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Sensuki

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Everything posted by Sensuki

  1. Expected Result: The Portrait Circle and back and forward arrows need to be moved over a bit so the back arrow is actually inside the Grimoire.
  2. This issue is not visible in the video, because it likely requires 60FPS to be caught (and I recorded at 30FPS), but when you switch between characters in the inventory, the Grimoire slot (but not the item) and the Pet slot (but likely not the pet) take longer to appear in the inventory screen than everything else. I do not believe this issue was present in previous builds either. Expected Result: Everything should optimally, load at the same time.
  3. Characters in this game have always had a periodic hitch in their run animation since the very first beta. I thought it might just be a simple performance stutter, but after some investigation I actually think it's a problem with the animation itself, and a particular 2-3 animation frames are causing the issue (I am not an animator, but that's just what it looks like to me). It's hard to capture in a video, but I think it's fairly noticeable in the game. You won't notice it if you're panning the camera though as camera panning is tied to the frame rate, and the frame rate is not steady in this game (for most people) so the camera stuttering will obscure the animation hitch. If you leave the camera still though and use your peripheral vision, you should be able to detect it. I made two videos here, one of me running characters around in the game, and a second frame-by-frame investigation of the issue, where I *think* I found the cause/problem animation frame(s) during the run animation on the BB Priest, specifically. I think the problem is (shown in the above video between 2:01 and 2:02 is that during the run animation, there is a large gap in the position of the character's front leg and when they hit the ground, their (in this case the BB Priest's) body is also at a different slant when they land, and possibly also on the frame after, so it looks like they jerk/glitch. There's definitely a hitch there though, and I may just be conjecturing about it being the animation frames but I think it's noticeable enough to warrant reporting. I would appreciate if some other backers could have a look at that too, with the BB Priest running slightly diagonally from top left to bottom right in a similar manner to see if they too can see the hitch, just to make sure I'm not crazy. It's also still possible that it's caused by a microstutter, or maybe a glitch in the animation. It always happens to me but not always in the same place.
  4. And with a Normal and Fine Blunderbuss Happened on the first shot.
  5. Interrupt is bugged. That's why it's good this build. It's being fixed in the next patch, and nerfed so that you can't permastun enemies.
  6. Produced it at home in my second combat encounter (just traveled to the Stormwall Gorge with this save and fought 2 Lion groups) I am using Lead Splitter though, not a Fine Blunderbuss. It's possible that this item might be handled differently ? Three separate entries - one with 6, two separate hits - on the same Lion
  7. Nah I didn't mean anything like that. That's what the character record is for. Just button placement, removal of deadspace - stuff like that.
  8. I think there could be a few functionality optimizations done to that UI to make it better. I will post about it later on the Codex for you Grotesque.
  9. I doubt it. Kaz is maxed out doing UI (and maybe portraits) and Lindsey is probably doing portraits. Wish they had another 2D artist for PE. Hopefully for the expansion/sequel.
  10. Sean is still on PE afaik, he was in the development meeting video from a few weeks ago. Probably doing ambient map, shadow map and lighting tweaks If my bug report hasn't been put through already, there's a texture glitch on the road in the Dyrford Village that could use fixing up
  11. The thing that bothers me the most is the lower camera angle outside, and the 16:9 aspect ratio exteriors like The Dyrford Crossing make exploration feel squished compared to the 4:3 layout of the BG/IWD maps. Lle A Rhemen is pretty organic in design IMO.
  12. Yeah Josh Sawyer said he was pretty confident you guys would be able to pump out some amazing environments for the expansion. Going by what the BG/IWD etc credits say, it looks like you guys did extremely well for the amount of environments you were able to produce with 4 (or less people). I can only imagine what 5+ of you could do
  13. It's a shame that using real-time lighting cripples what you can do with a paint over The 3D lighting affecting the environments was never something I cared about personally, and in combat it's mostly just annoying/obscures units. It seems to really increase the size on disk (multiple renders required) as well. I am the same - the IWDs have some excellent environments (The Astrolabe room is one of my favourites). Hopefully the game sells well so a few more areas can be painted over in a patch or something ^^
  14. A lot of them also suffer from fairly poor feedback. The human ability does go off fairly often, but it only displays in the Character Record. I believe it's mechanics have also slightly been changed from its description
  15. The beta also contains a few of the very first few areas from the game. There is a noticeable leap in quality between the Dyrford areas and Stormwall Gorge / Lle A Rhemen (and also differences in the art, because Dyrford stuff was Hector/Sean, Stormwall was outsourced (?) and Lle A Rhemen was done much later in production). Of the areas we've seen so far, the Copperlane District is my favourite so far. If Sean is still reading, I just wanted to ask whether every area in the game will have a paint over pass ?
  16. It's occured only a few times. Probably 3-4 out of 20-30 shots. Not a huge deal. I'm at work at the moment but I will try and see if I can find out the cause when I get home.
  17. I've noticed the DR calculation being wrong for Adra and Stone Beetles as well.
  18. The reason it is like this is because Crafting used to be a skill, during pre-production and production. The backers did not like it, so the skill was removed, but the mechanics remained. As a result, you can craft an item as long as you have the ingredients (which I think is fine). I don't think it matters if you can use them or not.
  19. Not really, just balance the healing numbers. Potions cost money/ingredients and Health doesn't heal on it's own so other than balancing endurance numbers it's not a massive deal really
  20. Crafing itself actually used to be a skill, but it was removed (as a skill, but the mechanics remain). They also used to be tied to workbenches/labs - which I think I would have preferred, as it worked well in BG2 / KotoR2, but they went with craft/enchant anywhere instead. I second a balance pass on potions (considering that since healing spells have been nerfed too much, they're not really worth using, if they're a per rest spell).
  21. Nah if it's mechanics, it should remain that way. Being tied to search isn't a big deal - it's probably better that way as it makes secrets harder to find.
  22. It is also possible that this occurs on other knock down type effects, but I'm not sure - so I'll have to test other spells/abilities.
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