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Wormerine

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Everything posted by Wormerine

  1. Which according to starting turn-based discription it shouldn't be the case.
  2. Some people lobby for a "minor action" to limit free ability use and such. If such thing was added a reload might be a neat "minor action" something not necessary for bows... possibly for crosbows as well? You can reload crossbow faster than old timey gun, right?
  3. Keep in mind that she comes from a super religious backgrund. Even commonly used expletives (Jesus Christ!) might be considered highly inappropriate in some circles. She did use "Hel" a lot, which does have similar annotations as ours use of "Hell" - being both used as a swear word, and potential curse if one would take it seriously: "Go to hell!" is a rather serious offence, if one believes a land of fire and torture exists. So yeah, for Xoti to commonly use "Hel" is something to point out. She used it a lot, at least when I recruited her.
  4. "Lauder we get, the harder he pounds those keys" On a hapsichord? What is that supposed to mean?! Hapsichord doesn't allow for a change of dynamics, as the mechanism puckes strings with the same strength no matter how you press the keys. Pound them too hard and all you do is damage the instrument: Ability to change dynamics on a keyboard instrument didn't happen until invention of the Fortepiano around 1700s for which Mozart and Beethoven wrote, and from which modern piano has evolved from. Shameful display. Immersion breaking RPG 0/10.
  5. Oddly enough, when I played tonight all Grimoires worked fine. Either there was a hot fix I missed, or the issue is a bit more elusive then it seemed.
  6. After the most recent patch I have been encountering Driver Power State Failure on regular basis. In couple hours of play I encountered it about 5 times, when reloading and closing the game. I am pretty confident that Deadfire and the crashes are connected as it did happen before, not does it happen when I run other games or do other things. Question 1: Does anyone encountered similar issue? Question 2: If it’s an isolated problem does anyone has any advice on how to go about fixing it? I followed some basic guides already, but if a driver is at fault I have no idea how to identify which one it is.
  7. Not so long a penalty of -35% was added to full-attacks to make spamming abilities with full-attack less potent. Not an ideal solution, but what can you do. However, in turn based mode using dual-weapons means doing a full-attack. Maybe mathematically it is still advantage to swing two weapons, but I just feel it sucks to get -35% penalty with every attack you make. How about going a more traditional route and for the turn-based mode giving the off hand aim penalty? I feel that would be more intuitive and rewarding.
  8. Maybe. At the same time, buffing does eat up resources which you can't easily get back - buffs usually don't last too long, and if you use multiple ones you will be out of points to use skills. Something to be concerned about though.
  9. If you haven't played in a while, remember that they added dual-wielding penalty of -35% for full-attacks with two weapons. That might be a reason while damage is much lower than you are used to. Not a great solution, but it is what it is.
  10. I sometimes pause during enemy turn to immediately analyze roll result. Other than then, not much. If you end your turn after doing an action, there is a small toggle which will auto-end turn after taking an action (keep in mind to turn it off if you want to move after attacking).
  11. All Grimoires I opened after the recent patch has been this way. It’s been reported by multiple people.
  12. I am not certain. Hopefully someone with a better knowledge will contribute. They seem right to me.
  13. Swearing. Vulgar words. Darn it.
  14. my calculation ends up being slightly higher, but they might simply round up numbers a bit differently. I think here it is how it works: 19.8 - 9.9 (50%) = 9.9 9.9 + 4.5 (45%) + 4.2 (42%) + 1 (10%) + 4.5 (45%) = 24.1 35% of original roll 19.8 = 6.9 24.1 - 6.9 = 18 Essencially all negative multiplayers come from the base roll, while all positive multiplayer come from roll reduced by graze.
  15. New big patch = new big bugs. Things get broken whenever big changes are made.
  16. It is a tough decision but I would disagree that it discourages swapping. As usual penetration is the biggest reason to switch, or defensive boost if needed. Either way, skipping a round to be more effective in following rounds is pretty valid. Free swapping would be bad. People keep mentioning the minor move - it could work - assign all free skills and weapon/grimoire swapping under it.
  17. I do agree that Initiative has some issues when it comes to being useful (outside of casters, were it is essencial). I am also quite confed by how it is calculated, as it tends to vary turn to turn. I don't like classing action point system - too often it ends up leading to doing the same action over and over again. I do like the "one attack per turn" rule. Unlike XCOM or Phoenix Point, positioning isn't that important in Deadfire, which means it's usually better to use your actions on attacks rather than movement. Overall, I do like the system, and there are abilities which could as "minor" which one can use for free - they are balanced by the resource cost. Maybe heavier equipment should limit movement range in addition to lower initiative? Ditching turn system in favour of continus turns allowing characters with higher initiative to act a bit more often might also work.
  18. There is a bit of push leftover from RTwP. Sometimes it happens, sometimes it doesn’t.
  19. I don’t really see the point of having the “two point” system from XCOM. The only relevance of movement is reaching enemy targets/moving out of the way. What if heavier armor would decrease the movement range?
  20. Every couple fights I notice a unit stuck in an endless loop of skipping a turn. I might be wrong, but I feel that AI gets really confused if it isn't able to attack someone this turn.
  21. I am really not deep enough into the system to say how important is initiative. It is absolutely useful for casts. Moving before enemies can be important as it allows you to disable key targets. However, overall there doesn't seem to be much loss in DPS for melee attackers, that much is true.
  22. You read: Unit with lowest initiation goes first = problem solved. It's really not a biggie.
  23. Well, yes. As everyone takes their turns they do take more time. If you mean, in terms of actual amount of swing? I don't think so. The opposite if anything, but I can't say if/how balance has changed. I do feel like succesful hits on both sides tend to do more noticable damage, though it might be just the effect of me actually seing every attack and not just noticing that one of the characters is suddenly low. are there fewer encounters? Deadfire didn't have that many trash encounters, but I could see some fights or areas on PotD being extremely grindy if they aren't shrunk down. So far they seem pretty similar, but they all felt good. I know Josh mentioned that some of the encounters were redesigned because they felt grindy in turn-based.
  24. Like disable smart camera in options?
  25. You can turn on/off floating numbers in graphic options.
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