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3.04? Update on our next patch

3.04 update patch

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#21
AndreaColombo

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My wishlist:

 

 

EDIT: Some other issues that have already been mentioned would also make my wishlist, by I figured I wouldn't repeat what other people have already said.


Edited by AndreaColombo, 24 August 2016 - 11:53 AM.

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#22
desel

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Minor (and very easily to fix?) bug with the scripted "grappling hook" interaction on the Abbey of the Fallen Moon map:

 

http://forums.obsidi...lish/?p=1789354

 

 

Another, probably very easily to fix bug with the scripted "panel puzzle" interaction on the Halls of Silence map:

 

http://forums.obsidi...lish/?p=1792705

 

 

Couple minor issues related to the ingame hyperlink system:

 

http://forums.obsidi...lish/?p=1797424

 

 

And if you maybe could spare a few minutes to correct some of the voice over-text mismatches (and other related minor issues) here:

 

http://forums.obsidi...-english/page-7


Edited by desel, 24 August 2016 - 02:46 PM.


#23
Loren Tyr

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Focus on the bug fixing, I'd say. Some more for the list, with links to corresponding Tech forum threads for description:

- Ancient Memory / Beloved Spirits breaking off when you stop chanting (I'd say strip the duration and "once per encounter" parameter, should still be balanced enough)

- Stun on crit weapon effects themselves always getting crit duration (very simple fix, see thread)

- Triggered AOE / pulse AOE effects getting modified by concurrent special attacks like rogue Strikes and Knockdown (eg. Consecrated Ground, Black Path)

- Skeletal Wizard Necrotic Lance bug

- Carnage with Bash shield triggering a second Bash hit (+ Carnage)

- Invisibility bug, and particularly the adjacent bug of Backstab not working when using special attack from Invisibility

- Backstab + Strike ability with dual-wielding only gets the Backstab on the second attack, not the first

- Some stronger Oozes getting +10 to minimum received DR-adjusted damage (potentially increasing DR-adjusted damage beyond the pre-DR damage amount 

- Infestation of Maggots referencing lost Health rather than lost Endurance and consequently doing very little damage

- Vital Essence giving far more Health than described, giving the Health boost permanently, and having incorrect descriptions (Potion and Spell don't match)

- Trap accuracy penalties (and bonuses) are twice as large as described; Poison Dart trap has +41 ACC on top of that.

- Invisible buttons, for example on exit confirmation

- Iconic Projection occasionally hitting multiple times; also Torment's Reach consistently hitting multiple times (same thread, and here), though that is an unrelated bug despite somewhat similar manifestation

- Charm effects ending early

- Minoletta's Minor Missiles scroll does more base damage than Wizard spell

- Mirrored Image spell/potion description says +25 Deflection, but gives +30 (initially)

- Area of Effect bonus from Intellect is bonus to AOE radius, whereas other Area of Effect bonuses (eg. Voice of the Mountaintop) give the bonus to AOE area, which is unclear and makes the latter quite underwhelming (eg. the +20% area from Voice is worth +9.5% radius, equivalent to about 1.6 points of INT)

(- Also Confident Aim and Psychic Backlash, but I believe those are already fixed)


Edited by Loren Tyr, 24 August 2016 - 02:53 PM.

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#24
AndreaColombo

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Has the Monk's issue with Transcendent Suffering triggering multiple cone AoEs been mentioned already? That's also a pretty big deal; I'm on my smartphone now though so can't fetch the link.

#25
Loren Tyr

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Has the Monk's issue with Transcendent Suffering triggering multiple cone AoEs been mentioned already? That's also a pretty big deal; I'm on my smartphone now though so can't fetch the link.

 

Torment's Reach actually (Transcendent Suffering is the +X unarmed damage talent). I have that one in my list somewhere.


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#26
AndreaColombo

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Heh, been away for far too long XD

#27
kanisatha

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This is not a bug but rather a feature request, which I totally understand not being possible at this stage. If so, then at least hopefully it will be an integral part of PoE2 and other future Obsidian games.

