Wait, uh, actually, it totally does. Mr. Podunkian here, with another big list of WASTED changes. Because WASTED. WASTED sometimes changes...
The WASTED community boards have been buzzing (eh? eh?) with activity, and it's been great to see you Wasters discussing the game's mechanics and strategies, and generally just being cool people to one another. It's also really great to see players have learned to adapt to the game's nuances (read: the S.O.B. Purifier) rather than to raise a big racket about 'em -- while I know my changes in the past few builds have probably played some part in that, I'm convinced more and more that it has more to do with the big support net the Wasters in the community boards have assembled. So again, thank you all very much for being so active!
I've been pouring through all of the feedback on the daily (and more often than not, multiple times a day much to the chagrin of my friends and family), and I've been trying to keep on top of bug reports as they come in. As you'll see in the changelogs, I've also begun shifting some of my time from fixing what's broken to adding some new stuff for you guys to mess around with. Hopefully, HOPEFULLY, as bug reports slow to a trickle, I'll be able to devote more time into giving you Wasters more toys to play with (and more things to violently end your lives in the Wester Wastes >:D)
'Til next time, happy Wastings!
- Arthur "Mr. Podunkian" Lee
EDIT: A hotfix was just uploaded with the build number 930. Changelog for build 930:
Addressed an issue where quitting the game while under the effects of Food Coma/Medicated/Stuffed could potentially cause your current character to be permanently Food Comaed/Medicated/Stuffed. Please email me your savegame if you are affected by this issue!!
Also introduced a fix for the weird invisible gun issues people were having with Radeon based cards. The issue was confirmed fixed on the cheap Radeon I picked up this afternoon, and I have confirmed the issue fixed with another user (thanks Obrouzouf!), but let me know if you're having this problem again after the update!
Changelog for build 928:
Made a fix to the My Buddy, Compandroid kit where a Compandroid that was "returned home" for miraculously surviving through to the Cryochambers would not be interactable back at the player's home, making it very slightly more useless than it was previously.
Speaking of the useless Compandroids, you can now fully repair your Compandroid at the Player Home by spending Scrap Metal. You can also upgrade it with shielding that'll protect it from Rad Goop traps. You can also slightly repair your Compandroid during combat using scrap metal.
Fixed shower door audio not playing on the World Sounds mixer channel... Which means someone out there was playing the game with the sound slider set to near zero, for some reason...
Added the ability to disable the Critical Hit Frame Hold, which a lot of people were thinking was lag due to poor programming instead of a nice visual effect due to fantastic programming.
Fixed the Junk Dog Alpha Dog Helmet's world model being super huge and therefore "disappearing" when dropped.
Tweaked existing Buzzes (from Unmarked Flasks) so that their effects are a bit more balanced towards positive effects, and added a new Buzz that increases the player's maximum HP by 50%. Run-enders aside, it should be more worthwhile to try Unmarked Flasks now.
Added two new highish level Hangovers.
Added player "stuck" detection, Somehow, players were getting stuck in cars and stairs and stuff like that, so now the game can detect if that's happened, and offer you a teleport to a safe, non-laws-of-physics-ignoring position. I've also added some failsafes to the bottom of the Cooler entrance stairs, as some players were somehow falling through them and finding themselves stuck there.
Fixed equipment mods not properly limiting multiple mods of the same type from being added to a single item.
Fixed the S.O.B. Helmet's light not properly rotating after a game load.
EDIT: OH TOTALLY FORGOT... You can't sneak attack on yourself anymore. (but still, be careful about walking over those bricks!)
WASTED build 924 changelog
Wasters, come out and play! Mr. Podunkian here, with another DUZI *chortle* of a changelog for the build that went live this morning.
First off, thanks to everyone out there for sticking with the game this long! It's been a long week, full of tracking down user-reported bugs and getting them squashed (you what know they say, the only good bug is a dead one!) Seeing the discussion boards light up with people talking about the game has been a huge motivator for me this past week and I'm glad everyone is so keen to share their experiences and opinions about the game.
That said, I would appreciate it if everyone out there could do me a solid and take the time to leave a review for the game. Indie games like WASTED live and die by their reputation in the Steam reviews system, and all feedback, both good or bad will go a long way in letting people know if this is the kind of game for them.
Speaking of! Big ups to Total Biscuit for his review of the game! After the initial shock of "whoa, this is actually happening" washed over, it was actually really refreshing and enlightening to see such a level-headed take on the game, discussing in detail, the aspects he liked about the game, as well as the aspects he thought could use improvement. I've seen people saying things like "yeah, I found this game after watching Total Biscuit's review. It totally looked like my kind of thing" and I'm really happy to have people like him out there, introducing smaller games like WASTED to a much larger audience.
