Everything posted by Sensuki
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SLOWED RECOVERY WHILE MOVING - NO THANKS
I did post it, but it was not replied to. I'm fairly sure that they'll just ignore the issue because they probably don't really care. Plus - already taken care of by the IE Mod
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Build Thread 2.0
Well, after hearing some bad news about Pillars of Eternity's performance, I've just ordered an Intel i7 4790k Now to pick a motherboard, and a cooler.
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SLOWED RECOVERY WHILE MOVING - NO THANKS
Not all enemies did that though. Icewind Dale & Heart of Winter had quite a few heat seeking enemies.
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[480] Issue with Barbarian Blooded ability description (confusing)
Yeah I think it's supposed to be x1.2 damage below 50% (which matches the numbers I'm getting in game) In the Unity Editor it says 1 though lol .. weird
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SLOWED RECOVERY WHILE MOVING - NO THANKS
That's what they said it was implemented for, yeah. I'm as surprised as you are, tbh. https://forums.obsidian.net/topic/71271-slowed-recovery-while-moving-no-thanks/page-11?do=findComment&comment=1588332
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My Bug Report List: Updated for v480
Removed from party, before death Dead bodies can clip geometry Request - allow the hotkey bar to be collapsible/hideable Issues/bugs with Chant UI Blunderbuss sometimes applies afflictions one projectile too late Disable Auto-attack - 1 issue Developer console issues Duplicate footstep sounds Issuing a movement command should cancel your action Issue with Barbarian Blooded ability description (confusing)
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[480] Issue with Barbarian Blooded ability description (confusing)
Says x1 damage while under 50% Endurance Okay so you do the same damage? lol Not sure what that's supposed to be. +1 to damage multiplier formula maybe? (which would be x2 damage, or +100% damage) Edit: Checked the prefab in Unity - it is +1 damage mult (or x2, or +100% damage)
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[480] Issuing a movement command should cancel your action
Nick Carver said to me via PM that movement commands now include a cancel, but they do not. IMO best way to handle it, is to make it so that you issue a right-click move that it cancels your current action before the hit frame like pressing X does, and issues a movement command.
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a newcomer, non backer perspective
vovick86 There's hotkeys, btw (and shift-queuing).
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SLOWED RECOVERY WHILE MOVING - NO THANKS
It's not because ranged kiting is the type of real-world scenario (as in what is most likely to occur in game) that is probably going to happen. Why on earth would you kite in a system with melee engagement, or even recovery time. I've tested with no engagement, and kiting with melee is just dumb, because when you turn around to attack, the melee enemy you're kiting will just hit you back. I don't need to provide examples of melee kiting melee because it just does not occur. The movement penalty penalizes legitimate non-kiting melee movements. Here's one example
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POSSIBLE SPOILERS Modding thread: A simple mod and Console commands
As the UI currently is, for the log to be centered, the log would have to be quite small, and you'd have a large gap of nothing on one side.
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SLOWED RECOVERY WHILE MOVING - NO THANKS
Doxy have you tried Karkarov's custom HUD ? I can't believe how much it adds to the 'feel' of the game.
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Why can't we bind stuff to our extra mouse buttons?
This one: http://forums.obsidian.net/topic/71131-all-mouse-drag-threshold-too-low/ You posted in the thread, so I assume you did see it
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SLOWED RECOVERY WHILE MOVING - NO THANKS
Yeah, you're right that it does basically lead to the opposite scenario - suddenly it's the characters with slow attacks that shouldn't move much and it's not a big deal for the faster attacking characters. I prefer no penalties though as it's a nerf to the style of mobile characters in general.
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SLOWED RECOVERY WHILE MOVING - NO THANKS
He actually has a fair point, although it's one I pointed out too - units that have fast attacks suffer more when moving because they are losing actions faster than characters with longer recovery. I don't see that as a problem though as I find it's a better trade-off than punishing movement in general. It's also a pretty universal law in real-time games where units attack faster.
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What are you most excited about?
Furiously fapping over some 2D environment art
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[480] Duplicate footstep sounds
You can hear two sets of footstep sounds created when moving the BB Fighter in this video, the sound that is supposed to be heard - the sound created by the animation frame that has locational sound based on where he is in the area, and then there's another duplicate louder sound in the right channel for some unknown reason. Will see if I can find any specific cause for this but I have noticed this and several other audio issues in this build. Just got to get around to looking into them. edit: Different save, different character Noticeable duplicate footsteps, it appears there is a second set of footstep sounds playing when you move and it also shifts based on where you are but it's like .. either left, center or right channel without the log(10) positional formula used to calculate the dB for the footstep sound position of the character. Expected Result: Should only be able to hear the softer version of the footstep sounds coming from the character, and not the duplicate set
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[480] Developer console issues
Can you make it so that the developer console Detects the Numpad enter key (closest enter key to the mouse hand) Allows you to use the arrow keys to move forward and back between the text Not trigger hard coded hotkeys like 1-2-3-4-5-6 etc Cheers
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[480] Disable Auto-attack - 1 issue
For the Disable Auto-attack option, units should auto-attack after they've made an attack with an ability that uses a primary or full attack, as it is a weapon attack and you would expect that the unit keeps attacking the target.
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SLOWED RECOVERY WHILE MOVING - NO THANKS
Currently all you need to do to kite is abuse the fog of war bug or AI that don't continuously follow you across the map. You can kite with normal characters not built for kiting too, btw - you just need more than one of them. You have one guy run around, and the others shoot the enemy (or enemies) chasing him. The guy kiting does not need to even attack, because he's baiting. Movement recovery slow (or even movement recovery pause) does not prevent kiting. It's just simple laws of RTS - if you outnumber the enemy, have faster units or have bigger range - you can kite.
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[480] Blunderbuss sometimes applies afflictions one projectile too late
Seen this a few times now. It appears that the Blunderbuss is inconsistently applying afflictions. I used Blinding Strike to shoot Medreth in this video, and Blinding Strike is supposed to apply a Deflection debuff. Usually it applies it on the first hit, and the second shot attacks the reduced Deflection. In this instance, it applied on the third shot. This is strange, almost as if when it is applied is tied to the frame rate or something. (recorded with the IE mod, but I've seen it happen in vanilla too)
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Dialogue Options Don't Really Do Anything
If Perception gave +1 Accuracy, you would take it again. Intellect is good on most classes, but not really the Ranger.
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SLOWED RECOVERY WHILE MOVING - NO THANKS
It doesn't lol. Makes no difference to the real scenarios where you kite in the game. I can get six fast guys with ranged weapons and run around with moving recovery mult and ranged recovery mult, and if they're just standard melee enemies they'll have 0 chance of getting me if I don't misclick.
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Autosave issue
http://www.rpgcodex.net/forums/index.php?threads/pillars-of-eternity-coding-hacking-thread.94183/page-16#post-3806672 That reminds me I need to get that list of PE names for that.
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SLOWED RECOVERY WHILE MOVING - NO THANKS
I'll just leave this here