-
Posts
54 -
Joined
-
Last visited
Content Type
Profiles
Forums
Blogs
Everything posted by lantzk
-
Yeah I noticed this as well. It doesn't seem intended?
- 2 replies
-
- Concelhaut
- Evoker
-
(and 2 more)
Tagged with:
-
Nemnok (pet) is bugged
lantzk replied to DaufII's question in Pillars of Eternity II: Deadfire Technical Support (Spoiler Warning!)
Yeah - I was really excited for Nemnok....and then I noticed that I didn't actually get an additional level 1 spell. If you equip him quickly enough and then close out the inventory screen, you can see your extra spell for the whole second plus that you have it for. -
Okay, I had written up a critique along the lines of what others have said, but dropped it because I lost interest in the prospect of arguing about this. That said, I do feel compelled to at least correct your statements about Silver Tide. Silver Tide is, indeed, strong. It is not, however, a full AoE heal. It heals a fixed amount each time it activates (at 75%, 50%, and 25% of max endurance). This fixed amount is 10 at level 1, and 55 at level 16. It is adjusted by Might modifiers. It was unquestionably more powerful than any of the racials in combination with any helmet prior to the release of the White March. Now, that calculation is more difficult because endgame helmets are really damn good. The other Godlike should have their racial abilities adjusted so that they are equivalent to any other racial ability in combination with a good helmet. I liked someone's suggestion of a scaling ability, as that would remove the problem of Godlike's beginning with an ability equivalent to an endgame helmet. As it stands, your adjustments to the Godlike far surpass any conceivable combination of an endgame helmet plus a racial ability. 30 DR, in addition to a +5 buff to Constitution? And an innate retaliation that can't miss? Show me that helmet. I want to wear it. That said, thank you for your hard work!
-
Yes. Unfortunately it doesn't seem like their website is set up to present that information effectively to their users. You would think that GOG Galaxy would make things easier, but it simply downloads the installers for the entire new version of the game, as opposed to just the patches. I appreciate a lot of things about GOG, but they've got a long ways to go before their client catches up with Steam's.
- 1 reply
-
- 1
-
-
Lavender Wreath + Binding Rope Interaction
lantzk replied to lantzk's question in Pillars of Eternity: Technical Support (Spoiler Warning!)
Okay, even if I put all of his equipment back on it still procs. Taking it off is the necessary step, however. If Eder's attacked with all of his gear on and I haven't taken it all off, the effect doesn't proc. But if I put all of his gear back on after taking it off? Effect procs. I have no understanding of this item. -
Lavender Wreath + Binding Rope Interaction
lantzk replied to lantzk's question in Pillars of Eternity: Technical Support (Spoiler Warning!)
I took off all of his equipment but the Binding Rope, took the Rope off and then put it back on, and the effect procc'ed. There's clearly some other unknown interaction at play. -
In the normal usage of Elryn's Jacket, say an enemy hits the wearer in melee, if Eyestrike procs off that melee attack it will not be Foe only -- because Eyestrike has a radius, it will hit the wearer of the jacket and blind/daze him/her. Similarly, if an ally is engaged with a ranged attacker who targets the Elryn's Jacket wearer, said ally will be hit by the Eyestrike effect if the ranged attacker procs it. Much like Overwhelming Wave on the Swaddling Sheet, I imagine that Eyestrike is supposed to be Foe only when it procs.
-
Will it? I know proccing on beneficial AoEs will be fixed, but I assumed the friendly fire was intentional. Eyestrike is an area effect, if it procs off an enemy that hits you in melee, it's guaranteed to hit the wearer as well. Similarly, if it procs off a ranged enemy, and one of your allies is in melee with said enemy, your ally will be hit by eyestrike. Maybe it's supposed to be like Overwhelming Wave on the cloak? If so, I don't think I've seen that reported anywhere.
-
Yeah, I was surprised that it was Foe only too! But I imagine that's because it would be the worst item otherwise. I mean, I already am barely able to stand Elryn's Jacket, given how frequently it blinds/dazes the wearer/your teammates (headcanon -- I'm so fabulous that even I can't see my own defects!).
