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Real Name HorrorScope   
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Nickname HorrorScope
Email Concealed by request
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Homepage http://
Signed On May 28, 2003, 23:35
Total Comments 4769 (Master)
User ID 17232
 
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News Comments > Pillars of Eternity Patched
51. Re: Pillars of Eternity Patched Apr 4, 2015, 23:03 HorrorScope
 
Cipher - Draining Whip, Biting Whip in front of +10 to total focus.

Hit Dex and Might heavy with the fastest range. That will give you a lot of focus (magic) to work with.

Int, the Perception as the other attributes to build up.
 
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News Comments > Pillars of Eternity Patched
45. Re: Pillars of Eternity Patched Apr 4, 2015, 20:38 HorrorScope
 
Yeah we all have our likes and dislikes.

I'm glad there was a command line to force path of the damned without starting over.

Using a awesome sweetfx setting, game is gorgeous.

Command line set zoom .7 to 2.2. Really like playing this game really close, especially in dungeons, which is the opposite of what I normally do. Looks great in close and makes the dungeons more suspenseful.

The patches after week one, makes the game good on my end. But there is months worth of balancing yet to come.
 
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News Comments > etc.
3. Re: etc. Apr 4, 2015, 14:52 HorrorScope
 
And on top of it, it is fiction. A story of some blokes demise. Crazy shit.  
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News Comments > Pillars of Eternity Patched
17. Re: Pillars of Eternity Patched Apr 3, 2015, 21:28 HorrorScope
 
New bug with patch, something about losing voice over for hired npc's and opening chests, locks.

"We've figured out the underlying cause of this issue. Adventurers Voice Sets are being erased if you dismiss them and re recruit them in the Stronghold. This is also the case if you recruit an Adventurer while you have a full party because they are put into the Stronghold. We are going to be working on a fix for this in an upcoming update."

So heads up, may not want to do that. Wish they could hotfix...
 
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News Comments > Pillars of Eternity Patched
16. Re: Pillars of Eternity Patched Apr 3, 2015, 21:25 HorrorScope
 
PropheT wrote on Apr 3, 2015, 19:39:
I strongly dislike the real time combat, it just seems like everything would be better in a turn-based system given how much you need to pause to really take advantage of everything anyway. You're pretty much never in total control of your party unless you're manually pausing every second or two, so there's literally no benefit to having the combat system be real time.

That's pretty much always been my stance. But it seems there is something missing that can make it all just right. Be able to take this game down to real time, at least any time one of your players is ready to do something else, stop and highlight them and have me pick it. AND then in fights that are more trivial I can bypass the by turn pause and get it done and over. Right there... you have the best of both, because TB could use an auto mop up (Think Heroes of M&M) to.
 
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News Comments > Pillars of Eternity Patch Notes; Patch May Come Tomorrow
17. Re: Pillars of Eternity Patch Notes; Patch May Come Tomorrow Apr 2, 2015, 23:32 HorrorScope
 
Fixed duration issue with Plague of Insects.

This one would eat at you until death, even after a full rest.
 
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News Comments > Pillars of Eternity Patch to Fix Stats
35. Re: Pillars of Eternity Patch to Fix Stats Apr 2, 2015, 16:35 HorrorScope
 
Here are your hopeful patch notes for Friday:

These are the tentative patch notes for the upcoming patch 1.03 release. These may change before it is finally released. This patch is currently in test, and will be released as soon as is possible. Thank you everyone for your patience with us!

