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PangaeaACDC

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Everything posted by PangaeaACDC

  1. Unfortunately I can confirm this bug too, and it's indeed *very* annoying. After reading here, I checked Grieving Mother, and she is wearing Hirbel's armour. Beginning of battle, Aloth casts Chill Fog, and instantly Grieving Mother is stunned by the so-called enemy targeted Psychic Backlash. As far as I can see, no enemies have even taken damage yet. Guess I need to re-spec her now, especially if picking off that armour won't fix it. Gotta say, there are still some fairly serious bugs in 3.03 I've been thinking about picking up Kana and take him down a few floors to the cracked tablet, but am worried party recruitment will then be messed up. Not a good place to be. https://i.imgur.com/EXL0CcE.jpg Player.log is absolutely massive, 1.6MB (over 31000 lines). With a gajillion lines of: Garment01_V01_T_HD_HD cannot be loaded because the asset bundle type is not supported! (Filename: /home/builduser/buildslave/unity/build/artifacts/LinuxStandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) Helm33_V01_C_HD_HD cannot be loaded because the asset bundle type is not supported! (Filename: /home/builduser/buildslave/unity/build/artifacts/LinuxStandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) What does this mean? Looks like loads of things aren't being initialised/loaded, yet the game actually plays well. edit: I was going to upload the savefile, but tried to reload it first. Didn't happen. Went through a couple more fights, and didn't happen then either. Weird. But that would explain why the issues doesn't show up when Matt Sheets tried the earlier attached save. Player.log.zip
  2. One thing I'd like very much, is easier to get information about the effects of items on a character. It's a pain to try to figure out the best distribution, with the least amount of suppressed effects. Yes, there is the character sheet, but then I'd need to go back and forth between character and inventory sheets, and it's not easy to see in character sheet either, tucked away half-way down the page in a non-standout-ish way. On a similar note, I find it odd that some items/spells you need to right-click to get the basic information about, while others will show up when you hover the item. For spells I can sort of understand it as they can be pretty detailed, but for potions it's less obvious why it's hidden away behind a right-click. I'd also prefer if it was possible to click on the enchantments in a weapon/armour and see the effect right there. Lifting the gaze away from the gritty details, I like a lot about the first game, but there are some things that could be improved. It would be great with more party interaction. Some of the comments and banter is a hoot, so more of that please. I'd also like to see more recruitable companions, with a bit more variety. For instance it would also be good to have several companions from the same class to choose from, and that would also give people who prefer companions over self-made guys to have e.g. 2-3 fighters or 2-3 something-else in the party. This has been mentioned often, but can't be overstated: please, pretty PLEASE, do something about the many and way-too-long loading screens. In a game like BG1/2 this doesn't matter much, because it takes 1 second. When it takes 20-30 seconds it *is* a problem. Oh, and on Linux, do something about the mouse cursor defaulting to the bottom left corner, so that the screen isn't way off somewhere when the loading screen is done doing its thing. I like the game, it's good, but there is also something I can't quite put my finger on that doesn't make it great. Maybe the combat was too similar and easy-ish? Or maybe the story and whole setup of it didn't have that grand-ness that for example the BG games had. But on the other hand, neither does the Witcher (only played the first so far), and I loved that one. The lackluster stronghold has been mentioned often too, and I agree. It was exciting during the Kickstarter to hear mention of it, and to reach that goal, but the result hasn't been great unfortunately. Apart from the dungeon underneath it, which of course is a massive undertaking, there aren't really any quests related to it (a little, but no spoilers, so...). Some of these in BG2 weren't great either, but they all had a uniqueness to them, and some took quite the effort to finish. I'd like to see something more along those lines, I think, in PoE2. If you are going with one stronghold, and I see the sense in that, like how it was done in this game, I would want to be able to tailor it much more to my needs or wishes. It might also be cool to be able to visit your surrounding land, and deal directly with issues they have, which could affect other events in the game or your stronghold, with repercussions, good or bad, for your reputation. For the combat system and (mostly) soft counters, there is value in that, it means we don't have to buff to ballyhoo before tough fights, like in BG2, but it also make most combat a bit pedestrian I think. Maybe some more creative thinking is needed here. Don't really want to buff for 10 minutes before most fights, but on the other hand, some of those fights in BG were absolutely amazing. However, I do like that wizards in PoE are sort of a mix of mages and sorcerers. Definitely a good move, and it's no coincidence that lots of people loved sorcerers in BG. Wizards in PoE are even more versatile, and I think that has been a good move. Whatever you do, do NOT go with cooldowns and mana pools and all that crap. I didn't like the binary form of the factions, and as many others, I'm sure, didn't even know I had locked myself into one of them soon after arriving in Defiance Bay. Didn't even know about it until tens upon tens of hours later, when the other factions basically told me to feck off. As an addendum, it would be awesome if there was a quest in PoE2 where we could brutally torture and eventually murder the laughing bastard from PoE1, and it would be the benevolent choice. That would give me untold pleasures (Don't think I agree with a single point in the OP) (Gosh, that got longer than intended -- just some thoughts I have after playing through the game almost 2 times)
  3. Balls! Hoped this was fixed now, as it was a pain to get there in time on 3.02 before Sul was killed. Was also mentioned in the patch log that this issue was fixed. Not got there yet in my 3.03 game, but hope I don't run into the same issue again.