Allllssssooo, I'm also extremely pleased to see that a few of you Wasters out there have decided to go and put together a Wiki for the game! The information contained inside is surprisingly thorough so far, and I'm filled with anticipation for its future growth! Check it out at http://wasted-a-post-apocalyptic-pub-crawler.wikia.com/
Welp, that's been broadcast. Thanks again for the support, and good luck out there in the Western Wastes, Wasters!
- Arthur "Mr. Podunkian" Lee
Changelog for build 924:
<*>The late-game Jury Rigger upgrade no longer removes players mods when interacted with. Special thanks to FridayDoughnut for first bringing it up to my attention (and for the flood of other users doing the same afterwards, haha). CASE CLOSED.
<*>Resolving the conflict with the Queen Bee by telling her to allow her BEEZ to start dating at the Ony Express now properly makes BEEZ spawn at the Ony. There’s a quick script in the Ony that now retroactively fixes the issue for players who had gotten the problem before... Buzz buzz.
<*>Added a fix for an issue where being gooed by Roly Wrecker’s goop spit would occasionally cause the Radioactive Goop damage to be permanently applied to some characters. Thanks Eizo!
<*>Finally figured out a workaround for the infamous "starting in a grey-room" bug. The game will auto-correct itself when this state is detected, and plop the player at the start of the floor where they belong.
<*>Altered the Office room layout which had an area behind a big pillar in the corner that could potentially trap players who had been knocked into it. Thanks Blamzite. Nobody puts Blamzite in a corner! (...Pretty sure I made this joke already last week...?)
<*>Characters affected by Pupae Surprise will now birth Pupae who will completely ignore their their owners, which sounds a lot sadder than it actually is. *stands wistfully by a school bus stop* Pupae grow up so fast these days...
<*>Fixed an issue where checking "Disable Gamepad" would disable moving around with Keyboard and Mouse because I am a Neanderthal that doesn't understand how code works.
<*>Fixed an issue where failing a quest that hadn't been started would cause its modifiers to apply to the game anyways. This was causing an issue where blasting Dick (what a phrase) without taking Kissinjerk's quest first would cause Dick to die with a scalp in his inventory, which was way, way too grimdark for my tastes.
<*>Removed scoring bonuses for attacking the S.O.B. Purifier during the Courier Run. Certain character builds would exploit the S.O.B.'s AI to dramatically inflate scores on Courier Runs, which is kind of a big no-no!
<*>Added two new "hallway" layouts in order to prevent the much feared "long corridor of S.O.B. DOOM." These new layouts should generate opportunities for players to give the S.O.B. the slip and just generally make him a more manageable threat without having to nerf it in any sort of way.
<*>Fixed "Guzzle Gut" not actually granting 3 HIT when characters were suffering a Food Coma.
<*>Replaced the "Exit" graffiti with one that says "I'm lost..." since some people were taking the Exit graffiti to mean the exit was in the direction they were heading. The new graffiti now more accurately reflects the player's situation.
<*>Fixed for weapons disappearing during certain cutscenes when the game's framerate is especially low. This *may* also have been the cause of the falling through the floor on Cooler start bug mentioned above. All the thanks to Spike for the hours of assistance in tracking this bug down!
<*>Fixed conditions like The Glow or the S.O.B. Purifier's Helmet not continuing to Glow and threateningly emit a red light respectively after game load. Thanks Tetsmega!
<*>Fixed a minor problem with the late-game house upgrade, the Important Looking Stamp glowing as if it is finished soaking Guts if it hadn't yet been used.
<*>Fixed a minor problem with the Weird Science Chemistry Set not updating its name immediately after updating which item to concoct.
<*>Fixed Struggling Actor so that it only affects humanoids. This could prevent players from defeating enemies that didn't have heads, like robots, Roly Wreckers, or that guy at the end of Speed (sorry for the spoilers).
WASTED build 912 changelog
Hey, nifty America, it's me, your president Dic-- Haha, gotcha! Mr. Podunkian here, how's everyone doin'?
Just wanted to let you guys know that a new build of the game was posted just a minutes or so ago.
I want to take a moment to thank everyone for their continued support, and for all of you awesome streamers out there streaming the game and sharing your experiences (and grisly deaths) with the world. I've seen triumph. I've seen tragedy. I've seen many a viscera splattered by many a gatling gun, and many a grown man squeal in terror as the S.O.B. slowly closes in on their position.
It's. Amazing.
