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Phenomenum

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Everything posted by Phenomenum

  1. Wooo! Great! I' second to Max - you did eXXellent work! Some polish here and there and then i'll try to do my best to give that icons perfect look. I will type detailed feedback later today. "I swear before the whore that is Magran, this small stinky blue orlan is worth something!"
  2. Ha-hah. True. This is the most heavy benchmark ever. I remember the times, when no gaming configuration was able to run Crysis 1 at 60 FPS, but graphics on Max settings was a real breakthrough. It was a hell of a years ago. And now we have a new leader - but who could ever imagined it will be isometric game with 2D backgrounds! We a living in crazy times, man, crazy times...
  3. I bet he/she uses some mod. There's no way to save during the fight.
  4. I don't understand it at all. To waste 100+ hours (minimum) of your life in attempt to beat this crappy challenge... without any sure that is even possible, and knowing you can be disqualified for any reason... And for what? For cheap "very special patch" (cost 10$) or for your name on some tablet in some office...? Madicco! I mean, who the hell come up with such dumb idea? Josh? He should pay a real prize for that - 5000-10000$, for example - this could be real interesting motivation. All this s**t is beyond the comprehension. Sorry.
  5. Nope. And i can't remember if i ever seen any of Subclasses icons ingame.
  6. Penetration fix for AArcher in TB mode will be tha same as in RTwP. And most of other fixes in Community Patch (if not all) will work in TB mode.
  7. I waited for this, thank you! Only wish for UseValueUnadjusted I know, i know, it will never gonna happens. Anyway, thank you for your support, @BMac.
  8. Emm... Already fixed. Have you forgot about this? https://www.nexusmods.com/pillarsofeternity2/mods/241?tab=files Of course we will include this fix in CP.
  9. I suspect, it's a code / animation issue - or status effect "VerticalLaunch" itself designed in this way. Personally, i have no idea how to fix it. Maybe Max could do something.
  10. No hard ETA, but we scope on next weekend for BETA release. And, HOORAY , thanks to the @MaxQuest, we found the solution for Penetration problem, that works for all - existing and newly created - characters. Penetration will be scale with Arcana skill, +0.25 Pen for 1 point = +5 Pen with 20 Arcana. Tested it just right now and it's works with all Imbues.
  11. Sounds easy enough. And what weapon types you suggesting for Blights ans Rot Skulls? Also it maybe requires switch TreatAsWeapon flag to "true" - it means, this spells will start to receive all weapon related bonuses (Acc, Pen, Damage). Wouldn't it be too much?
  12. @SChin Guys, are you insane?! Have you verified translations before patch release, at least? I have no words... I mean, of course i have, but i will be banned if i write what i think about your QA standards and other things. English Russian
  13. 1. What do you mean? Adding to those 2 spells weapons keywords to gain benefit of some weapon modals? Or what? 2. Don't know how to do it right now.
  14. Yeah. And based on our test mod it will take a couple of days to process and compile all 100+ icons in final mod. Hell of a work, i say!
  15. Yes, i tested it right now. Penetration bonus, scaling with Arcana - just like Acc bonus. Unfortunately, it works only with new created chars. Simple passive Pen bonus (without Arcana scaling) also works only for new chars.
  16. Of course. From my tests: Fireball Damage roll 58... -75% UnderPen penalty = 13 Damage. And it costs 3 Bound. Ha-ha. HA!
  17. No, then we'll lose ranged weapon attack, which has Interrupt on Crit. More than that, these new abilities will be act not as Imbues but as ordinary wizard's spells. It will break subclass essence and philosophy. I suggest next solution at the moment (not perfect, but it will help to restore the balance). 1. Add flat +2 BONUS PEN to those 3 abilities. It means both attacks - spell and weapon - will receive flat +2 PEN. 2. Add corresponding keywords to all Imbues. At the moment all Imbues has only one keyword - em... "Imbue". Adding additional keywords to abilities - e.g. "Imbue, Fire" or "Imbue, Conjuration" - will provide additional PL, Accuracy, Pen, Damage etc. bonuses from items and subclasses to abilities - both weapon and spell attacks.
  18. Yes, unfortunately it's complicated. The thing is whole ability pipeline: Ability >>> Apply Status Effect to Target >>> Status Effect triggers attack. So there's no direct connection between Ability and Attack and no way to directly scale any of Attack properties (including Penetration and Projectiles count) from ability settings. In current implementation. MAY BE - or maybe not - i could do something about it, but it requires rewriting whole ability anyway. So, sorry guys. BTW Obsidian should know about it and they keep silent becose they cant answer: "Yes, we added whole class abilities without scaling becose it's not available due to chosen way of implementation. We ****ed up." Jackasses.
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