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Everything posted by Madscientist
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https://imgur.com/a/i9ZcO If I have a fine scale armor equipped and I put my mouse over a fine mail armor, the tooltip says that my equipped armor has 8AR and the other armor has 9AR. If I switch armors, it still says that my equipped armor has 8AR and the other one 9AR. It looks like the tooltip of an armor that is not equipped always shows an AR that is 1 point too high. It it even stranger: https://imgur.com/a/WGK54 I thought it might be because it is a fine armor, so I tried it with a normal one. If I have an enchanted armor equipped ( "fine" in this example ) and I look at the description of another armor in my inventory, the item description will show the enchantment of my equipped weapon armor. If I have a non enchanted armor equipped, the description of another armor is correct.
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lightning strike has wrong description
Madscientist posted a question in Backer Beta Bugs and Support
https://imgur.com/a/Cch40 The in game description says +0% shock damage, but it does +50%. I think it was correctly in the talent tree, but I am not sure. I wish you could look at your talent tree during normal gameplay, not just at character creation or level up.- 1 reply
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crippling strike still has insane penetration
Madscientist posted a question in Backer Beta Bugs and Support
https://imgur.com/a/W7ncm Crippling strike ( upgraded to arterial strike in this image) still gives +20 penetration. A critical hit of the mercenary rogue with her base equipment gives 42 penetration. Maybe +2 penetration would be fine, but +20 is much too much. The description of the skill does not mention any bonus penetration at all. PS: I assume it is correct that the deflection debuff of flanked stacks with other deflection debuffs, but I am not sure. -
Analysis of Meta-Game [Abilities/Spells]
Madscientist replied to theBalthazar's topic in Backer Beta Discussion
suggestion for knockdown: Make it a full attack with +2 penetration and interrupt. Right now its a normal attack that interrupts, wich is bad. Mule kick might be useful if the CC effect was longer. -
I have the pet with me (desert wurm hatchling) Every time I enter a new map, the pet comes to me flying from far away. expected behaviour: When I enter a new area the pet comes with me and it stands ( well, flies ) close to me. There is no reason why it should come from somewhere else.
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Actually I liked Tyranny. There were some things that I did not like: - Learning by doing leveling system - Cooldowns as the only resource. Once you have some abilities you can spam them all the time. Until then you have to fill the time between abilities with auto attacks. - Your main char can learn everything without restrictions. This leads to completely OP combinations. The Divinity games have the same problem. PoE1+2 is limited by the class system. In a perfect game, I would like: - The class system of PoE2 - The resource system of PoE2 martial classes (you have a pool of resources and each ability uses this pool) - The damage system of PoE1 ( maybe a few changes, but the general system of PoE1 is better than PoE2) - maybe we combine the resource system of PoE2 with spell crafting of tyranny? Like a mage has magic as resource. A fireball costs 1 magic, a faster or stronger fireball costs 2 magic and a faster and stronger fireball costs 3 magic. You have only 6 magic per encounter. - game mechanics should be more consistent and better explained to the player. In general I like PoE2 a lot, with the big exception of the penetration/armor system which I really do not like.
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If you have a barbarian/wizard equipped with the Lance, does each hit cause carnage like a permanent heart of fury? Rod blast will not work because it is a ranged attack. If you use attacks that have a lash ( like flames of devotion) or cause status effects ( like crippling strike), does it work with every hit of the lance or rod blast? If the two things above are true, than multiclass wizards are the improved barbarians of PoE1. Improved, because on top of the AoE on hit effects they also have lots of self buffs.
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resting at the shrine does not cure injuries
Madscientist posted a question in Backer Beta Bugs and Support
On of my party members lost all HP during a fight and got an injury. I rested at the shrine near the desert ruin and both resting types ( normal resting and meditating ) do not remove the injury. I entered the rest menu in the desert, gave the injured party member food ( egg for +1con ) and rested. This removed the injury. This resting also removed the bonus from the shrine. I went back to the shrine to meditate and this bonus removed the egg bonus. -
Master Thread of Typos and Text Errors
Madscientist replied to AndreaColombo's question in Backer Beta Bugs and Support
https://imgur.com/a/0kWzF The text is correct, but the last part of the "s" is missing. We need a bigger book -
https://imgur.com/a/TL0eL I opened the barrel in the desert and added its content to my stash. The item in the barrel and its description now have the correct icon. But when I take it, the "+15 repair" message in the upper right corner of the screen still have the missing icon and I still cannot see the item in my inventory. The effects of baubles of the fin and desert wurm hatchling (the effect of the item, not the item itself) still have a missing icon too. Lets see it the positive way: Some missing icons less, though some are still left.