 

I am hearing impaired, meaning I can hear (with a hearing aid) but have great difficulty following speech and especially electronically generated speech. Right now, words spoken by characters (party companions or NPCs) that are not directly addressed to the PC, i.e. background comments/conversations, do not show up on closed captioning or that conversation box in the bottom right corner. Sometimes there's a popup next to the character but not always, and it fades very quickly maybe before I've even noticed it. Just wondering if that conversation box can be set up to show any and all words spoken in the game no matter the context?


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#28
rjshae

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Pathfinding issues. Ever since beta one or two of my party members will spaz and jitter around indefinitely if the party formation puts them in a spot they don't like. Does this happen so consistently to anyone else? Minor problem since you can just click stop to make them still again but it's highly distracting and everytime I pick up the game every few months I'm a little surprised it hasn't been fixed

 

Yes, I've been seeing the same pathfinding issues you mention. It's a big distraction when I'm trying to focus on combat. :cat:



#29
Sking

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This is not a bug but rather a feature request, which I totally understand not being possible at this stage. If so, then at least hopefully it will be an integral part of PoE2 and other future Obsidian games.

 

I am hearing impaired, meaning I can hear (with a hearing aid) but have great difficulty following speech and especially electronically generated speech. Right now, words spoken by characters (party companions or NPCs) that are not directly addressed to the PC, i.e. background comments/conversations, do not show up on closed captioning or that conversation box in the bottom right corner. Sometimes there's a popup next to the character but not always, and it fades very quickly maybe before I've even noticed it. Just wondering if that conversation box can be set up to show any and all words spoken in the game no matter the context?

Hey kanisatha,

 

Can you be more specific? I was under the impression that all of our VO populates in our dialogue log. 

 

- Sking



#30
Loren Tyr

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Pathfinding issues. Ever since beta one or two of my party members will spaz and jitter around indefinitely if the party formation puts them in a spot they don't like. Does this happen so consistently to anyone else? Minor problem since you can just click stop to make them still again but it's highly distracting and everytime I pick up the game every few months I'm a little surprised it hasn't been fixed

 

Yes, I've been seeing the same pathfinding issues you mention. It's a big distraction when I'm trying to focus on combat. :cat:

 

 

It's not a consistent thing though; at least, I don't get this glitch. I may have had it once or twice, but if I did it was so infrequent that I can't recall for sure if I did. The Goldpact Knight in the Stronghold does quite consistently do this do (or something like it), after you build the Forum I think.



#31
Rolandur

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Sorry, this is minor, one little bug, but sometimes the Fog of War just disappears. No reason, totally random, as far as I can tell, and at any time of day. Restarting the session initiates the FoW again.



#32
rjshae

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Pathfinding issues. Ever since beta one or two of my party members will spaz and jitter around indefinitely if the party formation puts them in a spot they don't like. Does this happen so consistently to anyone else? Minor problem since you can just click stop to make them still again but it's highly distracting and everytime I pick up the game every few months I'm a little surprised it hasn't been fixed

 

Yes, I've been seeing the same pathfinding issues you mention. It's a big distraction when I'm trying to focus on combat. :cat:

 

 

It's not a consistent thing though; at least, I don't get this glitch. I may have had it once or twice, but if I did it was so infrequent that I can't recall for sure if I did. The Goldpact Knight in the Stronghold does quite consistently do this do (or something like it), after you build the Forum I think.

 

Possibly it's related to the type of tactics you employ. Prior to combat I tend to use terrain to anchor one side of the formation, and there the walkpathing issues tend to appear in the back line. But yes it is infrequent, albeit immersion breaking.



#33
Xaratas

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[…]

Hey kanisatha,

 

Can you be more specific? I was under the impression that all of our VO populates in our dialogue log. 

 

- Sking

 

Can happen when the „Linux scroll to bottom left after area transition“ bug (oh, one more for the list) is not prevented by mouse moves. Then, i think to remember, if you have your party not on the screen or close by and don't get the start of the conversation you also get no text in the textbox.


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#34
theBalthazar

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*** --> Wrong Calcul of critical hit damages.

 

https://forums.obsid...-bug/?hl=critic

 

> Few month ago there is a problem with that (Sabra marie)

The min damage critical was outside the expected target. (Min of min.)

 

My topic has no answer ? The problem is solve ?

 

-----------------

 

*** --> The elemental damage via +20 % is not applied for elemental weapon (Talent)

 

Bittercuter / Stormcaller. Bonus damages is elemental. Is the bonus is resolved ?


