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Post by slayernz on May 25, 2015 22:57:52 GMT -5
I noticed that the Templar's helmet is clipped pretty bad on the title screen. Like this?
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Post by johndramey on May 25, 2015 23:10:35 GMT -5
Yeah, I see something similar as in slayernz's screenshot. I imagine it has something to do with the native resolution of the G3. My clipping isn't quite so bad though, maybe just the top 1/8th of the helmet is chopped off.
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Post by fallen on May 25, 2015 23:14:32 GMT -5
Thanks, added to our list to fix!
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Post by dayan on May 25, 2015 23:20:02 GMT -5
What's the tower on the title screen all about?
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Post by fallen on May 25, 2015 23:22:26 GMT -5
What's the tower on the title screen all about? Story secret.
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Post by vintoks on May 25, 2015 23:31:22 GMT -5
I see the customize options now awesone!
One little thing I notice when you customize though... The game dialog doesn't recognize your custom input names it still addresses your characters by their default names.
Also how do you get the engineer to fix the power node? I've tried everything I can think of, use all skills on power node, go in proxy, have then engi try to manipulate it, nothing.
Can power nodes be healed as the level 2 dialog suggests? I know I'm probably missing something obvious...
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Post by fallen on May 25, 2015 23:37:12 GMT -5
vintoks - edit: re-read your post. Just walk an engineer up next to the power node "box" thing and tap / click on it. The engineer immediately sets to work repairing it and can direct the flow of power for you. I am not sure about the dialog recognizing the custom input names. As far as I can tell, the game isn't using the name of the character's anywhere. I've taken an item about trying to use them on dialog boxes in a new way. But, if you're talking about <CHARACTER NAME>, that is correct -- it is not working. Other than that, you should never be seeing names in dialog as far as I am aware.
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Post by johndramey on May 25, 2015 23:48:43 GMT -5
This just popped into my head while playing, but you might think about giving a little bit more exposition on the Overwatch ability when it's first introduced. Maybe explain that it can be triggered multiple times as long as the xeno is passing into a new, non-triggered square? It wasn't entirely clear to me that it could pop potentially 9 times.
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Post by En1gma on May 26, 2015 8:12:51 GMT -5
Smashed my way through the current content, normal diff so I can get used to it. Just gotta say I'm not disappointed whatsoever. The level of polish and pacing in an -alpha- is amazing to me. Typos and surface errors aside, this game is a work of art. Normal is a good challenge, moreso than Heroes on the same difficulty. I LOVE that the whole game is spent in combat, and that there is a constant stream of enemies instead of a triggered fight. Talent range templates are perfect, look great, and fit well with the advanced technology of the Templars. I have seconded a few wishes, primarily just the Xeno visuals becoming obscured in the gore, and there aren't many other things I want to see right now, but there are a few. Whatever information you can work into talents as to how they work, ranges, etc would be great. I had no idea that the second attack on the knight was an AoE until I read it here This is poised to be my new obsession, and I'm so happy to be a part of this alpha- such a great experience so far!!
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Post by fallen on May 26, 2015 10:01:13 GMT -5
En1gma - thanks for the great input! Awesome energy to keep us going Definitely tap the info button on Talents to see all the details, you'll see the AoE template on Luthor's second attack. We'll keep grinding!
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Post by bobc on May 26, 2015 17:18:14 GMT -5
Thoroughly enjoying the game, its a cracking piece of work guys. Finally reached the Xeno cruiser (many thanks to ntsheep for writing up his level 2 strategy else I'd still be there!) and the new classes of critter are quite interesting. Only real complaint so far is the cruiser colour scheme. I'm finding it pretty difficult to pick out the critters against the blueish background of the cruiser. Would it be possible to have an alternate colour for Xeno selectable from the options menu or (assuming that the colouring implies the inner structure of the cruiser is heavy with biomass) perhaps mature biomass could darken into a different colour with maybe patches of fresh growth.
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Post by Cory Trese on May 26, 2015 18:38:58 GMT -5
We definitely cannot support an option that let you change the colors of the baked menu graphics, but a general revision to the colors may be possible.
Have to discuss and do some research on our end to see how far the color has to shift to be optimally visible to the average player.
Thanks for the post!
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Post by bobc on May 27, 2015 2:14:54 GMT -5
Thanks for looking at this Cory Trese, anything you can do to increase the contrast between the Xeno and the background will be a great help.
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Post by fallen on May 27, 2015 9:03:15 GMT -5
bobc - this has been added to our list.
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Post by vintoks on May 30, 2015 23:01:53 GMT -5
vintoks - edit: re-read your post. Just walk an engineer up next to the power node "box" thing and tap / click on it. The engineer immediately sets to work repairing it and can direct the flow of power for you. Ok this isn't working for me. Help? How exactly to you get the engineer to fix the node? WHere do I need him to click? DO I need him to use his capture skill on the node? How do I know if he is successful working on it? I thought my game possibly bugged, but I've done repeated replays, fresh save, still no way for the engineer to fix node. I've tried him using the skill on each tile of the node, no luck, I've tried having him try to use the skill on the surrounding orange tiles around the node, no luck. I've tried just double clicking on each side and part of the node, no luck. Clicking on the center of the node just keeps opening the node menu, I tried that too anyway, no luck...
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