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Showing results for tags 'speed'.
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For some reason Ituumak has a movement speed of 0. Buffs to his movement speed allow him to move again at the speed being added (the only one I could easily find that could effect a ranger's companion animal was the chant Blessed Was Wengridh, Quickest of His Tribe) No clue what caused it, but some stuff that might logically relate that took place between when I last saw my good pup move and when I noticed his crippling disability: I put the boots of speed on Sagani for a while, and then took them off. I got revive companion and used it several times, including atleast one time where he
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Itumaak move speed bug
Nakeru posted a question in Pillars of Eternity: Technical Support (Spoiler Warning!)
In battle, Itumaak is moving incredible slow, probably at half speed. Out of battle, moves completely normal. I've had the new 3.01 patch for a bit and it didn 't happen until recently, last couple days. Tried restarting game, removing her from party, resting, nothing works. -
For those of you unhappy with the need to walk slowly to be able to detect hidden objects, I've just made a mod to "fix" this. With the mod, Stealth Mode uses the normal run animations. Currently only supports Windows and not compatible with the IE Mod. When I get more time, I'll figure out how to incorporate it into the IE Mod. Get the mod from Nexus.
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Hi there -- I wanted to open a discussion on what sorts of statistics should be modelled in weapons, and why. What should the numbers inherent a weapon do? How realistic or simple should this be? Should this be simplified to fit gaming and fantasy tropes? Should it be informed by realism? What are the pros and cons of each? Here are some quotes, sans images, from a guy who knows what he is talking about on different forum on this topic: "Size (thus suitability for different types of fighting, as in indoors / outdoors, in a grapple or not) Reach (largely a function of size) as in,
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Hello, I'd like to talk a bit about the flow of combat or more specifically combat speed. I believe this is intricately tied to the mechanics, so it's probably better discussed now than later. I think that extremes are unfeasible: If combat is too fast, I foresee two outcomes. Either it will become very twitchy (fast reactions and command giving; think competitive strategies) or it will require pausing the game very often. While this is basically the essence of real-time with pause I believe it can detract from game play as well as aesthetics if it's TOO often. As a practical example of a