Jump to content

Sensuki

Members
  • Posts

    9931
  • Joined

  • Last visited

  • Days Won

    133

Everything posted by Sensuki

  1. I have some issues to report in the character creation, level up, adventurer and inventory (3d model viewer) screens with lighting and post-processing, and also possibly some texture shader issues too. There are some very bad looking results produced in these viewers by a directional light from the top left shining down on the character. The post-processing bloom effect is also too strong IMO and should either be toned down or completely removed. First video is below, but because of the per-post video limit I will post the inventory and level up screen vids in the below post I PM'd Roby Atadero a few days ago with my findings and he suggested I submit a bug report about it, and also suggested that texture shaders could be contributing to the problem. Lights and post-processing effects were added into these screens after the initial BB release, they were not present in the first version. They do help to make the character look a little bit better, but I think they need to be tweaked to produce the best results.
  2. Current version has been out for just over two weeks. Obsidian's turn around is usually 3-4 weeks. So it's probably at least a week out, if there's a final BB. Josh is also in Europe, so I don't think any tuning is being done atm.
  3. In this video I demonstrate some visual issues with Ninagauth's Freezing Pillar.There's some minor issues with the pillar coloring. The persistence / shattering of the Pillar probably isn't the best design as characters can walk/clip through it and it has no collision, I recommend to make it dissipate a lot quicker to try and minimze that, and to reduce visual clutter. The hazard AoE on the ground is too overbearing, and it persists for far too long after the spell effect ends on the data side, I'd recommend having it dissipate pretty much instantly as to reduce combat clutter and player confusion.
  4. The Paladin ability "Flames of Devotion" was added specifically because the forum user Gfted1 requested a Smite-like ability. It's a 1/encounter weapon attack that adds bonus fire damage (and you can improve it with talents).
  5. I enjoyed the leads video too And apparently not. There's a good article on that here: http://www.rpgcodex.net/forums/index.php?threads/chris-avellone-tells-the-codex-about-his-current-work-on-pillars-of-eternity.96561/
  6. I think for the non-backer retail, putting that art on the box was a good idea marketing wise, as it kind of gives you a better idea of the type of game it is just by looking at the box. Although of course, I prefer the CE by a country mile (and I hope that it goes with the other BG boxes on my wall).
  7. Such mods have already been made in earlier beta versions, just no one has updated them for the new ones. Myself, mutonizer and Liston all made some primitive rest-mods and other stuff like that. There's also a console command "rest" that rests without using camping supplies.
  8. I would suggest looking into something like making the chant VO 'revolve' around the audio channels or something, so it's like a subtle echo-y background effect or something. That would probably take the emphasis off them a bit. I'll see if I can find a suitable link with similar vocal effects when I get home.
  9. The Collector's Edition doesn't look anything like that. If you go back and check the KS updates, the pic of the Collector's Box is in there.
  10. I remember asking Josh about whether chants would be voiced a while ago with that concern. I think they probably did an internal test with them and found them annoying so they didn't record them. I think if they effectively stylized it (like some really creative sound design), it would have probably been pretty cool. As current I don't even really like the spellcasting VO that much - it's too much like Neverwinter Nights - not enough post-processing, and not as attractive sounding phrases. However I wonder if that will be correctable. Might warrant making a post about it. The IE incantations were done-up to sound like very 'powerful' voices - sounded cool. Not many other games have really been able to achieve that.
  11. There's a lot of 'incantation' in the VO files, but I didn't hear any for chants, specifically. They may have cut them in favor of more companion dialogue etc
  12. You actually probably found the root of the bug, my report is merely connected to it. Chanter chants also have the same issue: http://forums.obsidian.net/topic/70347-435-issues-with-chant-descriptions/
  13. I'm not a huge fan of the adventuring pace myself. Feels like I have to rest too frequently compared to the IE games. We'll see how it is in the full game.
  14. Also happens for Blast http://forums.obsidian.net/topic/70554-435-blast-aoe-not-being-increased-by-intellect/
  15. 5 Slickens per encounter, every encounter.
  16. Blast AoE not being increased by Intellect? - RECOGNIZED BY QA VFX for Penetrating Shot attaching itself to the base of the unit Periodic Microstutter in Stormwall Gorge (same as v392) - RECOGNIZED BY QA
  17. This is the first time I have encountered the periodic microstutter issue in Stormwall Gorge that I and others had problems with in v392. I have played Stormwall Gorge several times this version without issues. All I did was load the game, and load an autosave of a character when they enter Stormwall Gorge. The microstutter started straight away. There were no intensive programs running on my computer and it was doing it without my recording software open. DxDiag.txt output_log.txt
  18. Expected Result: VFX should attach to the unit's hands or something IIRC ? Like Vulnerable Attack - they use the same FX.
  19. The description of the Wizard Blast ability indicates that the default range of 1.25m radius is being used. The Wizard I have in this image has 18 Intellect - which should give +48% Bonus AoE My understanding is that Blast *should* be increased by bonus AoE, and I have a feeling (but never actually bothered to check) that it was in earlier builds. I know for a fact that Barbarian Carnage is increased by AoE. Wizard Blast is kind of the same thing, and should also be increased by AoE. That said, it is possible the description merely does not include the calculation.
  20. It's just an annoying implementation because it's so easy to accidentally double click and equip/unequip items. I do it all the time. Alt click or control click or something would be much better (I think one of those already stashes the item, so the other could be made to equip).
  21. Same. I'd like to see another look at Into the Fray, and some of the other abilities to make them a lot better. The reason I do tests on that encounter is because it's literally right next to where you spawn. Other encounters such as beetles or lion groups on Hard require more management of the party to effectively dispatch of and this takes the focus of the video away from the demonstrated build.
  22. Well, I don't necessarily think the base needs highlighting and certainly not to be shaded in red like that. The important information is what it actually is doing (the currently used range, not the base). Also, NGUI restricts what you can do with those Item Descriptions. I mucked around with them at the start of the beta and you cannot actually do that red highlight thing, you can only change the color of the text, as far as I know. You'd have to use some tricky programming to implement that properly and I don't think they'll have time to do that before release. I like that though. However, base values definitely do need to be displayed - particularly for debugging purposes.
×
×
  • Create New...