But then, like I said, it's way more effective to just use 1st-person view at that point. Just copy the file 'items.stringtable' into this folger : Pillars of EternityPillarsOfEternityDatadatalocalizeddetextgame Note : I am not that far in. If it was a horror game or something? Sure. The new damage is equivalent to 2.5 ticks of chill fog (a DoT AoE from the same tier). not one that isn't specifically designed around that, at least. I mean, sure, it's abstracted that you can see in 360-degrees, but, it's representative of both:Ī) The fact that you don't just suddenly think there's NOT a Rogue behind you simply because you turned around, andī) The fact that you can turn your head at any point to check behind you, for the most part. I'm fine with distance/obscurity (darkness, fog, etc.), but I don't think facing should make things vanish. It makes perfect sense in a first-or-close-third-person game, but in those games, you can't see things behind you because the camera is basically fixed to your character's perspective. Yeah, I'm not a fan of quite that level of vision simulation. But it looks and feels awful and I see absolutely no gameplay merit in view blocking. I mean I get the idea and I get that that is supposed to be realistic. So basically if you were running away from Zombies you had no idea what was behind you. I actually hated that in Project Zomboid where you coulnd't see the Zombies onscreen when you weren't facing them. I also think it would be nice if the view distance were greater and the interaction distance with npcs (of the highwaymen/thugs/enemy party/Tarnor's party type) was less than the view radius so you don't suddenly find yourself having a conversation with Tarnor a group of psychopaths that will butcher you. This kind of 'dynamic' fog of war I think would be nice. If your PC carries a torch at night, creatures could be scripted to hover at the edge of the field of light. Also, if the engine is 3D, being in an elevated position could increase the diameter of the players field of view to get the lay of the land, spy enemies, etc. It could be too dark to see into in the distance, murky at mid to far distance where you might vaguely see something move but more than likely not, mid distance where movement is more noticeable and objects start to take shape and size, near distance where the player can tell if a creature is humanoid or other and have a better idea of it's size (and at this distance the creature could be targeted with a ranged weapon if desired with a negative modifier to hit it.), before being in direct and clear view in the immediate vicinity of the PC. Something I've never seen done with fog of war in iso games is gradation of fog of war. Rest - The Group engages and consumes no camping utensils. UnlockAll - Opens all closed container on the current map. HealParty - Provides stamina and to restore health for all group members. I posted some suggestions about how I thought the fog of war might be improved on the rpgcodex forums and thought I'd share them here for people to discuss and for the devs to consider. God - God mode, the entire party is inviolable. However, you do see the hallucinations of the souls and hear them talking all over again, this was particularly notable at Od Nua.Įdit: I finished killing Maerwald again and I can even gain a second perk if I choose to.In the friendly fire thread I mentioned that the infinity engine fog of war wasn't the best, and could do with an upgrade. If you try to grab the soul again to reexperience the story-it doesn't work. The fog of war respawns as well as enemeies, treasure chests of all types, and even certain story elements-I am currently killing Maerwald for the second time. We have mod packs, save editors, beast mode, convenience, and more. It may occur in more ares, but I haven't seen yet. 1.69K subscribers Subscribe 3.1K views 1 year ago Here are 5 great mods to improve your Pillars of Eternity experience. I've noticed it happen in the Catacombs in Defiance Bay, the early levels of the Endless Path of Od Nua, the Black Meadows, and the long place on the road where you meet Sagani. I posted some suggestions about how I thought the fog of war might be improved on the rpgcodex forums and thought Id share them here for people to discuss and for the devs t. In older areas, enemies and maps have respawned on a few occasions. In the friendly fire thread I mentioned that the infinity engine fog of war wasnt the best, and could do with an upgrade. In the Main Quest, I am still doing "The Man Who Waits" and "Through Death's Gate" So I am a little ways into Pillars of Eternity and generally having a great time.
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