It's in the character sheet. Go to the inventory and hover the mouse over the character level in the bottom part of the portrait to see how much experience you need to level up. The blue circle around the portrait gives a graphic indication.Only thing i dont like about the UI is , where the hell is the xp bar. Else its very convenient , never been fighting with it unlike bG3.
No. The point isn't absolute numbers - those are meaningless - it's the geometric growth that makes HP bloated in DnD. If a lvl 20 character has around 20 times more hp than a lvl 1 character - that's bloat, and it doesn't really matter whether that describes a 20000 to 1000 relation, or a 200 to 10 one.Fixed for you.
On 2e, lv 0 commoners had d4 hp(1~4). Vecna, a demigod Lich? 150 hp
Why do you, fags, comparing this modern shit with party size of 4 to ToEE?
There is no HP bloat in 5E.
No. The point isn't absolute numbers - those are meaningless - it's the geometric growth that makes HP bloated in DnD. If a lvl 20 character has around 20 times more hp than a lvl 1 character - that's bloat, and it doesn't really matter whether that describes a 20000 to 1000 relation, or a 200 to 10 one.
Why do you, fags, comparing this modern shit with party size of 4 to ToEE?
ToEE is the Dark Souls of RPG Codex.
Why do you, fags, comparing this modern shit with party size of 4 to ToEE?
ToEE is the Dark Souls of RPG Codex.
I think the point of the ToEE comparison is that ToEE moved the genre further forward in terms of implementing and representing a fuller proportion of the ruleset in digital form, and this game is a further iteration on that concept. They've put a lot of thought into how to show and make viable options that are normallly less-used or not used at all in D&D CRPGs, like the flying and jumping spells (in the same way that the implementation of Initiative was an initially novel thing when ToEE came out).
Regardless of the devs' intentions (though I can't imagine ToEE would have been far from their minds) this is kind of a spiritual successor to ToEE, more of the same, and better done, with some great innovations of its own.
The 4 or 6 party thing is relatively trivial in comparison. There's a certain tight discipline that's enjoyable with 4 people (if one gets my drift ). No doubt modders will eventually get on the case, but I think the VO is probably the right amount for 4 ppl, but might start to sound repetitive with 6. But then they could always add more VO so that 6 person teams are viable in a later campaign.
Oi, nigga, tutorial wolves is serious shit! Remember Chris adventures in Arcanum and first ambush before patches in Kangmaker!WaitTwo Tidbits from around the official forums
Q:Loving the game! In the 5e rule set you can cast and attack with Spiritual Weapon as a bonus action on the turn that you cast the spell. Is this cast as an action and then attack intentional?
A:At the moment it's a technical limitation that makes us have it cast as an action (instead of a bonus action). The rest of the spell remains the same, but during the Early Access it will remain an action (we have to see if we can fix that limitation)
Q: Do we have any kind of an ETA for a Mac release? I know one is in the works, but I haven't seen any sort of timeline or ballpark for when it might come out.
A:Sorry none yet, it will be after 1.0 releases though so not during Early Access
People dying a lot on the tutorial to teach folks to use disengage
How to defeat Greyback Wolf on the Stone Bridge
Hey there folks,
We're seeing a lot of people dying to the Greyback Wolf on the Stone Bridge level. We're going to rework that tutorial for release, but in the meantime here is what you're supposed to do:
- Use Disengage
- Click on the shiny rock to push it
- The rock will fall and destroy the bridge
- Level complete!