  4. Some people will always find ways to exploit something in games, your typical extreme min-maxer (plenty of examples in the builds sub forum). Doubt that constitutes the majority of players, however, so I don't think the best solution is to kind of design the game to limit that kind of playstyle, while also limiting it for everybody else. Okay, so some people will rest after every fight. Some people did that in BG too. Personally I like to keep adventuring until I basically *have to* rest. That means not blowing all the top spells on a couple of xaurips, but preserving them to more tricky fights. Could mean going to rest almost dead with loads of spells left, but that's how I like it. Despite resting infrequently, I actually dislike only having two camping supplies (on hard), because it means I can't pick up others I find. Admittedly it's easier to play like this in Pillars, because pretty soon you will have per combat abilities on several characters, but I like that you can play the game in different ways, and I dislike games where you are forced into a certain playstyle, or where you only can save at rare checkpoints and such. For people playing the game more normally, ie not extreme min-maxing and such, I think the game is pretty well balanced the way it is. Fights could be more difficult in general, as I often fight then on autopilot, doing the same every time, but I wouldn't like it if the developers catered too much for the extreme min-maxers eithers, as it might become too difficult for many others, possibly myself included. Seems like no matter how difficult a game is, people will eventually find a way to solo it with a level one cat or whatever. There are things I dislike about the game, but not really the class system. It's more about the incessant and overly long loading screens, the disappointing stronghold system, underuse of party interaction, too few party members, some disappointing companion missions, the binary form of factions -- things like that. Oh, and that absolute bastard that is laughing his balls blue at every goddamn inn!
  5. So, seriously, is it possible to shut this fecker up? I'm resorting to turning off the sound when entering taverns/inns/whatever, which obviously isn't ideal. But trying to be quick in getting in, sleeping, and getting out doesn't work when he pipes up after one second sometimes. I've looked through some files, hoping it was as easy as finding the combat music, but I can't see anything, so it's probably hidden inside some archive file somewhere In Baldur's Gate it was actually possible to manually edit the scripts, so you could for instance remove dog barking and such crap, but we obviously need some good tools for that, and I guess that doesn't exist (yet) for this game? They say laughter prolongs life, but I desperately want to considerably shorten his
  6. I'm sure Obsidian have some kind of proper bug tracking system internally, but here is one for Warzone 2100, to show what it might look like: http://developer.wz2100.net/report/14 (Although this is a public project, run by 'normal' users, I just did a search and am a little disheartened to see that bugs I reported 2 years ago are still not fixed) I hope this isn't stirring the pot too much, because we all want to have as bug free game as possible. But before the recent patch was out, people were adamant it should be released asap. Then it's out, new bugs pop up (this almost always happens btw), and again there is heavy criticism. Okay, things could probably have been handled better, both internally with the beta process and externally with communications, but it also looks a bit like a lose-lose situation. Criticised for not getting out the patch sooner, and then criticised when it came out. Most likely they were working on testing for bugs in the period before it was released, to try to make sure bug fixes actually worked, and to pick up on "domino effects", ie new bugs popping up due to changes in code. That said, hopefully a new patch comes out, that solves some of the remaining bugs, without introducing new ones. Although there is an easy workaround for the Fighter bug (glad I read about it here so I didn't pick that ability), it's not ideal, and it should be fixed. Same with the other bugs that have been reported.
