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NCarver

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Everything posted by NCarver

  1. 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!
  2. 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.
  3. That is entirely possible. I don't recall that specific scripted interactions effects, but I believe that they can deal damage.
  4. 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!
  5. 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.
  6. 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.
  7. 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!
  8. 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!
  9. 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!
  10. 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!
  11. 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!
  12. 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!
  13. 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!
  14. 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!
  15. 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!
  16. 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!
  17. 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!
  18. 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!
  19. I see your point. I think that it is assumed that if you initiate a conversation with any party member, the player character is still always the one taking charge of the conversation. Any references, observations, or actions taken via dialogue are with the main character in mind. Though, I believe in certain instances, companions will speak up when they have something meaningful to lend to a conversation. This may be best taken to the discussion forums and see if a designer can comment on the direction and/or reasoning behind it. Thanks for the feedback and support!
  20. Hello all, Thank you for your postings. We did have this issue in our database but it was unclear in how to reproduce it. After some testing, it was discovered that this was linked to having the camera zoomed out. All of this information has been added to the bug report and hopefully it can be resolved in the future. Thank you all for your support during the beta!
  21. Hello ch4os1337, Thank you for your feedback. I don't believe this has been posted before, but we do have this bug written in our database. Our UI programmer should have it resolved as we continue to polish the game. Good catch! Thank you for your support during the beta!
  22. Hello Ink Blot, Thank you for your posting. I believe this is working as intended. To my knowledge the player character's skill values are the only ones taken into account during dialogue interactions. However companion skills can be utilized in other combat, gameplay, and scripted interaction situations. Such as higher Lore helping to fill out the information in the bestiary more effectively. Thank you for your assistance during the beta!
  23. The items are not going to the stash or elsewhere, unless you consider the bitbin to be "elsewhere". I was trying to move items out of the stash and all other slots were either full or phantom slots.. so I was watching the stash at the time. When moving into a phantom slot the items simply are gone. In my case the slots are not limited to 1 or the last positions. bb_mage has 3 missing slots. My main has 2 non-contiguous slots that are black holes for items Hmm. There may be an issue that we aren't aware of, or it may be nested in the bug that creates these phantom slots. I will see if this is still occurring on our current build. Thank you for the information!
  24. Here is a list of some of the most reported issues thus far. If you are experiencing one of the bugs below please do not begin a new thread, instead search for your issue and add your information to the thread that has already been created. (This will help everyone as your issue might already have a known workaround) I will be working, in time, to both organize and create links from the issues below to their appropriate threads (with the most activity/posts) in an effort to simplify traffic on the forums. We will try to keep this list up to date with the most common bugs, but please be aware that if your bug is not on this list it may still have a thread already associated with it. Additional issues Save/Load/Persistence Save/Load causes character shadows to disappear on the East and West sides of Dyrford Village - Thread Link [Fixed in v480] Talents that modify abilities do not activate until after Save/Load [Fixed in v480] Items that grant abilities duplicate the ability on the action bar and become permanent after Save/Load - Thread Link [Fixed in v480] Memory usage increases after loading the game (closing the client and opening it resets this) - Thread Link [Fixed in v480] Memory usage increases after transitions (closing the client and opening it resets this) - Thread Link Past Fixed Bugs: Area Design The Ogre Cave can be difficult to enter - Thread Link Critters in the wilderness do not always react to the party - Thread Link The Temple Skaen entrance is visible on the area map without first moving the statue - Thread Link [Fixed in v480] Stormwall Gorge Feral Druids aren't dropping all of their inventory [Fixed in v480] Spider Queen doesn't always follow nearby