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Bester

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Everything posted by Bester

  1. Casting the second arcane veil, while the first is still active, cancels the first one. It should either prolong the duration of the first one or stack with it.
  2. Oh, and I also kind of disliked the fact that when slicken is applied, a sound effect is played for every npc that the spell is applied to, so this produces a situation where you can hear the same sound being played at the same time 5 times. And it sounds bad. I'm not sure if you intended it to be so or not, so not sure if it's a bug.
  3. If you open with Miasma of Dull Mindness, the enemies don't become hostile.
  4. There are two places where it happens. The videos are recorded in slow-mo. In game it happens very fast.
  5. Not a problem, I'll avoid posting hidden content from now on.
  6. Hey. The savegame editor is outdated and doesn't work, and LunaticPandora seems to have lost interest in finishing his version. Considering the modding possibilities that are now becoming available, I think an interesting alternative would be to make an ingame editor instead. Why quit the game to edit a save when you can do it in game, on the fly. It's something I might look into later.
  7. Added an interface to iterate through all models of armor and helmets, details and links here: http://www.rpgcodex.net/forums/index.php?threads/pillars-of-eternity-coding-hacking-thread.94183/page-8#post-3619457
  8. I couldn't deadlock them like before, it seems ok now. Record examples maybe?
  9. So scripting is your main problem? You've been outsourcing things in the past, it'd cost you a 3-4k bucks to get a programmer from Europe to code things for a whole month, and with your solid framework he'd finish all those spells (and other interesting ones) in much less time than that. Is it the particles? It takes 3 hours for a professional to make a good particle effect or you could reuse another one. I just don't see the problem. You can see why it feels weird that you're not implementing all those things.
  10. Nonsense. Take fireball and mod it to deal insane damage. Mages still boring, still have no role, still have no importance.
  11. And by the way, 1 mage, 1 warrior, 1 cleric and 1 rogue - it's the hallmark of a d&d party, it's the classics, it's a very important part of all IE games (slightly less true for IWD, now that I think about it...). Each of those classes is almost a must, each of them fills a certain role. And yet in PoE why would I even consider taking a mage? No role and no use. What a great game design.
  12. That's a very good point by the way. Mages compliment melee fighters. Same as archers compliment melee fighters. Same as clerics compliment melee fighters. And vice versa. A balanced party in IE ends up having 1 warrior, 1 cleric, 1 mage, 1 thief, 2 open slots. You all whine that a big spell selection like in IE games will render other classes useless. Well did you play as an all mage party in IE games then? Did ya?
  13. >"combat feels right" >plays without pausing >uses no tactics >"combat feels right" Lol. I can just imagine you opening Notepad and then mentally compare it to MS Office. "Hm, typing things in notepad... ok, typing works... with any kind of keyboard. Yeah. It feels right. Why would I need office, all that office brouhaha, all that fuss. When notepad just feels right."
  14. Yeah, lol. When I first saw how kickstarter brought together thousands of people with an IE nostalgia, this is so not how I imagined it would be. Now when I read the forums, some posts are so surreal I sometimes consider pinching myself.
  15. Played as a mage through all IE games many times. It's my favorite class by far... Tried it in PoE. It's no good. And not because of the magic system, but because of an extremely generic spell selection. Wizards should be able to do literally everything - levitation, teleportation, item creation, creature summoning, illusions, charming, divination, the possibilities should be endless and this is what makes wizards interesting. In PoE wizards have none of that. Combat-wise, they've got AOE and ~1 CC spell. And a few literally useless cantrips (I mean it, they ARE USELESS, no tactic exists that could employ them). Such magic... I've been told that Sawyer hates mages and intentionally wanted to nerf them hard. Well, nice job, not only did you nerf them, but you made them boring. You know, you can nerf wizards in combat and still give them tens of spells that'd make them a unique and interesting class. But you didn't do that, either. For the first time, I'm going to have to pick another class that I don't even enjoy playing, because mages are just a really really sad thing to look at. I don't understand if this is intentional (somebody really hating that class) or mages were just given to a guy who doesn't understand/doesn't want to understand the beauty of this class, but the job is done. Congratulations whoever did it.
  16. Retreated into full denial, I see. Since you're basically gone, I'll just point out that NWN had 100% of the elements found in wow, not the "not quite there", literally all. LA2, Everquest and even AO had all ui elements, except the portraits. Have fun in your world of denial and fanboyism.
  17. LoL. You may not like the fact but that doesn't make it untrue. Before 2005 MMORPGs had very different (and IMO much less convenient) UIs. Lol again. Have you played mmos before wow? A little hint: Everquest 1, Lineage 2? Have you seen their UIs? Even NWN's UI featured all elements found in wow. And frankly, wow's ui sucked for the inability of moving ui elements, something LA2 had out of the box. If it wasn't for addons, wow's ui would've rendered the game borderline unplayable in the end-game content.
  18. I literally had a monitor with your exact resolution and realistically thinking about how W2, PoE and TToN would look on that screen, half a year ago I went shopping for a 27 inch monitor. I never expected PoE to be playable in 1280*1024 and I still don't. If you think this is exclusive to PoE, open Hearthstone in 1280*1024 and you won't be able to even make out card names. Even Blizzard doesn't support small screens anymore. It's time to let go.
  19. Also, it's maybe important to mention that the background images position themselves correctly after the quicksave and are positioned slightly incorrectly before the quicksave. You can make 2 screenshots of before and after, and by comparing the two you'll notice it on small elements like grass.
  20. A slight, but noticeable change. Here's the gif that shows the problem. It's quite heavy, so wait till it's loaded. http://gyazo.com/c16b4906283d70dfb7b2c3e597c11dce
  21. - Unity 5 will introduce physically based rendering, web builds playable in html5 or flash, some audio features, etc. No new UI features. - Unity 5 comes out next summer. Customer support's face when they read your email...
  22. 1. Log's width unjustifiably big for no practical reason. [...] 4. Really cool, but how would their abilities display? Can you come up with a demonstration? 3. I'd vote for this one, but I'd swap the portraits and the menu's position. So no vote from me.
  23. Are you using the editor extension to view the unity3d files? If you do and you find talents that actually work properly, but don't show properly in the editor, let me know, cause it's just that I referenced classes from v278 or something like that, and they may have been updated a little in the meantime, which could affect things.
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