This patch integrates a whole lot of things you guys have suggested and fixes for the bugs that you guys have been flagging me down on in the boards. Mostly importantly, the patch addresses some of the frustration that you've expressed about the S.O.B. Purifier -- I'm taking baby steps with the balancing here, since I know some of you out there are really, really, really passionate about how it works. The change I've made, in my opinion, maintain the same thrill and challenge I love about the guy, and just makes it a whole lot less frustrating to accidentally get RNG-wasted by it. I'm excited to see what you guys have to say about it!
Anyways, much love for all the supporters and fans out there. The game's been getting a lot of good traction out there (Shoutouts to my peeps at Kotaku and to Total Biscuit!), and it's been intensely humbling and gratifying to see your reactions!
Well, my throat's gettin' a little dry. Better go fix that. 'Til next time, happy wasting, Wasters!
- Arthur "Mr. Podunkian" Lee
Changelog for build 912:
Added a toggle to disallow the Camera Toggle button on Gamepad. Some people were saying they were getting so caught up in the combat that they'd accidentally slam the right stick down, making for an unintended out-of-body-camera experience that would unfortunately lead to an unfortunate out-of-body-parts experience. Thanks Conrad Zimmerman for the suggestion!
Fixed an issue with the leaderboards where the Next button would be cut off by the list, not allowing you see how deep the Courier Run rabbit hole really goes beyond the second page.
Altered the description of the Fragalong item, which used to imply you could use it to befriend any enemy, but was really only good for friending mutants.
Reduced the knockback on the S.O.B.'s minigun while still maintaining the same damage output which should prevent players from getting stunlocked by a stray minigun bullet, making it less likely to be caught with your pants down, literally unable to do anything.
Similarly, reduced the knockback on the Klash weapon, which is used by the Spewman, the unjolly green giants that dwell in the lower levels of Cooler 1.
Fixed an issue with the Weird Science Chemistry Set where you couldn't actually select what you wanted to concoct. Thanks Auburok!
Fixed an intensely specific bug where a gun trap could explode a cryo-barrel while simultaneously Sub-Zero fatality-ing an enemy, causing a never ending ice explosion vortex that, once entered, could detach your arms from your head and make you freeze so hard that you can't move. Yes, this was thing that could happen. Thanks for reporting TIDUS!
Added the ability to use the Drop Item key while looting another container, because someone decided to stash a bunch of fanny packs that they were wearing in a Courier Box and got stuck doing that. Moral of the story: nobody puts Fanny Pack in the corner. Thanks/sorry Legendary Neurotoxin!
Fixed an issue where looking at a Rotoroid while using a controller with Auto Aim enabled would cause the game to hiccup, and for some reason possibly turn you invincible. Thanks DaReaper95.
Fixed one of the the WASTED achievements not triggering properly (the one for getting a Hangover for the first time)
I'm listening! (A.K.A. How I Learned To Stop Worrying And Nerf the S.O.B.)
Hey Wasters, welcome to day two of launch! Hope you've all got a good night's rest to sleep off all that Booze!
I'm just writing in to tell you guys that I'm LISTENING -- I hear you guys are frustrated with the S.O.B. Purifier! I hear you guys are frustrated with the big green Spewmen who turn you into some sort of weird meatkite with their rifles! I even hear some of you are SUPER BUMMED that you can't see Asuka's true form... (and um, that is fine too!)
I've been working slavishly to try to find a nice compromise between what's ultimately "my vision" for the game, and the all of the different versions of my game that players are very insistent that I'm aware that they know they want, and I've made some changes to the game that should hopefully come up in the next couple of days that should make the game a lot less frustrating for you guys, while still maintaining a highish level of challenge for the game.
The S.O.B. Purifier's been probably the most divisive things in the game I've seen so far. People really, really, really, really don't like him, which is great, because he's supposed to be, well a mean S.O.B. That said, I totally hear that he's frustrating to fight. The knockback mechanic, while also leading to some of the game's more interesting and hilarious moments, can be kind of annoying to deal with, especially when some metal jerk with a gatling gun can just pin you to a wall with impunity. NOT FUN, and I hear you on that.
I've pushed a build to be tested and hopefully to be put out live in the coming days that drastically reduces the amount of knockback the S.O.B. Purifier deals. This means that, while it'll still be deadly to dawdle around for too long, you won't get hyperpunished for accidentally getting grazed by a bullet and then subsequently stunlocked. This, I think is a good first step to addressing the annoyance people have with the mechanic.
