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Everything posted by NCarver
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BUG? Convo skill checks not using companion skill values
NCarver replied to Ink Blot's question in Backer Beta Bugs and Support
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! -
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!
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Controls stop working when you close the middle UI bar
NCarver replied to ch4os1337's question in Backer Beta Bugs and Support
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! -
BUG? Convo skill checks not using companion skill values
NCarver replied to Ink Blot's question in Backer Beta Bugs and Support
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! -
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!
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Known Issues List [Updated 3-12-2015]
NCarver replied to BAdler's question in Backer Beta Bugs and Support
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!- 1 reply
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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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Are you seriously suggesting that quests are the ONLY way to get xp? I can't just go exploring and expect to get anything? Or is this just for the beta so far? Hello Namutree, The party will gain experience by completion of quests and/or tasks only. Though, you will find some opportunities to gain experience even when exploring. Exploration has its own reward, as some of the most interesting items and equipment in the game are only discoverable when you are off the beaten path. I hope this helps to clear up any confusion. Thank you all for your feedback and support during the beta!
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Hello everyone, Thank you all for your postings and your feedback. Even though an issue might have been known to us already, it can still be incredibly helpful to know how many people it is affecting and on what circumstances the issue might also occur. So please don't ever feel that your support and feedback is anything less than paramount to our success. The information we are receiving from everyone right now is helping us to squash some of the biggest bugs and find some of the most critical challenges that we need to overcome as we continue to polish Pillars. I have spoken with Darren Monahan and we are working towards a resolution to the lock period from editing posts. We want to allow users to create updated lists of known issues and help to minimize the stress on the forums overall. I will update everyone when I have more information on this. Until then, I encourage users to continue to create a positive and collaborative environment as we all work towards the same common goal. As always, thank you all for your continued support, you are all amazing!
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That's ok! If it was difficult to discover or understand what's happening then the bug may lie in the fact that it was unintuitive. All feedback is helpful. Thanks for your post!
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Hello Ink Blot, Thank you for your posting. Ogre's Blood is actually a crafting/enchanting material and should be placed in an area separate from the normal inventory. Just to be sure that the Ogre Blood item is disappearing, could you try speaking to a vendor, such as Hendyna, and selecting the gold medallion icon on the right hand side of the shop UI. This should display all of your crafting/enchanting materials. I'm not sure exactly if and how the designers intended users to have access to their crafting supplies. Though, there is currently a bug in our system stating that there is no way to easily see all of your crafting/enchanting materials from the UI. I hope this helps and thank you for your support during the beta!
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BUG: Level up during combat causes black screen and freezes
NCarver replied to Ink Blot's question in Backer Beta Bugs and Support
Hello Ink Blot, Thank you for your posting. The level up function is actually intended to be disabled during combat. This is an issue we are aware of and should be resolved as we continue to polish the game. Thank you for your support! -
Overly deadly spiders (intentional?)
NCarver replied to PrimeJunta's question in Backer Beta Bugs and Support
Hello everyone, Thank you for your feedback. There are a few bugs related to these concerns, some that we have fixed and some that we are still working on. However, it is also important to know that the Crystal Eater spiders do have a petrification effect. Currently, if a character becomes petrified they will cease to lose stamina and all damage will go to their health bar only. This damage is then dealt at 4x the value to cause their health loss rate to become similar to the rate that a stamina bar would receive damage. If a character is both poisoned by Widowmaker or Ivory spiders and then becomes petrified as well, their health can drop very quickly. If the character falls, as long as you do not have expert mode's death feature on, these character's should become maimed at the end of the fight, allowing them to recover via a rest. One of the major issues that we should have resolved in our current build, is that the check that was being made to decide if the petrification effect was successful was not being made correctly. So it is possible that in the beta the Crystal Spiders are applying petrification a little too often. I will look into these concerns further and make sure that the designers are aware of any unseen hurdles. Thank you all for your continued support, you are all awesome! -
Hello all, Thank you for your postings. There are a few things should be known or that might be causing these issues: First off, we have a known issue where if you load a game, any items that are looted by a companion that should immediately be placed elsewhere, such as: Currency, Crafting items, Quest items, and Camping Supplies, will instead be placed in the companion's inventory. When this happens you can move the item into the player character's inventory and it will then move itself to its proper location. Next is the concern with full inventories. Anytime you attempt to loot an item while you have no inventory space for it to go into, the item will automatically be placed in the stash. This can sometimes be missed as there aren't any SFX or notifications given at this time to indicate that this is happening. Also, there is another known issue being mentioned here that we are working to resolve. This bug causes a character's maximum available inventory slots to be decreased. This makes it so that the last 1 or more slots in the character's inventory appear to be available, but when you place an item in them, the item will move elsewhere or to the stash. Finally, Chilloutman mentions an issue with items being missing after loading saved games. This is a well known bug that is one of our top priority at this time. Loading a game from the main menu has been known to cause this bug to occur less often. We are hoping to resolve many of these issues in future backer updates. Thank you all for your ongoing support during the beta!
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Hello all, Thank you for this information. We are working hard to polish the game and character creation is not fully optimized at this time. This can have a performance effect on some machines and that's why it is very helpful that you are all posting your system specifications. I will update our database with this information. Thank you for your continued support during the beta!
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Hello Messierg, Fear not! We are well aware of this issue and are working to resolve it as we polish the game. Thank you for your support and feedback during the beta!
