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Showing results for tags 'queue'.
Description: Basically, if you go into any fight with a Cipher and you shift-queue something like 10 mind blades, even if you reach 0 focus you will keep casting mind blades (which costs 15 focus). Steps to reproduce the issue: 1) Find an enemy 2) have someone tank it 3) queue 10 mind blades 4) you now have infinite mind blades I don't believe it is necessary to provide savegames due to how easy it is to replicate the issue. However, if it is required I will upload some.
I'd love having the ability to shift-click to queue up movements (aka. waypoints), even if the pathfinding works flawlessly it'd be a nice feature to have to navigate in close quarters. Also, playing BG2 again, after having played a number of more recent squad/group based games, I've missed being able to tell a character to cast a spell, then shift-click an enemy to queue up an attack command. The commands would be executed in order, and discarded if impossible. I understand adding the ability to queue up any amount of actions can have a number of implications on gameplay, but it's something I actually reflexively started trying to do in BG2 (annoyingly cancelling any other action I had just given that character), because it felt like it should be there. Clicking an action would assign a new command (cancelling the action queue), shift-clicking an action would queue it, clicking an action in the queue would remove it from the queue. Any thoughts? Would adding queued actions remove some of the fun in combat, or would it ease up on tedious micro control, and let you focus on making broader tactical decisions? I like how the queueing system would concentrate the micro management in bursts (which can arguably be equated to making it more fun). Simple fights would be made less tedious, while hard fights would not benefit from queuing more than 1-2 actions, as you never know how they'll play out & you need maximum control.