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Sensuki

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Everything posted by Sensuki

  1. The formula could use alteration, absolutely. I can mod the recovery time formula, but I also need access to the prefabs, currently I don't have that.
  2. Sneak attack isn't the problem. It's the damage multiplier stacking.
  3. I was testing with a party of five rogues before and I had a bug where enemy selection circles disappeared. I cheated in some gold and items, hired some adventurers and killed the Beetles, Wolves and Spiders in the Dyrford Crossing Exterior. Then I went inside the Ogre Cave and after the first mob of spiders enemy selection circles disappeared. I tried to toggle the 'hide selection circles' option in the graphics menu but it didn't do anything. Quitting the game and reloading fixed it.
  4. It's not an action game mate, it's supposed to have RTS style gameplay. Most RTS games have global cooldowns for unit attacks, pretty much all of them actually. It just feels crappy at the moment because of bad/lack of animations, poor UI feedback and the values are not tweaked properly yet.
  5. It could have, but it would have likely been quite unpolished / buggy.
  6. Probably should be the same for every character of the same class.
  7. I'm not sure if you've read our paper: https://dl.dropboxusercontent.com/u/29325716/Pillars%20of%20Eternity/Sensuki_Matt516_Attribute_Rework.pdf Scroll to page 13 and it tells you how recovery time works. It's similar to the Infinity Engine games (and likely the other round-based RTwP D&D games), except in the IE games all characters perform actions in a 6 second time division. Extra attacks are gained through the character system, rather than a granular percentile speed increase. That's the only difference really, in that now actions are less uniform. recovery time pause while moving is what exists to 'prevent kiting' but I think it actually creates more issues than it solves. Made a mod that removes it if you're interested: http://forums.obsidian.net/topic/68867-sensukis-suggestions-024-recovery-time-should-not-pause-while-moving-mod-video/
  8. Recovery time was something that was added in umm, either late last year, or early this year. It's kinda similar to how the Infinity Engine games did it but not quite. Recovery time is fine, just the numbers and formulas need to be tweaked, and moving should not pause unless you've got a firearm. Better transparency is also required on the UI. Currently nothing shows how long an action + recovery will take.
  9. Another thread with more info: http://forums.obsidian.net/topic/68865-is-anyone-else-getting-severely-pissed-off-by-the-new-party-ai/
  10. Reported it two days ago mate http://forums.obsidian.net/topic/68844-issue-party-members-should-not-have-ai/?hl=party
  11. The RTS player in me says no. Kiting doesn't matter really because at the moment there are far worse things you can do than kiting with a bow. You can simply draw an enemy away with one party member while the rest of your stationary ranged characters pound on them very hard. You can draw solo enemies out from groups ... Seriously with the way bows are at the moment, if you are running your party back with bows, good on you, because it will take A LONG TIME to kill anything. Theoretically yeah sure, kiting is an issue, but it's not a problem in the game at the moment - there are far worse concerns.
  12. They said they put a portion of budget away in case of delays a while ago, so I assume this would be it ? Not sure what kind of team size they're running now but I imagine it would be a bit smaller - probably a few less Area Designers, one character artist (Dimitri) although they may put some on for a bit at the end, Kaz alone on 2D ... not sure about animators Chris has finished his companions... Although some other deal could have been cut as well.
  13. AfflictedBy CurrentEngager HighestDamageInflictor HighestDefense HighestStamina LowestDT LowestDefense LowestStamina LowNumberOfEngagers None SneakAttackVulnerable Spellcasters Then there's some secondary checks such as AfflictedBy AllowedMovementToTarget DamageType DefenseType PreferenceType There's no AI clauses based on recovery, although that would be cool if they got around to adding some that specifically go for interrupts, such as LowestConcentration. There's also some different ones for spellcasters as well.
  14. I'll paste you the AI conditions if you like, give me a sec the value I changed governs every unit in the game, as every unit in the game has a "CharacterStats".
  15. YESSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSS
  16. all I had to do was remove a check for !isMoving it was that simple I thought it would be more complicated actually, but since crossbows, arbalests and gun reload animations play independently of recovery time it saved me
  17. Enemy AI is very simple, simpler than the IE games at the moment due to being unfinished. Pathfinding is also not very good at the moment either. They do make use of it, particularly if they land an attack on you and you run away, they'll chase and be able to hit you instantly when you stop.
  18. Buffed stats and abilities could have a different color text as well.
  19. Arbalests and guns are interrupted and if you stop them they start from the beginning. Not sure if that's intended but that's how it works currently. Crossbows also have a reload animation that is required to play before shooting.
  20. I just did a party of 5 rogues (PC Rogue, BB Rogue, 3 Adventurer Level 4 Rogues), I did the entire Dyrford Crossing quite easily although my main tanking rogues ran out of Health half way through and I had to swap two of my arbalesters into melee and give the wounded ones the arbalests/crossbows. A couple of my chars got KO'd - one from Petrification by spiders (crit for 150 damage), and the other was critted by one of the Wurm Hunters. I did cheat in myself a fine crossbow and an extra fine arbalest, otherwise I just used BB gear. I also noticed that two of my Rogues had the ability orders in the action bar backwards for some reason. Most of the beetles and wolves went down to a single volley of bolts plus a melee attack each from my melee rogues (that's fighting the whole group at once).
  21. For most classes (not all) the difference in starting END and END per level is minimal and equates to about one proper monster hit IF THAT in the actual game.
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