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Adam Brennecke

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Everything posted by Adam Brennecke

  1. I'm not sure if you've seen the trailer yet. Check this out at the 27s mark. http://youtu.be/hCiO4P4ZixY?t=27s We delivered.
  2. Dengler is in a "busy" state because he is currently conversing with Lord Harond. We need proper feedback for that state.
  3. Sensuki, can you give an updated test case? Where does it cut out for you?
  4. This is a bug. Please keep reporting over the top visual effects that hinder visibility of the combat area. Visual effects that adversely effect frame rate should also be reported as a bug.
  5. Yes, 16 slots are enabled for each character. There are hundreds of small fixes that aren't listed in the notes.
  6. The run speed is declared in data, and I'm not sure if you can mod it easily. You might be able to change each prefab if you can get your hands on it somehow. That data can be found in the mover afaik. We've been discussing changing speeds across the board to be slower. I think it's probably a good change. Good luck!
  7. Would you want to switch weapon sets but not activate attack mode?
  8. If you can figure out how not to make it confusing then sure - I agree, but we haven't figured out a good way of communicating this. We did some work recently to make it less confusing, so please let me know what you think once your hands on the next build.
  9. Our intention is for weapon sets to work the way you described. Thanks for the feedback Hormalakh.
  10. We still got a few bugs that we would like to fix internally before the next release (some make certain things unplayable). Our target was this Thursday, but now we are looking to push early next week if everything goes well tomorrow and Friday.
  11. We still have a lot of work left on fog of war. We recently reduced the maximum view distance, and we still plan on revisiting proper line of sight. It's a very difficult problem, and our first solution didn't work out the way I expected. We took it out because it was causing more issues than I would have hoped for.
  12. Nope! Not yet, but I wouldn't be surprised if it happens.
  13. We have already changed the base inventory to 16 slots a few days ago on our end. We agree that it feels better. Also please don't report any bugs if you are going to use modded DLLs. Changing the DLL can introduce new bugs, which can cause confusion on our side and potentially slow us down.
  14. We have a new feature that will hi-lite bushes and other 3D objects such as doors on tab - this was always intended to be the case, we just never got around to doing the shader until now. Stash is going to get an overhaul soon as well. Thanks for the feedback.
  15. Brandon is currently uploading the next patch to steam. We will be releasing patch notes shortly after.
  16. The narrator, and anything else you sneaky people can find, is also temporary.
  17. All of the VO in the backer beta is placeholder. Stephanie Dowling, one of our animators, did the female PC set and Pallegina for testing purposes.
  18. Fair enough. Moving forward, how does the pathfinding correspond to the fog of war? Does it take units obscured by it into account? (I don't think that's a common practice in modern RTS games). Units don't change their pathing behavior if they are obscured by fog. Most of the time, the units that are doing the heavy pathing calculations are revealed - party members and creatures in combat.
  19. Nothing is a pretty easy fix. Pathing and unit movement is a complex problem with many edge cases. It also needs to be run-time and memory efficient, which can make it even a more challenging problem to solve.
  20. Hardware cursors are frame rate independent and make games much more playable on lower end machines during frame rate lag (as the mouse doesn't lag) and reduce cursor latency overall I posted about this earlier but I thought I'd elaborate a bit more on it this time. We actually have no control over how mouse cursors work because we are using Unity. We are using hardware cursors. Thanks for the post.
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