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wbc889

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Everything posted by wbc889

  1. Sking, I'm afraid that the regedit workaround doesn't work for me. I deleted Computer\HKEY_CURRENT_USER\Software\Obsidian Entertainment\Pillars of Eternity II, but the beta still has no options for 3440x1440.
  2. I want to echo the feedback that combat speed currently feels too fast. In fact, in certain situations the player cannot even find the moment to pause correctly. Whenever combat speed is such that the player no longer has a basic level of control, i.e. pause, then the combat speed is probably too fast. Take, for example, the full frontal fight in Boa Hika Pass. The Lagufaeth can wrap around the player's front line into the back line in a couple of seconds. The player seldom have the reaction time to pause and address the situation as it unfolds. One way a player can address this is to pause the combat every couple of seconds, but this can happen - between - a couple of seconds. Either the Lagufaeth are too fast or the combat speed is too fast. So, like the seasoned players we are we go on to another option: pause after every combat action. But wait, this doesn't work either because if disengagement doesn't fire then the Lagufaeth wraps around the front line anyways. In sum, current combat speed feels (a tad? or a torrent? hard to say) too fast. It gives rise to situations where not even pausing the game is an option to the player. Adding slow motion back would be of value to the game.
  3. Not sure if this is intended but Wall of Draining is triggering super fast, such that it slows the game to a crawl. Saved game and output log: https://www.dropbox.com/sh/d5w5ua0p7d5mco0/AABpeztfBbbWULhhx4i1tTPZa?dl=0 Reproduction steps: 1) Get into fight with Ondrite fanatics 2) The Ondrite wizards will cast Wall of Draining 3) Have a controlled NPC sand on the wall 4) Watch as the combat log is spammed with wall triggers and game slows
  4. Minor Arcane Reflection/Arcane Reflection each causes Minoletta's Concussive Missiles to bounce infinitely, even after combat ends, and thus can cause the death of the entire party. Save and output log link: https://www.dropbox.com/sh/4gk07n13ul6jd7j/AAAzF2MMpqtg2BNLQH1Zb8Spa?dl=0 Reproduction steps: 1) Fight NPCs that cast Minoletta spells, e.g. Magus or Concelhaut 2) Cast Minor Arcane Reflection/Arcane Reflection 3) Wait for Minoletta's Concussive Missiles to be cast on character with Minor Arcane Reflection/Arcane Reflection 4) Observe as Minoletta's Concussive Missiles bounce infinitely and wipes party, even after combat ends
  5. Characters without triggered immunity are having the benefit without having to equip Ryona's Breastplate. Link to save game and output log in the following link: https://www.dropbox.com/sh/4gk07n13ul6jd7j/AAAzF2MMpqtg2BNLQH1Zb8Spa?dl=0 Steps to reproduce: 1) Select Zahua and send him into a fight 2) See that trigger immunity activates on Zahua even though he is not equipping Ryona's Breastplate.
  6. Also, just a thought: the tax collected turn advancement happened the first time I turned in the quest. Could it be that the global variables are not correctly tied to saved games, such that subsequent loaded games lose the turn advancement?
  7. I've encountered instances in which turning in quest do not consistently trigger a turn advancement in the stronghold screen. This is one that I happened to log. Save file and output log are available in the following link: https://www.dropbox.com/sh/wfzvsnehzb444yt/AACoQfOBN_uPoNn8H7GPAtdYa?dl=0 Reproduction steps: 1) Talk to the NPC Kaenra and turn in the quest 'His Old Self' Expected outcome: 1) Turn advance from Turn 29 to Turn 30 in this save file. Outcome: 1) In one instance taxes were collected 2) In most instances there are no updates to Turn and Turn remains on 29 While I hesitate to label this game breaking, but missing out turns can translate into the players missing stronghold adventure opportunities. Thanks for looking into this.
  8. This is an unresolved issue that was first reported in the first beta version of the patch: http://forums.obsidian.net/topic/85204-v302997-px1-px2-steam-savage-attack-penalty-counted-twice/ Edit: oops, please move to beta tech forum. Thanks.
