2house2fly
Magister
- Joined
- Apr 10, 2013
- Messages
- 1,877
It's just some Something Awful poster messing about in the game files right now, but if he can do it presumably anyone can once the game is out
How much time passes when you're traveling from one location to the other on your ship?
Think they mentioned some quests having a time limit and/or only being available at certain times of day.
This was pretty good.
Think they mentioned some quests having a time limit and/or only being available at certain times of day.
yeah, also It's easy to just run in circle for few seconds while in map to switch to night or day in case.
With P2, they've been further working on the AI, and the base combat systems -- pathfinding, collision circles, engagement detection (btw I'm quite sure they still use engagement as before under the hood, they've just removed disengagement attacks in some conditions and adjusted enemy AI accordingly), etcetera
I cross-quoted this from the other thread
With P2, they've been further working on the AI, and the base combat systems -- pathfinding, collision circles, engagement detection (btw I'm quite sure they still use engagement as before under the hood, they've just removed disengagement attacks in some conditions and adjusted enemy AI accordingly), etcetera
Sorry mate. I hate to be the bearer of bad news but nope, they have not. They have just disabled it completely, likely out of ignorance/oversight, in the sense that they simply think of engagement as an ability and flicked the 1 0 switch rather than thinking of it as it's two components. When we disabled it for the first time doing testing for the IE mod, it was *immediately* noticeable how fucking stupid the AI targeting became, and that the AI completely relied on engagement as the player-controlled aggro mechanism. When you turn it off, you almost have none. That is why we kept the AI targeting clause.
They have definitely improved pathing, and now it is even easier for enemy units to slide around in combat to reach their desired target, using positioning for this purpose is almost completely nullified save for sticking the engagement guy out ahead to snag a couple of guys whereas in PoE1 at least when I played it was pretty easy to position your guys in a manner to block enemies, now they slip through gaps and will go all the way around everyone just to reach lowest deflection guy you placed at the back.
Planning to do any videos as feedback o mighty sensuki?
Are portraits in the beta supposed to be placeholders/unfinished?
Why spend my time on something that doesn't benefit me?
Because I played those games and enjoyed them. Viking was great, I was glad I was able to do some testing for it.
Wait, you paid big bucks to get into beta for PoE2 after PoE 1 got you so angry you could not even finish it once?I cross-quoted this from the other thread
With P2, they've been further working on the AI, and the base combat systems -- pathfinding, collision circles, engagement detection (btw I'm quite sure they still use engagement as before under the hood, they've just removed disengagement attacks in some conditions and adjusted enemy AI accordingly), etcetera
Sorry mate. I hate to be the bearer of bad news but nope, they have not. They have just disabled it completely, likely out of ignorance/oversight, in the sense that they simply think of engagement as an ability and flicked the 1 0 switch rather than thinking of it as it's two components. When we disabled it for the first time doing testing for the IE mod, it was *immediately* noticeable how fucking stupid the AI targeting became, and that the AI completely relied on engagement as the player-controlled aggro mechanism. When you turn it off, you almost have none. That is why we kept the AI targeting clause.
They have definitely improved pathing, and now it is even easier for enemy units to slide around in combat to reach their desired target, using positioning for this purpose is almost completely nullified save for sticking the engagement guy out ahead to snag a couple of guys whereas in PoE1 at least when I played it was pretty easy to position your guys in a manner to block enemies, now they slip through gaps and will go all the way around everyone just to reach lowest deflection guy you placed at the back.