Jump to content

Kriber22

Members
  • Posts

    193
  • Joined

  • Last visited

Everything posted by Kriber22

  1. I had the bow (Stormcaller?) bound to Grieving Mother, and had gotten it to the second part where she has to kill 5 druids or 25 other enemies. I was in the White March inn swapping out some party members in order to rearrange items and inventories and I dismissed Grieving Mother, Stormcaller in hand. When I recruited her back a couple of minutes later the bow had skipped ahead one step in its progression tree; the requirement now read "Rest in a Sky Dragon's lair" or something very similar. However, the ability for the second step (whatever that may be) had not unlocked. I travelled to Hylea's temple and rested there, and the bow unlocked its final step (becoming Superior and gaining the Crackling Bolt ability twice per day) and listed as complete. But it still looked like it hadn't unlocked its second ability. I reloaded a save, unequipped the bow from Grieving Mother and gave it to another character to hold so that when I dismissed her the bow stayed in the active party. This time everything worked fine and the bow remained at its current level of completion when I got Grieving Mother back and had her equip the bow again. I don't know if this is something that happens to all soulbound weapons, since I didn't try doing this with any of the others. Still, it shouldn't be too hard to try and reproduce this bug.
  2. I don't think we have seen an issue where no soulbound weapons are counting kills. Is it a specific weapon? If not, would you mind sending over your saved game our way so we can investigate? Hi Brandon, the issue has been reported in the technical forum and acknowledge by Aarik D. if memory serves. When St Ydwen's Redeemer kills a Vessel with the Destroys Vessels proc, the kill doesn't count toward the total for unlocking the next level. Our best guess ("our" as in "the community's") is that a kill only counts if the killing blow comes from the weapon directly and not from the spell it proc'd. I think I misunderstood. I thought the problem was that none of the soulbound weapons were counting kills. That issue you reported is known and it currently in the queue for the next patch. Celliot over in Technical Support said... So it has to be something other than just the destroy effect. Is the fix in line for the next patch just for the Redeemer, it is it also something that'll fix Stormcaller, etc.? It is very definitely not just the Destroy Vessel effect. The Redeemer doesn't count any kills at all, regardless of whether they're done with ordinary hits, critical hits or the Destroy Vessel ability.
  3. I don't see anything about a fix for soulbound weapons not counting kills at all. Doesn't matter if the requirement is 10 or 50 if you're permanently stuck on zero...
  4. Perhaps you need to activate the quest about the guy wanting his amulet back from the Priests of Oghma first?
  5. Here I am, going boldly forth with my party in the White March, when I come up against a bunch of white elves tormenting an Ogre slave. We get into a fight, and my main character - a Wizard - finds it prudent to cast Mirrored Image when some angry people with pointy sticks come charging up. He does so, and finds himself surrounded by 5 copies of himself... and 6 tabby cats wandering around his feet going "miaow". Fortunately all but the original cat disappeared when the spell ended, and no ill effects were observed. But for a moment there I had this vision of the screen filling up with five more cats each time i cast a Mirrored Image spell.
  6. Yeah, this one's a major pain in the behind. I really hope it gets fixed, even if it wasn't mentioned in the beta patch notes.
  7. Items with the Herald quality grant bonuses to the whole party. It's not a bug, it's a feature.
  8. I'm a little confused here. Is the bug that the weapons are losing the Draining effect that they're supposed to have, or is it that they're showing the Draining effect when it's not supposed to be there? In both the games I've been playing since 2.0/TWM I've had both those weapons in my inventory already, and the Draining effect has been replaced with this other effect (steal duration and accuracy, don't remember what it's called).
  9. I noticed the Fireball ability on this one wand you find has an awesome new animation, while the Fireball spell is the same old "blast of fire"-animation. I was hoping they'd upgrade the spell as well.
  10. This is a bug? I thought several items with Draining, including those two mentioned above, had been changed to have another effect instead (the one that steals time from beneficial enchantments on the enemy).
