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Nouveau trailer : Extended Gameplay #1 "Welcome to the Prison"


HawK-EyE

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First and foremost, the large beta update has just gone live on Steam. Additionally, the OSX version of the beta is now also live for our Mac backers! 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. 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.

 

juemg0G1UNg

Une update de plus de 3 gigas ! Avec plus de 2000 corrections de bugs !


 
THIS UPDATE INCLUDES OVER 2000 FIXES

High Profile Updates:

- Added Prison map
- Added reactivity state where both Highpool and Ag Center can fall.
- Brand new icon based inventory, character sheet, skill screen and support UI elements
- Huge combat pass. Animations (tons of new death and damages), SFX, VFX, AI all greatly improved.
- Added destructible cover
- Surgeon and Field medic have been greatly improved. Now when using the skill, a list appears with all useable items
- Quality Settings check on game load.
- Added Mechanical Repair Skill
- Introducing grenadiers and heavy weapons AI experts
- Multiple improvements have been made to the save game system which were causing save games to not load
- Multiple engine optimizations have been made to increase performance.
- Multiple compatibility fixes.

See the full patch notes here:
http://wastelandrpg.tumblr.com/post/77732102383/wasteland-2-early-beta-update-34046-notes

Early Beta Build 02/24/14 Brand new icon based inventory, character sheet, skill screen and support UI elements Huge combat pass.  Animations (tons of new death and damages), SFX, VFX, AI all greatly improved. Added destructible cover Surgeon and Field medic have been greatly improved.  Now when using the skill, a list appears with all useable items Quality Settings check on game load.  Added Mechanical Repair Skill Introducing grenadiers and heavy weapons AI experts Added Prison map Added reactivity state where both Highpool and Ag Center can fall.  Multiple improvements have been made to the save game system which were causing save games to not load Multiple engine optimizations have been made to increase performance. Multiple compatibility fixes.  Anti-tank weapons are now called heavy weapons Combat pathfinding changes - Mobs can no longer stand on the same spot as an unconscious PC Added Heavy Machine Gun cone special attack Added antibiotics icon When loading a save game, points spent on deprecated skills (evasion, synth tech & salvaging ) are made available as unspent points again. Fixed bug where using a multi-turn item would remove the AP at the start of the next turn Missed shots can now hit and damage targetable object Removed Salvaging & Synth Tech skills & skill objects Replaced Synth Tech references with Computer Tech Mechanic skill implemented Added MechanicalRepair skill & skill object - mostly directly replaces salvaging Renamed display name of Computer Tech to Computer Science Enemies will now remember who shot them, making them more likely to attack that PC when appropriate Enemies should be more likely to move in combat Active turn mob should not adjust to destroyed cover until their current turn is over Enemies without loot should no longer appear lootable Move actions should not time out on ladders Surgeon now takes a full combat turn to apply Took crit chance off of grenades NPCs use correct AP cost from aoe weapons in their primary hand Made the grenade the primary weapon for grenadier Skill item tooltips should now work for effects that do not have a requirement Removed the Silent Move skill and related stuff Combat cowering NPCs are not allowed to aggro to start combat Can no longer use items or skills without the proper AP Added move cooldown to NPC Combat behaviour where the NPC is moving towards target Force attacking should not lock you in combat Enemies have a chance  to use a higher fire rate mode when attacking Skill items are now selectable from a popup list Added new status effects to the surgeon skill when downed. Changed the surgeon requirement to heal Weapons now disappear until a skill is used Removed minimum skill requirement for using pain relievers Speed improvement when adding a mob in the middle of combat increased projectile speed Ensure skill rolls are true random rolls Added shotgun targeting cone and cone attacks Using surgeon in combat puts you in a crouch state Highlight and hit percentages changed so in combat the hit percentage is always visible but highlight is only on when moused over or in a area/cone attack radius Skills should not take as long to use in combat Removed point blank and optimal weapon range rings, the max ring is still optional from the options menu Can no longer have more than 7 party members Some crates can be opened up with brute force which couldn’t before Floating text to show when an invalid SkillItem target was selected PCs now stand up immediately in combat when revived Swapped Alarm Disarm for Safe Crack for Fade Enemies should be less predictable in combat Sniper shots should no longer appear to fire backwards when firing at close range Can no longer loot dead synths without the computer tech skill Swapped Perception for Fieldstripping for Coldeye Swapped AT for toaster repair for cherry bomb Vultures Cry now has level 2 Animal Whisperer Added shotgun cone attacks for NPCs and PC ambush attacks Targeted cone attacks at no targets is allowed now Surgery now requires an item to rez someone Status effects should be properly removed Explosions should no longer go through walls Destroyed destructible objects should not block line of sight Multiple PCs should not be able to use a skill on the same object NPCs in combat will now reload/unjam if they’re out of ammo without a target priority Fieldstripping has been removed.  