spiders into combat Past Fixed Bugs: Spells/Abilities/Classes/Gameplay Some spells and abilities (Jolting Touch, Knockdown, etc...) always display a movement spell icon - Thread Link Wizards in character creation are not holding Grimoires - Thread Link Some new class abilities have been added for the druid, fighter, paladin, and wizard. These abilities have missing strings and temp icons Periodic framerate stutter Talents that modify abilities override the original ability stats Character running animations are not staggered and appear to be in perfect sync - Thread Link [Fixed in v480] Wizard Essential Phantom doesn't attack [Fixed in v480] Priest Class specific talents are not mentioning accuracy bonuses to weapons [Fixed in v480] Enemies affected by Charm Beast do not change team when they are charmed [Fixed in v480] Queueing abilities with Shift+Click sets the shortcut hotkey for the ability to Shift [Fixed in v480] Low Health/Endurance Auto-Pause can become disruptive due to its frequency - Thread Link [Fixed in v480] Many spells and abilities that apply a hostile effect for a duration do not scale on Grazes or Critical Hits - Thread Link [Fixed in v480] AoE Spells/Abilities still resolve even if the caster becomes Paralyzed or Knocked Prone [Fixed in v480] No Cultures give Constitution or Perception as a bonus [Fixed in v480] Dexterity increases animation speed but makes recovery take longer - Thread Link Past Fixed Bugs: Art Improper textures for male characters [Fixed in v480] Firebrand sword loses fire effect quickly [Fixed in v480] Lights in character creation and inventory screens cause bloom and unnatural glare on paperdolls [Fixed in v480] Many summoned creatures do not display VFX when they despawn [Fixed in v480] Distortion VFX disable parts of the selection circles Past Fixed Bugs: Items Potion of Mirrored Image does not function properly [Fixed in v480] Pistols and implements can be dual-wielded - Thread Link Past Fixed Bugs: User Interface Crafting UI displays 1/2 the amount you are actually creating Missing strings in game options (Thread Link contains what the strings say) - Thread Link When wielding a single weapon in your offhand and nothing in the main hand the UI indicates that you are dual wielding - Thread Link The Area Map in Stormwall Gorge often displays lines through the Fog of War on the outer edges of the map - Thread Link Feedback is not clear that clicking portraits in shop allows you to compare examined items - Thread Link Combat HUD and "Injured, Near Death" indicators do not correctly match character Endurance values - Thread Link Combat HUD occasionally displays a "stuck pip" on the right side of the HUD even though the character is injured - Thread Link Culture bonuses are always factored in character creation, even when the user hasn't reached that step in the process yet - Thread Link Double-Clicking on a character while the game is paused, causes the party's shadows to jitter slightly - Thread Link [Fixed in v480] Enabling Fast Mode should disable Slow Mode (if active) and vise versa [Fixed in v480] Two handed style description reads +1.1 Damage and is misleading [Fixed in v480] It is difficult to resize the combat log diagonally from the corner [Fixed in v480] It is impossible to replace items on the Quick Items tab in inventory [Fixed in v480] No feedback from enchanting items [Fixed in v480] White damage values in the combat log only display whole numbers and not decimal values (Makes DoT effects misleading) [Fixed in v480] Sixth party member's portrait overlaps with the HUD at 1920x1200 resolution - Thread Link [Fixed in v480] Wizard's Grimoire UI does not allow inspection of greyed out spells - Thread Link [Fixed in v480] Game options displays the difficulty of the file you first load into even after changing character files - Thread Link [Fixed in v480] Resizing the Combat Log after hiding/expanding the Central HUD allows you to overlap UI elements - Thread Link [Fixed in v480] Assigned Action Bar Hotkeys are duplicating ability UI and not unassigning previously assigned keys - Thread Link [Fixed in v480] UI screen borders are shifted offscreen in higher resolutions causing quest updates etc to become clipped - Thread Link [Fixed in v480] The level up button in the character sheet appears available even if you cannot level up - Thread Link [Fixed in v480] Paladin's description is missing the word "Health" after the health multiplier - Thread Link [Fixed in v480] Character Creation attribute allocation arrows continue to make SFX sounds if clicked after they have disappeared - Thread Link [Fixed in v480] UI elements and selection circles can be partially or completely obscured by spell VFX and distortion effects - Thread Link [Fixed in v480] Traps and Hidden Secrets change the mouse cursor when hovered over (before they are discovered) - Thread Link Past Fixed Bugs: Audio Past Fixed Bugs: Other Past Fixed Bugs: Mac Past Fixed Bugs: Thank you all for your wonderful feedback and continued support!
  25. Thanks for the posting. I'm looking into this issue for our database. In case this happens again, you should be able to place the item in the purchase area to unattach it from the mouse cursor. If it does happen and you find that you cannot do this, please let us know. Thanks!
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