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Sensuki

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Everything posted by Sensuki

  1. In my further investigation of animation issues, I managed to produce a rather funny one. If you knock a unit down, and then paralyze them either when they're in their prone stance or mid-animation transitioning into/out of prone, when the unit comes out of prone on the data side, there is a bug where the proper animation sequence does not occur and they either just stay prone, or transition to prone and then just stay prone, and start sliding around until something resets their animation sequence - such as an interrupt, which plays the 'interrupt' animation. Are animations based on the GameObject's transform? because there seems to be quite a few inconsistencies between what happens on the data side and the actual animations that are occuring. There is probably two bugs here - one with animations, and another with how paralyze and prone are handled when a unit is affected by both of them, and one status effect ends before the other, and how that affects animations/stances. The problem here is likely that when hit with a Paralyze, the Prone duration is still in effect and maybe when the prone duration ends, the stand up from prone animation is prevented from playing due to paralyze freezing the unit? There is also another problem with this sequence that occurs when the timings of the afflictions ending are different to the issue caught in the video, and the units do fall to prone and then get up from prone, but all the while, they are sliding around when fall prone and stand up from prone should immobilize the unit (as in they should not be able to move while that animation is playing). This issue is likely similar to what happens when units are hit with an interrupt while moving, but do not stop. If I can record the issue with the sliding while getting up occurs, I will post another video, but I don't have time tonight. This also brings up the question as to what should happen if a unit is paralyze while they are falling prone, is a unit already prone while they are falling prone? and if paralyzed, should it freeze the prone duration until the paralyze (or petrify) has ended? I'm not really sure what is supposed to happen there.
  2. It'd be nice to know who's still on the team Seems like there's been a bit of a downsize since December.
  3. War Bows were actually the best ranged weapon in v392, but Josh nerfed the sh1t out of them in v435. Hunting Bows have always been terrible.
  4. Yeah it does, there's a guy on the SA forums that's been doing it and saying it adds a stack of focus, so you only need to fire the Blunderbuss once and then start casting again.
  5. Even in BG2s worst case scenarios, it's still better than spellcasting in Pillars of Eternity
  6. They have an armor component. You can enchant their clothing. But yeah haven't seen any armorless creatures.
  7. I didn't do any of that.
  8. Looking in the files for creature DR values - that trend will hold, as there's not really many 'low DR' creatures. Fast and 1H weapons lose out in most situations.
  9. Most of it is testing. I have done a 'few runs for fun' every patch, usually at the start.
  10. Exactly, it involved reactive tactics. Unlike this game.
  11. BG2 mage duels were one of the best things about the game though. Best spell battles of any game.
  12. The DoT was just plain bad. Sabres are now useful which is more important.
  13. When you issue a new movement command at a sharp vector to a character that is just about to stop moving, that character's stop animation appears to keep playing even though their model still moves and they didn't stop. Expected Result: as soon as a new movement command is issued, it should just change to the movement animation on the next frame, so that the glitch does not occur. Related movement glitch topics http://forums.obsidian.net/topic/70592-435-queued-movement-commands-ai-and-player-cause-run-animation-glitches http://forums.obsidian.net/topic/70492-435-interrupts-do-not-stop-movement-and-cause-characters-to-slide/ http://forums.obsidian.net/topic/70485-435-female-dwarf-run-animation-glitch/ http://forums.obsidian.net/topic/70428-435-character-periodical-run-animation-hitch-im-not-crazy-right
  14. If they don't add accuracy back in, I'm definitely going to mod it back in - because it kneecaps casters and shield using builds quite a bit and makes Savage Attack not very good. +1 Acc and +3 Interrupt should be fine. Everyone needs accuracy, not everyone needs interrupt.
  15. Expected Result: when using the scrollwheel over the UI (or at least the scrollbar in the combat log) it should not zoom the camera in and out.
  16. The documentary is no longer being printed. It will just be a download/stream online. To compensate, the documentary will be longer.
  17. Accept into Adventurer Creator should have a fade to black Using mousewheel to scroll up and down in the log also zooms camera in and out - RECOGNIZED BY QA
  18. Other transitions where the game frame does not update have been given fade to blacks to smooth the visual transition - I think one is needed here too.
  19. This is an ability description but I believe this should say +10 to all defenses when targeted by a Will attack (or at least, +10 to Deflection, +10 to Fortitude, +10 to Reflex and +10 to Will for 10 sec (base) when subject to a Will attack. The Class description also needs to include this information in the Character Creation screen. Another ability description This should say +1 Might, +1 Dexterity and +1 Constitution while Endurance below 50%
  20. Posted this on SA just before Been doing some level up tests tonight - all non-class talents seem pretty tight now but I'm not really liking Savage Attack, and that's not even because of the talent itself (which was good in v392). It's more so due to the fact that you can't get Accuracy from attributes atm. You can make up for the deficit of Vulnerable Attack with Dex and/or Two Weapon Style, but you can't make up the Accuracy loss from Savage Attack. More inclined to go Vulnerable Attack every time. Other than that there are a few class abilities and class talents that need a lift Arcane Veil - 1/encounter with a slightly lower buff would be better. 3/rest just doesn't make it worthwhile IMO. Spiritshift - horrible at the moment, unfortunately. There's several posts/threads on the Obsidian forums about the problems with this ability. Wildstrike/Greater Wildstrike - not that great when limited to the already bad enough Spiritshift. Why not just drop their damage bonus to 5% each and make them apply on all Druid hits or something? Into the Fray - Worst Fighter Ability at the moment Lay on Hands/Greater Lay on Hands - the default heal amount is a bit weak (that goes for most healing spells actually) - better off drinking a potion for a full Endurance heal. Stuff I have a mild issue with Clear Out - change to 3/rest like all the other per rest abilities - would also be amazing if it was a weapon attack, like Knockdown is now Thick Skinned - only slash DR isn't super good for a class ability, maybe add 1-2 more DR types (like +2 Slash and Pierce DR - then it would be pretty good. +2 Slash/Pierce/Crush would be sweet) Hastening Exhortation - Should be able to cast it on yourself like the other exhortations Reinforcing Exhortation - Should be able to cast it on yourself like the other exhortations Ancient Memory - It's good with Beloved Spirits [even though super bugged this build] but on it's own I think 1.0 Endurance per tick would be better than 0.8 Animal Companion - needs to be tougher/do a bit more damage/attack faster - any combination of the three, but mostly be tougher. My companion and the enemy companion in the beta often get one-shotted by various abilities/attacks. The -20 Accuracy also might be a bit high. I also have an issue with two of the weapon styles. I would like to use them but IMO they're not worth it really. One-Handed style (not the talent, the style) - I'm not finding it any good vs two weapon style or two-handed style. I think if it attacked slightly quicker it might be better. Sword and Shield style (not the talent, the style) - basically avoiding it like the plague, and if I do actually use it - I use a small shield because the negative accuracy is nasty. I would try -3 Acc for Medium and -6 Acc for Large instead? Also really hurts now that there's no attribute accuracy, too. Basically do nothing except stand there in fights.
  21. I recently did a sweep of the items in the backer beta files for bugs. It took me about 16 hours to properly test most of the item types - but I didn't do potions, scrolls, food, misc items etc. There are a lot of items. No item increases a stat to a set amount. You just get a bonus.
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