"Big Ticket" Items

Bears and Cats can now be equipped with hats. This is most likely not a joke... but might be a joke.
Double-clicking to equip items was causing passive abilities to get removed from the character. This has been fixed and we were able to retroactively fix the problem for people that have already run into the issue. If you open your saved game in the latest patch, your characters will be repaired.
Fixed a problem where attributes on characters could permanently increase by equipping certain items. This will also retroactively fix the problem in saved games that have characters with this issue.
The crash in Raedric's Hold has been fixed.
Fixed the looping audio sounds that can occur if you play with minimized tooltips.
Previously Wizard summoned items could persist after the spell's duration. This has been fixed and it will also retroactively fix the problem in saved games that have characters with this issue.
The items Drinking Horn of Moderation and Talisman of the Unconquerable were causing Ciphers to permanently lower their amount of focus gain. We've included a fix to retroactively resolve the issue on Ciphers but the effect is still on the items. Unfortunately the fix will not fix the broken effect on those items, so you'll need to keep those items unequipped until the next patch. If you do equip them, perform a Save/Load to fix your Cipher.

Features

Added graphics setting to toggle antialiasing levels. This can improve performance on lower end machines when disabled.
Added pro tips to the Glossary.
Many new icons for items.
Added new voice set reactivity for lockpick, poison, enemy spotted in stealth, spell failure, death, immobilized, and completed task.
Added indicators on the loot screen when looting crafting and quest items.
Party can now use lockpicks that are in the Stash.
You can now cast AoEs on party member portraits and the spell will be targeted at the companion's location.

Balance

Monk unarmed attack buffed by 1 point at the top end.
Arbalest damage has been lowered.
Fast melee weapons do slightly more damage.
Slight bump to sabre damage.
Tuned down Mind Blades.
Tuned ranges of many Wizard spells to be higher.
Slicken spell is now a single hit AoE.
Chill Fog is now a friend or foe spell.
Curse of Blackened Sight is now foe only.
Changed reload speed multiplier from 2 to 1.2 for Sure-Handed Ila.
Fixed the price on Seal of Faith.
Adjusted price on figurines.
Adjusted price on rings.
Tuned up the Goldrot Chew.
Reduced the penalties for Bonded Grief.
Tuned up Bulwark of the Elements.
Modified attributes of companions and Itumaak.
Raised the bonus for having fewer than six party members from 5% per character under the limit to 10% per character under the limit.
Added cooldown to NPC Rogue's Escape ability usage so they won't use it back to back.
Rebalanced fight difficulty and spell selection for the Old Watcher.
Lowered the scale of the Defiance Bay reputation by 15%.
Beloved Spirits adds 0.4 Endurance to Ancient Memory instead of 2.
Changed duration of the Flagellant's Path defense penalty.
Adjustments to the Mantle of the Dying Boar.
Reduced the price of the Brighthollow Hearth and Courtyard Pool.
Heart of Fury will now apply to all damage types.
Tuned damage on Brilliant Radiance down.

Systems

Fixed issue with Wizard's summoned magical items getting stuck after save and load. Wizards will be restored to a proper state after loading a game.
Changed one of the fatigue status effects to not end with combat.
Fixed save game issues with spells and abilities that place down traps.
Fixed issue to prevent Ciphers from casting abilities without the required Focus.
Restored modal flag for Reckless Assault.
Set Transcendent Suffering to not be combat only.
Fixed duration issue with Plague of Insects.
Fixed companion audio triggers for some status effects.
Hunting Bows had the wrong speed descriptor. They are now listed as Fast.
Character Hit Autopause option should be working as intended.
You can now close the Grimoire and Chant UI with a hotkey.
Fixed issue with summoning magic items while unarmed.
Fixed delay issue on Knockdown.
Fixed a few issues with Dominate and Charm spells.
Fixed a bad item mod on the Ring of Protection.
Fixed issue with the Terrible weapon mod.
Changed bad data in ranger summons.
Made Takedown to be consistent with Knockdown.
Fixed multiplier on Blooded.
Summoned weapons will be removed when Spiritshifting.
Fixed issue with bouncing reflected melee attacks.
Party members will no longer switch to different weapons after being Charmed or Dominated.
Ancient Memory is now Ally only.
A summoned weapon will not unequip the grimoire.
Fixed Spellstriking mod.
Fixed trigger count issue with the Prone reduction mod.
DOT spells should clean up properly when combat ends.
Fixed Deflection +10 mod.
All Exhortations are now combat only.
Only play weapon ineffective VO if the attack is hostile.
Aggrandizing Radiance will now last until combat ends.
Holy Radiance is now combat only.
Carnage now works better.

