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About Ainamacar

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  1. Either Sawyer can't talk about it in-depth because they're still experimenting with different weapon effects and nothing's set in stone yet, or he just enjoys being a tease. Probably a bit of both. Sawyer a tease? Never.
  2. I look at it this way: We've had our soul stolen, are (presumably) doomed if we don't get one back, and are going after a reborn god to get it. PoE2 is BG2 inverted: this time we're Irenicus. I can freaking live with that. Plus, the average Dyrwoodan won't think the Watcher is a chump for being level 1. No, what they see is a person (or group) who recently rose from nothing to greatness who has had their soul sucked by a god and, perhaps uniquely in a trail of desolation, survived. Now the Lord of Caed Nua is alive, angry, and armed. Sane people won't mock the Watcher, they'll get
  3. I cannot even concieve of how an RPG like PoE (or Torment or BG2) could be "too verbose." I wonderingly pondered the prodigious length of paradigmatic RPG classics like PoE, Torment, and BG2, but within this honored scope found nary a jot, word, or phrase the paring of which could yield (however faintly!) an overall improvement -- and it is truly beyond my ken to imagine such a thing. The problem with verbose writing isn't necessarily length as such, but a lack of economy. I'm not mocking you, because even though I disagree with your statement you expressed it concisely and suffic
  4. Take a look at the spreadsheet, the 50% from graze is taken into account. I'm very much OK, in the context of offense, with Dex granting less marginal dps than Might if there is an interesting tradeoff with status effects. As I understand it, most status effects are applied (or activate the separate attack to see if they apply) as long as an attack doesn't miss. Thus, reduced average damage for increased chance of applying a status effect. That is a classic tradeoff, and one that has to be managed carefully since in some games lockdowns make dps ultimately trivial. So, for me the qu
  5. When at the level up screen it does not appear one can cancel it and return to the game (no cancel button, Esc does nothing, etc.). I presume this is a matter of interface design, not a bug. Being able to cancel is very useful for when wants to see what is available at the next level without committing to leveling immediately.
  6. Both I and a friend had the font problem with several recent Unity engine games (among them Wasteland 2, Hearthstone, Shadowrun Returns: Dragonfall, and Forced) before managing to find a solution. In my case the offending font was UNCL.TTF, but when I went to the Windows font directory it wasn't even listed, and some of the font management programs I tried were also unable to detect/delete it. The trick, it turns out, is to mark the directory as writable first. 1. Open a command prompt. 2. Run "attrib -r -s c:/Windows/Fonts" (or use your equivalent fonts directory) 3. Delete the offend
  7. I don't think the point is making kiting invalid, it is making sure it has some tradeoffs. Remember, in the IE games if your hasted archer isn't completely blocked off he can waltz past 10 melee attackers while flipping them individually off in the face, and be fine. In other words, kiting was often *so good* you could succeed without actually being good at kiting.
  8. Think this is a great way to approach one of the qualitative aspects of melee combat, or at least fantasy melee combat. I dabbled with a similarly stateful mechanic in a PNP setting, but the maintenance required at the table ended up outweighing its benefits. After all, given {k, m} combatants partitioned into two teams and assuming engagement is directed (i.e. engagement is not necessarily mutual for any pair of combatants), there are 2*k*m individual engagement states to track. Even though most of them would be trivially non-engaged, that is still a lot to worry about. Perfect for a comp
  9. Very informative update, thank you! I think the three-tiered inventory sounds wonderful, and I like that it permits gear strategy at both the intra-encounter and inter-encounter detail without needless micromanagement, while also permitting people to pick up everything if they want. Sounds very slick, although I hope there is some reason why items effectively "teleport" back to camp. I'm not totally sold on some of the special class abilities ("escape" in particular, since I have difficulty buying blanket immunities without a pretty strong in-world justification), but the overall phil
  10. Thanks. I'm thinking that I may take some time at Christmas/New Year's to make something like that. Ideally, a version with character abilities, rules for determining item properties, and expansions on the existing mechanics wrapped up in a nicer package. We'll see. And I'm not really a fan of item lotteries in this sort of game, although the details matter a lot. If the outcome depends on very few "rolls", and especially if they take place in a short span of time, then the power of crafting may depend more on the player's attitude toward reloading than to the crafting system its
  11. No worries, I didn't take that meaning. I actually laughed when I read your first sentence. Yeah, the more I think of it the more I tend to agree with you on this point. It depends on the fiction of the game world, of course, but usually magic and the natural have sharp conceptual difference. If so, having the same crafting representation for both doesn't do a good job of supporting that distinction.
  12. The interface isn't pretty, but it is functional. Like I said, I wrote it as an experiment for myself. The interface allows 3 actions. 1) Select a source (Click on a hexagon with a hollow circle in it. The hollow circle of the currently selected source is white.) 2) Add a component to a source. (Click a component from the list on the right-hand side. That component is associated with the currently selected source. This can be changed as often as one likes until a path is added from that source, at which time the component of that source cannot be changed.) 3) Add a path (Click on a hexa
  13. Well, that crafting has a clear goal (i.e. a predetermined resulting item) and requirement list (a predetermined list of exactly what is needed to make a given item) is an assumption, not a necessity. For example, in my idea item schematics might determine an item's fundamental properties and the geometry of the sources, but additional effects might depend on precisely what components are used in which source. Suppose the screenshot showed the process of building a +2 bow or something. Whether that bow does extra fire damage, increased accuracy, can shoot through cover, etc. might be deter
  14. Not the most immersive interface...that's putting it gently. And thank you, I enjoyed thinking about potential game mechanics and coding them up. The code is released under an MIT license, so anyone who wants to can play around with it.
  15. I've been pondering how to make a fun crafting minigame with strong strategic and tactical elements, that rewards players for crafting without making it necessary to super-specialize, and that puts less stress on the in-game economy. Well, I decided to try out an idea and ended up programming a prototype. You can get it here. It's implemented in Python and requires the matplotlib and numpy libraries to run. (Installation details are in the zip file. I wasn't originally intending to share, or else I probably would have written it in something a bit more convenient.) Here is a screen
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