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Evolving Dev Games
เข้าร่วมเมื่อ 22 เม.ย. 2015
Playing and talking about games, fiction lore, and game design.
Focus on turn based tactics and strategy games.
Focus on turn based tactics and strategy games.
Wasteland 2 Directors Cut Ep 33: Entering the Canyon
We find some ambushed cowboys
Heal up their doc
Learning about the Mad Monks
Watch a raider get executed
Follow Tom to rescue his wife
Crazy badgers got everyone
Talk to a shadowy figure
Another faction looking to take over the Canyon
Heal up their doc
Learning about the Mad Monks
Watch a raider get executed
Follow Tom to rescue his wife
Crazy badgers got everyone
Talk to a shadowy figure
Another faction looking to take over the Canyon
มุมมอง: 0
วีดีโอ
Wasteland 2 Directors Cut Ep 32: Human Cyborg Relations
มุมมอง 122 ชั่วโมงที่ผ่านมา
Finally find the Abandoned Railway Full of nasty robots Powering up Vax Blowing up some big bots Vax pops them like baloons
Wasteland 2 Directors Cut Ep 31: Save the Squeezins
มุมมอง 2016 ชั่วโมงที่ผ่านมา
We forgot a couple of places that need visiting Head back to Rail Nomad to talk to the barkeep Checking up on the Snake Squeezins shipment Scotchmo is king of the hobos Little hypocritical Lots of badgers to kill
Wasteland 2 Directors Cut Ep 30: These Suits Are Rad
มุมมอง 3419 ชั่วโมงที่ผ่านมา
Get Baychowski out of prison Have him lead us to the rad suits He wants to sneak away We take him back to jail Finding the Canyon of Titan
Wasteland 2 Directors Cut Ep 29: Good Ol Fashioned Robots
มุมมอง 27วันที่ผ่านมา
Exploring the model farm at the Prison Trying to free some pigs A man named Jobe Making our way out Radio report of robots No Synths, just regular bots Quick fight at the tower Putting the Computer Science skill to good use Synth body is gone
Wasteland 2 Directors Cut Ep 28: Removing RSM Staff
มุมมอง 2714 วันที่ผ่านมา
Big fights with Red Scorpion soldiers more troll mines Another fight
Wasteland 2 Directors Cut Ep 27: Here to Rescue You
มุมมอง 1714 วันที่ผ่านมา
Talking to Red about Rad suits Freeing people from the detention area Exploring more of the prison area Going in through the back door cave
Wasteland 2 Directors Cut Ep 26: Happy Valley Isn't
มุมมอง 2714 วันที่ผ่านมา
Exploring the prison area So many taxes on the citizens Everyone has a different password for Red Snarling Badgers Screaming Goats
Wasteland 2 Directors Cut Ep 25: Heading South
มุมมอง 1221 วันที่ผ่านมา
Leaving Darwin Visiting a shrine Finding a cache Heading back to the Citadel Wasn't anything there but a cure for cancer
Wasteland 2 Directors Cut Ep 24: Zombieland
มุมมอง 1521 วันที่ผ่านมา
Darwin full of zombie mutants Fighting through a couple hordes Searching for passwords Mutant in a glass box We have the plague Sneaking through to turn on the vents We find a little green alien friend Darwin is saved We get a new recruit
Arena Open Attempt 1 | Pioneer Masters Sealed | MTG Arena
มุมมอง 4021 วันที่ผ่านมา
Lot of top end Trying to cover what our opponents are doing Deck has some good plays Get ran over a couple times on slow draws Overall happy with play and deck
Wasteland 2 Directors Cut Ep 23: Tying Up Loose Ends
มุมมอง 1628 วันที่ผ่านมา
Back to the radio tower We missed a page of the log book Some random encounters with wasteland hazards Back to Rail Nomad Delivering the letter to Katy We learn what is going on Pitbull shows up, very rude We pay him to leave We make it to Darwin
