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 Post subject: Re: Fixes and Requests for 1.05
PostPosted: Sun Aug 01, 2010 11:58 am 
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obiwan wrote:
It is possible to make the player turns go quicker compared to monster turns. Most easy way to see this is with pressing space bar.

Isn't that how BW implemented the in-game effects of your Speed stat? I'm pretty sure that as your Speed goes up, the enemies in the game will appear to move more slowly.


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 Post subject: Re: Fixes and Requests for 1.05
PostPosted: Sun Aug 01, 2010 4:05 pm 
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xolotl wrote:
obiwan wrote:
It is possible to make the player turns go quicker compared to monster turns. Most easy way to see this is with pressing space bar.

Isn't that how BW implemented the in-game effects of your Speed stat? I'm pretty sure that as your Speed goes up, the enemies in the game will appear to move more slowly.

That wouldn't account for a 4-turns-over-1-creature-turn in some cases, becoming a 1-turn-to-1-turn-ratio in other cases.

Also, the characters this seems to be happening with are Mages, and if there's one Attribute I'm going to 'short' with Mages it's Speed! So I'm guessing neither obiwan's Mage, nor mine, are 'Speed'-Demons... ;)

It sounds like this is some kind of 'engine bug' involved with the timing of pressing the space bar.


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 Post subject: Re: Fixes and Requests for 1.05
PostPosted: Sun Aug 01, 2010 6:25 pm 
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It basically renders those Borehead beetles useless.


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 Post subject: Re: Fixes and Requests for 1.05
PostPosted: Mon Aug 02, 2010 2:35 am 
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IJBall wrote:
  • The bigger issue was my 'Feat': I was Level 32 in Swords by then, so I can 'Riposte' which should have "reactivated" about every 5 turns after use. However, 'Riposte' was definitely not reactivating after 5 turns when fighting zombies and such, in Westwillow - I was running around way more than 5 turns and 'Riposte' still wasn't coming back on. Eventually, it would reactivate if I went back to actual striking combat; but running around wasn't getting me my Feat reactivated.

    The weird this is, I've only seen this issue in Westwillow (maybe because I was doing more running around?...). But I haven't seen it in Hammerlorne, for example.

Interesting follow-up:

When I (one-hit!) killed Captain Morgan in Port K. with my same sword-wielding Fighter character, once again my 'Riposte' Feat (which you are forced to use when attacking 'friendly' NPCs) would not reactivate/refresh.
(So if BW needs a Save Game for this 'bug', it should be easy for me to produce now...)

However, when I killed Captain Morgan with my other bow-wielding Ranger character's 'Focus' Feat, there was no problem with the 'Focus' Feat refreshing.

So it would seem that the 'countdown refresh' problem might be specific to the 'Riposte' Feat (and possibly Thrown Weapons' 'Overwhelming Volley' Feat, re: Farwalker's previous points?...).


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 Post subject: Re: Fixes and Requests for 1.05
PostPosted: Mon Aug 02, 2010 11:58 am 
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I've noticed that problem as well. If you get into a fight and then there's no fighting immediately afterwards, you don't regenerate feats.


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 Post subject: Re: Fixes and Requests for 1.05
PostPosted: Mon Aug 02, 2010 11:22 pm 
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OK, I'm loving the Reveal Map spell at Level 6! :) Check this out!

Attachment:
RevealMap-Everdale.jpg
RevealMap-Everdale.jpg [ 32.92 KiB | Viewed 948 times ]

Torches, chests, doors, and people! all showing up! Even wells show up as light blue dots!! :D
(Still - the one place where I like Book I's Cartography better? In Book I, I'm pretty sure barrels showed up with a completely unique color, whereas they don't seem to in Book II...)

Anyway, my one suggestion (I'll add this to my other thread as well...) - I'd like it if the Reveal Map spell's duration was increased to 100 or 160 turns. I can't think of any reason why this change shouldn't be made...

But, one strange thing:

Attachment:
RevealMap-Farrock.jpg
RevealMap-Farrock.jpg [ 30.41 KiB | Viewed 948 times ]

Why is it that with Cartography at Level 18 the (dark brown) borders of the Farrock caves isn't showing up (when it does with Cartography at Levels 1-5)?...


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 Post subject: Re: Fixes and Requests for 1.05
PostPosted: Wed Aug 04, 2010 5:01 am 
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Because the wall and floor colours are exactly the same, so you are still revealing the walls, you just can't tell that because they appear to be floors.


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 Post subject: Re: Fixes and Requests for 1.05
PostPosted: Wed Aug 04, 2010 6:52 pm 
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Rowanas wrote:
Because the wall and floor colours are exactly the same, so you are still revealing the walls, you just can't tell that because they appear to be floors.

Ah, so it's not a bug, it's a feature? :wink:


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 Post subject: Re: Fixes and Requests for 1.05
PostPosted: Wed Aug 04, 2010 7:14 pm 
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Farwalker wrote:
Rowanas wrote:
Because the wall and floor colours are exactly the same, so you are still revealing the walls, you just can't tell that because they appear to be floors.

Ah, so it's not a bug, it's a feature? :wink:

If the 'cave walls' aren't a different color or shade than the floor, I'm going to consider it to be an "underdeveloped" feature, then! :P :wink:

(I was going to request that open barrels get a unique color in Cartography, like they did in Book I. I guess I'll add 'cave walls' to my request as well! :mrgreen: )


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 Post subject: Re: Fixes and Requests for 1.05
PostPosted: Thu Aug 05, 2010 6:56 am 
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I've got a suggestion. It's overlooked, but I think it's important to the game.

So, there I was, camping north of Edon for the XP filled piñatas we call Rift Harpies, hacking away at full strength against anything nearby, and occasionally miming out the actions of my glorious hero to help me imagine the scene (yeah, I do that. It's the only exercise I get on a lazy day) and it hit me how preposterous it is that my hero can fend off all of those birds, swooping and scratching, while also hitting one of them AND riposting the rest.

I know heroes are supposed to be glorious and awesome, but it's getting a bit silly. To deal with this, I'd like to suggest that grouping up be bad for our protagonist. The more creatures around you, the harder it is to dodge them all.

Ever wondered how the hero manages to attack with 80% Hit Chance, while dodging two Taurax Legionnaires and a trio of javelin throwers? I have, and it just doesn't work out unless the combat rounds are 10 seconds long, and if it takes the hero 10 seconds to cross 7 yards at full pelt, he's doing even worse than a fat guy with chronic asthma (me).

Why full pelt? Because they've been chased by wolves, and I'm pretty sure that the wolves are running, not slowly sauntering towards their prey, so if they're running full pelt and not catching the protagonist, that means he must be running at wolf pace, which is certainly full pelt for a human.


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