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Sensuki

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Everything posted by Sensuki

  1. Select all, is just select all. If you click and individual character it selects that individual character. That's how it worked in the Infinity Engine games and that's how it should work here.
  2. This video demonstrates that when you click on a Player Voice set to hear the sample VO lines, and then quickly click another after you've "heard enough", the original VO will keep playing regardless of what you click on and is not interrupted by pressing any buttons. Expected Result: When I click on another voice set, if a VO file is currently playing it should stop immediately and the sound file for the new voice set should start playing. Example from Baldur's Gate 2
  3. In this image you can see that the Health Bar fills beyond it's UI boundary at the bottom. It goes through the Health bar and it overlaps the selection UI as well. Expected Result: Health Bar should be contained cleanly inside the health bar boundary
  4. Interrupts are horribly broken in this build so if you pump it you'll quite literally interrupt on every hit. Pretty funny when you dual wield fast weapons.
  5. Interrupt looks like it's been changed to an integer in v435 but Concentration is still a percentage?
  6. Some weapons aren not displaying their base damage in their tooltip or Item Description. Fine Rod Fine Sword It could be the base types of those weapons rather than the "Fine" version, if I find more i will add them
  7. I'd like to be able to bind quick item slots to Mouse4 and 5 like I do in DotA 2, that would be nice.
  8. The BB Dwarf has a strange body texture for his skin and loincloth Expected Result: How it used to be in v392, I guess.
  9. In this image my BB Rogue scored a (broken) interrupt on a Lion, that blow killed the Lion. The damage was applied before the interrupt but the interrupt still played even though the Lion was killed by the blow. Expected Result: Killing blows should not play interrupts, the unit should just die.
  10. Stealth is a lot less OP now, you are detected very quickly.
  11. "Next Tab" bug fixed Bester will finally be able to mod in TAB removing tooltip delay in the inventory
  12. Expected Result: Combat Log Position should be saved in save games and transitions, it always defaults down to this very small size.
  13. Ditto here: http://forums.obsidian.net/topic/70239-434-unlootable-ingredient-on-dyrford-crossing-northwest/
  14. This lootable ingredient is outside the boundaries of the navmesh in v434 and is unlootable. It highlights with TAB but you can't actually click on it.
  15. I was speaking to Hormalakh who has an AMD Athlon64 x2 from like 2007 and he gets a better frame rate than I do (I have an Intel i7 870). I think it's because Unity doesn't support HyperThreading, and that's pretty much where I get the majority of grunt from with my CPU. edit 2: Going by this thread, looks like we do have the wrong build
  16. Great stuff. Yeah I think the borders could be more decorative / and the stock wood texture darker with more defined edges/patterns or something. But yeah, the visuals don't get in the way and your eyes are drawn to the actual elements. Modularity sounds great too
  17. They may have actually uploaded the wrong build. The game says v434, not v435 - BAdler just posted in the Announcements that 434 still had some bugs in it that they fixed yesterday/today. Suppose we'll find out tomorrow whether it was the correct build or not.
  18. FYI Interrupt is severely broken in this build hahhah.
  19. Lol yep ... about those deadly traps Graze for 115 damage.
  20. As seen here, bonus Interrupt is not being calculated correctly and is giving insanely inflated values.
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