Edited by theBalthazar, 26 August 2016 - 12:46 AM.


#35
AndreaColombo

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Second issue's solved, although the side effect is that the talent now applies to both kinds of damage dealt by the weapon.

Don't know about the other one.

#36
Fiery Rain

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Yeah, I too would suggest that you guys just focus on bugfixing. New features and rebalancing inevitably will bring new bugs, and I doubt someone would want that.

I'd like to report one bug that started to occur since 3.03. No one else reported it - at least I never saw it - so I suppose this is difficult to reproduce and very situational, but still:

 - After you start a new game and quickload and any point, it's possible that, upon reload, the message "You have successfully installed White March" will appear. You click "Okay", it disappears, but after any reload of any save, it will appear again. And again. I don't know if this is harmless, since it's the new game: who knows, maybe this resets add-on progress or something, maybe not, but it's hardly the most pleasant thought.

The only workaround I have found - Immediately after new game begins, quicksave and then quickload. The message may disappear; if not, try to load autosave created at the start. If not, alternate between loading these two until it happens. So far it worked, I suppose, somewhat stubbornly, but worked. But I don't know if it will appear again in the future, nor do I know what to do in such a case. More importantly, if this message indeed resets the addon or something, I don't know if this fixes it altogether or just stops spawning the message while resetting the progress just the same.

And if you can, look into this Chanter Rime traps bug littering the save file, please.



#37
kanisatha

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This is not a bug but rather a feature request, which I totally understand not being possible at this stage. If so, then at least hopefully it will be an integral part of PoE2 and other future Obsidian games.

 

I am hearing impaired, meaning I can hear (with a hearing aid) but have great difficulty following speech and especially electronically generated speech. Right now, words spoken by characters (party companions or NPCs) that are not directly addressed to the PC, i.e. background comments/conversations, do not show up on closed captioning or that conversation box in the bottom right corner. Sometimes there's a popup next to the character but not always, and it fades very quickly maybe before I've even noticed it. Just wondering if that conversation box can be set up to show any and all words spoken in the game no matter the context?

Hey kanisatha,

 

Can you be more specific? I was under the impression that all of our VO populates in our dialogue log. 

 

- Sking

 

Sking, thanks a bunch for following up on this. Essentially, quite often in the game I will clearly hear the sound of someone saying something, either one of my party members or an NPC, but where I didn't actually catch the words. So then I immediately check the dialog box but there's nothing there.

 

I should note, though, that I haven't played the game since v.2 so it is possible that changes were made to the dialog box such that now it does show all spoken words. I am already such a huge chronic restarter that I didn't want to keep restarting my game even more often with each new patch, so I decided to wait to return to the game after all the major patching was done. :)



#38
kanisatha

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[…]

Hey kanisatha,

 

Can you be more specific? I was under the impression that all of our VO populates in our dialogue log. 

 

- Sking

 

Can happen when the „Linux scroll to bottom left after area transition“ bug (oh, one more for the list) is not prevented by mouse moves. Then, i think to remember, if you have your party not on the screen or close by and don't get the start of the conversation you also get no text in the textbox.

 

Oh wow! Very interesting. So maybe that's what it is. I will keep this in mind in the future. Thanks for sharing!



#39
Loren Tyr

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Second issue's solved, although the side effect is that the talent now applies to both kinds of damage dealt by the weapon.

Don't know about the other one.

 

Depends on the weapon/spell though, it only checks the primary damage type. So weapons like Stormcaller and Bittercut indeed gets the +20% Shock/Corrode from the elemental talents, regardless of whether they end up doing Shock/Corrode damage. But Durance's Staff or Minoletta's Missiles don't get any bonus even if they do end up doing Burn/Corrode damage, because that's not their primary damage type. 

 

Getting the latter to (always) get the bonus would be very easy to do, not sure whether them being left out was intentional or an oversight. Fixing it completely however (ie. getting the bonus iff the actual damage done is of the appropriate type) would be quite difficult given the way the code is set up.


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#40
AndreaColombo

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Sking, could you log a ticket for that?

At this point it would be good to at least have consistency in how these items and spells are treated (e.g. Minoletta's Missiles and Durance's staff should get the appropriate bonus from elemental talents.)





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