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Found 83 results

  1. Description: Venom debuff: [-x% Action Speed (y duration)] from Memory Hoarder enemy persists after combat ends. Effect has a duration, but does not tick away. In the main UI, Venom debuff shows on all affected characters, and character sheet/summary shows "Venom" debuff under Current Effects. All characters in range, including player, premade, and custom characters are affected. Resting has no effect on debuff. Debuff has a duration, and duration is unique to character, but does not decrease. Not clear if effect is actually active, or if it's just a visual/UI bug. No console commands seem to affect debuff. Steps to Reproduce: Engage "Memory Hoarder" enemy in Forgotten Sanctum" map/zone with melee characters. All characters in melee range will receive debuff during fight with Memory Hoarder. Kill Memory Hoarder while debuff is still active, and debuff appears to persist. Save Game not available at the moment - a) Savefile too large to attach, and b) I attempted to fix this with Console commands, which overwrote Save prior to issue. Issue is very repeatable though. This is the 3rd time I've had melee characters suffer from this. output_log.txt
  2. Some interface elements which should be hidden are visible when playing on a widescreen monitor (in this case Samsung 49" CHG90 Gaming Monitor 3840x1080) see attached image edit: appears the ui elements get hidden correctly after combat ends. Thanks for adding a TB mode, having that option is awesome ^^ Just started TB mode, looking forward to seeing the game play out in a new perspective Cheers!
  3. HAve a weird UI bug since DLC release. The modal options don't updates. I have 3 weapons set with different proficients. Dual pistols in set 1 show my pistol modal, I switch to a hatchet + dagger (proficient), it show the pistol modal + dagger modal, switch to 1 blunderbuss in main hand (proficient), show only the pistol modal. Look like modals from proficient in first set overlap the ones in other sets depending of main hand/off hand.
  4. Hello, I finished the game once , 60 hours in and everything works perfectly. I just restarted a game with the bonuses just to have fun and decided to dig deeper into the Custom AI builder editor. From my experience it is really buggy, here are few things I've encounter: - The text of behind menu appear through pop up menu. I don't have a screenshot but if it happen again I will post one here. - When trying to select a condition, anything, like "Companions: Health", in this menu, only the middle option is clickable. It is hard to explain but the pop up selection menu has a list of conditions, I need to scroll the item I want to click on in the middle of this list to be able to click on it. Also, this is really hard because the button of the scroll bar are buggy as well and not easy to click on. I read some other post and saw something about the steam overlay, I am going to try to do it again with it disable tonight and keep you in touch. Thanks.
  5. I just started playing PoE2 and am learning the interface. I wish there were more UI customization options.* Two things I find unnecessary and distracting: the "Fast Mode Active" text and the big, red "No" symbol cursor. I know you can hide UI entirely, but that removes the parts that are helpful also. At least for hiding the "Fast Mode" text I did find this little mod, but it's not a great solution because there's still a big, flashing "F" on screen. I can already tell Fast mode is on because of how fast I'm moving as well as the speed and color on the clock -- the text is overkill. Maybe there's a way to further mod this mod? - *OPTIONS: I understand that some people do want these things.
  6. I've recently run into a fairly annoying UI bug that essentially makes the UI more difficult to interact with by left clicking. For example, during dialogue I will click "continue" and nothing will happen on the first click. Sometimes this will repeat for two or even three clicks, but it is also very inconsistent, going away and coming back seemingly at random or perhaps only when I haven't made any inputs for a certain period of time (for example, if I stop to read/listen to a particularly long bit of dialogue or to consider a response choice for several seconds). Dialogue isn't the only thing being affected; closing windows by left clicking the "X" at the top of a UI window (any of them) sometimes fails, with the X appearing and remaining depressed even when moving the mouse cursor away. Again, eventually the UI responds correctly. Additionally, but much less frequently, sometimes when clicking to move a character or group of selected characters the input is sometimes entirely ignored, despite the cursor displaying the animation indicating the input was received (the crosshairs come together but no green copy of it appears on the ground where I clicked). I suppose this could be a hardware issue (something with my mouse, perhaps) but I didn't experience these issues until today; specifically, until after I interacted with the second pillar of luminous adra located in Hasongo. To be certain of this, I loaded a save from before interacting with the pillar and, sure enough, the UI responds as fluidly and cleanly as I had experienced up until this point. I have interacted with the pillar multiple times, to see if the bug would come back. Each time I notice that the bug does reappear, at first happening only once or twice every five minutes but then becoming more prominent as I continue to play the game beyond that point, until it happens once every 30 seconds or so of gameplay (with some gaps in between). Another issue I've run into is that, when changing party composition while sailing on the world map, the game will frequently crash to desktop. This only seems to happen after spending a significant amount of time playing the game (>2 hours).
