Jump to content

IndiraLightfoot

Members
  • Posts

    5653
  • Joined

  • Last visited

  • Days Won

    24

Everything posted by IndiraLightfoot

  1. Me too. Just now, in fact. The game crashed right after the battle ended. I was about to enter Dracogen Inn and talk to Nyfre upstairs. I basically fried 20 boar companions in one big bacon bonanza. It was a pretty fun fight, but the crash wasn't.
  2. Yup! It happened a couple of times for me too. Like a bad drum solo by Animal in the Muppets Show.
  3. <Entry> <ID>500</ID> <DefaultText> Starting Abilities: Carnage (Passive) - When barbarians hit with melee attacks, they target nearby enemies within a short distance of the target with reduced-damage cleave attacks." The description of Carnage feels awkward. Any raging barbarian wouldn't really "target" enemies with cleave attacks. Rather, it's an effect of their ferocity and power when swinging like madmen and madwomen. Here's my suggestion: "When barbarians hit a target with a melee attack, they strike any nearby engaged enemies as well - cleave attacks that cause lesser damage."
  4. "<Entry> <ID>504</ID> <DefaultText> Starting Abilities: Stunning Blows (Active) - Attacks from the monk's melee weapons can cause a Stun effect and small amount of damage. Targets Fortitude. Cost: 1 Wound. </DefaultText>" It should read "...and a small amount of damage".
  5. "<Entry> <ID>1477</ID> <DefaultText>All rangers form a strong spiritual connection with a single creature, their animal companion. This connection allows rangers and their companions to coordinate attacks and efficiently take down prey. In most situations, the companion runs interference while the ranger attacks at range." What exactly is "runs interference"? Is it the same as "intercepts"?
  6. Sensuki: I've just begun to browse through the string table of yours, and I found this: "<Entry> <ID>493</ID> <DefaultText>Wild Orlans are the "original" orlans who lived in the deepest forests and jungles between the tropics. While they have only been significantly separated from Hearth Orlans for a thousand years, a few genetic differences have appeared rapidly, most notably a lack of facial hair in the Hearth Orlan branch. Wild orlans are common in the deep reaches of Eir Glanfath. Unlike their Hearth Orlan brethren, they are not often seen in the Dyrwood, Readceras, or the Vailian Republics." Both "the 'original orlans" and "Wild orlans are common" should be with a capital O, no? "Original Orlans", "Wild Orlans"...
  7. Heh! It could be. I'll try a new run laterz, perhaps everything will be different then, but I sure made all the choices I wanted, and moved my part where I wanted them to go, and yeah, it was pretty fun exploring and all. It just came as a pretty big surprise that none of my entirely normal RPG-deeds during those hours was rewarded with any xp whatsoever - and only with very scarce loot (which I prefer, but that's another discussion). I also prefer pretty slow levelling via xp in CRPGs of this kind, but I didn't expect an all-time-slowpoke.
  8. This may be the same bug that I reported! http://forums.obsidian.net/topic/67074-the-floating-cloak-bug/ I actually found a cloak at that time too. Perhaps I didn't place the Necklace of Fireballs on the BB Rogue, after all, but a cloak. I'll have to check. It certainly occurs in the ruins. However, my impression is that affected character zips around faster too.
  9. Interesting, after almost 80 votes, we see the following: -Almost half of all the votes (47%) point to xp in small increments - per encounter, per obstacle, etc - and nearly one third (30%) indicate kill-XP outright -Another third of the votes points to xp in big increments that follow quest-lines and other long missions/tasks -Merely one tenth of the votes reflects the system which seems to be implemented in this beta build I for one hope for a change in the direction of much smaller increments, fit for a combat-heavy, party-based and IE-inspired games. ^This can't be emphasized enough. Replayability and roleplaying aspects like exploration, party composition, etc, would suffer heavily, which would be a shame, since Josh & CO really have made some distinct classes, races, weapons, skills, talents, etc, to play around with.
  10. Or not: Read what happened to SqueakyCat - there are currently issues of stuff disappearing if you do. In hindsight, I was sorta lucky I didn't have to reload a single time.
  11. I got that too, just when trying it out the first time. Also, even worse, they stayed on in a loading screen, only to disappear on the next map.
  12. SqueakyCat: That's what I managed to do, super-early in the morning (I'm so tired now at work). But I almost lost half my money when I ended with paying 4,000 cp for a level 4 adventurer, and then I got a lvl 1 adventurer instead.
  13. SqueakyCat: Despair not! (And super-cute new avatar btw) It will be fixed eventually. Until then, just keep playing for the music, the sceneries, the sound effects and most importantly, try out which character you like, or even which party combo that you prefer. Hmm, on the other hand, that's pretty hard f combat is wonky and you are hard-pressed to get any xp for levelling up at all.
  14. Karkarov: I had exactly that too, no kidding, and down in the ruins! It was green and it said "activated" if you moused it over. In fact, I've had it with the BB rogue as well. The good news is that you could break out of it (but it took quite some time then too - and I think the rogue was downed at that time. EDIT: I've had plenty of similar "temp freeze" bugs in combat, so I didn't pay that much attention to it being slightly different than the other times.
  15. You can spoil it for me. I have no qualms there, heh! There is another explanation: that the picture resembles another part of those ruins (which I have been cleaning out except a room with purple lights, people lying on the floor, with a couple of doors with Mechanic 7 or 7 lockpicks as a requirement. I only have 5 atm. If that boss with that forced dialog is beyond those doors, please enlighten me!
  16. Hopefully, this feedback flood, may mean a beta build with much better playing combat coming pretty soon.
  17. See one of PrimeJunta's combat bug threads, the one with the frozen icon! PJ and I realized that all those bugs most likely have something to do with the path-finding freezing things up badly. I may also add that I have managed to shake all those bugs without having to turn the game off or force-quit/ESC. I refused to give up - in one case this meant waiting like 5 minutes and trying stuff until they game responded. It feels like a buffer overload. Have you noticed hoe the combat log gets clogged with info and starts lagging behind extremely bad? At one point, it almost slowed down the game itself for me.
  18. Nope. I rotated, just to see if I liked one more than the others.
  19. Heh! That means I mowed down that boss without really noticing. I do recall that one fight down there took a while longer. Now I know why! Did I obliterate an elf girl? Who knows? *I simply must go back there again (I think I passed through twice - since I was running between them tanners plus that water-logged beetle passage and then the stone-pushed-aside staircase, just to check if I had missed something. Apparently I did!
  20. For me too. I've used pick locks once, and then a number of them was deduced from my stack, so it seemed to work as intended (at least when you don't have Mechanic raised sky-high.
  21. Yeah. I had a few even more spectacular temporary freezes, stutterings, and even teleport-like jumps, but you are right - most of them probably has something to do with the shoddy pathfinding.
  22. If PoE can reach that level of excellence, I would be very happy indeed. Give it time, perhaps it will get there!
  23. Seconded. It would help out the testing quite significantly.
  24. I've had the same thing happening with one of the BB priest spells and that spell icon. Something is truly wonky there.
×
×
  • Create New...