Everything posted by fibes88
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Reach Weapons
It appears characters will move into normal melee range when attacking with a reach weapon, despite being unnecessary.
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Trying to change/disable combat music
EDIT: nevermind. I was able to get the 'areamusictable' edit to work the 2nd time around. Hello gang, I wanted to do another playthrough, and usually the first thing I do is disable/edit combat music. It becomes very repetitive for my taste. I used to edit the old .ogg files in the music folder, however I don't see that folder anymore. I know there has been a few patches since I last played. I tried messing with the 'areamusictable' JSON file, but nothing changed in-game. Any ideas? Ideally I would like the zone music to continue to play rather than the combat music, but would be happy just disabling the combat music in general. Thanks
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Killed Thaos, missed White March
So I've been playing the game slowly off and on since release. I recently killed Thaos, then the game ended, without playing any White March content. Is that it? I thought White March and Deadfire would be new chapters in my characters story. Was I supposed to stop with the original storyline when White March released? Kinda confused.
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Loading times are disgusting
It does affect how i play the game, tbh. I find myself avoiding Defiance bay and Caed Nua as much as possible. I even use console commands to port around sometimes in order to avoid a half dozen loading screens getting from point A to point B, which I hate doing. For example, when "learning" the Adra dragon fight, I wanted to go from her lair to the Dracogen Inn, then camp outside town, then the brothel, then back to her lair. The loading screens were comical. I tried disabling autosave via iemod, which helped some. Perhaps it will become more noticeable as I progress in the game.
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Always show quick slot option?
Bummer. Thanks for the reply.
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Always show quick slot option?
Hello, I have seen a few videos where the quick slot bag is permanently expanded on the character's action bar. Is this a mod or is there a command in-game i'm missing? Thank You
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Zealous focus affects enemies
It's a known bug. Been around for quite some time, too.
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[1.05] A problem I noticed with regard to perfromance
https://www.dropbox.com/s/7ip8m80x8lazhwp/Save%20File.zip?dl=0 output_log.txt DxDiag.txt
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Inventory & Character Selection Delay
Really bad since 2.0 for me. In addition to inventory and character selection delay, i get spikes every 20 seconds or so where the game hitches. I quickly read a few old posts about it, and the workarounds are a bit wonky, i.e., removing portraits from game files, disabling internet, bypassing Steam, 3rd party addons, etc.. Any idea what it is? Is it Steam? Is it the game? Save Game https://www.dropbox.com/s/7ip8m80x8lazhwp/Save%20File.zip?dl=0 Output and Dxdiag attached below output_log.txt DxDiag.txt
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[1.05] A problem I noticed with regard to perfromance
I just logged out in Dyrford Ruins and came to the forums for the same issue.
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Really liking the new camera follow feature
Was a nice surprise
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How do I modify party members' attributes?
Currently you can not retrain the attributes of companions you meet in the world. Just your main character.
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More detailed list of 2.0 changes
So I'm noticing a lot of substantial changes that aren't in the patch notes. Is there a more detailed list of 2.0 changes somewhere? Some changes are pleasant surprises, like the Follow Selected option and the new voices. This is the most complete list I could find http://forums.obsidian.net/blog/7/entry-186-update-notes-200/
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Option to hide party UI in 2.0?
I could have sworn I read or watched a patch preview that mentioned a new feature which would allow the player to hide the party UI in the bottom left of the screen. Is there an option or button I'm missing?
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Stealth doesn't affect proximity
That could probably be worded differently in game, eh?
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Paladin modals stack, not fighters?
Guardian Stance and Gallant's Focus coexisting contradicts every caveat you mentioned. Same scenarios, different stat. There's definitely conflicting mechanics going on. I hereby declare the whole thing ridiculous. I'm still bringing Eder through Path of the Damned with me. We'll find something constructive for him to do.
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[2.0 beta] Paladin auras persist on charmed foes
There we go, hope that helps https://www.dropbox.com/s/7ip8m80x8lazhwp/Save%20File.zip?dl=0
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Paladin modals stack, not fighters?
Guardian Stance's deflection aura doesn't affect the caster.
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Stealth doesn't affect proximity
My Cipher with 7 points in stealth and my Priest with 0 points both get detected at the same distance and time from a stationary mob. The difference is the yellow detection circle fills to red faster for the Priest. Just throwing this info out there since I know I'm not the only one mislead
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Option to lock camera to main character?
if you double click your desired character's hotkey, the camera will center on them. Not an auto lock, but still helpful.
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[2.0 beta] Paladin auras persist on charmed foes
The zip save file was too big and I don't have dropbox. I did attach the output log. I closed the client mid combat. It's easy to reproduce though. All you need is a Cipher, a Paladin, and a bad guy. Cast Charm and just stand there. This happens on beta and live btw. output_log.txt
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Paladin modals stack, not fighters?
So, multiple modals are allowed to be active simultaneously on one character, unless they affect the same stat, in which case they become exclusive. That makes sense. But, that leaves the issue of Guardian Stance being exclusive when it only affects the Fighter's accuracy, not deflection. Shouldn't it then be allowed to remain active with either Defender or Cautious Attack?
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[2.0 beta] Paladin auras persist on charmed foes
That can't be right. I think I worded my post wrong. You're saying that it's intended for hostile mobs to indefinitely retain paladin auras after a charm spell fades, and that toggling the aura off/on while they are hostile is designed to affect them? That has to be a bug, right?
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Paladin modals stack, not fighters?
It's not too big an issue with the reroll feature, but it does add to the current convoluted nature of talent progression. How would a player know which are exclusive and which are not without specific information in the spell description, i.e., zealous auras? None of those fighter abilities violate the stacking/suppression rules. Based on what's in the description for Defender and Cautious Attack i don't see why Eder can't 'adopt a more conservative combat strategy' and 'attack from a defensive posture'. Well, back to beating my head against PotD Dweller. Love the game btw!
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Paladin modals stack, not fighters?
-- Zealous Endurance and Cautious Attack can be active simultaneously -- Neither Defender, Cautious Attack, or Guardian Stance can be active at same time Is this intended or a bug? All are modal abilities.