  7. The save button became unresponsive and grayed out in the world map, in a area where it was functional few minutes before. The auto-save was still working. This happened after few ship transitions, party swap, alt-tabbing. I couldn't reproduce the issue. Restarting the game restored the save button. I don't have a savegame, only the output_log. output_log - save locked.txt
  8. The tutorial panel that floats in and out from the screen is always visible in 3440x1440 resolution. You can see it on the top right side of the screen https://imgur.com/NIQEwFl
  9. I humbly request for better support to improve UI for picking custom portraits during character creation. In current situation I imported 36 brand new custom portraits with specific names (order). And there are between vanilla portraits. And thats looking like mess. I hope for something like tab during character creation - under vanilla portraits - sth like "custom portraits" when we only want to pick from custom ones. Maybe another folder for custom portraits will be good too. (it could be like in attached filed)
  10. Game interface got blocked when I got message to recharge an item from discard. I cannot click anything. Only item card in discard is highlighted but I can't click nor drag it to recharge. All I can do is to click on the card to enlarge the view of it, but it's still not showing any options to click. I cannot even click settings button to forfeit and start the adventure again. It's basically stuck... When I restart the game and load my save it's still in the same situation... What can I do to not loose my save? Pls help.
  11. Loving the beta so far. Something that did come up for me is related to the hyperlink text where you can mouse over for more information. I am color blind (extreme red/ green), and have found it difficult to distinguish the hyperlink text from the lighter action description text (I apologize if I am not using the correct terminology). From what I can gather, and I could very well be wrong, the hyperlink text appears to be some shade of green while the descriptive text is gray, and the two are almost indistinguishable for me. Would it be possible to either adjust the color of the hyperlink text or provides some sort of option to adjust text color in the options menu? Thanks!
  12. Hello. I'm not sure this is a bug but it's quite annoying to me. When I select the whole party, the AI icon keeps showing in the UI (see attached pic). It breaks the symmetry of the UI and, since AI is active, it's shiny and distracting. Is there a way to hide it? I couldn't find it in the game options, and google was of little help.
  13. Hi, first of all thanks for this amazing game to the developers My problem is that all the backgrounds in scenario are now in complete darkness. I was previously gaming in non-connected mode and all worked perfectly, but I finally buyed the Valeros pack to enjoy this fantastic game. My smartphone is a Huawei Mate 9, Android 7.0 mali GPU Images:
  14. Device: Hudl 2 OS: Android 5.1 Ambushed by a Bunyip I had Inflict focused so I could read the text, then I wanted to check the effect of the Ambush to see why the Bunyip had got tougher. The Barrier overlay on the Spell was partially transparent so the text from the two cards was mixed together https://www.dropbox.com/s/vo4ovkzuxkxr3bi/card%20overlay.png?dl=0
  15. iPad 2 iOS 7.1 No pass & play or permadeath Story Mode; never entered Quest Mode Characters in Party: Ezren, Valeros, Kyra, Harsk Locations: Ezren: Academy; Valeros: Farmhouse; Kyra & Harsk: Woods Turn Order: Valeros, Harsk, Ezren, Kyra Brigandoom, normal difficulty At the start of Ezren's turn, he plays the Augury spell. The UI then displayed all the buttons for the card types, and asks him to choose one. Noticing that the location contains no monsters, Ezren looks at the spell card again by tapping it. It comes up, then he decides not to cast it after all. With the expanded view of the card open, I pressed the "X" button on the left side of the screen, to cancel the spell. Result: The UI stalls That is, the buttons for the card types remained on the screen, but the Augury card went back into my hand. I could not proceed with Ezren's turn. I pressed one of the buttons, and it clicked and then they all went away, but that was all. Ezren couldn't explore, and there was no continue turn button on the right. So I quit the app and restarted it. When it returned, the Augury spell was hovering in the discard pile, and highlighted, but the "select a card type" interface was gone. I dragged Augury back to my hand, and then I could end the turn. It still would not let me explore or do anything else on my turn.
