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Dinky Dino

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Everything posted by Dinky Dino

  1. Devs supposedly fixed second chance so you could try it with the ring if you don't mind being knocked out. Evading the trap can't be that hard though for a monk later on since it relies on deflection These are the stats for PotD It has accuracy of 66 vs deflection. Used my mage to open the thing first with base deflection of 43 and got torched. So then I gave my mage a large shield (with +28 deflection) and a ring of deflection (+10 deflection) to boost it up to 81 and it missed on my second attempt. If I rolled 1-30 it would have missed so those odds were pretty ok at 30% chance to evade completely though I will note my wizard is level 12 but monk's natural deflection should be on par or higher. Ring of deflection is easy enough to obtain through lora's store in copperlane and try equipping any large shield with superb/exceptional on it since I used Old Gerun's wall which is a bounty loot shield and is sort of hard to get solo. Try it later on when you level up more if you still have problems. This trap doesn't have consistent damage since one hit me for 375 which would graze you for 175 meaning you have far more leeway than it just missing if it grazes especially if you get high damage reduction armor just for this.
  2. But some textures actually look good in game and much better than others which led me to think it's a bug. Besides why wouldn't they just give you the option to use the better textures since they are already in game and already made. All you would really need is more vram and we have a slider that could be used to set it to low if you don't like it. Here look at this: The first robe on durance has the same texture quality in game and in the level up screen and it looks good as does the staff. The second robe looks great in the level up screen but in game it looks pretty low res. Both of these were tested using the same settings and changing zoom does not affect their quality. You can see for youself in game too. Since some textures actually look good so I thought it might have been a bug that the graphics slider that didn't enable max texture quality on max. It just seems like a huge waste not having these high res textures in game since we have a graphics slider that I figured was for these type of things if people wanted them on low vs high. This game barely uses vram as it is and requires a pretty decent gpu to run either way. The low res textures also apply to the character model as well as I pointed out with the godlike body markings in my first post and some items like the wizard grimoire.
  3. This is intended. We use different resolution textures depending on minimum/maximum zoom level of the camera. Textures in paper doll need to be higher because the zoom level is increased. A bit confused is there a min/max zoom camera level that shows everything in high res like in the level up or creator screen? I keep changing the range but it always looks the same (low res with some armor exceptions as posted in the topic) despite the settings. The texture doesn't really change at all depending on the zoom level even when I save and reload. Is it the same for you or anyone else in your game? I use setzoomrange .2 1.5 and the graphic slider on max. You can easily compare the body textures of the moon godlike and see how outside of the level up screen, the markings look low res in the game when you zoom in.
  4. How did you guys deal with this on path of the damned? I had to hope I could get them prone and wail on them with aoes before enough got up to wreck my party. All I know is within a split second or 1-2 seconds they were paralyzed/stunned for 14-30 seconds even with that anti paralysis/stun buff from the priest. Then if they didn't get paralyzed/stunned, they got dominated just as quick as the stun. It was pretty irritating since even if you cast that priest end spell that protects against it, it mostly goes through so I had to start all over again until I got lucky. Not really ideal. I also brought my cipher along to re dominate but GM had to get really close to pull it off and those vithracks just imediately targeted her for stun and domination as soon as she was in range.
  5. Hello. I have a question about the visuals I posted in this thread http://forums.obsidian.net/topic/79513-low-quality-textures-in-game/ Was it intended that some textures are high res in game and in the level up screen like: But then others look pretty bad compared to the level up screen like I posted a few more examples in that topic. Is this only on my end or for everyone?
  6. Noticed it was on character textures as well. Was this intended? It seems like a waste of good texturing. Happening to anyone else?
  7. Oh it does seem like a bug since another robe looks fine Anyway I can force the other textures to show up properly?
  8. Just finished it right now actually on a new PotD run. There's no way around it as far as dialogue options go and I don't see any dialogue based on resolve or other stats that might have a peaceful solution and I have that option enabled that lets me see all the dialogue requirements. I read that the prima guide said you could resolve it peacfully but it might have been a mistake. Has anyone ever resolved it peacfully to begin with?
  9. Not even sure if this is intended but no matter what I do with the graphics bar, the textures in the level up screen for certain armor look way superior to those in the actual game. I would even say the grimoire does as well and not sure to the extent this goes. I can't see why they wouldn't use those assets all over the place. Or maybe I messed up a setting? Is anyone else getting this?
  10. Thought that it wouldn't count since they prevent the fighter from being truly knocked out. Well I'm pretty obsessive about having no knockouts but stuff like unbroken is really good. Maybe that was the trade off
  11. Not to me since I know this is a set up for the expansion where we get to penetrate the realms of the gods right? Right??
  12. Priest is alright if you wanna take it easy. I learned to use the buffs and they are FANTASTIC. Wizard is good too but it requires rest rest rest rest which might be a bit annoying to you on higher difficulties. A cd or something else would have been better. Still after level 9 and 11 you get to have them on per encounter which is better. Wish those came earlier though.
  13. With Fallout 4 likely around the corner, I just remember how playing fallout 3 felt underwhelming compared to new vegas imo. Just curious if there was ANY chance of Obsidian potentially being on board with a new vegas 2 happening any time soon in the future if they receive an offer. Well, Obsidian did say they were interested in 2013 but a lot has happened since then.
