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Sensuki

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Everything posted by Sensuki

  1. The visual hitches appear when I'm not recording. They've been there ever since the first beta. There does not appear to be more or less of them when recording either, as I've made hundreds of PE videos. Thanks for the analysis, once again.
  2. Same as the other videos I made on this topic, the selection area for the slow and double speed buttons is too wide at the top and bottom.
  3. Yeah, "ToB-style NPCs" is about all I would want here.
  4. Yes, except they have to do international shipping to backers - which is why they likely did it earlier.
  5. Multiple reasons, but the main one is a better game on release.
  6. Any spare time I have at home from now until release will be committed to bug reporting / feedback
  7. In the image below (which is not mine) - that character has 20 Intellect and 9 in Survival. The potion duration is altered to 652.5 seconds from 300. ((base 300 sec)*1.5)*1.45 = 652.50 sec duration This is using multiplicative multipliers instead of additive. It should be 300 * [1+0.5+0.45] = 585 seconds
  8. By the use of the word "impractical", I was referring solely to it's affect on units in combat (of which it moreso attributes to obscuring units in an already fairly muddy combat system with lower camera angles than the IE games) and the fact that it makes things harder to paint (meaning less paintovers). I was not referring to anything to do with the development side of the game Thanks for sharing the info about it's pluses though.
  9. In this case I would say many responses in this thread are merely in favor of practicality and visual/art quality. If we were graphics whores we would be fapping over the lighting instead of saying we don't care about it because it's impractical.
  10. The click doesn't bother me that much, but variation of the sound is fine as long as the sounds are not annoying
  11. It's because Interrupt relies on the accuracy roll. Mechanically it makes sense.
  12. We also need those extra volume sliders and checkboxes, but I understand those are going to come in a patch instead.
  13. I think the pace of slow combat is closer to the Infinity Engine game default speed than the normal one is. The difference is that recovery times compared to IE attacks per round can get really long if you wear heavy armor and a shield etc. I don't play slow mode though because testing on default helps get the speed right for the full game. However, we're probably beyond that point now.
  14. If you've got time @BrainMuncher, can you analyze this or tell me how to make that frame-by-frame counter vid? The hitching was definitely occuring in the game for me when I recorded this but the video doesn't show it as obviously because it's smoother. run it at 60FPS Recorded in 60FPS @ 60Hz, 60 FPS video, H.264 compressed into Handbrake souce frame rate
  15. Thanks for the analysis It's not a FRAPS video though, it's Bandicam (although probably similar) I recorded the video in 30 FPS H.264, and then compressed it with Handbrake before uploading it to youtube. I might make some more 60 FPS videos to try and catch it a bit better. This could be what the hitch/glitch I'm seeing is.
  16. Character periodical run animation hitch (I'm not crazy right?) Special Inventory Slots (Grimoire/Pet) appear at a delay when switching characters Portrait Circle in Grimoire, back arrow clips out of the UI Lion Roar has no animation or SFX Chant Descriptions aren't modified by Attributes properly Halt VFX and Animation Bugs Issue - Removing a spell from a Grimoire slot changes spell level view Issue - Could Wizards and Chanters "share" the Grimoire UI ?
  17. Two issues here: Unit/Creatures animation freezes when Halt is cast on them (or perhaps the Stuck Affliction). I think the fact that the game now supports frozen animations is great because it worked awesome for Hold and Paralyze spells in the Infinity Engine games and would be great for Paralyze/Petrify etc in Pillars of Eternity. However I don't think it's supposed to be occuring here because when you move close to the Lion they unfreeze. The second issue is that the Halt spell still has (bad) VFX. It was my understanding that those type of VFX were being removed from the game in favor of the affliction being shown on the unit tooltip. Either way, I would change the stuck affliction, or if the VFX team ever get time - put a VFX of a hand above the halted unit, since that would match the icon and be easily identifiable visually. The spell appears to work correctly on the data side.
  18. I reported that in a previous bug report, but yes - long descriptions aren't handled properly by the Item/Chant/Spell Description UI.
  19. I don't know if this would be hard or easy to implement, but I think that since the Wizard and the Chanter both use the same 'Spellbook' UI for their Chants and Grimoire, could they possibly share it? Explanation in the video, but the general rundown is that when you use the Round character portrait, the Chant or Grimoire UI would appear in the spellbook rather than having to close the Grimoire UI and then press G / Chant Menu on the Chanter character. I also don't think the floating cut/paste separate page in the new Grimoire UI looks as good as actually using the spellbook. Would it be possible to change it back to the old layout inside the book with the new functionality? The only thing that's better about the separate page is that the text is easier to read because the page is whiter.
  20. In this image, you can see that the Chant and Linger Duration of this chant is 4 and 2 seconds, making a 6 second long chant. However these are the default values, and my Chanter has 18 Intellect. As you can see in the game, the Chant duration is longer than the reported duration in the stat sheet. The stat sheet should show 5.6 seconds for the chant duration and 2.8 seconds for the linger duration. Expected Result: Chant, Duration and Total Length should be affected by Bonus Duration from Attributes and other sources.
  21. Expected Result: I think the Roar should have a cast animation and SFX. Currently there doesn't appear to be either. I believe their also used to be at one stage during the beta?
  22. I don't think that the spell level view on the left page should change when you remove a spell from a Grimoire slot.
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