Its functionality has been rolled into Weaponsmithing Added some error checking to catch out-of-date status effects. Reduced Angela’s Outdoorsman skill from 4 to 2 Added blunt skill to Angela Deth. Increased dmg & angle on Mississippi mule Fixed a bug with hit % over NPCs when you don’t have enough AP to attack. Adjusted attributes. Removed Awareness from AP and added speed.  Adjusted math of awareness to better adjust for outliers of Initiative. Increased bullet speed on all weapons Added new starting weapon “Stick”. Made ladder climbing 25% faster. CNPCs can’t friendly fire PCs Removed red skorpion special attack Added special weapons to Bowling. Tide removes the cancer cure from the party and gives a reward. Energy weapons are no longer starting equipment. Added Heavy gunner and special cone attack Fixed fuzzy text on the options menu The text on the skill use menu should now show up more clearly Selecting the display menu should no longer reset your settings Hotkey buttons should now display item tooltips for items instead of just displaying item name Updated the downed state with a snazzy new health bar The current health ticker should no longer appear while a PC is not unconscious Inventory items now save their junk & favorite flags between save/load Fixed a filename format issue that was preventing custom portraits from being retrieved on load. Make outer movement range in combat be a yellow instead of dashed blue Removed the % chance to succeed text from the downed state tooltip Starting the game at an odd resolution should no longer break menu scaling Fixed the quantity label showing up incorrectly in the inventory The skill use popup will now show a message if there are no valid items to use. Moved the status effect icons off the portraits. Skill item tooltips should no longer break in loot/vendor screens Split the overhead health bar into two separate health bars (normal and unconscious) Having multiple downed party members should have EKGs Added polariods for pulse rifle, laser gun and ion blaster Added SSAO as a display menu option, defaulted to off Added Anisotropic Filtering as a display menu option, defaulted to off Floating text now stays relative to the Mob’s head Switched new blood pools to terrain layer so the character selections will show on top of them Turned off the green tint on hotkey option buttons Removed “Available Items” hover text The overhead status container should now appear closer to downed characters Recovery HP Bonus is now a percentage of unconscious health instead of total health Adjusted inventory icons for multiple weapons Hovering with a skill active in combat should now display APCost Added in better Afflicted Overhead text The HUD weapon display should properly display clip size when affected by mods Added system reserved string checking to character export filenames The unconscious HP counter should no longer continue to show when a character recovers Field medic and surgeon items should no longer show up as “usable” items that can be placed on the hotkey bar Floating text should no longer stack on each other Added the status effect class to the status effect tooltip All open menus are now cleared when combat begins Modified the surgeon message in the status effect tooltip Floating text now appears when a mob ends its turn Old tooltips should now be cleaned up correctly Fixed the scroll buttons on the description text box Fixed the downed state tooltip in combat so that the text doesn’t go off the end of the background Added a description to downed states Status effects should appear above the death timer when a PC is unconscious Added examines for crates and safes Added color coding to status effect types When used in combat, the surgeon skill will now pop up a skill meter that will continually refill radially The downed version of the health bar will now appear at 0 HP instead of -1 If a status effect cannot be removed, a message to that effect will now be displayed Mods should now display their stats bonus in the inventory Rich text markup should not appear in speech bubbles Using a skill should no longer keep the icon displayed after completing the skill use The skill editor level display should now be right-justified when no points are available to allocate. Ammo can now be equipped to the secondary weapon via right-click and double-click. Cursor returns to default from the examine cursor Fixed the location of the speech bubble anchors on the radio panel