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desel

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Everything posted by desel

  1. Anyone else noticing this? I would be content with an official "this is a known issue, but we cannot fix it unfortunately" too. Especially if it's actually something related to Unity that's causing this. No engine is perfect.
  2. Not sure if these qualify as "major bugs" (= still fix-worthy) though. Note that I had to do a cut in the first video, it's not actually like that ingame. The text not matching up with the VO still is though. Let me know if a game save or anything would help to get to the bottom of this.
  3. Well, that's a bummer. Especially since (more or less) everything in this thread is documented well enough that it probably would just take a few man hours to work through it all. A couple things probably are a bit more complex, but the majority (simple typos or dialogue-voice over mismatches) should be relatively straight forward and easy to fix.
  4. Yeah, this certainly wasn't the only occasion I had this happening. Although in this particular case I think it's because I gibbed Thaos and the bloody chunks in general only stay visible for a few seconds before getting faded out. The game obviously isn't prepared for this scenario and still displays Thaos' name plate at the exact spot where my main character punched him to (now invisible) pieces.
  5. On that note - is it too late to ask for an option (under "Graphics") that would allow the floating red damage numbers (or green healing numbers) as well as any of the floating status notifications ("Stunned!", "Disengage!", etc) to be deactivated? I always wondered why this wasn't, for instance baked into Expert Mode in the first place. The combat log already does meticulously list all those things for people to look up and review anyway, so... would it be possible to implement another checkbox to deactivate this essentially redundant information?
  6. I see, thanks for clearing that up. Also explains why there wasn't such a long pause or rather no pause at all in vanilla PoE. Couldn't you just disable auto-saving at this/those particular moment(s)? Surely everyone does a manual save right before facing off with Thaos anyway.
  7. Couple more instances where parts of dialogue don't match the VO: The VO actually says: "A shame his soul..." The VO actually says: "I had figured myself..." The VO actually says: "she pulled herself beneath the water..." Zahua's ending slides also do not match up with the VO: youtube.com/watch?v=HPPZsthGi1E And besides the ending slide for Caed Nua being shoved aside for the next one way too soon (no chance to at least read all of it) it's also completely missing the VO (if there is one?): youtube.com/watch?v=veM0A0Tvqhw Also, this happened: That's right after beating Thaos and Woedica's Judge and Headsman and disintegrating Thaos' soul. During or rather towards the end of the fight I managed to critically gib Thaos with my main character, so I guess it's showing the name plate where his body, if I hadn't punched him to pieces would be seen lying?
  8. I don't remember the game freezing up that long at this moment in earlier builds. youtube.com/watch?v=TFDodcT2PuI There's another longer pause right after interacting with the mechanism on the soul machine that triggers the final dialogue before the end slides. youtube.com/watch?v=wgXTyurtBKc
  9. May be just something with my system (or a quirk specific to Unity) but I noticed some heavy audio drops and sound cutting out completely (music is unaffected though) right after hitting lots of enemies (half a dozen and then some) with the Monk's Torment's Reach ability all at the same time. It's as if there's a limit to how many instances of the ability's "crunchy" sound FX can be played simultaneously. Assuming that each hit in the area of effect = one separate "crunchy" sound effect played out, which seems to be the case(?). youtube.com/watch?v=fPuBclpo5BU
  10. Must be the save then. Just did a re-install with the 3.02 pre-patched installer packages for the base game, TW1 & TW2 and the slots/chant buttons just keep on multiplying.
  11. Yep, I made a suggestion regarding this a while back: http://forums.obsidian.net/topic/85018-wm2-suggestion-proper-sounding-barbaric-yell-for-maneha-fem-barbs-in-general/ I don't think this will be even considered though. Development on resp. content creation for PoE is finished and at this point it would be simply too late to record proper sounding battle cries for female barbarians. Might be something to consider for PoE 2.
