None of these are gamestoppers, they're just very annoying. There may
also be real coding reason why they cant be solved easily but I'll
mention them here so in case a QA guy/girl does have a look here they might get fixed in a future update.
Here goes:
1) It does NOT save
tactics for animated skeletons/summons, you have to REDO the tactics
every time you summon them, and since they disappear between areas you
always have to resummon. This might not be easy to solve, but in the
least all these summons should have some default tactics so even when
not-edited their behaviour will still get them using their abilities.
Some base tactics could be.
Wolf:
Overpower: When hero, wynn or morrigan is being attacked by melee.
Howl: Target the Target of controlled character.
Rake: Target the target of controlled character.
Dread Howl: Self: Surrounded by at least 3 enemies.
Bear: Rage: Self: Any
....... Slam: When controlled character is being attacked by melee attack.
Spider: Web. Target Nearest Mage
........ Overpower: When Hero, Morrigan or Wynn are being melee attacked.
Caster Conjurer Skellie: Ally health <50% Heal.
....................... Heroic Spell: All non-Mage Allys
Caster Shocker Skellie: Lightning: enemy: Medium to Long range, Shock cone: Clustered in at least 2 enemies
Caster Iceflinger Skellie: Frost weapons: Self Any, Ice Bolt: Target the target of controlled character
Caster Firemancer Skellie. Flame weapons: Self Any, Enemy Clustered in at least 3: Fireblast
Caster Thaumaturge Skellie: Enemy health < 50% Arcane bolt
............. Mana Drain: Target nearest mage.
Rogue Archer Skellie: Enemy <75% health: Attack
Rogue Dual Weapon Skellie: Target the Target of controlled character for both abilities.
Rogue Stealth Skellie: No enemy: Stealth, target the target of controlled character for backstabbing.
Warrior: Sword and board Skellie : Taunt: Self Any , Attacked by range attack: Shield Defence, If ally is grabbed shield bash.
Warrior: ZweiHander skellie: Pomel: if hero, wynn or morrigan are melee attacked.
Warrior Samurai Skellie: Self Any Taunt, Self Any Precise Striking
2) In Tactics:
Enemy-> Nearest Visible Mage(rogue/warrior) will still target non-mages.
3) Animate Dead spell: Stealth Ability for the Rogue Skeletons that have it : does not function.
4) Animal Summons (non-expert ranger) Do not load all their abilities into their quickbar. (usually only 1 is loaded )
5)
You cant get back to the TACTICS screen for animated dead or summons
after that initial tactics COG symbol popup just as they're first
created.
5) Staff Weapon Ammunition always
says arcane bolt (in inventory) which is not right since all staffs
have a damage type , nowhere does it mention the elemental type the
staff does. Not described in the examination for the staff either.
Types are Spirit, Nature, Fire, Cold, Electrical , Physical
Info for QA: Some minor bugs that probably dont deserve a full report.
Débuté par
Necrosaur
, déc. 25 2009 02:31
#1
Posté 25 décembre 2009 - 02:31





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