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Sensuki

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Everything posted by Sensuki

  1. http://forums.obsidian.net/topic/70361-435-severe-fps-lag-from-armor-of-faith-vfx-over-the-top-after-fx/ - Post here to remove the silly after FX from the Armor of Faith spell To be honest I don't like how the targeting reticles are stagnant unless you're mousing over an enemy with an AoE. I preferred it when they were moving.
  2. I think I went to load a game in the middle of combat as I was doing testing, and when I loaded the game, I was moused over a unit in combat. The unit tooltip persisted into my loaded save. Expected Result: The unit tooltip should not persist through loaded saves
  3. In this video you can see that when I double click certain characters, the 2D tile to the right shakes temporarily each time. Expected Result: double clicking to center the camera should have no effect on the 2D background
  4. In this video I recorded my FPS to demonstrate the lag when casting Armor of Faith, the initial VFX causes a microstutter and some moderate FPS drop, the after FX causes a severe FPS drop that lingers for a while. I would also like to request that the after FX (the dust/smoke particles) be removed from the spell, it's completely unnecessary and only adds to the combat clutter. The initial effect is all that is needed.
  5. <Entry> <ID>67</ID> <DefaultText>During combat, an arrow moving out of one character's selection circle into another's indicates Melee Engagement. If the engaged character attempts to move away while the arrow is active, they will instantly be targeted by a Disenagement Attack.</DefaultText> <FemaleText /> </Entry> Disenagement should be Disengagement
  6. Just reproduced it, it is caused by casting Knock Down on a Stone Beetle during their Burrow animation, I hit the Stone Beetle as they were burrowing up from the ground (rather than down) and that caused their model to disappear and become untargetable.
  7. You could be right (About the healing spells) I'll have to test that one.
  8. Might and Intellect are definitely two of the best attributes in the current system. I'm interested in seeing what Dex is like when it's fixed, but I'm a little bit worried about how well Perception and Resolve will go, even with the changes coming.
  9. It does, you just have to mouse over the entry. But yeah it could be better displayed.
  10. Yeah because lockpicks can make up the deficit for being short on Mechanics to unlock a chest etc
  11. Bump, still present in v435 Also when going to buy an item that a merchant has multiple numbers of, the buy stack is the maximum rather than 1 as well
  12. Is it possible to get grazes and misses added to the personal stats page ? That would be handy
  13. Also confirmed, Beloved Spirits is adding +2 each tick that stacks on top of eachother, I'm currently up to 5 ticks and I'm getting +10 Endurance healed ... and I imagine the count never goes down.
  14. When you enchant an equipped item, it does not update the stats on your character sheet until you re-equip the item Expected Result: It should update your Character stats either when you press the enchant button or when you close the enchantment menu so it instantly displays on the stat sheet In this video, after you enchant an item and you still have the ingredients to chant it again, the Enchant button does not grey out. It requires you to click the close button, or click on a different enchantment and then click back on the previous enchantment to get the greyed out button to display
  15. Oh wow, they compressed the background image for the inventory screen too noticeably pixelated
  16. Yeah, the problem is with the ability check design. I don't think they designed any skill checks to require multiple skills either like 4 Lore, 3 Mechanics - that would have encouraged investing in split points. Sock is right about Lore and Mechanics in particular really promoting maxing them.
  17. Yes, but that guy paid $5K for an Inn Personally I think Backer NPCs need a line of ambient dialogue. That would make them less jarring in the game world.
  18. Yes I can. They've been working very hard on memory optimization and likely done many things to reduce the memory footprint (most of that is probably dealing with Unity's cumbersome resource system). I'm not sure how many loading screen images the game would keep in memory at once, but if it's only a few it wouldn't make much difference to the running size or whatever. I don't want to look at a horribly compressing loading screen. You have to look at loading screens very often in this game, and it would be nice if they at least looked good. We have the higher quality images - Luckmann sent me his resource file from v392 and I've got all the files from most of the previous beta versions, in case anything gets changed that I don't like.
  19. Stone and Adra Beetle DR Bypass not displayed in combat log Return of the v278 Invisible Stone Beetle Issue: Poor Audio / Visual Feedback when Crafting & Enchanting Issues with Chant Descriptions Mouseover interaction issue with action bar icons with submenus
  20. As I stated a few times here and on other forums, the reason people max skills is because skill check design promotes it. Classic case right here. If the devs want us to invest in multiple skills they should design the game to support that, which isn't really the case here.
  21. Wurms actually can hurt you now, in every previous build, they've rarely done any damage to me. Good change.
  22. Cool, I have tested it without Beloved Spirits and it just heals for 0.8, I'll test later tonight with Beloved Spirits. But yep, that sounds like what it is.
  23. In this video, I demonstrate how mouseover interaction with action bar slots that have submenus is a bit inconsistent, and there could be some very minor bugs with it. For instance - a fast mouse movement to another action bar slot seems to refresh the amount of time that the submenu persists after you're no longer mousing over the base slot that has the submenu. A slower mouse movement does not. There could be a check for whether you've moused over any action bar slot in the past x milliseconds for the purposes of determining the lingering time of a submenu Expected Behavior / SuggestionsWhen you mouse over a new ability icon that has no submenu, deprecate the submenu immediately When you mouse over the submenu, it should persist while you're mousing over it The selection area for mousing over submenus seems to be slightly inaccurate, there is space between the ability bar and the submenu where the mouse cursor changes to a move cursor, but in some instances the submenu persists when the cursor is a movement cursor Unified linger time for submenus when mousing over nothing / mousing over part of the solid UI but not the game world etc The selection area for the action bar icons could be a bit tighter, as that could also be contributing to the issue
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