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NCarver

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Everything posted by NCarver

  1. That sounds like a wonderful idea! I'll be looking forward to see what others think about the issue. Thanks!
  2. Hello Catatonic Man, Worry not! We are aware of this issue and will have the bug resolved as we continue to polish the game. Thank you for your posting and your continued support!
  3. Hello Elerond, Thank you for your feedback. This issue is part of our database and we should have it resolved as we continue to polish the game. I hope you continue to enjoy the backer beta and thanks for your support!
  4. Hello cdbeaupied, Welcome to the forums and thank you for your posting. This issue is actually known and is caused by loading your game while in game. If you load your game from the main menu you should be able to complete your quests properly. I would expect a fix for this issue by the next backer update as it is one of our top priorities. Thank you for your assistance during the beta and I hope you continue to enjoy it!
  5. Hello Ark Evensong, The UI for item descriptions has actually already been redesigned in our current builds. It has been changed to include an [X] in the upper right hand corner and the enchant button is now far less awkward and misdirecting. Hopefully this found to be a more pleasant look as it is released in the next backer update. Thank you for your support!
  6. Hello all, This issue shown in the video is actually caused by the fine enchantment on the armor as sb5 had mentioned. The DT value shown in the inventory screen is reverting to the armor's base DT value and not displaying the bonus +2 DT gained from the fine quality mod. If you were to close and open the inventory screen the DT value would display correctly. Our UI programmer is aware of the issue and is going to put some checks in to more frequently update the DT value displayed. As for the issue with the combat log damage values. This is something that our programmers are working hard to find a practical resolution for. There are a very large number of situation based variables that can affect the final damage value displayed in the log. The challenge is to not overwhelm the combat log with all of this information, but still display the critical information necessary to understand what is happening. We have some other known issues that are affecting the values shown in the combat log as well, that need to be resolved and will help to clear up the confusion. Also, it should also be known that certain armor types have affects on certain damage types. All of this information is currently not displayed yet and will be more clear when they are displayed on the armor descriptions. As always, thank you for your tremendous support, all of the information if very helpful!
  7. Hello Dray Truoc, I double checked the scripted interaction in this area and it reads for me, "You notice a rusty keyhole between its jaws". If you have it, could you please attach a saved game or output log to assist in tracking this one down? You can find your output log here: \Steam\steamapps\common\Pillars of Eternity - Public Beta\PillarsOfEternity_Data\output_log.txt And your saved game files here: %appdata%\..\LocalLow\Obsidian Entertainment\Pillars of Eternity\Saves\ Thanks for your support!
  8. Hello RezoApio, Thank you for your posting. Fortunately we are well aware of this issue and should have it resolved in a future update. Please continue to enjoy the backer beta and thank you for your support!
  9. Hello CatatonicMan, Thank you for your posting. I have added this issue to our database so that our UI programmer can find a solution. Please continue to enjoy the backer beta and thank you for your support!
  10. Hello RezoApio, Our pathfinding system just received a huge update and will be released in the next backer update. This should change the way that these doors and obstacles are handled, but will probably surface some minor issues as it becomes polished. I'll keep an eye out for this particular one in the new builds. Thank you for your feedback and support during the beta!
  11. Hello CatatonicMan, Thank you for your feedback! This was actually recently discovered and we have our UI programmer taking a look into it. He has spectacular experience with squashing UI dupe bugs, so I would expect that it will probably be fixed by the next backer update. Enjoy the beta!
  12. Hello RezoApio, The continue button currently is loading the oldest save you have instead of the newest. This is a bug and will be fixed soon. The saved games being visible above and below the save/load UI is a known issue and should be resolved as we continue to polish the game. As for the saved games. I will look further into the issue. The saves are (I believe) intended to be sorted with the most recent save at the top and the oldest at the bottom. With no other elements playing into their order. Though it is possible that this could change. Thank you for your feedback and please continue to enjoy the beta!
