure that each skill is useful and represented in the game to an adequate degree. I am looking forward to the game!

    40. Missing_small

      Creator mina86 on October 4, 2013

      Could we please have proportional font rather than monospace? It's 21st century you know? And if there will be a lot of text in the game, it's important it's easy to read. In otherwise amazing screenshots the bottom right corner looked like taken from some other game.

    41. Missing_small

      Creator asymon on October 4, 2013

      Neither "grenades", nor "throwing" skill?

    42. Missing_small

      Creator Robert Garrow on October 4, 2013

      If the skills remain the same in the final, perhaps a "synergy" bonus? If you have x points in surgeon, you automatically get y points in field medic? If you can do extensive doctoring in combat, you sure as heck can handle "medic" actions.
      Similarly with the repair skills. If you are going to build something from salvaged parts, you probably know what to look for in a junkyard and how to strip things down to make use of them. etc...etc..etc...

    43. Fb_profile_picture.small

      Creator Andrew C on October 4, 2013

      Also, have to second tying action points to a single stat is a bad move. Surely basing it on Co-ords, Awareness and Speed would be better and make more sense?

    44. Fb_profile_picture.small

      Creator Andrew C on October 4, 2013

      I have to agree with the others, you couldn't become proficient in a weapon without learning how to field strip it. It seems a totally redundant skill, especially when what you seem to mean by the skill is actually a subset of salvage and weapon smithing. The *ass skills also seem like they could be unified into one or 2 skills, perhaps intimidation and diplomacy

    45. Dungeoncrawl.small

      Creator dungeoncrawl on October 4, 2013

      If the game is already gonna have mature language in it, keep the ass trio. If it wasn't going to have mature language, don't keep it.

      Loving this update. Can't wait to get my hands on the beta. Willing to be early early beta and give feedback. I'll sign any NDA you've got. :)

    46. Missing_small

      Creator Mike on October 4, 2013

      I've very excited and think things are coming along nicely. However, not to nitpick an unfinished game, but like some others I'd like to encourage you to take another look at some of the skill delineations.

      For example, I find it hard to believe (or even understand) how a master in Weaponsmithing would be able to add parts to a gun without knowing how to remove parts from it (the Field Stripping skill). In fact, I would recommend making the Field Stripping (and possibly even Weaponsmithing) skill dependent on each of the different weapon proficiencies, as anyone proficient with a type of weapon would naturally know how to field strip it. Likewise, is there anyone on earth that can crack a safe but not pick a lock? Also, would someone knowledgeable and skilled enough to repair and reprogram robots (Synth Tech) not be able to rewire an alarm (Alarm Disarm) or fix a toaster or other simple electronics (Toaster Repair)? Because I'd hate to waste a ton of skill points just so my guy that can repair a complicated robot wouldn't throw up his arms in frustration when he encounters a broken toaster, as that would be ridiculously frustrating and quickly take me out of the game.

      Anyway, just some thoughts I hope you'll take into consideration. Keep up the great work!

    47. Elk_vector.small

      Creator British on October 4, 2013

      I'm concerned about the beta, as it is stated in the $75 pledge that there will be an early beta access, but *on Steam*.
      No luck out of that damn Steam then ? :/

    48. 297687_10150765990240710_6581274_n.small

      Creator Alex Norris on October 4, 2013

      I'm not a super fan of AP being tied to a single stat - because they're needed for everything, it just means that everyone needs to take Co-ordination as high as they can. That's not really interesting from a character choice aspect.

    49. Missing_small

      Creator Leon Moor on October 4, 2013

      Luck is an awful attribute to put in an RPG. It doesn't add to the "choices and trade offs" design, unless it's simply a prerequisite for play options and isn't a roll at all.

    50. Missing_small

      Creator kwerboom on October 4, 2013

      The ass trio seem to fit with the game. I'd love to see you keep them.

      Also, agreeing with Lars Møller's concern about skills. I hate it when a game that is suppose to have a group dynamic only uses the main PC or front PC skill stats for encounters. It kills the idea of diversifying the team leading to me building a super front character and never building out the abilities of the other team members.

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