Health state floating text will now appear after a half second delay The “downed” version of the health bar should now show up at 0 HP Floating Text when add/lose StatusEffect Remove all statusEffects when a character dies Mouse over cursor should immediately update The save/load entries should now start at the top of the screen instead of the bottom Pickup items should have correct default cursor Skill progress meters no longer appear during combat Added field medic cursor Movement range should not be drawn outside of a combat bounds Some status effects have new art Ammo should be counted properly Fixed the field medic cursor Adjusted highlighting objects after a movement Non-stackable items will no longer be pseudo-stacked in the vendor screen Minor field medic tooltip fix to get rid of a warning. Added a confirmation dialog when switching between characters on the vendor screen if there’s something in the PC’s escrow inventory. Set vendors starting cash to 1000 Added a log book button to the hotkey bar Added icon and polaroid for Basic Trauma Kit inventory item The field medic tool tip should correctly appear in front of the HUD. Dragging equipped ammo to another character should now work correctly. Updated Rubik’s Cube and scrap icons Adding skill points to a skill will cause it to show up on the hotkey bar if applicable. The weapon info tooltip now takes bonus hit chance into account. In-progress item drags should now be canceled when the backpack or loot windows are closed. Added an arrow to denote the current party leader Added an option to hide equipped items in the backpack Equipped items now show up in the backpack. Added item comparison via shift-clicking. This pops up a second tooltip with the item currently equipped in the current item’s slot (if applicable). Direct stat comparison is partially implemented but currently disabled Firing mode info now displays beneath basic weapon info on the tooltip Left-clicking on an empty hotkey button will now open the setter menu A message will now pop up in the main menu informing players if their graphics settings have been set by hardware check. Don’t show hit % over NPCs in combat when using a Rockets or Grenades Moved ammo quantity to the bottom of the ammo slot. Make hit % not show up over dead bodies Fixed a bug that was causing items to be duplicated when added to an existing stack in an inventory. It is now possible to drag a skill from the character info screen to the hotkey bar. Turned off auto-stacking items in inventory containers. Added the ability to open the character info screen from the backpack menu. Removed the ability to drop items via right-click in the backpack. Added smokes to default inventory if character selects a preferred brand. Added the ability to field strip weapons via right-click in the backpack. New gameover image Mousing over the currently selected PC’s portrait during conversation will now bring up the character selection panel. It is now possible to drag hotkey buttons back and forth. Certain maps have been optimized to improve performance Audio files have been adjusted to reduce memory footprint Turned off Shadows on Simple quality Turned VSync on for every quality level ( fast & simple had it turned off ) Adjusted materials being created and destroyed to reduce memory footprint Adjusted Fastest quality setting to use lowest possible texture resolution Set AntiAliasing to 4x for Beautiful so it falls between good at 2x & fantastic at 8x Increased the requirements for each level of recommended settings for each quality level Mods should properly save and load The save/load list now defaults to timestamp sorting instead of name sorting. Unconscious PCs will now be unconscious after loading a saved game You can no longer load a saved game during a cutscene Autosave now happens after you enter a scene instead of before Adjusted quickload visual effect Save game version checking now verifies the file exists first Added fix to prevent it from saving if you pause and unpause the game Strange noises have been added Increased random encounter from 4 to 14% An unclick able hidden cache can be clicked World Map Camera now does a portal transition In & Out when entering/exiting a POI Drained Oasis should no longer have 750 water You can only enter a location by directly left clicking on it now (instead of bumping into it) Camera snap before world map camera transition is no longer instant World map camera transition are now only on Locations Path line is much more visible now Reduced HPs on wastelanders / increased XP needed to lv. by 20% / reduced camera speed on world map cam. Full combat animation pass Players and mobs should no longer appear to skate across the ground Updated unconsious animations New animations for crouch state Pistol whip animation added Updated speeds on some animations Added sniper croutch The weapon holstering/unholstering when climbing ladders is now instant instead of animated. Added a “join party” animation Updated Gravel and Water footsteps, added Stone footsteps Better XP Tick sfx Unique SFX for Blood Pack Unique SFX for Bandages Updated FeralDog Encounter Begins