Everything posted by Sensuki
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480 Discussion
HAHAHAHAHA HAHAHAHAHHAH uploading a video hahhahah Auto attack is OFF.
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480 Discussion
Yes, because you can clip your guys before combat - start combat and have them all on top of each other.
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480 Discussion
Pathfinding Stress Test #1
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480 Discussion
I disagree - I think mixed focus builds really stink in this game. You can either be really good at offense, or really good at defense. Building in between (mixing your abilities/attributes/talents) and not wearing the optimal gear for your build can be a bad mistake. Build diversity is a strong point of the game, but mixed focus builds are not one of them IMO.
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480 Discussion
We have to come up with a good argument with some stats if we want to change Josh Sawyer's mind though.
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480 Discussion
Getting stuff stuck to my mouse cursor when I exit the game too ... odd.
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480 Discussion
What's this green stuff under the selection circle? :/
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480 Discussion
Oh my god it's so easy to cheese disengagement attacks every fight now, hahahah. edit: okay well the snappier engagement makes it easier, but enemy targeting has been improved - so it's slightly easier in some instances, but you'll probably get less of them.
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480 Discussion
ROFL. "We are one". No positioning required!
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480 Discussion
Target acquisition is now faster, which is good. Noticeably better than before.
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480 Discussion
If you are going to have them clip, please sort the models accordingly - like having the character go behind not clip through the guard - like what is done with weapon attacks - where it's either behind, infront or next to. Also I think the implementation is a bit buggy, because it's doing it based on distance, rather than if there is available pathing space. You could also limit the clipping to half the selection circle size, rather than full clipping, or something like that. I'll submit a bug report about it later after I've done a comprehensive test on the subject.
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480 Discussion
It looks buggy to me, seems to be an error based on distance or something. Notice how if I click further away, it doesn't clip. Yes, they have.
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Backer Beta Build 480 is Live!
^ I'm not noticing such drastic changes. I still get the same performance, microstutter, frame drops and there's no difference in any health/deflection/accuracy values or anything.
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480 Discussion
The general pathfinding is 'improved' but there are a lot of kinks with it, one of them appears to be no collision, which I'm not a fan of at all. Hopefully it's not like this on release: I *think* it's a bug because some path around him and the others walk straight through if the path is blocked.
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480 Discussion
Damn it. Ritezzi's Thorn was balanced Goodbye +50% proc
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[Defense Discussion] They're testing the 'fenses for weaknesses...
I'm pretty sure that Josh's opinion of successfully beating an encounter and mine are different, and if you want to beat a hard encounter - chain disables. But getting dropped from a single hit is not very fun and is a 'boring' way to make combat difficult.
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Area looting confirmed
If all else fails, they could tab the corpses per body. That would at least allow you to know which unit had which item.
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480 Discussion
Most of the Godlike racial bonuses are not very good, I agree - they could be more powerful.
- Update on the Update
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480 Discussion
All good I'll do a few days of general testing and then sweep the character art for you again.
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480 Discussion
I'm using a Fine War Hammer in the off-hand in that instance, which is why there's a difference of +4 Accuracy. IIRC the off-hand actually strikes first, which is the reason I don't have it the other way around.
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480 Discussion
I think Beetles are a bit harder now, actually - although mostly because of the engagement changes. They didn't tune the Adra Beetle Shocking Blast damage either, or remove the smoke VFX which lags the game. Going to have a shower and do some cleaning up ... then into the long dark abyss I go.
- [480 Windows] Selection cursor bug during dialogue
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480 Discussion
There appears to be a new pathfinding bug where if the immediate path to a target is blocked (e.g. if two of your characters are in front of a target), then your other two characters will cancel their move action ... so like if you issue 4 characters to attack a single wolf, two of them at the back just won't do it. Need to test that more, as that appears to be really annoying.
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480 Discussion
Stash lag appears to be fixed. Action cancel has been fixed.