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Sensuki

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Everything posted by Sensuki

  1. They could probably do it for a patch like inXile did. It's a bit close to release now. That could also open up modding possibilities. I'd also like them to investigate moving away from NGUI and to the Unity UI system - it would be so much better for productivity. I'm actually a little bit worried because if they're already leaving to go to PAX now (Adam tweeted it), then there probably won't be a BB this week and next week is just shy of under two weeks to go. I'll be quite pissed off if we don't get to at least play one build with properly functioning attributes among other things, plus I've probably got at least another 100 bug reports in me
  2. I think the devs left for PAX East today, so that will probably mean no patch this week as Brandon, Adam, Josh and Tim will be out of town.
  3. I flat out disagree here. The numbers alone are enough to realize that it is signficantly outclassed by 2H and Dual Wield. On top of that - Single Weapon Style is a bad talent, as it's a random chance, it does not change the graze percent to 15 from 35. It's 20% of 35, which is 7% - but it's not equal to +7 Accuracy, because it only grants +50% damage increase, and does not reduce miss chance. Not sure what the effective accuracy equivalent would be but it would be like maybe +4 or so at ACC-DEF = 0. Two Handed Style gives a +10% damage boost all the time, providing you deal damage. Two Weapon style gives +20% recovery increase, which is pretty significant. Sword and Shield style (the talent) is good, but I don't think the weapon style (not the talent) is that great, and it's very inflexible compared to the other builds. There may be extreme cases where 1H style is okay - and those cases are probably in path of the damned, where the enemy defenses are higher, but on normal/easy/hard and in most scenarios it's an inferior style and talent compared to the others.
  4. All quiet on the western front at the moment.
  5. Druid has always been one of the best classes in the game in PE due to their massive AoEs and hilariously imbalanced damage on spells. Pity their shapeshift isn't very good though.
  6. A Something Awful poster linked the thread there. Josh on the loot list topic: I or ushas still need to post the locations (screens of location on map would be handy) of the containers with the exceptional loot - as that's probs not supposed to be there. But at least a few of the issues are/have been fixed.
  7. I doubt that information will be in the strategy guide or the manual as those have already been finalized. They will probably include no information about actual weapon speeds and just have very vague information.
  8. I think that's a bit out of date. The general idea is the same but the specifics have changed. Would be nice to get some new formulas from Josh.
  9. It's an AoE around the primary target. Using a reach weapon will simply mean the AoE is a bit further away from you, distance wise.
  10. Why is there a column called accuracy bonus in decimals? and where is the times attacking column from Rapier also attacks at the same speed against hatchets and daggers (and other 'fast' melee weapons)
  11. Actually it takes about one minute, or less to quicksave/quickload and test a chest 6 times. This is a problem IMO if it's the only location where you can get the item. If you don't get the Gauntlets of Ogre Might on your playthrough, you just save scum the chest a few times until you do. Clarification on how this works is needed from the devs. This was one of the stupid things about Icewind Dale, as there was usually an item or two in the pool of items you could get from a chest that were better than others (simply because those are the proficiencies you had), and it sucked if you didn't get them. Doesn't really matter, it's about consistency, and I wouldn't put it past them to have used the loot lists as a time saving feature, and also would not be surprised if such imbalanced loot lists were encountered earlier in the game as well, where it does matter. I don't care whether the junk loot is random, but it's terribly inconsistent. I also do not like randomized hidden container loot - that is really unrewarding IMO. The one I found in Lle A Rhemen should be hand-placed.
  12. Bad framerate during rest movies Wall of Flame spell/trap is not correctly damaging units Issues with Nridek/Vithrack Psychic Blast Painful Interdiction combat log lines and interdiction interrupting again Bug with Dominate Affliction and Engagement
  13. I think so. Look for the specific language folder in here F:\Steam\steamapps\common\Pillars of Eternity - Public Beta\PillarsOfEternity_Data\data\localized then the string tables are all in there, you can just open them in a text editor, search for the phrase you want to change, edit it, save it and then load the game.
  14. Spider targeting makes it stupidly easy to even accidentally get free disengagement attacks on them
  15. I recall them mentioning something of the sort in the development meeting video but it sounded as if Obsidian wanted them to translate the names but they didn't want to? (I'm not sure). Either way, if they translate the area names etc it is possible to edit the strings yourself.
  16. As one of the people involved in the modding of the game - the only thing I'm kinda annoyed/disappointed about is the silence on whether we'll be given externalized scene files so we can edit stuff in areas (like place npcs and stuff like that). It is possible that it can be done in a rather hackish other fashion, but access to the scene files would be ideal. inXile externalized their scene files for the Wasteland 2 areas. No reason why Obsidian can't do it either.
  17. The latter. More hand placed loot would be good. There's a hidden container in Nridek's room that gives you a random magic item. I don't like those IWD russian roulette magic item loot lists at all. For mundane loot it's fine to randomize just as long as the loot is sensible. I don't care if you get a random standard weapon every time, just as long as you don't get a random mundane weapon some of the time and a random fine weapon some of the time etc - that just makes no sense.
  18. Spider targeting - they only target the first unit that attacked unless they are engaged. AI targeting does not update at all. Other misc bugs: Disengagement attacks still going off against enemies running at the party.
  19. This also could be because of the Fighter's Defender ability, rather than just a single engagement. I've been trying to reproduce it with the BB Priest attacking the dominated Rogue, but I've been unable to.
  20. There would be no need to save scum loot if the loot lists were fixed. It's a bad idea for them to say "screw you, luck of the draw" and do what you just suggested when it wouldn't be that difficult to just fix the loot lists.
  21. Expected Results: Painful Interdiction should be compressed into Interdiction combat log submenu and interdiction should not be causing interrupts, a bug that I recall was listed as fixed a while ago.
  22. It was also my understanding that there wasn't going to be Icewind Dale style loot. There are containers in the beta that pick a random magic item from a list and if you don't get the one you want you just randomly save scum it until you get it. This was something that I believe was going to be avoided for this game. I would much prefer to have handplaced special loot like that - one place where you can get the Gauntlets of Ogre Might, one place where you can get this item, one place where you can get that item. It also brings up the question as to whether you only have a chance of getting that item from that specific container. Maybe it's possible to get 5 Gauntlets of Ogre Might, or zero, depending on the drops.
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