orangefireeMember, NW M9 PlaytestPosts: 1,148Arc User
edited May 2014
You know, I didn't really think I would use the warcries for anything, but after taking a closer look, those are really nice. The Elder Brain one works perfectly for the final end boss of The Legacy of Nightmares and that beholder one is going to be used at the end of part ten of the Arcane Conflict and likely added to part eight as well.
Also, as for the new hair styles, lets just say I'm working on a new quest right now and every costume that has hair showing uses one of the new styles so far.
Neverwinter players are stubborn things....until you strip them down to bone. (Cursed players, my flowers, MINE!) Oh how I plotted their demise.
They advertised a wailing sound effect, but it's not there. That was the one I wanted most. The warcries are cool though. I haven't checked out the hairstyles yet.
There is one foundry update quite good, ppl just missing it it seems, and thats: the budget (well unless i am only one who got a raise).
From 1500 to 1700 and, one more good part, assets cost reduced for most things (huge foliage tree...) from 5 to 3. Sadly it came after my neverending hundreds of hours battles with budget on two of my open walk-free/exploration maps (almost gave up, now i can c at least working on it again).
Now a "delve flag" or encounters/bosses as strong as the HEs in IWD or normal dungeons, rly burning/poisoning volumes and real traps as next, thx.
A bit nosy NW-DKG7E99X6
"Hardcore" exploration journey and dungeon crawl. Read its description prior to trying it.
k patrol speed seems to work, limited to 4-16 ft/s with no animation adjustement (run/walk), rly hoped for **** fast direwolf but hey, better than nothing (will try if the limits are not npc/encounter type dependent but i doubt it);
another nice thing is item limit increased from 15 to 20 (i feel like they heard me when talking about budget and items amount limits); also noticed boolean values attached to them, dont know if they have use as of now (had just a fast check before maintenance and there is no tooltip, nor noticed objective checks - not using them anyway^^);
invert visibility condition worked for a while now, yet still using both conditions (skill AND item) with invert did not; question is how safe it is using it (will it break ur heavily developed boolean environment the next patch?);
next thing i noticed volume gates: their volumes are not that deep/big (at least two gates i checked) so they are not opening from half the room/area; will have to check the invisible volume gate if its fixed (full collision and way shorter volume, its unusable otherwise);
overall, i call it a good update, even if not that obvious for most ppl; now the difficulty and traps and damage volumes...
A bit nosy NW-DKG7E99X6
"Hardcore" exploration journey and dungeon crawl. Read its description prior to trying it.
another nice thing is item limit increased from 15 to 20 (i feel like they heard me when talking about budget and items amount limits); also noticed boolean values attached to them, dont know if they have use as of now (had just a fast check before maintenance and there is no tooltip, nor noticed objective checks - not using them anyway^^);
Okay, I don't want to make a bug report before I made sure, but is it just my sudden inablility to use projectors, or do they do not display? I think I tried placing them at every possible angle.
Okay, I don't want to make a bug report before I made sure, but is it just my sudden inablility to use projectors, or do they do not display? I think I tried placing them at every possible angle.
Yes, I am aware. Maybe it's just something with my editor, but it seems they do not display for me, even rotated.
Any chance it's this "new" bug with floor tiles? 04-21-2014 ### [new] Floor Tiles Platform 01 overrides all Blood, Ground Debris, and Rope Decal assets
Which projectors and what are you trying to project them onto?
Any chance it's this "new" bug with floor tiles? 04-21-2014 ### [new] Floor Tiles Platform 01 overrides all Blood, Ground Debris, and Rope Decal assets
Which projectors and what are you trying to project them onto?
They were small blood and small ice, projected just on empty terrain (large empty plain, flat).
It might have been something with my client. I am at work now and unable to check again until later this evening, so hold up with actually naming it a bug. I'll edit this post when I check again if it wasn't just my PC being <font color="orange">HAMSTER</font>.
EDIT: Indeed, it's like maemaag says, the projector appeared when I switched to high fx quality (I lowered it after update after recent fps drops) and left/loaded map again.
Which is weird, I think the projectors displayed fine before the update even on medium settings?
Ill try to check this if my memory allows but for now just to be sure, is ur shader quality set to at least high right? (better to set it max).
edit:
it works (tried on one terrain and one room) but, it's tied to visual fx quality now, have to set it to max (high);
it will NOT update the current map as u change it, u need to reload the map (full reload, return to foundry and "play the map" again);
A bit nosy NW-DKG7E99X6
"Hardcore" exploration journey and dungeon crawl. Read its description prior to trying it.
