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BMac

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Everything posted by BMac

  1. Yes, the issue is the tutorial messages - if you disable those, it won't occur. And yes, this issue is fixed for the next patch.
  2. Yes, your achievements are safe unless you type 'iroll20s'. Also, we did reduce the minimum zoom recently from 0.5 to 0.75 due to concerns about the resolution of the background images.
  3. You can change the default zoom limits with the console command setzoomrange [min] [max]. The default is 0.75 1.5, I think.
  4. Oh, I was still thinking you were referring to control bindings. That should be improved on day one but still some work to do on it.
  5. Wait, what does this exactly mean? Does it mean that on launch day we can actually bind stuff to our extra mouse buttons without having to do some voodoo registry editing? Yes. I'm not aware of this one.
  6. Thanks guys. This should be much more reliable at launch, Brett found a call that seems to work better.
  7. Thanks for pointing that out. It's something I've been noticing but haven't got around to looking at. I'm working on it .
  8. That doesn't work for me, since as far as I can tell, Unity does not even check those extra buttons - you can set the binding, but it won't do anything. But I'd be interested in knowing if anyone can successfully bind a mouse button above 325 to any of the hotkeys and activate it in game, it may be some particularity of my mouse or computer.
  9. More specifically, the height of each pixel off the ground is encoded as a normalized floating point number into the 24-bit height texture. The reason you get the striations and other strange patterns is that the image viewer has attempted to render this floating point number as a 24-bit RGB value, which doesn't exactly make sense - the stripes are not a feature of the format but rather an artifact. You should pull any of the HGT_AR textures out of the build to get a better idea, that render is not completely accurate, though it shows the basic idea.
  10. I think you want the first normal map because the red channel represents the x normal - the second one is actually "inside out". There is some pretty cool tech for making normal maps from 2D images (like this recent Kickstarter), but I don't know how you would get a height map out of it, which is what you need to have the terrain occlude things. 3D is the way to go, I think.
  11. There is a bug where this ability displays its casting UI as though it were a ranged AOE attack. In fact, it is actually cast as a cone from the caster. Possibly none of the corpses were in the abilitiy's "real" area of effect.
  12. https://www.youtube.com/watch?v=NWYjLurySU0
  13. I first read this wrong, so just to be clear: For the purposes of individual classes, there's only a single Accuracy value (which differs based on class). In practice, under the hood, Ranged Accuracy and Melee Accuracy are separate, and may be modified individually by weapons, equipment, or talents (and theoretically, Attributes, etc). On the Character Record screen, only a single Accuracy value is presented, dependant on what weapon(s) you have equipped. If I got that right, I really have to ask; Why not present these individual values separately on the Character Record, to avoid confusion? Otherwise, you have to juggle weapon sets around to even know what your Accuracy "really" is. When it comes to Abilities and (especially) Spells, how do you know which value is being used? Say I find an amulet of +5 Ranged Accuracy (a staple of the genre, pretty much) - will this help a Wizard at all? And if it's Ranged Accuracy (which would make the most sense for most Spells/Abilities, I would assume), again, will I be forced to carry a ranged weapon just to see my correct Accuracy score? In one of the previews/trailers, Aloth even started with a sword, so it would be counter-intuative to give him a Sword, but to see his "actual" Accuracy with his spells, you have to get him a ranged weapon (just as an example). Also, in the future, it might be double relevant to list both, because there may be weapons that can perform both as ranged and in melee, like Daggers/Axes in Baldur's Gate II. Throwing weapons (along with ammunition, etc) have been an oft-requested feature, so just in the interest of future-proofing the Character screen, you might also want to list them separately. This is correct, sorry for any confusing wording! That change is on my list, but there's a lot of other stuff to do, too. In practice, juggling will still be required in a lot of cases because the weapons themselves will have inherent accuracy bonuses from Fine and whatnot. Perhaps we should include accuracy on the comparison tooltips instead. Interestingly, spells can use either melee or ranged accuracy depending on whether the spell happens to be melee (Concelhaut's Draining Touch) or ranged (Minoletta's Minor Missiles). Probably we should display an "effective accuracy" value on the tooltips for those, too.
  14. I think you guys have got it. There is only a single value for class base accuracy, and attributes modify the value equally as well - the values only diverge when you start getting special abilities that may only affect melee or ranged attacks.
  15. That is correct, though melee and ranged accuracy can be modified individually by abilities or effects. Right now they are not visible in a raw form, but they are factored into the accuracy display on the Inventory and Character Sheet based on whether you are using a ranged or melee weapon.
  16. I'll add it to our database as a feature, we could do it for the expansion. In-game time passes at 24x real-time, but it won't be accounting for any time that the game is paused (probably not an insignificant amount), and it advances faster when you travel or rest, so probably not viable to use that.
  17. Each companion in the real game has a button on their ability bar that allows you to talk to them at any time. I'm pretty sure all of them have options in those dialogues where you can just ask them to leave immediately. However, as mentioned above, the BB characters don't have any of this because they aren't real characters - we didn't write any dialogue for them.
  18. Unity has definitions for up to 7 mouse buttons, but it only seems to report clicks for buttons 1-3. It's on my list to look at, but I not too sure if we can do anything about without completely circumventing Unity's input system (not much of an option at this stage).
  19. That's a neat site. My next Aumaua character shall be 'Mo'.
  20. It's using a second-order Markov chain model built from the list of characters in the game, so it's trying to mimic the structure of the names in the game, in terms of what characters usually follow certain other characters. The one I got a couple times while testing was 'Car'
  21. For fun, I added an Eternity option to my random name generator. It'll give you some mishmash of a name based on the names of the characters in the game, which might not be good if you care about the particulars of the individual cultures. Also, you might end up with the name of an actual character in the game, which would be awkward when meeting them (that's fairly unlikely, though).
  22. There are totally horses. We had to cut the ducks, though. So there aren't any ducks.
  23. This was fixed just after the build went out, unfortunately. It's actually reloading the character into the inventory and character sheet every time you change selections. Nice catch though
  24. I'll put in in the database, but at this point we're all spending most of our time fixing bugs. It might make a patch, though.
  25. FWIW, I was able to make a pretty satisfactory necromancer using the Chanter class during the play week. There's no derth of summoning magic in the game, but as others have pointed out, it's been moved around a bit.
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