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Large hit box interferes with gameplay
Shadowbart
2 hours ago
I know they probably had no idea there would be a mod that kept adding the same buff over and over again (but not stacking). This causes another problem they probably didn't design for. There's a hit box that intercepts mouse clicks to the "world out there", that's as wide as the row of icons and as high as all four characters (whether the other 3 have so many or not.) Everything in the world inside the box cannot be clicked, not just chests and people, but move-to or even cam rotate of middle mouse button. Anyway, at this point I can scarcely play the game as I have to rotate the camera until what I want to click on is on the right half of the screen. When it was smaller it wasn't so bad but it's really becoming a gamebreaker at this point. Yes I could abandon the mod (it's one of the skeleton mods, which gives you a buff that if you are killed you pop back up like a good little undead.) But it adds this every single time you long rest. I don't hold out much hope the mod or the devs will address this issue. Are there any UI or other fixes (like collapse multiple icons and use a number instead) that will compensate?
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Re: Crafting. Please improve
ldo58
31/08/26 02:39 PM
I was thinking of the original Advanced Dungeons & Dragons and the basic-epxpert DND ruleset. Here you were encouraged to hire henchmen, not so much for fighting, but as torch bearers or as carriers of loot. You had to find them first in a town and pay them of course. This concept could maybe be copied for all kinds of camp or "offline" tasks. For instance, you hire an alchemist, provide them with a wage and ingredients, and equipment, and they will craft things for you in camp while you're exploring and adventuring.
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Re: Question to Consider When Developing Your Own Games
MoloF
31/08/26 09:01 AM
I gathered a lot of information on existing games and realized that DOS2 and BG3 are far from ideal and suffer greatly in terms of balance, although DOS2 is actually better—it offers a more responsive and varied combat experience, while BG3 is very user-friendly and intuitive; however, the two games operate on different levels.
That’s exactly why I decided I had to create a hybrid that would solve the problems of long battles, offer a robust and engaging progression system, and provide a steady stream of content to players—all while releasing a new version of the game every 6–7 years.
The conditions I arrived at: 1. The world must grow alongside the player’s progress; this makes logical sense—the world doesn’t stand still while we develop. 2. The combination of possibilities increases with level; enemy difficulty is determined by composition, roles, abilities, and behavior—but never by their number. 3. Every battle must be automatically tested to ensure it stays within balance parameters; the turn-based RPG genre fully meets this requirement. 4. Continuous game updates instead of creating separate parts; older parts—including the storyline—don’t become obsolete; the entire game is constantly being developed and optimized, while its core remains unchanged; developing a new game is always more expensive than refining an existing one.
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Re: Formal petition: more curves, and yes, jiggle physics
geala
31/08/26 08:04 AM
As an option, maybe, although modders also should have some tasks. I don't like male fantasy curvy women, so it's surely not what "everybody" thinks and just don't dare to say.
Ideally we had lean, "normal", "curvy" and muscular bodies, both for males and females. Tastes differ. BG 3 females for me are already a bit too curvy on the hip dimensions, I would at least have made my char with smaller hips if possible. BG 3 males are muscle monsters, and I'm not talking about the Halsin monstrosity. We need lean male bodies for Divinity.
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