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Cthulchulain

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About Cthulchulain

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    Lesser Evil of the Obsidian Order

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  1. Just picked up Magistrate's Cudgel, and while levelling it up, found that the L3 description did not appear, but a second copy of the L2 one did. The L4 one subsequently appeared normally. Screenshot attached.
  2. Crashes on my MacBook Pro (2016), OS 10.11.6. The tail of the log I get is similar to the one uploaded by OdNua. In case it's of any use, I also attached a sample from Activity Monitor from when it was hanging. Edit: However, it runs on my iMac (2013), OS 10.13.4, 16GB RAM (in case that has any relevance)! The end of the log looks identical, then has a few extra lines about "Ambient Music Transitioning" and "Combat Music Transitioning". Player.log.zip Deadfire_Hang_Sample.txt
  3. "Downloader links" shows Win & Mac versions, but all three OS options are still prominently featured on the page for the non-backer version, so looks more like an inconsistency.
  4. Are primal wind and primal water supposed to be the other way round? Using primal water to enchant shocking lash and wind for freezing lash seems backwards.
  5. Or have double-click on an icon send all items to the stash/relevant party member.
  6. D&D wizards have always had that versatility. Aside from choosing a specialist school and locking out some sets of spells, you could always fill out your spellbook from scrolls (plus you chose 0 spells on level up after level 1). Do you also oppose priests/druids having their full spellbook granted at each level? Having an interesting range of talents (ideally with more unique natures than the IWD2 wizard feats, which were chiefly "improve DC's for this type of spell" and "increase damage for this elemental type") is probably going to be the key to making customisation interesting on level up. Incidentally, I think it'd be nice if the pure casting classes had the odd (passive?) class ability other than just more spells. Not necessarily every level, but Osvir's level 1-5 class summary definitely shows up the lack of other defining characteristics in the absence of talents. Alternatively, having a few additional class-specific talents that may be selected in addition to the general pool could work. Pathfinder does this nicely, extending 3E a bit. Talents need to offer very specific boosts that can't be achieved by tweaking attributes alone -- that will allow higher levels to shape unique characters beyond what CC permits.
  7. Agree that bigger impact could make *differentness* of builds more obvious. Another thought is that if people want to see penalties, the base values per class could be rejigged a bit to lie at the value for average stats of 9/10, instead of everything being +X even with gimped stat values of 3. E.g. you'd see Might of 3 give -14% damage rather than +6% as it currently stands.
  8. Because we can comprehend the concepts behind them and how they affect certain builds. We don't need to wait to know that almost all conceivable builds have a major need for MIG. Which is why I have suggested giving the healing influence of might over to RES. Probably shouldn't discount how much people will make decisions (at least initially) on what *sounds* good, whether or not the implementation gives commensurate effects in-game.
  9. That's exactly what it is. You stop moving the moment you're engaged (except for wild-sprinting barbarian, who will still take hits), after which if you leave engagement you get whacked with a disengagement attack. They're pretty punishing. Watching streams of people who haven't realised this yet really makes for some winces, because they tend to go "oh dear, X is getting hit a lot, run away!". Cue smackdown. The special skills (grimoire slam, escape, cipher knockback blast) are there to break engagement without provoking such attacks.
  10. Genuine question: what kind of feedback do you think would tell you whether changes were making a difference, and did the IE games give you that? The only way I ever found out empirically what made a difference was to build a different character or pick up an item with a big stat boost. E.g. equipping the gauntlets of ogre power on a feeble fighter/mage in BG made a dramatic difference, but it was an item with a pretty dramatic effect. Everything else was just numbers. There's a neat comparison screenshot of INT's effect on AoE (I can never seem to find things I want to cite), but given the scaling of most stat effects, again you need quite big shifts to show up anything.
  11. Modest racial stat bonuses are logical, though -- biologically, I don't see how you could expect an Aumaua and an Orlan to have exactly the same attribute ranges (physically, at any rate). Anyway, they only make a difference for min-maxers, so long as the stat point total is the same and the bonuses/penalties limited. That said, somehow I feel that having cultural bonuses to stats is a bit strange. It feels more natural to have the background (drifter/labourer) etc provide skill and/or stat bonuses (probably just skill, to avoid another source of stat modifications). Then again, it's sort of nice to have some part of the character creation be pure flavour, though I'd be happy enough if culture was it.
  12. Not having a go but it's not strength. Its might. As in magical Might, mental might, physical might, strength of your healing....basically being mighty.... which doesn't always mean how well you swing a sword. The others are then based around ... I also like how raising your character's might attribute makes bullets and arrows more mighty by defying the laws of physics. They should call it super mysterious magical damage multiplier. It is strange. Didn't crossbows(I don't think there were any other self-propelled weapons in those games) in the IE games NOT use strength as a damage modifier, in exchange for a higher base damage range? Seems like that's something that's likely to change before the game ships. Leaving aside might vs strength, D&D had no stat give damage modifiers to bows or crossbows (probably did for thown weapons and slings, though), unless you had a bow specifically built to require more STR to use (higher draw strength --> more force imparted to arrow). Whether that was implemented in the IE games, is a different question...
  13. I was surprised at the ligatures myself, since in a comparison that somebody posted (I can't seem to find it now, sadly), the ones that stood out were the stylistic ones, whereas the standard ligatures from ff, fl etc weren't actually there...
  14. 1 xp per kill, x2 for each party member who goes down but survives the battle. Combat XP + bonus for those who intentionally take on a bigger challenge.
  15. Sensuki, you've dismissed the usefulness of having Perception increase crit damage on the grounds that one needs Dex for that to be useful, but the same applies to pretty much all stats. Possible synergy between two attributes doesn't seem like a reason to avoid implementing a mechanic. More Int --> more chances to crit with area attacks, more Might --> more damage on a successful crit... it only doesn't stack with the defensive attributes, unsurprisingly. If you're worried about it being very specific to a particular event, i.e. landing a crit, you could have it modify the graze multiplier as well, I suppose. Becomes a matter of balancing the effects of more reliable hits when you're attacking a target whose defences are much stronger and spiking damage when its defences are poor. Haven't yet come up with a compelling offensive mechanic for Resolve... could let Perception improve crits and Resolve mitigate grazes, which seems not entirely artificial, but too similar for the two. Edit: Given people's complaints about DT, it does sound like people might find penetration appealing, but I should look up why Josh decided against it. It could fit either of these stats.
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