New Shell casing SFX Printer will now be silenced when paused OnHealthRestored SFX Reduced volume on bodyfalls Unique FX for each downed state Effects for HP Gain and recovery Improved how SkillMeters select their looping SFX Better EKG SFX Added new SFX for pod person explosion New bunny death SFX Added support for looping music while moving Added SFX for Matt forrestal while moving Dragging Items was playing music instead of playing sound, causing us to lose the music when dragging. This has been fixed. Add audio for level up call-ins Several Music tracks were not set to looping, causing music to drop out. This has been fixed New SFX for BA, bren, M249 New Frog Attack SFX Tech for bullet whizbys New SFX for Item Added and Target Lock The perception hotkey should no longer incorrectly stay lit. Art polish pass on all maps Cockroaches now have a portrait Updated landmine textures Added breakable bottles Ivy should fade properly Multiple pink textures have been corrected Changes to ladder climbing animation proccess for smoother transitions. Levels should not appear really dark on low settings More polaroid have been added for items Grenades explode on impact added new icons for .45 and .30-06 ammo New shotgun muzzle flashes to reflect the new cones showing shotgun spread Grenade explosion improvements SSAO & Anti Aliasing post processes are now only turned on for Good an above quality settings Only a single instance of Wasteland 2 can be run at once now Fixed framerate issue when AOE highlighting targets ( aka grenade highlighting enemies ) Updated NGUI to latest version Saves should be properly located if your My Documents folder is not on the C: drive Party formation is now closer together helping with navigation Patrolling NPC’s should continue to patrol after reaching a point. You should no longer be able to navigate through a locked door NPC followers follow the nearest selected PC instead of the first one. Reduced logbook weight and price to realistic levels. Larva had no drops Removed lockpicks from inventory and added new useable item Multiple new flavor items have been added Added synth core item and added item to synth dropset On Ultra settings thugs should be using proper weapons Adjusted output for item usage Diggables will always have drops Adjusted combat text (damage recieved) for the Wrecking Crew group Adjusted combat text (damage recieved) for the Pod Person group Added smokes and increased vendor’s quantities of health items. Adjusted up the amount of health items available to you at vendors. Fixed ammo movement issue that was ignoring max stack size. Changed the default inventory keybinding to B. Changed the default force attack keybinding to left control. Fixed screen fade edges when going through teleporter doors running high resolution. Toasters: Added toasters and drops to HP and Ag CB Added a new premade character New games start with 50 scrap Overhead status containers should no longer be added for dead PCs. XP balancing for missions/conversations PCs will now move to within loot range to loot in combat ( previously they would only loot if you were already standing next to the loot ) Added item Cancer Cure Radio now moves immediate broadcasts above delayed broadcasts in the queue Pending RangerCenter calls interrupt any currently playing broadcast and play the RangerCenter call Vargas calls for new states where both Ag and HP can get destroyed Added journal entries for new repeater quest states Rewrote Highpool warnings Make time-stamped barks (like for long radio/PA-system barks) not display the bark when PC’s get out of bark range. Fixed timestamp barks to only show the current bark in the description window (as opposed to dumping the whole bark stream every time). Radio: “Both” keyword no longer requires skill AG Center and Highpool can now both be destroyed Ag Center: Julio’s rabbits stay dead after scene transition Ag Center: Kathy can no longer speak from beyond the grave via the intercom Ag Center: Irrigation-related journal entries are now resolved at the right time Ag Center: Infirmary patients react better if combat starts around them. Ag Center: You can now always get out of the basement by adding additional ways to turn on/off fans and open the airlock doors from the inside. Ag Center: Fixed a pathing issue in east field Ag Center: Fixed issue where you could get doors into a weird state by forcing/shooting airlocks. Ag Center: Ensured pod people and Peter stay dead after they’re killed. They were rising from the grave before. Ag Center: Ensured that serum reservoirs always take just 1 serum from the inventory. Ag Center: Improved sequence with the researchers being attacked by pod people and flies Ag Center: Fixed pod person description Ag Center: Fixed typo in Skinners dialogue Ag Center: Fixed some off-rotation blood splatters Ag Center: Better reactivity to Larsen’s treachery in Honeydew Lewis Ag Center: Easier to see door on breach in east fan tunnel in basement Ag Center: New generator art in West Field, moved some of the rabbits back from Honeydew. Ag Center: Kathy Lawson gives correct journal update when asking for fungicide Ag