BenF Posté(e) le 13 avril 2014 Partager Posté(e) le 13 avril 2014 Bonjour amis Wastelanders! Notre équipe apporte pour vous quelques nouvelles concernant Wasteland 2, et plus principalement de sa béta. Dans le dernier communiqué de inXile, on a repéré plusieurs informations qui devraient vous plaire!Ce communiqué évoque la mise à jour de la béta qui sera délivrée dans la semaine ! Au menu de celle-ci, pas mal de choses intéressantes : [*]de nouvelles zones de jeux : un silot à missiles ou encore le village Darwin ont été évoqué, et une toute nouvelle zone à part entière : Los Angeles ! [*]une nouvelle interface pour le système de marchandage [*]des optimisations, quelques rééquilibrages, et corrections de bugs [*]de nouveaux ennemis (entre autres, des moines suicidaires!?) [*]bonne nouvelle pour les Linuxiens : la béta sera disponible sur l’environnement Linux grâce à cette MAJ.On en apprend également un peu plus sur la durée de vie du jeu. 50 heures de jeu devraient être nécessaires pour terminer le jeu (une vingtaine pour la quête principale), en comptabilisant les quêtes secondaires, et en considérant un rythme de jeu "normal". Bien entendu, l'expérience de jeu peut encore être prolongée si le joueur désire explorer la carte en son intégralité.Un gros travail semble avoir été accompli par In-Xile, en ce qui concerne l'interface et l'aide apportée au joueur. Au delà d'un tutoriel initial permettant au joueur de cerner plus facilement le jeu, un système de bulles d'information a été implémenté. Cette bulle apparaîtra quand le joueur effectuera une action particulière (paraît-il de façon non intrusive), et permettra au joueur d'en savoir un peu plus à ce sujet. A savoir que pour les joueurs plus expérimentés, il est possible de désactiver cette fonctionnalité.L'interface de marchandage, a complètement été retravaillée, en considérant les demandes des joueurs. À la liste des nouvelles possibilités et améliorations on retiendra qu'il est possible de: [*]comparer des objets que vous voulez acheter avec ceux que vous possédez, [*]gérer plusieurs achats/ventes simultanément, [*]consulter les statistiques d'un objet avant un achat [*]avoir un accès à l'ensemble des inventaires du groupe plutôt que le gérer au cas par cas L'interface délivrée devrait être très proche de celle-ci:Concernant les zones de jeu, In-Xile a placé une bonne partie de son équipe pour travailler sur Los Angeles. Alors que l'Arizona était un environnement désertique, très semblable à l’environnement de Wasteland 1, Los Angeles sera pourvue d'un environnement plus urbains, avec tout ce que l'on peut retrouver dans une grande métropole, avec le côté dévasté en plus, et avec la nature qui reprends ses droits. C'est une zone à part entière, avec une carte du monde séparée de celle de l'Arizona. Bien entendu, des créatures spécifiques à ce lieu font leur apparition et des fanatiques religieux devraient animer un peu l'endroit, et plein d'autres, chacun désirant plus que tout contrôler l'endroit !Je veux éviter de trop m'épancher sur le background de Los Angeles, pour ne pas trop spoiler votre expérience de jeu. Si vous voulez des infos supplémentaires, vous trouverez des éléments intéressants dans l'article original (en anglais). Bien entendu, vous pouvez toujours partager votre expérience dans la partie du forum consacrée à Wasteland 2, notamment concernant cette nouvelle mise à jour! Citer Lien vers le commentaire Partager sur d’autres sites More sharing options...
HawK-EyE Posté(e) le 13 avril 2014 Partager Posté(e) le 13 avril 2014 Superbe news, pleine d'infos et de bonnes nouvelles, merci BenF ! Citer pour me contacter: [email protected] -> [email protected] Lien vers le commentaire Partager sur d’autres sites More sharing options...