Secondly, I've adjusted the knockback on the Klash weapon, which should make the Spewman more easy to deal with for the same reasons as this change should make the S.O.B. less "cheap" and more just "scary."
Lastly, the upcoming build should address a ton of the bugs that you guys have been reporting to me on the Steam forums. I've truly taken the time to take a look at EVERY. SINGLE. ONE. OF. THEM. and have worked closely with players to try to resolve the ones I can. For instance, one user reported that in the hyper-specific arrangement where a gun trap shoots a cryo-barrel, and that the cryo-barrel explodes, killing a low level enemy that happens to be nearby, the cryo-barrel will create some sort of ice crystal vortex that freezes anyone who wanders into it, deattaching their arms from their heads and freezing them... This has been fixed, in addition to the other much less crazy, but still equally important bugs.
Again, thank you all for playing, it's clear from the reviews that you're, for the most part, enjoying the game save for a few annoyances. I'll be continuing to monitor the user feedback and responding in the way that I have. Please, in the meantime, enjoy the game and let me know your thoughts on the Steam forums, I don't bite (unlike those pesky Mutamutts)!
Catch you on the flippy flappy, Wasters!
- Arthur "Mr. Podunkian" Lee
... Aaaand We're Live!
After nearly two years of non-stop work and basically living the life of a waster IRL, my little mutababy, WASTED, is finally ready to hobble out into the great unknown, be shot at, and probably killed!
So much thanks and love to everyone who helped with the release, to all of the Humble Monthly Bundlers who came early, saw, and got conquered, your bug reports and feedback have been monumentally helpful in the days leading up to launch. Much love and more to Adult Swim Games, who took the risk on the concept -- not many publishers would have the chutzpah to back a game with such a, uh... how should I say... "interesting" premise.
The launch comes with a brand spanking new patch to address some of the issues players had been having. As always, if something's broken, drop me a line on the Steam discussion boards for the game and I'll do what I can get set things right.
To those who had played the game before launch, please do me a solid and remember to review the game! Those little green and red thumbs may just be little green and red thumbs to you all, but besides being a nice way of formalizing your thoughts on the game, they'll also help other people find it, and most importantly, to let Adult Swim Games know that you want more (or less, I guess, if your review goes THAT way...).
Again, a million thanks everyone. I really, sincerely hope you enjoy the game, because it's been an insane effort for what's essentially a one man development team. And for you wasters who are just now taking your first steps on the Western Wastes... well... uh... watch your steps I guess ???
- Arthur "Mr. Podunkian" Lee
Changelog for Build 910:
Fixed an issue with Compandroids getting stuck using interaction points like sitting on chairs and warming their hands on flaming barrels. While the robots will inexplicably continue to warm their hands, be assured that they are getting no gratification or human-like pleasure from the empty act.
Fixed another issue with Compandroids where the remote control would stop affecting the Compandroid if the player had left the area and returned to it.
Solved an issue with dialogue choices that require certain threshholds of attributes to trigger causing a soft-lock when players had contextual buffs to these attributes, like the HIT bonus granted by Guzzle Gut.
WASTED build 906 changelog
Hey everyone. First of a thanks to everyone for all the good vibes and feedback you've been sending my way, the soft launch has been overwhelmingly positive and it's been hugely gratifying to see the game in the hands of the public!
In anticipation for the wider release tomorrow, I've pushed out a patch that resolves some issues players were having with the game as well as adding to some nice new features that help me give the PC gamer feature police the ol' slipperoo for just a bit longer (*cough FOV slider*). You can press F5 while ingame to toggle the Build number/date display.
Please, let me know through the Steam discussion boards for the game if you encounter any issues, I've been trying to read every message that's been posted there and keeping on top of all of the issues that people are flagging down. Additional content is also abrewin', so look out for more sidequests and weapons and Boozes in the near future!
And again, thank you all so much for the positivity, may your guts be ever full of Booze, kind Wasters!
The full changelog for the patch is below:
Added a brightness and FOV slider to the Display menu, in addition to adding in more popular monitor resolutions. PC gamers rejoice!
Fixed the Cooler 2 boss causing a soft-lock on defeat. Tanks don't take losing so gracefully, I guess.
Fixed an issue where leaving the Cooler by beating the boss didn’t properly reset the level counter.
Added an option to disable gamepad, and also removed support for non-XInput input devices so that starting the game with a PS4 controller plugged in won't make your character wig out anymore.
Fixed the name of the the “Honey” cassette tape item.
Added a fix for an edge case where selling free items that can be stacked would soft-lock the game. Basically, it's a fix for you weirdos who tried selling bloody human scalps to Vulture Val. Totes grody.