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Luzeryn

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Everything posted by Luzeryn

  1. OS X, Steam Output log: https://www.dropbox.com/s/us807yjwh98vnnr/Player.log?dl=0 Saved game: https://www.dropbox.com/s/dv3o74ksqxzchee/1d007e157bdd42169a118d8d8e5f0632%209584801%20CatacumbasdelDistritodelCobre.savegame?dl=0 Load that saved game. Pause the game and use Knock Down with Eder on any party member. Before unpausing, activate Defender. Unpause the game. He won't do anything. Same thing happens if you try to use Arcane Assault with Aloth and you activate Gallants' Focus before unpausing, he'll be stuck until you do something else.
  2. Yep, more animal companions for the ranger too. I've never really cared about multiclasses, I prefer to have each party member specialized in something. Honestly I'd find more interesting having a completely new class than multiclassing (and it would be way easier to do too).
  3. This happens to me too. It doesn't change in the middle of the loading screen like in the video for me, but every loading screen after the first one has a smaller font size.
  4. I was playing with the quality slider all the way to the left already. I've verified the cache again (it didn't re-download anything) but I do it every now and then so that's not the issue either. I think it happens when I load saved games constantly because I die at a certain encounter or something.
  5. I don't remember this happening before the 3.00 patch, but it has happened to me 3 times now. I get a message from OS X telling me to close applications because it has run out of RAM to use. And the only apps I have opened are Finder, Steam and the game. I have 8 GB of RAM so that shouldn't be an issue. Saved game: https://www.dropbox.com/s/1zcei01ic2a28ey/1d007e157bdd42169a118d8d8e5f0632%209081842%20CaminosInterminablesdeOdNuaNivel1.savegame?dl=0 Output log: https://www.dropbox.com/s/y4s1xht928yhnsm/Player.log?dl=0 System Specs: iMac Late 2013, 21.5 inch 2,7 GHz Intel Core i5 8 GB 1600 MHz DDR3 Intel Iris Pro 1536 MB
  6. I'm guessing trolls attacking bandits in this area if they get close enough is intended, but what happened to me seems strange. I attacked one of the 4 trolls in the upper-left corner of the map and then run away from them so only one would follow me. For whatever reason the others went straight to the bandits camp and started to attack them even though I was nowhere near close to them (I only realized what was happening after seeing the combat dialog). They didn't saw the bandit they normally send to explore on the left by the way, they attacked from the South.
  7. So you're playing the game on PotD but want the game to be easier? Seems like a contradiction. Where's the pleasure of playing the game in PotD if you can have the best stats on every single character?
  8. You don't have to restart the game just because you uninstall it.
  9. While I love both Divinity OS and PoE, visually I vastly prefer the latter. Unity is not considered a good engine though so if Obsidian can make the sequel look basically the same with a different engine, I wouldn't mind them using a different one for PoE 2. PoE's visuals are far more than I could have hoped for a successor to Infinity Engine games. They absolutely nailed that in my opinion.
  10. For whatever reason these two lines, despite looking the same in English, have different IDs in the file gui.stringtable. Iconic Projection uses ID 1127 which looks like this: <DefaultText>{0} {1} Damage</DefaultText> Where {0} is the amount of damage and {1} is the type of damage. Divine Mark uses ID 1329: <DefaultText>{0} Damage</DefaultText> Where {0} contains both the amount of damage and the type. The problem is that the first ID allows us to put 'damage' between the number and the type (important for the Spanish translation) but ID 1329 does not. Could it be possible to change all spells/items to use the first ID (1127)? Edit: Apparently ID 1329 is for damage in a range and the other for a single number. Still, I wish ID 1329 would have the damage and type as separate variables so I could add 'damage' in between for the translation.
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  11. Spanish: http://www.clandlan.net/foros/topic/76697-traduccion-mejorada-pillars-of-eternity-por-memnoch/
  12. So I started a new game and I've seen that this has been fixed for the location I used as an example (Aufra's House in Gilded Vale): Stealing and being caught: http://i.imgur.com/yBlvhKx.jpg Stealing successfully for being hidden: http://i.imgur.com/he9ZOdg.jpg Which of course makes more sense and seems like the way it was intended to work. However, the rest of the locations are working the same as they did before: http://i.imgur.com/pjO78mv.jpg http://i.imgur.com/1K1J6fS.jpg Stealing being hidden makes no difference whatsoever.
