Wasteland 2 Early Beta Build 42098 Crackedseeders: 12
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Wasteland 2 Early Beta Build 42098 Cracked (Size: 13.93 GB)
DescriptionGeneral information: picRelease date early access : 13 December 2013 Genre : RPG / 3D / Isometric Developer : inXile entertainment and Obsidian Entertainment Publisher: Deep Silver Publication Type : pirates {Steam Early Access} Language : English Voice set Language : English Crack : enclosing (3DM) Minimum system requirements: Operating System: Windows 7/8/XP/Vista (32 or 64 bit) Processor: Dual Core 3.0GHz or equivalent processor Memory: 4 GB RAM Hard Disk Space: 20 GB available space Sound device: compatible with DirectX Video: : 512 MB of VRAM Description: Wasteland 2 is the direct sequel of 1988 Wasteland - first postapokalipticheyskoy CRPG and the progenitor of the infamous Fallout. The game has collected requested on Kickstarter amount in just 48 hours, and for all the campaign tripled it and hit almost three million dollars. Wasteland 2 game known developer and founder of Interplay, Brian Fargo, who gave the world such RPG, like Fallout, Baldur's Gate, Wasteland, Planescape: Torment and others. Wasteland 2 carefully collected all the best elements of the genre and adapted for the modern player. Classical system step battle in the new version will be easy to learn and yet not disappoint veterans of computer role-playing games. The game takes place after a nuclear war between the two superpowers in the wastelands of Arizona, where teams of rangers try to maintain peace in the devastated villages of the last survivors. Create your own characters, giving them a unique set of skills and equipping pursued in line with your goal, because the number of game situations in Wasteland 2 tends to infinity! Become a master in explosives or the best repair toasters? Fight with mutants in flies infected with radiation Agrokulturnye center or stumble upon a deserted dump cartridges from the Atari 2600? Wasteland Wasteland 2 never cease to surprise you with something new! Changes in Build 42098 High Profile Fixes: Damonta and Missile Silo 7 have been released. More CNPC behaviors implemented Weapon jamming implemented Weapon mods & Stripping weapons with weaponsmithing implemented Game Difficulties added New HUD iteration New conversation UI iteration Added combat HUD Animal Whisperer now allows non-hostile animals to follow as pets Combat & Balance: CNPCs can leave party during combat if scripted to do so CNPCs now have a hate list of NPC templates. Hated NPCs will make the CNPC more likely to go rogue, will shoot the hated NPCs with higher fire rates. CNPCs now have a chance on their template to go insane and shoot at absolutely nothing. CNPCs now have a hp percent that they’ll flee from combat. CNPCs now have a flag (not used yet) that will say whether they’ll change clothes or not. When melee PCs move to attack they will now stop when they get inside of melee range of the target instead of trying to run to the target’s exact position Not enough AP to unjam now spits out an appropriate reload problem message CNPCs will now go insane with melee weapons NPC->NPC damage no longer flips off the wait for combat flag Reorganized weapon descriptions ( brawling, blunt, bladed ) Updated Skorpion and mg34 Fixed desert eagle prefab Added a percent chance display for field stripping weapons. Fixed M16 prefab Cranked up the damages on the Tier 2-5 AT weapons Added in WeaponJam as AC_Weapons > WeaponFailure > Weapon_OnJam Updated clip sizes of all weapons to match real world counterparts Ambush now looks that moving enemy is in combat Ambush now has a short delay before attacking to showcase it Ambush attacks are now triggered by area attacks like grenades & rockets Scaled energy launcher 1 square down Corrected combat groups and factions for Woodson Toggling the combat grid now toggles the grid during combat Knockback attacks are not completed now until the animation for the mob being knocked back is complete CNPCs can now really hate an enemy bark with a single fire or melee weapons After a mob is knocked back, it recalculates the attackers valid movement squares PCs now get a bonus to XP that’s not from killing based on their Charisma Combat Reinforcements now only count enemies who are not waiting in combat. Spawning a Mob in Combat now has the Mob face the center of combat and set it’s anim state. Area attack now instantiates projectiles in activate, so more than one can be queued up at a time. Area attack now has a graceful exit so it doesn’t lock up combat anymore if there’s no projectile on the weapon. PC Combat now uses shotgun instance so mods are included in its cone angle Weapon-specific combat text matches the weapon by regular expression. Combat Start Barks happen based on the number of mob groups in combat. Destructible Objects: Removed cover script off the small objects like beer bottles and dinner plates. Assigned field stripping drop lists to every weapon Added visible mod mount points to all appropriate weapons Aligned and scaled some weapons that needed it Make Combat Barks not auto-generate if the combat was started by Drama. Handle CNPC comments on PC miss/crit in the post attack phase instead