Everything posted by Gairnulf
- [364] A Bug in "Cat and Mouse" quest
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[364]Loading a game at a field of a previous battle makes all dead enemies disappear
[Description] What it says in the title. [Test case] 1) Start and finish a battle. For example Medreth's gang, although I noticed this in the spider cave. 2) Save your game. 3) Load the same save. 4) All dead bodies are gone, only loot containers are visible [Expected behavior] Dead bodies should persist after loading a savegame. [Other notes] This bug was present in previous versions. I would have thought it falls in the category of "Do you need me to test your game to point that out?", but since it persists, I thought I should report it.
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[364]It's difficult to mouse over loot items left by dead enemies.
[Description] This happened with the wolves in particular. After killing the wolfpack in the Dyrford ruins it took me about a minute of pixel hunting to get the "hover" mouse pointer to pick up their loot. [Test case] 1) Kill the wolfpack in Dyrford Ruins 2) See if you have any difficulty picking up the loot they leave [Expected behaviour] You shouldn't have any difficulty mousing over the loot containers.
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[364]Enemies do not reacquire targets after having targeted a party member.
[Description] I see there is no "Combat" tag in the "Topic Tags" field. Hmm... I was able to pull a very hilarious battle with one beetle chasing after my main character while my other characters were fighting the other beetles. At least now I know that a beetle's speed is roughly equal to a human in Mail Armor. [Test case] 1) Attract the attention of an enemy, preferably from enough distance that you don't trigger engagement mechanics. 2) Move away from him as he is closing for melee 3) Watch as he doesn't ever change his target even wile passing by other, more vulnerable than you, and static party memebers [Expected behaviour] The AI should reaquire targets which it evaluates as being more dangerous, or more vulnerable, unless the specific enemy is to be portrayed as some sort of automaton who disregards his own life, circling around your party chasing one character while the others pelt him with arrows, shot, and spells.
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[364] A Bug in "Cat and Mouse" quest
[Description] Killing Medreth without talking to him after deciding to double-cross him in favor of Nyfre doesn't give you the line you need to tell Nyfre to complete the quest when you get back to her in the inn. [Test-case] 1) Take the quest from Medreth or Nyfre 2) Kill Medreth and his gang without initiating conversation with Medreth to tell him you'll be killing him. 3) Try talking to Nyfre. You can't tell her you've dealt with Medreth. This was a valid way to finish the quest in v333, but it isn't now. [Expected Behaviour] Talking to Nyfre after Medreth has died should finish the quest, possibly with different text depending on whether it was the player that killed him or some natural disaster
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[364]Line height of dialogue log should be the same as of the combat log & Other related stuff
[Description of the issue] The log has two tabs, combat and dialogue. The combat dialogue has its line-height set to a normal value (at least in css, it's called just "normal", hehe), whereas the dialogue tab has a line-height of twice the line's actual height, meaning if you compress the log vertically you can see just one line (or a line and a half, which isn't any better). It's also possible that those empty lines are not caused by line-height but by line breaks at the end of every line, I can't know. [DETAILED list of steps to reproduce the issue AND what to look for] Example: 1) Talk to people around Dyrford Village 2) Check out your Dialogue Log 3) The line height makes it so that for every line of text you have, you have one empty line. [Expected behaviour] Lines should follow one after another without any empty lines, to utilize space. [Other remarks / Comments] I have a few very passionate requests about the message log: 1. It's nice that the dialogue log now shows the texts shown on loading screens, like in BG, but there is some indentation to the lines. I'm sure you've noticed it too and will remove it. 2. The log could benefit from smaller scrollbar UI elements. When at its minimum height, the arrows take up too much of height and the gem hardly changes its position, which position should tell the player how far up/down he is looking in the log. 3. I'm repeating my plea to remove the shading on the top and the bottom of the message log. The message log is meant to be easy to read and that should be the first priority, not showing cool shading effects on its edges. 4. The log should be scrolled down to the bottom by default/when an area is loaded.
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First Impressions (v364)
I don't agree we don't need notes. If we are to be beta-testing we have to know what changes between builds just as good as the real QA team, if we are to be of help. Not giving us notes leaves me with the impression that no one takes beta testers seriously as someone who can help with the development. And if you ask me, a game that has been delayed twice because of development goals not reached in the assigned timeframe, is certainly a game that could use some free help from its community. If they have a QA team, they must have much more detailed notes on changes between builds. I'm not pretending I know better than them how to organize a team, so I'm sure their QA is working, I just don't know why don't we get the same grade of information as them. Overall, I don't think they are utilizing us as good as they could.
