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NCarver

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Everything posted by NCarver

  1. 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!
  2. 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!
  3. 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!
  4. 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!
  5. 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!
  6. 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!
  7. 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
  8. 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!
  9. 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!
  10. 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!
  11. 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!
  12. Hello Sensuki, Thank you for your feedback. Several of these issues have been resolved, however Korgrak is still attacking without recovery. I will be adding this to the known issues list and linking this thread for tracking. Thanks for your support!
  13. Hello GordonHalfman, Thank you for your feedback. This issue appears to have been more critical than expected. Some recent changes have caused Dexterity to not properly affect any action that the character takes. We are working hard to have this resolved by the next backer update and I will add this to the known issues list for tracking. Thanks for your support and please continue to enjoy the backer beta!
  14. Hello Sensuki, Thank you for your posting. I have added these three issues to the database and I'm also going to be updating the known issues list with this information. Thanks for your support!
  15. Hello all, Thank you for your feedback. This issue has been resolved in our latest builds. You should no longer be seeing this as of the next Backer Beta Update. Thanks for your support!
  16. Hello all, Thank you for your feedback. This issue has been resolved in our most recent builds. In the next backer beta update you should see this no longer occurring. Thanks for your support!
  17. Hello all, Thank you for your feedback. I have added this issue to the known issues list and linked this thread for others to see. Thanks for your support!
  18. Hello all, Thank you for your feedback. We have forwarded these suggestions to our UI programmer to consider. Thank you for your continued support!
  19. Hello Sensuki, Thank you for your post and the video! Thankfully we are aware that if you place a weapon in your offhand the UI indicates that you are dual wielding and you cannot equip a shield in the main hand either. I'm unsure of how the designers will plan to change this as it could go a few ways, but the bug is reported. I will also add it to the known issues list for everyone here to track it as well. As for the second issue, in your video it appears that you open the inventory before combat has actually ended. This is why you cannot change your equipment around at that time. You would have needed to close the inventory and allow combat to properly end to do so. Thanks again for your support!
  20. Hello Sensuki, Thank you for your posting. Fortunately we are aware of this issue and working on a resolution. I have added this thread to the known issues list with a link as well. Thanks again for your support!
  21. I will see what I can do to help better broadcast when changes are made to the known issues list. Thanks!
  22. Hello Sensuki, Thank you for your post and the screenshots. I have added this issue to our database so that it may be resolved. I'll also link it to the known issues thread. Thanks again for your support!
  23. Hello Gairnulf, Thank you for your posting. This has been added to the database so that our UI programmer can take a look. I will also link this to the known issues post. Thanks again for your support!
  24. Hello all, Thank you for your postings. This issue appears to be caused by the Chanter's Chants and the Cautious Attack talent both being in the same modal group. I have added this issue to the database and I'll add it to the known issues post as well, linking this thread. For Modal abilities in general, they should be part of Modal groups. For Example, the Paladin's Zealous Charge and Zealous Focus Modals might be both part of Modal Group A for instance, while Cautious Attack and Savage Attack might be part of Modal Group B. Only one modal inside a group can be active at one time, activating another in the group while one is active should deactivate the first. In general, talents should be exclusive from Class based modals, as that would create what Sensuki mentioned above, as trap choices. Thank you both for your ongoing support!
  25. Hello all, Thank you for your postings and the video. I have added this to our database. It looks like it may have been caused by a recent fix to Ancient Memory interrupting the party each tick. I'll be adding this to the known list and linking the thread for other backers to track as well. Thanks again for your support!
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