Wasteland 2 Directors Cut Ep 22: Back to the Citadel
มุมมอง 16หลายเดือนก่อน
We head back to the Citadel Turn in info to Vargas Gear up Swap out companions Talk to all the Rangers Get ready to head back out
Wasteland 2 Directors Cut Ep 21: I'd Give My Left Arm For Peace
มุมมอง 20หลายเดือนก่อน
Making peace between the warring tribes The price is steep Thankfully we aren't paying it Looting everything that isn't nailed down Recruiting Chisel on our way out
Wasteland 2 Directors Cut Ep 20: Casey James the Coffee Can Bomber
มุมมอง 39หลายเดือนก่อน
Clean up some waste creatures Find the missing store supplies Into the Atchinson camp We meet Chisel Casey James has coffee cans and gunpowder Let him know that his daughter almost set one off He agrees to change his ways
Wasteland 2 Directors Cut Ep 19: Rail Thieves
มุมมอง 32หลายเดือนก่อน
Wasteland 2 Directors Cut Ep 19: Rail Thieves
Wasteland 2 Directors Cut Ep 18: Wasteland Justice
มุมมอง 16หลายเดือนก่อน
Wasteland 2 Directors Cut Ep 18: Wasteland Justice
Wasteland 2 Directors Cut Ep 17: Mind the Mines
มุมมอง 19หลายเดือนก่อน
Wasteland 2 Directors Cut Ep 17: Mind the Mines
Wasteland 2 Directors Cut Ep 16: Saving Lives in Rail Nomad
มุมมอง 19หลายเดือนก่อน
Wasteland 2 Directors Cut Ep 16: Saving Lives in Rail Nomad
Wasteland 2 Directors Cut Ep 15: Shrine to Shrine
มุมมอง 13หลายเดือนก่อน
Wasteland 2 Directors Cut Ep 15: Shrine to Shrine
Wasteland 2 Directors Cut Ep 14: Pod People Are the Worst
มุมมอง 15หลายเดือนก่อน
Wasteland 2 Directors Cut Ep 14: Pod People Are the Worst
Wasteland 2 Directors Cut Ep 13: Get These Walking Carpets Out of My Way
มุมมอง 10หลายเดือนก่อน
Wasteland 2 Directors Cut Ep 13: Get These Walking Carpets Out of My Way
Wasteland 2 Directors Cut Ep 12: Bloody Badgers
มุมมอง 7หลายเดือนก่อน
Wasteland 2 Directors Cut Ep 12: Bloody Badgers
Wasteland 2 Directors Cut Ep 11: Gearing Up
มุมมอง 21หลายเดือนก่อน
Wasteland 2 Directors Cut Ep 11: Gearing Up
Wasteland 2 Directors Cut Ep 10: Welcome to the Citadel
มุมมอง 17หลายเดือนก่อน
Wasteland 2 Directors Cut Ep 10: Welcome to the Citadel
Wasteland 2 Directors Cut Ep 9: The Ag Center Saboteur
มุมมอง 9หลายเดือนก่อน
Wasteland 2 Directors Cut Ep 9: The Ag Center Saboteur
Wasteland 2 Directors Cut Ep 8: Jungle in the Wasteland
มุมมอง 13หลายเดือนก่อน
Wasteland 2 Directors Cut Ep 8: Jungle in the Wasteland
Wasteland 2 Directors Cut Ep 7: Get Wrecked
มุมมอง 18หลายเดือนก่อน
Wasteland 2 Directors Cut Ep 7: Get Wrecked
Wasteland 2 Directors Cut Ep 6: Improving Our Reputation
มุมมอง 22หลายเดือนก่อน
Wasteland 2 Directors Cut Ep 6: Improving Our Reputation
Wasteland 2 Directors Cut Ep 5: Working Well Under Pressure
มุมมอง 30หลายเดือนก่อน
Wasteland 2 Directors Cut Ep 5: Working Well Under Pressure
trying to download from the website it put in my email but nothing gets sent over
Maybe check spam? Hope you figure it out. Game is a blast
@@evolvingdevgames Sadly not. Even some my friends tryed and not recive an email
Good episode! I have been thinking of doing a playthrough of this game myself. I've played through the game more than halfway a couple times but never finished it. Did you ever play the old Sega Genesis title?
Not sure I have ever even played anything on a Sega Had the N64 and then Playstation growing up I need to get back to this playthrough and finish it
I can't register on the ApeZone site, i enter the email and i don't get the email, how do i download this game? thanks
Based wasteland 2 player
Thanks
What? i cant hear you, speak up!
