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Everything posted by AndreaColombo
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[2.03] UI Feedback
AndreaColombo posted a question in Pillars of Eternity: Technical Support (Spoiler Warning!)
This isn't a bug report so much as a quick feedback on some UI changes that went into 2.03. If I end up being the only one who thinks this way, oh well 1. Grey hyperlinks in item descriptions are harder to read. I think the green/red color scheme we had before looked better and was more readable. The grey font is harder to make out, and mentally suggests that something has been suppressed (grey's the color in use since release to indicate suppressed effects.) 2. Soulbound weapon descriptions appears messy when you first open them. This is probably a bug, but it's so minor I thought I'd put it here instead of opening a separate thread. The first time you right click on a fully unlocked soulbound weapon, the description shows up like this: Closing and right-clicking again fixes the issue, so no big deal—but I thought I'd point this out too. I'll add more as time allows in the coming days. -
A number of afflictions still work; it is for players to figure out which ones suit their strategy. You can brute-force them at level 14, but afflictions still make things easier for you. I, for one, never used Frightened or Terrified against dragons so I don't care much for those immunities. The others just mean I need to find a way around them instead of spamming the usual awesomesauce Prone button.
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Story/setting
AndreaColombo replied to nuestiow's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
Heh, if Waidwen had been the final boss, we wouldn't have stood a chance -
Anyone else just waiting?
AndreaColombo replied to Kilburn's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
I've played the game four times and I'm taking a pause until this issue is fixed. Now that I know it's there, it annoys me too much to roll another character until it's gone. -
Actually I'm quite sure this was done on purpose in patch 2.01 or 2.02 so that people wearing boots of speed would not, in fact, leave the party behind while moving together out of combat. I personally found it jarring and mildly annoying that one of my characters would get to the destination, like, two full minutes earlier than everyone else. Even more annoying was to see the one wearing The White Crest be left behind. Stealth pacing is slow enough as is without an extra -1 slapped upon it XD In combat everything should be back to normal, with the boots of speed wearer running visibly faster than everyone else.
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My first impressions
AndreaColombo replied to Mathuzzz's topic in Pillars of Eternity: Stories (Spoiler Warning!)
Please no. Turn-based combat is so incredibly boring. It would also completely defeat the purpose of action speed and recovery (i.e. a big part of character building and development would disappear.) -
[WM1] Typo in Andred's dialog
AndreaColombo replied to a question in Pillars of Eternity: Technical Support (Spoiler Warning!)
It's correct. It means, "You get less points the further out from the target you get; same with the mouth and eyes" (as in, you also get less points if you hit the mouth or the eyes.) -
Just found an awsome sword!
AndreaColombo replied to djphong's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
Fairly sure he consolled them in. The armor is not a real item; it is used to confer DR and immunities to Skeleton creatures in the game. Skeletons won't drop it upon dying. This is very IE-like, btw. Most creatures in IE games gained their immunities and powers from special items (usually rings) they of course wouldn't drop upon dying. -
My best guess is this slipped under QA's radar and the devs are unaware. Now Aarik will see it on Monday and we can hope to see it fixed in 2.04
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My first impressions
AndreaColombo replied to Mathuzzz's topic in Pillars of Eternity: Stories (Spoiler Warning!)
Why do you say Might and Dexterity don't matter in combat? In my experience, they matter quite a bit. The fact that you can get by without is part of Josh's "no helpless builds" policy: All stats are useful; none is indispensable. I also think it makes sense that Perception governs Accuracy: The more perceptive you are, the easier you identify weak spots in your enemies' defensive stance / moves / etc. and can strike an effective blow. The only thing that feels like a stretch is Deflection on Resolve; then again, Deflection had to be somewhere and Resolve had to have some use (contrary to Charisma in AD&D cRPGs.) That said, let us not forget you are allocating stat points for adventurers. They are supposed to relate to their combat abilities because that's what adventurers do. It's not like perception is necessarily only governing Accuracy for all the people in Eora; if you don't fight and are weak, you may still be mentally keen. I also do not think the story in PoE is quite on par with Planescape: Torment's; and I don't think it's too intricate. Patrick Rothfuss's novels have an intricate story—and I certainly wouldn't mind some of that in my cRPGs, but I can certainly appreciate the cost it would entail. Planescape: Torment was more original, and its delivery was overall better. I do like the story and writing in PoE a lot, but Planescape: Torment remains unrivaled to date as far as I'm concerned. -
Character Movement
AndreaColombo replied to shilo27's question in Pillars of Eternity: Technical Support (Spoiler Warning!)
Could you upload a saved game the exhibits the issue and your output.log file to dropbox and link them here? QA will request those as they need them to look into your issue.