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Insolentius

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Everything posted by Insolentius

  1. Another small thing... if you're gonna introduce more scripted/illustrated sequences in the sequel, don't hide skill checks even when the option to show them at all times is enabled (e.g. almost every sequence in the White March expansion). In my opinion, anything that encourages save scumming should be minimized as much as possible. I played through the "lift" sequence in White March II, and there was a "10 Mechanics" check that I failed without even knowing that I failed it (or that it even existed). I can't recall any RPG in recent memory that went out of its way to hide skill checks this way.
  2. Keep the concept of soulbound weapons/armor in, but for the love of Abydon, don't have those items rely on "last-hitting" as a way of improving the stats. This isn't DotA.
  3. This still happens in 3.03. The only way to sidestep this bug is to immediately rush to the vine-covered tunnel before the NPCs start fighting amongst each other.
  4. I wouldn't mind having you consult Obsidian in the matters regarding QA as a freelancer of some sort. You seem knowledgeable, and Obsidian, sadly, seems to be lacking in that department.
  5. I don't know if the devs are keeping track of old bugs or not, but this one still affects the game. The gist of the problem is that the final damage calculation for MIN DMG (which is 20%) against high level ooze creatures adds +10 to the final result. You can verify it from the screenshots in this thread and the thread I created last year (https://forums.obsidian.net/topic/79332-105-v567-swamp-slimes-dr-doesnt-function-properly/),
  6. If the bug happens when saving/loading in the same area where you initially recruit a character, then it's the same problem that's been plaguing the game since its release.
  7. The description shouldn't even mention the duration, right?
  8. For some inexplicable reason, the game renders every character on the map at all times (even if they're shrouded by fog of war). Temple of Skaen is another example. The first time you enter it, the performance is horrible. Once you get rid of the NPCs on the map, the performance jumps back to smooth 60 FPS. Unity + incompetence = disaster.
  9. The screenshot shows 71 TOTAL damage (check the line below the pop-up). Klaus is right. It's a bug.
  10. It's probably related to this - https://www.reddit.com/r/projecteternity/comments/3ioffp/bug_with_draining_weapons/
  11. I reported this bug earlier and it was never addressed. - https://forums.obsidian.net/topic/79831-105-weird-problems-with-kana/
  12. Faith and Conviction only works when the combat state is active (i.e. you have to attack an enemy).
  13. The guy who gives you the quest warns you that agreeing to work with the Dozens would piss off the other two factions. Don't skip dialogue.
  14. Sorry. I assumed the screenshot would be enough to verify this issue. Here you go - https://mega.co.nz/#F!ck5xhCaA!p1OqpJXrHImkWQqCeTYcOw EDIT - forgot to mention... the weapon is equipped on Pallegina.
  15. Based on the description, the weapon was designed against blights and phantoms (which are "spirit" creatures); the description also mentions that it's "especially effective against such nightmarish beings." However, the enchantment provides a "slaying" bonus against "wilder" creatures, which seems to be an oversight.
  16. I just saw the same bug in the "White March" VOD on Twitch while Josh was presenting the expansion.
  17. Here you go - https://mega.co.nz/#F!0sZW0IKR!-hOVKykfhvlqxLwT-aBC3A Just attack the lions, and cast Amplified Wave. It happens in other locations as well, and it's more noticeable in darker environments.
  18. Breath & Tail Lash feature an identical description (the latter is obviously wrong). Furthermore, the Abilities section for most of the creatures is still missing (it states "none" even though the creature uses abilities; e.g. Xaurip Priest). Are you still working on adding the information or is this a bug?
  19. When cast, Amplified Wave causes a beacon of light to appear above every affected target. The beam dances wildly as the prone animation plays out. This looks absolutely ridiculous in motion (especially when multiple enemies are affected). Is this is a bug or is it intended? If it's intended, you seriously need to consider toning the effect down.
  20. https://mega.co.nz/#F!Alom1bYA!w5JkweKFWbl3DOGsrJt1VA Complete the quest the way I described in the first post. Look at the map here - http://guides.gamepressure.com/pillarsofeternity/guide.asp?ID=30017 ... go to point #2 meet Cwyneth approach #8 from the west side without going to point #7 or #6 first kill the Staelgar (notice that the journal mentions Esmar without the player ever meeting him) talk to Esmar (notice how he acts as if the player hasn't approached him from the north) This isn't a bug, per se... it's just that the game doesn't take into account an unusual way of completing this quest, and it treats the player as if he went about it the way the devs expected him to do (i.e. talking to the Glanfathans and/or Esmar after meeting Cwyneth in Northweald).
  21. I don't have a save file that's just before the fight (I overwrote all of them as I continued to play), but I have an older backup save file in which I cleared the first 8 or 10 levels. Here's the save file and the output log - https://mega.co.nz/#F!5oYRlAAK!2nxw_7tTrE7UuvwSBVFUvg Bear in mind that I first agreed to help the dragon, and then betrayed it to get the dragon-slaying ability.
  22. This has been happening to my main druid character since 1.05. It usually happens when something interrupts his movement or attack animations, although I can't reproduce it reliably.
  23. In Oldsong, the shadows extend towards southeast, and the problem becomes evident as you move the camera so that the characters are near the southeast corner, whereas in Northweald the shadows extend towards northwest, and the same issue crops up as you move the camera so that the characters are near the northwest corner. It probably has something to do with the direction of the light source and the way the engine draws shadows based on that source. The problem is tied to these two locations or the 1.06 hotfix. It's unlikely that the problem is on my end because I have been running PoE using the same display driver ever since I started playing it (and I haven't had similar problems in more than 100 hours). GPU - R7 260X 2GB
  24. There are several inconsistencies if you choose to solve this quest a certain way... if you go north and kill the Stelgaer without talking to the Fangs or the Treasure Hunters, the journal updates and tells you the name of the Mercenary Captain and what to do as if you discussed the problem with him beforehand when you talk to Esmar, there is no option to inform him of the the cleared path to the north immediately; you have to first ask him why he can't flee towards the north (as if you haven't cleared the path) Esmar doesn't take into consideration the fact that you approached from the north (he still complains about the Stelgaer when he should instead deduce that you cleared the cats already)
  25. This is how the look normally (pay attention to the six main characters)... ... this is how they looked when warped... ... and here they're missing completely... This also affects NPCs. You can notice the bug as you're moving the camera around (my characters are in the same spot). This is the only location where I experienced this bug. Here's the save file - https://mega.co.nz/#!VpI32RJI!aI0tITIx4Ydn1SdUV9zEzogP9Wm3V2eEBjp9D3bCi_g
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