  16. Ok I have another small UI bug to report. First noticed it a day or two after the last patch came out that allowed us to get into Quest mode. Given all my attempts to get in before the patch had seemed to create lots of clones on lvl 1 experienced characters, I figured well I should delete all of those so I can have a clean slate to work with. What I found was after I deleted the first character, their portrait at the top disappeared, but the art for their paper doll did not. Then when I selected the next character, their paper doll would appear onto of the old one. At this point no other actions would compute, how ever I could still bring up the '...' menu. I also could not select any other character. I could how ever hit the main menu icon, which allowed to go back to the main choose your adventure screen. Then I could go back into the party management screen, delete one more character, process would repeat. The delete did happen, but the artifact left behind definitely caused the issue. Then last night I decided to delete my sorc because she had died in an adventure and not gotten a skill (it was for the end of the B track, so not far in) and noticed that it does also happen in Story mode, and that promoted me to write it up this morning. Again I am on an iPad 4 none retina, with the most current IOS. Thanks guys!
  17. 13 months after release? Really? Check out the description of the 4th level spell Confusion. The duration of the Confused affliction is shown in black and has no tooltip showing the base value, even though it's shown the way it's modified. I'd have thought such tings have been fixed long ago. I noticed this while working on the wiki actually. Please check all abilities' descriptions. I'm sure you have much faster ways to do it than I have. Edit: Wrong forum, please move to "Pillars of Eternity: Technical Support"
  18. Hello, When you hide the UI and activate Scouting, the glow around the Scouting icon is not hidden. You can see it behind the fourth portrait.
  19. Hello Obsidian Entertainment. Thank you for the incredible game and congratulations on the well-deserved accolades it has garnered. If I had to assign a number on a scale of 1-10 to PoE, I'd give it at a solid 8.8; an incredible game, albeit one with some room for improvement. I kept a document open while playing to jot down ideas/observations/bugs... it's a very long game so there ended up being quite a few of them! I can't wait for the sequel since I'm certain it will prove to be the BG2 to PoE's BG1... perhaps—hopefully—even surpassing that venerable legend. Gameplay Improvements: -In my opinion the Stash is the worst part of this game (excluding the inevitable initial bugs and I can hardly believe that disabling the stash not actually disabling the stash isn't one of them). In-game mechanics, especially fundamental ones, must have some attempt, no matter how feeble, at in-game explanations: bags of holding; pocket-planes; storage demons; some sort of spell; a donkey (pets are already in game and who wouldn't jump at the opportunity to have a 'dirty ass' follow them around); you're a priest in the service of Storly, god of storage and miscellaneous items; etc. The more powerful the in-game mechanic is, the greater the importance of explaining it becomes, at least if your intention is an immersive and believable world. A completely realistic system would be terrible too, however, making no attempt whatsoever to address so fundamental a mechanic as item storage, both on the character or in the world, is horrendous, more so when considering the fantastic lore and world-building achieved via the supplementary material: the myriad books, cyclopedia and bestiary. The stash, in its current iteration, totally negates all the considerable effort put into the creation of alternatives to combat. This is exemplified by Raedric's Keep. Why avoid killing all the enemies and forego 15000+ copper from selling all their equipment? Wasn't the point of quest only experience to disincentivize indiscriminately killing absolutely everything? The current inventory system also renders money a total non-issue less than 1/3 through the game. At the very least, if total replacement (optimally with Josh's original, involved—not dumbed down to the point of mindlessness—inventory system) for an enhanced expert mode is not an option, the disable stash toggle should disable both withdrawal and deposit when not in a tavern/resting and bags for crafting materials should be added into the game. -I was very surprised by the absence of a tutorial option when I started the game for the first time. Some sort of primer would be incredibly useful for people new to this type of RPG, as there is a ton of information and systems that would be better learned if