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Caerdon

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Everything posted by Caerdon

  1. To be fair, you can have fixed camera on a 3D game. And I do want a fixed camera angle. Games like NWN, DA:O and WL2 would've all been better games if they had a fixed camera angle and level design that takes that angle into account.
  2. A fantastic tech demo but nothing else. And honestly, I'm not sure that kind of tech would really benefit a game like Eternity. Besides, I wonder how that engine would handle 20 characers swinging swrods on screen at the same time - because so far I've only seen two.
  3. The version is the pre hotfix one, .54 instead of .56 After the patch my game says v1.0.3.0524. Do you mean it should be 1.0.3.0526 with the hotfix? Anyway, the problem without the hotfix - as I understood it - was just with hired underlings not being able to unlock doors and containers. Not an issue for me.
  4. ...which is really stupid. I can write in-character journals if I want to, but this system prevents me from keeping a simple to-do list. Using an external editor is not a great solution, because that information is not attached to the save file. What if I want to load an earlier savegame because of a major bug? Do I also need to use some RCS software to retain the history of that text file?
  5. Unfortunately it's not quite that simple, areas also have depth and normal maps, and implementing proper pathing could get complicated. Largely depends on how pathing is handled in any possible mod tool or in the Unity engine in general. And what objects are actually 3D, ie. need/have depth maps? Would it not be comparably easy to handle them, as in placing 3D meshes on a 2D background? Isn't that what navmeshing in, say, the Bethesda Creation Kit amounts to: showing the NPCs where they can and cannot move to? Anyway, I suppose the answer to all this is: depends on how much time they decide to spend on any kind of editor. But I believe we can agree that a competent modding tool can keep a good game alive for years to come, right? 2D backgrounds have depth and normal maps - that's how dynamic lighting and changing water levels work - and that's something that has to be imported from a 3D rendering software, so you can't just photoshop different area graphics together. Same is true of occlusion information. I'm not saying creating new areas is impossible, it's just really, really complicated. Quite possibly too complicated for us to see any significant custom maps within the next few years.
  6. This might be helpful: http://pillarsofeternity.gamepedia.com/Creature
  7. I'm not surprised in the slightest that you've been listening to Poledouris. I absolutely got some Conan vibes here and there as soon as I got my hands on Eternity's soundtrack, most notably from Combat D - whether that was intentional or not, I've no idea, but I consider that a Good Thing™. Conan's soundtrack is fantastic, the sound is really unique and obviously it was also a big influence for BG's music, especially for the main theme. Hehehe. We wanted to pay specific homage to IE combat music, so at least four of them used those games as a starting point. It was Bobby Null's idea, I think it worked out alright! It sure did.
  8. I don't really mind. Scouting in Eternity is still a lot more convenient than trap detection in IE games. On the other hand, if scouting was automatic and we'd have plain stealth instead, I guess we'd get rid of Durance's obnoxious "And what does the flame reveal?" God, I hate that overacting!
  9. Unfortunately it's not quite that simple, areas also have depth and normal maps, and implementing proper pathing could get complicated.
  10. Really? On GOG.com WL2 patches from 4 to 6 range from 3.3 MB to 347.9 MB. Quite small, IMO. Maybe the earlier patches were bigger...? (I can't remember.)
  11. Source: http://forums.obsidi...ixes/?p=1630135 Ok, a 570Mb hotfix then?? Probably because of the way Steam deals with patches.
  12. Hmm... "BG" seems to refer to Baldur's Gate, but there weren't any goblins in it, and it's not quite 20 years old...
  13. There once was a time when I would've advocated a no-resting, per-encounter-abilities-only system, but not anymore. This way is just superior. It's had a positive effect on my gaming experience, and I haven't had any need to backtrack so far with 2 camping supplies.
  14. I complained about this a looooong time ago during the early beta, and this was supposed to be fixed. We'll see... Right now the custom note section simply sucks, there's no way to put it in nicer terms. There's no "random access" editing, no copy/paste from clipboard, no multiple paragraphs without that time/date header, no export button... It's simply useless for all the things I'd like to use it for.
  15. it definitely is. most enemies with DR have a decent difference between their pierce and their slash on hard+; hitting the lower of the two keeps the sword *extremely* competitive. plus swords are more common. Thanks, I'll take your word for it. I haven't paid all that much attention to these kinds of details yet.
  16. Sabre already had higher base damage, which is why the damage buff seemed a bit odd to me. Sword is more versatile, but I wonder if that's enough...
  17. Yeah, I love the soundtrack as well! (I'm sure Justin has been cheating a bit here - Combat C is obviously a track from BG2 that was just mistakenly left out of the final game.) My only wish is that there were a few of those more melodic BG series used to have, like this one: https://youtu.be/1ZXiZZpe48c?list=PLtHuNRmYs3BUD_FwQ0O5w7aWAOXdinDk2
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