Planed Updates & Known Bugs
Planned Improvements
Known Bugs
- "Hide" Action has not been implemented yet
- Unconscious / Death System not fully implemented yet
- Option to disable auto camera panning on screen borders not implemented yet
- Difficulty Levels not implemented yet
- Animation Speed to be adjusted
- Spells range are not displayed on the battle grid yet
- Unseen enemies currently take too much time during battles
- Loading bars are not implemented everywhere yet
- Dice Settings - Create a new design for selecting dice settings
- Skills display - The skills matrix in the proficiencies stage / tab looks bland
- Main menu buttons - Since the removal of pixel perfect mode, the main menu buttons do not have the same frame thickness in every direction
- Console - Show the creature tooltip when hovering the creature name in the console
- Feedback condition - Add a crossed-out text popup above character when a condition is removed
- Short Rest - Click on the dice instead of the "roll" button to roll Hit Dice
- Inventory Stacks - People can't figure out how to split stacks in the inventory
- Inventory Identify - Right click an item in inventory and have a "Use Identify via Character X" when someone has Identify Spell
- Inventory - Double clicking to equip item
- Campaign screen - Add the console in the campaign view
- Combat - Add an option to display hit chance % when aiming at an enemy
- Loot - Add a function to loot all surrounding loot bags at once
- Bestiary - The tooltips are missing from the bestiary elements
- Caer Cyflen - Include the faction symbol on city map blueprint
- World Map - Travel journal - 5% transparency fade on background, to better integrate
- Character Background - Personality flags on the background cell are confusing, you would expect them to be on the right
- Some tooltips may be wrong
- Some text may still be placeholder
- FR / DE / CH text have some missing text and will display English instead
- Upon interacting with a wall to access a secret passage, the secret passage animation may not play correctly
- In Tower of Magic, Sorraks sometimes don't spawn correctly (they're stuck underground) - reload a save and it should fix itself.
- Attacks sometimes pass through stone assets due to missing collision
- Hostile NPCs can sometimes get stuck into the characters texture
- Tall characters may be partially covered during cutscenes due to incorrect camera positioning
- After some cutscenes, the camera may be placed into a wall or environmental elements
- In Caer Lem, the Teleport stone is facing the wrong one
- Some interactable elements may remain usable even after being used (such as levers)
- Some characters may not be sitting properly on benches
- You can sometimes miss torches (because they have a hidden AC / Saves)
- Some interactions with the decor may have superflous animations
- Some decor may be hovering without support
- Some decor may have the wrong hitbox
- Orcs walking animation look a bit funky
- Clipping issues may happen with some characters / armor
- Some weapons are improperly wielded / Some weapon animations are not correct
- Protection Style / Block animation is weird.
- Mana Lamps disappear (visually) when lit
- Some monsters may move back and forth for no reason
- You may get an error when reloading at very specific times
- While concentrating on Detect magic and then looting a magical weapon the spell doesn't detect the newly acquired magic item without recasting it
- You can lose your free action without modifying anything in our inventory
- The "death throw" panel disappears very quickly and doesn't have time to be updated as it should
- You can potentially crash if you read the death saving tooltip in the log during enemy's turn
- The game sometimes crashes while quickly hovering the mouse towards the middle top of the screen
People really didn't understand how to kill the Greyback?
And here I thought the puzzle in the ruined tower library was too easy, but maybe I've not given this game enough credit, considering what dummies they need to cater to.
Everything else looks good though, it is good to see the devs are responsive to feedback like this. Kingmaker went from being charming but infuriating jank, to being charming and GOTY jank, because Owlcat had this attitude, so I hope history repeats itself here!
Or some mid level dorf fighter with lucky rolls on level ups.Enemies with about 150 hp on 2e times would be something to be expected from the Avatar of Lolth
8! 8! 8!The 4 or 6 party thing is relatively trivial in comparison.
Hey now Arcanum was very fair - Virgil tells you those wolves are none too friendly, it's MCA's fault if he didn't listen.Oi, nigga, tutorial wolves is serious shit! Remember Chris adventures in Arcanum and first ambush before patches in Kangmaker!
Yeah, in what little I've played, I found it a little funny also - they have a food system ostensibly to limit rest-spamming, but then just shower you with rations after every single encounter.There are too many places to Long Rest in my opinion also
If you roll a bunch of odd-numbered stats, or if they implement variant human rules that let you take a level 1 feat, otherwise no.Is there any good reason to use humans they seemed very underwhelming compared to other races?
If you roll a bunch of odd-numbered stats, or if they implement variant human rules that let you take a level 1 feat, otherwise no.Is there any good reason to use humans they seemed very underwhelming compared to other races?
Try using the standard array to get more "balanced" characters. They will still be very strong, though.Game felt very easy but this is most likely because I started quite a lot of fights by surprise (which trivializes most of fights), pass 2 fights by dialogue and rolling too powerful characters. Next playthrough I just use the point system.
With the Battle domain they too get the Flaming Sphere spell.cleric was probably least useful in fights (weapon summon is very strong though)
They are one of the strongest races with the variant rule that gives them a feat, but one of the weakest otherwise.Is there any good reason to use humans they seemed very underwhelming compared to other races?