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NCarver

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Everything posted by NCarver

  1. Hello, Thanks for the post. This is actually all spells that come prescribed in the Grimoire or the discovered Grimoires throughout the game. I have added this issue to our database so the devs can resolve it. Thanks for the support during the beta!
  2. Hello folks, This is an interesting point. I have added this as a suggestion in our database so the designers can take a look at the idea. Thanks for your postings and assistance during the beta!
  3. Hello CatatonicMan, Good catch! I have added this issue to our database so that it can be resolved. Thank you for your support and assistance during the beta!
  4. Hey CatatonicMan, Nice Find! I have added this to our database so that it can be resolved. Thank you for the support and please continue to enjoy the beta!
  5. Hello, Thank you for your posting. I have added this issue to our database so that it can be resolved. Happy gaming!
  6. Hello folks, Thanks for your feedback. I've added this to the known issues list because I believe it was never there from the first build. Thank you for your continued support during the beta!
  7. Hello mutonizer, Thank you for your posting. This is a major issue that is on our radar and we'll be working to resolve it, hopefully before the next update. Thank you for your support during the beta!
  8. Hello all, Thank you for your postings. This is related to opening and closing the area map. I will make sure to add this to the known issues list when it is updated. Thanks for the support!
  9. This sounds like a different issue. The delay between new game and character creation can sometimes be extensive and our programmers will be addressing this later on in the project span. I can make no guarantees, but It might help to delete your save files or perhaps just the ones you no longer need. Since it sounds like this has progressed over time. You can find your saved games at %appdata%\..\LocalLow\Obsidian Entertainment\Pillars of Eternity\Saves\ Thanks! This is not necessarily because the machine is too old, or not new enough. The specifications for the machines running the game may be superb, as in your case and many others. When I say that the game has not been optimized it means that we have not yet completed compatibility testing for all of the different possible device components. It also means that our assets/code/resources may still have ways to be handled more efficiently and we are working on that as the project polishes. Optimization tends to come in towards the end of a project as it cannot really be completed while the project is changing drastically. One of the best ways to help to solve this issue is exactly what all of you are doing here. Reporting the issue and supplying as much system information and as many output logs as possible. All of this information helps us to identify what opportunities we have to optimize the game to support all of these machines. Edit* : Would it be possible for you to attach an output_log of this issue? So boot up the game, click around in the menu, then close the game and upload the Output_log.txt that can be found here: \Steam\steamapps\common\Pillars of Eternity - Public Beta\PillarsOfEternity_Data\output_log.txt Thank you!! 8GB is an excellent amount of memory. I only meant to claim that low specifications can contribute to the issue. Obviously this is not the case for everyone. As for Dxdiag info? Yes Yes Yes! The more information we can compile on the issue, the more it will help us locate opportunities. Thank you all for your feedback, please look forward to future updates addressing these issues.
  10. That is entirely possible. I don't recall that specific scripted interactions effects, but I believe that they can deal damage.
  11. Hello all, Thank you for your postings. These characters are likely being killed in combat. Once the green health bar (to the left of the portrait) is depleted the character will become maimed. Maimed means that they will stand up after that combat with 1 health point. If they do not have the opportunity to rest before losing that health point, they will be permanently killed. An exception to this situation is the Death feature under Expert Mode in the Options Menu. This skips the Maimed step entirely. Now there is also a known issue where when your characters die permanently, they will return to the party and often take the position of other characters. This happens on transitions and Save/Load and often pushes characters off of the nav mesh or off of the map entirely. Once a character has died there is no known way to avoid them coming back and causing issues with the rest of the party. That is why it is one of our highest priority issues that we're working to resolve before the next update. Thank you all for your support during the beta!
  12. Just a suggestion on this: If you're (for example) 6 points short and have 6 lockpicks, I assume you'll open the lock. My suggestion though is to make that a choice of whether or not you want to spend that many lockpicks. The player may not want to spend a whole lot of them in one shot, preferring perhaps to see if there's another way into the room or a key to open the chest. There should be a confirmation if you need to spend lockpicks to open a door.
