The new shared element specific penetration weapon affixes that were just spoiled this morning do this.
The new shared element specific penetration weapon affixes that were just spoiled this morning do this.
I think the whole skill needs to be completely redone from scratch. We almost took the plunge last year on it but decided to wait. I hope that we go through with it and place some key synergy on the upper part of the VK passive tree so that FG and pally can still use it but the true masters are the VKs.
No idea if this will happen but it's what I would do to the skill if I had a magic wand.
Does this problem have to do with Unity's NavMesh needing to be pre-baked? I'm curious about solutions for this (for just my personal projects) as well!
That was a struggle but we do have a way to modify that on the fly.
Will completely offline support be added? I have a steam deck and mainly use it for train rides so can’t connect to WiFi just to start a game.
Yes, on the 21st
It's a being worked on problem that if it gets solved will become planned.
No, you can assign it to be [move or activate one of your abilities]. It also has a [move or melee destructible] mode too.
Did anything change though? Does every piece of gear have it's own look?
Yes.
Every single ARPG I can think of has the same answer to your second question, no.
Still holding out for a mage pet class!
While I don't really know, I wouldn't expect much.
So just to clarify, if I shift through a pack of enemies with the unseen strike node allocated, only the first enemy hit in the pack will get an attached Explosive Trap?
If you take that node. There is a mandatory 1.5s delay between any automatic Explosive Trap attachments. If you hit an enemy and attach an Explosive Trap to them then you have to wait 1.5s before you can attach another Explosive Trap to anyone. This 1.5s duration is unaffected by increased cooldown recovery speed bonuses. It doesn't matter what enemies are being hit. It doesn't matter what ability is being used to do the hitting. It doesn't matter how many enemies that ability has hit previously.
hit -> trigger -> wait 1.5s -> hit -> trigger -> wait 1.5s
that's it, no tricks.
I kinda want to hear the story about this now haha. Maybe pre launch isn't the best time to talk about it, but I love hearing game dev stories about weird bugs and edge cases they had to fix.
The space between the glyphs on that font atlas are too small relative to the glyph size. The fix was actually about 2 mins but finding it issue took a lot longer.
Any plans to further divide that class wheel in the future ;) ?
I think expand is a better term now.
No idea, but if it takes more than 2 minutes to fix, I hope not, this should be extraordinarily low on the list of fixes that are needed.
It took way more than 2 mins to fix lol
If it has been at least 1.5s since the last time this triggered, the next melee hit triggers it.
Well at least the knight is still in the game! Gone but not forgotten... Kinda.
Yea, she stuck around.
It's a little tricky because the structure changed part way through.
I'm not 100% sure on all this. It's been a while.
The first 2 classes were sorc and beast master.
Then Necro released with 1 week left in Kickstarter.
Then void Knight released about a month later.
Then we completely restructured how we were doing things and we released mage, spellblade, lich, primalist, druid, Knight and paladin. This is when the first class wheel was introduced.
Then we split the wheel again and added shaman, sentinel and forge guard. (Removing Knight)
Next came rogue, marksman and blade dancer.
Then runemaster
And now warlock and falconer.
Biggest thing I'm not sure of is when Knight changed to sentinel.
Could not find this info anywhere so here it goes: is the damage increase from lethal cadence applying to bleed? Is it a general "+ %damage" or a local modifir only to the skill hit?
yes, local modifiers aren't really a thing.
if you wanted to effectively make one, you could make it specifically melee damage and then the bleed doesn't do melee damage so the stat would have no effect on the bleed
I tried pretty hard to make tempest strike good as a primary skill, but not being able to scale the attack speed makes the lack luster added damage effectiveness really show. I swapped to swipe on my lightning melee shaman and it rocketed in damage. Hoping the new skill and reworked tempest strike can fit into the build!
Most places that tempest strike was being used before, gathering storm will generally be a better fit.
Tempest strike is more akin to the heavier hitting skills like erasing strike or forge strike. Whereas gathering storm is a fast spam skill like swipe or rive.
Sad face, but when it happens I'll be excited. I plan on playing on PC a bit until then though.
If you happen to already have the game and a steamdeck, many people have it working quite well already, we just don't test for it or support it as a platform yet.
Not the answer me or OP was looking for but i hope you have it somewhere on your roadmap :) Its a growing community and would be another "sale" point for your game :)
Not that im not going to play your game. I cant get enough of it :)
Anyway keep up the GREAT work.
Yea, it's on the radar, we have linux support and controller support. Both of which are getting improvements at 1.0. I expect that steamdeck will work actually well enough to be verified at 1.0 but we just don't have the bandwidth to check another platform for bugs at the moment so we can't put that seal of approval behind it yet.
It will not be steamdeck verified at 1.0