shown first-hand than read about in the manual. Also, there are many shortcuts and UI tricks not even mentioned in the manual that could be taught in a tutorial. -An overarching narrator (ideally a pitch-perfect Morgan Freeman imitator) who spoke the gray 'flavor' text for the voiced sections would be wildly entertaining as there usually is insufficient time to actually read that text before the VO resumes. If that's not feasible, perhaps a slight delay to allow the player to actually read that text could be implemented? -It would be great if instead of automatically succeeding, adventures forced the player to take control of the assigned character and fight solo to determine the outcome of the adventure. The difficulty of the fight(s) would be determined by the quality of the adventure. -Enemies should not just line up behind each other at a blocked doorway if there are other available paths to the blocked room. -Music volume should be reduced 50% when voiced dialogue begins. -NPC banter has too long a delay between quips. Furthermore, it'd be nice if the portraits had some indication showing which NPC was speaking. -It's very hard to see NPCs or loot if they're behind things. Increasing the transparency of foreground structures when something is behind them would help a lot. -When sending someone to your dungeon you should get their equipment. -Your party should never automatically attack charmed members, nor should enemies immediately attack their charmed allies for that matter. -Important outdoor quest NPCs/merchants should adhere to a rudimentary day/night cycle, e.g., why is a fisherman on the docks 24/7... is the fishing really that good? -It'd be very cool if reading books opened choices in dialogue or gave quests, but only if the book was actually read, which would be determined by a combination of the player scrolling to the bottom of the text and keeping the book open a minimum length of time, which would vary depending on the length of the book. -A high reputation with a city should grant a discount on items bought at stores and a very high reputation should result in a premium being offered for items sold by the player. -Items sold at the stronghold should be priced similarly to those sold by stores in a city at maximum reputation, or even cheaper. -Getting caught lock picking a chest, or even opening it to see what's inside, should cause loss of reputation or hostility depending on the situation. -There should be armor proficiency talents. As it stands, characters are either in plate, if they're front-line, or, if they're back-line, in enchanted clothing... medium armor is garbage. With armor talents the recovery speed penalty could be reduced (or DR increased or a combination of both) and make medium armor a more viable option, increasing build diversity. -Stronghold resting bonuses must stack to be even remotely competitive with mid-game or later inns. -It would be interesting if the stronghold's library offered experience for depositing books not currently found within. Perhaps the steward could offer an item that started a quest if every possible book was collected? This also opens up an interesting, alternate resolution to a quest where you have to procure a certain book. -There should be a way to deposit pets in the stronghold, so that they can wander around. Some sort of pet fighting mini-game would be rather interesting. Hell, an NPC that allowed you to sacrifice all the available pets and choose one to turn into a figurine that would summon a giant version of that pet would be incredible. -Supplicants should stay at the stronghold longer. It's frustrating to be incapable of travelling large distances on the map in one go without risking having a supplicant come and go whilst in transit. The current solution is to split that long trip into multiple medium ones... which is an annoying circumvention. -The hide merchant in Twin Elms should pay more for hides. *Mild Act 3 Spoilers* -It'd be nice if the slides in the epilogue could be navigated both forwards and backwards, currently you can only skip forwards. UI Improvements: -Hovering over the name of a combatant in the combat log should highlight that combatant on the screen so that the player can see which of the identically named enemies was responsible for the respective entry. -It'd be nice if the combat log could be toggled to show only specific types of entries: individual characters' entries, rep gain/loss, exp, crits/grazes/types of damage, item gain/loss, etc. -List identical items numerically in shops, e.g., 13 daggers collectively instead of showing 13 individual daggers. Food/scrolls/potions/crafting materials already stack so I can't imagine this would be overly difficult to implement for other items. -Items sold by the