- Joined
- Jan 28, 2011
- Messages
- 100,749
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That voice set of Pallegina hints at an encumbrance limit.
Incidentally, do I even want to know how you tracked down this extremely obscure bit of information?
The conversation UI could take up the entire screen and you wouldn't technically be losing any functionality since the game is paused. I can sort of understand having a more minimal dialogue UI in a game where conversations happen in real-time and you might want to do other things concurrently, but it doesn't apply for PoE.
Might just be for the Stronghold mechanics.
No, he came up with the concept for cyphers.Might just be for the Stronghold mechanics.
The male wizard voice in PoE is Sawyer himself. Now that is a match made in heaven.Premature hockey mom voice for a godlike paladin from a fantasy world with tortuous names.
I think its a match...
Quick, quick! Man the defenses! Tim Cain is in danger of losing face on the Codex!
oh cool, i thought it was just brennecke/cain/weatherly. if all five of these are (still) on the project + they're all on bugstomping duties, the update this week is gonna be megaLead Programmer -Adam Brennecke
Gameplay Programmer - Tim Cain
Gameplay Programmer - Steve Weatherly [1]
Gameplay Programmer - Brian Macintosh
Gameplay Programmer - Roby Atadero
Potentially some big calls(tm) coming, but for now I think I'm going to attack the skills system - currently it's not achieving the design goals for the game. It is possible to gimp your character skill-wise by not assigning points optimally. I don't think the current triangle system is working, and should be either altered or changed.
Have to try and be reasonable though because skill values have been assigned to dialogues, so the solution kinda has to be coarse enough that it doesn't fuck up the way skills are checked in dialogues currently.
If anyone is finding the opposite/disagrees please state why, if anyone has any suggestions, please make them