Center: Fixed possible animation issue for Patrick Larsen Ag Center: Party bark reactivity if Matt says you can go in his office Ag Center: Fixed typo in Rose dialogue Ag Center: Fixed bug with fan sound Ag Center: Fixed typos from the tower dialogue Ag Center: Fixed some missing examine object text AG Center: Added materials to display case Ag Center: Lining up fan switches with the grid Ag Center: Cleared up some unwalkable grid squares Ag Center: Rachel’s pod person version now stays dead Ag Center: Fixed some holes in Rose’s conversation Ag Center: Fixed issues with exploding bramble on satellite dish Ag Center: Reduced fan volume Ag Center: Added fading ivy to East Field Ag Center: Cleanup of Matt Forrestal keywords Ag Center: Researchers no longer thank you if you attack them. Ag Center: You can no longer kill rabbits before the cutscene Ag Center: Fixed bugs with Honeydew Lewis Ag Center: Added ivy that changes texture as you cure the disease Ag Center: Added pigeon effects Ag Center: Infected pump station transforming pod person now stays dead Ag Center: Resized combat bounds to prevent enemies from being too far away Ag Center: Fixed typos in journal entry Ag Center: Fixed a hidden override on the destroyed satellite Ag Center: Fixed an object that had an empty string in its examine text Ag Center: Making sure all skill objects have a difficulty above None Ag Center: New sounds for pod people, the serum reservoir, and valves Ag Center: Reassign missing drop set item Ag Center: Now possible to save guys stuck in vines and they climb out Ag Center: Fixed typo in trapped npcs bark Ag Center: New ambient sounds for exteriors Ag Center: Fixed cover position issues. Ag Center: Added sfx for Peter trying to get out of the barn Ag Center: The Ag Center Serum is now capable of directly curing a ranger and apply status effects AgCenter: Toned down brightness of self-illuminated radioactive pool goop Ag Central: Central Complex plugged a hole in the navmesh that let you wander outside Ag Center: Added cow shit to east field, made sure all shit has good examine text Ag Center: Making sure Honeydew actually takes part in combat when he’s with you Highpool: The scene transition in the Red Scorpion Cave is now only triggered via a scene load star object Highpool: Fixed descriptor text near NPC Jack to reflect the current state of Highpool Highpool: Fix for an issue wherein the crane in highpool would leave a ranger stranded Highpool: Multiple typos fixed Highpool: Make sure you can’t go to Underground through the cave entrance if you let the pipes burst Highpool: Fixed some clipping issues Highpool: Fixed combat bounds Highpool: Kate can’t win if the irrigation system times out Highpool: Updated environment FX Highpool: Fixed issue with returning Garoof after save/load Highpool: Fixed in issue wherein NPC Bergin would bark while at the inappropriate location Highpool: You should no longer be able to fire through buildings Highpool: Tweaks to Highpool AI Highpool: Ranger can now give the item Jess Belle’s Note to NPC Jess Belle Highpool: Jess Belle is killed and the wreckers are gone if you miss them on the way up Highpool: Changed outfits for ranged wreckers Highpool: Added more cover Highpool: Fixed seveal instances of unreachable keywords NPC Bergin’s dialog. Highpool: Added weapons to some of the townsfolk Highpool: Added examine objects Highpool: Make sure Mr. Bevis attacks the rangers if they dig up enough graves Highpool: Making sure you can’t go down the the underground after the pipes fail Highpool: Townies acknowledge when the water supply has been fixed Highpool: Added an alternate radio call for the Mortar object Highpool: Increased detection bounds for the elevator crane Highpool: Adjusted combat space in first 2 fights Highpool: Make sure skill objects have a difficulty higher than None Highpool: Fixed townie typo Highpool: Adjusted Barrel size Highpool: Fixed some terrain issues Highpool: Printer no longer reports 2 NPCs joining the fight when Garoof is attacked Highpool: Townies will now fight wreckers Highpool: Fixed audio issues with radio lines Highpool: Teaching children to smoke Highpool: House on fire smoke fx Highpool: Fixed missing transform reference in Juvie Highpool: Fixed typos with Vultures Cry dialogue Highpool: Added house on fire sequence Highpool: Enemies should move on combat start in first 2 fights Highpool: Tweaks to wrecker stats Highpool: Can use mortar to target Wreckers Highpool: Players should no longer get stuck outside a building Highpool: Fixed some issues with the mortar Highpool: Fixed highpool crane state not being preserved correctly upon save/load Highpool Destroyed: Removed Shadow casting on floors in underground area Highpool Destroyed: Added additional level bounds to Jesse Belle’s house Highpool Destroyed: Added explosives to the interaction between Prybar and Poleaxe Highpool: Added alternate way to get rid of juvies pestering Vulture’s Cry Highpool: Putting player start back where it belongs Highpool: Fixed bugs with the house on fire sequence Highpool: Fixed bugs with juvies sequence Highpool: Added a second vote sequence