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Insolentius

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Everything posted by Insolentius

  1. Once Uscgrim unleashes the Flesh Golems and starts the riot, the Wichts never spawn on the map (even though the door to their cell was open). However, they did spawn after climbing upstairs, completing the quest, and then going back down again. Another small thing, the "patient screaming in panic" audio track is playing in the background (on the lower floor) even after dealing with the situation, which kinda breaks the immersion.
  2. If it's intentional, then I wish they'd add a "music frequency" option, similar to the "voice frequency" option they introduced in 1.05. I hate silence.
  3. The game is eerily silent. The music occasionally starts playing for a brief time after several minutes of silence, and then it stops. It's not an abrupt stop, it just kinda fades out. Either the tracks are very short or something is interrupting the music from looping. The silence drains the life from the atmosphere because the music adds so much to it. I can fix this by saving and loading, which triggers the appropriate music track immediately, but it still goes quiet after a minute or two. Is anyone else experiencing this?
  4. Their DR is broken, and now that I think of it, I can't recall the spit doing anything... ever.
  5. The elemental particle effects don't appear on weapons that already come with a lash effect (i.e. Hearth Harvest). The effect appears if you enchant a weapon with a lash effect, but it still doesn't produce the elemental effect when hitting enemies.
  6. For me, it's when both I and the enemies cast Circle of Protection (usually when I'm fighting Xaurip Priests). The frame rate drops to single digits. The game runs smooth at 1080p 60 FPS otherwise. My rig - i3-4130; R7 260X 2GB, 8GB RAM.
  7. Scroll of Restore Light Endurance heals (a lot) more than higher level "restore endurance" scrolls.
  8. I can confirm that this affects Swamp Ooze and Greater Black Ooze in Endless Paths Level 4. I don't know about other locations. MIN damage calculation works fine for other creatures in this level (stone beetles and normal oozes).
  9. It was in beta until the 7th of May. It went live for everyone when they changed some stuff with Steam depots. Make peace with the fact that a complex game such as PoE will never be bug-free.
  10. Check the combat log. Either the DR values aren't correct or MIN damage isn't calculated properly (it's supposed to be 20% if I recall correctly). In some cases, MIN damage exceeds the damage before DR gets applied.
  11. Check the combat log. Despite Woodskin being Friendly-AoE, it still applied to the Druid Ogre's enemies, i.e. my character and Eder.
  12. I figured out what causes the bug. Steps to reproduce: access the Enchant screen for any two-handed weapon close that screen access the food/potions/scrolls crafting screen notice how the amount of necessary ingredients is doubled One way to revert the changes is to access the Enchant screen for any one-handed weapon before crafting potions/scrolls. Another potential problem is that two-handed weapons require twice as many ingredients for enchantments compared to one-handed weapons. Is this intended?
  13. The number of necessary ingredients sometimes increases for no apparent reason. Saving and loading resets the number to (what I assume are) default values.
  14. Marked Prey adds +20% lash Weapon Damage to marked targets vs 0.25% DR. The description is "borked."
  15. Try disabling the auto-slow option and do it manually by pressing S once the combat starts.
  16. Modal abilities (e.g. Defender) lose all particle effects if you save and load a game while they are still active. This was reported in earlier versions as well. Additionally, attacking with wildstrike burn/shock/freeze etc. no longer produces elemental particle effects. Burning lash on Durance's staff also doesn't trigger the flame particles. I apologize if this has already been acknowledged.
  17. As far as bug #2 goes, I think the "alternate" DR values are calculated based on the specific modifier for that damage type. For example: Plate Armor || base DR = 12; shock DR = base DR * 0.5; slash/pierce DR = base DR * 1.25 ... so when you increase the base DR by 2, you get: base DR = 14; shock DR = 14 * 0.5 = 7; slash/pierce DR = 14 * 1.25 = 17.5 = rounded up to 18 EDIT: I believe the same goes for bug #3 Saint's War Armor || base DR = 7; pierce DR = 3 from pierce-proof + base DR * 0.7 ... when you increase the base DR by 2, you get: base DR = 9; pierce DR = 3 (from pierce-proof) + 9 *0.7 = 3 + 6. 3 = 9.3 = 9 (rounded down) (which is why it's not displayed, i.e. it's the same as base DR)
  18. I noticed this too. Class and racial abilities get displayed directly underneath the spells of the currently highest level.
  19. Is 1.05 live or not? I opted out of the beta branch, downloaded a ~800 MB update, and the game is now back at 1.04.
  20. Every time I download an update (either a regular or a beta version), Steam reports that a single, 128-byte file needs to be reacquired after performing a verification of game cache integrity.
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