January 24, 20188 yr I really appreciate what they are doing with the overland map. It fits with the game and the exploration\islands theme, much better than a classic static map like we had in Poe1. There is a problem tho, i really wonder if they'll add a day\night cycle because it feels odd to see the upper-left clock and time (with sun\moon icons) passing, but no real effect to see. I'm pretty sure this may add a lot to the exploration mood the game is trying to achieve.
January 24, 20188 yr Oh I would love that. With that a nice change of ambient sound - singing shanties and sound of people shuffling around in the day, with more muted activity at night.
January 24, 20188 yr It would certainly enhance the exploration mood, but I suspect it's a bit too much work so close to release. Perhaps in a later major patch or expansion? Civ 6 did this really nice, for instance. *** "The words of someone who feels ever more the ent among saplings when playing CRPGs" ***
January 24, 20188 yr Author It would certainly enhance the exploration mood, but I suspect it's a bit too much work so close to release. Perhaps in a later major patch or expansion? Civ 6 did this really nice, for instance. I think it can be made with little effort if you don't add special effects but just work on fading saturation\lighting levels. Only effects needed are 2 versions for important places images, one for daytime and another with lights for nighttime. Edited January 24, 20188 yr by Mazisky
January 24, 20188 yr They already have day night cycles for locals. Wouldn’t the same filter (or whatever it is they do) do the job?
January 24, 20188 yr You're right, guys. In the beta, I've myself come across bugs that show that the overland map is literally just an overlay. Underneath it, an area is already loaded, and your characters are there in the background, the same goes for scripted interactions. Most of the tech is already implemented, so I say go for it! *** "The words of someone who feels ever more the ent among saplings when playing CRPGs" ***
January 24, 20188 yr I believe the Process is called "Color Grading". They have this System since the first POE, so I guess that'd be super simple to implement that on the World Map drawing. More work though, if you want ambiance variations between day & night while at sea. Edited January 24, 20188 yr by DexGames
January 24, 20188 yr I believe the Process is called "Color Grading". They have this System since the first POE, so I guess that'd be super simple to implement that on the World Map drawing. More work though, if you want ambiance variations between day & night while at sea. Maybe, maybe not. Depends how much work will be put into the ambiance. If its rich enough, it might be enough to tone it down a bit for night cycle. More of a wish, rather than demand.
February 2, 20188 yr It's already in! In this latest patch!! *** "The words of someone who feels ever more the ent among saplings when playing CRPGs" ***
February 2, 20188 yr It's already in! In this latest patch!! Darn, you were first to bring the good news Edited February 2, 20188 yr by Wormerine
February 2, 20188 yr I really, really like how your crew members consume food, and how quality of food increases/decreases morale. A nice interplay between party adventuring and sea travels. And that when you crew repairs the ship one point per hour, and you travel on land it is still happening and you get a pop up about loosing tools - those constantly working background systems immediately make game feel more alive and sparkle imagination.
February 2, 20188 yr Haha I was actually looking to dig up this issue. Im glad you all got to see the change I like big bugs and I cannot lie...
February 3, 20188 yr Author Well done devs, well done!!! I like that you consider important even small details ))) Good devs Obsidian