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Cthulchulain

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Everything posted by Cthulchulain

  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.
  16. IIRC, you can leave some of your PC companions around the stronghold to gain exp while your main party is out adventuring, so if you do this for a long stretch of time, I could imagine them gaining multiple levels.
  17. Some of the GamesCom videos seem to show inconsistent behaviour in when spells/skills are used up, i.e. the counter for # of uses remaining decrements. In the Paradox demo, it's quite apparent in the first beetle fight at 9.40: http://www.twitch.tv/paradoxinteractive/b/558125934 When the rogue uses crippling strike, the counter goes from 3 to 2 when the target is selected. Ditto for the wizard casting Jolting Touch. The game is paused the whole time. In contrast, the priest casting Blessing only loses a spell slot once the spell goes off -- not even while spending a couple of seconds in the "hadouken" stance. In the IE games, lost a spell/skill use until the character actually began casting (except in IWD 2 when spontaneously converting cleric/druid spells). This was nice because you could change your mind, sometimes while a character was walking into range to start casting. So I'd prefer if PoE handled things this way as well. Also, you lost the use immediately when you started casting, so being interrupted by an attack or walking away made you lose the spell too. Is the behaviour in the video as intended? Are there supposed to be differences across classes or across spell types (single target vs area target etc)?
  18. For a relatively simplistic Android RPG, Tales of Illyria had a pretty satisfying treatment of bandits/patrols (you're a fugitive from certain governments). Often (potentially based on perception-based skills) you would be aware of these groups in advance, and might have the option of trying to set an ambush, sniping from afar, intimidating or otherwise persuading them to leave peacefully, or simply strolling out and slaughtering them. It still made random encounters a potential hindrance (combat is forgettable and a bit tedious), but it was a neat showcase of your expanding impact on the world -- having wiped out scores of bandits, by the game's end, you could just say to highwaymen, "do you know how many bandits I've now killed?", and they might say "uh yeah, we heard... bye now". This was probably given a bit more attention because the game is mostly a travel simulation, but if we're exploring the world of PE, completely uninhabited roads would be pretty unrealistic. To only get "You have been waylaid by enemies and must defend yourself" type encounters would also be silly, especially at higher levels when you have something of a reputation and/or are more formidable. Perhaps one would start out being seen as potential prey, but later on brigands would try to persuade you to let them be (if you're a templar type, you might mercilessly cut them down anyway). Or a darker character could demand "protection money" and even be offered it with the right reputation. For a step up, have geographically-relevant encounters (assuming we're crossing borders and entering the demesnes of different cultures and racial groups) and have friendly encounters as well (all of which might vary depending on how you've developed your character & party). Really use the spawns to make the world alive, rather than just throwing up obstacles of varying difficulty. Receiving the occasional acknowledgement from merchant caravans about how much safer you've made the roads would be a pleasant bonus, particularly if you're in the late game, and your priorities have shifted beyond hunting down petty criminals. That said, I agree with the OP that this sort of thing should take a backseat to the plot -- any time the pace of the narrative quickens, forget the interjections (they'd stop pretty naturally if there's an extended dungeon crawl or sequence in a city or large location). But if I'm running around exploring or FedExing (hopefully not too much of the latter), a random encounter or two per session could keep things alive.
  19. My thought: unique items? Unique purchase opportunities. I.e. you don't waltz into Ye Adventurer's Departmental Store to pick out your favourite family heirloom or war trophy, and the general store has none of these things whatsoever. Examples: You maybe run across an elderly war hero, who has sentimental reasons for wanting to retain his famed hammer, Bloodspatter, but is down on his luck due to a gambling addiction. Maybe you can persuade him to part with it... or force him further into debt so he has to. You can't sell really expensive stuff to the city guard armorer, cos he doesn't have the money (hence he'll give you 100 gold for something worth 7000). As suggested, there might also be some risk (he can't afford the security, even if you do give it to him for a pittance). But if you work your way into high society (or low society), you might come across a collector/auctioneer (fence) who will pay prime money for your fabulous items. Or you can stick them in your stronghold. These guys could also serve as sources for occasional rare purchases, but they'll also rip you off. If you're good at bargaining or have done the right deals/favours, you might be able to do better, though. The above could also serve as an illustration of party power growth. The big players won't even talk to you until you've amassed enough reputation (or paid them off, just to show you can afford the goods). Or if you're disliked in an area, the legitimate merchants will politely or impolitely show you out, but the black market might still be an option with the right contacts. Of course, sell to the wrong people and you might wind up facing foes decked out in stuff you supplied them. Powerful magical items could be commodities in their own way. Stash an incredibly powerful helm in a bank vault, the same way priceless violins wind up in the house of some connoisseur who'll never play them. So if you "liberate" these items and return them to circulation or use, you're doing the world a favour... and maybe the owners might have you steal them as an insurance scam. Of course, they don't want to part with them, but hey, now you have evidence you can use for blackmail! Not only would items gained by these means have their own compelling backstories, you'd also have your own story to tell as a result of how you acquired them.
