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Everything posted by Merina

  1. That's not what I'm doing ... I just report bugs ... or issues ... and then I'm done. I won't spend time on trying to ''convince'' anyone. The makers of this game are free to decide which of the many other bugs to prioritize. It would be a shame if they didn't improve their QA processes for the next game ... such as a Pillars of Eternity 2.
  2. Just have run into this ... and honestly don't know whether it has always been like that: If you travel to Madhmr Bridge before defeating Maerwald, Aloth talks about "the long way to Defiance Bay". (1) The party's destination at that time is still Caed Nua, not Defiance Bay. Aloth's comment seems out of place. (2) You can also talk to Peregrund about "Defiance Bay" ... and ask about which way to take, for example. As if you know what Defiance Bay is. Yet if you kill Maerwald, neither the Watcher nor anyone else in the party seems to know what Maerwald meant when he referred to the "city of defiance". ... So, the watcher asks the Steward about it ... and gets told that it's "Defiance Bay". This is low-hanging fruit for any companion to add a comment instead of asking the Steward.
  3. Toggling Fast Mode outside combat or during combat doesn't make a difference anymore. Anyone else affected ... too? Just the "Luminescent Caves" ... it seems. Outside the fast mode still works.
  4. No. It was the first time I tried exploring the tunnels fully ... turn around ... track back to the entry ... multiple times, likely more than a dozen times. I've discovered a place with an item ... and I knew one way to the Luminescent Caves already. Don't know whether there is a second exit with a loading screen. It is not reproducible if reloading and simply going through to both the item and the luminescent cave.
  5. The first time ever a loading screen crashed the game for me. Was inside Stalwart Mines ... tunnel exploration scripted interaction. Found a way to something that caused the loading screen to appear, but no progress. Pillars of Eternity didn't respond anymore. This used to work the last time I explored those tunnels. The updates should fix issues ... not cause regression.
  6. The small maps create more and more problems ... as enemy mobs attack eachother all too easily. Went to Magran's Fork for the Sly Cyrdel bounty. Had forgotten about Gramrfel, the Wayfarer. And what does he do at start of combat? ... Leaves his poor felllows and runs south ... leaving the visible area. Hey, Gramrfel! Hey!!! ... A bit later he returns for a few seconds, then runs south once more. At end of combat I ventured south, too, only to discover the other enemies he had attacked. Elmshore ... Adra Arch ... is too crowded. Mobs waiting every few steps. Where are the huge maps that are fun to explore? ... More abandoned camps, tents, fires, hidden loot areas, ... please!
  7. What is that savegame file supposed to show? In that savegame ... you are inside Stalwart's inn. That means you have not completed the main game yet ... Thaos is still around. The journal also shows the remaining quest items.
  8. Today's beta: 3.02.997 Same thing has been reported about Eder somewhere before. After I've sacrificed Hiravias inside the Dyrford Skaen Temple ... getting Effigy's Resentment Hiravias ... he is back at his original starting location. He even talks to me and wants to continue the journey, but choosing that leads to nothing.
  9. The mob is gone but the mob's sound can still be heard in today's 3.02.09XX beta release. And why does Aloth say "Better indeed." everytime when returning to the keep?
  10. Reading that ... your only hope would have been to make a deal with Raedric and hunt Kolsc instead ... because your party would not have survived the battle against Raedric and his followers, if you were unable to clear the weaker units on the Raedric Hold Sanctuary level. When playing Trial of Iron ... I entered the keep around level 10 ... better safe than sorry.
  11. That the trolls don't see the bandits as allies is normal. It is the same for other groups of monsters. One cannot rely on that always ... but can abuse it a few times and trick two groups into fighting eachother. There are some bugs in 3.0x so far ... where units sense enemies over a very long range and start combat mode. ... At Crägholdt I've been stuck in a neverending loop of combat mode ending only to start again the next second. Almost made me mad. Similar to the Galawain's Maw problem ... so I explored the map while combat mode was restarting every few seconds. No enemies nearby. All slain. Only a single enemy had left the battle field and had moved far to the north to attack monsters there. It took some time before I found him. Finally, combat ended without restarting again.
  12. As a work-around: You can enter the caves ... be attacked by the hostile tribesmen that attack you while exploring in combat mode and disarming traps, too. Sul may be an ally with a green circle for some time, but once you've killed her, you can walk into her lair ... which makes the remaining lions and tribesmen attack you. Combat ends afterwards.
  13. Same here. At Twin Elms she wanted to talk to me ... and remembered all the things related to her personal quest. Clearly a bug, since the had finished her quest already and had received the "Clear Conscience" talent.
  14. You have to have completed White March pt.1 first, including the Crägholdt part. Then for me it was simply starting White March pt. 2, then doing the Iron Flail fort and returning to Stalwart. Then there should be a scene near the west entrance that starts the quest sending you to Mowrghek Ien. I've gone from the main game pre Twin Elms to Stalwart ... completed the White Forge quest ... then went directly to TWM2. Again in Stalwart, I immediately followed the main quest and skipped all the side-quests. I've never had an option to travel to Mowrghek len. After completing the main quest, I'm back in Stalwart and can start all the side-quests, of course, but nothing happens at the west village gate. Is it really depending on the Crägholdt quest ... ?
