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3.04? Update on our next patch

3.04 update patch

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#41
WorstUsernameEver

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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.


Not that I want to intrude, but are you talking about dialogue that might trigger in fights (for example when someone is KO'd)?

#42
kanisatha

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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.


Not that I want to intrude, but are you talking about dialogue that might trigger in fights (for example when someone is KO'd)?

 

That would be one potential situation, yes, but others as well.



#43
Fiery Rain

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BTW, I'd also like to reiterate issue already mentioned by someone in this thread. If running two instances of a game causes saves to corrupt and progress to reset, you should definitely try to include some fail-safe mechanism to prevent that from happening. "The game is already running" message or something. Losing progress just because Steam froze momentarily and you clicked the second time to "Play", or accidentally pressed Enter several times... well, yeah.



#44
pi2repsion

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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)

Thank you for the summary. In particular the Chanter issue is most vexing.

 

I returned recently to try out White March part 2 a year after I played part 1 and found that the Chanter's signature class talents, which Obsidian broke in 2.0 when they changed how the fighter and chanter constant effect abilities were applied* remained in their miserable state of worthlessness. Queue disappointment. Assuming that a sequel draws on the PoE codebase, this is something that must be fixed sooner or later.

 

* from constant effect to timed buff applied at start of combat, which meant that the original Chanter functionality of "works whenever you are chanting" became "works from start of combat until you stop chanting (for whatever reason)".


Edited by pi2repsion, 28 August 2016 - 03:39 AM.


#45
Rolandur

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Zealous Focus textual bug: When two or more paladins are in the same group and both have Zealous Focus the stat page will show +6 Accuracy, +15% of Grazes converted to Hits (Suppressed), which is correct. The bug is that it says this upwards of 10 times so it'll look like this.

 

+6 Accuracy, +15% of Grazes converted to Hits (Suppressed), +15% of Grazes converted to Hits (Suppressed), +15% of Grazes converted to Hits (Suppressed), +15% of Grazes converted to Hits (Suppressed), +15% of Grazes converted to Hits (Suppressed), +15% of Grazes converted to Hits (Suppressed), +15% of Grazes converted to Hits (Suppressed), +15% of Grazes converted to Hits (Suppressed), +15% of Grazes converted to Hits (Suppressed), +15% of Grazes converted to Hits (Suppressed), +15% of Grazes converted to Hits (Suppressed)



#46
Jojobobo

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I think the stun on crit weapon durations should definitely be fixed (see my thread, with Loren Tyr proposing a fix as per usual based on prone on crit weapons which currently aren't bugged). As a quick rundown they currently last for much longer than they should do, making a Barbarian using such a weapon pretty absurdly powerful rather than just, you know, powerful.

 

Other than that it seems like you have a great set of fixes lined up, and it's good to hear you're now asking the community seeing as this is going to be (probably) the final patch. Keep up the good work.

 

EDIT: Ninja'd by Loren Tyr, teach me to not read a thread throroughly before posting.


Edited by Jojobobo, 29 August 2016 - 10:21 AM.

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#47
Loren Tyr

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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 ?

 

I have checked this just now, damage for the bow on critical hit are inside the range they are supposed to be, both with and without Durgan enchantment. One caveat here: the Durgan Refinement on weapons actually only gives +25% damage on Crit, not +30%. This is how it is encoded in the asset files, I suspect that it is shown incorrectly in the item description due to rounding (ie. for displaying On Crit multiplies bonus, the rounding is set to one decimal place rather than two; I assume it is specified by parameter type anyway, since Interrupt duration does get two decimal places, if needed). 


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#48
Oderisson

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Just hope they don't make us wait as long as last time for the patch. Last one was like what from beta to official? 2 months? We aren't even at beta stage now.



#49
AndreaColombo

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If this hasn't been mentioned yet, it definitely needs fixing:

http://forums.obsidi...-elryns-jacket/
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#50
Jojobobo

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I guess in addition to the bugs, now is probably the time to review any mechanics that might be working in ways that weren't anticipated. The ones that spring to mind are:

 

Blood Testament raw damage and Turning Wheel burn damage applying to Retaliation, Battle-Forged, Flame Shield and Jolting Touch. This allows for your combo of retaliation strikes to easily stack up to above 100 damage per hit, which is by all accounts pretty high especially when you can sit pretty on your Iron Wheel and Battle-Forged insanely high DR (in conjunction with whatever absurd armor you want to wear, as you don't even really need to actively attack with the retaliation effects). There's also the fact to consider that Turning Wheel is an extremely early ability, so you can start using this combo in a fashion as early as Gilded Vale.

 

I know for me now, there's no way I would have a Monk with these effects active as they almost totally eclipse what you can do with other Monk builds.

 

Blast producing AoE Envenomed Strikes and Runner's Wounding Shots. It seems a little counter-intuitive that Carnage (where you could directly apply poison to a weapon and have it make contact with multiple foes) doesn't allow for envenomed strikes but Blast (where whatever projectile you're using explodes making it unlikely the poison would carry over distance in the the air, or something like that) does. The internal consistency just seems a little off, really either both or neither should be working in this case.