if you haven’t done enough before fixing the irrigation Highpool: Fixed offmesh link issues Highpool: Fixed instigate distance on jail door Highpool: Added interactions with Warner and patients in the infirmary Highpool: Added hospital dropset for highpool Highpool: Register Highpool as saved from the Wreckers once you meet Bergin Highpool: Make Pipe Burst and House Fire sequences work with new positional sound generators Highpool: Remove vestiges of venderhood from Preston as mayor Highpool: Fixed issue where Jess-Belle got resurrected after save/load Highpool: Increased Jackhammers health Highpool: Fixed player start position Highpool: The kids now scatter if vultures cry is killed. Highpool: The kids will no longer target vultures cry with a slingshot if she’s dead. Highpool: Kate Preston radio calls no longer occur if she’s left for the town vote. Highpool: Covering satellite dish on Jack Swallow’s RV Highpool: Kate Preston’s radio calls no longer occur if she’s left for the town vote. Highpool: Add journal resolve in all states for house on fire Highpool Underground: Fixed some disconnected doors Highpool Underground: New Kate call if you go into the cave Highpool Underground: Should no longer be able to fire through walls Highpool Underground: Reduced some of the roaches, added the correct portrait. Highpool Underground: Remove blue lights from panel in rooms that don’t have valves. Make sure room 1 light only goes on after all complete. Highpool Underground: Increased cockroach dmg Highpool Saved: Removed snipers Highpool Saved: Shifted breakable gate Highpool Saved: Cleaned up fence area Highpool Saved: Fixed cover in the beginning of area, tweaked pistol AI and Jackhammer’s AI. One of the wreckers will investigate if the propane tank is destroyed. Infected Village: Added a couple destructible objects Infected Village: Fixed fog of war not revealing in some spots. Infected Village: Fixed some combat issues Infected Village: Model should properly display on the world map Infected Pump Station: Should now be labeled properly when saving your game Infected Pump Station: Ensure wounded woman doesn’t reappear Radio Tower: Added description for ammo box in Ace’s death site Radio Tower: Created a unique drop set for the toad. Radio Tower: Scaling frog by 30% Radio Tower: Ace’s map doesn’t reappear on reload Radio Tower: Ensured you get appropriate desc text on repeater case Rail Nomads: You can use skills on Vulture’s Cry Rail Nomads: Giving Quarex a patrol path Rail Nomads: Fixed sequence wherein NPC Atchison Male would try to path after already arriving at the hut. Rail Nomads: Kekkahbah’s radio calls no longer occur if he’s dead Rail Nomads: The engineer now reacts to the peace treaty completion. Rail Nomads: The engineer now offers a reward if you return the brake shoe to him. Rail Nomads: The engineer now refuses the brake show if the peace ceremony is already underway. Rail Nomads: Added art and interactables to the engineer’s cabin. Rail Nomads: Using dig with Scotchmo should no longer remove the shovel from inventory Rail Nomads: The hurt topekan’s examine text now properly reflects his condition if he is healed. Rail Nomads: Mr. Holliday now gives the Rangers the correct discount if they return his stolen goods Rail Nomads: Fixed an issue wherein it was not possible to trade with Mr. Holliday Rail Nomads: Radio now has art for various states of repair and power Rail Nomad: Added the correct Pitbull AI and tweaked his template a little Rail Nomads: Added conversations with a couple of the groups of junkies Rail Nomads: Fixed an issue wherein NPC Melissa would not acknowledge teh death of Casey James and Kekkahbah Rail Nomads: Radio now has art for various states of repair and power Rail Nomads: Add quest to kill rail thieves to Kekkahbah Rail Nomads: Fixed an issue wherin the journal entry for Mr. Holliday’s Supplies was displaying incorrect information Rail Nomads: Add pathing node for Ralphy leaving the house Rail Nomads: Chopper 1 and 7 now switch to individual combat groups when they leave the warehouse. This should prevent them from joining combats with junkies. Rail Nomads: Added Hobo Oracle radio calls to the rail nomad camp Rail Nomads: Added Dughter and Kidnappers keywords Rail Nomads: Reactivity for clearing out the rail thieves Rail Nomads: Fixed typos in Kekkahbahs dialogue Rail Nomads: Fixed typo in Casey’s dialogue Rail Nomads: Choppers should no longer be pulled into the fight with Junkies Rail Nomads: Fixed an issue wherin the seesaw in Atchisons could only be destroyed by ranged attacks Rail Nomads: Removed invisible barriers Rail Nomads: Fixed an issue where dialog did not make sense if certain keywords were used in a specific order Rail Nomads: Guns with missing textures should have them Rail Nomads: Edited Jessie keywords Rail Nomads: HornedToad should no longer spam the log Rail Nomads: NPC should be properly placed at the bar Rail Nomads: Cleanup of peace ceremony Rail Nomads: Minor dialoge changes for Jessie Rail Nomads: Adjusted Quarex’s cabin a and making it clear what makes him upset Rail Nomads: Fixed typo from the drowning boy Rail