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Roby Atadero

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Everything posted by Roby Atadero

  1. Capes use Unity cloth in which Unity cloth was a relatively new feature in the version of Unity we are using. As such, it is very easy to crash that system if you don't do things exactly the way Unity expects. We made some changes to paper dolls for this beta to make loading and swapping paper doll characters in inventory less janky. Unfortunately, it didn't like the way we were doing it so occasionally it could crash when cleaning everything up (which Unity should never do). It appears Unity has done a lot of updates to fix theses crashes in that system in later versions but we are too close to launch to do something as significant as upgrade the engine to a newer version. That being said, we were able to tweak a few things on our side to prevent that crash when Unity cleans up the paper doll capes. Hope that explains it
  2. This is a bug that has since been fixed. You can avoid this for now by not using capes.
  3. Has edge scrolling speed in the options menu changed? I don't use smart camera mostly, and I don't have issues with the scrolling. Yeah i have it on 2,5 and when it reacts its fine but there is most of the time a delay until the scrolling begins. Even with wasd. Sometimes it takes up to 2-3 seconds until scrolling kicks in. This is driving me nuts. It was all absolutely fine until backer beta update 2. It must have something to do with the smart camera updates... Hope this will get fixed. There is definitely an ease in on all of the panning but it SHOULD be really quick (half second maybe). Do you mind noting what your frame-rate is when this happens (is it extremely high or extremely low?). And if possible, you mind grabbing a video of what you are seeing?
  4. Crash destroying the new cached paperdolls. I believe this was fixed shortly after the backer beta branched. For now, this can be avoided by not using capes.
  5. I believe this was just recently fixed in our main build.
  6. This was fixed in our main build after we branched for this beta release. Thanks for the report though!
  7. Good find! Looked into it and it looks like there's an issue with the wrong logical operator getting swapped when using "NOT". I've just checked in a fix into our main build.
  8. Yeah, there were some modifications to windowing code made to fix some other issues which caused this. This has been recently fixed in our main build but was it was unfortunately after we branched for this beta build.
  9. Sweet! Glad to hear that it's enjoyed . I still have some improvements I need to make with it all (mostly in combat). That being said, I have a "Hold to move" action about 80% working on my side so I expect to have that in for launch.
  10. By default, all AI sets you make are saved to disk as separate files that are not linked to specific play-throughs. They can be found in the Save Game folder under "CustomAIBehaviors". You can copy those and send to friends or drop in ones you have received into there and they should show up in game.
  11. We definitely have some quality of life improvements we still want to add (like categorizing conditionals as mentioned above) and bugs that still need to be addressed. That being said, keep sending your thoughts and feedback! (P.S. I want to hear about people sending their Custom AI files to others!)
  12. We have a console command called "SetZoomRange [Min] [Max]" if you want to go crazy. The values you set will persist across play sessions. I believe the default min/max is 0.75 and 1.5.
  13. We're not done yet. We're still a ways from the full launch and more time will be put into optimization and performance once we've finished up with all of our core features, feedback, and polish. Right now, most of our focus is on getting some of our unreleased features to a beta view-able state so we can get more feedback from you all on those. That and addressing bugs and feedback as it comes in. Optimizations and polish will keep trickling in as we continue working on the game.
  14. We'll check out the small subset of resolutions you guys are saying are the culprit.
  15. The upcoming patch will have some transition and saving optimizations that should hopefully reduce the amount of time those take by around 20%. We also have a few additional transition optimizations we're currently investigating that would hopefully go in the following patch after that assuming those work out well.
  16. This has been fixed and will be addressed in the soon upcoming patch. Deleting the .fog file for that scene is a usable work around in the meantime if you want to mess with the save game file. This will not affect achievements.
  17. Hahaha! No good deed goes unpunished! Here comes the Nerf Stick... (I am pretty sure that getting Ruffian at lvl3 is working as intended) This is just for "auto level Eder up to your level when you first pick him up". Talents are normally unlocked at even numbered levels. Instead of him getting the talent at level 4, he is getting it at level 3 (as well as an ability and thus getting nothing for level 4). Obviously, if you pick up Eder prior to level 3 or don't have "Auto Level Companions" checked then this whole thing is moot. It's not a "nerf" in that sense. This is just a mistake in the auto level table for Eder. Also, the comment for the table entry says "Level 4 - Weapon Focus Ruffian" so I'm sure it's meant for level 4.
  18. I see what the issue is. It looks like Weapon Focus Ruffian is mistakenly marked to unlock for Eder at level 3 instead of level 4. We'll resolve this and it'll be fixed in a future patch.
  19. Just to note, we aren't actively restricting what resolutions are shown. Unity only gives two options to handle how the Mac builds are made using fullscreen. One options disables all external monitors and treats the main game screen as just pure pixels. This mode was causing lots of crashes on various Macs. Thus, we had to ditch it as it is some inherit Unity issue we can't control. The other mode simply just asks the OS what resolutions are available and treats it like a normal OS monitor. However, with the way Macs handle their retina stuff the OS says the top resolution of the screen is only 1440x900 in your guy's cases (since that is what the OS is treating it as as they do some pixel doubling magic in the background for their high resolution stuff). Again, we don't control what values we get back from the OS as valid options as the Mac's abstract this away. Thus, you are seeing just the subset of actual options your monitor is capable of. This is obviously not ideal but, when having to choose between a mode that crashes people's game and one that doesn't, we went with the one that doesn't. This mode is built into Unity's executable so there isn't a way to toggle it on or off during runtime with some checkbox (like "Use high resolution options"). Otherwise we would.
  20. We do not want the ability to consistently attack enemies while in stealth. This just seems to be one of the few instances that didn't get caught by our "what should leave you in stealth and what shouldn't" rules.
  21. This is something that was improved around the launch of the game. We have not received any reports of this being an issue besides one or two people. If I test the game on two different computer/OS's on high resolutions I see a noticeably crisp character model. Do you two mind posting system specs (DxDiags or similar files for other OSs)? This may be something related to graphics card capabilities. If your card is not capable of creating textures higher than 2048x2048 then this may be why you see the issue.
  22. The base game will continue to be patched and supported well into the expansions. Including a patch that will be released no later than the expansion's release date.
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