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We added a FOV slider, solved some pesky crashes, overhauled some funky skills, and many other things. While we continue building on that, a number of issues have been fixed in today’s patch. Today's patch lays the overall groundwork for fixing these, and you will see more improvements with patch 2, currently targeting Friday 9/28. This applies especially to stabilizing framerates, improving loading times, and taking care of resolution issues. Our primary focus has been to address the topics which most impact your gaming experience, based on your feedback and what we’ve seen pop up during the last few days:Īs already stated in the road map we released earlier this week, some of these points are not easy to resolve and require in-depth changes to the game (and subsequent testing). Let's take a more detailed look at Patch 1: Please keep sending us your reports and thoughts, it means a lot to us and helps us to hunt down all remaining problems (as well as considering other revisions). In addition to that, we are also very grateful for all the feedback we have received from you since launch. Once more, thank you for your patience and understanding while we continue to resolve all issues you may encounter as quickly as we can. ie random loot, lots of exploding pods and creatures (versus fewer) etc for a hardcore mode.The first patch for The Bard's Tale IV: Barrows Deep arrived on GOG on Monday, 09/24. I think all of these features would of been better put in a hardcore mode for those players who want to punish themselves.
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I didn't reload for container loot much but I did sometimes do it when I really needed something better than junk.
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Lots of people couldn't help themselves in this game and they would reload the game to get better container loot and the like. Thats partially my faught for trying to maximize the outcome through. This is fine for an area or two but there was too much combat grind where you could also catch the disease and you can imagine how many reloads it took to get it right. This was amplified by the party being forced to crawl in these areas to avoid catching the disease via exploding pods. For instance the Ag centre I enjoyed but it took alot of time backtracking and simply getting to an objective for the combat and interaction it provided. It did alot of things well but alot of other things needed quality of life iteration. On the writing team, author Cassandra Khaw has been doing some amazingly twisted dialog work for us, and Nathan Long, the principal writer on Wasteland 2, is cranking out volumes of great material too.Ĭhecking In On: Gameplay Systems with Eric Schwarz, Systems Designer In our NOLA studio, we've also picked up Germ Revoso as a concept artist, and Greg Roberts is doing some great animation work for us. On the Environment Art side is Yong-Ha Hwang, recently on the Blizzard cinematics team, and Josh Deeb, who is joining us from Daybreak. We have a few new team members to mention. The value of getting this kind of revision time early on can’t be overstated. We have Rangers killing stuff, vehicles driving around (and also killing stuff), multiplayer working on consoles and PC, the works! This allows our level and systems designers to experience and polish up their scenes, and for our Design Lead George Ziets to do playthroughs and take (very meticulous) notes. This allows us to find out sooner rather than later what works and doesn’t work.Īt this point, over 90% of the scenes in the game have first pass scripting as well as first pass art. Practically speaking, that means we want to have levels and systems in so we can test and improve on our ideas. Long-time fans of inXile may know our production philosophy puts a heavy emphasis on iteration. As we roll on into 2018, Wasteland 3 has been in full production for a while and I’m happy to say we’re hitting all our major milestones on design, art, and engineering.
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