  12. The hyperlinks for the tooltips on "Abydon's Power" and "Abydon's Labor" are cut off after "Abydon": Some inconsistency here with "priests of Abydon" mentioned in the first paragraph, while the second mentions only one ("Kana and the priest of Abydon"). In the third and last paragraph it's "priests of Abydon" again: And another hyperlink-related issue ("end." triggers tooltip for "Endurance"):
  13. Still happening with 3.02. Sent you another PM with links to a savegame and the output.log, @Aarik D
  14. So I just got Abydon's Hammer and while stopping at Stalwart I thought I'd check in at the Temple of Abydon to see if Engrim or Masca or any of the acolytes had something to say about Maneha (gave it to her instead of my main char) sporting a replica of their god's favored tool/weapon. Sadly all of them seemed to give zero sh!ts about that. No short dialogue or remark of how that hammer looked oddly familiar or how that hammer made them feel kind of funny or something along these lines. Would be cool if this could be added with one of the next patches. Some additional short dialogue or remark from Dunstan, the forgemaster at Crucible Keep in First Fires would seem to make sense as well in this regard.
  15. Is it? That's one of the holding cells next to former Abbot Farentis' room in the Halls of Silence, after setting the Low Tide Ondrites free.
  16. Should read "How can you be sure you aren't capable of similar violence" for the second option, if I'm not mistaken: That's part of the final dialogue for Maneha's "Burden of Memory" quest, by the way.
  17. There seems to be something off in "The Sea and Her Love", found in the library in the Halls of Presence:
  18. Not exactly a typo either, but the slides of the scripted interaction in the Halls of Silence where you have to arrange the 4 panels in the correct order do not properly describe the progress. The slide where you're presented with the list of 4 panels still has it correct: "...into the first empty depression" With the first panel locked in the first depression and down to 3 panels, it then still says "...into the first empty depression" which should be "...into the second empty depression" The following, inbetween slides have it wrong as well, "...into the first available opening" which should be "second (third, fourth resp. last) available opening" instead It's "the first empty depression" and "the first available opening" throughout the whole sequence.
  19. I did a search on this but it didn't bring up anything, so I guess this hasn't been reported yet? On the Abbey of The Fallen Moon map you can do one of those scripted interactions (lower right corner of the map) that involves one of the party members or yourself attempting to throw a grappling hook at the giant skeletal hand. No matter though who you choose to throw the hook (apart from yourself), the second paragraph of the following slide always describes how the player character attempts to throw the hook. It asks "Who will cast the hook?" and presents you with a list of the party members including yourself. If you chose, for example "Have Devil of Caroc cast the Grappling Hook" (because she's the one with the highest dexterity in my group), the following slide opens with "Devil of Caroc dangles the grapple cautiously, waiting to release the rope during a lull in the gusting winds." which is followed by "During a quiet moment, (Your PCs name here) swings the grapple back and...", completely ignoring that I chose Devil of Caroc to throw the hook beforehand. Happens no matter which party member (other than the PC) is chosen.
  20. youtube.com/watch?v=Rjc03mLuklM It's not mandatory, but if you speak to Deryan after solving the Iron Flail situation for him you'll get some additional dialogue about the Ondrite cultist and the Eyeless. Clicking on him again right after initiates a loop where he's repeating both his initial lines when speaking to the crowd and strangely enough also the lines of the (now absent) crowd.
  21. youtube.com/watch?v=-wHdJIqcM_M Note that when Devil of Caroc gets hit by the Moon Spiderlings' corrode damage attack, the resulting "spill" effects (the green puddles) don't stay where they hit the ground but move with Devil of Caroc instead. Which looks really odd I must say. At first I thought it had something to do with Devil of Caroc moving with an increased move speed (+3 via Boots of Speed) than the rest of the party but I tried with one of the other characters that has no move speed bonus at all and it's no different. Might even be the same with other "spill" effects but so far it seems to be exclusive to corrode damage.
  22. Cool, thanks for pointing that out. Was this reported already?: In the northwestern corner on the Iron Flail Fort map (at the "Gravesite" location) you run into a female villager (from Stalwart I assume) who's meeting with a Readceran soldier from the Iron Flail camp. When asked if she's consorting with the enemy she mentions the name of the Readceran soldier which is "Gamel". Curiously enough, the name of the suspected murderer in the "Whispers in the Dark" quest is also "Gamel". (Intended) coincidence or oversight?
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