  7. What do you have in mind in terms of a complete overhaul, apart from attack speed and such? It's cumbersome to edit pages, and it must be quite a job if making for instance changes to the set up of loads of pages, e.g. to include more information about weapons and armour. One thing I miss there is the relevant weapon specialisation. And it's probably time to remove the "Legendary" lines from enchanting, as it looks like that has been removed from the game at an early stage. But doing more systematic stuff than single page edits is going to be... wikid hard work.
  8. I don't use Steam and never will, but I don't see why the game files should be corrupted. The game runs very well apart from these small issues, and I downloaded and installed 3.02 from GOG, and then patched it with 3.03 when that came out. Don't use GOG Galaxy either, so if there is a verification process then that is out of bonds too. Some of those double Knock-downs could be due to Larder door then, because I used that in the beginning, then changed to a shield we found later that was better. I'll keep an eye out for more of these mass knock downs, as it's obviously not great to have several team members get proned in the middle of tough combat. Eder has the Stag Helmet, that is correct. Don't know if it was a lucky random drop or not, but I killed off a backer NPC in Defiance Bay and the guy had that helmet. I had half a mind to hack all these buggars down, but soon realised there would be serious reputation consequences when another guy saw it. But that one was alone... Muahahahhaha
  9. Is the wiki still getting updated? For instance, I came across an extra option for Lord Sidric visiting the Stronghold, that isn't mentioned in the Wiki. Don't recall exactly which missions it was now, but some I checked out in the wiki didn't have much details. I'm wary of messing up things, but could try to add if the usual maintainers are inactive now. (edit: I've added the little piece to Caed Nua: don't kill me!! :D)
  10. Sometimes the game produces graphical errors during combat. Usually when the game auto pauses on enemy killed, but not always. It tends to be the killed character 'spiking out' and then swirling across the screen for a few seconds before disappearing. I've seen it many times with various swamps and suchlike. I've upgraded to the latest Nvidia drivers, hoping that would take care of the issue, but then new errors cropped up yesterday. If this has to do with my hardware or settings, please let me know how to 'fix' this. I'm on Linux Mint 17.1 Cinnamon, if that matters. (The last two images were from 3.02, the first two from a game started on 3.03, but both look pretty similar to me) http://imgur.com/Vh8kMLQ http://imgur.com/MAyLdWl http://imgur.com/M6AcoXm http://imgur.com/AW2G2Bo System specs inxi -Fxz System: Host: thunderstruck Kernel: 3.13.0-37-generic x86_64 (64 bit, gcc: 4.8.2) Desktop: Gnome Distro: Linux Mint 17.1 Rebecca Machine: Mobo: MSI model: Z87-G43 (MS-7816) version: 1.0 Bios: American Megatrends version: V1.6 date: 11/27/2013 CPU: Quad core Intel Core i5-4670K CPU (-MCP-) cache: 6144 KB flags: (lm nx sse sse2 sse3 sse4_1 sse4_2 ssse3 vmx) bmips: 27201.2 Clock Speeds: 1: 800.00 MHz 2: 800.00 MHz 3: 800.00 MHz 4: 800.00 MHz Graphics: Card: NVIDIA GK104 [GeForce GTX 770] bus-ID: 01:00.0 X.Org: 1.15.1 drivers: nvidia (unloaded: fbdev,vesa,nouveau) Resolution: 1920x1080@60.0hz GLX Renderer: GeForce GTX 770/PCIe/SSE2 GLX Version: 4.5.0 NVIDIA 367.35 Direct Rendering: Yes Audio: Card-1: Intel 8 Series/C220 Series Chipset High Definition Audio Controller driver: snd_hda_intel bus-ID: 00:1b.0 Card-2: NVIDIA GK104 HDMI Audio Controller driver: snd_hda_intel bus-ID: 01:00.1 Sound: Advanced Linux Sound Architecture ver: k3.13.0-37-generic Network: Card: Realtek RTL8111/8168/8411 PCI Express Gigabit Ethernet Controller driver: r8169 ver: 2.3LK-NAPI port: d000 bus-ID: 03:00.0 IF: eth0 state: up speed: 100 