Thanks for the update, we all appreciate you guys and love what you have created.
:)
Thanks for the update, we all appreciate you guys and love what you have created.
:)
I like that idea. I don't know if you'd even have to put a forging potential restriction on it. It could just use forging potential as the "fuel". So if the item started out with 50FP on it then it would get way more stuff than a fully spent item.
There is no information available yet on the time until the next significant balance update. Please ignore all posts with estimates.
Unfortunately, the answer is that it depends, because math. As you get more increases, each increase is less valuable and flat added becomes more valuable.
I'm clicking.
Apparently the behavior occurs if the cursor left the item label in the few milliseconds between press and release, due to the char faster starting to move than my mouse button stops registering.
ok, I'll make a not to test on high latency to check that then.
Try this to reproduce: Press mouse down on an item label and don't release the button while the character starts moving until the cursor isn't above the label anymore.
I would consider myself a experienced mouse-savvy user, I play on low latency (like to be seen in the video), and still this happens regularly when larger loot explosions are on the ground despite pressing and releasing the mouse button in a perceived "normal" manner.
Since item labels tend to have more width than height it's also more likely to happen when the char moves up and down instead of left and right.
Sorry, I'm not sure I understand. I feel like this is really straight forward but I'm just missing something. Are you clicking or clicking and holding?
I don't think they test it 3 times (online, offline and true offline), and sometimes the latency also matters
I just went back and tested all 3 right now. I can't repro this to save my life. I'm not sure what I'm doing right or wrong to make this not happen but it's definitely intermittent. We have ways to artificially inject latency with our staging client that they will check this on. I just wanted to see if I could see it on the live client because I haven't noticed it in editor at all recently and this change has been done internally for much longer.
The crash on the steam deck never stopped since 1.0 release for me and my friends who are playing LE on their steam deck... I just got tired of reporting it. That's why I don't report it anymore.
RAM usage keeps rising and at around 14.1GB that's where it is most likely going to crash.
We are still working on Steam Deck specific issues and are getting close to officially supporting it. Until then if you'd like to try and make it work anyways, I hear CryoUtilities does a lot of heavy lifting.
That DoT can be a bit hard to see, any plans to make it more visible? I've stood in those a few time
I'm not sure if there is or not. Generally we want all damage sources to be obvious if you are expected to move.
Any chance you're accidentally standing in one of the overly subtle ground effects? I've seen several ability hitbox bug reports for this boss and so far they have ended up just being standing in a dot that isn't obvious enough.
weirdly something I would hang onto as an anti-trophy
Oh my GOD!!!!
uh oh
Don't let the guy who is hundreds of uniques deep looking for this see it.
ok, the really messed up thing is that I had no idea it was there either.
hey thanks! you might mean my Easter Egg video. It turns out that most the nodes in the game are puns about something, but there's other good Easter Eggs in that video also. There's a handful of secret zones too, some of which haven't been utilized yet.
in the DPS Dummy area, there's a weird zoom-in feature that might be a secret in the future
there's a "Broken Key" prophecy, and there's a corresponding artwork for it...but the art hasn't been added to the game yet, so presumably in the future...?
there's the zone in the Ancient Era with the totems that float up and down. No one has figured it out -- probably hasn't been implemented yet
and of course, "How to Grow your Spriggan"
Puns or references to magic cards....
Check perrythepig on YouTube for a good secrets video.
The ability to switch is more of a failsafe release valve than a mechanic to be used. It's more of if you really don't like one but you didn't learn that until most of the way through the campaign on your first character then this let's you switch without having to remake the character all together.
Awesome to hear that! Do you think you're gonna revisit current dungeons when that tech is up and running or are you only gonna use it for future content?
Fix existing first for sure.
The devs just really need to work on a proper map layout randomizer like Path of Exile has. That single-handedly makes everything feel WAY less repetitive and boring and with that in place they could also get rid of all the arbitrary dead ends in dungeons that just feel bad due to all the backtracking.
I bet that takes a crapton of work to get done properly, but the longterm payoff is massive.
Big time. We've been working on it for a little while and it's a huge project but it's going to be so good.
Could I get a separated image of it?
Yea, I'm already looking for it for you on discord :)