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Everything posted by Headbomb
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Missing Feature? Coloured party circles?
Headbomb replied to Headbomb's question in Backer Beta Bugs and Support
Yes, that would help too. -
I just noticed the disparity between male and females when it comes to heavy armours.
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The main point to me is Aumauas shouldn't feel like the poor man's dwarves, and Dwarves are usually seen as defined by hardiness more than by their imposing stature and aggression.
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One dwarf? ONE? OK, with 2 Genders, 6 Races (10 if you count Godlike variants, and even more with you combine Godlike variants + base races onto which they are applied) and 11 classes, maybe it's a bit much to expect specific character portraits for each combination. But surely we can get more variety? I'll classify portraits so we have an idea of what's available out there, and what they could reasonably accommodate. You could make other divisions, like "wild" for druids, rangers, barbarians, "evil", "good", and a zillion others, but let's just to keep at the basics: Armored, Unarmored, or those that could fit either if you squint your eyes. Male ------------------------------------------------- Style | Armored | Unarmored | Either |Total | ------------------------------------------------- Aumaua | 1 | 1 | 0 | 2 | Dwarf | 1 | 0 | 0 | 1 | Elf | 1 | 1 | 2 | 4 | Human | 1 | 1 | 1 | 3 | Orlan | 0 | 0 | 1 | 1 | Godlike | 1 | 0 | 3 | 4 | ------------------------------------------------- Female ------------------------------------------------- Style | Armored | Unarmored | Either |Total | ------------------------------------------------- Aumaua | 0 | 1 | 0 | 1 | Dwarf | 0 | 0 | 1 | 1 | (this one could really pass for a human if you ask me) Elf | 0 | 3 | 0 | 3 | Human | 1 | 0 | 2 | 3 | Orlan | 0 | 0 | 1 | 1 | Godlike | 0 | 2 | 5 | 7 | ------------------------------------------------- Conclusions: Dwarves and Orlans are REALLY getting the shaft here (1 male, 1 female). Aumauas don't fare much better (2 male, 1 female). Humans and Elves are decently represented. Godlikes have an excellent variety despite the number of variants it's possible to make. By gender, males have a good variety, but female are lacking in the heavy armor department. I really feel there should be a minimum of 3 portraits per race per gender here.
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Currently, all party circles are green. In BG:EE, there was a little tweak that made each circle same color as the character's "main color" and I just loved it. This lets you easily see where the fighter is, where the rogue is, where your OTHER fighter is, etc... Maybe using the "main color" would be problematic for whatever reason, but all green circles doesn't help you very much when it comes to differentiate between party members in the middle of a fight. My 2 cents.
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Dupe of http://forums.obsidian.net/topic/66896-boar-companion-next-to-medreth-respawn-glitch/
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First let me preface that stats aren't everything. Achieving a symmetry in distribution shouldn't be the goal (i.e. allowed for every combination of +2, +2/+1/+1, +1/+1 for all stats is just not viable. That being said, assuming the problems with racial/culture bonuses (http://forums.obsidian.net/topic/66869-attribute-bonuses-are-pointless/ ) are fixed, there's another issue at play here, the racial stas can be... odd, and cultural stats are biased. As of now, the racial bonuses are Human: +1 MIG, +1 RES Aumaua: +2 MIG Dwarf: +2 MIG, +1 CON, -1 DEX Elf: +1 DEX, +1 PER Orlan: -1 MIG, +2 PER, +1 RES Godlike: +1 DEX, +1 INT Specific problems I have: * Human: Might bonus seems very weird. I like the idea that humans' defining characteristic is a high resolve however. (Suggestion, remove might bonus, maybe add bonus skill point, or boost to +2 RES?) * Aumaua: No problem per se, but I can't think of any reason why I'd pick Aumaua over Dwarf. +2 MIG means high damage melee, and in melee you need the con. * Dwarf: +2 MIG, +1 CON feels like is should be the opposite (+2 CON, +1 MIG, -1 DEX). This would be more in line with expectations that dwarves are hardy, and tough, and leave the +2 MIG to Aumaua as a defining trait. Because looking at Aumaua and Dwarves, I can't imagine for two seconds that the two races are equally strong (mighty). * Elf: No problem that I can see * Orlan: No problem that I can see * Godlike: No problem that I can see With my changes, this would become Human: +1 RES, + 1 skill point/Level (or alternatively, simply +2 RES) Aumaua: +2 MIG Dwarf: +1 MIG, +2 CON, -1 DEX Elf: + DEX, +1 PER Orlan: -1 MIG, +2 PER, +1 RES, Godlike: +1 DEX, +1 INT Not saying this HAS to be the solution, but at least the Dwarf having +2 MIG overlapping with the +2 MIG of the Aumua needs to be resolved, and humans having +1 MIG is just weird. Culture bonuses however... those are really in need of an overhaul +1 MIG: 1 Culture (Living Land) +1 CON: 0 Cultures +1 DEX: 2 Cultures (Deadfire Archipelagos, White that Wends) +1 INT: 2 Cultures (Old Vailia, Rauatai) +1 PER: 0 Cultures +1 RES: 2 Cultures (Aedyr, Ixamitl Plains) Consider switching The White That Wends from +1 DEX to +1 CON (give the harshness of the place), and Ruautai from +1 INT to +1 PER (giving they are often at sea and thus would be keen observers). This way all stats can have a cultural boost. This would become +1 MIG: 1 Culture (Living Land) +1 CON: 1 Culture (White that Wends) +1 DEX: 1 Culture (Deadfire Archipelagos) +1 INT: 1 Cultures (Old Vailia) +1 PER: 1 Culture (Rauatai) +1 RES: 2 Cultures (Aedyr, Ixamitl Plains) Which I feel opens up more options to players.
