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BunnyMind
BunnyMind - - 5 comments @ OFPWH40K

The new link for @extras seems to have been accidentally added to the end of the old link rather than replacing it.
Delete everything before the dropbox part of the link and it'll work fine: Dropbox.com

Good karma+3 votes
BunnyMind
BunnyMind - - 5 comments @ Vagante Alpha Revision 7

By placeholder I don't mean "subject to change later", I mean "we whipped this up in five minutes because it's not important right now, but we still needed to have a graphic for it".
That would normally be fine for an alpha build, but when it's actually replacing something that looks like it could be a finished graphic it's not such a good thing.

Good karma+1 vote
BunnyMind
BunnyMind - - 5 comments @ Vagante Alpha Revision 7

The new inventory and menu is just awful. I originally wrote that it's a step backwards from the previous version, but it's really more like a running leap.

With no dedicated equipment slots, you run out of inventory space incredibly fast, which is only made worse by having four less equipment slots than the previous version.
The functionality for equipping and swapping between multiple weapons is just gone for some reason, and since the game no longer pauses when you open your inventory as well as the inventory being tiny due to the reasons mentioned above, you effectively can no longer carry and use different weapons for different enemies and situations.

The black and white checkerboard look of the menu itself just screams placeholder to me. It's very ugly compared to what was in the game before on top of being shoved into the corner which makes it annoying to have to look at.
It's not immediately apparent how to get to the affinities screen; if I were a new player, I wouldn't even know that it existed. You can no longer read the descriptions for affinites further down the tree—which plays a big role in where to put your points—or read the descriptions of affinites previously obtained. Finally, I had no idea what resistances those tiny, black, 5x5 icons were trying to convey at first; again, if I were a new player I would not have been able to figure it out.

As for the knight, I don't think sword beams were useful enough to have justified making them only a chance of firing and I definitely don't like that the very useful Bulwark and the very useless Aspect of Rock had their positions changed on the defense tree. Knockback isn't that big of a deal in any situation and comes mostly from enemies actually pushing you anyway.
I like the new affinity that gives guaranteed crits on dashing attacks, but I haven't played enough to form much of an opinion on the other new knight affinities, though given the other changes, I don't really want to.

Good karma+4 votes
BunnyMind
BunnyMind - - 5 comments @ Vagante Alpha Revision 6

Just some thoughts on the new version.

The man eating plants in the forest really need to be toned down. Getting caught by one is basically an instant game over and the wizard is really the only character capable of taking them down safely and consistently.

I don't think fizzling a spell should damage the player. Health is WAY too scarce and valuable a resource to take away for something as trivial as not holding the spell button down long enough.

I also preferred the old stat screen and buff/debuff timers over the current ones. The new stat screen doesn't really seem to fit with the rest of the interface and though a bit more informative, I still don't know what stability does for instance. A better option might be to have the icons from the previous version and let the player move the cursor up to that part of the window to show a tooltip describing the selected stat. As for the buff timers, it's a lot more difficult to tell when a buff is going to wear off which is a bad thing if, for example, you're using featherfall potions to navigate through spikes.

Otherwise I really like this update. The new characters and enchantments on items are great, as is the forest, minus the current man eating plants. Being able to put affinity points into stats is also a very nice feature.

Good karma+3 votes
BunnyMind
BunnyMind - - 5 comments @ Vagante

All that would do is make people clear out an area where they can quaff ID their potions and safely wait out the negative effects, which would be tedious and slow down the pace of the game.

Good karma+2 votes