HawK-EyE Posté(e) le 18 avril 2014 Partager Posté(e) le 18 avril 2014 La mise à jour est dispo depuis ce matin, il y a vraiment plein de changements, c'est assez génial. [*]Les "Titans" sont arrivés ! Avec une nouvelle map. [*]L'écran des marchandage a été entièrement refait. [*]Il ya maintenant des petits tutos sur les différents éléments du gameplay [*]De nouvelles musiques de Mark Morgan [*]Des modifs d'armes et d'armures, notamment sur la pénétration et sur la classe d'armure des ennemis [*]Un sacré paquet d'optimisations et de corrections de bugs. [*]Des tonnes de nouvelles ambiances sonores et de petits sons ajoutés à tous les niveaux [*]Ag Center, Highpool et Prison peuvent être visités dès le début [*]L'Ag Center et Highpool peuvent tous les deux être détruits [*]Temps de chargements réduits Pour le Full changelog c'est par la :http://wastelandrpg.tumblr.com/post/83039841274/wasteland-2-early-beta-update-39052-notesHigh Profile Fixes:The Titans have been released! A new area is available.The vendor screen has been completely redesigned!Tutorials have been addedNew Mark Morgan tracksLarge balance pass on weapons and dropsets across the worldLarge armor penetration pass on weapons and armor class pass on enemiesMany optimizations and compatibility fixesTons of new ambient tracks and in-world sounds added to all AZ levelsAg Center/Highpool/Prison now unlocked from startAg Center and Highpool can both fall nowReduced loading times across all scenesCombat & Balance:PCs can now carry over 1 or 2 unused action points in combat to the next roundGoing rogue CNPCs will now swap weapons if their primary weapon is completely out of ammoYou can no longer press space bar to end your turn while the PC is doing an actionMake equipped ammo slot auto-fill from inventory when consumed by reloading and when first equippedPrevent ammo from duplicatingDon’t let party cnpc go rogue if they are out of ammo on ranged weapon and therefore won’t do anythingUsing force attack with a melee weapon properly moves youCNCPs going rogue will now finish their multi-turn actions before they roguePCs that equip weapons in combat will also equip ammo for said weapons, but will not automatically reload.Skill and attribute commit buttons are now disabled when there are no points to allocateDropping items on the ground should work correctly againDisabled weaponsmithing while in combatWeaponsmithing: mods was being based on the target item’s owner, instead of the mod’s owner. this has been fixed.Weapon CtH crit bonus is now a flat value instead of a multiplierFixed bugs with weapon info tooltips not using the correct skill for determining hit %Attributes capped at 10 with bonusesPathfinding in combat now checks to see if a Mob can use ladders ( no more animals climbing ladders )Battling NPCs with melee weapons now walk to within range so they can attack nowSwapping weapons will now interrupt skill use. This should prevent the skill meter from getting stuck overhead forever.Fixed a bug with reloading/ujamming and then cone attacking without mousing off a targetAdded a check to disallow ambushing when a rogue CNPC is currently active.Anim Infos now have a checkbox to ignore the head look controllerPCs in combat will now look at the enemies head if they can, instead of the target centerIncreased pathing calculation speed in combatUpdated combat pathing indicator to be yellow when it’s outside of move & attack rangeRemoved unused formation spinningSkillbooks should function properlyNPC Battle AI behaviour will not reset it’s anim state every frame it does not have a target nowJunkie Melee: Fixed AI template so they would attack correctly.Leg Wound status effect gets removed after 10 seconds nowNPC Ai only considers a target in range if it’s shootableNPC AI only considers a target to be in optimal range if the target is visiblereduced starting carry weightincreased amount str attribute ties into weight.made some items rarechanged angies age and inventory ammoSlicer dicer laser should now be positioned and orientated correctlyadjusted armor priceadded armor to most vendorsadjusted rad suit pricegave angela more starting ammoslightly tweaked dropset on ammoAdded chance to hit and crit by skill level with to stat compare damage estimatesChanged inventory price modifier from 0.5 to 0.3Increased XP to level by 25%increased amount of healing per blood packincreased amount of rez% on surgeon itemsAdjusted CNPC/Default char starting ammo and increased quantity of ammo instancesadjusted penetration values on melee weaponsadjusted CON/Armor/init for enemiesbalance pass on melee weapon damageadjusted value, weightQuick pass on scrap value for weapons up to and including tier 3Adjusted item cost, weight and rarityAdded armor penetration to stat compare for