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[364]Pathfinding Remains Horrible
Any instance when the party is spread out and you order it to a formation with a click somewhere leads to bumping and illogical (from our point of view) circumventing of characters.
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[364] Big char creation bug, at least for chanters
Hi Indira. I'm pretty sure they copy the text of threads here into their own bugtracking software installation, so you have a bigger chance of your threads turning into bug reports if you follow the structure they've given in a pinned post. Just saying.
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First Impressions (v364)
Is there a list of the changes made to the ruleset somewhere? I never paid much attention to it, the UI and stability problems were so glaring I couldn't actually take my attention to the rules.
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First Impressions (v364)
I noticed that too, I just can't figure out is it due to changes in the rules and if yes then which changes. They probably had this planned anyway but adding white was something I requested too.
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Playing DA:I Cleared My Doubts About Engagement Mechanics In PoE
Something I just discovered in the new beta build - when a beetle buries itself underground and then emerges next to one of your characters, if you pause just before it has finished emerging, you can run away from it before the engagement connection between you has been established.
- [364]Armors Look Stitched Together With Rough Stitches
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First Impressions (v364)
I love the way they've added combat xp - killing a large enough number of a certain enemy type gives you one-time xp. I wonder if there are tiers, and more xp can be gained from reaching some further numbers of killed enemies of a certain type.
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[364]Armors Look Stitched Together With Rough Stitches
I had some doubts whether to post this, but it's actually one of the subjects listed as "high priority feedback": http://forums.obsidian.net/topic/66764-update-84-welcome-to-the-backer-beta/ This is such a common mistake, that my first thought was that it wasn't a choice, just lack of information.
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Sounds of dialogue interface
Nice, so I'm not alone in how I feel about it.
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Sounds of dialogue interface
I'm bringing this up once again. I can't call it a bug because apparently it's intended behavior, but I really dislike the clicking sound (identical no matter what interface element you click outside the inventory items) that's heared when you select a line of dialogue. In my opinion this sound should be removed altogether, interface clicking sounds should be replaced with something less clicky like in BG, and the current "hover dialogue option" sound should become the "dialogue option clicked" sound, Hearing the same click over and over again whatever you click makes it annoying very soon.
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[364]Armors Look Stitched Together With Rough Stitches
It's not too late to fix that. I noticed how armor and clothing were looking stitched together with giant crude stitches as if the game revolves in the Stone Age. Please fix this nonsense. Refer to this video for how leather armor and clothing should appear in the respective time period (on which the game is based): Have your artists watch this channel and it will help them throughout their careers, I'm sure.
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[364]Beetles Slide Forwards Without Animating (Sometimes)
[Description of the issue] I can't always reproduce this, but Stone beetles have a tendency to move without playing their movement animation. [DETAILED list of steps to reproduce the issue AND what to look for] 1) Attract the attention of a Stone Beetle 2) Watch it slide towards you. [Expected behaviour] The beetle should move while playing its walking animation.
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[364]Pathfinding Remains Horrible
I doubt this has gone unnoticed for the developers, but I just want to mention that the pathfinding doesn't seem to have seen any improvement. It's a problem for a character to get around another character and this happens so often that it can affect combat.
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[364] Loot In No-Stash Area Always Goes To Stash
[Description of the issue] Whn you are in Dyrwood ruins and kill some beetles, or pick up herbs, the ingredients always go to your stash, regardless of what you choose in the interface for picking up the loot. This will not happen in Dyrwood village though, where Medreth's gang's loot always went to the characters' inventory when picked up. I suppose the issue has to do with Dyrwood ruins being an area where the Stash can only be accessed when resting. [DETAILED list of steps to reproduce the issue AND what to look for] Example: 1) Go to Dyrwood Ruins 2) Kill a beetle / pick up herbs from the ground 3) Whatever you choose in the interface for picking up, the loot goes to the Stash. [Expected behaviour] Loot should go to the inventory of whichever character was selected in the pick up interface.
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[364] Unclear Rest Interface, Unexpected Behaviour
[Description of the issue] When I choose "Stash" from the resting interface, and then click fhe close button, my characters appear to have rested in the "Dragon's Lair" room. [DETAILED list of steps to reproduce the issue AND what to look for] 1) Talk to the innkeep about resting. 2) Instead of choosing a room, just click the Stash icon 3) Click the button to close the stash 4) You have now rested at the inn. It is unclear i which room. 5) hover over your character's icons, it will say they have rested at the "Dragon's Lair" room. [Expected behaviour] Closing the stash should return you to the jnterface for choosing a room to rest in.
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[333] Sound propagation is inconsistent in places
I'm glad to say it was fixed in 364.
- Backer Beta Build 364 is Live!
- Backer Beta Build 364 is Live!