  13. Hello, This is actually a known issue that is usually caused by the Wizard losing his grimoire to a save/load, or transition. If you check your Wizard's inventory, you should find that the grimoire in the bottom right equipment slot is missing. We are working hard to resolve this issue before the next backer update. Thank you for your feedback and support!
  14. This is a good idea and I believe we have suggested this in the past, but SFX in general is still being rolled out, so I expect it to be something added as we continue to polish the game. Thanks for your feedback!
  15. Hello ctdavids, Thank you for your added information. We are aiming to have a resolution to this bug by the next backer update as this is one of our top priority issues. Please continue to enjoy the beta and thank you for your support!
  16. Hello Doc V, Fortunately this issue was discovered recently and is in the hands of our programmers to find a solution. It seems to simply treat the character as though they have one or more fewer inventory slots. If you are seeing items disappearing then they are likely jumping into another character's inventory or into the stash. (Though in rare occasions, they can actually disappear). We are working hard to have a resolution for this by the next backer update. Thank you for your feedback and please continue to enjoy the backer beta!
  17. Hello Skipperro, Fear not! We are aware of this issue and will be working towards a resolution. (Hopefully by the next backer update.) Thank you for your feedback and continued support!
  18. Hello sb5, Luckily we are aware of both of these issues, The morning star was fixed in most instances, but has a few stragglers left around. We should have a resolution soon. As for the view of the great sword, I believe this is related to our mip mapping feature. As the sword moves between depths of field it should be changing the resolution of the texture on the model. This is to conserve resources. It is still a bug though, and I believe our character artists are looking into clever ways to make the visual experience smoother as this occurs. Thank you for your feedback, it is super helpful during the beta!
  19. Hello, Thank you all for your feedback. This is a known issue that is due to the fact that you cannot click on the Stash UI icon while an item is being held by the cursor in a certain way. Though the stash may also need a fail safe to place the held item back in it's proper location when the stash is closed. Overall, the stash is still being polished and may be changing in some ways as we continue to optimize the game experience. Thanks for your support during the beta! You guys are awesome!
  20. Hello LaSenorita, Our pathfinding system just received a huge update and will be released in the next backer update. It should significantly help with the way that characters move in combat as well as maneuver around obstacles. Though I'm sure it will need some specific testing as well when it is released. Thank you for your feedback and support during the beta!
  21. Hello generic.hybridity, I believe this issue is nested in the fact that you can see objects behind walls that you do not have direct line of sight to. However, I will look into this further as it might be an issue if you had your party separated and were clicking on the inspect icon in a similar way. Thank you for your feedback and I hope you are enjoying the beta!
  22. Hello Osvir, We actually have noticed this issue as well and it is something we intend to address as we continue to polish the game. Thank you for your support!
  23. Hello RobK, It appears that you may have accidentally toggled the slow motion feature. Slow motion is, by default, triggered by pressing the S key or by clicking on the upper half of the pause button in the central UI. Alternatively, you can speed up gameplay by pressing the D button. Another possible way that your party might be moving slower could be activating scouting mode, by pressing the alt key. This is a sneaking/searching type function that allows you to discover traps/hidden secrets, and to stealth past unwanted encounters. Thanks for your feedback and support during the beta!
  24. Hello Dray Truoc, Thank you for your feedback. This is actually a design decision that has not been completely set in stone yet, I believe. The designers wanted to try and find a way to make the party not feel so boxed in or enclosed, but while balancing obvious issues with visible enemies and objects through the walls. In traditional IE games you could not see an area that you were not in line of sight of at that time, with the exception of being able to see only the environment in areas you had previously visited. I will pass this feedback onto the team and I would expect that the way party vision is handled may change somewhat over the course of the project. Thank you for your support during the beta!
  25. Have no fear! We are aware of this issue and will be addressing it in a future update. Thank you for your feedback it is super helpful!
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