 

I'm not necessarily saying that these effects are bugged or broken, but it might be worth reviewing if they are working as intended or not as they do see to be on the highly powerful side. Some of these effects seem to err on the Reaping Knives with Monk unarmed side of things which was patched out.


Edited by Jojobobo, 30 August 2016 - 09:22 AM.


#51
Sking

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Hey (you bunch of glorious) gamers,

 

I've been looking into your posts (hopefully not missing anything) and our list grew a few. I'll try to get an update on the 'op' later this week if we can get some fixes in and verified. Keep the bugs coming.

 

I got your backs

-Sking


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#52
Dr <3

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Thks

#53
AndreaColombo

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Sking,

 

thank you and the team for this.

 

This is the kind of dedication and community orientation that I felt was missing from the 3.03 release. Thanks a lot for this :)



#54
Loren Tyr

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Blast producing AoE Envenomed Strikes and Runner's Wounding Shots. It seems a little counter-intuitive that Carnage (where you could directly apply poison to a weapon and have it make contact with multiple foes) doesn't allow for envenomed strikes but Blast (where whatever projectile you're using explodes making it unlikely the poison would carry over distance in the the air, or something like that) does. The internal consistency just seems a little off, really either both or neither should be working in this case.

 

Agreed. I think the Blast + modified attacks (like Envenomed Strike, but also weapon procs) area actually a manifestation of the same issue as Consecrated Ground + Knockdown, Black Path + Envenomed Strike, etc., so it would be good to fix them all in one go if possible (though knowing the internals, I recognise that that might be quite difficult in this instance).

 

In a similar vein though: Kalakoth's Minor Blights + Blast. It may not necessarily be a bug as such, but Blast AOEs happening on every hit in the Blight AOE does seem a bit much. Might be better to get the Blast hit on just the main Blight hit. 


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#55
Phenomenum

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I don't know, maybe this bug already have been corresponding by someone, but i just want repeat my post:
From stealth at battle start and from shadowing beyond.
1. Simple auto attack - Backstab triggers for two hits if Dual Wield (Full attack) and two hits for 2Handed. Works identically from stealth and Shadowing Beyond
2. Ability (Crippling strike or something else) - for Dual Wield, triggers Backstab only on SECOND hit (for stealth and shadowing) and for 2Handed weapon triggers only one Backstab hit from stealth, and from Shadowing...no BS at all, just ability.


Edited by Phenomenum, 31 August 2016 - 09:15 AM.


#56
Loren Tyr

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I don't know, maybe this bug already have been corresponding by someone, but i just want repeat my post:
From stealth at battle start and from shadowing beyond.
1. Simple auto attack - Backstab triggers for two hits if Dual Wield (Full attack) and two hits for 2Handed. Works identically from stealth and Shadowing Beyond
2. Ability (Crippling strike or something else) - for Dual Wield, triggers Backstab only on SECOND hit (for stealth and shadowing) and for 2Handed weapon triggers only one Backstab hit from stealth, and from Shadowing...no BS at all, just ability.

 

Yeah, I have those in my list as well. The first one is not a bug, I think. It seems well-balanced anyway, it's not like BS is overpowered with it, so I hope they keep that in. The others obviously are, I certainly hope they fix at least the Invisibility + Strike = no BS one, that's the most serious one I think. It's also reasonably easy to fix, though.


Edited by Loren Tyr, 31 August 2016 - 10:29 AM.


#57
Tomedro

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I just figured ot that the raw damage part of wounding shot (Ranger) dont scale with int or even with crits. The Duration is indeed modified but the dmg is always the dmg of the main shot  (after dr, without lash) x might.



#58
Loren Tyr

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I just figured ot that the raw damage part of wounding shot (Ranger) dont scale with int or even with crits. The Duration is indeed modified but the dmg is always the dmg of the main shot  (after dr, without lash) x might.

 

That's by design though, for DoTs the damage is never (directly) affected by crits/grazes, otherwise it would the crit/graze would effectively doubly affect it. There are actually two types of DoT:

- ApplyOverTime DoT, like Wounding Shot: the damage is determined by the damage value of the primary attack (before or after DR, depending on the effect); a crit boosts the damage of the DoT indirectly, by increasing the damage of the primary attack. Since the damage is fixed by the primary attack value, duration only changes the time it takes to fully deal it (though for non-raw ApplyOverTime DoTs longer duration actually means effectively more DR reduction)

- ApplyOnTock DoT, like Necrotic Lance: the damage is set per tick; a crit doesn't boost the damage per tick but does increase the duration, and therefore the total damage dealt. 



#59
house2fly

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This isn't a bug, but I remember the end boss music was going to be changed so it's the same music that plays for wizard/dragon fights in the expansion, but that never happened. Currently it's just one of the normal combat themes, which is a bit underwhelming, changing it to the expansion's boss theme would make it feel more climactic.
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#60
Kregan

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Please fix the -Infinity bug guys.

http://forums.obsidi...s-still-active/





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