  14. The patch states that it gives +30 deflection now and decreases by 5 for each hit. Issue is the actual spell description is not updated so it shows the older one of giving +25 deflection until you get hit. The effect is still working as intended if you use it though.
  15. By the time you get enough cash to buy these companions (let's be serious there's only a few good spells in the first two tiers), you pretty much have tons of grimoire drops from dead enemy wizards to get the rest of the spells. Not to mention if you roll a wizard, aloth also gives you extra spells and since you can only deploy 4 spells each tier in a battle unless you want a cd, it's not that big of a deal. You also have to pay to copy the spell. It's a money sink
  16. Not even sure if it's a bug since most of my members are level 12 and maybe I did something that lowered exp or something but this quest seems to be giving me negative experience upon completing it. Not really a big deal since I just did another quest and everything is back up but posting it anyways. Here's the save game before you hand in the quest. https://www.dropbox.com/s/frxnnlog07juko1/7921ddce-a4c3-4038-8dc7-6f09a249973d%20quicksave.savegame?dl=0
  17. Ah I see but I didn't notice it in patch 1.04 since it was blurred or maybe using FXAA? This is the before (1.04) and after (1.05). The after on the right is more sharper but it seems it lost the blur that made me assume it had AA. It actually looks more detailed now so maybe eventually it will get proper AA applied.
  18. I noticed my main character's endurance is now 117/111 whereas in 1.04 it used to be 117/117. The only difference between my main and companions is that I have the Gift from the Machine Question talent that gives +5% maximum endurance. Was it intended to display in this format as a fix or is it a bug? Is there any difference?
  19. QA said that this should be fixed for 1.05. Not sure if the fix is retroactive, though. Is this fix confirmed? It is not in the patch notes that I can see. Yup it is! Just checked now it's also retroactive.
  20. AA is disabled in the character leveling screen and when looking at their model through the inventory screen but otherwise the AA is working fine in game outside of the above 2.
  21. Well I hope the patches never stop adding new features like the stash sort, respec and new icons for uniques. That sort of stuff is priceless. But on balance I always enjoy seeing classes change (get buffed) so maybe I might try them out if I like what I see but eventually it will dwindle down I suppose. Honestly the only class I find boring and a bit weak is ranger but that's just one of the many available. The pet and it's talents are far too useless other than bait and what's left is just shooting stuff with a bow. Other classes have far better utility too. Maybe I'm using it wrong.
  22. Well I sort of mentioned companions since I kind of rely on and built Durance as the mechanics guy. Though I did read respecs will come for companions in the beta patch notes so it shouldn't be an issue if they allow the same thing in an expansion. For chanter when leveling Kana I saw there were level 6 invocations as max when we only reached level 3 so I was imagining what else they could possibly make as summons in the future.
  23. Would you guys prefer it to be a new separate expansion with new everything or an extension of the current game with improvements to stuff like the stronghold? I'm wondering if the chars we make now will carry over into that game along with our current companions. Or maybe it might be the same main character but complete set of new companions? The wizard grimoire has more empty slots for higher tier spells as do the chanter's level up screen for more invocation's which gives me the impression it will be an extension but this might be easily changed. What do you guys think and want from it?
  24. Would any of you guys know if the bug that increased spell count permanently on members not in the active party when transitioning from certain areas was fixed in this patch? It was the one caused by the bonus spell tier talent. Here is the thread http://forums.obsidian.net/topic/76212-bug-hiravias-can-cast-too-many-1st-level-spells/?do=findComment&comment=1685193
  25. Was the bug that causes members with items or talents that increase spell count to have a permanent increase in spell count when going from area to area fixed in 1.05? I sort of posted this in an old thread but I am not sure if it's been addressed in the beta as one of those hidden fixes. http://forums.obsidian.net/topic/76212-bug-hiravias-can-cast-too-many-1st-level-spells/ For me it's being caused by 1. Not having the members in my active party 2. They were equipped with either the rings that give a spell cast bonus OR the talent that gives you an extra spell cast 3. Within my stronghold, (from the room where you rest on your bed for rest bonuses) every time that I descend the stairs I find that the spell cast count in the tier boosted by the talent or item increases pernamently. So if Hiravias can cast say 40 tier 1 spells and is not in my party, descending those stairs would increase it to 41 since he has that bonus tier 1 spell cast talent mentioned. Interestingly enough I went to the Gilded veil inn, entered and exited through the front door, returned them to my party and noticed the spell count went up for one for Aloth who only has the bonus forth tier spell talent but not Hiravias who has the bonus first tier spell talent. Went to the dyrford village inn and did the same but nothing happened. Not sure what's causing this but it's definitely involved with entering and exiting/moving from certain areas. Here's my save and log. Also if the party member is on some minor/average/major adventure and is busy, the glitch doesn't seem to affect them for the time being. https://www.dropbox....e.savegame?dl=0 https://www.dropbox....ut_log.txt?dl=0 I suppose it's more beneficial than not but it feels kind of cheap to be walking around with 20-40 spell casts in the categories that have that skill since I switch my party members around often.
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