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NCarver

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Everything posted by NCarver

  1. It takes courage to put up a video like this and you have a lot of it Sensuki. I have great respect for the level of dedication and enthusiasm that you, Sensuki, and so many backers have shown through the development process. Yes, there have been times where the daggers were drawn and venom was flying in seemingly every direction. (It can sometimes be difficult to contain one's emotions and focus on the positive when there is so much relentless passion encircling our ideas and efforts.) However, I truly feel that from the constant vigilance that has been shown in these forums a better game has been made. Thank you Sensuki for leading the charge and giving me so many helpful and detailed videos to watch in the bug/support forums. As well as for leading many discussion threads that, no doubt, sparked the fires needed for constructive discussion and change. Being an IE enthusiast myself, I am glad to not have been the only one who's well worn the line, "...in the Infinity Engine games..." over these past many months. Thank you for this insight into your journey and I hope that on March 26th you find Pillars to be worth every drop of the blood, sweat, and tears that have gone into it. -N
  2. Hello Sensuki, Thank you for your post. I have added this issue to our database and will update the known list as well. Thanks for your support!
  3. Hello, Thank you for your post and great video! I have added this issue to our database and our AI programmer will be working to resolve it. I'll also be linking this to the known issues post. Thanks for your support, great find!
  4. Hello Sensuki, Thank you for your post. This issue has been reported internally and is currently being looked at by our programmers. It should be a global fix, so the examples that have been provided should be more than enough to find the root of the problem. This has been added to the known issues list with a link to this post. Thank you for your support!
  5. Hello Sensuki, Thank you for your post. This is also the same issue where Modals were breaking on Save/Load. It shouldn't be related to the items that you are equipping. Instead it's caused by Save/Load with a Modal being toggled "on" and fixed by activating and deactivating the Modal multiple times in the action bar after loading a game. Though, depending on the broken state of the modal and which modal it is, all of it's effects may be suppressed completely. This can usually be worked around by saving and loading the game with the Modal turned off. Thankfully this issue is fixed in our current builds and shouldn't be occurring in the future. Thank you for your continued support!
  6. Hello everyone, I know I haven't been posting in this thread as much as I'd like to (though I do look through it for issues). I just want to clarify that the *Missing items xxxx* are indeed missing strings. They have been updated to display their ID number so they can be resolved more quickly when they reach the dev's hands. Thank you all for your ongoing support!
  7. Hello Sensuki, Thank you for your post. I have added this issue to our database so that it may be resolved. I'll also be updating the known issues list with this post as well. Thank you for your support!
  8. Hello, Thank you for the feedback and videos. I see three issues here and they are all now in our database. The first is that using Knock Down on a friendly NPC to begin combat does not cause the Prone affliction. The second is that Knock Down, which triggers an AI response from the victim to attack their attacker, is usable at a range that seems excessive. Normally attacks from a range do not trigger this response. However, since this ability is classified as melee, it is somewhat a unique case. The last is that the duration of Knock Down's Prone effect is not properly scaling on Grazes and Crits. This issue spans to many spells and abilities throughout the game and is in the hands of our programmers already. It should be one global fix so it shouldn't be necessary to report other abilities that are behaving in this way. I will update the known list with all of these issues. Thank you for your support!
  9. Hello Sensuki, Thank you for the post and video. I have added this issue to our database and it is in our UI programmer's hands. I'll update the known issues list with this post as well. Thank you for your support!
  10. Hello Sensuki, Thank you for your post. This issue is partly related to your other post with Reckless Assault suppressing itself. Thankfully this has already been fixed in our latest builds. Thanks for the bump and your support!
  11. Hello, Thanks for the post and the videos. This issue was related to Modals duplicating and suppressing their own effects on Save/Load. There were some bugs in the way that Modals were being saved when they were active during a save that caused this to occur. Behind the scenes you should have multiple instances of the ability active, sometimes suppressing all of the effects and other times leaving you with one left over instance that grants its benefit normally. This has been fixed in our recent builds and now saving modals both saves the modal properly in the "on state" if it was active and it now does not duplicate or suppress its effects. Also Weapon Focus was lowered to +6 Accuracy, this information is correct. Thank you for your support!
  12. Hello Hormalakh, Thank you for the post and screenshot. This is an issue that we are aware of and our programmers are working on a solution at this time. This should occur with nearly all items that grant abilities on the action bar. For now, I would avoid wearing these items and save/loading with them on if possible. I will update the known issues list with this post and link it for others to see as well. Thank you for your support!
