Everything posted by Sensuki
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435 Discussion
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.
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[435] Persistent Enemy Tooltips
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
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[435] Double clicking to center the camera on a unit causes tile shaking
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
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[435] Severe FPS lag from Armor of Faith VFX, over the top after FX
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.
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Loading Tip ID 67 has a spelling mistake
<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
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[435] Return of the v278 Invisible Stone Beetle
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.
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[435] Ancient Memory/Beloved Spirits Massive Overhealing
You could be right (About the healing spells) I'll have to test that one.
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435 Discussion
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.
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My old school solid UI mock-up for Pillars of Eternity
6 in PE, 10 in future installments, I believe.
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[435] Ancient Memory/Beloved Spirits Massive Overhealing
It does, you just have to mouse over the entry. But yeah it could be better displayed.
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Skill Checks
Yeah because lockpicks can make up the deficit for being short on Mechanics to unlock a chest etc
- [392] Default Split Item Amount Uses Stack Total rather than 1
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My Bug Report List: Updated for v435
Some more minor Enchantment Display Bugs
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Request for Addition to Personal Stats
Is it possible to get grazes and misses added to the personal stats page ? That would be handy
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[435] Ancient Memory/Beloved Spirits Massive Overhealing
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.
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[435] Some more minor Enchantment Display Bugs
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
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[435] Poor Quality Loading Screen Images
Oh wow, they compressed the background image for the inventory screen too noticeably pixelated
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Skill Checks
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.
- The Backer-Made NPCs
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[435] Poor Quality Loading Screen Images
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.
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My Bug Report List: Updated for v435
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
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Skill Checks
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.
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435 Discussion
Wurms actually can hurt you now, in every previous build, they've rarely done any damage to me. Good change.
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435 Discussion
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.
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[435] Mouseover interaction issue with action bar icons with submenus
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