ranged weaponsArmor items updatedItem tooltips account for combat speed being a float valueLooting an item with a required attribute will now workTweaked AI and coverWhen instigating try to find an appropriate look spot for the head controller (so PCs look at NPCs in the eye in conversation )Increased amount of crit gained per level for combat skillsWrecking crew AI Pistoleer: Fixed the AI when attacking the player from a lower position.Always display combat conditions during combat ( not just the player’s turn )Added a check to avoid getting stuck if the entire party is killed in combat.Modified descriptions of derived stats to give more details on under the hood #sPCstats crit chance now has a multiplier by weapon skillRockets work on NPCs & rogue CNPCs nowAdded some additional AOE decision to AINPCs should no longer stack on top of each other. Giving them a minimum obstacle avoidance prevents them overlapping but increased their obstacle avoidance priority to 49 so PC’s still can’t push them around.When a PC goes Unconscious in combat the camera will focus on them brieflyDisable ComputerSci on dead robotsMake sure NPCs set to ignore combat don’t try to flee in CheckForCower()User Interface:Added a check for non-fullscreen at max resolution.When moving the camera, edge scrolling is ignored if the arrow keys are being usedNPC Ambush now shows the icon over the NPCs headRemoved combat border FXThe attribute and skill displays on the bottom panel of the character info screen are now sorted.The damage display should now show actual damage values when they update.The skill info panel should scroll correctly again.Hotkey buttons for items are now cleared when there are no more of that item in the PC’s inventory.Surgeon items should now show up in the right-click hotkey menu again.Turned compression back on for the HUD and equipment atlas sprites.Fixed spelling of Sergeant on certain ranksA CNPC’s chance to go rogue is now displayed on the character info panel.Set up inventory grids to allow swapping the positions of items if they’re the same size.Also added code to allow swapping if there’s sufficient space around both items.The backpack menu will not show contents until the pop animation is complete. The scale of the animation was causing issues with NGUI’s clipping. This, in turn, caused the entire contents of the inventory to be displayed, not just the clipped area.Updated the character tooltip for use in the conversation HUDPCs with applicable skills now highlight in the conversation PC selection barThe skip button should no longer be incorrectly masked on the world map.Equipping items via right-click menu should now respect the “show equipment in inventory” settingIt should again be possible to move the hotkey bar in UI customizationThe options screen scroll views should start at the top againMake equipped ammo show total of all ammo of that type in the inventoryDisabled the ambush button collider outside of combatThe save/load screen will now retain the last sort mode used.Fixed the depth of the secondary ammo count on the character info menuUpdated the keypad menu to include letters.The combat action queue rotation button will now only show up when UI customization is enabledThe description text box should now resize correctly after being saved at a custom sizeThe item description label in the item info popup should now colorize text betterThe cursor should now be reset to normal when a drag action is cancelledGUI screens are now immediately resized and repositioned based on scaleIt is now possible to scroll the options submenus by using the scroll wheel on the entries themselvesAdded a close button to the skill use menu that shows up when there are no usable itemsThe combat XP summary should now scroll correctlyReduced resolution for memory considerationsDragging an equipped item to the inventory of a different character should correctly transfer the itemThe “currently equipped” tag should show up on equipped items when comparing two of themFixed missing bonuses in mod tooltipsCrouch button out of combat should have all selected PCs crouchUpdated weapon skill descriptionsFixed some scroll issues with the biography input field in character creation.Capped the maximum visible saved games at 150 so that NGUI doesn’t break.The default character parts are now available in character creation.Added a popdown message when the party fills their canteens at a well.Fix grammatical errors for item usage.Commiting character skill points makes the plus button go awayWeaponsmith Cursor has been addedFixed level load bug if it loads too fast some GUI cleanup was killing coroutines we didn’t want killedThe character info menu should now automatically pop up the first time a PC levels up.Replaced “load scene” on the title