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Everything posted by PrimeHydra
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I recently loaded an auto-save of my team just entering the Dryford Ruins in the northeast corner of the map. As soon as the game is loaded, the camera immediately pans very quickly to the northwest corner, which is completely black (unexplored). Much confuse. I tried loading a few times and made sure I wasn't moving my mouse cursor; it's reproducible. Also--and I'll keep saying this till it's fixed--please allow .savegame files through your upload filter! Thanks. autosave.savegame.txt
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Having a blast testing the PoE backer beta. One annoying hindrance to reporting bugs: Your upload filter blocks .savegame files. As a result I have to append .txt or something to the file extension every time. I'm sure the beta testers (and your devs downloading the attachments) would appreciate not having to do this, no? Thanks
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Also good to see the mainstream media supporting this decision!
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Good on Obsidian for taking the time they need to get it right. It's a relief, honestly. I'd be willing to wait another year if it meant an awesome title that stood shoulder-to-shoulder with Baldur's Gate 2.
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List of Prios to Fix until the Early 2015 Release
PrimeHydra replied to IndiraLightfoot's topic in Backer Beta Discussion
I'm sure they know what their priorities are. I'm just excited they are being flexible on the release date, so that the game doesn't get released before it's done. That tells me they care about getting it right. -
[301] Confusing cancel prompt for hiring an adventurer
PrimeHydra posted a question in Backer Beta Bugs and Support
The wording of the Cancel prompt for hiring a new adventurer is a little confusing due to the button captions. "Cancel hiring of new adventurer?" [Accept] [Cancel] I accidentally clicked Cancel, thinking "yes, Cancel it." Of course, [Accept] is what actually cancels it. Possible new wording: "Are you sure you want to cancel?" [Yes] [No] -
[301] Endless boardom - Immortal Knocked Out Boar
PrimeHydra replied to IndiraLightfoot's question in Backer Beta Bugs and Support
Hee hee hee.... -
Playing build 301. Noticing that when you issue a command in combat with the game paused, you don't see the ability's icon in the "current action" circle above the character's model. I like how the character swivels to face the target, that helps, but we need to see the actual ability icon. For instance, if you choose an attack ability like Flames of Devotion, then click an enemy, the "current action" circle turns into the generic attack icon, not the one for Flames of Devotion specifically. I realize Expert Mode users would like this to remain generic, but for us UI nuts please consider showing the icon for the ability I just commanded. Mages already show the icon of the spell they're currently casting in this spot. Edit: It looks like some abilities like the fighter's Knockdown are shown in that circle upon selection. That makes me wonder if it's a bug...is this simply the issue where commands don't always work?
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The wording of the Cancel prompt for hiring a new adventurer is a little confusing due to the button captions. "Cancel hiring of new adventurer?" [Accept] [Cancel] I accidentally clicked Cancel, thinking "yes, Cancel it." Of course, [Accept] is what actually cancels it. Possible new wording: "Are you sure you want to cancel?" [Yes] [No]
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Bring up the options menu via Esc. Click a category containing items with mouseover descriptions such as Game. Mouse over an item such as the Expert Mode checkbox. Its description appears in the bottom of the dialog. Close the options dialog via Esc. Bring up the options dialog again via Esc. The description for Expert Mode (or whatever you had hovered over) is stlil there.
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Minor bug: When hiring a Godlike (Aumana body type), when it got to the step for selecting facial hair etc., it initially showed a number N/N for the facial hair options. I clicked the arrow to change facial hair, and it changed to None (no facial hair options, as it should be). Cancelled the hire and tried again, this time it correctly showed "None" for beardo options. Maybe the initial value is incorrect, then it gets cached to None? No biggie. Polish item. Edit: My bad, this has already been reported.
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Loving the double-row (16-box) inventory, feels right for an IE successor. Stealth system is great, it actually creates suspense and so far has been working pretty smoothly for me.
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[301] Auto-pause on Enemy Spotted is always disabled
PrimeHydra posted a question in Backer Beta Bugs and Support
This has been the case since the first backer beta: You can't actually set the option to pause on Enemy Sighted. The checkbox is grayed out (although interestingly, the dependent checkbox "stop party movement" will check if you click Set All). I'm guessing it's just a TODO? -
It would be great if we could set how often characters played "acknowledgement sounds". I like to turn mine off after hearing "very well", "going", "very well", etc. enough times ) This was a nice little feature of the BG games. "Always", "Sometimes (20% of the time)" and "Never" were the options I believe.