  9. Here you go: https://www.dropbox.com/s/v8pfni51g8voao7/23dfc532-fd72-41fb-a182-fd7eb5d23fb6%20autosave_1.savegame?dl=0
  10. This is real. Just tested it on a hapless tavern NPC and the combat log shows the double penalty accuracy. 99 accuracy: https://imgur.com/ivGKI4O Double penalty screenshot that shows 99 accuracy: https://imgur.com/2t2zs4y
  11. Savage attack accuracy penalty is incorrectly counted twice on any weapon equipped, two handed or one handed, or one-hand + shield. https://imgur.com/2t2zs4y https://imgur.com/ebQKNmE https://imgur.com/6eL7Uai
  12. Appears to have been fixed. I had Devil of Caroc attack Eder, who is wearing Durgan steel enhanced 'He Carries Many Scars'. Devil had a crit that was mitigated to a hit by 'Durgan Scars' https://imgur.com/YS7F05O https://imgur.com/G65hXQH
  13. If I have to hazard a guess here, pole-axe is not a reach weapon for reasons of balance. All reach weapons have a single mode of damage. Pole-axe's slash/crush modal is already incredibly flexible. If it has reach then there will be few reasons left to chose any other reach weapon, to the point where it would be oppressive to weapon diversity and player choice.
  14. Existing fighters are not getting the extra +5 deflection from patch 2.03, even after re-roll. I hired a new custom NPC fighter with the same resolve stats as my PC. You can see that at level one, the deflection has a difference of 5 (custom NPC has 5 more base deflection than my fighter character). This may also affect Eder, or any fighter created pre-2.03. Save game and output log for your verification: https://www.dropbox.com/sh/owyx82tsknj855r/AABo4ZVhXSkaTDHVpMr-QcCLa?dl=0
  15. Hi Aarik, if I recall the bug happened when my party solved the bells riddle first before clearing that room. When I reloaded the level and cleared the pool room first before I solved the bells riddle, the error did not occur.
  16. The first level Temple of Eothas spirit at the pools has a buggy dialogue that won't exit. Directions: enter the pool room and let the spirit memory cut scene trigger. Dialogue is stuck and game can only be exited through alt-f4. https://www.dropbox.com/sh/02epp53d2a6g11q/AAB_6Q8Hgt49OHNqngYjmElea?dl=0
  17. Hi Aarik, [v2.01.0721 PX1 -steam] seems to have revert unique weapons (e.g. Blesca's Labor) to their original effecfts, therefore reproduction of the issue is no longer possible. However, as you can see the icons on the PC is still there, so whomever got hit by unique weapons effects in 2.0 still has the debuff icon in 2.01. If you go back to patch [2.00.0706 PX1 -steam], you can load the save and use Eder to attack anyone in the party with Blesca's labor, then the bug will be reproduced.
  18. Please note that in [v2.01.0721 PX1 -steam], the Blesca's Labor debuff icon doesn't go away if a character previously had been affected before the patch. This seems to be a bug around the debuff for stealing beneficial effects, which reads "Steal 30 sec duration from each beneficial effect on the target."
  19. Please see the save file with this link: https://www.dropbox.com/s/5zetnzz3p79lkjj/97b637ac5222472c8a5adf918769115f%2025737029%20CrgholdtBluffs.savegame?dl=0 Steps to reproduce the bug: 1. Select Eder, who has Blesca's Labor equipped. 2. Order Eder to attack any one of the party members. Please note that the player character is already affected by the bug. 3. Blesca's Labor icon now show sup and doesn't go away 4. Now order the entire party to enter Cragholdt (or transition to any other map) 5. Blesca's Labor icon persists on characters hit by the weapon. 6. Save/load/transition/restart PoE doesn't not fix the bug. Thanks for looking into this. Please also test this with other unique weapons with effects as this seems a bug that may apply to those as well.
  20. Friendly attacks on any party with Blesca's Labor leaves a permanent icon on the character status display. This is also shown on the 'active effects' section of the character information sheet. Saving, loading, and area transition do not make the icon go away.
  21. Try this: https://www.dropbox.com/sh/kb5y8vb16tus0p2/AADMGAv0enXJOKU9aaOA79W2a?dl=0 I apologize in advance that I couldn't get an easier setup. You need to maneuver Eder and the PC at the beginning to start combat and block the door way to the animats (to the northeast). After combat is initiated and you have established good positioning, select Aloth and cast the following two spells in any order: Chill Fog (on to the animats) Kakaloth's Minor Blights Then use Aloth, with minor blights in his hands, to auto-attack the animats, which should be blocked off in the door way and standing in the chill fog. After Aloth auto-attacks several times, his animation seems to stutter at the last millisecond and his attacks and spell casting abilities can no longer be activated.
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