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Rolandur

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Everything posted by Rolandur

  1. Being this is still at the top so I'm not official bumping. Not looking for anyone to make this for me if it's possible but I would love to know, simply, if it's doable... without turning to memory readers.
  2. "After launching the game you could load a save in 5-7 seconds." Affirmative. "Then 5 hours ago that first loading stretched to 60 seconds." The 'first' loading yes. "How many hours of gameplay?" ~18 hours; file size was 1.5mb -- I seemed to fix the problem by loading an old save, another character, from the 2.0 days. That file size was around 7mb (much larger) and it loaded in ~7 seconds. Now when I load the newer [play through] it loads around expected times (~5 seconds). Not sure what happened but maybe an internal file sorting problem that got corrected from loading a year old save?
  3. Initial = from Continue on Game Menu, after initial launch of the save file all other loading screens are of normal duration Now = just started doing this for me yesterday (about 5 hours of gameplay-ago) Searching = this topic is virtually impossible to search for here or with search engines because of the massive amounts of posts/articles of people simply not liking load times. With all my caveats out of the way the bug for me is only when launching an already saved game from a fresh session. The load times were, and always have been, around 5 to 7 seconds but now the *initial* Load when I [Continue] from the Game Menu is upwards of 60 seconds or more. What happened to cause this and any recommendations on how to get my *initial* load of my save games to be around 5 to 7 seconds again? Other statisticsOnce a game (save) is loaded (in a game session): going to the Load Screen and loading any other save game OR the one I am currently playing (usually a Quick Save) it will load in ~3 seconds. [normal] Loading into an indoor area ~4 seconds. [normal] Loading a new map/area ~6 seconds. [normal] Have restarted computer (full shut down and cut power to MoBo for 90 seconds) Have current Nvidia driver Did not update anything Steam did not update anything Beer is cold and ready for application I attached the save game file in question but the Forum software gave me the error "You aren't permitted to upload this kind of file" Thanks
  4. I'm hoping this is possible, not only for this game but for Tyranny and PoE2 as well, and looking for someone more knowledgeable with modding this game than I am. I've modded before for other games though the games I have modded were usual explicitly created with modders in mind. Creating something for this game, I'll admit, is a little over my head. ...and to the point: Is it possible to write the combat logs generated during battle (in the combat pane) out to a text file? It doesn't have to be real time, though that would be nice, and can be saved to the disk on application termination. I may not know my way around creating a mod but I sure could parse a combat log and create tables, overviews, and charts showing damage our character do and the enemies tactics and power. Thanks for any help/answer. I'm certain it's not doable but on the chance it is... well, let me know. -cheers-
  5. Oh lol. I've got v1,0 lol Now the real question, for me, is how to edit files *but* use some kind of override directory instead of copying my editing resources back over the original. I much prefer to do this 'mod like' and not have to directly change the installation files.
  6. Seems the newest version of UABE now (2.0) allows directly editing raw exports. So no more need for a hex editor. Use Export Dump and Import Dump to update the files.
  7. Zealous Focus textual bug: When two or more paladins are in the same group and both have Zealous Focus the stat page will show +6 Accuracy, +15% of Grazes converted to Hits (Suppressed), which is correct. The bug is that it says this upwards of 10 times so it'll look like this. +6 Accuracy, +15% of Grazes converted to Hits (Suppressed), +15% of Grazes converted to Hits (Suppressed), +15% of Grazes converted to Hits (Suppressed), +15% of Grazes converted to Hits (Suppressed), +15% of Grazes converted to Hits (Suppressed), +15% of Grazes converted to Hits (Suppressed), +15% of Grazes converted to Hits (Suppressed), +15% of Grazes converted to Hits (Suppressed), +15% of Grazes converted to Hits (Suppressed), +15% of Grazes converted to Hits (Suppressed), +15% of Grazes converted to Hits (Suppressed)
  8. Sorry, this is minor, one little bug, but sometimes the Fog of War just disappears. No reason, totally random, as far as I can tell, and at any time of day. Restarting the session initiates the FoW again.
  9. All attributes matter Min/Max'ing attributes don't matter, though it can be beneficial Disposition system (though I do dislike there's an ability to remove disposition for the Paladin) RTwP About it, they can change up the game as much as they like so long as it doesn't make PoE2 easier than this game.