bar of scene load modal with the scene nameShortened the delay before auto-comparison to one second.Removed floating damage “miss” textRemoved armor penetration readout from ammo tooltips and added it to weapon tooltips.Make Ammo slot on equipped inventory show number in slot only.Fixed the screenshot portrait positioning so that the character doesn’t show up off to the side.Adjusted the description tooltip to allow for its use without a description.No more exclamation points when combat startsMouseover tooltip weight now accounts for quantityMade all armor 2x2 in inventoryMade all weapons 2x1 in inventoryAdded a “rare” sparkle to drag drop items.Hit & Crit chance don’t show up for thrown weapons and RPGsAdded a flag to the sprite animation class to prevent resizing.Hit chance in character creation is now displayed in red if the player has not allocated any points to the associated weapon skill.Attached the conversation stuff for NPCs to the top of the screen.The critical fail % chance message will now show up in red.Null ref checks ( hit a bug with an NPC fading out during the delay before combat started )Renamed armor item that had an extra space in the nameAdded a non-combat encumbrance indicator to the HUD PC portraits.Switched the merchant icon to white.UI / music adjustments to Ranger CitadelAdded a check to avoid prematurely spawning the world map HUD.Ammo items with zero quantity are no longer shown in backpacks.Mousing over the NPC portrait should no longer cause the PC selection list to pop up.Floating text is now cleared when the player loses the game. This should prevent it from popping up on top of the game over screen for the moment.Added a check to the popup loot window to avoid having repaired toasters showing up twice in the container list.Added a fade down to the main menu buttons that is triggered when the background animation starts.Added chance to jam to ranged weapon tooltips.It should now be possible to drag ammo around within the backpack panel.The character creation menu should now pre-load allowed wearables at start in order to avoid a giant lag spike when switching to the appearance tab.Switched the character info menu to toggle when the button is clicked.Opening a character info menu will now close any open backpacks and vice versa.Added a flag to allow tooltips to prefer to spawn on the left of their reference sprites."Small" mode drag drop items will now default to having their tooltips show to the left.Popdown messages should no longer wind up stuck onscreen if they’re onscreen during a cutscene.Hidden examines don’t get a mouseover cursorEquipped items should no longer be re-equipped by right-click buttons.The last journal entry updated will be highlighted when opening the journal screen by clicking on the “log book updated” popdown.The loot window can now be closed via event.The attack info tooltip should now stay horizontally centered on the screen regardless of HUD scale.Fixed some UI issues with the journal screen.Currency items now show their total value in the item info tooltip.Modified the combat act queue to be positioned like other UI objects.Save/Load:Fix the low XP bug for CNPC that were already saved in a saved gameExporting characters should now correctly include their portraits and physical customizationGame is no longer auto-saved when you were loading a saved gameAdded the ability to load a game by double-clicking on the game’s entry in the listReplaced “load scene” on the title bar of scene load modal with the scene nameImporting old exported characters should no longer reset their attributes and skills. World Map:World Map - drawn path is cleared when mousing over a POIWorld Map: Temporarily disabling Damonta and Silo 7 POIsRejiggered canteens and rad suits to be party-wide items.World Map radiation damage overlayAnimation & Navigation:New animated main menuArea attacks outside of combat should temporarily put the character in a combat anim stateWhen a CNPC joins the party they now play the “Join Party” salute animationFix bug in queued animations that results in the spinning torso.Stop NPC’s from doing talk animation during description text bubble.Play a pickup animation when picking up something off the ground.Fix animation pops. Looping animations should restart when one-offs start blending out instead of when one-offs are completely done.Fix spinning Cirque Du Soleil torsos.Head Look ControllerHumans now use a head look controller - Blends looking at targets with the animations by turning the spine and neck bonesOut of combat friendlies will turn to face the party leader if he’s within their perception radiusHuman Mobs will now head look to turn to directly face a target when shooting out of high coverMobs using head look will twist to face a target