Comments
this is amazing!! finally!
Encounter Matrix | Advanced Foundry Topics
One of my key NPCs went through plastic surgery (the image on left is pre-update):
AND WHAT THE HELL IS WRONG WITH THEIR FACES >:I
I'm pretty sure I didn't put a prepubescent elf with a tiny face into my foundry.
These are just costumes. I kind of shudder at the thought of what else I will find.
Now featured!
'A wayward child' is currently taken down for upgrades
Now featured!
'A wayward child' is currently taken down for upgrades
Also, as for the new hair styles, lets just say I'm working on a new quest right now and every costume that has hair showing uses one of the new styles so far.
Now featured!
'A wayward child' is currently taken down for upgrades
Encounter Matrix | Advanced Foundry Topics
From 1500 to 1700 and, one more good part, assets cost reduced for most things (huge foliage tree...) from 5 to 3. Sadly it came after my neverending hundreds of hours battles with budget on two of my open walk-free/exploration maps (almost gave up, now i can c at least working on it again).
Now a "delve flag" or encounters/bosses as strong as the HEs in IWD or normal dungeons, rly burning/poisoning volumes and real traps as next, thx.
Here's a few that I really, really like...
05-03-2013 [FIXED] Patrol Speed: Constant 7.5fps regardless of setting
05-08-2013 [FIXED] [Foundry] Respec is impossible - Stuck with a character without powers
07-04-2013 [FIXED] Patch 33 broke Invert Visibility Ifs
09-07-2013 [FIXED] [AWESOME!] Identical UGC Foundry Created Items are not stackable
Encounter Matrix | Advanced Foundry Topics
another nice thing is item limit increased from 15 to 20 (i feel like they heard me when talking about budget and items amount limits); also noticed boolean values attached to them, dont know if they have use as of now (had just a fast check before maintenance and there is no tooltip, nor noticed objective checks - not using them anyway^^);
invert visibility condition worked for a while now, yet still using both conditions (skill AND item) with invert did not; question is how safe it is using it (will it break ur heavily developed boolean environment the next patch?);
next thing i noticed volume gates: their volumes are not that deep/big (at least two gates i checked) so they are not opening from half the room/area; will have to check the invisible volume gate if its fixed (full collision and way shorter volume, its unusable otherwise);
overall, i call it a good update, even if not that obvious for most ppl; now the difficulty and traps and damage volumes...
That would be implementation of this:
09-07-2013 [FIXED] [AWESOME!] Identical UGC Foundry Created Items are not stackable
If checkbox at bottom of item is checked -- items are stackable!
NOW we can make find multiple item quests, pseudo-vendors, etc.
Encounter Matrix | Advanced Foundry Topics
Now featured!
'A wayward child' is currently taken down for upgrades
You are aware that they by default project into the sky, right?
11-19-2013 Projectors by default project into sky
You have to set P (pitch) +180 and make sure they are at least slight above the terrain/details you want them projected onto.
Encounter Matrix | Advanced Foundry Topics
Yes, I am aware. Maybe it's just something with my editor, but it seems they do not display for me, even rotated.
Now featured!
'A wayward child' is currently taken down for upgrades
Any chance it's this "new" bug with floor tiles?
04-21-2014 ### [new] Floor Tiles Platform 01 overrides all Blood, Ground Debris, and Rope Decal assets
Which projectors and what are you trying to project them onto?
Encounter Matrix | Advanced Foundry Topics
They were small blood and small ice, projected just on empty terrain (large empty plain, flat).
It might have been something with my client. I am at work now and unable to check again until later this evening, so hold up with actually naming it a bug. I'll edit this post when I check again if it wasn't just my PC being <font color="orange">HAMSTER</font>.
EDIT: Indeed, it's like maemaag says, the projector appeared when I switched to high fx quality (I lowered it after update after recent fps drops) and left/loaded map again.
Which is weird, I think the projectors displayed fine before the update even on medium settings?
Now featured!
'A wayward child' is currently taken down for upgrades
edit:
it works (tried on one terrain and one room) but, it's tied to visual fx quality now, have to set it to max (high);
it will NOT update the current map as u change it, u need to reload the map (full reload, return to foundry and "play the map" again);