Mbps duplex: full mac: <filter> Drives: HDD Total Size: 2560.5GB (61.0% used) 1: id: /dev/sda model: ST2000VX000 size: 2000.4GB 2: id: /dev/sdb model: KINGSTON_SH103S3 size: 240.1GB 3: id: /dev/sdc model: ST3320620AS size: 320.1GB Partition: ID: / size: 30G used: 6.8G (25%) fs: ext4 ID: /home size: 141G used: 124G (93%) fs: ext4 ID: swap-1 size: 1.08GB used: 0.00GB (0%) fs: swap RAID: No RAID devices detected - /proc/mdstat and md_mod kernel raid module present Sensors: System Temperatures: cpu: 29.8C mobo: 27.8C Fan Speeds (in rpm): cpu: N/A Info: Processes: 170 Uptime: 3:59 Memory: 2132.7/7929.6MB Runlevel: 2 Gcc sys: 4.8.4 Client: Shell inxi: 1.8.4
  11. I started this game on the 3.03 patch, after playing through for the first time on 3.02. Several times I've noticed that Eder's Knock Down ability is causing a great deal more havoc than intended, including knocking out (proning) our own team members. I'm getting a expandable list of his Knock Down, meaning he hits several guys at once. Not always, but sometimes. Don't know what triggers it, but I've noticed that in several occasions Consegrated Ground has triggered too. That may just be a coincidence, though, as he has an item that triggers that on crits (some boots I think). Can't imagine savegames would help here, as it happens randomly during combat. Particularly in these really tough encounters, like the Dweller (who hosed us), it doesn't exactly help to get half the team knocked out Yesterday I also noticed that enemy wizards' Necrotic Lance did something similar, or at least tried to. This spell is supposed to be targeted at one enemy, just like Knock Down. So why are many characters hit? :confused: In one of the screenshots Eder fires off two Knock Downs in quick succession, and I've highlighted that he only has 2 per encounter uses, and 1 is spent. http://imgur.com/oh4fE5k http://imgur.com/88qIpVm http://imgur.com/dQ8VhyZ http://imgur.com/xmFXxjA http://imgur.com/DQfO6fa http://imgur.com/6LBlExN I am on Linux. The instruction in the sticky for system specs doesn't really do much on my end, but this might help: inxi -Fxz System: Host: thunderstruck Kernel: 3.13.0-37-generic x86_64 (64 bit, gcc: 4.8.2) Desktop: Gnome Distro: Linux Mint 17.1 Rebecca Machine: Mobo: MSI model: Z87-G43 (MS-7816) version: 1.0 Bios: American Megatrends version: V1.6 date: 11/27/2013 CPU: Quad core Intel Core i5-4670K CPU (-MCP-) cache: 6144 KB flags: (lm nx sse sse2 sse3 sse4_1 sse4_2 ssse3 vmx) bmips: 27201.2 Clock Speeds: 1: 800.00 MHz 2: 800.00 MHz 3: 800.00 MHz 4: 800.00 MHz Graphics: Card: NVIDIA GK104 [GeForce GTX 770] bus-ID: 01:00.0 X.Org: 1.15.1 drivers: nvidia (unloaded: fbdev,vesa,nouveau) Resolution: 1920x1080@60.0hz GLX Renderer: GeForce GTX 770/PCIe/SSE2 GLX Version: 4.5.0 NVIDIA 367.35 Direct Rendering: Yes Audio: Card-1: Intel 8 Series/C220 Series Chipset High Definition Audio Controller driver: snd_hda_intel bus-ID: 00:1b.0 Card-2: NVIDIA GK104 HDMI Audio Controller driver: snd_hda_intel bus-ID: 01:00.1 Sound: Advanced Linux Sound Architecture ver: k3.13.0-37-generic Network: Card: Realtek RTL8111/8168/8411 PCI Express Gigabit Ethernet Controller driver: r8169 ver: 2.3LK-NAPI port: d000 bus-ID: 03:00.0 IF: eth0 state: up speed: 100 Mbps duplex: full mac: <filter> Drives: HDD Total Size: 2560.5GB (61.0% used) 1: id: /dev/sda model: ST2000VX000 size: 2000.4GB 2: id: /dev/sdb model: KINGSTON_SH103S3 size: 240.1GB 3: id: /dev/sdc model: ST3320620AS size: 320.1GB Partition: ID: / size: 30G used: 6.8G (25%) fs: ext4 ID: /home size: 141G used: 124G (93%) fs: ext4 ID: swap-1 size: 1.08GB used: 0.00GB (0%) fs: swap RAID: No RAID devices detected - /proc/mdstat and md_mod kernel raid module present Sensors: System Temperatures: cpu: 29.8C mobo: 27.8C Fan Speeds (in rpm): cpu: N/A Info: Processes: 170 Uptime: 3:59 Memory: 2132.7/7929.6MB Runlevel: 2 Gcc sys: 4.8.4 Client: Shell inxi: 1.8.4
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