within 45 degrees of their current facing instead of turn stepping.Added flag on NPC templates to disable head lookAdded spawner override to use head lookAudio:Added weapon miss SFXBetter propane tank SFXAdded SFX to fire prefab in highpoolAdded SFX for broken glasswareAdded Spark SFXAdded dripping goop sfxAdded sound effects to aces wrench and crowbarLowered Kathy’s VO volumeImproved generator SFXShovel SFX improvementsRevised looped battle music variations addedNew battle audio track has been addedCrouch / Stand volume adjustfixed horrible skill hover soundLAW rocket “shoosh” sound added (loop)New Tutorial Sounds AddedChanged soundscapes to have level music in the correct fieldCops maps music and ambience / sfx mixing passMusic added to LevelMusic but music not playing, will Jira to BenXP total new sound and assignment, 8999Added SFX for Aoe weapon pickupAmbience update to Ranger Citadel - mix passAtchison rail nomad full ambient sfx passVisual:added detail to combat knife texturesExploded crate pieces will reparent to the FX folder when the physics timer runs out so they are not destroyed when the crate is changed to the destroyed stateHiding the evidence…until CK gives the nodMain Menu FX - fixed seam on building card, added animation of scorpitron to scriptMain Menu FX - changed shader on BG bldg for proper transparency, set up all elements for triggered animation by Chris, changed BG color of cameraThresher FX - tweaks to color/opacity for skid FX, ground dustMovement Range FX are now drawn over time in small increments over many frames to reduce start of PC combat turn laggingMovement range fx squares are no longer cached on scene start up but when now when combat starts but over time so there’s no delaypolish art pass on all AZ levels. Technical & Text:Make seed pods not turn pink after they explode.Fixed a bug that was preventing items from being equipped.Bug fix when teleporting a PC when they’re currently going through a door or climbing a ladderCreated an atlas for the item sparkle effect.Conversation when all keyboard input is going to the keyword typing-input barChanged party selection with Fn keys to not try to toggle selection (as that was causing a bug causing it to do nothing sometimes). It only selects nowAdded an application target frame rate of 60fps so video cards don’t overheatAdded a flag to tell whether a PC has committed points after leveling up.Head look doesn’t follow animations when aiming anymoreAdjusted look point so it’s aiming at center of chest instead of waist on human targetsTurning to target also calls a head look when finished turningFix null ref when dictionary to save is null.Fix loot distance checking to check at time loot is about to be transferred as target could have moved out of range in that time.Make sure loot is targeted to pc leader. Update the loot target selection whenever pc leader changes to be the pc leader.Anti-aliasing is now only set by the post process on the camera.Disabled Quality setting AntiAliasing because it doesn’t appear to do anythingMiscellaneous:Killing innocent civilians will now step through several warning barks from Angela or Rose before they both leave. This only ever barked once before, but they would never leave.Logbook & Radio:Make Ag Center and Highpool discoverable from the start of the gamePrison can now be accessed on the world map from the start of the game.Fixed up Rick’s quest line. Made sure it all worked and added some new journal entries for him.Had to make a new location for the journals as Darwin Village wasn’t listed.Level Design, Balance, Reactivity:Ag Center: Make impossible safe possibleAg Center: Clean up Peter interactionsAg Center: Add injection sfx to curing MattAg Center: More goop has been addedAg Center: Kathy radio cleanupAg Center: Fixing up numerous navmesh issues.Ag Center: Kathy Destroyed logicAg Center: Clean up safes in CBAg Center: Fix a broken keyword for PatrickAg Center: Use correct event for Skinner leaving levelAg Center: Party members should no longer be blocked from combatAg Center: Pod people should properly reinforce their brethrenAg Center: Cut Kathy’s call about RachelAg Center: Clean up some encounters if you kill innocentsAg Center: Reconnect lost item referenceAg Center: Fixed duplicate cmd.say() statements in Kathy.Ag Center: Give Skinner some more combat barksAg Center: Patrick logicAg Center: Make Larson look at you before attackingAg Center: Pod examine editAg Center: Fixed a save load issue with Skinner if he’s already following you and you move to his exit trigger.Ag Center: AZ01 Central Complex Destroyed full ambient sfx passAg Center: Killing Fields Destroyed full ambient sfx pass, check on pod explosions (someone is triggering a grenade sound there too!)Ag Center: New Patrick