  11. I don't know about the ogres, but the elks are supposed to behave that way. You first encounter two of their calves a little ahead of the rest, and they run away to hide behind the adults when you approach. Note how the adult elks are standing, the big (males?) ones in front with everyone else huddled behind them; classic defensive tactic for herd animals.
  12. Rosewood? Are you talking about the campsite where the runaway apprentice got killed by the angry wizard? If so, that treasure can be found in the slightly-south-of-the-middle area of the Durgan's Battery outdoors map.
  13. I've tried this extensively, and here's what I found that you needed (all on the same character) to save them both: 1. Survival 5. 2. Perception 14 or 15. 3, Dexterity 10. 4. Might 10. 5. A cold spell. 6. Prybar? (this may be optional, especially if you have high Might). 7. Constitution 12. 8. Athletics 4.
  14. The prayer against paralysis spell should work for stun. It did for me with the lizard people in the White March, who were spamming stun as if it was going out of fashion. Unfortunately it's a level 5 spell, so you may have to rely on scrolls.
  15. I've bonded St. Ydwen's Redeemer to Pallegina. The first part of the upgrade, inflict 500 damage to spirits, went just fine. However, when I got to the second part - kill 50 vessels - it all came grinding to a halt. No matter what I do, the sword isn't counting kills. I got it up to 2/50 and that's where it's been sitting for a long time. I started in the Sanatorium with the Flesh Constructs there, and got the first kill. Then I went to Raedric's Keep and cleared out the dungeon and got my second kill. That's where I noticed something wrong. No matter how many vessels Pallegina kills with the sword, the count doesn't increase. I've done the two areas mentioned above plus the workshop area in the expansion with all the constructs there. I've made sure to have Pallegina solo several enemies and seen that the combat logs gives her the kill, but no increase. She kills them both in the normal way and with the vessel slaying ability - still no kills. Regular hits, critical hits, with and without Flames of Devotion - still no kills. Something is definitely wrong here.
  16. Absolutely all items, or just weapons and traps? I haven't seen this affect armours and other items so far.
  17. Definitely on area transitions. The bug also seems to only affect weapons found in the area you're transitioning out of; all other weapons in your stash are fine. I've come up with a tentative workaround. I haven't had a chance to test it very extensively, but I've had it work for me on three separate occasions: 1. Make a savegame just before leaving an area. 2. When you arrive in a new area, check your stash to see if any weapons have gone missing. 3. If anything is missing, reload the save you made in point 1. 4. Leave the area again. All your items should still be in the stash when you reach the new area.
  18. OK, I have some additional information on this. It appears that the bug happens on area transitions. I was doing "The Man Who Waits" in the basement of the Sanatarium. After confronting Thaos and defeating the patients he released, I looted their bodies for some non-magical daggers, clubs and clothing. After adding those items to my stash I checked and they were all still there. I kept playing, left the Sanatarium and went to Hadret House, then saved in Brackenbury before leaving. I then checked my stash and saw that the daggers and clubs were gone, but the clothing was still there. This matches previous occurrences, where only weapons and traps have vanished while armour has been left behind. I had not loaded any saves or done anything else aside from transitioning between areas. When I went back to a savegame from the basement, I saw that the items were still there. Clearly they vanished between the basement and Brackenbury outdoors.
  19. I have this issue as well. I've noticed several items disappearing, both weapons and traps. Nothing else that I've noticed. I don't have any save files to share, since I've overwritten the relevant ones (I had no idea it had happened util much later, when I went to sell some loot). Some of the items were moved into the stash via the "take all" button on the looting screen, while others (the traps for sure, I remember those) when I transferred them from the individual inventories to the stash. I have never had any mods of any kind installed, nor have I ever used the console for anything. The game is pure vanilla, updated to 2.0 and with The White March installed.
  20. "Installed White March", you say? Several hours before it's released? Well done.
  21. I'll go with Eder, Sagani and Pallegina. Because they're people I'd like to hang out with in real life.
  22. Seems a little unfair that Wizards should have to pay much more to respec than every other class.
×
×
  • Create New...