  13. Yep, that fixed it, thank you. Do the parentheses work the same way? Any way to fix them? (The space is missing for those too). Edit: Btw, I'm playing in Spanish and fixing our mod for the game. I say this in case you're wondering why don't I just use the German translation mod Edit2: Fixed it thanks to the German mod. If anyone's curious this is what you need to change (same file as the above): <Entry> <ID>1731</ID> <DefaultText>({0})</DefaultText> <FemaleText /> </Entry> to: <Entry> <ID>1731</ID> <DefaultText> ({0})</DefaultText> <FemaleText /> </Entry>
  14. I think patch 3.00 broke something (I don't remember this happening before the patch) about the way you separate stuff in items/spells/whatever descriptions: After each comma there's a space before the next word, but for whatever reason after patch 3.00 that space is not showing in translations: This is on Mac OS X, Steam version, patch 3.01.
  15. The expansion is integrated to the main game, it's not a separate thing. Start a new game or keep playing with an old PoE saved game, you should be able to go to the new areas from there.
  16. I haven't seen this posted yet, sorry if it was. If you start a new game Calisca doesn't have Second Wind even though she has 1 point in Athletics, you have to save the game and load for her to have this ability. I haven't tested it but I suspect any companion with Athletics might have the same problem since they haven't been updated.
  17. I prefer a new character and a different region for the sequel. And only bring back companions if it fits.
  18. I should have been more clear. The stash is working as intented, what's wrong is the text. You can use the stash in Gilded Vale (as intented) but the text that appears when you enter the area is saying otherwise (see picture 1). If you go to an area where you can't access it (like Valewood) the text will say that you can (see picture 2).
  19. Sorry for not making a more concise thread title, not sure how to explain this. Whenever you’re going to talk to someone who can join your party the cursor changes to a hand (as if you could select them, even though they haven’t joined you yet). Because of this, sometimes when you click on them, your character will say something as if it was an order, which will mute their first voiced line if they have one. It also has the problem that it spoils the player whether a character can join them or not before they speak to them. Not a big issue or anything but when I played the game before the recent patches I remember it used the regular talking-cursor. Mac OS X, Steam version.
  20. There are 4 things that can happen when you steal, depending on the reaction the NPCs can have (I’ve called Type 1 the NPCs that will attack you if you are caught and Type 2 those that won’t). Type 1 possible reactions: You are caught, they attack you and your reputation decreases. You are not caught, nothing happens. Type 2 possible reactions: You are caught, a NPC tells you off and your reputation decreases. You are not caught, a NPC tells you off. 2.2 is bugged, the NPC didn’t see you stealing (otherwise your reputation would have decreased), but their line is still triggering as if they did. Picture of Aloth stealing successfully (reputation not decresing) but the NPC line still triggering: http://i.imgur.com/MAztTWP.jpg This has been broken since the beginning I think, not really an installation/saved game issue.
  21. Saved game: https://www.dropbox.com/s/eue2paty8y6ra77/7960a54ac24b420492c71e2bfae33d36%207885563%20GildedVale.savegame?dl=0 Playerlog: https://www.dropbox.com/s/3b2d013crzo0bvh/Player.log?dl=0 Loading Auto-save when you enter Trumber’s Mill in Gilded Vale will not trigger the first dialog. If you then speak to him he will answer as if you spoke to him already (“You’re back. What is it?”).
  22. Playerlog: https://www.dropbox.com/s/3sg6noniwz3c2ys/Player.log?dl=0 Saved Game: https://www.dropbox.com/s/nvromfop7i36bww/7960a54a-c24b-4204-92c7-1e2bfae33d36%20autosave_0.savegame?dl=0 If you change the language while you’re playing the map is not updated accordingly unless you quit the game: http://i.imgur.com/KJ9qYeW.jpg That picture is after changing the language from Spanish to English. Mac OS X, Steam version
  23. Playerlog: https://www.dropbox.com/s/3sg6noniwz3c2ys/Player.log?dl=0 Saved Game: https://www.dropbox.com/s/nvromfop7i36bww/7960a54a-c24b-4204-92c7-1e2bfae33d36%20autosave_0.savegame?dl=0 The text about the stash’s availability is the opposite of what it should be: Gilded Vale: http://i.imgur.com/6qgHxTm.jpg Valewood: http://i.imgur.com/qb48vlM.jpg Mac OS X, Steam version
  24. When you’re fighting something, every time you hit or miss the game makes a noise. But the last hit (the one that kills the enemy) won’t make any noise for some reason. If you use a torch for the last hit it will make a noise, but all the other weapons (even the druid in animal form) won’t. Mac OS X, Steam version. Playerlog: https://www.dropbox.com/s/3sg6noniwz3c2ys/Player.log?dl=0 Not giving a save file because it happens all the time, even when fighting the wolves in the first area.
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