Wasteland 2 Early Beta Update #34046 Notes

Early Beta Build 02/24/14

High Profile Updates:

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.

Combat & Balance:

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

User Interface:

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.

Optimization:

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

Save/Load:

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

World Map:

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.

Animation & Navigation:

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

Audio:

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.

Visual:

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

Technical & Text:

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

Miscellaneous:

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

Logbook & Radio:

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

Level Design, Balance, Reactivity:

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