Doing the best that I can with the audio, this is done with the equipment I have in my spare time
For those thinking about starting a run of Wasteland 2: Director's Cut, some notes on the squad composition: 0. First, I love the theme, wouldn't change a thing, but the rest of my comments are about general character build numbers, which were clearly not the main focus of the OP. He stated he has played the game before, so clearly he knows what he's doing and is playing his game his way, which is to be applauded. I'm not trying to say he's "wrong", just pointing out relevant stuff for the new players who might want to know how the game actually works, under the hood, so to speak. 1. The game uses your Attribute scores to derive several different "derived stats", like weight carrying capacity, evasion, etc. In my opinion the three most significant derived stats are Action Points per combat round, Combat Initiative, and skill points per level. You only get an additional Attribute Point at levels 10, 20, 30, 40, etc and some of your rangers might not hit level 40 by the time the game is done, so allocating your Attribute Points wisely in the creation phase is kind of important. 2. Skill points per level are determined solely by the character's Intelligence score. With an Int of 1-3, you only get 2 skill points per level, with an Int of 4-7, you get 3, with an Int of 8-9 you get four and with an Int of 10 you get five. It looks like the OP gave everyone an Int of either 4 or 8 for this reason. If you don't know going in which NPC companions you want to use, you probably want to have enough skill points to do all the relevant skills with your starting 4 rangers. As such I'd recommend giving at least 2 people Int of at least 8, and give nobody an Int less than 4. You really only want Int of 4, 8 or 10 on each ranger. All other numbers are very inefficient. 3. Action Points per round are what you use to take actions like attacking and moving. The game uses a formula it doesn't show you to compute your Action Points total, and there are a few things here and there that can modify that (a Perk, a piece of hard to find Gear, etc). The weapons in the game all use anywhere from 3 to 8 Action Points to attack with. I recommend trying to have at least 8 AP upon creation of the character. That's not hard to do, because in order to have less than 8 you'd have to waste a lot of Attribute points on Luck and Charisma, which most people generally don't do. Getting a decent character with 9 or more AP at time of creation (just from Attribute scores) can be difficult, but there are two different Quirks that can get you +2 AP, though they have drawbacks. I think they're both good on the right type of character. Big heavy guns like Heavy Machine Guns, Sniper Rifles, and RPGs take like 6-8 AP to fire once, whereas smaller lighter weapons like pistols take more like 3-4, with Assault Rifles and Energy Weapons are around 4-7, depending on the actual weapon and the mode of fire you choose. The formula for Action Points is this: AP = 3 + Coordination/2 + (Strength + Speed + Intelligence)/4. Note that the fractions get rounded DOWN immediately, so it pays to have a Coordination that is an even number (unless you plan on upping it only once as you level up), and you should set your Strength, Speed and Intelligence such that they add up to a whole number multiple of 4. This is another reason why Intelligence of 4, 8, or 10 are the most efficient. 4. Combat Initiative is a derived stat the game uses which determines turn order in combat rounds. With a CI of like 9 you will go last a lot and with a CI of 19 you will almost always go first. The higher your CI is compared to the enemy, the more OFTEN you get a turn as well, with a CI of like 9 you will likely only go once, with a 15-17 you probably get two turns per enemy turn, and with a CI of 19-20 you might get three turns to their one. The formula for Combat Initiative is this: CI = 5 + Awareness + Speed/2. You want higher CI rather than lower, but a low CI is not the end of the world. Some fights its better to let the bad guys move toward you first then shoot them after they do that. I try to have some fast guys and some slower guys, with the slower guys having points spent in other places, like high Int for skills. 5. Since Charisma and Luck both don't factor into any of the above, they are the least valuable Attributes, to me, and I always give every ranger a Luck of 1. I give 3 of my starting 4 rangers a Charisma of 1, and the guy who takes Leadership as a skill gets about a 5 or 6 Charisma. The Leadership skill causes you to project an aura effect that increased the accuracy of other rangers' attacks, and prevents NPC companions from going rogue during combat and attacking outside of your control. 