Everything posted by Sensuki
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[SPOILERS] What gives in the ruins below the elder lions?
Yeah in one of the patches, it was enabled for all areas. I *think* I still have the audio files if you are interested, chuck me a PM.
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[480] Medreth's Boar Companion needs updated prefab
Weak Defenses, sorry - not Attributes.
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[SPOILERS] What gives in the ruins below the elder lions?
Yeah you need the item he has.
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POSSIBLE SPOILERS Modding thread: A simple mod and Console commands
They will probably do that one on their own.
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[SPOILERS] What gives in the ruins below the elder lions?
It is odd that it is not a quest. By the way there's a lot of stuff disabled for Stormwall Gorge ... heh. Bester and I have been snooping through it. If you look at the world map / listen to the Audio Commentary by Matt Perez, you can get an idea of what purpose the area serves.
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[480] Huge burst of music when zoning while music is off
http://forums.obsidian.net/topic/70938-480-music-volume-resets-for-1-second-on-area-transition/?hl=music
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Balance Discussion
Extra damage IMO.
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Best attributes spread for a rogue?
Damage is a roll too? They're both passive and static man. One makes you do more damage, one makes you harder to hit with Deflection attacks. Personally I think x1.1 damage is a lot better for a 2H build and I'm happy with the change.
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Balance Discussion
War Bows definitely need a bump. You can probably partially blame me for that as I did a 6 War Bow video in v392, and it got nerfed after that
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[480] Medreth's Boar Companion needs updated prefab
I believe Medreth himself is at least level 4 or higher. His Boar should have at least 72 Endurance and 360 Health, if not more. The Boar also has really weak attributes as well, which I'm pretty sure should be higher. No wonder it's going down after two attacks / spells every single time. Looks like it's an old prefab from a previous patch.
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[480] UniqueStatusEffectID polling every frame for every unit
http://youtu.be/HKk1t6ja4U0 Could this be the cause of the FPS issues?
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[480] A few summoned creatures need updated prefabs
Wurm summon prefab needs updating too, using old version from pre-435
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More combat log confusion
Stone Beetle DR bypass is not being shown correctly in the log It's a bug from v435: http://forums.obsidian.net/topic/70348-435-stone-and-adra-beetle-dr-bypass-not-displayed-in-combat-log/?hl=beetle
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Fixing the armor min/maxing: an interesting new gameplay mechanic?
We need to play the full game because the beta doesn't have many creatures that deal AoE damage. AI is another issue.
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Fixing the armor min/maxing: an interesting new gameplay mechanic?
It's quite simple really. You are limiting what things can be done in certain armors - they designed this system so that you could wear any armor you liked and not be restricted from doing anything. You act slower, sure - but you can perform any action. There's no way they're going to consider it IMO.
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[480] A few summoned creatures need updated prefabs
Wood Beetle Missing "Spit" Ability and the DoT damage/length is different than the current Wood Beetles
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Best attributes spread for a rogue?
So? It's better than +5 Deflection. I believe I requested it be changed to x1.1 damage in my Weapon Styles thread. I'd probably take it on most 2H builds at some point.
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Update 91: Closing in on March 26th!
It's a Morning Star now, IIRC.
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Accidentally activated an always to stash toggle or what?
Click on one of the portraits again?
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[480] Right-clicking a container can cause your characters to run on the spot
I noticed this many builds ago, but I can't find a bug report for it (I was sure I submitted one) Nevertheless, here it is Yes, I actually thought to right click on a container, and often when you do it, several party members will just start running on the spot. Expected Result: Should not make characters run on the spot
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Fixing the armor min/maxing: an interesting new gameplay mechanic?
Limiting what the player can do in a set of armor JUST to get them to use it is a very bad idea IMO, and goes against the general design principles of this game. Yes I agree that armor could be done a bit better, but I don't believe this is the way to go.
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[480] Issue with formation button interaction
Would it be possible to make it so that clicking on the formation menu a second time closes the menu? That is the most natural way of closing it if you don't want to change your formation IMO, and would make it so that if you click the button and don't want to change your formation, or clicked it by accident that you don't have to make a mouse movement to close the menu. Using the IE mod for the example, but the functionality is the same.
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What NEEDS to be fixed before launch?
If you're desperate you could always PM someone about it
- We need your help: A Backer Beta Community Effort to produce a Primer Video Series for all gamers before Release!
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[480] Targeting Indicators for Party Removed during Invocations
Confirmed. I also hate the screen darkening for these spells, it's bloody annoying even though it does look nice. Function over Form pls.