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Striped_Wolf

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Everything posted by Striped_Wolf

  1. There is a thread on the Steam forum aswell.
  2. There is a thread on the Steam forum highlighting the issues. Might be worth subbing to and bump if necessary.
  3. There are also portraits missing. "Complete Edition", now thats a lie. Is The White March even included? Im starting to doubt it.
  4. Tried to plow a little further, and ran into even more bugs, broken features and a few game crashes. This is terrible, its like the beta version, back in 2015! At this point, I expect some sort of official apology or statement adressing the sorry state of the release build.
  5. Agreed, the rate at which Ive come across bugs in the first hour alone is staggering, and worrying. I feel I cant commit to a proper playthrough until these are sorted, due to possibly future uncompatible save files and/or gamebreaking glitchwalls halfway through. And the UI glitches are just tiresome to endure frankly. Such a messy release. Really disappointed.
  6. Apparently, all inventory and quick item slots are wiped when dismissing a character.
  7. Not sure if it was like this before the patch or not, but since you give most commands while paused, they should acknowledge commands while paused. Its a no-brainer imo.
  8. Thanks. The solution posted in that thread does not help though.
  9. Since patch 1.0.4.0540 -steam Custom companions already created are muted. New ones talk like usual. Removing them from the group and readding them t the party does not solve the issue. If I load a save from several hours back, they still got their voices. Which means they mightve lost them somewhere between Cad Nua and Defiance Bay (Heritage Hill) Win 7, 64 bit Steam
  10. My custom companions lost their voices with the latest patch. Atleast the ones I have already created. If I create a new companion, they can talk like usual. "Sound Sets from hired companions will now be properly restored when adding them to the party from the stronghold." Na-uh. https://forums.obsidian.net/topic/77749-bug-voice-muted-on-custom-companions/
  11. Fighters regenerate as they should, and some encounters got enemy healers aswell.
  12. I think they are amazing. That Zealous Movement aura more or less negates the Engagement mechanic. Which can be extremely useful. Heals, Flaming strike... I think they are very decent. Tank/Support with the option to switch to a 2-hander and wreck some bodies.
  13. Yes UI scaling would be useful. I cant play at best resolution because of stutter, but then it becomes large and blurry. It should be scaled down to remain crispy.
  14. Every time I use Escape I get stuck half-way in the path for about half a second. Enough for the enemy to catch up again. And I also recieve Engagement hits when doing this. What up? Anyone else getting this? Thanks
  15. Hmm. A chanting Necromancer... I envision something like that ritual scene from Eyes Wide Shut. https://www.youtube.com/watch?v=zx0FjItTYVk
  16. Wow, you are all nuts... Oh my god who am I kidding! Im doing everything mentioned in this thread!!
  17. I guess a Cipher could be built around the soul-dabbling & cursing aspects of a classical Necromancer.
  18. Also, you can use lockpicks to reduce the required Mechanics skill.
  19. Moving grass and canopies were sadly cut because of too much work to get it right. There are still 'falling' leaves and other such details.
  20. I think Dio had it right https://www.youtube.com/watch?v=04eP1px7ZdY
  21. Yeah, nothing breaking immersion better than having to tab out of the game in order to search the web for correct info.
  22. Really nice. Keep up the good work! Will there be any UI mod ready for release and if so, where can I get it?

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