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Charmed/dominated creatures will attack themselves
NCarver replied to Smilge's question in Backer Beta Bugs and Support
Hello, Thank you for your postings. This is a known issue with Charm/Dominate. The new AI we have implemented should help to resolve many of these discrepancies. Though, it is possible that it may cause a few in its wake and so we'll be looking to everyone to see how the changes play out. Thank you for your support during the beta! -
all quests and tasks gone from journal
NCarver replied to RedSocialKnight's question in Backer Beta Bugs and Support
Hello everyone, As Ink Blot stated, this is an issue with loading saves while in game. Doing so causes your quest information to be erased. So, for the time being, it is recommended to either quit to the main menu or close the client when loading a save. This is one of our top priority issues and we are working hard to ensure that it is fixed by our next backer update. Thank you for your postings and support during the beta! -
Cannot cancel character creation
NCarver replied to The Mist Devil's question in Backer Beta Bugs and Support
Hello, Thank you for your feedback. This is an issue that we are aware of and will be addressing as we continue to polish the game. Please continue to enjoy the beta and thanks for your support! -
4k Resolution (3840x2160) User Issues
NCarver replied to Shadowstrider's question in Backer Beta Bugs and Support
Hello everyone, Thank you for the feedback. This is something we are working on and I will make sure that our UI programmer is aware of the challenges you are facing with these higher resolutions. Thank you for your support during the beta! -
Moving shadows with mouse scroll
NCarver replied to Freshock's question in Backer Beta Bugs and Support
Hello all, Thank you for your postings. This is a known issue that is caused by saving the game. If you save your game on a map, your zoom in out function will size the fog radius and move shadows and other effects. This is fixed when you transition or load a game. We are working hard to make sure this issue is resolved in a future update. Thanks for your support and please continue to enjoy the beta! -
Hello Ashram, Thank you for your posting. As there are quite a few missing strings and they are individual issues I have created a pinned thread specifically for these to be posted in. Thanks for your support and assistance during the beta!
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Hello Backers, So it appears that we have a large amount of missing string data in various locations throughout the beta. Since these issues need to be resolved individually, I am building a master list of the missing strings. This is both to organize the data in a way the developers can easily fix and to relieve pressure on the forums from these bugs being posted multiple times. Please post any findings of Missing Strings in this thread and I will come through periodically and update this post with the full list. Screenshots are still great for this, as it gives us a clear visual of the location of the issue. So please attach any screenshots of the missing string to your posting. I'll be starting the list with an example of some known strings. In an effort to keep the list readable, a primary location where or on what the string was found followed by a short description will be how I will be listing them. MISSING STRINGS Races Character Sheet - Human's Fighting Spirit description (when clicked) Character Sheet - Coastal Aumaua's Towering Physique description (when clicked) Character Sheet - Island Aumaua's Long Stride description (when clicked) Character Sheet - Boreal Dwarf's Hunter's Instincts description (when clicked) Character Sheet - Mountain Dwarf's Hale and Hardy description (when clicked) Character Sheet - Pale Elf's Elemental Endurance description (when clicked) Character Sheet - Wood Elf's Distant Advantage description (when clicked) Character Sheet - Hearth Orlan's Minor Threat description (when clicked) Character Sheet - Wild Orlan's Defiant Resolve description (when clicked) Character Sheet - Death Godlike's Death's Usher description (when clicked) Character Sheet - Fire Godlike's Battle-Forged description (when clicked) Character Sheet - Moon Godlike's Silver Tide description (when clicked) Character Sheet - Nature Godlike's Wellspring of Life description (when clicked) Classes Character Sheet - Chanter's Chant descriptions shown in the character sheet (when clicked) Character Sheet - Rogue's Deep Wounds Ability (when clicked) Inventory - Druid's Spiritshift weapons for all forms (Bear, Boar, Lion, Stag, and Wolf) when moused over or right-clicked Wizard Spell - Thrust of Tattered Veils has missing string in its description and debuff tooltip Talents Character Sheet - Hold the Line description (when clicked)Items Item - in Winfrith's Shop named Missing String purchased for 90cp also has missing description Item - Weapons with Reach show a missing string in their description Item - Weapons with 10% Graze to Hit effect show a missing string in their description Bestiary PƔgra - lacking flavor description when selected in the cyclopedia/bestiaryOptions Options menu - Missing String shown when selecting Polski language Controls menu - Missing String shown under Cancel Action key binding Graphics menu - Missing String shown when mousing over resolution Misc. Loading Screen - from front end "Did You Know? : Missing String" Party Records - Various enemies display their names as Missing String Lle a Rhemen - Staircase inspectable displays Missing String when clicked Thank you all for your tremendous support !!
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Hello Ashram, Thank you for your posting. This is a known issue that we are working hard to resolve. The stash generally should be able to be opened or allow items to be placed into it by dropping them on the stash icon. We may also need to add a fail safe that places the item back where it belongs once the stash is closed (while not resting). Thanks for your support and please continue to enjoy the beta!
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Hello Finestra, Thank you for your posting. I was able to recreate this issue. Though, with the new pathfinding AI on the horizon, the way that these situations are handled will be changing. When the new pathfinding is released many of these issues should go away, but some new ones are likely to surface. We will need everyone's help to find these. Thanks for your support and feedback during the beta!