I think DOS handled that perfectly. I also love gridless.
His preference is for hexes which is fine with me.Roguey Josh likes gridless turn based combat
I've been told that it does not. Inconsistent targeting, the utter absurdity of having idle animations change the hitbox (which would be less of a problem if there was a second click required to confirm like in Shadowrun Returns).I think DOS handled that perfectly. I also love gridless.
http://www.reddit.com/r/DivinityOri...e_the_overlyspecific_hit_boxes_a_frustrating/In around 36 hours I've yet to encounter a single instance of having difficulty targeting what I want to, but I suppose the fact that you are free to target anything with whatever means that you can easily damage your party members if you have the reflexes of a 90 year old man.
Yes, I remember that one - they just didn't realise that standing in blood had the same effect in terms of electrocution.Moreover someone on this forum complained about being electrocuted even though their character wasn't standing in the water, just near it.
Likely there was a pool of blood at their feet that connected to their character and electrocuted them. This happens a lot without the leech trait.Moreover someone on this forum complained about being electrocuted even though their character wasn't standing in the water, just near it.
could care less
impossible because NWN is about user mods and prerendered backgrounds make that extremely difficult.NWN3 in PoE's engine would be...
oh? I didn't get the memo, apparently. I've dumped hundreds of hours into NWN games and never even knew there were mods for it (although, now that you mention it, I think I remember something about a toolset in the first game)impossible because NWN is about user mods
New orleans would actually be a fantastic place to set a post apoc game though
Has there ever been a turn based game with a grid in combat that had free movement outside of it. Nearest I can think of is Fallout 1/2 which was obviously hex base outside of combat and led to the classic "I don't know how to walk in a straight line" problem of hexes which looked weird. JA2's use of squares was the same way but didn't have as much zigzag movement. It shouldn't be TOO hard to make one ("snap" characters to the nearest hex/whatever when combat starts) but I'm curious if it has ever been done.