Search the Community
Showing results for tags 'turn based mode'.
-
Loving the fact that we finally have a working (kinda) turn based mode. Bugs I've seen in every combat so far: 1. Reach weapons don't work as intended. If you have a reach weapon, the character will show the area they can hit, and then walk right up next to the monster anyway before attacking. You can bypass this, by not telling them to attack, but just move. And then telling them to attack once they're in range, but I don't think this is working as intended. 2. Kana (and possibly all chanters?) freezes combat. Every time it comes to his turn, if he just does a basic attack the game goes into a "Waiting" state and never comes out of it. It appears that the game is getting hung up on him trying to chant his next phrase after his attack. 3. Disengage isn't working as it did in RTWP. If your character moves .0000001 of a micrometer, the game thinks you've disengaged, even though you never left engagement. This happens against the player's will during some action animations in which you haven't moved at all - the game registers the animation as movement, and the monster gets a free attack on you. 4. Line of sight is almost completely broken in every situation. Even when showing a % to hit (which implies to the player that it can hit), spells and ranged attacks won't work. And AoE spells (like Fan of Flames) hit the environment, not the monsters. 5. Pathing for monsters is also broken. The fight(s) in the Cad Nua cellar against all the spiders is a great example - monsters will be in the turn order, but not actually act. Or they will be close enough to be in the turn order, but not get added to it. Most often if there are more than just a couple monsters, they all take the exact same path to the player, which causes bottlenecks and the game to hang up while it's trying to figure out what they can do. 6. I'm not sure if this is intentional or not, but there are also many combats in which the monsters will all act 2 or 3 times before the player gets to. Turn order implies everyone gets a turn, but I'm not sure if you had something else in mind. So this could be a feature, not a bug. If it is a feature, it's a huge turn off for a mode that should have been much more enjoyable to those of us who hate RTWP.
- 7 replies
-
- turn based mode
- beta
-
(and 1 more)
Tagged with:
-
First off, a big thank you for bringing this to PoE1. I've always held the opinion that if the first game had a turn-based option it would be my favourite over its sequel, I hope the full release is brought to ps4, I'd have a new favourite CRPG. (Mainly a console guy) Anyway, a couple of issues I've noticed so far: 1. When using a chanter in combat, the game will sometimes get "stuck" whilst the end turn button just says "Waiting" and I'm unable to proceed. I saw a similar report about this and would like to add that when this happens, my rangers' animal companion's name is at the top of the scree, as though it's selected. Not sure if there's a correlation there. When trying to quickload to escape the situation, I end up with a black screen, but with audio, and I have to force-close the game. 2. The pathing on enemies can sometimes be a little whacky, sometimes not attacking when they clearly should be or sometimes they'll go all the way around a corridor and come out of the other side instead of just walking 3 feet towards me. 3. A similar issue can also happen with my party members, sometimes if they can't quite make a shot they will break out into a strange jagged run (almost like they're lagging across the battlefield) and simply keep moving towards the enemy until they're out of movement points, rather than attacking. There are much more in-depth reports to come from others I'm sure, I just wanted to report on my experience, I really want this to be as good as it can be. Thanks!
-
- turn based mode
- pillarsofethernity
-
(and 2 more)
Tagged with:
