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ultimis

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Everything posted by ultimis

  1. Just left Dryford Ruins and attacked a spider South East. My ranged characters animations and attacks seemed find but my BB Warrior and BB priest as well as the spider just stood there. The combat log showed that attacks were occurring though. The immediate next battle with a spider seemed to have fixed this and the animations worked normally. Ever since Dryford ruins my rogue is unable to use crippling strike a well. I believe I've seen this reported as well so this is a common bug. I have not had a chance to rest yet to see if it will fix it.
  2. Just noticed this while exploring the Dryford ruins. While holding tab and then panning the screen the outlined objects that can be opened do not pan correctly. The result is the outline moves faster than the actual background image. So they're out of sync. edit: Also appears to effect Scouting Circle.
  3. When equipping ring of protection the stats do not update. If i switch to another character and back again the stats do update. When I remove the item the stats automatically update. Only when the ring is initially equipped to the stats fail to refresh and show the new totals.
  4. Text seems to be getting cut off enough to be missing the last word on each line for the initial text statement. Every other text formatting seems to be fine. What I think is going on here is the text for the initial statement was not formatted correctly and is being chopped off by the image on the right.
  5. When highlighting single characters the pick up all button does not work unless it is the main character who is looting.
  6. I couldn't get this to occur again. But when traveling to Dryford Crossing the screen went black where my cursor was still visible. I was able to hit escape and "quit" to the main menu. When I loaded my recent saved game and did it again there was no issue. edit: There was the loading symbol in the bottom right corner while this screen was stuck.
  7. When in a shop the mouse scroll zooms the camera in and out as well as scrolls through the shop. Possible shop flag needs to be implemented to stop the camera zooming while in shop mode.
  8. I just loaded my game from after killing Medreth and co. There is a slight delay when the map is brought up where I can see them alive then they disappear. Perhaps leave the screen black while loading the state of the map?
  9. In the middle of combat with Medreth I noticed that when my mouse hovers over the combat log the combat event listed beneath the cursor is replaced with another combat event. Switching tabs for the text screen or scrolling up does not fix this. The issues only appears on the combat display text and has no issues with the dialogue tab.
  10. http://forums.obsidian.net/topic/66845-repost-options-display-bug/ Got a response on this issue in this thread.
  11. My auto-pause menu options seemed to have been cleared visibly while still being in effect after exiting the game and reloading a save. In pause on "drops below 25% stamina" the game repeatedly pauses instead of just pausing once. The code must be If(stamina < 25%) without any flag to disable the if statement from triggering again. Essentially until one goes into the menu to disable this auto pause option you can't actually do battle.
  12. As the title states. It uses main saves. So even though my quick save is my latest save it will load an older save instead. I'm not sure if this was intended.
  13. Posted this in the wrong board. First Post: Just started up the game and I'm exploring the options menu. All the tab menus are displayed correctly until I choose a tab that isn't "Auto-Pause" or "Control". If I choose one of the others all the names will flicker then turn blank. System: Windows 7, Radeon 7800 series video card. I believe this is an software issue and not a bug specifically with my system. Second Post: Guess I'll keep adding on to this post. I created my game after setting up my options. Now that I'm in the game I notice that none of my options had been saved though I distinctly remember telling it to save my choices.
  14. Guess I'll keep adding on to this post. I created my game after setting up my options. Now that I'm in the game I notice that none of my options had been saved though I distinctly remember telling it to save my choices.
  15. Just started up the game and I'm exploring the options menu. All the tab menus are displayed correctly until I choose a tab that isn't "Auto-Pause" or "Control". If I choose one of the others all the names will flicker then turn blank. System: Windows 7, Radeon 7800 series video card. I believe this is an software issue and not a bug specifically with my system.
  16. Next week? It's been your trend for quite a while to release an update every other week. Do we actually get the treat of a new update next week? I won't complain .