Quests

Fixed issues with factions and super friend quests with Lady Webb's dialogue.
Adjusted trigger in front of the Salty Mast to fix a possible way to skip a required cutscene.
Fixed issue with the Winds of Steel quest line.
Fixed a trigger outside the First Fires Keep that could have been avoided.
Many fixes to music, audio, and VFX to a scene near the end of the game.
The prybar should now display the correct image in the Raedric's Hold moat scripted interaction.
Changed faction on the Hall of Warrior's containers.
Fixed scripted music for the forge knight combats in the keep.
Visual effects in the introduction cutscene should now be triggered properly.
Fixed conversation of the guards in Raedric's Hold to not repeat.
Added cape and armor to the loot for the Fampyr boss.
Fix to Osrya's starting timer not being attached to the trigger in the area.

UI

Fixed sound issue when collapsing the tutorial UI.
Fixed issue with double clicking items to equip. This is a retroactive fix and will restore characters with proper stats.
Fixed issue where camping supplies were disappearing when added to Stash.
Cage Cursor setting should not turn off after loading a scene or cutscene and is now on by default.
Fixed cropping on a few portraits.
Fixed issue with highlighting dead bodies and containers in the fog of war.
Fixed item stacking issue that was stacking items inappropriately.
Reduced the intensity of the explored fog of war on the area map, and fixed an issue where the shadow layer was causing the area map to be darker than it should be.
Small UI updates to the journal screen.
Reworked the enchanting UI to work better with multiple lines.
Fixed UI sorting issue in store.
Fixed UI sorting in crafting menu.
Fixes to Capitular glyphs in end game slides.
Fixed issue with stronghold alert widgets not hiding properly.
Fixed an issue with weapon mods were incorrectly being displayed in some cases.
Drag select should work properly when starting the drag over an enemy.
Fixed a few issues with drag select and formation rotation causing issues when the mouse goes over UI elements.
Fixed some control issues with holding down keys.
Shot on the Run recovery value should be now displayed correctly.
Fixed issues to how the HUD fades out during conversations.
When the party receives or loses items, those log messages now go to both logs.
Cleaned up the character sheet formatting and made more items clickable.
Store item names can now take up two lines.
Spells now show DT bypass in the description.
Consumables now show per-Rest and per-Encounter usage limitations.

Other Fixes

Fixed stats issue with saving and loading on the same map where a companion is found. This is a retroactive fix and will restore companions and characters to the proper state.
Fixed issues with save games in Raedric's Hold, causing the game to not function correctly or freeze.
Ranger Animal Companions should not disappear anymore and broken animals will be restored after loading and saving the game.
Fixed possible issues with disappearing items and weapons.
Minor fixes to a few select voice over lines.
Fixed size issues with equipped capes on Godlike characters.
Changed Explorer achievement to check for 152 maps rather than 160.
Fixed many issues where combat would not end properly.
Updated credits with more backer names.
Updated paperdoll level up lighting.
Scripted music should now be restored properly after loading a game.
Updated Temple of Eothas render.
Fixed some rendering issues with Fog of War on some areas.
Fixed sounds on movie that plays near end of game.
Reduced antelope feet sliding.
Fixed issue with weapon caching causing issues when weapons are swapped.
Interstitial music no longer loops.
Fixed issue where party members could take damage in cutscenes.
Fixed voice cues during looting for full inventory.
Fixed transparency on ghost characters.
Fixed issues with cutscene pathfinding if the game's process is halted.
Fixed issue with Expert mode settings getting saved improperly.
Fixed issue where characters were not properly stopping at the last waypoint of their path.
Adjusted Skuldr scream vocals.
We now handle some edge cases in resolution management on some hardware configurations.
Fixed issue with the party member Knockout achievement not reporting the correct numbers.
 
