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hugin7

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Everything posted by hugin7

  1. Hmm, it doesn’t seem to work with the enemy summoned by “SpawnPrefabAtMouse cre_dummy,” but worked with another enemy. Tried a few other enemy types via console and it appears that cre_dummy might be an exception; all other enemy types were drained successfully. Sorry for the false alarm.
  2. Hmm, it doesn’t seem to work with the enemy summoned by “SpawnPrefabAtMouse cre_dummy,” but worked with another enemy.
  3. I just tested Wall of Draining with the latest patch and it is not extending the duration of my buffs. My enemies have no buffs of their own, but the wall supposedly works even on unbuffed enemies. Is anyone getting this ability to work on unbuffed enemies with the latest patch?
  4. Thank you, are all of these areas meant for a lvl 20 party? I’m testing Sea-Lashed Crypt at lvl 16 and Gorecci Street at lvl 4, though I’m not certain which levels are appropriate (PoTD, upscaling up only). Ideally, I want to verify the party at several key junctures of the game with the toughest level-appropriate encounters.
  5. I’m testing builds and looking for an easily accessible, story spoiler-free, and difficult high-level encounter. Having played around with the AreaTransition command, the following location (Sea-Lashed Crypt) appears to be a good candidate: AreaTransition AR_2007_Ship_Graveyard_Dungeon_Entrance 0 0 What is the expected party level for the encounter at the entrance of this area (completionist game)? If there is a better encounter to push the party to the limit, please let me know the area ID.
  6. Does the “...For They Do Enjoy Stomping Your Head” chanter upgrade for ogres actually work for anyone? It is supposed to give ogres a “sweeping area attack,” but in my testing, they only hit a single target.
  7. The thread linked below has a lot of interesting commands that I’ve been using for my personal test lab. Like you, I will not play the story until everything is thoroughly tested. Page 2, specifically, lists a lot of creature codes for importing: https://forums.obsidian.net/topic/94470-spoilers-interesting-console-command-finds/page-2 Example: SpawnPrefabAtMouse cre_dragon_sea The above command spawns a sea dragon. Of course, you can summon a horde of them to test your party. Other opponents useful for testing include cre_dummy (stationary opponent with a lot of health), cre_boar_elder, and CRE_Bear_Giant. I’m about to try the new Unity Console teleportation feature you mentioned, which allows for more realistic testing against actual enemy parties. I’d love to hear about easily accessible locations with no plot spoilers where one can find challenging, diverse encounters (melee + mage opponents) to test party builds.
  8. Obsidian, I understand that you are currently swamped with issues, many of which are more pressing, but a simple confirmation that this is under review and/or entered in your bug database for future evaluation would be greatly appreciated and serves as a great way to motivate additional bug reports and community feedback.
  9. I noticed that a number of monk abilities don’t respect auto-pause settings. For example, Dance of Death, Swift Flurry, Torment’s Reach, Raised Torment, and Thunderous Blows never trigger auto-pause, while some abilities, such as Blade Turning, do. For other classes, similar abilities, such as Flames of Devotion, generally trigger auto-pause. In addition, I found several issues with Swift Flurry’s critical strike procs. When triggered by Flames of Devotion, the extra burn damage is not triggered. Also, Torment’s Reach, Raised Torment, and Rooting Palm never trigger Swift Flurry despite generating many AoE critical strikes. While it’s possible that it’s not intended for the latter, since it’s passive, I would expect the torment abilities to trigger additional strikes, as with all other active abilities.
  10. Looks like leveling up is necessary, and possibly the initial conversation with the governor.
  11. Looks like changing the class keeps all of the abilities of the previous class, even if the destination class is not a subclass of the original. For example, changing a high-level chanter to a fighter leaves a large collection of chants and invocations, which have to be removed manually. It is surprising that changing to a different class doesn’t automatically clean up old abilities. Most certainly not pickier. Where capitalization mattered in PoE I is whenever you were putting in Player_XXX from findcharacter command and that is the same for PoE II. Certainly didn't see other cases. Not yet anyway. So, i have tried and it seems to work but regular abilities seem to overlap with subclass ones. I tried to give trickster subclass to eder and after the level up he ended up having both Version of sneak attack. I reloaded, manually removed sneak attack before giving him a subclass again and leveld him up, and all seems good now That's the spirit! The base abilities are replaced in some cases, and obviously so. Yours is a fine example, another would be Frenzy and Frenzy(Berserker) - two different abilities where you need to remove the ordinary one - luckily its name for console is "Frenzy".
  12. Thank you for investigating this issue. Others have reported similar problems: https://forums.obsidian.net/topic/98785-hired-adventurers-start-at-level-2-messing-up-their-leveling-progression/?hl=%2Binn+%2Badventurers+%2Blevel+%2Bbug https://forums.obsidian.net/topic/98958-leveling-only-low-level-abilities-available/ The console command OpenCharacterCreation also suffers from these issues.
  13. I am also having similar issues with hirelings, as described here: https://forums.obsidian.net/topic/98958-leveling-only-low-level-abilities-available/.
  14. Somebody else appears to be having similar problems: https://forums.obsidian.net/topic/98785-hired-adventurers-start-at-level-2-messing-up-their-leveling-progression/?hl=%2Binn+%2Badventurers+%2Blevel+%2Bbug.
  15. Looks like it’s not an issue with my main character. Only hirelings have the problem. Has anyone else tested hirelings?
  16. There’s definitely an issue with hiring adventurers. I hired a lvl 1 adventurer, but got a level 4 character instead, albeit with a limited set of ability choices.
  17. Tested on a pure lvl 8 Wizard adventurer from an inn via cheat console, no subclass. It’s entirely possible that this happens only to hired adventurers or with console cheats. Same issue occurs with multiclass characters.
  18. When I level up, only low-level abilities are available. For example, a level 7 single class character should have power level 4 abilities available, but I can only select level 1 and 2 abilities. Did I stumble on a bug or am I missing something?
  19. I reached Kraken’s Eye Inn in hopes of gaining the ability to hire henchmen and respec my character. The idea is to set up a lab ASAP where I can experiment with builds and game mechanics via console cheats without spoiling too much of the story. To my surprise, the “Recruit Adventurers” option states “No adventurers available,” while “Retrain Character” shows an empty screen and appears to do nothing. Do I have to reach a certain point in the story or level up in order to unlock the options I’m after?
  20. Ahh, thanks – looks like the ability was nerfed and the wiki is outdated. Pity about the stacking implementation, too.
  21. Is anyone actually running into PoTD encounters where wizard deflection self-buffs are running out? The shortest one, Arcane Veil, lasts for 20 sec (base), but with int + power levels, 30+ seconds is easy to achieve. The rest of the key buffs effectively last for over a minute.
  22. aweigh0101, that’s a good summary of what’s currently available. There is also a mod, https://www.nexusmods.com/pillarsofeternity2/mods/2, that provides a GUI for a lot of basic console commands. Perhaps in time it will support changing companion classes.
  23. In PoE 1, changing companion classes is easy with IE Mod (http://rien-ici.com/iemod/console/). The command ChangeClass <name> <Class> allows this – I used it to change companions into custom characters of my choice. The advantage of doing this instead of hiring henchmen is that you don’t have to choose between having interactive companions and optimized party members. In my case, I carefully adjusted the stats of my companions to match that of henchmen I could’ve hired at an inn, so it’s not technically a cheat, just a way to have the best of both worlds. I’m hoping the same capability will be available in Deadfire.
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