Search the Community
Showing results for tags 'action'.
-
I am a player of Grounded and I am very interested in this food system update, but I found that there are many fly in the ointment: 1. I think we can add some food modeling mods, which will make the food more attractive 2. I hope to increase the table, or the action of eating, so that the player can be more immersed in the game experience. 3. Since the overall game is designed in the context of children's summer camps and outdoor activities, I hope to increase the emphasis on the food system.
-
[4.0] dex recovery speed not correctly applied
judgebeo posted a question in Patch Beta Bugs and Support
After appliying the bless of berath dex is 20 (+30% recovery speed) buy once weapon is equipped it only applies a 23% https://i.imgur.com/peDUlM6.jpg- 3 replies
-
- Bugdexterity
- recovery
-
(and 1 more)
Tagged with:
-
I find it very obstructive to have 'Action Icon', 'Recovery Bar' over PCs' head right in the middle of combat. Apart from that, it's ugly to look at, being that it takes away from the stunning game visuals. As has been requested by many backers in different threads, it would be an easy task to pass that info down onto the character portrait. PCs should have *nothing* above their heads, that is why the UI is there. Please, do that.
- 31 replies
-
- 10
-
https://www.humblebundle.com/doublefine Everyone needs to vote for Mega Ninja Troopers. Especially if you live in the Bay Area. Don't even bother paying for more Pen Ward's games. Great writer, but that's what he should stick with.
- 10 replies
-
- double fine
- adventure
-
(and 5 more)
Tagged with:
-
Just musing over a point that I've noticed while playing PST recently. I've played a lot of IE games and installed various mods as well. Different writers use a different style to accomodate describing actions / other narrative as part of the dialogue. Some use (parentheses), some use *asterisks*, some use traditional "speech in quotes". Just wondering how you prefer it to be handled. Examples: You'll have to pay for that! (her eyes dart between your party members, trying to keep you all in sight) 1. Ok, we'll pay 2. (Attack her) 3. (Run away) You'll have to pay for that! *her eyes dart between your party members, trying to keep you all in sight* 1. Ok, we'll pay 2. *Attack her* 3. *Run away* "You'll have to pay for that!" her eyes dart between your party members, trying to keep you all in sight. 1. "Ok, we'll pay" 2. Attack her 3. Run away You'll have to pay for that! her eyes dart between your party members, trying to keep you all in sight 1. Ok, we'll pay 2. Attack her 3. Run away Or is there a better way?
-
Something that started here: Thats an ingenious idea, there could be some synergy. Not too much but some links. A good example could be a some kind of Demon cult in PE but the actual Demon lives in Numenera Adding another idea for dimensional stuff: - You find a sword without a blade in Eternity, it is a key for some door. Nothing really special about it, it's a key. - In Numenera a Blade appears from nowhere during some side-mission sequence and stabs some guy/thing in the back. Direct reference. What do you think? What I mean with "The Fade" is this: More ideas are things like... mirror characters, one is Corrupted in Eternity, the other is Pure in Numenera, but it is clear (if you play both games) that they are the same character! They could be different "perspectives" of different characters. Mirrors. EDIT: Discussion thread over at Numenera Forums. What do you, Eternity fans/developers, feel about this sort of relationship?
- 32 replies
-
- 1
-
- cross-game
- relationship
-
(and 3 more)
Tagged with: