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Adam Brennecke

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Everything posted by Adam Brennecke

  1. Thanks for the feedback everyone! We are reading and taking notes.
  2. David Williams is the lead system designer. Carrie is a narrative designer, she does way more than write! Everything else looks good - try to find and add more of us.
  3. I don't know if he's a lead, but he is definitely involved. I saw Sawyer post that Kaz was involved on his tumblr. Kazunori Aruga is the lead artist.
  4. It's coming soon. The audio book is recorded, and all that's left is the cover illustration.
  5. The crit is being calculated correctly in this case, with a minor issue on how the Durgan mod is being applied. We are investigating what is going on with the damage calculations, but it doesn't seem to be related to the crit.
  6. If you have issues please report them. We are doing our best to fix as many issues as possible. A lot of times issues don't get fixed because we don't know about them. Thank you!
  7. Yes! We had issues with making this patch due to a bug in the "history" feature works with our patching software for making incremental patches between 1.04 and 1.06 to 2.01. We are currently working on rebuilding patches for 2.01 for standalone users and testing them out on our side. Sorry about the delay - we would like these out as soon as we can on our side too. Thanks for your patience and support - it should go much more quickly the next time around.
  8. Heya. We are finalizing the 2.02 patch this week, and the beta patch will be up soon after. I don't know what balance changes are going in (I don't work on balance changes), but we should have patch notes up at the time of the beta.
  9. Also, this would be better suited for the bug sub forum. QA doesn't actively look in this sub forum.
  10. With the aggressive behavior, the AI will actively look for targets to attack within a 20m radius. It might not be tuned correctly for the fog of war, so I'll pass it on to the QA team to investigate. If you have feedback on particular packages (such as the Barbarian and Paladin) please be more detailed in the circumstances where you think they should have done one thing and they did something else instead. We can look at why the AI is picking one thing over the other to see if there are ways to fine tune the package to more appropriate behavior. Thanks for the feedback!
  11. Thanks for the kind words everyone. The development team loves to hear from all of you.
  12. sure. send me a PM. I can do it, or find someone on the team for ya.
  13. I'm glad you all liked the panel. Thanks for watching, and if you were lucky to make it to PAX this year, thanks for coming.
  14. Is anyone else seeing this in the latest beta update? (540)
  15. Our middleware solution for capes suddenly stopped working on more recent versions of Unity on the Mac build. We are investigating it, but I don't have a good answer for you right now. Unfortunately, we do not have source code, so our hands are a bit tied in this situation. I would like to have capes work and look the same on all three platforms asap.
  16. We do have a fix for this, and I'm trying to make it retroactive, so it will fix any save games that have this problem.
  17. This is the retail box (I've never seen it either, so it's new to me too!) which just contains a steam version of the game, and is locked, so they can't play yet. Backers are going to receive a different box and package.
  18. Sorry, the recovery is at half speed while moving now (it did used to be paused), but again, this has been in for as long as I can remember, and is to make kiting difficult.
  19. The recovery timer stopping when moving was in the first backer beta back in August and has been in since afaik. Designed to prevent kiting in combat.
  20. We wanted to do this for some time now. Just having gotten around to it until last week.
  21. We try to match the dynamic character shadows to the rendered 2D image to make the illusion that the characters are standing in the scene. Therefore we can't adjust the shadows too much.
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