  10. All these options I'd like tied to a challenge level of something similar to PoTD with an Ironman-esque play feel to it. Most of these suggestions will probably be disliked, at best (lol), and would be for a "new" Expert Tier that could be part of a PoTD type of challenge level with a verisimilitude perspective. Please understand most of these would not fit the gameplay style of this [potential] series and should never be considered (I'm just super bored this morning). --laughs-- No initial, always updated, map systemMaps can occasionally be found as part of treasure or commonly bought from vendors for a price. The more rare the more expensive.Maps never show your position (no GPS) Dungeon maps are only part of treasure Caveat: I do not believe adventures should be cartographers (basically, no vocations/trade skills for characters! They are adventures unless it's directly required for game mechanics; see Vocations below for more). No quick travel. In terms of this game, at least, that would mean two things: going to different area must directly linked to the origin area (no skipped 2+ areas and simply adding travel time) and the area you wish to travel to must be adjacent to the border of the area traveled to. Darkness in dungeons: light source in hand is beneficial. Not having light source would NOT make the screen dark or hard to see but instead just make the fog of war closer to the party or character [if the wander off by themselves] without a light source. Creatures always re-spawn over time in all areas; native monsters and animals. Not specific story/lore NPC's [if killed or left the area] just to be clear. Stash is a physical object and we must travel there to use itMultiple stash locations are not tied together (if more then one location; base of operations) We never know an NPC's name until they give it to us (we ask) or there's a reason we know it (ex. Barek's Armory and Tidbits) Any found spell can be researchedResearch: spells added to a Grimoire take in-game days (Spell Level = amount of days) to research and add to spellbooks. Because actually doing the act of researching would be boring this would just be a mechanic of click-to-learn, and in X amount of days it would be scribed to the Grimoire. Spells of higher level than the caster could be learned as well but with a delta between the spell level and caster would be added to the research time. Ex: a 1st level wizard could learn a 3rd level spell but it would take 5 (3 [spell level] + 2 [delta]) days to learn. Researching spells higher than the caster level costs exponentially more. Casting spells higher than the caster level has potential to fizzle, backfire on the caster, or cause system shock. Scaling hazard mechanic based on delta. Priests (and other divine casters) have a Devotion system that works like PoE1 paladin disposition system. Break away from your God's devotional path and lose spell casting level(s) until rectified.Divine casters who stray too far from the their devotional path permanently lose all casting abilities. Time between rests is based on the last Rest (every 16 in-game hours the party may rest)If the Vancian system is used: a point system that builds over time (in game time) that spellcasters can use towards memorizing their spells (out of combat!) between rests. Ex: Every hour of in-game time a spellcaster gains one point which can be put towards to memorizing a level 1 spell. If two hours passed then the two points accrued can be put towards a 2nd level spell, etc. Resting always memorizes all spells, as usual, and all points previously accrued are reset to 0 at the end of the rest. Not resting after X amount of time has detrimental effects similar to the current Injury (from knock outs) system in PoE1. No their shoulder doesn't pop out of place because they're tired. =) Battle fatigue: I don't find mixing a fatigue system and rest system together ever works out well but a battle fatigue system can often offer additional challenge to long-lasting battles (as they should IMO). This could be a scaling system based on the parties average level that would trigger once a threshold is met. Party members, each round, would have a escalating chance of becoming Battle Fatigued. Effects could start out, chosen from a pool of minor effects, such as losing 5 points to a single Save type (-5 reflex) to -2 damage and could intensify to a pool of sever effects such as Confusion or Health loss. System shock: certain circumstances may (small chance; I'll just use a 10% base chance, on the examples below, because these circumstances would be uncommon/rare in the first place) cause system shock and one stat is lowered (players choice) by 1. Some examples that may cause system shock [though not necessarily related to game lore] with associated example chances: falling unconscious because all Endurance was lost (5% = 10% - 5%), falling below 10% Health (10% = 10% + 0%), planar travel (30% = 10% + 20%), using spells ~50% higher than the caster level (variable% = 10% + (caster_delta * 10%) ), resurrection (50% = 10% + 40%), taking 75% of your max Endurance in a single hit (20% = 10% + 10%).The attribute point lost should be a tight range of attributes the player chooses from unless the circumstance is highly relevant to the reason. Falling below 10% Health: Might, Constitution, or Dexterity. Using [much] higher level spells than the caster: Perception, Intellect. Attributes lost to system shock are regained over long time periods. Certain spells (NPC and PC) can also remove this effect. Vocations: learning to brew potions or scribe scrolls costs the character their max level potential. Reduction of one level per vocation (not including cooking). So in terms of PoE1, if this system was in place, if a character decided to learn how to create a potions they could only ever attain level 15. Can not unlearn and is permanent. Hirelings can never learn a vocation.Crafting would still be accessed just like it is now in PoE1 but if the character that *took the hit on max level* was not in the Party then Crafting of chosen vocation type would not be accessible until they returned to the party. Friendly fire also includes ranged characters having a small chance to hit front-line characters on Misses and two handed weapon wielders also having a small chance of hitting nearby characters on Misses. Normal casting FF rules apply (no additional penalties for 'ranged casting').Dexterity and Perception lower, and eventually negate, these small chances of being hit (reflex) on the defenders part when a Miss of the initial target happens and/or based on the Accuracy of the wielder that Misses the initial target. NPC's are less present in towns at night, shops are closed, etc. They must Rest too.
  11. Jittery artwork (background). The terrain [the characters walk on] can violently be ripped apart sometimes. Usually the top 1/3 clashing against the bottom 2/3 of the screen. Hidden and secret walls/doorways/area Jitter and shake too; confirming there's a secret beyond Can click beyond a wall to confirm there's a secret area (if the cursor remains a Move To pointer, you know) Some voice over audio has the first 2 - 3 seconds cut off (total random unfortunately)
  12. When will this bug be fixed? Happens far more often than not and since 2.0 to 3.03. Please make 3.04 fix this.
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