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strange glowing in the sand
Madscientist replied to Madscientist's question in Backer Beta Bugs and Support
https://imgur.com/a/0hMgj I think I found the problem. I have defeated the worms in the sand but they did not drop anything. Then I went to the temple without loading the game or leaving the area. I guess thoses glowings in front of the temple belonged to the dead worms, but I have no idea why they are in the wrong position. Later I loaded the game and left the area. When I returned the lights in front of the temple were gone and the dead worms were glowing. Now I can loot them without problems and the glowing disappears after looting, as it should be. -
I made a quick save in the desert. Then I encountered a bug but I forgot to press the "print screen" button. I entered the menu and went to the load menu to see where I was at my last save. I saw that I have saved shortly before the situation with the bug. I pressed load but I got an error message that the game cannot be loaded. I left the game, started it again and pressed continue and I loaded the game without problems even though it was the same save where I had the error message before. I have a computer with windows 10.
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https://imgur.com/a/bU9H8 In the desert there are those two strange lights in the desert. I have no idea what it means. This is the position where the scene with the ghosts happened. The glowing looks the same after the scene with the ghosts (the image was taken before the ghost scene) good news: The ghost scene looked good this time. It looked very bad in the old version.
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desert blights are visible when far away
Madscientist posted a question in Backer Beta Bugs and Support
https://imgur.com/a/tRyNb I explore the desert. When the blights are far away I can see their glowing, but I cannot see themselves. expected behaviour: You should not be able to know the position of enemies when they are outside the field of view of your party members. -
highlighted bodies appear over party members
Madscientist posted a question in Backer Beta Bugs and Support
https://imgur.com/a/SLVZu I have defeated the wyrmlings and delemgans in the desert. When I put my mouse over the bodies to loot them, the glowing bodies are visible above the party member. expected behaviour: Since the character is above the bodies from the perspective of the camera, the bodies should hide the party member. This image feels somehow wrong to me. -
https://imgur.com/a/M1BNp I started the game and pressed continue. The mercenary fighter has the ring of minor protection equipped and the mercenary priest has the ring of overseeing equipped and both chars have the icon of their rings next to their portraits. The ring effect is not mentioned in the tooltip. The fighter has also the cloack of deflection equipped but it is not shown in portrait and tooltip. Then I equipped both rings, the cloak and the baubles of the fin on the fighter to see which effects are shown. No effects of equipment is shown next to the portrait (only race talent, resting bonus and stance) and in the character screen under "active effects", the effect of baubles of the fin is shown twice but effects of other equipment is not shown. I do not know what is the intended look, but at the moment its very inconsistent. Edit: I have equipped the items in the way they were at the beginning, but the ring icons remain gone. I have equipped the amulet on my main char but the effect is not shown next to the portraits. ( I think the aura was visible as icon and tooltip in the earlier version)
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I really aggree to the things you two said. And I like the damage system of PoE1 much more than the one of PoE2. PoE2 is all or nothing. If you understand the system, you max out penetration, armor and strengh and obliterate everything with dual wielding. Until you understand this ( and some things are hard to understand ), enemies might destroy you just because you have 1 point pen or AR too little. I also aggree that the modals are terrible. They give +100% recovery (almost twice the value of heavy armor) or they give a huge penalty of -20 to acc or deflection. by the way: dual wielding was also very powerful in PoE1. Eder (dual wielding sabres) or Hiravias (shapeshifted) do much more damage than my paladin with a 2h weapon. What if we change the system of PoE1 so it is more like tyranny or Dragon Age Origins: Like PoE1, damage done = weapon damage - ( armor - penetration ). Each weapon has a different damage and penetration, like a sword has high damage and low pen while a hammer has the opposite. In this system you need to chose your weapon regarding your pen and enemy armor like in PoE2, but it was not all or nothing. Were the different attack types more balanced in NWN2 ( dual, 2h or 1h + shield) For dual wielding, there you had to spend talents to learn it well, you have only half the strengh bonus and -2 hit chance for the off hand and you need a small weapon in the off hand to avoid another penalty. There were some very powerful dual wielders ( e.g. kaze no kama), but you had to invest a lot for it. Just putting a weapon in each hand without having any talents would make you much weaker while in PoE2 it makes you much stronger. 2H weapons got a 1.5 strengh modifier while a shield gave you the bonus of ( big surprize ) being harder to hit.
