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Insolentius

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Everything posted by Insolentius

  1. The reputation/disposition system for the companions seems to be broken. Xoti attacked Pallegina literally the moment I recruited her. After a single conversation and a single anti-religious reference, Xoti attacked her and mentioned that she was tolerating her for far too long (which doesn't make any sense when you consider the fact that she just met her). That single reference was enough for her relationship with Pallegina to drop to -1, whereas her relationship with Eder (with whom she agreed dozens upon dozens of times during my playthrough so far) is still at zero. Something is not right here and it's completely breaking my immersion.
  2. The game requires at least 8 gigs of RAM for a crash-free experience. However, there's no way to avoid frame rate issues and performance degradation over time. I usually restart the game every hour or so.
  3. I just had this happen to me as well. When talking to the lady animancer, my character had the option to confirm how Eothas told him his plan (which hadn't happened yet).
  4. Memory usage steadily climbs as I play the game - going from 1.8 to more than 5 gigs of RAM in about an hour of gameplay. The problem becomes more noticeable the more I engage in combat. This is on version 1.0.2 (which was supposed to fix this problem). Newsflash - it didn't EDIT - simply running around Neketaka increases RAM usage over time - it went from 1.8 to 3.1 in less than an hour and the minor stuttering is already becoming noticeable
  5. I noticed this too - memory usage goes from 1.8 gigs to nearly 5 after an hour or two. It became really obvious in Arkemyr's Manor (which normally runs at 60 FPS at all times). Visiting the manor after getting into combat elsewhere knocks the frame rate down to about 30, while restarting the game fixes the performance issues.
  6. The image says it all. This has been a problem since the 1.0 version of the original Pillars of Eternity. It was literally the first bug report I filed. I can't believe that you STILL haven't fixed the problem.
  7. It's the same thing as with the original game - it eats up CPU cycles like they're hot pockets while barely utilizing the GPU. I know people with monster rigs (i7 + GTX 1080) who also experience poor performance and heavy CPU usage. Unless the game undergoes some serious optimization, there's nothing to be done.
  8. Summoning a creature, phantom/duplicate or weapon (whether it's done by the player's party or the enemies) always leads to a one- or two-second freeze, and it occasionally results in a crash. The freeze, however, only happens the first time a specific summon ability is used during a gameplay session.
  9. the icon for the 'ability' option is missing after using an ability, the combat encounter proceeds without the 'hobbled' debuff being applied to the enemies the first option doesn't result in a disposition change (which doesn't make sense when compared to the other options)
  10. When trying to convince Cortina to sell you the crates, there's an obviously missing dialogue line from her (which makes the Watcher's response nonsensical).
  11. Despite its ability, Drunkard's Regret doesn't prevent the 'hangover' debuff (at least not when consuming rum).
  12. Empower is a per-rest mechanic that doesn't reset all casts/resources (only half). As far as resting in general goes, Deadfire doesn't encourage rest spamming (unlike PoE 1) because of the way food/drink system has changed. Having six characters in a party (i.e. complexity for the sake of complexity) doesn't lend itself automatically to more compelling gameplay. Veteran and PotD difficulty settings haven't been tweaked yet. Yea, about resting. Nothing prevented you from backing out of a dungeon and just going to rest if you needed to. There was really only one place in the entire game that I can think of where you could put yourself in a position where you had to fight out through a level or two. Everything else "Oh that was a hard fight, endurance is down, out of abilities, got a wound or two, let me just run my ass back to town for more supplies". Rests being finite just added an unnecessary time sink imo. Unless they went whole hog with the mechanic, and made almost every dungeon a "Oh damn, the entrance collapsed behind us and now we have to fight our way out or game over" it didn't really impact the game in any measurable way, other than to make you spend X number of minutes running to an Inn and back. Yes, but sometimes the dungeons were very deep and far way and you didn't want to use all your resting supplies. The skills were most rest based too, so you depended a lot on rest to recover them. So in the end of the day you would think a lot more in your actions to make every rest count. Use a fireball to destroy a simple imp? Better save the skill for something stronger. In PE2 it's simpler... Just spam everything you have on every encounter, hit rest, hit esc, all characters fully supplied and rested in 2 seconds. I don't even know why would someone pick that passive skill that increase the number of empowers per rest. It's pathetic lol By doing that, you end up wasting powerful (and expensive) buffs from food/drinks (which will become even more useful once Veteran/PotD difficulty settings get adjusted), whereas the only thing required in PoE 1 is backtracking. Simple facts.
  13. Sisyfo's Stone has an ability that reduces the attacker's action speed by 2%, which seems completely trivial and negligible. Is it supposed to be 20%? Is it just a tooltip bug?
  14. For me, it's about the inconvenience of backtracking or save-scumming in cases where you get stuck in an encounter without an option to leave the area. Difficulty indicators are simply a time-saving mechanic.
  15. I already disabled level scaling by switching the difficulties back and forth between relaxed and veteran. Is there any way to enable the scaling again?
  16. Empower is a per-rest mechanic that doesn't reset all casts/resources (only half). As far as resting in general goes, Deadfire doesn't encourage rest spamming (unlike PoE 1) because of the way food/drink system has changed. Having six characters in a party (i.e. complexity for the sake of complexity) doesn't lend itself automatically to more compelling gameplay. Veteran and PotD difficulty settings haven't been tweaked yet.
  17. I just noticed this as well. Has any developer acknowledged the problem?
  18. I had the same problem after the first conversation. Restarting the game and blitzing through the dialogue choices helped me get through it.
  19. PotD is all over the place right now (in some cases, I think, it's even easier than Veteran). If I have to choose, I'd rather have the convenience of difficulty indicators than level scaling.
  20. This does nothing for me. Can anyone else reproduce this? You have to confirm the new difficulty setting after switching to story/relaxed and then do it again once you revert to veteran. Also make sure that the 'difficulty indicator' is toggled on.
  21. Blessing has the Protection keyword even though it provides an 'inspiration' (perception). Dire Blessing applies a higher tier of the same effect and is correctly labeled as an Inspiration.
  22. Eureka! It's possible to disable level scaling mid-game by switching the difficulty back to story/relaxed, and then going back to veteran (this is a bug, btw). There's no way to undo this change other than reloading a save file before you switched difficulties.
  23. This list of console commands which was posted on Reddit: https://gist.github.com/SonicZentropy/f3711d2fa9b547a05cd2496077fda42d LIsts "ShowScalers" and "ToggleScaler(DifficultyScaler scaler)" - those look promising. None of those seem to work (and they list the scalers used in the original PoE).
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