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Sensuki

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Everything posted by Sensuki

  1. Navmesh near the tower is very rough and could go a bit closer to the rocks/tower so it's easier to walk around, party members get stuck behind eachother very easily here
  2. This is about as nitpicky as it gets but the new health bar display has a lighter shade of green in the separating line in the top and bottom corners, which make the health bar look like it's spilling into the separating line and looks untidy Don't know if that's automatic or a hand drawn error. Might need to download the image and zoom in in mspaint to see what I mean, it's pretty noticeable at the top left corner though.
  3. Right click cancel works again now, you can rebind cancel to RMB (Mouse1) and it will cancel your action and then move, woot! Anyway, made some mods, reported some bugs, had my say - probably won't be able to do much more until Sunday night. Cyas then.
  4. Same thing happened to me just then Loaded my inn autosave, everyone hostile.
  5. I don't think so, they changed their mind due to feedback from the forums, not just us.
  6. It's still there, but it's in the options menu now I think ?
  7. Yep the new footsteps are great, and they change with the surface too
  8. Stuff like this should only show upon mouseover or selection like the IE games. I'd also prefer the element to be non-moving, as that is distracting. I don't need a moving element to be able to notice it. You could use the same shader that you're using for the stealth circles under party members feet, change the color and have it between the selection circles to show engagement or something and ONLY on selection or mouse over, the LESS CLUTTER ON THE SCREEN THE BETTER Gonna be so good when combat huds aren't required anymore to tell what's going on too
  9. What styling are you using You did a nice job with EvilLore's portrait too, I'm sure he'll be impressed with that.
  10. bump I still experience stuttering (microstutter, constant FPS flunctuation eg. 80 70 80 70 80 70 causing all animations to jerk, screen scrolling to jerk etc etc)
  11. This is not a bug related to build 301 but it has not yet been fixed [issue] When a unit is killed, their selection circle persists for around 500ms after their death [Expected] Their selection circle should be removed immediately after the hit frame that caused their death
  12. Immersion breaking isn't it. I would be okay with a *slightly* different colored name tooltip, but that's it. I can send you my mod if you want to play with it removed.
  13. No they removed beetles. Trust me I've defeated those beetles probably 30 times on Hard already, there are less beetles. Engagement UI could probably be built into the targeting reticle, rather than having a separate thing for it
  14. That's how it should be yes, only on mouse over. However I think they can do better than a floating arrow.
  15. That's because they've fixed the Combat HUD, it now shows when a character has no action. That's not going to cut it for those people that play with the combat hud disabled though (such as expert mode players). As soon as they add in different stances, I am always turning it off.
  16. I don't, sure it allows you to see who's engaging who but it's very intrusive and could easily be handled in a more IE style, probably with an on mouse hover/on selection floor indicator rather than a rotating arrow. I removed the code from my game, that's how much I disliked it.
  17. [issue] My party member went invisible after I loaded a game [steps to reproduce] Create Character Go to Dyrford Crossing Kill all of the Beetles and Wolves Save the game Quit Pillars of Eternity Load the game Character Invisible
  18. Combat feedback still has a fair way to go, it has not been fixed. It has been improved a bit though. They need a recovery and idle stance and targeting reticles most importantly.
  19. I disagree, I think it's clumsy as.
  20. Looks like they've added in a wireframe ... although this is utterly useless anywhere but inside
  21. Do you play on Hard? All they needed to do was MOVE the encounter further back, not REMOVE enemies I actually complained about that encounter being too pissy, so blame me for that possibly? They also added in more loot there as well.
  22. Well the target reticles are for targeting, engagement needs it's own UI. I have an idea of how to do it I will make a suggestion sometime next week
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