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Hormalakh

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Everything posted by Hormalakh

  1. Here are a couple more Kaz. If you make the engagement UI mouse-over only, the multiple engagements will not be as much of an issue. I'll be working on showing multiple engagements next, so that hopefully we can see how it fully fleshes out.
  2. Here are two other engagement UI's I came up with. They would be parallel to the selection circles. Forgive the very rough animation. Did this in like 5 mins and can't be bothered to "pretty it up. It gets the message across.
  3. I too liked the engagement UI. It's not intrusive at all. Though I thought it only shows when you mouse over a combatant? I would like it to only show when I need it to, and that would be during mouse-over.
  4. I know this was likely done for balance purposes as stacked traps can probably become OP but I really think traps should be stackable, at least up to 3 traps in a stack. Also, currently it is impossible to use an item unless it is first placed in the quickbar. I should also be able to "use item" while in the inventory page by right clicking the item and finding a "use item" button in the description if it is usable. Concerned about top of stash "use item" during combat? Just grey out the "use item" button in locations where we cannot do so.
  5. In the old Baldur's Gate games if you double clicked a stack of potions you could select the number of potions you wanted so that you could split your potions among party members. Currently, you cannot split the potions that you have by either double clicking them or right clicking them. Start a new game. Click on inventory. Try to double-click the potions in BB Fighter's inventory. Fail.
  6. When enabling the stealth mechanic, the UI cuts off the bottom of the boots and it looks like the circles are just placed a little too high. Image below to show. I really like the stealth animation. I'm not sure if that's new or was in the previous versions, but it looks awesome. Now just let us stealth individual characters and you'll be set. Cut-off most obvious on orlan and dwarf.
  7. They already did. New beta version has 16 slots.
  8. Here's a quick way to make range matter for a fighter: as your range bonus increases, the distance that the engaged enemy has to move to disengage increases. That means that enemies who are further away are likely to be engaged in AoO with improved ranges, making kiting less possible. There. Range is now important for fighters. Or I could just say "everything is **** and only I know the right way to make this game." :eyeroll:
  9. It gives them a bonus when using ranged weapons. Just because ranged weapons are underpowered, it does not mean it is nothing. It's not about ranged weapons' power, it's about the inherent Accuracy boni and abilities Fighters get (or don't get in the case of ranged). The Fighter class is not designed to do well with ranged weapons - therefore counting "Range" as a good combat stat for Fighters is silly. Again though, the argument is moot because not every stat attached to every attribute has to be useful for every class - just every attribute as a whole. Range is bad for Fighters, but Accuracy makes up for it. Why are we still talking about this? So then this is definitely a place where talents are required. There needs to be talents that make fighters (once, the most versatile of combat-oriented right-clickers) viable ranged attackers. This should not be the purview of rangers only. If a fighter and barbarian have talents that make ranged combat viable and "inherently effective" this would be further of a non-issue.
  10. Why would the guard get involved? He's not guarding the village, he's part of the duke's royal guard and could pretty much care less about the village as long as they find the duke's daughter.
  11. So limited AoE is OK, but fighting with bows is out of the question? If I'm not mistaken BB Fighter has an Arbalest.
  12. Made a new game. Same bug. Steps to reproduce: Create new game. Normal difficulty. Expert mode. Make female savannah folk fighter from ixmatl plains who is a laborer. Attributes are: 16.13.13.13.11.12 respectively. Named "Larissa." Start game. Killed backer group above Medreth. Alt-tabbed out of game. Alt-tabbed back into game. Fighter not able to move. Went to look for Hendyna. Still stuck in forest.
  13. IT doesn't matter. A fighter/barbarian/monk with a low perception regardless of ranged attacks is still a liability, not because of the ranged aspect but because of the accuracy aspect. Rangers probably should really consider perception, but you are looking at range without considering the fact that it is only one side of the coin that is perception. So, ACTUALLY, you're thinking ideologically not realistically. I think it might have to do with the fact that you didn't get exactly what you wanted, but I'm not a psychiatrist.
  14. I do agree that it's a bit jarring at first, especially to a player expecting an IE game experience. We've internally talked about possibly making it a combat only feature, which I think is reasonable. So far from my experience the highlights help a lot when trying to pick out a character in chaotic combat situations, and works wonders with AOE placement. I actually really like the highlight for other things like finding ingredients and selecting villagers. I would keep it in, and perhaps have a timer before it starts highlighting or an option to turn it off. I think it's a great idea Kaz, I'd be sad to see it only be used in combat.
  15. Fighters with bows. Barbarians with throwing axes. It would be nice for monks/barbarians to have "sprint" abilities where they can immediately close the gap between enemies (Think like Chaos Knight's Reality Rift from Dota2) and this would be based on ranged. That was off the top of my head, but hopefully they can come up with other abilities that have a range in effect.
  16. Start a new game. Went to see Hendyna. Couldn't find her. Looked at bottom of map. See image. Found her. This had happened before, but I wasn't able to reproduce it. I'm not really sure what the steps are to reproduce this bug. But this is the second time it has happened.
  17. It really throws off a lot of the description texts at the lowest and highest settings. At 130%, for example, I can't read the description of Trial of Iron when creating a new game. Furthermore, at least in character creation, the font size adjustment doesn't necessarily adjust font sizes globally. There may be other locations where this is also the case. Playing game in 1360x768 @ 60 Hz windowless mode. --------------- Display Devices --------------- Card name: AMD Radeon HD 6670 Manufacturer: Advanced Micro Devices, Inc. Chip type: AMD Radeon Graphics Processor (0x6758) DAC type: Internal DAC(400MHz) Device Key: Enum\PCI\VEN_1002&DEV_6758&SUBSYS_E195174B&REV_00 Display Memory: 2551 MB Dedicated Memory: 1016 MB Shared Memory: 1535 MB Current Mode: 1360 x 768 (32 bit) (60Hz) Monitor Name: Generic PnP Monitor Monitor Model: M190VA Monitor Id: VIZ0067 Native Mode: 1360 x 768(p) (60.015Hz) Output Type: HDMI
  18. This happens whenever you go to a race/sex combination that shouldn't have these options. No female has facial hair. Godlikes have very limited customization options. This is the same thing that happens with the skin and hair colors as well when picking a new race/sub race. Godlikes have no skin/hair customization options (which I think should just show as blank instead of a color, because it was immediately confusing). It seems the problem is that the values are updating correctly, but are not printing correctly until they are refreshed with a new adjustment. Not sure if a bug or working as intended. The "refreshed text" might be a bug, but the limitations are working as intended as far as I can tell.
  19. Having one useless stat for each class is better than having the same two useless stats for all classes. They're getting there.
  20. Intellect is ... very specific, I would say. I can see why a single-targeting ranged class would not need to have intellect. Fighters and other front-liners can use the deflection bonus. Barbarians can use the AOE. Same with all spells with AoE.
  21. I would agree: the male one is barely noticable and is likely what you are describing. Probably no bald spots
  22. More information about this bug: it occurs more visibly with the female orlan face 3 than the male face 3. With regards to the male face 3, it looks like there are multiple "bald spots" on the male orlan's head. It might just be a simple issue of readjusting the hair sizes.
  23. Having some issue using the Character Creation tag, it's stating the tag is too long (greater than 20 characters). FYI
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