player should go to the bottom of a shop's inventory. -When moving/selling large quantities of items the number should be able to be set using the number keys instead of just clicking the arrow to make the total lower or higher 1 by 1. For example, if I have 100 vessel bones and want to move 50, currently it requires clicking the arrow to make the total smaller 50 times... which is absurd. -Numerous properties on magic items are not listed in the cyclopedia and have no explanation, or, at best, an insufficiently detailed explanation, e.g., does an amulet that grants a 1.15 healing bonus apply to healing given or received, or does it apply to both? How far is a 'distant' enemy? Is 'low endurance' considered 'near death' or 'badly injured'? How often is 'every few seconds'? How often does 'overbearing' proc and what determines if it does? What's the difference between major and minor spellbinds? These are just some examples of missing or insufficient information pertaining to items. In addition, Spell Striking and Spell Holding have no in-game explanation whatsoever. -When an item grants/modifies a spell it should show a tool-tip on mouse-over for that spell, in addition to indicating how many times it can be used and whether it is per encounter or per rest. It's very annoying to have to close the level-up screen to check a spell that's modified by a potential talent. -It'd be nice if the transparency of the combat log could be adjusted. -NPC text bubbles shouldn't overlap, instead, a new text bubble should be forced to the top or bottom edge of the existing one. -Switching weapons should be capable of being bound to a hot-key. -Displaying stealth mode on portraits when the central UI is minimized needs a rework, the small green square highlighting the stealth icon is still visible through the 4'th PC's portrait. -There should be a toggleable icon on the portraits showing the current activity of the character, also, if a character is currently attacking there should be a small icon above that character (like there is when they're using a skill) that resembles the attack cursor. -The total number of enemies that a character is capable of engaging should be shown on that character's information screen. -Stop movement on trap spotted would be an excellent addition to the auto-pause menu. Also, it's quite odd that the party doesn't avoid traps once they have been spotted, I have a hard time believing my mechanic wouldn't say, “Hey, watch out, there's a trap right there, how about not killing everyone... stupid Aloth.” -The inability to add markers to the map is a particularly glaring omission. Being unable to click on the map to move is kind of disappointing as well. -The cursor should be capable of being positioned mid-note with the mouse when taking notes in the journal. Or, if that isn't possible, the cursor should be capable of being moved with the arrow keys instead of forcing the player to delete what is written. -It would be nice if, when in the journal, quests & tasks were capable of being selected with the arrow keys instead of just the mouse. This capability would also be nice when perusing possible talents during level up. Really, every UI screen featuring a multitude of vertically listed entries, be they quests/talents/spells/monsters in the bestiary/etc., should be navigable using the arrow keys. -Holding ctrl+click-and-drag selecting other characters should add them to the currently selected group, similar to how you can add characters to the currently selected group by holding ctrl+clicking on their portraits. -An option to disable switching to fists while clicking to switch weapons would be nice. -It should be possible to zoom out when viewing the Od Nua staircase interface. -The icon for stairs should show whether those stairs go up or down, after a few days without playing it can be hard to remember which set of stairs heads down upon exiting the master staircase in Od Nua. It would be an excellent addition if the map showed 'Stairs Down' or 'Stairs Up' instead of just 'Stairs'. -It would be nice if it was possible to zoom in on the map. -It would be useful if it was possible to click on a region when looking at the world map and see that region's map. There are quests that describe geological features that could be seen through the fog of war, making this a practical addition. -Completed quests/tasks should be arranged so that the most recently finished is at the top of the list. Also, when a quest is completed and the tool-tip pops up, clicking on it doesn't actually select that quest when the journal is opened... it should. -Stronghold status updates should list the most recent at the top and continue in descending order. Currently the oldest is at the top and the most recent is at the bottom.
