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Krowley posted:That's rad. I wonder if Sworn Enemy applies to every enemy or just a specific type.
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# ¿ Apr 15, 2021 11:30 |
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Lotish posted:I can dig it. That screenshot looks sexy as hell. We set up a fight last week with (among other things) two aumaua barbarians dual-wielding battle axes. A lot of people provoked the fight at toe-to-toe range and the aumaua immediately Frenzied. It looked like they were just wading through the party cutting down wheat. Carnage rolls attacks and damage separately from the base attack, but it is still very nasty and bad news if a bunch of dudes are grouped up.
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The Crotch posted:EDIT: But is a spell wasted entirely if it gets interrupted?
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Elardh Dwr is a unique breastplate. It's Glanfathan for "Steel Swan".
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coffeetable posted:Just noticed the +2 from the amulet suppresses the +1 from the breastplate. Does the same system apply to derived stats? So if you have a +1 Con helmet which gives you +2% health, and a +4% Health breastplate, is the health bonus (but not the actual con bonus) from the helmet suppressed?
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Jimbot posted:When coming up with language, do you draw any influences from real-world languages? If so, which ones?
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Twobirds posted:As someone who finds the language-building fascinating, would I find some good reading in the 'World Almanac' add-on on the backer site?
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VanSandman posted:Oh God I'm going to stop and figure out how to position people pixel perfectly each time I change my party Rinkles posted:I'm guessing the scroll bar is a mockup or doth some mystery reside above Might? But yeah, that's the "top" of the sheet.
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User0015 posted:Give me this game already please, tia~~ Penetration is armor negation and it's something I'm less interested in attaching to Perception than Interrupt. If we did use Penetration as something modified by Perception, every attack that does damage would have a base Penetration that could be increased by Perception. It is more likely that we will stick to the old system, in which some specific spells and weapons have an inherent Penetration but other attacks simply try to brute force through DT the old-fashioned way (more damage). As a side note, we're extremely unlikely to have attribute prereqs for Talents. In the last Pathfinder game I ran, I removed ability score prereqs from every feat and it make no discernible difference to the balance of the game (of course, I also made all of the ability scores more equally valuable, which helped).
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Gyshall posted:Also, the update mentions equipment variations. Is that to say if I pick up an Iron Sword of Cool Stuff +1, and then pick up an Iron Sword of Moderate Stuff +1, they would have a different model? Or purely statistical variations? (or both)
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Yeah, it's her order, the Brotherhood of the Five Suns.
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Ratios and Tendency posted:How are we pronouncing Pallegina because, uh...
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I think we're going to support right-click AoE scaling at least for guard functionality. Yes, we are bringing that back for this game even though I am apparently the only person who used it.
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Fair Bear Maiden posted:Eh, thinking about it, I can see how Pallegina (palle = balls, also used for testicles + gina out of vagina) might sound silly, but despite being a native speaker that didn't really come to mind when I saw the name, it just seemed like a made-up Italian-sounding name. For Edér, someone told me about the German footballer Norbert Eder. Someone else told us that in Hungarian if you add a letter or two and shift an accent it's apparently some goofy TV character. Even if we directly used real world names verbatim, those names often mean wacky things in other languages. At least she's not named Salma.
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QVC Drinking Game posted:There was a guard function in IE games??? https://www.youtube.com/watch?v=PreAABChTyQ
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We're still tuning overall combat speed, which should be similar to mid-level IWD or BG2 combat. We also have a slow mode that drops the speed of the entire game world to about 50% (maybe even slower). You can play pretty big fights in that way without much (sometimes any) pausing.
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Wingless posted:Explain this "guard" business. In PE there will be a default radius but we want to allow it to be scaled.
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Most of the ability and racial bonuses that were absent for BG were added in IWD (and were definitely there in IWD2). IDK about BG2.
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It might be. Currently it's just a fixed (slow) speed. On the topic of GAMEHAX that are actually just little-known parts of the game, is everyone aware what clicking on matching open/closed brackets in F3/F:NV's hacking minigame does?
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Guard certainly wasn't required for ProGaming but it was useful.
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Wingless posted:This raise the problem of how do you reward any sort of devious thinking or extra effort on the player's part?
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Wingless posted:I did not think making a general comment on reward structure in computer games would provoke such a weirdly snarky response. SurrealityCheck posted:If you have an XP system you already have an explicit reward structure for the player. It makes sense to have that reward structure incentivise playing the game in an interesting way; players will go for the long term reward over the short term gameplay reward almost every time simply because that is how people play RPGs. In-world reactions are something we will always emphasize because those reactions are purely for role-playing purposes. Sometimes the reactions are positive, sometimes they are negative, but they are intended to typically (though not always) align with the role the player sets out to play among the world's characters. If you're playing Alpha Protocol and Mike just starts blasting marines at the Embassy, I doubt players are negatively surprised by the reaction they get from other characters for it. You start blasting marines because of the reactions you're going to get!