-
^^ yes, but immunity to many hard-cc options (like stun, prone, paralyze) is rare. Unconsciousness is an exception to this rule. Spells/effects have their classification listed under their name (poison, ground, etc) -- many that were not previously classified now are. Malignant Cloud, for instance, has greatly reduced utility because it is a poison spell now. The immunities will, I think, matter more for casters than non-casters. It looks like a concerted effort was made to ensure that the core-class capabilities of martial classes remained viable in the majority of combat situations.
-
You will also notice that Wall of Many Colors has stacked with itself a number of times as well. The below repeats throughout the log. PX2_Wall_of_Many_Colors_Trap(Clone) doesn't have a health and/or CharacterStats component. Unable to apply status effect! (Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) Lastly, it's interesting to note how large my log has gotten since reinstalling the game (which I did a few days ago at Aarik's behest). This is a clean install done with the 3.01 exes available on GOG.
-
I'm not sure as to the steps needed to reproduce -- obviously the fight against Raedric had just ended, but it started infinitely stacking a good five or ten seconds before this. Pallegina called the last three or so Fampyrs (and herself, obviously). My log is attached. The following NRE seems relevant (it repeats a bunch in my log). I'm not sure why Sacred Immolation worked fine for most of its duration before going wacky though. NullReferenceException at (wrapper managed-to-native) UnityEngine.GameObject:get_transform () at GameUtilities.FindParentWithComponent[CharacterStats] (UnityEngine.GameObject child) [0x00000] in <filename unknown>:0 at StatusEffect.Create (UnityEngine.GameObject owner, .StatusEffectParams param, AbilityType abType, .DamageInfo hitInfo, Boolean deleteOnClear, Single durationOverride) [0x00000] in <filename unknown>:0 at StatusEffect.CreateChild (UnityEngine.GameObject owner, .StatusEffectParams param, AbilityType abType, .DamageInfo hitInfo, Boolean deleteOnClear, Single durationOverride) [0x00000] in <filename unknown>:0 at StatusEffect.CreateChild (UnityEngine.GameObject owner, .StatusEffectParams param, AbilityType abType, .DamageInfo hitInfo, Boolean deleteOnClear) [0x00000] in <filename unknown>:0 at StatusEffect.WhenHit (UnityEngine.GameObject attacker, UnityEngine.GameObject enemy, .DamageInfo damage) [0x00000] in <filename unknown>:0 at CharacterStats.TriggerWhenHit (UnityEngine.GameObject attacker, .DamageInfo damage) [0x00000] in <filename unknown>:0 at AttackAOE.OnImpactShared (UnityEngine.GameObject self, Vector3 hitPosition, UnityEngine.GameObject excludedObject) [0x00000] in <filename unknown>:0 at AttackAOE.OnImpactShared (UnityEngine.GameObject self, Vector3 hitPosition, UnityEngine.GameObject excludedObject) [0x00000] in <filename unknown>:0 at AttackAOE.OnImpactShared (UnityEngine.GameObject self, Vector3 hitPosition, UnityEngine.GameObject excludedObject) [0x00000] in <filename unknown>:0 at AttackAOE.OnImpact (UnityEngine.GameObject self, Vector3 hitPosition) [0x00000] in <filename unknown>:0 at AttackPulsedAOE.Pulse (UnityEngine.GameObject self, Vector3 hitPosition) [0x00000] in <filename unknown>:0 at Projectile.Update () [0x00000] in <filename unknown>:0 output_log.txt
-
She has the same immunities as other Vessels/Constructs -- a brief glance tells me that none of them are immune to stun, and only the rotting flesh construct is immune to fear. As to your points, Doppelschwert -- I'm generally not convinced. Presentation makes sense to me -- maybe make her Body a Unique Item though? I could get behind that. Ooh, raise its cash value too. Her immunities are still relevant in difficult fights -- Priest will typically be protecting against stun/paralyze/fear. When Prayer Against Treachery is in play, I'll be glad to have a party member whose loyalty isn't tied to a short buff (and who doesn't need to be in the huddle to get it). You get more resources in the White March Part 2. Additionally, there are a number of Superb armors in the game. I'm not going to argue with you about the role of the rogue. Suffice to say, I think she serves fine as one. I also think we might disagree vis a vis game design -- I enjoy that her lore and material circumstance conflict with her role. She's not a blank slate, as HawkSoft put it, she's a character. Does that change her function? Absolutely. Additionally, you give her the dexterity shoes, refine her armor, and give her the attack rate gloves -- she'll do just fine.