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News Comments > BF Hardline Patch Notes: Couch Nerf Incoming
8. Re: BF Hardline Patch Notes: Couch Nerf Incoming Apr 2, 2015, 14:56 HorrorScope
 
I'd rather not spend the rest of the winter TIED TO THIS FUCKING COUCH!  
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News Comments > The Incredible Adventures of Van Helsing III Next Month
4. Re: The Incredible Adventures of Van Helsing III Next Month Apr 2, 2015, 12:50 HorrorScope
 
Was designed from the beginning to have 3 parts.  
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News Comments > Pillars of Eternity Patch to Fix Stats
28. Re: Pillars of Eternity Patch to Fix Stats Apr 1, 2015, 19:41 HorrorScope
 
Necrophob wrote on Apr 1, 2015, 11:49:
Finding bugs isn't easy. Then fixing the bug so that you don't introduce more bugs is even harder. And then as part of the patch they have to restore all of the missing stats. I can see how that might take a little while.

Depends on the bug, some are incredibly easy to fix in just a minute. Yes those bugs exist to. Since this was re-creatable (huge bonus) and it being a click thing where a drag thing works. Some little bug-a-boo exists and with a good editor you'd be right there in the code where you double click to fire it.

To me it was a big deal, now it is too late, now you have to do all the rollback code. Hence why I mentioned it needed to be a quick hotfix. Hotfix's happen as well. And when the post with the things fix/changed comes out, you'll see there was a lot done in a few days, due to many being quick hitters. I've been around the block, but you can be correct, some are real humdingers to, just don't see this as being one, however I surrender it is possible.

 
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News Comments > Pillars of Eternity Patch to Fix Stats
8. Re: Pillars of Eternity Patch to Fix Stats Apr 1, 2015, 11:35 HorrorScope
 
Axis wrote on Apr 1, 2015, 11:28:
Comparing this to D:OS on release, D:OS had far less pressing bug/issues, far greater character options and combat enjoyment,and the developers were truly "johnny on the spot" fixing stuff and keeping the masses informed.

I do feel the stat issue should have been no more than a 24 hour hotfix. There has to be something quickly missed where you don't have to retest everything. By letting it go far, now they have to put in the extra time to roll it all back so the base #'s are correct.
 
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News Comments > Pillars of Eternity Patch to Fix Stats
7. Re: Pillars of Eternity Patch to Fix Stats Apr 1, 2015, 11:28 HorrorScope
 
Most? Is this something most is good enough? I dunno.

As for why the lack of a severe lashing, it's been forever since a real IE successor hit the market. Like Shadowruns, this is the first in hopes of many constantly improving follow ups.

As you say, there are plenty of rough edges, still fun though, you assume after looking back things will be tightened up.

Same idea for D:OS and Sword Coast. Gets these out, establish a sizable market and improve as you go.
 
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News Comments > Evening Previews
15. Re: Evening Previews Mar 31, 2015, 23:40 HorrorScope
 
The crowd funding world wants a million Wulf Knight's. Will buy anything offered, his words AND expects nothing at all, his words. It's a donation.  
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News Comments > Evening Previews
14. Re: Evening Previews Mar 31, 2015, 23:39 HorrorScope
 
The crowd funding world wants a million Wulf Knight's. Will buy anything offered, his words AND expects nothing at all, his words.  
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News Comments > The Witcher 3: Wild Hunt Game Length
52. Re: The Witcher 3: Wild Hunt Game Length Mar 31, 2015, 23:20 HorrorScope
 
How long is Skyrim? 200 hours, 400 hours? The world may never know?

My oldest beat it the same evening he bought it.

Completionists in these really large worlds can be a bit deceiving.