of delaying (which is no longer necessary). Fix bug in Attack tracking that was not properly updating the mob hit/crit/kill references. Remove unneeded temp variables from Mob that were used when the CNPC commentary was delayed. CNPC behaviors for Angela, Ralphy, Rose, Scotchmo and Vulture’s Cry Trigger start-of-turn combat text for NPCs and CNPCs only, and only if the CNPC is not going rogue. Reduced crit rate/damage/range on killers Synth Grenadier: Tweaked AI template and its grenade properties. Synth Plasma Caster SMG: Tweaked AI template. Death system now drops loot bags for deaths that completely destroy the body. AOE weapons no longer set noCorpse flag, instead their damage type should be set to have a cool death animation if necessary AP cost to Ambush is now one more than to fire Following the PC/Party when they move or instigate out of combat is now a Gameply Option defaulted off Fix null-ref when target mob is destroyed when it is killed (SlicerDicer) Don’t rely on mobTarget still existing at end of attack; capture all needed data for combat text output during HandleAttack calls in AttackRecord.TargetRecord. Secondary weapons & ammo don’t apply attribute & stat bonuses Mobs in combat no longer have obstacle avoidance to prevent them from getting stuck in narrow navmesh spots Killing an NPC outside of combat grants XP again Fixed a bug in specialattack direct attack Apply game difficulty in scaling calculation for Player Damage, Enemy Damage, Friendly Fire and Player Regen (on level up). Fixed some weapon instances that were missing templates from the weapon re-map CNPCs won’t balk at hitting PCs with a shotgun User Interface New Icon Revisions Fixed the depth on weapon comparison tooltips so that they show up above the tutorials. Usable quest items in the hotkey bar should now be cleared on use. Going straight from the backpack to the character info menu will no longer result in the selection rectangle showing up when dragging the character info menu or items within it. Added a sprite class that can display a gradient. Turned off the attack info and portrait tooltips. Added text tooltips to the difficulty buttons Switched the HUD weapon display to use icons instead of polaroid’s. Swapped the reload and firing mode buttons in the HUD. The combat act list should now slide on and offscreen rather than just popping. Shrank down the conversation HUD paper. Created bigger button clicks on Hotkey and Character portraits Updated the equipment atlas. Scaled up the party list and hotkey bar. Switching character genders in character creation should no longer cause future custom characters to start with attributes and skills already allocated. Shrank down the mode buttons so that they fit better. Fixed an issue caused by trying to set up the goodbye button while the conversation HUD is inactive. Premade character entry text will now only be enabled when it is near the active clipping area. Updated the font on the premade character entry prefab. The scroll wheel should now scroll the skill panel when over the + or - buttons. It should no longer be possible to create a ranger with no name by backing out of character customization on an existing character. Fixed some settings on the HUD and icon sprites so that they don’t show corruption at lower graphical settings. Clicking on the journal button will now toggle the journal screen rather than just opening it. The conversation HUD will now slide back down when buttons can be contained on a single line. It should be possible to de-allocate skill/attribute points back to the current level again. Flipped the HUD hotkey bar horizontally. The encumbrance tutorial should now correctly trigger when transferring items. The tooltip on the “being led” icon should now provide more actual information about combat buffs. Edited Tutorial Added support for magical disappearing/reappearing scroll bar on conversation HUD. Made the goodbye button on the conversation HUD a separate, special button. Make status effects from attacks appear in printer log after the attack description. Changed mutant_fly displayName property to specify feminine gender, since they all have ovipositors. Fixed how the accept/decline buttons on the CNPC info menu dispatch events. This should make the disabled accept button (not) work correctly. The CNPC info menu accept button should now disable correctly when appropriate. Fix bug with conversation keyword buttons sometimes appearing offset from the start position. In some cases, previously removed buttons are destroyed but are still in the UI button grid when position is calculated for the remaining buttons. Fixed by ensuring the button is reparented out of the grid when it is destroyed. It should now be possible to examine equipped items. added polaroid and icon for pipe bomb Added fancy visual displays for weapon mods so that it’s not just an ugly block of text. added Combat shooting skill book Can assign points to Animal Whisperer skill now No “-” displayed after a skill name if it’s maxed out The save/load screen will now tell the player when the backend is loading a list of saved games instead of telling them there aren’t any. Added a little + icon to drag drop items to show if the item has been modified. Fixed