  20. Hail there... I would like to endorse the team for the general quality of the game. Really nice job, after so many years there is truly an old-flavour game out. In this post I'll outline/mention only 1 general drawback I witness. The general feeling of the game is a very nice blend of fantasy and grim-dark setting. At least to me (and with no spoiler reading so far) . Without having a kickstarter initial pledge, I got the chambion pack just to endorse the game. You have included several settings in the game for hardcore gamers (less feedback options etc.) . Also you made the game truly playable by old PCs. Nice. Why there isn't an option at least...to remove magic-enhancement weapon effects though? I mean...you've included even a humour effect option for big heads. Can't be so difficult to remove some of these high glamour effects from enhancements....that even my 5th level character can craft on simple weapons! I am wielding just a 1st tier enhanced weapon (flaming, slaying whatever) and I get the feeling I am wielding Elric's Stormbringer or Excalibur or something....apart from Graphics burden things...it's also unfitting I think to the rest of the game's touch. When and if I truly find Excalibur in game....how visualy is this going to differ from the rest....of the gear? A suppress "common" enhancements option, I think would be a nice addition. P.S when does a DLC with more..."manly"...companions comes out? Like you know old classic stuff legends. A classic dwarf warrior. A female necromancer. A barbarian. A little more....adult flavour companion stories.
  21. It's really annoying when I unpause an auto-pause because I'm trying to pause at the same time. It would be great if you were unable to manually unpause the game for 1/3 to 1/2 a second after an auto-pause. Thank you!
  22. - Character selection circles colored by the character color from inventory screen, would make it easier to just glance at see who's who in tight situations - Confused characters should act as neutral (yellow?) in combat. I hate when the party attacks their confused allies or can't attack (unless forced with A) enemies. - Action queue shows up top of the toolbar when selecting a character, and in the screen (dotted line for move orders). Chaincasting / using skills is quite tedious right now. There's a small window when the spell starts to go off to when it's cast while assigning new orders is confusing. - Pathfinding needs some work, with more than 2 melee characters (even if the other guy has reach) you need to micromanage every attack order. - Color-code items more, plain fine,exceptional etc. items should stay blueish, if the item has other magic properties make it green and if it's an artifact make it yellow/goldish/bronze tint. (Sell all plain items button anyone?) PS. The auto-pause options are amazing!
  23. Some UI elements appear very pixellated compared to the rest of the UI when upscaled to 2560x1440. TO REPRODUCE: Load the saved game attached on a PC whose monitor's native resolution is 2560x1440, and play at that resolution. Select Kana. Observe how the Chant icon and the stave look very pixellated compared to any other UI element. Access the map. Observe how green selection circles on the map are very pixellated. Go outside and reach the edge of the map to bring up the travel interface (world map). Observe how the icon that marks the party's current whereabouts is very pixellated. SAVED GAME: link. (again, can't attach it for some reason.)
  24. Heya So, I'm close to finishing Defiance Bay, been questing like mad and got a ton of items, and vendors selling a whole lot of items. The problem is, I don't know what any of them do. The Larder Door for example, the shield you get from the blacksmith quest at Gilded Vale. It says it grants bashing, but there's no explanation what it does. Now, I googled it and got an answer, sort of. All I understood it's used as an off-hand weapon of sorts. But there are a TON of items like that, especially on vendors with high prices, that I have no idea what they do. Shod-in-Faith boots you can buy from the forge-master at the Crucible Knights place. It's well and good it says Spell Holding: Consecrated Ground - Grants Consecrated Ground. But what is this Consecrated Ground ? What does it do ? I tried to buy it, and equip it, but I see no added effects or spells. Also, a lot of Spell Striking items. I read somewhere what they do, and I understand. But all of those items need to have proper, clickable, tooltips that show the proper spell description and an explanation how they work. I can't go around buying everything and looking for a fight to test those items :/
  25. Is anyone else having trouble discerning which character is which in combat? I know the green ring around your party member becomes a little brighter when he is selected, but the difference is too subtle and not bright enough. Someone should tell the devs to fix this. I know Silent Storm surrounded characters with green auras, but the environment colors were a bit more drab than PoE. ToEE only put the circle around the selected character. Any other ideas?
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