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List of typos/spelling mistakes/grammar/inconsistancies thread
Headbomb replied to Headbomb's question in Backer Beta Bugs and Support
I wish I could edit the OP with that informatoin. It seems to be locked now. Either way, people can scan that folder and subfolders. You can open the .stringable files with a text editor (i.e. notepad. The relevant information will be presented in a format similar to this: character.stringtable --------------- <Entry> <ID>25</ID> <----THIS IS THE ID <DefaultText>Stiletto</DefaultText> <FemaleText /> </Entry> --------------- If you want to go the extra mile, add (Exact file, <ID#>) add the top of your typo report -
Boar companion next to Medreth respawn glitch
Headbomb posted a question in Backer Beta Bugs and Support
Boar companion next to Merdreth will respawn every time you enter/exit a building. There's also other clutter/loot that spawns next to the Medreth's crew To reproduce 1) Create game. Character/class doesn't matter. 2) Enter Church North of party, on your way there you'll see one Boar Companion next to the Cowled Woman in Medreth's crew. 3) Exit Church 4) Move close to Merderth's crew, see that there is now 2 Boar Companions instead of one. 5) Also notice the new clutter that spawned on the ground 6) Repeatedly entering/exiting location will spaw new Companion Boar, and possibly other clutter/loot on the ground. Expected behaviour There should only be one boar next to Medreth after entering/exiting buildings. Likewise there shouldn't be any clutter/loot on the ground. -
List of typos/spelling mistakes/grammar/inconsistancies thread
Headbomb replied to Headbomb's question in Backer Beta Bugs and Support
Indeed it should! -
List of typos/spelling mistakes/grammar/inconsistancies thread
Headbomb replied to Headbomb's question in Backer Beta Bugs and Support
Where: Item Description: Boots of Zealous Command Current: There is a missing linebreak between the item stats and the flavour text, see image below: Expected: There should be a line break between the item stats and the flavour text -
In my experience, text mistakes are too common to create one bug report per typo, so let's have one thread where we place all the types we found (devs feel free to sticky this / update with with other information you want to have). What you should list: * Where you saw the mistake * What the text currently is (with the wrong passage in bold) * What the text should be (with the correction in bold) Example 1: Where: In the Chicken Shack, when you turn in the quest for Bob's Chicken Murdering Spree, Bob says Current: "... Ha ha ha! you are not getting away!" Expected: "... Ha ha ha! You are not getting away!" Exemple 2: Where: Item Description: Axe of Death that Kills Current: "The Axe of Death that kills isa big Axe that Kills a lot of things! ..." Expected:"The Axe of Death that Kills is a big axe that kills a lot of things! ..."
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The enchant screen in stores look like this: To reproduce 1) Start new game 2) Go to Winfrith's Store 3) Right click on "Justice" 4) Click on "Enchant" 5) Observe that the Enchant Screen is all messed up Expected behaviour: The enchant screen should be displayed properly.