Nomads: Minor dialoge changes for Kekkahbah Rail Nomads: Angela Deth should not comment about Hell Razor’s corpse more times than intended Radio Tower: Vargas’s call after getting the repeaters is triggered by a volume near the exit instead of a timer Rail Nomads: Fixed an issue wherein Melissa would not acknowledge the death of Casey James and Master Kekkahbah Rail Nomads: The fight with Kekahbah is more active and eaiser to get into Rail Nomads: Option for picking up radiated mushrooms in Rail Nomads was missing Rail Nomads: Giving some characters some variations in character parts Rail Nomads: Clarified the text referring to the location of the peace meeting Rail Nomads: Make sure no skill objects have a difficulty of none Rail Nomads: Fixed invisible cover Rail Nomads: Descriptor text should provide proper information on the current state of the camp Rail Nomads: Ranger movement will now pause when being warned to stay away from restricted areas Rail Nomads: Fixed an issue wherein Chopper 1 would not issue warnings to the Rangers while near the generator Rail Nomads: Fixed formatting in R.Nomads section Rail Nomads: Audio should not play before it is supposed to Rail Nomads: Added new examine objects Rail Nomads: Hobo King Encounter: Adjusted weapons used by the hobos, turned the one badger fight into two smaller ones, built guard tower near front gate, added a couple of breakable fences near badger fight also rebuilt nav and grid. Rail Nomads: Add sequence where Angela kills Sam Rail Nomads: Kekkahbah reacts to the prescence of Ralphy Rail Nomads: Kekkahbah’s dialog changes depending on Jessie’s capture state Rail Nomads: Kekkahbah’s dialog changes depending on Robert Bowling’s state Rail Nomads: Dialog changes if Jessie has been captured or freed. Rail Nomads: Dialog changes if Ralphy is in the ranger party. Rail Nomads: Jessie will no longer abort combat if she is already at Casey’s yurt or if her father is dead. Random Encounter: Moved cache to reachable location Ranger Citadel: Allow you to talk to Thrasher after Tideman tells you to ask him about Darwin’s Village. Ranger Citadel: Angela attacks you if you dig up Ace’s grave Ranger Citadel: Attacking a ranger no longer goes un-noticed Ranger Citadel: Fixed a bug where the Ace’s Log Book quest got stuck after giving the item to Sagarra Ranger Citadel: Clarifying Melson’s resource quest and journal entries Ranger Citadel: Fixed jail cell entrances Ranger Citadel: Additional barks added for Brass Knucks Ranger Citadel: Angelas story on meeting with Ace has been re-written Ranger Citadel: Added money to Tideman Ranger Citadel: Fixed spacing typo with Tobias Ranger Citadel: Fixed typos in Wades dialogue Ranger Citadel: Giving named NPCs in RC some actual stats Ranger Citadel: Added reactivity for new Highpool and Rail Nomads states Ranger Citadel: Fixed up resource quests Ranger Citadel: Fixed typos with Chris dialogue Ranger Citadel: Fixed typos with Cartographer dialogue Ranger Citadel: Reduced difficulty on conv skill keywords with Nur Giebitz Ranger Citadel: Open first secured door inside if you level up inside the building Ranger Citadel: Melson now accepts broken weapon parts for his resource quest Ranger Citadel: Vargas responds to more typed variations of keywords Ranger Citadel: Make sure you can’t get trapped in convo with Hawco Ranger Citadel: Fixed hang in Rick Baychowski Ranger Citadel: Goat headbutts, not kicks Ranger Citadel: Add XP for delivering synth leg to Vargas. Ranger Citadel: Added final states for the Ace’s log book mission. Ranger Citadel: Angela looks sad after funeral Ranger Citadel: Fixed bug when shooting Angela 2 rangers from the inside of the citadel would teleport top her location. Ranger Citadel: Making trainees into CNPCs you can pick up if someone in your party dies. Also goat. Ranger Citadel: Added interactions with items in the museum Ranger Citadel: Fixed an issue where you could not speak to Flintlock after he finished his tour. Ranger Citadel: Make sure Angela gets right cursor if she gets pissed at you and attacks Ranger Citadel: Adjusted display name for Gilbert Sagarra, and Dr. Tideman Ranger Citadel: Dialog changes if Bowling has been kicked out of the citadel. Ranger Citadel: In order to discuss Ace’s Log Book with Sagahara it must first be shown to Gen. Vargas. Robots!: Fixed nav and grid Robots!: Fixed the drop sets Robots!: Turned on fog of war World Map: Created new encounter set for infected, increase encounter rate when agCenter is not saved and decreased the encounter when it is saved. World Map: Created new encounter set for wrecking crew, increase encounter rate when highpool is not saved and decreased the encounter when it is saved. World Map: Created new encounter set for Robots, increase encounter rate when Damonta is not saved and decreased the encounter when it is saved. Wrecker Camp: Moved player start to correct position, re built nav and grid. Wrecker Camp: Updated tileset to allow for more diverse material usage Wrecker Camp: Turned on fog of war Wrecker Camp: Removed ladder to direct combat to either side of the tower Wrecker Camp: Adjusted combat bounds



