Everything posted by Sensuki
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New build feedback
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.
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New build feedback
There are no throwing axes. Fighters with bows are awful. You're thinking ideologically rather than realistically (as in what the game actually offers).
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Third impressions thread! [v201]
http://forums.obsidian.net/topic/68696-new-build-feedback/
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New build feedback
Monks and Barbarians especially (Fighters too) don't have ranged archetypes.
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New build feedback
@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.
- Backer Beta Build 301 is Live
- Backer Beta Build 301 is Live
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New build feedback
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.
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New build feedback
More loot added to Wolf Encounter
- New build feedback
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New build feedback
Tab still doesn't highlight items on the ground
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New build feedback
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.
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[301] Favorite Fixes
Colored names in the dialogue boxes FINALLY!
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[301] Favorite Fixes
Footstep sounds are really nice
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New build feedback
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)
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[301] Favorite Fixes
Hey EvilLore's (from NeoGAF) picture is in
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New build feedback
IN BEFORE INTELLECT IS A DUMP STAT - HEARD IT HERE FIRST
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[Mod] Slower Run Speed
No, something is overriding the declared speeds. Haven't figured out what that is yet
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[Mod] Slower Run Speed
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.
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[Mod] Slower Run Speed
That's actually the default game speed, it's not working properly. I think I changed the wrong value Trying another one
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[Mod] Slower Run Speed
Don't know if it's working actually, might just be placebo Will investigate further
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[Mod] Slower Run Speed
Yeah I can do that and not sure. Give me 20-30 mins and I'll pop one up.
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Dyrwood crossing ruins: Deep Wounds bug?
known bug, Deep Wounds is OP atm.
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Sensuki's Suggestions #020: Inventory Mockup v2
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.
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[Mod] Slower Run Speed
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.