
ushas
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[v480] Ranger Pet and Characrter endurance don't fully regen
ushas replied to morhilane's question in Backer Beta Bugs and Support
You are right. This may confuse a lot of players. Descriptions in game I found so far: So there is something at least on the loading screen one has nonzero probability to encounter. But that should be also mentioned in cyclopedia... -
[v480] Ranger Pet and Characrter endurance don't fully regen
ushas replied to morhilane's question in Backer Beta Bugs and Support
I think this is actually a loading game bug. At least on linux it's easy to reproduce. For example: 1) Create a new Ranger character and a pet, eg. Bear/Lion. 2) either level up or not, but mainly save the game. 3) Reload and observe the ranger's companion health is set on exact number 100. This corrects itself after leveling up or resting. But after the next reload the companion will have health set at 100 again. Now, this seems to me really confusing. Never saw the health number of the animal going down in fight as in case of normal companions (correct me if mistaken please). And beasts in bestiary have only Endurance information. So is the health value used at all? However, you have probably higher level character, haven't you? After the short test on lvl 8, when the Bear has Endurance > 100, it truly looks like there is applied the rule Endurance <= Health. So after reloading game the animal companion has both Endurance and Health at max = 100, here. The original numbers when saving the game don't seem to matter... morhilane, can you confirm/correct this for your issue? -
[480] Probably too long names for the player's notes
ushas posted a question in Backer Beta Bugs and Support
[Problem] a) When creating new notes the entry window doesn't force the text into the text box area. I think there is a limit like ~32 characters regardless how those are wide. b) When the note is already created, the game lets us to change it's name on the sheet. However, one can then generate much longer names, inconsistently with the initial box limit. I'm not not sure whether it's intended. c) There is only portion of the long entry name shown on the sheet, always one line regardless of the font size. For all the points, see image below: [Expected behavior] This doesn't happen when naming character or animal companion. So perhaps making it behave similarly would be a solution. If we are allowed longer names the UI should provide the right formatting for it, also for different font sizes. But I guess the easiest would be to unify the log entry text box limit with the initial text box, so it fits into the sheet line. -
[435] Selection issue with overhead ability icons
ushas replied to Sensuki's question in Backer Beta Bugs and Support
Bumping for the BB480. This is also the issue for AOE targeting, in case one wants to center the AOE spell on the area occupied currently by the overhead ability icon. See picture below: The game shows the AOE highlight as normally, through the central spell icon changes into the hand one, exactly as in the video above, and we aren't able to fire the spell, till the cursor is moved out of the overhead ability icon.- 1 reply
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(BBv480, linux) [Problem] Descriptions/tooltips of different types of items with quality enchantment (weapons / armors / shields) behave differently. Weapons and Armors update their numbers (Damage or DR) to reflect the addition. However, in case of shields Deflection numbers are always the same. (although the description informs about the quality enchatment) [Detailed info] For example: All three items have added Fine quality and are equipped on character with 12 Might (+12% Damage), 16 Perception and 14 Resolve (+10 Deflection), 4 lvl Druid. Info on character sheet: Base DR: 9, Damage 10-15, Deflection: 51. The character sheet with the same gear without the Fine property lists: Base DR: 7, Damage 8-13, Deflection: 47. For the descriptions see the image below: -> The Fine enchantment is probably added correctly. However, when checking the item descriptions, we can see that the damage and DR numbers of the weapon and armor, respectively, are updated with the enchantment, while the shield's base Deflection is always of the base item (10 Deflection in case of Small shields). [Expected behavior] To minimize possible confusion and the need to experiment on the player's side, I would expect the unification of the behavior. As weapons and armors show a fair consistency, perhaps tweaking shields to reflect new modified Deflection number would be the easiest solution. [Comments] I think the unification would be the most useful for new players, due to ambiguity of the item descriptions. It's not clear right away whether the listed enchantment in the description is included into the item's damage/DR/Deflection number or not, without equipping or comparing to the base item. So then the different behavior is making it even harder to understand. Also may be related to the special shields' description issues Sensuki reported in the past beta: http://forums.obsidian.net/topic/70590-every-item-bug-i-can-find-in-v435/?p=1572648
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Expert mode = removes helpers But odds are that you don't actually want to remove all helpers. Until the current Engagement system has been fixed or removed, you really need those helpers to make any sense of combat. :| I'm with Sensuki, I don't even see why it's relevant to inform someone of something they cannot really do anything about, or why it needs to be so.. glaring. There are multiple ways to do something about it when one's flanked, and I find that kind of visual feature actually useful, since that ui space is not used in any other way otherwise. Aren't the flanked icon next to the character portrait and in the tooltips info enough already? (+ in active effects on character sheet) Like this, you can argue to have visual features for all the debuff / buff effects. I wonder whether it's sustainable.