Larson explosionAg Center: Better descritpion for destroyed podsAg Center: Fixed issue with instigate points on weak walls in central basement.Ag Center: Temp remove audio from Kathy Lawson DestroyedAg Center: Fix issue with Skinner keywordsAg Center: Turn off Debug object in CBAg Center: Honeydew description fixAg Center: Made pod fragments stackable. Readded pods to proper dropset.Ag Center: Infected station: remove some unwanted propsAg Center: Remove unused highlight from plantsAg Center: Big ol’ pass on removing NMOs. Redoing brambles to use OMLs instead.Atchison Camp: Fixed one of the sombat zones was disabled.Atchison Camp: Balanced items and dropsetsAtchison Camp: Fixed Bug 9010 fixed an AI’s patrol path from walking to the wrong spot.Highpool: Fixed a BUG in the ROACH footfall names (GET IT!?)(Highpool: Clean up how Wrecker Stronghold is revealedHighpool: Tweaked cover spots and AIHighpool: Fixed graphical error with floating water in HighpoolHighpool: Tweaked Pistoleer AI. Moved some cover peices closer to eachother.Highpool: Dr. Scott’s medical supplies can only be stolen if the medical crate has been unlockedHighpool: Added trash bag behind Jack’s place. Had to recut nav and rebuildHighpool: Booby trap setttingsHighpool: Make sure Kate disappears at the right time.Highpool: Patient behavior cleanupHighpool: Wreckers fire mortar before players stop them.Highpool: Cleanup new propane/mortar elementsHighpool: Tier 2 townies don’t run after fightHighpool: demote importance of Garoof questHighpool: Give mortar display name.Highpool: Make dead synth behave like the one in AZ10Highpool: Change burning house valve desc text to be less obvious about skill useHighpool: Bergin fights!Highpool: Kate Preston topside cleanupHighpool: Make underground doorways work betterHighpool: Reattach Bergin and guards’ wait triggersHighpool Destroyed: Fixed bug where combat was calling in an extra group when it shouldn’t have.Highpool Underground - 2nd audio ambience pass (full)Highpool Saved & Destroyed: Tweak melee AI templates.Infested Pump Station’s waterfalls fixedLeve L’Upe Mine: Fixed Bug 9502 added instigate points to the TNT.Prison : Added encounters of Red Scorpions for the return visit also added cover.Prison: Heavy machine gun foreman should be targetable in combatPrison: Balanced items and dropsetsPrison: Fixed Bug 9379 fixed combat path.Prison: Better responses to breaking the well.Prison: Changed drama sequence so running pigs will start back up where they left off if level is saved and reloaded.Prison: Pitbull radio trigger fixed so it doesn’t trigger no matter if it should.Prison: Ma/Pa/Hole digger combat grouping in PrisonPrison: Fix issue where Gladys disappeared too soonPrison: Rev Thomas encounter, Johnie and Dweezle encounter and Tonza cleanup.Prison: Fixed character falling through terrain sort of. Their feet will clip through at a couple spots but this is as good as its going to get this is a Unity bug and we can only do so much with it.Prison: Attended two informative meetings on the dialogue and quest systems for Tides.Prison: Don’t trigger cutscene if participants are deadPrison: Tweaked the AI in Prison maps and silo maps. Added some cover and moved around some AI positions.Prison: Fixed characters falling through objectsRadio Tower: Obtaining log page one now correctly unlocks the ability to obtain Ace’s Log bookRadio Tower: Fixed Bug 9131 collider blocking mouse clickRadio Tower: Fixed Bug 5183 fixed a bug where the map could be clicked a second time even though it was picked up.Radio Tower: Reduced duration of Murder Site radio callRail Nomads: Balanced dropsRail Nomad: Tweak Junkie AI. Fixed special attackRail Nomads: Hobos in Rail Nomads now attack you if you’ve killed the Hobo KingRail Nomads: Hobos at Gorky’s Distillery now flee if you kill the Truck DriverRail Nomads: Samuel Haas drops Ace’s Log Book if it has not already been obtainedRail Nomads: Fixed missing examine text for casey’s arm.Rail Nomads: Fixed player falling through bridge.Rail Nomads: Doubled the wander radius on waste wolves.Rail Nomads: Fix issue with big combat at end of sceneRail Nomads: Demote blown-up Topekan journal entryRail Nomads: New population sign for Rail NomadsRail Nomads: Fixed an issue wherein Ralphy would enter an empty conversation when approaching the museum in Ranger Citadel.Rail Nomads: Fixed an issue wherein Jessie would enter the incorrect state if the player interacted with the bicycle in the playground.Rail Nomads: Fixed an issue wherein the Injured Topekan journal entry did not resolve.Rail Nomads: Anna has a change of heart and seeks out a new lifestyle if peace is achieved in Rail Nomads.Rail Nomads: The Calvin family has new dialog if peace is obtained.Rail Nomads: Gorkinovich has new dialog