  13. Hello, Thank you for your post. We are aware of this issue and working to resolve it. I'll add this to the known issues list for others to track as well. Thank you for your support!
  14. Hello all, Thank you for your feedback. There were two known bugs that may have caused this, one is the persistence issue with saving and loading while you were debuffed that Sensuki and Hormalakh mention above. The other bug was a bit more complex and was caused by our beneficial effects that are added when a character begins an attack animations not properly being removed if the target enemy was killed or gibbed before the character completed the attack. Both of these issues have been resolved internally and should be fixed in future builds. Thank you all for your support!
  15. Hello, Thank you both for your posts and videos. For the death screen bug at 1 Health/Endurance, it doesn't look like this issue is occurring on our most recent builds. We've made a lot of changes to how the Death screens populate and are checked for, so it looks like this might have been fixed. As for the Unbroken ability, that issue was reported by internal QA and was recently fixed. Thank you for your support and please continue to enjoy the beta!
  16. Hello all, Thank you for your posts and videos. Nearly all cases of these issues have been resolved in our current build. Many modals, and consumable effects were found to be duplicating their benefit on Save/Load and then suppressing themselves. These have been fixed, as have spells and abilities that grant several bonuses, such as if a spell granted +5 Freeze, Burn, and Corrode DR, you will now gain all of the listed effects, not just the first. Thank you for your ongoing support!
  17. Hello Sensuki, Thank you for your posting and clear video. This is actually working as intended. Many abilities in the game have "Full Attack" listed in their description. When Full Attack is shown, this means that it will be executed using the character's weapons as a base for the effect. In the case of Dual Wielding, Full Attack also means that the ability will make an attack with the off hand and the main hand simultaneously. In the video above your rogue uses Blinding Strike. Since you are wielding two daggers and Blinding Strike is a Full Attack ability, your rogue makes both a Main Hand and an Off Hand attack. Both hits have the effects of Blinding Strike, but only the longer duration Blind effect will apply, the shorter duration effect will be suppressed. Hope this helps to clear things up. Thanks for your support!
  18. Hello all, Thank you for your posts and feedback. Our programmers are working on this issue currently. Traps that are discovered on containers are causing the user to no longer be able to loot the container. The best option currently is to try and trigger a trap without discovering it first. This will allow you to loot the items within the container, though unfortunately is more painful. I'll be adding this thread to the known issues list for tracking and we should have this resolved soon. Thank you for your support!
  19. Hello Sensuki, Thank you for the post and the video. This issue is actually caused by the sound file being played twice during use of certain buttons in character creation and throughout the game. That is why you can sometimes hear them play separately with a bit of a reverberating effect to them and they are quite loud. I will add this post to the known issues thread so it can be tracked. Thank you for your ongoing support!
  20. Hello Sensuki, Thank you for your post and video. Currently the client will only retain one Quicksave and one Autosave each. We are looking into having Quicksaves and Autosaves be exclusive to a character, rather than a global function. (Example) In the video above, you have a Quicksave and Autosave on the character "BAWS". When you transition into Dyrford Tavern an Autosave is created for "test" and written over the one for "BAWS". Then, when you initiate a Quicksave, you are writing over the Quicksave for "BAWS", resulting in no remaining saves for that character. Thanks for the support!
  21. Hello all, Thank you for your help with this issue. We were able to reliably reproduce this bug in our latest build and it is now in our programmer's hands to be resolved. I will update the Known Issues list and add this issue with a link to the thread. Thanks again for your support! -N
  22. Hello, Thank you for your feedback. This issue is currently part of our work flow and should be resolved in a future build. I will add it to the known issues list to help track it. Thanks for your support!
  23. Hello Agathorn, Thank you for your feedback. Thankfully we are aware of this issue and working hard to resolve it. I'll be adding this to the known issues list so everyone can track it. Thanks for your support!
  24. Hello GordonHalfman, Thank you for your feedback. These are some great findings: (This has been fixed in our latest builds ) (This has been added to the database, AI is simply not considering range benefits from Perception) (This does not appear to occur in our latest builds, perhaps this was fixed by some recent changes to perception) (This has been added to the database) Any issues that I logged will be added to the known issues list and I'll be linking this thread for others to track as well. Thanks for your awesome support!
  25. Hello Sensuki, Thank you for your feedback. This issue was being tracked recently, but it's been nailed down and is now in the developers hands. Mods from attacks were duplicating their effects when character began an attack animation, but then was knocked prone or otherwise made to not complete their attack before the hit frame event. I will add this to the known issues list and link this thread. Thanks for your support!
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