FWIW for a game like this 50+ is good. But for most games anymore, 15 would be fine. The games are more plentiful and cheaper now. Most games for me the mechanics get monotonous after a while. Rather have a nice tight story with good gameplay that gets you in and all wrapped up in fast enough order.
 
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News Comments > Pillars of Eternity Bug Warning
52. Re: Pillars of Eternity Bug Warning Mar 31, 2015, 11:20 HorrorScope
 
Axis wrote on Mar 31, 2015, 09:38:
Ya Verno hard is the way to go, once you get to the inn just make another 3 characters and you'll be good to go.

That way you can still recruit 2 "official" npc's as you play through without waiting to recruit a whole group.

After a person described to me Path of the Damned, I'm looking forward to trying it. It isn't just more HP/Damage, but new mobs to a point it supposedly gives you a more dynamic feel, fight to fight. Wish there was a way to change mid-game, I'm sure they'll be a mod/console/hack but not sure it will be in time.
 
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News Comments > Pillars of Eternity Bug Warning
51. Re: Pillars of Eternity Bug Warning Mar 31, 2015, 11:18 HorrorScope
 
Redmask wrote on Mar 31, 2015, 07:15:
Anyone else feel like Paladin is a bit underwhelming?

Here's my blanket statement of the day. All Paladin's suck. It's a cheap fighter and a very cheap Priest. Yes they are weak in this game and all games unless that is all you can be and it is called Paladin: Savior of Mankind.

Not sure I've ever been to a forum with fantasy classes where Paladin's were the shit. It is always a line of complaints about them.
 
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News Comments > Star Citizen at $77M
9. Re: Star Citizen at $77M Mar 30, 2015, 09:58 HorrorScope
 
Zor wrote on Mar 30, 2015, 09:51:
However, since Star Citizen isn't a competitive e-sport or MOBA or something, I'm not sure how people can argue the notion of there being any kind of win condition at all.

Hey I don't know if this will be pay to win, but your definition isn't mine. It doesn't have to be straight up 100% versus game to be P2W in my book. There is plenty going on in SC, that if it does certain things will surely be considered PTW.

I still feel with the hate this game makes there should be two factions, one that bought the pre-release ships vs everyone else. To me that makes a nice line in the sand for sides.
 
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News Comments > Sunday Tech Bits
7. Re: Sunday Tech Bits Mar 29, 2015, 19:47 HorrorScope
 
Might be a good tip there to buy AMD stock.  
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News Comments > Pillars of Eternity Support; Patch Next Week
51. Re: Pillars of Eternity Support; Patch Next Week Mar 29, 2015, 11:03 HorrorScope
 
Like D:OS, start a second game after a handful of hours and you can see how much you've learned from the initial blind start.

Cipher mops the floor with the rouge I had. Cipher is the strongest class I've played so far. Also I couldn't have picked worse spells for my Wizard the first time around.

Got the two NPC's asap, got two additional level 2 henchies, another Fighter and a Ranger with Bear, now you can keep the squishies light and fast as you have 3 tanks in front, feels like the NFL. So much cleaner.

Recommend:
The UI mod if just to move character/skills to front center, QoL.

Game runs good with a 50% + speed enhanced with cheatengine, since you want to sneak everywhere to find hidden things. Perhaps when I catch back up to where I was before I'll slow back down, but probably not.

Set Travel to auto-fast.

Set Combat speed to auto-slow.

Targeting - Low Endurance, Enemy Spotted, Character Attack, Target Destroyed. Works pretty well, still have to manual pause from time to time or it wants to stop too quickly.

IE UI Mod other Options of note: Disable Engagement and Moving Recovery Rate allow you to dance a lot more on the battlefield like the old games if you like that vs being locked down.

Tip: On each map make sure to find an click the Travel Icons on the game field, the first time I missed one and went a much more difficult path. Like D:OS and not knowing to go out the West Gate first issue.
 
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4769 Comments. 239 pages. Viewing page 10.
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