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sqparadox

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  1. This issue did exist before the patch came out, it's a new spin on an old issue. It was already broken, now it simply has wider effects. Custom character were already losing their voice-sets (as noted in this thread), but that didn't affect their ability to pick locks until this patch.
  2. This information really needs to be on the wiki. This is the only place I was able to find it. I wasted a bunch of time running around not doing quests because I thought it was time based. Also, whether advancing a quest triggers a turn is inconsistent. I was repeating a quest action (due to unrelated reasons) that caused a turn to trigger, only the third time it didn't. The turn triggered after the next advancement in the quest. The fourth time repeating, the turn triggered on the initial quest advancement just as the first two times. I'm unsure if this is a bug or if there are other factors involved. Additionally, the results of the turn (income, events) were different every time. This is not surprising, just notable.
  3. Thank you! I've been looking for hours and hadn't seen anyone else reporting this problem. I was trying to create a custom adventurer while I had a full party, so I thought it the problem was that custom adventures had no voices at all. For now I'll work around this, leaving my custom adventurer in my party, but I really hope this gets fixed soon. Wonder if a savegame editor could do it? It was helpful for several similar bugs when Wasteland 2 came out and both a Unity engine games.
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