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aartz

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Everything posted by aartz

  1. Heya Kriber22, I have reproduced your issue and sent it to our programming team. Thanks for taking the time to report it =) -Andy
  2. they don't? (haven't tried beta) Well, I checked with the beta and no, they don't... shame because Woedica's challenge is already pretty rough with the no healing and only prepared meals counting for camping. Heya dukeisaac, Did you attempt to empower while out of combat while checking this? Empowering your hero should still refund resources in Woedica's Challenge if used while in combat. While outside of combat, currently it does nothing (but it also shouldn't consume your empower). There's a bug in our system for the team to look at this, but that should be how it currently works. Hope that helps =)
  3. Just asked the one and only Alex Scokel, and he said that it's Dale Rapley =)
  4. I'll make sure to show some cool stuff =)
  5. Thanks for the report Boeroer! This has been added to our database for Nick to take a look at =)
  6. Alright guys, with the blessings of Josh Sawyer and Nick Carver I can share one of the new subclasses. I'm picking the Wizard one because I think people will really enjoy it! Subclass: Blood Mage Description: Devoted to the belief that blood fuels the power of the soul, Blood Mages walk a painful and self-destructive path to arcane mastery. Though reputable animancers have discredited their beliefs, those few that have witnessed blood magic cannot deny that gratuitous self-harm can indeed preface unbelievable - often terrible - magical events. Bonus Gain Blood Sacrifice - Draw upon your own lifeforce to fuel your magic when others could not. Receive a variable amount of Raw Damage in order to restore a spell level of equal or lesser proportion to the damage received. After use, wizard spells will receive a bonus to Power Lever for a short time. Gain passive health regeneration. Penalty Unable to use Empower Defenses against bloodied attackers are reduced =)
  7. To clear things up: the respawning ships are indeed generic. None of the unique captains should respawn =)
  8. Also, you guys don't have to wait too long (certainly not 3 weeks)
  9. I don't think I'm allowed to tell you what the new subclasses are, but I can say that the new Rogue and Monk ones are my favorite subclasses in the whole game. It's a lot of fun to build and play around them. They're worth the wait, in my opinion of course =)
  10. What? I have: Maerwald x1 Greater Fire Blight x4 Party's Reflection Do we need to create a new game for changes of 3.1 to happen? If so, that basically screwes my run I started in 3.0 Hey guys, Just wanted to clarify; The 3.1 PotD changes are indeed base game only. The Maerwald fight is actually tied to your PoE 1 global variables that are imported/set on new game. One of the choices causes the hardest iteration of the fight (the one with 3 Maerwalds) to spawn. Hope that clears some things up =)
  11. Heya Andrea, You should be able to use "{0:extravalue:percentbonus}" to grab the .1 (or whatever you replace it with) from that extra value slot. So something like "Incoming weapon Damage is reduced by {0:extravalue:percentbonus} (stacks three times as health is lost, for a max of {0:value:percentbonus} Damage reduction)" =) Hope that helps!
  12. Heya thelee! We've got an issue in our system at the moment that details some of the problems with Perplexing Sap. I've gone ahead and added the information you provided here, as well as a link to this post to that issue =) Thanks for being so active on the forums!
  13. Heya Everyone, We've fixed this internally and are planning on including it in the next patch =) Sorry about the late response. Just know that we do monitor these forums, and even if we don't respond we're doing our best to catalog every bug that's reported!
  14. Just to clarify, Rymrgand's challenge makes it so food spoils after a set amount of time when sitting in your inventory. It doesn't change the buffs you get from food =)
  15. Heya cloudblade70, I believe this was actually fixed in our most recent hotfix patch, 3.0.2 Hope that helps! =)
  16. Heya Kirk, The managerie should automatically fill up with the pets that are in your stash. If you move the pets you currently have from the personal inventories of your characters in to your stash, it should populate =) Let me know if that works!
  17. Heya Everyone, Just as a (hopefully) final update. We pushed a fix for this in the beta patch. If you're still having the issue, try downloading the beta patch to see if it fixes it please! If the issue still persists let us know =) Thanks!
  18. Heya Markovka7, There's a little eyeball button underneath the pet slot that toggles the pet visibility on/off. Can you try clicking that once and seeing if it fixes it? Thanks!
  19. Heya Heistmeister, Good find! I'll go ahead and add this to our database so we can start investigating the issue =) Thanks a ton!
  20. Heya mbellis111, Nice find! I think what's happening here is that by changing difficulties it's changing the level scaling state to the "default" of that difficulty level. So changing to "casual" or "story time" will force it on, while changing to "veteran or PotD" will force it off, which is not ideal. I'll add this issue to our database to see if we can get it addressed =) Unfortunately the only way to reset it is to load a save prior to when the issue occurred. Thanks again!
  21. Heya RevBlue, Mangydog is correct; this is working as intended. Any crew member that dies during the opening fight is intended to remain dead for the rest of the game. This includes Eder. Hope that clears things up!
  22. Heya Dmdtt, Good find! I've gone ahead and added this to our database =) Thanks for posting thorough steps, as well as a work around. We really appreciate it!
  23. Heya Bugged Wolf Companion, This is a known issue and is in our database. The item in the upper right corner is the tutorial window; it's not fully hidden on ultrawide monitors. We're looking in to a fix =) Thanks!
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