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Well, the traps will probably work similarly as the abilities/spells they are originating in. At least their name indicate it. So they didn't do anything with the different damage numbers? I can also try look into it. Though not sure whether there are issues at all. (other than crying that the trap does ten time less damage when party uses it against enemies:)) If it helps anything: my understanding from the last beta (BBv435) was that though they share the similar naming, the traps behave slightly differently. I mean, when you encounter the planted trap, it does this huge damage with so-so accuracy. With high enough Mechanics you can find and pick it. When the same trap is used against enemies later on, you will see much lower damage with higher accuracy. The original spell has usually higher base damage than the trap planted by a party member but lower accuracy (comparison done with the same character, aka the same lvl, Mechanics and Might score).
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On windows you only need Ctrl if you're assigning numbered groups. You can just press the hotkey while mousing over the ability to set it. I only use Q and W, but it seems to work fine. EDIT: I can't hotkey anything to Shift/Alt/Ctrl+Hotkey, is that even intended? Thanks a lot for clarifying. So I was just stupid:) (works the same in linux) For the edit part, I don't know what is intended. In some games it works like this. However, I can bind alone Left/Right Shift, Ctrl and occasionally Alt as a hotkeys. Ctrl one shows "Ctrl+"
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Can I ask Beta players with Windows or Mac version, how the hotkeying (Ctrl+something) is working in BBv480? On linux I think, it's only possible to hotkey stuff to plain Ctrl or Shift or Alt - so still not useable at all.
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If only the kickstarter developers would use community bugzillas...
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(BBv480, linux) [Problem] Mouse over the weapon set in the sets submenu on the main screen (above the character portrait) brings the joint tooltip info on both hands equipped items. This is useful. However, the same tooltip says "Right-click for details". When trying to do that on any of the items in the submenu, the game does nothing -- nor any click sound nor showing the items' description windows. Note: The game also shows the shield info below the club. Unfortunately, this is the best I can do, having problems to take a screenshot of any tooltip. [Expected behaviour] When the tooltip prompts for the right-click, it should also provide the right behavior tied to this action. Perhaps provide description windows of both items?
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Ah. Thanks for the correction. So this natural accuracy probably stack with everything.
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In the past beta, we were able to make them clip manually, but I don't recall so much. Maybe some additional tweaking lowering the party fluidness will be useful then... But I guess some clipping is better than no clipping. If I uderstand it, there is this combat X non-combat distinction. Besides possible exploits by positioning before the start, I wonder whether the change of pathfinging wouldn't feel too much unnaturally different to due to no clipping in combat and a lot clipping outside. Doesn't the green clouds under the feet indicate that the character is being flanked?
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In case it's helpful, there is a screenshot for the issue Sensuki is talking about: Here, the Fine Morning Star of BB Fighter was enchanted with Accurate 2. Note, the item name still showing the word "Fine", despite the Fine enchantment not working any more. Edit: I guess all the quality enchantments overwrite each other? Also there is a bug in Accurate 1 description in the enchantment window: I guess the bonus of Accurate 1 was changed from +4 to +5. Though the item description and and on character sheet Accuracy number behave accordingly, the description during the enchantment process shows +4 bonus. Edit: In the above I was confused by the item description. So perhaps it would be useful to distinguish the item's characteristic?