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Something I don't think I've mentioned about the AoE increase from Intellect: it's actual area that increases, not radius, which helps keep sizes in the "helpful" rather than "insane" category.LogicNinja posted:Hey, speaking of sneaking, have we heard anything about how stealth is going to be handled in this? I didn't find the BG2/etc implementation very satisfactory. All characters can invest in the Stealth skill, though rogues and a few other classes start with a bonus in it. When you enable Scouting mode (which is used both for stealth and searching), you will see circles of varying radii around your characters (exact visualization TBD, but we want it to "fit") based on their Stealth skills compared to a relative average of creature perception ratings on the level. There is both a minimum and maximum base size for these circles. If the characters are bunched up, at the places where the circles overlap, they merge together to essentially form what looks like a "cloud" of no-touch-zone. While Scouting, all party members move at walking speed. AIs also have circles around them, an inner and an outer. Touching the outer circle of AI will cause it to investigate (move toward you). Touching the inner circle blows THE RUSE and they either initiate conversation or go hostile based on their AI state. In many areas, creatures have static positions or short wander radii, but we try to include one or two patrollers to increase the challenge of navigating through areas. We don't use light-level, facing, or other mechanics as part of stealth because it becomes extremely complicated and difficult with six characters. However, even this simple implementation is enjoyable and feels much more consistent than what was in the IE games. In one quest I recently played through, I knew where I needed to go but there were some guys arguing outside. Instead of seizing the initiative, I waited to see what they were talking about before going in. Once I realized I needed to move, they started to go on patrols. I belatedly attempted to back out but I bumped into one of the guards' outer radii. He moved to investigate, I couldn't get away fast enough, he initiated combat, and my party was sort of caught in the lurch. It made the battle much more challenging, but it was fun to play with and when I failed, I knew exactly why and it totally made sense.
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LogicNinja posted:Sounds interesting, and definitely better than the Baldur's Gate style "hit the Stealth button and we roll a die behind the scenes and find you or not". To be good at stealth, you need to determine the way between the AIs that will keep you the safest distance away from them. Moving will also slightly "grow" your circle, so knowing when to stay put and when to move is important. A lot of it comes down to observation, planning, and timing. It is unlikely to be ultra-complicated, but should make you think. Positioning is often important for how combat starts/goes down. If you just barrel into a group, the enemy "linebackers" (forward melee folks) will Melee Engage your dudes to prevent them from rushing toward their wizards, rangers, etc. Being behind that enemy line to begin with can be very advantageous, as it can be to flank the group.
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Rinkles posted:How do you steal if all AIs have an inner circle?
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verybad posted:I'm confused here - what's the purpose of the circle around my characters? Does the enemy detect me when their circle touches my circle, or when it touches my character? If it's the first, since the radius of the circle is based on the average perception rating, does that mean an occasionally an enemy will detect me even though our circles are not touching? That could lead to some frustrated cries of "Bullshit!" from players, I imagine. quote:Actually I'm a bit curious why you wouldn't include lighting levels with this system. It seems very simple: stand in a dark spot, your circle becomes smaller; stand in a bright spot, it grows. Since the circles give constant feedback to the player, and it makes intuitive sense that hiding in shadows is easier than hiding in broad daylight, it's not like there would be a problem with players not understanding the system or anything. I suppose it's a level design issue?
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Prokhor Zakharov posted:So will stealth oriented rogues get some abilities like smaller detection circles, faster scouting speed, etc?
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GreatGreen posted:How far apart can we spread our party members and still keep them in the active party?
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We're trying to make sure this will run on a wide variety of machines. It's too early to give definitive specs, but you shouldn't need a high-end machine in any way.
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Some weapons have an inherent Deflection bonus, but those bonuses are low compared to what you get from a shield.
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AXE COP posted:I'm kind of sad about that because the d'Artagnan style duelist is my favourite archetype to play in fantasy games, and they almost universally suck.
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xthetenth posted:With the way accuracy bonuses go, even if you're already accurate to the point of hitting basically all the time, you'll still see a benefit from getting more crits, right?
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DatonKallandor posted:How are you doing frequency of attacks? Does "more attacks" also mean "faster attacks" - as in animation speed of attack because you need to fit them into a certain time window?
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DatonKallandor posted:Does an interrupted animation lead to straight up lost damage or would the attack just get pushed to later in the attack cycle? Or is there no cycle at all (like the 6-second turn of Baldurs Gate). QVC Drinking Game posted:Sorry if this has been covered, but will there be visual elements that display AoE radius? I'm totally psyched for friendly fire but it got annoying in BG2 when you misjudged the radius of a fireball and toasted a nearby guard or something. NWN2/Dragon Age radius displays were a lot better.
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We do not have a lore explanation for why you can only wear two rings, sorry. We do use the two ring limit and the reasons are 1) overall game balance 2) tradition.
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Sunning posted:Are there limitations on certain equipment setups similar to how magic protection items didn't stack in older Infinity Engine games that ran ADnD 2.5e? e: In the character sheet, we will show suppressed effects in italics so you can see what is being stomped by other items/spells.
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Overminty posted:Out of curiosity how do you determine which items' bonuses are used when you have more than one providing the same bonus? rope kid fucked around with this message at 21:10 on Jan 28, 2014 |
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Gyshall posted:Awesome. Is this to prevent potion spam/superbuffing?
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Mymla posted:What happens when abilities like this one crit? Same as a hit? Applies some sort of debuff to the target? Dr. Demon posted:Concerning animal companions, will there be multiple species of animals to choose from? If so, will different species have different abilities, or will it be mainly a cosmetic choice?
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# ¿ Apr 15, 2021 11:30 |
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Captain Scandinaiva posted:I have a question about the UI, or more of a wish really. Will more detailed information about the game mechanics be integrated in the UI through tooltips and such? When playing many of the Infinity Engine games for the first time I often found myself confused on the mechanics. Today one also rarely has a paper copy of a game's manual ready, and it's a bit cumbersome to tab out and search a pdf. I think it would be great to have as much information from the manual as possible in the game itself. In the combat log and character sheet, we will also be supporting brief/verbose outputs of formulae. Hovering over an entry will always give a verbose breakdown of what's going on.
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