  20. I will not mourn the demise of the durability system in its current form. "No effect except points going down and a limited malus at 0" doesn't have a major impact on gameplay other than mandating strongly encouraging periodic maintenance. That said, I think there's a lot of potential for an expanded system (if there are resources for developing it), in which the consequences of weapon damage are much more severe. The suggestion has already been raised that gear should be able to break under specific conditions. There's lots that can be played with here -- one could have a spectrum of possible breakages, from "loose grip --> poorer accuracy/damage" to "cracked haft --> larger chance of later breakage" to "weapon broken --> completely unusable". On non-hardcore modes, one could keep all weapons permanently repairable to avoid reload. Where might crafting relate to this? Probably mostly in mitigation -- you can carry out field repairs of different standards with enough ability. Maybe for certain thresholds, you could also diminish the likelihood of breakage (personal equipment only). Rationale: you know the signs of impending damage and can fix them preemptively. But one could also reasonably tie it to related skills. A seasoned swordsman knows how to care for his weapons (if not necessarily repair them). As I gained experience as a fencer, I knew what were signs of a potential weapon break (serious bend in weapon) and could do limited corrective work (warm up the blad and straighten), but had to expend additional effort to learn to take apart and rebuild a weapon from scratch. What does this imply? You have to occasionally repair equipment, but if the occurrence is low-ish, it's not a matter of repair all every time you're in town or resting, but fixing stuff that is genuinely broken. Some tuning needed so it's not a chore, or so rare that it's not worthwhile taking crafting, hence the minor effects that necessitate a modicum of skill. But the dramatic consequences can be much greater -- you're pounding the fire elemental into the dirt, when your fighter's cold-enchanted weapon splinters! With that advantage negated, can you still triumph? There's even more. One imagines that powerfully enchanted weapons should be more resistant to wear than regular ones. High level adventurers with exquisite gear don't want to be actively making the repairs that low level ones do. But catastrophic damage could still result. One could use this as a chance for weapon improvements that would otherwise be barred. Your basic +1 fire damage enchantment has no place on Excalibur. But if you have a powerful gem of true-seeing and the shards of Narsil, reforge the weapon to be a deadly-accurate blade. OK, so why have more than one repairman/gearmaker? Skill synergies! Why should the archer ranger who invests in crafting be just as good as handling polearms and plate as he is at keeping his bow in top condition? But he's probably better at that than repairing the pages of a tattered grimoire. Hey presto -- one skill, but with class differentiation. It's already been mentioned that there would have been ability/skill requirements for crafting certain items, so this could be integrated into all aspects of crafting. I have to wonder what happens in the way of restrictions on what parties can craft if the Crafting skill disappears entirely, so perhaps this could make it more multi-PC viable.
  21. I would like to ransom defeated rival parties. Take their stuff AND have somebody pay me to let them out of my dungeons (what good is a stronghold without dungeons?) -- double win! Better yet if there is any interaction that lasts beyond (they escape or come back seeking revenge, some grateful ones help out later), that'd also be neat.
  22. In general I'd prefer that the "walk back to town" solution is heavily limited (irrespective of how much ammo you can carry). Long-term planning should be necessary for dungeon crawls and long excursions. That would allow serious attrition and require strategy in addition to tactics. In that context, I vote for limited ammo.
  23. Character models are already 3D. IF they put the kind of detail into those as has been shown in the screens, they should look gorgeous in the inventory, blown up relative to on the map. Take the IWD 2 pic, enlarge the avatar to take the place of the portrait et voila!
  24. Some ethereal creature -- animated soul fragment? -- would have a good reason for not being able to interact with anything material...
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