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another problem with broodmother quest
Madscientist posted a question in Backer Beta Bugs and Support
https://imgur.com/a/NyqTe I failed to convince the quest giver to release the hatchlings. Then I went to the cage and released them by lockpicking the door. result: My party members stay where they are. The hatchlings walk down to the beach and the camera follows them. When the camera reaches the beach, the brood mother jumps out of the ocean at the position where you can see the dialogue box but she disappears after a few seconds. Then you have the dialogue while neither your party nor the brood mother is visible on the screen. Afterwards you get exp, the quest will update and the camera will return to your party. I solved the quest peacefully in the earlier version of the game, but then I could convince her to release them and the scene at the beach worked normally. -
I talked with the broodmother and agreed to release the hatchlings. I went to town and tried to convince Himuihi to release them. When I talk to her and fail to convince her the quest will update. But you can talk to her again and try to convince her again. Only when you talk about it the third time ( or later ), she will refuse to talk about it. expected behaviour: Since the quest updates that I failed to convince her after the first time, I think she should refuse to talk about it starting with the second time you talk to her about it, not the third time.
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https://imgur.com/a/TY1Qr If you move your mouse up and down in the loading screen in the darker part of the screen ( but not on the load/delete buttons ), a line will move up and down, always in a position that goes through the load button. The line will go through one save when the mouse is over the save below the one with the line.
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https://imgur.com/a/ZSap2 In an earlier post I put the mouse over my monk ability and pressed the "print screen" key to make a screenshot. Since then the icon of the ability is in the center of the screen, near the position of the "game paused" writing. This is the left part of the image. When I press the button again while the mouse is over this ability, the ability does not use this hotkey anymore and the center of the screen looks like the right part of the image. Edit: Looks like the icon on the right side disappears after some time. I do not know how to remove the icons on the left side.
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https://imgur.com/a/qHDBp Each of the party members uses an ability. The abilities to be done at the portraits are correct. Only the mercenary fighter has the correct icon over his head. All other party members have the wrong icon over their heads.
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Monks do not have enough focus instead of wounds
Madscientist posted a question in Backer Beta Bugs and Support
https://imgur.com/a/dHPnm When my shattered pillar does not have enough wounds for an ability, the tooltip says I do not have enough focus. Chanters had the same problem before the last patch, I do not have a chanter in my current party. I do not know if monks had the same problem in the old version.- 1 reply
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quick load on the world map causes bug
Madscientist posted a question in Backer Beta Bugs and Support
https://imgur.com/a/rPLmP I made a quicksave at the position shown in the image, then I made a quickload. My main char is a male aumaua with blue skin. When quickloading at the world map, my portrait changes to Saganis and you can see the portraits, center icons (stealth, inventory, . . . buttons, not sure how the whole thing is called) and the log on the world map. When this happens and you load this quicksave manually via the menu, the bug remains even though the portraits at the quick save in the menu show the correct faces. (see image below) https://imgur.com/a/chNvv The save file in this image has the bug described above, but it does show the correct portrait. Unlike the earlier version of the game, no save file with a missing string in its name is created. The file looks perfectly fine in the menu but it does have the bug.- 1 reply
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strange graphic effect on villager
Madscientist replied to Madscientist's question in Backer Beta Bugs and Support
https://imgur.com/a/LMpxT There is a similar effect with the corpse in the water. Every time I come to town with the ship, there is a graphic effect on the corpse in the water. What you see in the image is the end of the effect. It is more intensive earlier, but I could not press pause faster for the screenshot. This is the corpse of the one who stole the fruit and was hiding it on the beach, not the corpse of the imprisoned man near the guard.