Jump to content

Sensuki

Members
  • Posts

    9931
  • Joined

  • Last visited

  • Days Won

    133

Everything posted by Sensuki

  1. I started a new game just before. Created a quick female orlan priest, rushed to the Dyrford Crossing and fought the first beetle encounter, then quit the game to check my Unity output_log.txt file to see what I could find. I found the entries for the missing Female Wild Orlan Head (I think that's what they were) This also gives me a good indication of what is happening where at which stage in the log. These three lines are when I was on the character appearance screen. The next line under it says "dgdgdgdd has reached level 1!" which is the name of the character I made. It appears that during character creation, you are actually present in the game level already because there is a lot of stuff going on and a lot of bugs related to the Dyrford area (and the CC screen) in my output_log.txt Here are some examples: This one is during combat: These are all before I've done anything in the game, because I can see an entry below these where a Ranger character's Boar Companion in the Inn is leveling up, and all this stuff is happening before it. The game appears to be failing to load assets several times in a row (do you see the wrong slash type in that line? \ instead of /) There's a small animation bug with the 3D Waterwheel: Missing string text: Some item in the cape slot is not a cape item (likely an item on the BB characters) Some issue with BB Wizard progression: Issue with BB Wizard Grimoire Bunch of missing strings (there's heaps of these): And over one hundred more things After looking at all the **** that prints out in the log, I am saving my output_log.txt every single time I quit because it overwrites the whole file every time you load the game. Here is my log: http://www.upload.ee/files/4219242/output_log.txt.html The PE Logfile path is \Steam\steamapps\common\Pillars of Eternity - Public Beta\PillarsOfEternity_Data\output_log.txt
  2. The IE games were not turn-based under the hood. It was real-time with pause with a similar system that had character-based timers just like this one does, except they followed discrete values and were not interrupted by movement, like this system. Turn-based is where one character acts at a time.
  3. Yes Roby sent me a link on how to do special formatting, so I'll have a read on that and make some new edits another day.
  4. Yeah you're right, sorry I missed that.
  5. My hope is that they release a pronunciation guide either in the manual or campaign almanac to assist with this issue. It would be a fun read too.
  6. Yes, I have an input. Let me find a thread for you ... http://forums.obsidian.net/topic/63958-constructed-languages-and-intuitive-culture-feels/?hl=orthography Have a read of that
  7. This game has buff stacking suppression whereby only one buff will affect your character (the highest one). This is intended.
  8. Characters have shadows, but shadows sort with the environment.
  9. Clerics and Druids gain access to all of their spells as soon as they unlock a spell level. Their spellcasting works like a D&D 3E Sorcerer - they're only limited by number of casts per spell level per rest/encounter. The attributes with issues are Perception and Resolve. The other four are alright, but I'm not sure how balanced the values are against each other yet. Movement is too fast yes. The games doesn't have much AI at the moment, which is a shame. I did a write up of combat here if you want to read my impressions: http://forums.obsidian.net/topic/66950-combat-feels-activeness-speed-and-pace/
  10. There are issues with occlusion and sorting, they're not working as intended I don't think. Character models disappear in tall grass, and almost completely disappear when walking behind trees and buildings etc, rather than having an outline of a sort.
  11. Yeah I have been saying it might not be too bad of an idea. But not yet, wait until it's much, much more polished.
  12. Pretty beta-y A C2B said, the content (quests, dialogues, encounters) is the thing that is the furthest along so far.
  13. Happens to me when you hit pause, while the effect goes off. Then consecutive sounds for the ability keep doing it even when not paused.
  14. What they've essentially done here is: Made the per-character inventory that the IE games had way smaller. The stash acts as the "Bag of Holding", except you can't access it anywhere, only at certain locations (I think). I don't think that's better than the old IE inventory. A single inventory with different tabs for different characters would be better IMO, along with equipment category filters and a text search, YMMV.
  15. Except that they don't have to be engaged. You're both right that the Barbarian Carnage isn't right as I've used the word target twice in quick succession, which is bad. My squares are too big, I admit. The panes could be a bit taller at any rate. It was literally like a one second mspaint square.
  16. It's called Font Ligatures and can be disabled in the Graphics options (and should be by default)
  17. yE br0 and @IndiraLightFoot, I have only edited class abilities, I will go through and do a full pass on the GUI table though I guess, so I'll keep that in mind.
  18. New stringtable file: http://www.upload.ee/files/4218628/gui.stringtable.html Changed the first sentence of Priest spells and Druid spells Changed a few inconsistent capital letters of class names Changed Chanter to Chanters in the Ancient Memory description Feel free to contribute your own suggestions to my additions here.
  19. If it saves a couples hours of development time that could be used elsewhere, gladly.
  20. Changed the Barbarian Wild Sprint description as it had a grammatical mistake. However I removed the "evocative language" that Josh Sawyer likes to use about the Wild Sprint and replaced it with a more practical description that better fits the grammatical style I used. This may or may not be your preference, YMMV. New gui.stringtable: http://www.upload.ee/files/4218616/gui.stringtable.html edit: actually that's bad too, let me re-do it. edit2: There we go.
  21. By the way, the description text pane in the character creation could be made wider and longer, maybe 10-15% size increase. There's a lot of wasted space on the right side of the CC that could be used to get more text into the screen at once, rather than having to scroll down. I love the background sure, but it's dead space.
×
×
  • Create New...