6. Energy Weapons sound cool and high tech, and were the best guns to have in Wasteland 1, but they severely nerfed them in this game in a number of ways, not the least of which is that they changed certain late game enemies to be less susceptible to them. There are only like 2 decent energy weapons in the whole game, in my opinion, on of which is very hard to get, and they're only useful against robots. Flesh and blood targets get a resistance to Energy Weapons and you fight way more of those, in the long run. That said there are SOME really tough robot fights, and you might want like ONE energy weapon guy for those fights, but I would make that the guy's SECOND weapon option. My favorite weapons are sniper rifles and assault rifles. For melee I would go Bladed or Blunt, but Brawling is not totally worthless. There are some really good late game Bladed and Blunt weapons, and the Brawling ones are less awesome, to me. I usually give one ranger a Heavy Machine Gun. They have some drawbacks, but are overall reasonably playable in small numbers. I don't generally like pistols, shotguns and submachineguns. You might be able to build a really good submachinegun with weapons mods etc in the later half of the game, but early on I would avoid them. The most annoying feature of those weapons, for me, is the short range. Also, there are plenty of NPC companions that use that stuff, so I would focus your custom rangers on the best guns available, which are Assault Rifles and Sniper Rifles. Ammo is limited, but you can have two of the same type of gun and get away with it. On a full team of 7 I usually have 2 snipers, 2 assault rifles, 1 heavy machine gun, and two melee people, with somebody in there taking Energy Weapons as a back-up plan. 7. Your skill allocations at creation determine what gear you begin play with. Interestingly, you can sell off your starting clothes for spendable scrap (the game's in game currency is scrap). If you take a rank in Sniper Rifle, you will start with a Hunting Rifle and like 12 rounds of 30-06 ammo for it. If you take a rank in Heavy Weapons, you start, appropriately enough, with a Heavy Machine Gun and like 60 rounds of 5.56 for it. Oddly, that rank in Heavy also gets you two Pipe Bombs. A rank in Assault Rifle gets you an AR and like 25 rounds of 5.56 for it. I only give each ranger one weapon skill that they're going to really pursue as a combat skill, but at creation I give everyone 1 rank in Heavy, 1 rank in sniper, and 1 rank in AR for the extra guns, which you can sell, and the ammo, plus the Pipe Bombs. I like to hang onto the Pipe Bombs for later use, or else sell them to raise money if I find a vendor that has something good that I want. Giving your ranger a rank in Surgeon starts you with 3 surgical kits, and a rank in Field Medic gets you 5 pocket sized first aid kits, which are the healing potions of the game, but you have to have ranks in Field Medic to use them (the medic can apply a kit to himself or another person).
This is an excellent breakdown for beginners! Thanks for leaving the comment. Absolutely this was a fun playthrough not entirely focused on efficiency, one of the reasons for playing on Ranger difficulty instead of Supreme Jerk. Glad you like the theme. It is a shame about the power level of the energy weapons. They could be super cool. Assault rifles do just out class them at every stage of the game. Additional considerations I would give for beginners is, heavy weapons and smgs eat a ton of ammo early on and you are likely going to need to buy some if you are fighting a lot. Their lower overall accuracy for being full auto makes positioning even more important to avoid friendly fire. Heavy mgs do pack a punch however and are worth building one character around. Also if you are really min-maxing the starting gear, give everybody the "smokes" of a certain brand. This would put a pack of cigarettes in everyone's starting gear which can be sold for a little extra scrap. Made me realize I could have added that to Leia to make her the Blue Milk Special version that is always smoking for a little extra fun.
thanks for the video
You're welcome. Hope it helps you with Phariton's quest
hi nice video for myself im trying to do a mission for phariton he told me to get him some bellows do you got any idea what that item is
An actual bellows is a device for blowing air on a fire. 2 handles with a sort of collapsible bladder in between and a hose where the air is forced out. I find one in episode 69.
Oh thank you man you are a life saver you deserve a sub
Thank you! Ep 69 will be out tomorrow morning
@@evolvingdevgames ok
Damn... I've been a kid when I played this game. I'm glad I found it 🥲
I was too. It's still a ton of fun
@@evolvingdevgames Yes but I didn't have GUI and music but just gameplay. The game partially launched with errors.
Thanks for the shoutout man. It's interesting to see the differences between the two versions of the game.
Absolutely, enjoying watching your playthrough of the classic
Never knew these games existed, thanks for the intro.
Happy to spread the word. One of my favorite series.
Love seeing spiderweb software content. Their games are so underrated
Glad you are enjoying it. I totally agree.