a broken sprite in the weapon atlas. Moved the dirty grenade icon art to the correct directory. Art Bug Fixes Added Tutorial Icons Added an extra newline to properly space conversation text on start. There’s still an inconsistency when starting a conversation after trading and immediately leaving the previous conversation, but it’s minor. Added functionality to UILabel to allow for text pagination. CNPCs: Fixed Bug 10320 Angela & Chisel had the wrong age. Updated the combat info and hotkey bar UI. Added hotkey support for 7 and 8. Optimization: Sped up the act entry slide. Increased description panel scroll speed. Reduced texture sizes in multiple levels when asset size was too large. Save/Load: Disable Quick Save when Drama is blocking saving. Change Game Difficulty to be a Saved-Game setting as well as a player pref. Added a check to trim whitespace and newline characters from save game names. World Map: New art for AZ world map Added a collider to the POI popup message to prevent interacting with the world map while it’s up. New worldmap radiation - projector removed, changed to dissolve mesh, deformer script applied to dissolve mesh, radiation symbol raised to allow deformer to work on more varied terrain, distortion added, radiation positions changed to match current terrain better, new cloud and cloud shadow prefabs since they don’t work across both world maps Added radio triggers to world map- Party heals on the world map depending on difficulty Chance to run from outdoorsman is now a % chance game over if entire party is unconscious on the world map World Map Camera transitioning to a POI is now smoother. It now snaps to the party icon and not the POI World map movement not moving the mouse when the party stops moving does require moving the mouse to start moving again Fixed cache that was hiding in mountain. Fix location of a cache that was off the navmesh World map now right click does not stop, no more shaking/stopping/centering when discovering a POI Switched party from start to awake because LA world map was instantiating worldmapmanager first for some reason and certain things weren’t assigned in party yet Animation & Navigation: fixed several weapon-swapping animation issues. combat speed now affects animation blend times. Make wood fence use the Forced animation when Brute Forced Zombie death animation got gib and particles Smoke portion of firefx is spawned but not attached. Fixes incorrectly placed fx from head look Tinker: fixed anim set Adding grenade attack and anim set for synth grenadier added burst and special attack triggers removed the swipe attack from the flys template Cows now stay tipped if combat starts Fixed head look when using a shotgun out of combat updated pod idle updated energy death anim Audio: Hooked up Satellite Dish in Ag Center, still needs timing fix in audio file New Combat music was flagged as 3D. should be 2D now. Shotguns will now show reload/jammed cursor when jammed/out of ammo Add SFX when discovering Radiation Clouds as AC_WorldMap > Map SFX > POIEmergenceRadiationCloud Added SFX to progress bar ticks Visual: Drama.Hide() now looks through childed colliders, rigidbodies, and navmeshobstacles to turn off, rather than just the ones attached to the parent. Shrunk and lengthened beetles to make them more realistic Adding spark fx, satellite spinner fx, and adjustments to dugan room in Seal Beach Underground. Added smoke and finalized template or BurnIn prefabs added slight motion blur to camera under certain instances Combat Camera smoothing - NPCs move the camera to frame a shot instead of to the NPC if thats the first thing they do - snap at start of NPC turn snaps all the way to the NPC so it properly decelerates Male characters should now have default torsos applied. added skin alphas and correct skin shader to underwear pieces Added Medal of Honor art to equipment atlas. Turned the armor icon white so that it can be tinted. Changed act list tooltip text color. Changed floor material in reservoir room Added hat flag to wearable’s to separate hats from hair Updated tooltip and paper art. Slight update to combat range gradient art. Active stat displays should now be more apparent. Adjusted color of green keyword to be darker. Change yellow keyword color to dark green. Change red keyword color to darker red. Dropped in new conversation frame art. Adjusted character creation visual choices Creepy Crucifix no longer moves while within player view. Drag selecting a single PC in non-party mode will update the HUD Tweaked male heads to show better versions Color fix for purchased bar ticks Minor look and feel tweaks to character creation. Added new polaroid and icon for scorpion Conversation text is now manually colored Minor polish on the party list in character creation. Adjusted the terrain to fit the nav mesh Rejiggered the HUD to match new art. Adjusted visible mod mount points - energy, handguns & rifles Changed the font of the stat display to match the rest of the UI. Added spark particles (and fixed scale of old FX) to give more impact to connection Technical & Text: Worked on some memory improvements. Compressing audio files and lowering Related Torrents
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