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Starwars

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Everything posted by Starwars

  1. I can't test this right now since I'm not at a computer with the beta on it but I'd been meaning to test this but forgot. Maybe someone has the answer. Is it possible to target an AoE spell (Fireball for example) to a target. So that when the target moves, the wizard will still cast the Fireball with this target in the center? Or is it always targeting the ground? If you can target a creature, it'd be real nice if the targeting sort of "snapped to" the creature to indicate that it's now being targeted. Ugh, hope I'm getting my point across here.
  2. I just played on Hard for a bit (first time since a few BBs back) with the regular party and Druid for my main and a hired Monk. Overall, I like where the difficulty sits I think, although I wish the human parties you face were tougher. Currently those feel kinda weak actually. I'd also agree that the bears with Kograk kinda feels a bit boring in how hard they hit. One can beat the encounter, to be sure, but it's not a very fun encounter the way it's set up. Also, I love my Druid. And sending stuff flying with that one Monk ability is great fun. I have taken to using the slow-mo mode. Now that I've gotten used to using it (in the more difficult fights), I like it though it still feels like somewhat of a crutch in that... I still have a hard time deciphering what's going on screen at times. I wasn't sure what difficulty I would play on for final release but I'm leaning towards Hard now. I think Normal is fun also but Hard pushes me so that make use of a lot more of my abilities, I find it more fun.
  3. For all those "tips and tricks" learning to work around certain limitations in the engine and so forth, do you keep documents detailing those things somewhere? Always wondered how that process works so the knowledge is not forgotten between projects.
  4. Have another copy of the Whispered World: Special Edition (on STEAM) if anyone wants it. Please PM if you want it.
  5. There are no rounds at all in this game, it's just straight realtime that you can pause. No rounds at all in the background. But there are autopause options. You can set it to pause a minimum of every 2 seconds and upwards, and you can also set it to pause when certain things happen (like when one of your characters go down and stuff like that).
  6. Well, you can still talk to them using the basic interface even when the talking icon is not there I believe. What I mean is that the "talking icon" will pop up when they have something new to share, like how they would suddenly start talking to you in the BGs. New content so to speak. But you can still talk to them and ask them about their history and such I believe.
  7. You can talk to them, yes. There's also a new feature where a small "talking icon" will appear on their portraits if they have something they want to discuss (instead of the dialogue window popping up right away like in BG, you can decide when you want to tackle whatever the issue may be). And I assume there'll be a simple way to remove characters from out of your party.
  8. I *think* there was an option to tick a Dev commentary box added in one of the latest backer betas so I'm guessing the commentary will then play when you enter certain areas and such. Just a guess though. Then there's the separate documentary also of course.
  9. Added that the mixing is not final in this version to the youtube description. Hope you didn't mind I threw it up on youtube Justin!
  10. I haven't measured the frames but I have waaay better performance in PoE than I did in Wasteland 2 (haven't played the latest patch though), like, no contest there. I get some stuttering in the Dragonfall DC version on certain maps but mostly good. Dyrford Ruins in PoE is the one that drops down for me as well but it's not too annoying for me but I hope they can boost it. But I'm not very sensitive to that stuff admittedly. Those framerates in the OP would be completely fine by me, except the ones in Dyrford ruins. Of course, I hope the game will be even more optimized so that more people can play it. This is on 1920x1080 on Wind 7 64-bit Intel Core i3 CPU 540 @ 3,07 ghz NVIDIA GeForce GTS 450 RAM 8123 Mb
  11. Finally managed to start up Darkest Dungeon (backed it on the kickstarter). Was a bug that caused the game to not open at all but they manged to fix it now. Certainly seems very addictive, few hours just disappeared.Love the afflictions and so forth. But the core concept of how everything works also feels a bit... shallow. I guess time will tell how well it holds up longevity-wise.
  12. It seems like the wilderness rest screen runs for a bit longer, the Inn ones should do that as well. And yeah, make them skippable.
  13. The latest backer beta update contained the orchestral version of the main theme and not the earlier digital version/blueprint. Figured people might enjoy listening to it so I uploaded it here. Good job Justin!
  14. -The main menu music (theme music) now uses a live orchestra! Very nice, sounds a lot better obviously and there are some changes here and there compared to the earlier arrangement as well. -New music for creating the character. -Solid UI feels really nice though can use some additional "prettying up" I think, some more details or something. -I hope sounds are still being mixed because it's still way off. Voices, many menu sounds (like bringing up inventory), certain combat effects are just WAY too loud while ambient noises desperately needs to be brought up in the mix. Also, music is still broken. -Smaller beetles are nice! -Way harder to sneak now. I like it but will need to test more just how it feels. -Shift + click = put items in stash, great! -Fireplace "movie" while camping in the wilds, awesome! -Interrupt feels kinda godly just from initial impressions. -Containers in town are now marked as "owned". Tied to reputation.