A couple small quality of life things: On adding items to the junk bag from the inventory screen: You can save yourself a little time by control+clicking items from the ground. Items grabbed in this way will go directly to the junk bag. (Or is it command+click?) And if you want to see what kind of hit chances you have when you miss, or any other battle details, you can press “T” for a small screen detailing basically every event that happens. I usually live my life with that screen open, but mileage may vary on how useful it is to you.
That will save me a lot of click and drag time. Thanks for the tip! I probably won't worry too much about the combat log you are describing in my recorded playthrough but I didn't know it was available here (and I did keep the equivalent open in my RogueTech battles)
Ur vids are so chill, I really like ur content :)
Glad you like them!
Hey. Thanks for this run! I love primitive starts. Looking forward to see how you do in this run.
I really enjoyed it. Primitive is fun with every part you get early on is an upgrade.
I just tried to get this game, but all links are dead. Do you know where to get it, or could you get in touch with me if you have the files? Would be a shame for this game to fade away
apezone.com/posts/201128/ is the link to the official devs site which it happily looks like he got his ssl cert updated. I will update the video description if it doesn't have it already.
can you give the link of the developer ?
apezone.com/posts/201128/ It is showing for me as "not secure" guess his ssl cert is out of date
Daisy Cutter bomb is the ... bomb! I watch for those specifically and probably would have gone with that flavor on the Nidhogg.
*Opens roguetech wiki for Daisy Cutter* Oh. Yeah that might have been the better choice :)
Ya, the flyers are rough. This is why I prioritize buying the specialist slot AA missiles from the store anytime i see them, at least until i get some of my own LAM's or VTOLs that have a heavy complement of AA missiles.
I have been on the look out for them, next season they will be very heavily prioritized prior to moving to higher skull missions.
When in the salvage screen, if you have a "full" mech salvage, you can hover mouse over the icon and will see it indicate "i" for info. Click it and it will pop open a window where you can check exactly what is still intact and what is broken. Can make decisions easier, especially if you have multiple choices.
Someone read the patch notes more closely than I did :) Thanks
Rather than dragging all the mechs/vehicles/pilots out, when you want it clear, click the LOAD button and there is a "clear" option to load.
That is spectacular info. It was getting annoying especially with the multiple pages of units.
when you are in the salvage list screen, you can click the buttons for storage (parts) or equipment to see what you currently have in stock.
I hadn't noticed those buttons. Thanks! Will definitely be using it to check my unit parts when trying to build something. I knew if you hover the weapons, ammo, etc that it showed you how many you had.
I think the minimum movement is supposed to simulate momentum. You could move 2 feet if you were starting from a stand still, but if you were moving at 50mph last turn, you wouldn't be able to stop on a dime, so to speak.
That would make sense. But you can brace and come to a standstill so why not be able to do that after 1 or 2 spaces.
I like the MML launchers (esp. RISC) that you can shoot the LRMs at Long range in support as you close, then switch to SRM's in close quarters.
I haven't come across any MML launchers in salvage or stores yet. Maybe I am not playing high enough difficulty missions or against the right factions.
L-K gets +accuracy due to active ping, but is easier for AMS to shoot down due to it being "loud".
Thank you :) Hard to keep all the ammo types straight
I am pretty sure that the "aerospace fighters" are not a strafing run, but just adjust the 2 variables - how long it takes her to show up and how much damage to the leapord you have to pay for.
It appears you are correct. Kinda disappointing. But maybe useful when taking on more difficult flare ups such as this one.
Based on how that reads, the aerospace fighters only impact the delay of arrival and the amount of dmg the leapord takes when you use the "Withdraw" option. It seems, if you never withdraw, that it would just be an extra monthly expense for essentially no benefit.
You are probably right. May just have to take a mission and withdraw just to test it out.
Good start, got a few to catch up on just found you. Ever do the online map for rougetech?
I had considered it but there has been much drama around it from what I can tell on the discord. I may try it out for Season 2
😩 *promo sm*
Not sure what this means
really interesting start! what era did you choose?
Went with the earliest one available in the settings, 3062 I believe.
Volume on this one seems pretty low compared to a few others you've made. Particularly your voice, hard to hear over game sound after cranking it up. Change something? (Assuming it's not my headset)
Nothing changed on my end but you are right, I will be splitting the audio tracks up in the recording from ep 26 onwards. Hopefully can do a little editing to correct this if it happens in the future. Thanks for pointing it out.