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Poorly explained mechanics in the Cyclopedia
ushas replied to Sensuki's question in Backer Beta Bugs and Support
"is simply base damage * damage multiplier" "A character with 15 Might and a Fine Sword may roll for 14 * [1 (base) + 0.15 (Might) + 0.15 (Fine weapon) + 0.5 (crit)] = 25.2 damage." Perhaps there is a need to assume how the damage multipliers are presented in descriptions. You reported yourself the inconsistency, where sometimes the multiplier is shown as 1.15x and other times as +15%. The former one works in the first formula. But the later approach is probably better for understanding the mechanism of summation? Anyway, it would be easier to provide an explanation when only one of these options is used. -
Ok then: When attacking from stealth, using the ranged attack -> in combat log I see "Sneak Attack" and when doing the same from the close range -> there is "Backstab Sneak Attack". I didn't check the numbers, but it looks not working at range... Note, the "close range" means it doesn't matter which weapon you use, including ranged ones (did it with the bow), in consistency with the description (not that we believe it). Also doesn't matter that enemies see you when in stealth. But I guess with this Beta nobody would be able to use Backstab, if it would work only when unseen. Are there any other possibilities? ~ scrolls/potions of invisibility, items giving the ability, somebody else with the invisibility spell? Regardless, TrueMenace raised good points with the bug report. It looks more logical to have Shadowing Beyond (widely useful) available at lvl 2 and provide Backstab (situational and on other means dependent) as optional later on. I imagine even if the invisibility scrolls exist, we will not have them many on low levels. I hope we will see one more Beta with updated/fixed descriptions, as it's sometimes tricky to decipher how stuff should work at all
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Yo ushas - I think I found why DR values are borked
ushas replied to Sensuki's question in Backer Beta Bugs and Support
Thanks. Yes, there are different values of percentualy scaled DRs (eg. character sheet X armor description). The higher the base DR of a quality armor, the higher the difference. I wrongly assumed its source. Now when you managed to dig out the real armor numbers used in game underneath, it looks like there are two different calculations done -- one adds the quality bonus to all DRs, the second adds the bonus only to the base DR and then uses the percentage scaling for the rest DRs using this new base value. But that's just a speculation using the armor you show. one doesn't need to know the word to use it's meaning. Hm, look if that was accidentally perceived as a personal attack, I apologize. Really no harm intended;) Just, your post reminded me that there is trust and expectations between people. Sometimes professionals, while trying to simplify communication, unintentionally are making it harder to understand. This game is doing a really good job in communication and is trying to provide all the info. Though admirable, it's work in progress. For example, it's confusing to me whether intended is to show whole numbers as much as possible, or to go more open route? As now it's a mixed bag. In this case it took the asset editor made by Bester, probably pro version of Unity and Sensuki with free time to dig the numbers the game uses (eg. in damage calculations). But it's still a great that this is possible. -
Yo ushas - I think I found why DR values are borked
ushas replied to Sensuki's question in Backer Beta Bugs and Support
Wait a minute. Those two different quality enchantment behaviors cannot coexist. What was the question he answered to? Btw. when we are assuming programmers know iso standards and are aware of precision conversion issues, why we also cannot assume players attended an elementary school and are aware of decimal numbers? -
They know who did it, across whole map. But it can be useful as you said. Any other ideas? Also with this bug, you can watch their approach http://forums.obsidian.net/topic/70386-435-fog-of-war-issues/?p=1573357
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Yeah. I think it may be in the traps department by mistake. As compare to other trap spells it doesn't disappear after triggering and you cannot use it before combat...
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I don't know how bad it is, that's why asking. Others who reported issues would know more. If the changes will consist of damage and accuracy tweaking, it may change this chart in some way... It also depends how roguelike estimates the numbers. Besides these are different area AOEs (eg. differ in size and friendly-fire), some should have damage over time, some nondamaging secondary effects, some are combat-only, etc... So it depends what you are comparing it for. And what about Rolling Flames? Perhaps it doesn't have stellar damage, but it's providing some interesting tactical options, like scounting ahead by fire Check how far one can fire and roll:
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Well I have a list of issues the trap spells share with normal traps (including accuracy) in queue to report. You don't want me to do that? (but it may use the same mechanism anyway) One may bet you will beg developers to fix it when first spell an enemy uses on your 4 lvl grouped (eg. by cinematics) party is Searing Seal trap... When it mixes together with other bugs, eg. with the >100 enemy defence stat bug and even other high accuracy bugs, very usefull indeed;) I got wiped like this several times, also due to Criticals of this trap. But anyway, thanks for the chart. Does it matter now, when half of these spells may be bugged and subject of change? (just asking, I don't know)