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Kaz last won the day on July 28 2015

Kaz had the most liked content!

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About Kaz

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    Concept Artist

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    I draw things.


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  1. We were in the middle of tuning things when the patch went out. My fault. It will be a darker color that's easier on the eyes in the next patch. As part of an effort to make spell descriptions easier to read, we now tint stats that are getting a bonus in green, and penalized stats in red. This is why the tint color for text that is attached to a hover state (previously red) was shifted to a neutral color.
  2. I went through the icon work I did for this patch and found another one that has the same problem. The item name is which is another unique hatchet. Just want to let you all know that we are aware of these two bugs.
  3. You can tell if a character will be affected by an AoE by looking at their selection circle. Anyone who's circle turns into a targeting reticle will be affected by the ability. You can also read the description of the ability by right clicking on the icon and check whether is't a AoE (affects friends and foe), Friendly AoE, or Foe AoE. I admit that currently the AoE targeting graphics do not communicate this distinction very well. My current plan is to shift the red color on Foe only AoEs to a deeper yellow to indicate your characters will be safe anywhere within the AoE range. This change
  4. Nice portrait. We currently darken areas of the map that are beyond the line of sight of your characters. I do agree though that the inconvenience not being able to see the map clearly far out weights the value of line of sight radius information. I'll bring this up and see if we can fix in patch.
  5. Yes, the numbers by the anvil icon indicate the item's current and max enchantment value. The enchantment UI desperately needed some love, and was one of the last things we were able to squeeze into our first patch. It's far more informative now, and you can expect some more polish down the road.
  6. These are really nice, great job! We're still lacking portraits for races exclusive to our game, so any additions are very welcome. Thanks for sharing.
  7. Our resident programmer Roby pushed to get all the steam related assets done before release. We support the following: Achievements Badges Cards Emoticons (be sure to collect both "eyes") Profile Backgrounds
  8. Me and Roby have a thing where we yell "it's not like the IE games!!" in our terrible Aussie accents. Just our way of getting back at you at the office. I'll be honest, coming in on the weekend to work and reading hateful posts can be a bummer, especially when you're busting your butts already. But I also remember myself as a young gamer spewing poison on the old diablo 1 forums, so I know what it's like while waiting for a game you really care about. Beyond the negativity stuff though, I think community members like you helped us gain a perspective that is hard to maintain when you're in th
  9. Not sure if I understand you correctly, but one thing we will be doing is separating the "frame" and background gradient into two separate assets so they are not bound together like it is now. That will give modders far more flexibility.
  10. You're also going to have to centre the damn combat log! Yeah.. that's a call I can't make on my own, and certainly won't be changing for day 1 patch. That is not to say it won't change in the future. I've seen a lot of different mock ups posted around here, which is a great thing, but ultimately they need to be tested in the game using that layout before we can make any meaningful judgments on what works / doesn't. This mod allows us to do that sort of rapid testing, which is super cool. I haven't gotten the time to play with this yet, but will take a look once I'm done implement
  11. Nice job with the solid HUD art Karkarov, it looks great. I'm gonna have to up my game here!
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