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Everything posted by AndreaColombo
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I approach this from a slightly different perspective, which I believe was also mentioned by Josh in an interview or two. I do agree with you that realistic/down-to-earth armor design is preferable to the goofy/cartoony over-the-top stuff that has become so hip in recent years. To achieve the former and avoid the latter was one of PoE's stated artistic goals and I believe the game delivered. However, let's say you find an armor that you really like aesthetically. You like it so much that you'd want your character to wear it for the rest of the game. But, alas, that armor is "Fine" and you'll find plenty better armors along the way, so that keeping your beloved piece will be mechanically sub par. Right? Thanks to the enchantment system, wrong! You can enchant your favorite suit of armor and make it "Exceptional"—even "Superb"—thus keeping it mechanically viable for the whole game while retaining the looks you like so much. For that reason, too, it would make sense to be able to upgrade from "Fine" to "Exceptional" to "Superb".
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Armor Enchantment Bug
AndreaColombo replied to firesnakearies's question in Pillars of Eternity: Technical Support (Spoiler Warning!)
This should go to the tech support forum with an attached saved game and a list of steps to repro -
Does this: bring any visible visual enhancements? Or is it an "under-the-hood" kind of fix?
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UI Scaling - blurry font
AndreaColombo replied to Cirventhor's question in Pillars of Eternity: Technical Support (Spoiler Warning!)
Would be nice to hear from a dev about this as it is still an issue (apparently not fixed by the upcoming 1.4 patch). -
My impressions of the game
AndreaColombo replied to Danvil's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
So Tim Cain, Adam Brennecke, Chris Avellone and Eric Fenstermaker are all juniors? -
When perusing a merchant's goods, it is possible to select a particular category of items (armor, weapons, consumables, or "other"); when doing so, all items that don't belong to that category - either in your inventory or in the merchant's store - take on a semi-transparent effect meant to "grey them out." However, that semi-transparent effect does not go away when you close the merchant interface, and in fact persists in your inventory. SAVED GAME: link (yes, it's the same as the saved game in my clipping bug report) REPRO STEPS: Load the attached saved game. Talk to Dengler and ask him to see what he has. Go to the trading interface, and select the "other" category (the one whose icon is an ellipsis). Observe how all items that don't pertain to that category are "greyed out" by means of a semi-transparent effect. Exit the trading interface and go to your inventory. Observe that all items you have that don't pertain to the "other" category are still semi-transparent.
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When using a custom formation with a 6-character party, the 6th character will not abide by the position assigned to it. SAVED GAME: link REPRO STEPS: Load the attached saved game (if I did things right, you'll be in Caed Nua with a 6-party character + Itumaak). Observe that a custom formation is currently selected; check how it looks "on paper" (i.e. how I arranged characters in the custom formation interface). Move the party. While characters move, observe that Sagani's and Itumaak's green pointers (the green circles that appear on the ground where the characters will stop) are not where they should be according to the custom formation assigned. When characters get to the point where you clicked, further observe how Sagani and Itumaak are in completely different positions from what the custom formation would mandate.
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If your character is wearing either a robe or plate armor together with a cape or mantle, the latter will clip against the former. SCREENSHOT: link SAVED GAME: link REPRO STEPS: Load the attached saved game. Zoom in on the party. Observe that the protagonist's cape clips against the plate armor; further observe that Aloth's and Durance's capes clip against their robes. Go to the inventory screen and rotate the character models to see the issue up close.
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It feels kind of weird to refer to the English language as a "translation"—it really isn't—but I wanted to maintain the same format as all other language-related threads for the sake of convenience. Moderators are welcome to edit the thread's title if they see fit. This thread is meant to highlight typos, grammar and syntax mistakes found in the English game text. Fixing them should be pretty trivial for the devs, so hopefully each patch can bring textual improvements on top of bug fixes. I'll be using screenshots to illustrates errors I find. When you first meet Durance, one of his lines of dialog has an extra "if" that should be removed: screenshot When the Steward offers you the stronghold, there should be a space after the ellipsis highlighted: screenshot When you first talk to Helig, he says the magic keeping him alive took "great deal of preparation"—missing an "a" (should be "a great deal of..."): screenshot In the book about Dunryd Row there's a sentence where the subject is separated from its verb with a comma—needless to say that is never correct: screenshot I'll post more as I run into them. Anyone feel free to add any typos they find!
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Patch Notes: 1.04
AndreaColombo commented on Darren Monahan's blog entry in Pillars of Eternity Support Blog
What's with the randomly varying movement speed? I don't think I've ever experienced it. That said, kudos to Obsidian for putting out two patches and two hot fixes so short after release -
ISSUE: When a character wielding a pollaxe enters their combat stance, their left hand (which is supposed to hold the pollaxe from underneath) actually stays above the weapon, looking weird. SCREENSHOT: https://www.dropbox.com/s/lmv6rbuaxq1apl3/PillarsOfEternity%202015-04-08%2020-11-29-38.jpg?dl=0 TO REPRODUCE: Start a new game with a human-build godlike (haven't tried with other races, though I guess the bug may be reproduced with any race). Equip them with a pollaxe. Enter combat, pause, and zoom in. Observe that the character's left hand is above the pollaxe and doesn't touch it, instead of holding it from underneath as it should.
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Antialiasing ?
AndreaColombo replied to Skysect's question in Pillars of Eternity: Technical Support (Spoiler Warning!)
Because the way SSAA works, it renders the game at a higher resolution internally and downsamples it to the target resolution prior to displaying it. Basically like nVIDIA's DSR (which is, in fact, a form of Ordered Grid SSAA). It works wonders on real-time 3D scenes because it applies texture anti-aliasing on top of geometry anti-aliasing; however, for 2D images like PoE's backdrops, it introduces blur (2D pictures must be upscaled to be rendered at a higher resolution and upscaling leads to blur). -
My 10% was purely academic; I was/am merely interested in understanding how the mechanics work and how DEX and armor affect recovery time. More to the point, I am investigating whether high DEX can compensate at least to a large degree for the recovery penalty you get from heavy armor. The idea is to have a fighter in heavy armor that attacks either as fast as, or just slightly slower than, a character in light armor or naked. How do you conduct your testing? It would be pretty rad to put together a chart where people can input DEX score, armor type, and weapon of choice and get their recovery time calculated (perhaps with a field to account for the talent that reduces recovery penalty)
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Ah, there's the information I was looking for: So DEX bonus does affect Recovery Time. According to this video, 2H weapons suffer from an additional +50% to recovery time so that would be 54 frames. Armor and DEX apply to the base value, however, which is 36 frames. So, for example: 2H weapon (base 36 frames, +50% for 2H), +20% armor, -10% DEX would be: 36 + [36*50%=18] + [36*20%=7.2] - [36*10%=3.6] = 57.6 frames All this because I'm studying the viability of a high DEX fighter
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Hi everyone, it's dumb math question time! I was wondering how exactly the bonus to action speed from Dexterity is calculated? I reckon it is a percentage but I don't get what the base number is to which it applies. I also reckon heavy armor applies to a penalty to your action speed—but again, not sure what the base number is. Additionally, how do the two interact? e.g. base number 10, armor -20%, dexterity +10% Do they offset each other prior to applying? I.e. (-20% +10% = -10%) so 10 * (1-10%) = 9 Do they apply one after the other? I.e. 10 * (1-20%) = 8 * (1+10%) = 8.8