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As it is, the descriptions are very... HERE'S A BLOCK OF TEXT. Due to the small box, this gets squished a lot and makes it hard to get the key information out of it. Let's reproduct things here for sake of having something an easier point of comparison. ----------------------- Fighters form the front line of discplined armies across the Eastern Reach. Though they are most commonly found in cultures with an organized martial structure, fighters can also be encountered as wandering mercenaries, bodyguards, and other types of sell-swords. The common element that unifies fighters is their heavy focus on endurance and melee defense. Stamina and Health: 42 + 14/level (High) Deflection: 25 (Very High) Melee Accuracy: 25 (Very High) Ranged Accuracy: 10 (Low) Starting abilities: Defender - Decreases the fighter's attack rate to raise his or her number of Engagement targets from 1 to 3 and increase his or her Deflection. Modal. Constant Recovery - Fighters continually regenerate Stamina at a modest rate during combat. Knock Down - Forceful melee shove that knocks an enemy Prone and does a small ammount of damage (Fortitude). 2/Encounter Athletics: +1 Lore: +1 Survival: +1 ----------------------- Not super pretty is it? If the description were better formated, this would help a lot. Specific possibilies would include: * Use bolding and italics, maybe even different font sizes (or somehow space things out a bit more if bolding/fontsize is not possible) * The three "chuncks" of information should have all have labels/headers * Consistantly format duration / defense information This would then become something closer to the much better ----------------------- Fighters form the front line of discplined armies across the Eastern Reach. Though they are most commonly found in cultures with an organized martial structure, fighters can also be encountered as wandering mercenaries, bodyguards, and other types of sell-swords. The common element that unifies fighters is their heavy focus on endurance and melee defense. Class Attributes Stamina and Health: 42 + 14/level (High) Deflection: 25 (Very High) Melee Accuracy: 25 (Very High) Ranged Accuracy: 10 (Low) Starting abilities: Defender: Decreases the fighter's attack rate to raise his or her number of Engagement targets from 1 to 3 and increase his or her Deflection. (Modal) Constant Recovery: Fighters continually regenerate Stamina at a modest rate during combat. (Constant) Knock Down: Forceful melee shove that knocks an enemy Prone and does a small ammount of damage. (2/Encounter, targets Fortidude) Class skills Athletics: +1 Lore: +1 Survival: +1 ----------------------- This is a little thing that would make things much more easily parsable / readable when creating characters. Apply to other screens as well.
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Character creation: Move culture before stats
Headbomb posted a question in Backer Beta Bugs and Support
As it is, you assign your stat points, then you get on to culture... which affects stat points. Culture should come before stats if it affects stats!- 9 replies
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To reproduce 1) Create new game 2) When in character creation, there is no way to abort the process Expected behaviour There should be a "cancel" / "go back to main menu" button. Pressing the "Esc" key should likewise have a pop up menu "Do you want to abort character creation and go back to the main menu?" or something similar.
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To reproduce, 1) Create new game 2) Select Male/Female (doesn't matter) 3) Select Godlike 4) Read the desciription, and it's not mentionned that you cannot wear a helmet if you are Godlike. A player might assumed that despite their unusual heads, there are special helmets for this race. Expected behaviour The restrictions on helmet should be explicit in character creation.
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To reproduce 1) Go into options 2) Select any command with an empty assignment slot is empty (e.g. "Select", secondary assignment column) 3) Assign a key that's alright assigned (e.g. "A") to that empty slot 4) Observe that the "A" key is now both assigned to the "Select" command and the "Attack Cursor" command Expected Behaviour Assigning an already-assigned key should de-assign the previous assignment. You can fill every empty slot with the same binding if you want.
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Backer Beta Information [Not Live Yet]
Headbomb replied to Tigranes's topic in Backer Beta Announcements
IT'S LIVE. THE KRAKEN HAS BEEN RELEASED! -
ITS LIVE. THE KRAKEN HAS BEEN RELEASED!
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Joke threads really should be kept out of the support forums. I know it's tempting because there's nothing to report right now, but it cluters search results and makes it harder for devs and beta testers to keep up with actual issues.
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Well, at least I got my revenge http://forums.obsidian.net/topic/66758-how-to-format-for-reporting-bugs/ Stickied!
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[EDITED: BADLER] Please following example when posting bugs to this forum. It will help out the dev team in solving your issue. -------------------- [Description of the issue] Example: Hitting an Orc with the One-Handed Axe of Doom heals it instead of damaging it! [DETAILED list of steps to reproduce the issue AND what to look for] Example: 1) Load attached savegame 2) Select Mona the Mage (character #1) 3) Cast fireball on the nearby orc (Northwest of current location) 4) Select Bob the Axeman (character #2) 5) Hit the stupid orc in its face with your One-Handed Axe of Doom 6) Notice that the stupid orc gets healed by your attacks [Expected behaviour] Example: The One-Handed Axe of Doom should injure orcs! [Other remarks / Comments] Example: This only seems to affect the orcs in the Druid's Grove during night time. [Files] Savegames / Screenshots / Crash dumps / Other files. If a file refuses to upload as an attachment, please try zipping it. [special] If you run into a crash issue or you think a bug might be specific to your machine, please include your system specs (Operating System, CPU, RAM, Video Card, etc.). You can also attach a DxDiag if you are in Windows. To get a DxDiag press Windows Key + R, then type in dxdiag and hit run. On the menu that comes up, press the "Save All Information" button and save out the file. A DxDiag will list most of your computer's information so we can diagnose the problem properly. --------------------
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Missed it by 5 minutes!