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Sensuki

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Everything posted by Sensuki

  1. That's because the Spell FX are too over the top and they make combat hard to follow. Predicted this would happen. RTS style isometric game plus flashy lingering effects don't mix too well together
  2. Yeah some talents give a very small benefit, and some give a pretty good benefit. Not very balanced atm.
  3. DT AND DR seems like overkill tbh, why not just make it one or the other?
  4. I will have a look at modding it out in the meantime. Maybe not this weekend (too busy) but next week. I also think the OMG BACKER NPC ICON is a bit intrusive. I like the different colored text box ... that yellow is horrible, they should make it a much less antagonizing color such as a warmer brown/gold or something, but I removed the icon Kinda strange that Dengler doesn't have one as well, since he's a backer NPC.
  5. Right click cancel still doesn't work (again), but [X] for cancel even cancels backswing now ... odd
  6. Sounds like Engagement UI to me, hopefully it's temporary because it looks very clumsy. I'll have a brainstorm and see if I can think of a better way to do it.
  7. Uhh, I know people have been saying "yay arrows to show who people are attacking" - is that an Engagement UI or something or is it for targeting ? That's temporary right? because it looks like a pretty bad rotating mspaint arrow I really don't know why TARGETING RETICLES haven't been used instead That is so much cleaner, and you don't need to have several horrible looking rotating arrows floating around.
  8. Might be a while before many people other than myself test it out as the patch only came out 10 hours ago or whatever, but I thought I'd get it out of the way. May not have too much time to test this weekend, but I will hit it hard next week for sure.
  9. Well fog of war doesn't save anymore. When you load you can only see around the party ... at least that's what happened to me so far
  10. For those (myself primarily) that wanted to try it out and see if our theory was correct, I have modded in our proposed attribute system. Might: +% Damage and +% Healing Constitution: +% Endurance and +% Health Dexterity: +% Action Speed Perception: + Accuracy and +% Interrupt Intellect: +% Durations and +% AoEs Resolve: + Deflection and +% Concentration This one I've actually thoroughly tested and it is working properly . It required a bit of troubleshooting to get everything correct. Download Link: http://www.upload.ee/files/4278808/sensukimatt516.rar.html Instructions (also included in the rar file): BACKUP THESE TWO FILES X:\Steam\steamapps\common\Pillars of Eternity - Public Beta\PillarsOfEternity_Data\Managed\Assembly-CSharp.dll X:\Steam\steamapps\common\Pillars of Eternity - Public Beta\PillarsOfEternity_Data\data\localized\en\text\game\gui.stringtable COPY THE CONTENTS OF the rar into your "X:\Steam\steamapps\common\Pillars of Eternity - Public Beta\PillarsOfEternity_Data" directory DO NOT submit bug reports with this installed, revert to default when testing Let me know if you like it in comparison to the PE v301 Attribute system
  11. Or toggleable, it's not a feature I care for as I can see perfectly well. So either an absolute toggle on/off or a attack/ability/spell select/aoe only toggle would be fine with me.
  12. Percentile armor would be one way to fix lower damage weapons being terrible. One way, not the only way.
  13. Plants and interactables is fine (I prefer an outline to a shader), but the shader over characters when moused over is just over the top, not to mention completely immersion breaking. I completely understand that sort of thing being used for attack, ability and spell cursors and AoEs but absolutely not for simple mousing over. The game needs IE style targeting reticles that show up when you mouse over a unit and when you have the unit selected - that is the easiest way to show who is attacking who. Engagement is different because you can engage multiple people at once.
  14. Perception's range doesn't work atm AoE from Intellect affects Chanter and Paladin auras.
  15. That is what I will be doing, however it was just the particular discussion in the thread. I think range is absolute garbage. There are more pressing matters AND I can mod in my own attribute system anyway - working on it right now actually. There appears to be a lot of nasty bugs in this new build. I think targeting reticles is the next main thing needed for combat. A quick play of the Dyrford Crossing tested out the new Health system and yep, it's better. However I lament the loss of the famous "Beatle" encounter on Hard, that NEEDS to be added back in.
  16. Why is it showing DT and DR ? Perhaps they're planning to move the armor system to percentile.
  17. Your definition of "good enough" is not the same as mine. I am going to continue to rally for improved attributes. I'm also making our system into a mod. Should be done soon
  18. Dude, stop arguing for the sake of it. Monks do not do ranged, because they NEED to be attacked to get wounds. Melee will be better for them 99% of the time. Fighters also are required to draw aggro, they don't really have anything that gives them range. Barbarians are the same. Range is awful, you need to be close to your other party members to be in the AoE buff ranges anyway. It's like the tackiest bonus ever (and if you read the patch notes, it's actually not working yet). It does nothing to help balance Perception against Might. It's one of those "thrown in for the sake of it" things.
  19. AoE increase actually does give something to Fighters, Barbarians and Monks as they all have at least one AoE ability. But AoE does not give them that much. Range gives them pretty much nothing.
  20. I suggested a better way of doing this in my video, I'll post a picture later.
  21. If they've made the icon at a larger size and shrunk it down, they've probably lost quality. The game also doesn't handle downscaling very well.
  22. Yes it does because range is not a combat stat that is useful for all classes and builds and therefore fails to meet the system design goals. I agree it's pretty ugly.
  23. [issue] Explored Fog of War is not remembered on Save/Load [steps to Reproduce] Start a new game Explore fog of war Save the game Load the game Fog of War will only show what's immediately around the party
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