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Level Design, Balance, Reactivity:





























































































































































































































































pour me contacter: [email protected] -> [email protected]

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Sérieux les mecs... Ya des sites qui ne sont pas spécialisé sur les jeux post-apo et dont wasteland 2 ne dispose que d'un simple sous topic. Pourtant ils traduisent toutes les nouvelles de wasteland 2 en français parfait. Les gens iront forcément voir ces sujets là plutôt qu'ici. Cela ne va pas aider fogen. On me dira "oui mais on a pas le temps", dans ce cas faut simplement rien faire sur wasteland 2 si les autres font mieux à côté. Quand je parle d'un jeu, c'est que personne d'autres n'en parlent, ni ne fait de traduction en français.

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Oui, çui là par exemple : http://www.mundusbellicus.fr/forum/showthread.php?9236-Wasteland-2

 

Enfin moi je vous le dis, ça me donne pas envie d'acheter un jeu entièrement en anglais où les devs ne font aucun effort pour traduire leurs nouvelles dans les langues principales européennes. Niveau commercial, ils sont à la ramasse je trouve, ils auraient beaucoup plus de clients avec ma façon de voir les choses. Vous pouvez me dire "ils ont l'intention de traduire le jeu à sa sortie", c'est déjà une erreur. Avec un tel budget,  faut pas 3 million d'euros pour engager un traducteur et traduire les fichiers du jeu, bordel ! Des boîtes qui se comportent comme cela, ça donne pas confiance et encourage à penser que le développement est totalement chaotique.

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C'est vrai que c'est un très joli topic. Bon pour les traductions, je trouve ça normal étant donné que les fichiers ne sont certainement pas en version définitive. Après pour les nouvelles, on est pas assez nombreux à l'avoir backé en france pour qu'ils paient quelqu'un pour ça. Et puis niveau commercial ils s'en foutent et c'est tant mieux, je préfère qu'ils passent plus de temps sur le jeu et tout leur pognon sur le dévelopement du jeu. 

pour me contacter: [email protected] -> [email protected]

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Pour le très peu d'expérience que j'ai dans le domaine, je peux néanmoins affirmer à 200% que faire traduire un produit pas fini n'est pas une option viable. Lors de la version finale, il faudra payer éxactement la même facture de traduction car le traducteur va pas s'enmerder à relire et corriger. Il va reprendre du début. C'est une prestation de traduction de texte brut, avec peu d'interactions (d'où les incohérences de traduction dans une même franchise, on laisse traduire le gars d'un trait et on emballe le tout), avec x euros par mot.

La seule option serait de payer pour faire traduire une présentation officielle, de temps en temps pour apporter des fonds, mais pas le produit lui-même.

naossano.png.98ac3f1a9289cc90131bc3bf59856931.png

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