  15. There can be no other answer than, YES!
  16. Oh yeah, that's actually a great point though! I would love for the universe to slowly move forward in regards to its technology. Of course, it'll be hard to keep the fantasy feel eventually but just small steps to change things ever so slightly now and then.
  17. So this is obviously a very premature question seeing as how the game isn't released yet, and that there is an expansion coming also afterwards. But for a potential sequel, where would you like PoE to go? Would you like to see higher levels? Focus on new classes? Engine upgrades? Personally, I hope they go for a BG2 style sequel if it happens. Just keep the engine (of course with improvements) and focus on just making a really, really big game. Also, if PoE feels like a "traditional" fantasy setting overall, I'd like if they veered into more non-traditional areas with the setting. Personally, I wouldn't mind seeing another game starting from level 1 but I don't think that will be the case if they do a sequel. Also, seeing as there already is a fair amount of classes I think that number is fine, maybe one or two additions but nothing crazier than that. Finally, if need be, it'd be cool if they kickstarted part of the funding for extra "meat" to the whole thing like what the new Shadowrun kickstarter is doing.
  18. I really, really enjoyed Dead State though I think it would be quite a lot better if it was condensed slightly. I kinda ran out of things to do near the end of it, I think they're gonna look at that in a future patch. But yeah, it's up there among my top 2014 games, it's great despite it getting a bit repetitive.
  19. I liked the one in the stream well enough but was not a fan of the one that plays in the backer beta.
  20. Was planning to play Darkest Dungeon as I got my kickstarter key but my game doesn't even start up. It tries to load for a few secs and then just... stops. Hope they can fix that soon. Picked up the Grim Fandango remaster. Not normally a fan of remasters but I'd long since lost my old disc and the point and click addition makes it worth it to me.
  21. I think the barrage of indie/kickstarter titles we're seeing, or have been seeing, nowadays not only prove that there are many gameplay mechanics that are worth exploring even though they're not "modern", but that it's the same with the visuals too. I think many projects prove again and again that, yes, you can make an extremely beautiful game with really simple means. I also *love* how Torment looks, it's astounding to me how great the game is visually speaking. Child of Light's visuals completely blew me away. I was looking over the PoE STEAM forums and there were people there who thought it was horrible that it has the 2d Isometric thing going, and comparing it to Divinity: Original Sin which in their eyes was clearly superior. I just cannot believe that. To me, PoE looks sooooo much better than it's not even funny. And that's even considering that I find PoE slightly too "clean-looking" in some respects (when compared to Torment for example). The Banner Saga is another great example. Those travelling backgrounds, wow. It's just beautiful to look at. And I agree about the Witchers. I think Witcher 2 looks extremely impressive but the Witcher 1 manages to tap into that folklor-ish feel (though it's also reinforced by the soundtrack). I think the Witcher 2 is impressive atmospherically but even so, it did not even come close to the atmosphere of Witcher 1.
  22. Had to put down one of our cats today. I'm completely devastated. When me and my girlfriend moved to where we live currently, we noticed a stray cat sneaking around. He was very scared, very skittish. After many attempts, I managed to get him to come to me and sniff me a bit. Noticed he was basically a skeleton, so very thin. Didn't think he'd survive. Started feeding him little by little, noticed he had worms so gave him medicine for that as well. Noticed that he was quite the old cat, stiff limbs and not many teeth left. A real "veteran". We later found out that he actually belonged to a family in the neighbourhood. Considering how scared he was (he ran away like lightning if you so much as walked by carrying something in your hands) most likely the previous owners had thrown stuff at him. Eventually, we decided that he could move in with us. He didn't really get along with the current cat we have but we figured we'd give it a shot. While it seemed to work at first it eventually escalated to full-on war with the two cats. We tried everything we could think of but no avail in the end. The cat we brought in sometimes sprayed his territory in the apartment (unfortunate but we kinda expected it), but a week ago or so the other cat started spraying out his territory as well (which he has *never* done inside before). They also began fighting more and more. So we decided today after they both were at each other like never before (not play-fights, real awful fights) that we'd put him down. So sad, but at least he got to have a pretty good final year of his life with lots of food and love. I can't believe how attached I've gotten to him during this short time. Been crying like a baby all day.
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