  15. Down within Ionni Brathr Fragment, there's a conversation with the tentacles known as Ondra's Hair. One of the last sentences from her use Eder's voice rather than her own. This is with 3.01.977. Accident ... or could it be related to me having sacrificed Eder within the Skaen temple?
  16. A few times ... http://forums.obsidian.net/topic/83917-v399929-px1-steam-inconsistent-learn-spell-icons/
  17. The base Defl penalty is too high in my opinion: Rogue End: Very Low Health: Low Accuracy: Very High Deflection: Low Fighter End: Average Health: High Accuracy: Very High Deflection: Very High That's a difference of 15 already. How many points would you want to pump into resolve and talents to get better deflection on a rogue? ... And what about the other three defenses? Fortitude, for example. A squishy rogue can concentrate on dps and will help the party much more. Fighters, on the other hand, don't need to raise resolve to godlike levels. How about ...? Monk End: Average Health: Very High Accuracy: Very High Deflection: High You want them to be hit ... for the wounds ... so typically you don't raise their deflection level much ... if at all. Support them a bit, and let them decimate the attackers.
  18. Kelgar in Neverwinter Nights 2 ... unforgotten ... his voice-acting and his personal quest. Tears in my eyes when he and other companions visited me during the preparation for the duel against Lorne. I've highly recommended the game at the BG/IWD forum. Here once more, too. It's not available at Steam but at GOG.
  19. Linger = overlap of chants is a simple concept that is clear. I didn't ask about it. Hovering over the chant quickbar is helpful. It's easy to forget about those circles that are displayed in non-Expert mode. I've loaded an old save ... and it seems the circle that is displayed has a 4.0 m radius for INT 10. Let's hope the "Foe AoE" really is the same area but only affecting foes. It seemed to me as if some nearby enemies were not affected by the chant. Hovering over them didn't display the chant being active on them. Perhaps somebody else knows more ... also about what I've written in the second post.
  20. Changed the values above to a base of MIG 10 and INT 10. The chanter I've started with has MIG 14 though. The combat log isn't too helpful ... since it doesn't display details if hitting multiple enemies. On a single enemy, for a critical hit it says: -7.5 Endurance over 7 sec. I cannot explain the -7.5 Endurance, if it's -6.7 for normal hits. -6.7 is a rounded -6.0 +12% for MIG 14. Where does the +50% increase from crits go? Could it be -6.0 plus a doubled MIG damage bonus if it's a crit? -6.0 + 2*12% = -7.44 rounded to -7.5? The 7 sec could be base 6.0 sec of the chant effect plus 1.0 sec from a 50% crit increase of the Linger 2.0 sec base. For a graze, it says -5.3 Endurance over 5 sec. Again, the reduced damage is not a typical -50% for grazes. It could be the -6.7 for normal hits reduced by two times the MIG 14 bonus of 12%. -6.0 +12% = -6.72 for this chanter with MIG 14, and a graze then is -6.72 minus two times 12% = -5.28 rounded to -5.3? The 5 sec could be base 6.0 sec of the chant effect minus 1.0 sec from a 50% graze decrease of the Linger 2.0 sec base.
  21. Low INT is not bad for a paladin ... you only need to be aware of the consequences. That's the tricky part. It's not as bad as ... say, a fighter with low INT and gallant's focus, which has a much smaller aura base range that barely includes two heroes. There are other classes where INT does not affect much, because the base duration is short or the base range is small ... and trying to modify that by 9% or 15% takes several attribute points already. You can as well fix that with an item and an inn resting bonus. If, however, the paladin's aura size is key to the functioning of your party ... or you don't want to hurt the duration of late talents like sacred immolation (base 30 seconds), you better not touch INT in ways it would interfere with your plans. As what defines a tank ... uh, well, some enemies don't care at all whether you come with constitution 14 or lower endurance. They would kill you nevertheless ... and it would be the job of your party to keep you alive. Thaos alone does something like close to 300 damage over a few seconds with his cleansing flame. And groups of enemies, let them flank you or surround you and hit you fast, because RES 15 alone is not much for a paladin either, and you won't survive that for long if you don't reduce their number. All I can add ... I've played a solo bleakwalker paladin with much lower INT ... and CON 14 would not have helped me much ... so this is personal experience and nothing I've made up. No party to benefit from the aura, sure, but adjusting attributes in POE when playing a full party is merely a matter of personal preferences.
  22. It is established practice of the local players here to create notes while playing pen'n'paper rpgs and crpgs. We've done that for POE, too ... but all the updates have changed so much ... and nobody has created a spreadsheet for the bestiary and immunities. In my TCS run I had to flee from unexpectedly difficult monsters often. Suddenly spectres in TWM could stun me with ranged attacks ... while none of the earlier ones do that. Or the spotted stelgaers ... and a huge group even ... required me to use all the five healing potions I've had in one quickslot.
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