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[301] Normal/Double speed becomes Double/Quad speed
PrimeHydra posted a question in Backer Beta Bugs and Support
After fighting some rogue druids in the north part of Stormwall Gorge, I noticed that after combat my party was walking really fast. Thinking double speed was turned on, I hit "D". But double speed had no been engaged! Once double speed was on, we were walking at twice that speed. Quad run FTW! I experimented with "D" and "S" but no combination allowed me to restore the normal movement rate. Going to a new area (i.e., back to the village) also didn't restore it. Interestingly enough this persisted after saving and restoring the game, and even after closing and re-launching the app! The effect didn't spread to other savegames, however. I wish I could tell you exactly what precipitated the behavior. I do know that my party were affected by the druid's hobbling AoE spell at one point. Attached is my savegame. Note: Please allow uploads of .savegame files! I've mentioned this a few times now. At the moment I'm having to add .txt extension. Thanks. quicksave.savegame.txt -
[v301] Missing ability descriptions for Monk
PrimeHydra posted a question in Backer Beta Bugs and Support
Posted about this in the BB General Discussion but realized it might be a bug. To copy-paste from there: This may have been mentioned, but class abilities could use some kind of description in their tooltip when creating a class. Creating a monk right now, and under the Class banner, under Monk, there are icons for Transcendant Suffering and Swift Strikes. Transcendant Suffering's tooltip simply says "Passive". Swift Strikes' tooltip says "Requires 1 wound". I can find the descriptions for these abilities in the general Monk description, but shouldn't the ability icons themselves also describe them? Just found it a wee confusing. Edit - Also getting this in the character level up screen. I unlocked "Long Stride", and mousing over it I just see "Combat Only". No description. Bug, or incomplete tooltips? I wasn't sure. -
[301] Name textbox flicker when switching back to PoE
PrimeHydra posted a question in Backer Beta Bugs and Support
When creating a character, on the screen where you are prompted to enter your character's name, click to activate the textbox (insertion point blinks). Then switch out (Alt + Tab). (I switched out to Google Chrome to look at these forums ironically enough). When you switch back, the character name "vibrates" briefly--like the insertion point is blinking off and on wildly for a few seconds. This lasts longer the longer you are away (maybe it's picking up the keystrokes I was typing while switched out?) Then it returns to normal. I can also type to stop the blinking. Not a big deal, but thought you'd like to know about this quirk. PS - I tried selecting "Character Creation / Adventurers' Hall" for this topic's tags, but the forum told me "Tags incorrect, they must be between 2 and 30 chars." -
This may have been mentioned, but class abilities could use some kind of description in their tooltip when creating a class. Creating a monk right now, and under the Class banner, under Monk, there are icons for Transcendant Suffering and Swift Strikes. Transcendant Suffering's tooltip simply says "Passive". Swift Strikes' tooltip says "Requires 1 wound". I can find the descriptions for these abilities in the general Monk description, but shouldn't the ability icons themselves also describe them? Just found it a wee confusing. PS - this is in build 301. Edit - Also getting this in the character level up screen. I unlocked "Long Stride", and mousing over it I just see "Combat Only". No description. Bug, or incomplete tooltips? I wasn't sure.
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I'm not only the Hair Club for Men president, I'm also a client. But yeah, the ladies get more fashion options. Guys can go bald, mullet, emo, or 80s ponytail.
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Discussion: the PoE beta xp system
PrimeHydra replied to IndiraLightfoot's topic in Backer Beta Discussion
The introduction of a proper stealth system in build 301 may render this argument moot. Obsidian are making good on their promise to provide multiple solutions to problems (i.e., non-engagement/avoidance as a real gameplay choice). Per-enemy combat XP would go against this design. This is commendable--it would have been easier to just cave to expectations. Instead they are going to evolve the IE formula. I didn't feel this way when stealth was just "make sure the circles don't overlap". That wasn't much of a system. It would have been nice to know it was going to be fleshed out. I for one would not have waved the flag for combat XP, had I known there really would be other interesting ways of dealing with enemies. This design should play well with bestiary unlocks; players can now pick and choose which enemies to engage, rather than feeling they have to clear everything off the map or lose out on both progression and gameplay. Avoiding battles now means taking on another, equally valid challenge rather than skipping the game's only meaningful experience. Of course, this doesn't mean that combat in and of itself should not be rewarding and fun. That is a separate issue. Per-enemy combat XP, a proposed solution to said issue, no longer makes sense. Obsidian's design is finally clear. -
Excited to try the new build! Making stealth into a proper game system gives us multiple meaningful solutions to combat problems. Keep up the awesome work!
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Discussion: the PoE beta xp system
PrimeHydra replied to IndiraLightfoot's topic in Backer Beta Discussion
Gromnir has been doing his charachter for ~15 years now. You aren't the first to complain about it and you aren't going to be the last. Hell, Bioware put a charachter in Throne of Baal (I think?) based on him. Yikes... -
Discussion: the PoE beta xp system
PrimeHydra replied to IndiraLightfoot's topic in Backer Beta Discussion
Point, I very much doubt it would end up like in the sentence that followed the one you quoted. That's just me. +1 for being able to wade through Gromnir's "in character" writing. I gave up a while back. Gromnir, seriously, cut it out--it's not cute, it's just annoying. I know that sounds harsh but somebody needs to let you know. It dilutes your points and makes you sound childish at best and schizophrenic at worst.