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NCarver

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Posts posted by NCarver

  1. Hello GordonHalfman,

     

    Thank you for your feedback. These are some great findings:

     

     

     

    -Select a ground target spell and observe the "out of range" indicators, the little feet icon that appears on the spell cursor. It appears at the same range for each wizard.

     

     

    (This has been fixed in our latest builds  :grin: )

     

     

     

    -If you tell each wizard to cast the same spell from well out of max range, they will each run to roughly the same spot before casting. I think whatever is computing the closest pathing location to get within range before casting is not considering the perception range bonus.

     

     

    (This has been added to the database, AI is simply not considering range benefits from Perception)

     

     

     

    -Also if you do the above test you'll notice that the Wizard with 3 perception (and a range penalty) stops his walking animation before reaching his casting position and sort of judders his way over the last few steps in a strange way.

     

     

    (This does not appear to occur in our latest builds, perhaps this was fixed by some recent changes to perception)

     

     

     

    One last point on range indicators, I've noticed a number of melee range spells and abilities (like Knockdown or Jolting Touch) that always display the feet icon regardless of how close you are, so that might be a general issue.

     

    (This has been added to the database)

     

    Any issues that I logged will be added to the known issues list and I'll be linking this thread for others to track as well.

     

    Thanks for your awesome support!  :thumbsup: 

  2. Hello Sensuki,

     

    Thank you for your feedback. This issue was being tracked recently, but it's been nailed down and is now in the developers hands. Mods from attacks were duplicating their effects when character began an attack animation, but then was knocked prone or otherwise made to not complete their attack before the hit frame event. I will add this to the known issues list and link this thread.

     

    Thanks for your support!  :thumbsup:

    • Like 1
  3. Hello GordonHalfman,

     

    Thank you for your feedback. This issue appears to have been more critical than expected. Some recent changes have caused Dexterity to not properly affect any action that the character takes. We are working hard to have this resolved by the next backer update and I will add this to the known issues list for tracking.

     

    Thanks for your support and please continue to enjoy the backer beta!  :thumbsup:

  4. Hello Sensuki,

     

    Thank you for your post and the video! Thankfully we are aware that if you place a weapon in your offhand the UI indicates that you are dual wielding and you cannot equip a shield in the main hand either. I'm unsure of how the designers will plan to change this as it could go a few ways, but the bug is reported. I will also add it to the known issues list for everyone here to track it as well.

     

    As for the second issue, in your video it appears that you open the inventory before combat has actually ended. This is why you cannot change your equipment around at that time. You would have needed to close the inventory and allow combat to properly end to do so.

     

    Thanks again for your support!  :thumbsup:

  5. Hello all,

     

    Thank you for your postings. This issue appears to be caused by the Chanter's Chants and the Cautious Attack talent both being in the same modal group. I have added this issue to the database and I'll add it to the known issues post as well, linking this thread.

     

    For Modal abilities in general, they should be part of Modal groups. For Example, the Paladin's Zealous Charge and Zealous Focus Modals might be both part of Modal Group A for instance, while Cautious Attack and Savage Attack might be part of Modal Group B. Only one modal inside a group can be active at one time, activating another in the group while one is active should deactivate the first.

     

    In general, talents should be exclusive from Class based modals, as that would create what Sensuki mentioned above, as trap choices.

     

    Thank you both for your ongoing support!  :sorcerer:

    • Like 1
  6. It's usually when there's between 1-2 pips left. You replied to a bug report about FX that I created the other day - this is the screenshot from that thread and as you can see, Medreth has two pips on the right and one on the left. I distinctly remember him being "Near Death" at that stage when I took it.

     

    Why don't you change it to a health bar instead (Like we've been requesting repeatedly), that would be more intuitive IMO and more easily recognizable by new players.

     

    Thank you for the screenshot. This appears to be the same as we are experiencing and I expect that we will see a resolution to the issue once we've cleared out some of the higher priority cases. I have added the issue to the known list so that it can be seen easily when an update is made.

     

    As for changing the HUD to a health bar, unfortunately since it's a suggested change to design, It seems more appropriate for the discussion threads.

     

    Thank you!  :thumbsup:

  7. Hello Sensuki,

     

    Thank you, this is a good idea. I will do my best to go through these and collectively add them to the known list. I'd like to add that the known issues list is primarily for forum tracking purposes and a visual for backers. A bug may take some time to reach the known list after being reported, but rest assured we are often already in effort to resolve it.

     

    Many of these cases have been input into our database and though we try to actively respond to each thread, it can sometimes take us some time. That being said, it's still very helpful to bump threads that haven't been responded to, to ensure accuracy. So thank you for this list!

     

    -N

    • Like 3
  8. Hello all,

     

    Thank you for your postings. With regards to the Combat HUD pips being empty, but the character still being alive, I believe this is due to a bug where the pips and the Endurance status indicators, such as "Injured, Near Death, etc...", do not exactly match the actual Endurance value of characters. This is also the case for your player characters. You should be able to see points where an enemy displays as unconscious, but they still have that last tiny bit of Endurance left. A fix is already in place to correct this and is just in queue to be added by our programmers.

     

    As for the pip on the far right side of the Combat HUD being visible at all times, we have seen this from time to time and it is a bug on a developer's plate at the moment. However, I don't believe that this has confirmed 100% steps. In each case that I've observed it's been seen on occasion, rather than an "always" issue. Sensuki, are you seeing this all of the time?

     

     

    I will make sure to add both of these issues to the known list and link this thread.

     

    Thank you both for your continued support!  :grin:

    • Like 1
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