  17. There can be game world reasons that a level cap is implemented. Such as level 20 is the highest amount of potential a human/mortal can achieve. To progress beyond that requires a divine connection or other worldly power. This allows games developed in the project eternity world to separate normal adventures and legendary adventures. This also allows them to tailor legendary skills/feats that can only be accessed after they have transcended their mortal limits.
  18. They could make the Mega-Dungeon a money sink. Such as much of the dungeon is inaccessible without paying for a group of miners/engineers to clear the way or dig new holes. Something similar to the haunted mansion in Chrono Trigger. This would limit early game exploitation of the dungeon, while still allowing those who want to do it all in one go to just do it when they have the money.
  19. I'm all for the new system. And yes the wizard in D&D was like a swiss army knife (assuming you found all the spells, memorized them, and had them available when needed). What I was referring to is that just because the wizard is "powerful" doesn't mean it is best in all cases. They're are definitely mechanics which can be implemented to make wizards a hindrance in certain situations.
  20. Well you didn't refrain. It's called immersion. Generally in fantasy Wizards are rare, eccentric, and powerful. How RPGs used to do it is the wizard at lower levels was generally one of the more weaker and pathetic classes (D&D you're just using a crossbow for most fights, and you're fairly gimp while you're at it). Warriors (more mundane) are usually easier at the lower levels and stay at the same relative strength throughout the game. That was the trade off that allowed the game to keep the high fantasy position of wizards. This game is neither multiplayer nor competitive. The only balance that should matter is if all the classes are useful from beginning to end. Their comparative strengths should be based on the lore of the game.
  21. I thnk you've missed the point Stun. I think Eiphel was referring to those games that expect you to take a Wizard or give an inherent advantage to having a sword and board warrior in your party. The more imbalance is encouraged the more likely encounter auto-wins occur and all the effort that went into designing the other classes loses significance. It reduces the value of parts of the design. Now I was referring to seeing those same class design flaws resulting in characters that steal the show at a game table. It's more annoying there but the same principle applies. Having one class significantly more powerful at higher levels that the other classes in the party makes the other characters less significant to the gameplay. I don't expect classes to be 'exactly' balanced but a degree of parity is important to me. LWQW does not a pretty picture make from levels 1 to 20. Some d20 groups only played levels 7 to 12 to avoid the worst of the imbalances created, thus the entire 13th level+ rules for characters may as well not have been printed as far as those groups were concerned. Just because a wizard is by far the most powerful solo class, doesn't mean it is best for groups. That also doesn't mean that the game is balanced for a wizard or that the wizard would be easy to play (such as AOE hurting allies, slow casting times, squishy). There can also be "special encounters" that can be introduced specifically to penalized wizards (such as magic resistant Golems, or witch hunter type enemies good at shutting down magic casters). So while the wizard is by far the most "powerful" of classes, there are some glaring weaknesses that can be exploited. The whole "class balance" thing is not hugely relevant in a world where different classes are not actually equal. Now there is something to be said that each class should bring a different "flavor" to the game. Different play style, different group dynamics, different strategies.
  22. Divergent quests sound awesome but are a pain in the ass to implement and very time consuming. But it would be interesting to have a range of "outcomes" at completion. So in "failing" you might get something more beneficial to your character than you would have by suceeding. I imagine though you would have less reloading and more strategy guide/walk through exploitation. But again this becomes a rather large time sink for the developers to implement this. As to the original poster, yes basic quests outside of the introduction are mostly worthless besides guiding you through the world. At the same time some players will be annoyed if they have to constantly reference a walk through in order to finish quests (which is what would happen). Game developers generally want to reduce what annoys their paying customers. It is possible that this could be an option when starting a new game to tone down the obviousness of the quests. That way those who want to be immersive and hunt down these quests by subtle clues can do so.
  23. Very awesome. I haven't really posted on these updates yet, but I have followed every update since half way through the kickstarter. Keep up the good work! I'm super pumped about this game and you guys haven't even started making the main game yet, lol.
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