if peace is obtained.Rail Nomads: Fixed an issue wherein Choppers did not reappear after the peace ceremony.Rail Nomads: The female Topekan oracle worshiper has new dialog if peace is obtained.Rail Nomads: Mrs. Parker’s dialog changes if peace is compelete.Rail Nomads: Added a unique dropset for Mrs. Parker.Rail Nomads: Fix generator so it doesn’t trigger the alarm after you attach the couplerRail Nomads: Hooked up new population sign art for Rail NomadsRail Nomads: Mr Holliday has new dialog if peace is compelete.Rail Nomads: Casey now agrees to lose his left arm.Rail Nomads: Anti-Atchisons radio calls no longer occur if peace is complete.Rail Nomads: Quarex’s dialog changes if peace is complete.Rail Nomads: All hanging bodies and Atchison warning signs will now disappear following the peace ceremony.Rail Nomads: Casey James and his Atchison crew no longer appear at the Atchisons entrace after the peace ceremony has completed.Random Encounter: Fixed missing clothes on RSMRandom Encounter: Removed weapons from cowering civilians in random encountersRandom Encounter Venders: Gave venders 1000 scrapRandom Map 3: Fixed Bug 9623 level bound was to small.Random Map 3: Fixed Bug 9622 stopped characters from falling through ramps.Ranger Citadel: Making sure NPCs sit on their chairsRanger Citadel: Nur gives updated weaponRanger Citadel: Funeral ranger pathing cleanupRanger Citadel: Drill Team cleanupRanger Citadel: Clean up Solveig convRanger Citadel: Removing duplicate player starts that were causing troubleRanger Citadel: Fixing Vargas movement points for LA BriefingRanger Citadel: Cleanup Baychowski wake up sequenceRanger Citadel: Make sure Nur doesn’t welcome you when you’re leavingRanger Citadel: Fix med bay layout, some spawner issues with TidemanRanger Citadel: Fixed an issue wherein you could not discuss Ace’s Log Book if you exited the conversation too soon.Ranger Citadel: Convert Rick Baychowski from CNPC to followerRanger Citadel: Improvements to Drill CNPC 3, descriptor for gateRanger Citadel: Better text for cancer journalRanger Citadel: Add new CNPC rejoinsRanger Citadel: Adding drop to the toaster in the museumRanger Citadel: Trigger Rick “ask to leave” conversation at the RV mapRanger Citadel: Polish itemsRanger Citadel: Only one success on Finster headRick’s RV: Fix party bark issue and mark second bark as NPCRobots! Slicer dicer now explodes when killed and does not leave a corpseRobots!: Rearranged Slicer Dicer positionsRobots: Fixed Bug 9274 Changed Robots! To Abandoned Railway. Citer pour me contacter: [email protected] -> [email protected] Lien vers le commentaire Partager sur d’autres sites More sharing options...
Flibidi Posté(e) le 24 avril 2014 Partager Posté(e) le 24 avril 2014 je sais pas si c'est moi mais 50h ça me parait léger... Citer Lien vers le commentaire Partager sur d’autres sites More sharing options...
Kims Posté(e) le 25 avril 2014 Adhérent Partager Posté(e) le 25 avril 2014 Un jeu aujourd'hui c'est 5h environ je crois.Un rpg vraiment bon, sa tourne dans les 30h si l'on veut faire le plus important.Fallout et TES dépassent les 50h par contre. Citer Devenez membre de l'association ! https://fallout-generation.com/subscriptions/ Lien vers le commentaire Partager sur d’autres sites More sharing options...
HawK-EyE Posté(e) le 25 avril 2014 Partager Posté(e) le 25 avril 2014 Flibidi, je suis sur la démo là, et crois moi il y a déjà largement plus de 50h.En fait, les 50h c'est si tu ne fait que les quêtes principales (qui ne sont pas forcément faciles à identifier).Perso je pense que quelqu'un qui aime l'exploration et qui fait les quêtes annexes en a au moins pour le double sinon plus. Citer pour me contacter: [email protected] -> [email protected] Lien vers le commentaire Partager sur d’autres sites More sharing options...
naossano Posté(e) le 25 avril 2014 Partager Posté(e) le 25 avril 2014 Surtout que même s'il reprends un gameplay proche de Tactics, Wasteland a l'air d'être un véritable RPG, un RPG dans lequel tu fais des choix qui t'ouvrent certains arcs narratifs et t'en referment d'autres.Pour connaître toutes les options, tu es obligé de jouer plusieurs fois. Cette replayabilité offre une durée de vie plus importante que Fallout 3, où tu as pratiquement tout fait en 1-2 parties. Citer Lien vers le commentaire Partager sur d’autres sites More sharing options...
BenF Posté(e) le 25 avril 2014 Auteur Partager Posté(e) le 25 avril 2014 Et puis personnellement vu que j'aime bien prendre mon temps pour bien explorer toute la carte le temps de jeu risque d'être décuplé. Et comme le dit naossano, la rejouabilité devrait aussi augmenter la durée. Citer Lien vers le commentaire Partager sur d’autres sites More sharing options...
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