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Pixel Movement Testing |
Posted by: Neus - 02-07-2017, 07:07 AM - Forum: General Discussion
- Replies (38)
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I will be hosting a testing server over the next few days in order to test out a new movement system, to see how it works in an online environment, what impact it has on the game, to find areas that I forgot to address, etc.
What's pixel movement?
Currently the game uses tile based movement, meaning when you move, you are moving an entire tile. With pixel movement, it's possible to make subtler movements. Note that battle movement is still a full tile; nothing in the battle system will be changing as a result of this.
Why bother?
The main reason, I suppose, is because it is more elegant to do speed adjustments for movement in this fashion. It's possible to just make the game add a longer delay between steps, or make steps 'seem' longer, but you lose some fluidity. If you decide you want to move in a different direction mid-step, you can't do that. Pixel movement allows speed adjustments while maintaining control of motion.
It's not really a big deal in towns, but for overworld movement, I have some things I would like to do that pixel movement would be good for.
What am I looking for exactly?
Mainly, I want you to be looking out for things that don't move correctly in this system. Does something that normally moves fine not really move well? Walking monsters, bargoing NPCs, Shael, and so on.
Known Differences / Issues - Party members are now represented by a sword icon above the leader. The reason being that I couldn't find or come up with a good solution for the previous 'trailing party' in a pixel movement environment.
- Mouse movement does not work on the overworld. I would like to get this working, at some point, but it was giving me issues, and it wasn't important enough to delay a test over.
- Overworld speed is much slower than you are used to. No more speeding from one shore to the other in two seconds.
- There is a jammer on the overworld who will wander around and probably chase you if you get too close. He won't actually do anything, but was one part of the future plans that I was messing around with. He should stay on the overworld, follow you when you get close, stop following you when you get far enough away (or if you lead him on too long).
Any discussion can go in this thread. If you find a bug with the new system, please post it in the Beta Bugs forum (not the normal bug report forum). Note that until testing is completed, the game will continue to use tile-based movement, so future updates won't include these changes if they turn out to be unexpectedly unstable.
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Gross Incandescence |
Posted by: Trexmaster - 02-07-2017, 05:41 AM - Forum: Bug Reports
- Replies (2)
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Glowing (at least from Delvers) persists after battle, until its duration expires.
Get hit by Angler Light. End fight, still have Glowing from it, end another fight with no Delvers, still have Glowing, but it's got a round shaved off the duration.
It also persist through logouts, as I've tested on another character.
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But...thug life.... |
Posted by: Haunted Evil Pajamas - 02-07-2017, 03:41 AM - Forum: Bug Reports
- Replies (2)
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Improvised weapon counts as a dagger (I think) as you to use dagger skills with it, such as flying dagger, and starting final flare.
However, if you start final flare with an improvised weapon, when you attack with the weapon, it doesn't trigger the final flare.
(On another note, what does an improvised weapon scale off of?)
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Critting Blackknights seems wrong... |
Posted by: Poptartu - 02-06-2017, 10:33 PM - Forum: Balance Fu
- Replies (14)
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Welp, here's the issue I came across. I'm over invested in skill and luck as an agile machination up against a blackknight with no other crit evade then the classes passive one. I however, am literally incapable of critting them, or nearly. My crit chance came out to 5% against them in the most optimal situation. I don't have a bow specifically for critting, per say. But this seems ridiculous when the entire point of this build is to crit, and one passive from a class negates their existence. Pretty sure I have no chance to crit faith builds reguardless. Bleached fang also likely just negates my existence because crit evade bonus. Says I have a 99% crit chance with this bowgun, which is really bad for a crit build sure. But really being unable to crit someone cause of one boost when that's your gimmick is disgusting.
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Lead tempest. |
Posted by: Lolzytripd - 02-05-2017, 10:54 PM - Forum: Balance Fu
- Replies (8)
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Currently its intended for lead tempest to spectacularly fail when used by any gun without a proper gun subtype
this only affects things mutated into guns.
My argument is that its not unreasonable to change this to allow any gun, even those not born guns, these ....Trans guns to lead tempest.
~~~~~~~~~~~~~~~~~ How pre existing guns still do it better
Pistols-got akimbo
Shotungs-moar power
Rifles-Best weapon part ever (sniper barrel)
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Hit the gym (Mage battle weight issues) |
Posted by: Autumn - 02-05-2017, 09:42 PM - Forum: Balance Fu
- Replies (18)
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Related to this bug: http://www.neus-projects.net/viewtopic.p...amp;t=4428
Yes, a balance thread on tome weight! Betcha' didn't see that one coming.
It seems that mages (who dont build STR and opt into other stats) tend to have problems with their battle weight due to tomes being super duper heavy (Seriously, these things can be 20+ weight, and thats not counting your armor and accessories that add up), could we see a base battle weight increase or a decrease to tomes overall?
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