  13. I don't have any known workarounds at this time. Though it's still worth asking because I'm willing to bet that some other backers have found ways to help the issue. I have read some claims that the delay reduces slightly as you use the interface, but I cannot confirm this. It also seems that most (not all) of the users that are experiencing this issue have lower system specifications, usually lacking in RAM capacity. I hope this helps and please expect the game to run smoother as we work towards optimization.
  14. Hello Chilloutman, Thanks for the posting. This was an interesting find. It turns out if you repeatedly press the button, your eyes can see the whole unexplored area. I have added the issue to our database so that it can be resolved. Thanks for the feedback and please continue to enjoy the backer beta!
  15. Hello Nyamiou The Galeanthrope, Thank you for your posting. I have added this issue to our database so that it can be resolved in a future build. Thank you for your feedback and please continue to enjoy the backer beta!
  16. Both of these issues are bugs. The door you are referring to should always be interactable and if there is ever a reason why you cannot pick a lock, some kind of feedback should be given to explain that. There is a known issue where if you click on a locked door sometimes you or your party members will not interact with it. If you are experiencing this bug you should not be getting any kind of feedback in the combat log when clicking the door. As for the grappling hook, I'm not sure if we've nailed this one down yet. Though there was a similar issue with the scripted interaction in Lle a Rhemen not recognizing the grappling hook. We are working to iron out this issue and I believe it's related to Save/Load. Thank you for your feedback!
  17. Hello CatatonicMan, Thank you for your posting. We are aware of this bug and I have added it to the known issues list as well. Thank you for your support during the beta!
  18. I understand that tab key highlights transitions, however it's also my understanding that this particular transition is supposed to be secret until we've interacted with the statue and revealed the hidden passage. So I really think we shouldn't be seeing the stairs symbol before that has happened. Also, thanks for the response, it's good to see you guys are being so active here! Hello all, Thank you for your postings. So I have added this issue to our database. The transition icon is actually not intended to be visible and is in fact hidden. However if you save/load in this scene the transition icon is displayed and becomes usable prematurely. Thank you all for your awesome feedback!
  19. Hello all, Thank you for your postings. You have captured some great screenshots to describe the issue. Luckily we are aware of this bug and our environment artists should are working on a resolution. Thank you all for your wonderful support during the beta!
  20. Hello all, So when it comes to lock picking the mechanics rank of the character is checked against the difficulty value of the task. If the character's skill rank is greater than or equal to the difficulty of the task, then the feat requires 0 lock picks. If the character's skill value is less than the difficulty requirement, then the difference between the two becomes the number of lock picks required to accomplish the task. As for the lack of explanation, I will see if we can get a bug written to suggest that it is explained at some point in detail. I hope this helps to clear up any confusion, and please note, this may change as the game continues to polish. Thank you all for your continued support!
  21. Hello all, Thank you for your postings. As far as my knowledge there should never be a situation where characters rings should overlap. When they do so because of right clicking or being on a dense combat situation, that is a bug. Fear not! These errors should all be addressed by our newer pathfinding system. Though, expect that some new ones may surface as well. Thank you all for your continued support throughout the backer beta!
  22. Hello bon007, Thank you for your feedback. We will work to address these issues as we continue to polish the game. I hope you continue to enjoy the beta and thanks for your support!
  23. Hello PrimeJunta, Thank you for your posting. We are aware of this issue and our UI programmer is working to resolve it. Thank you for your support!
  24. Hello, Thank you for your postings. We are aware of this issue and it seems to be caused by having Zealous Charge active while saving the game. Turning the effect off, as Smilge said, and saving then loading should be a temporary fix for the issue. We should have this issue resolved in a future update. Thank you for your support and feedback during the beta!
  25. Hello all, Thank you for your postings. We are aware that Wizard, Cipher, and Chanter are not receiving talents on level 3 and 6 as intended. I will add this to our known issues list and link this thread. Thank you for your feedback and support during the beta!
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