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Sensuki

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Everything posted by Sensuki

  1. In combat would be silly, it's unnecessary for mousing over people to inspect them. Combat only would also not cover the clause where you initiate combat yourself against a neutral enemy. It should be attack, ability and spell cursor/highlights only.
  2. There are no throwing axes. Fighters with bows are awful. You're thinking ideologically rather than realistically (as in what the game actually offers).
  3. http://forums.obsidian.net/topic/68696-new-build-feedback/
  4. Monks and Barbarians especially (Fighters too) don't have ranged archetypes.
  5. @Kaz It would be good if it only came up when using an attack, ability or spell cursor I don't think it's necessary if you just want to mouse over someone. I would have thought a targeting reticle would have been higher priority than that feature as well, you need to be able to clearly see who is attacking who. Working on my Attribute mod now, changed over the actual values, now working on the UI parts.
  6. They weren't actually. No unique ones anyway.
  7. Except that it's terrible for Barbarians, Fighters and Monks. Which is failing the stated design goals.
  8. No it isn't. There are less beetles. They have removed beetles from every single encounter on the map. Adding range is a dumb idea as well, useless for Barbarians, Monks and Fighters especially. There should still be at least one super beetle group. All they needed to do was *MOVE* the encounter, not REMOVE it.
  9. Tab still doesn't highlight items on the ground
  10. Uhhhhhhhhhh okay, now there's like no beetles at the start of the Dyrford Crossing area .... so the solution was to remove a fun fight from the game rather than make the beetles do less health damage .... that's screwed if you ask me I'll have to see if there's a larger one deeper in ... that's no fun anymore.
  11. Colored names in the dialogue boxes FINALLY!
  12. I absolutely HATE the new mouse over highlighting, is there any way we can turn that off ? Why the hell was that added in, it's totally unnecessary ... (Edit: Well actually if it was changed so that it only showed when using certain actions that would be better, all the time is overkill)
  13. Hey EvilLore's (from NeoGAF) picture is in
  14. IN BEFORE INTELLECT IS A DUMP STAT - HEARD IT HERE FIRST
  15. No, something is overriding the declared speeds. Haven't figured out what that is yet
  16. It's possible that creatures themselves have a value that overrides the declared variables in the Mover class. If they were going by the default values, what I have changed should work for both players and enemies.
  17. That's actually the default game speed, it's not working properly. I think I changed the wrong value Trying another one
  18. Don't know if it's working actually, might just be placebo Will investigate further
  19. Yeah I can do that and not sure. Give me 20-30 mins and I'll pop one up.
  20. Going by the poll there does seem to be a preference for per-character inventory here. I think that tabbed sections would be better than pop-up stash and quest items boxes anyway. I'll do a few more mockups after I see the changes in the upcoming patch.
  21. Well Monster movement speed probably needs to be adjusted on a per-unit basis anyway (in their creature file) oozes move at a million miles an hour. This fixes the default speed though I think. My next "vs the Beatles" video will have this mod.
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