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Sensuki

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Everything posted by Sensuki

  1. Yeah looks like it does, holy cow at the difference when you use an Arquebus - I'll record it
  2. No, just recovery time IIRC. Previously there was no recovery time for firearm type weapons, but I think they added it in so you couldn't just spam four guns off at once (which you can actually do if you glitch the weapon switching atm, filed a bug report about it).
  3. Here is a normal speed and a frame-by-frame video that captures a bug with Engagement arrows being temporarily displaced at the start of engagements. I've been able to reproduce this issue on this spider every single time I attack it underneath the archway so I have a feeling that it MAY be related to occlusion/geometry. When I fight the spider in the open space, it does not occur. When I fight the spider under the arch - the engagement arrows bug out momentarily.
  4. Maybe - it's possible that it doesn't work on potions and stuff like that, I dunno. Technically it should work on everything else.
  5. The distinction is probably a UI issue, but Dexterity gives a special type of bonus from all other attack speed bonuses Actions in Pillars of Eternity have an animation and most of them have recovery time. Dexterity increases animation speed as well as action speed Animation speed is 30 FPS For instance if you have a Greatsword, which has a 30 frame animation (1s), and a 60 frame recovery (30 base recovery, 30 from Two Handed recovery penalty), then 20 Dexterity (+30% Action Speed) will make your attack have a 21 frame animation and a 51 frame recovery time. The reason it's 51 frames is because Dexterity only alters the base recovery time. Bonuses to recovery time are additive multipliers.
  6. No idea lol, hundreds! Can someone else check to see if they have the same problem? Make a Priest, pick Interdiction - cast the spell - is it pink ?
  7. The problem is with the asset stored in the Priest ability progression table - when you create a new Priest with Interdiction the spell is pink - missing VFX etc but when you save the game and load the game it works fine. And no, I have not modded either of these abilities - they are the default ones.
  8. Serious microstutter when using Ebony Spider Figurine Stat sheet is missing a + before Interrupt and Concentration Please remove the smoke from Returning Storm (and other similar spells) Empowered Interdiction missing VFX texture AI/Pathfinding bug with party AI Poor FPS when fighting spectres Issue with pressing UI buttons 0.0 damage from Minoletta's Bounding Missiles bounce Spawn bug from NeoGAF Minoletta's Bounding missle Cast animation issue
  9. Same as Rolling Flame bug from the PAX stream, spell fires instantly, but the BB Wizard is still casting the spell for 2.something seconds Expected Result: spell should fire when he finishes cast animation
  10. Saw this the other day but this guy didn't report it here. So far I haven't been able to reproduce it yet but he never told me the steps. I have a feeling you may have to go to the Temple of Skaen through the Dyrford Crossing or something?
  11. Never seen this before -2.4 damage from the damage roll .... WAT
  12. Would it be possible to make it so that if your mouse is not off a button when you release the cursor that the button still presses? Because if you move the mouse even slightly while pressing a button it doesn't work Have never had this problem in other games from memory
  13. Don't remember it being this bad in previous versions but fights with spectres cause my FPS to drop by about 10-20 down from 50, I know there's some stuff on units that needs to be optimized but because of their VFX nature, it might be causing some more issues here?
  14. Neverwinter Nights 2 had a lot of post-release support, so I imagine we'll see something similar.
  15. http://forums.obsidian.net/topic/70536-435-another-damage-calculation-issue/ Josh nerfed the spell too far as well.
  16. Same/similar to: http://forums.obsidian.net/topic/71097-480-ai-targetingpathfinding-issue-that-causes-idle-melee-units-in-combat/ This issue never happened in previous versions, so it's something new with the revamped pathfinding code. Seems that when using the combat pathfinding units can't find the way around other units on their team if their target is directly through them. I also think it's related to distance as well.
  17. Having "Of Resolve" and whatnot there despite looking dumb in game has been helpful to identify a few bugs.
  18. I'm good at finding bugs, but I'm not good at fixing them.
  19. I really don't like smoke particle effects, I don't think they add anything to the scene - there is VFX on the ground to tell you how wide the AoE is, therefore smoke is not needed Biggest reason is the frame rate drops though You can't even see what the hell is going on, which is really annoying when you're trying to focus on combat and with more spell FX going off from other characters / units - combat just becomes a complete mess No they don't. I want to cover class AI at some stage, I'm going to write up the really bad Priest AI before release at least.
  20. This is why shoulda recorded my FPS in the video but yeah it was hovering around 30, with some stuttering.
  21. Do you legitimately believe they'll alter the resting prices in a low priority side content area a week before release when they've said they're basically not doing much more tuning because they need to focus on fixing bugs ?
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