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AndreaColombo

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Everything posted by AndreaColombo

  1. You can charge and board? I kept going full sail and never fracking reached them O_o
  2. Looking spiffy! I *think* the sword was just a regular great sword and they added the green VFX but I’m not 100% on this.
  3. I agree ship combat is too long. I found it tedious and fairly hard. I’d rather be able to board the enemy ship and fight in-game or skip it altogether.
  4. How do counters work in practice? Could you show us an example in-game (e.g. a “keyword: Fire” spell countered by a “keyword: Water” spell?)
  5. Another major bummer. This has to be an oversight or a huge chunk of these talents' appeal is out the window.
  6. Ah, that sucks. Gotta test whether Firebrand and Wildstrike have the keywords.
  7. Try disabling the "Smart camera" option (should be under Graphics, if memory serves.)
  8. Staff offset is incorrect on this model (passes through the hand instead of resting on it): This locked inventory slot is misaligned compared to its frame:
  9. I find it terribly counter-intuitive and inconvenient. I certainly don't recall anybody complaining about this aspect of inventory management—that's how 100% of other cRPGs work. That arrow is not where my mouse cursor would be; the item icon is. The most intuitive thing to do is place the cursor over the slot and click it. Why they thought it would be a good idea to change this is beyond me.
  10. I've already posted my initial impressions in the other thread. Some more feedback after spending more time with this build: Combat pacing feels a lot better. The speed slider was a great idea. Casting times feel much better, though I haven't tried pure casters yet. The "tak" sound it makes every time I select a dialog option is annoying. I'd rather get rid of it. Especially bad when going through dialog quickly with numbers—tak tak tak! None of our suggestions for the customizable UI made it in Audio is so much better in this build! Footsteps may be a tad too loud, but environmental FX add a lot to the immersion. (Ah, to be back in the good old times of EAX and A3D...!)
  11. It's sad to see that none of these early feedback have made it in, but there was time for this—the single most annoying UI functionality in the history of UI (already from the previous build):
  12. 1. Load the attached saved game. 2. Observe that the moon godlike is a Liberator (Paladin / Druid.) 3. Enter combat with the lagufaeth at your right. 4. When combat starts, use the Paladin's Gilded Enmity ability. 5. Immediately thereafter, spiritshift to a form of your choosing (I used Cat.) Observe that the spiritshift form is not golden even though Gilded Enmity is in effect. Note that casting Gilded Enmity after you spiritshift gives you a golden spiritshift form. 6. Enter your inventory. Observe that you cannot see your spiritshift form in there. All you see is the godlike head with no body. 7. Either win the fight before Gilded Enmity expires or use it again so it is active when combat ends. Observe that once combat ends, your character stays golden until you quit and reload (haven't tried resting but it probably clears the effect as well.) Go to your inventory and observe that your paperdoll isn't golden. Shouldn't it match what you see in-game? Saved game: https://www.dropbox.com/s/ym3whqk2hhq71mb/Watcher%20%28Tikawara%29%20%28c6d44fe0-40a6-41d2-beb6-41096001c85a%29%20%28754608634%29.savegame?dl=0
  13. Agreed. Spiritshift's natural weapons should count as unarmed attacks for the purpose of proficiency.
  14. Quick feedback after just messing around a little bit: Very good-looking new icons and UI improvements. Love that font ligatures and solid UI are in! Great to have more hair and beard options, though some beards still look very patchy. Great to have more passive talents; some of them look very interesting. Love the parallax camera option à la Diablo II! Great job on background noises in Tikawara. I played Baldur's Gate earlier today and the city felt so alive; now Tikawara feels like that too! Good job on environmental audio too in Tikawara. Hope to hear more of that as I visit different environments. Still no final graphics for Firebrand and Citzal's Spirit Lance Noticeable performance improvements; kudos! EDIT: Forgot to mention that I'm very happy about the MIG/RES changes!
  15. Yeah, the staff is pretty meh for the cost (plus the risk of being interrupted during the cast and losing the spell.) If you're a melee-damage-oriented character, you're better off just attacking from the start of combat with your non-summoned staff. Same with Firebrand, which is just a great sword with Fire/Pierce damage instead of Slash/Pierce. Not even a fire lash on a sword that is literally made of fire. The Blights and the Lance are good but the cost is still pretty steep and we don't know what magical items will be there to compete...
  16. The dragon and companion models look pretty cool (especially Tekehu—very cool texture.)
  17. https://twitter.com/jesawyer/status/976198003185758208
  18. Glad to see MIG come back and I share the sentiment that it should be handled better in dialog and scripted interactions (though frankly muscle Wizards don’t bother me in the slightest.)
  19. Totally fine with Obs taking the time they need.
  20. Ah-ah! Told ya. Now you guys are finally starting to see things from my POV
  21. https://twitter.com/jesawyer/status/969295144703877120
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