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Everything posted by PangaeaACDC
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I'm on Linux so no dxdiag and I've never got any output.log file in the indicated folder (or anywhere else for that matter). I've generated a diagnostics file via the gog-support command though, which hopefully will prove somewhat useful (mostly just a list of installed packages). A pain to deal with savefiles here because you only allow 1 MB Here it is: https://we.tl/hXL4qh01b3 In the attached screenshot is one example with Shieldsister Daelia. She utters lines, but I don't hear any of them. Sometimes there is a 'clicking' sound when I click on an NPC like this, but no voice-over. If I remember correct this is character that was injured on the busted-up ship when I started the game, and she had voice-overs then. thunderstruck_14_01_17_05_2018.html
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Try to avoid the pit of darkness that is steam, but looked up the game on metacritic. It has a review score of 89 (hope Obsidian employees wouldn't get a massive bonus if it got 90 and nothing without..) and a user score of 8.3. Certainly not too shabby, and we all know who user scores can be "gamed". I like to look up the negative reviews to see what they actually say. As expected most are irrational and mostly baseless criticisms. Playing the game and not having fun is fine, it can happen -- but to then give the game a rating of 0? That's not being serious. Actual reviews can be horrible too, on the opposite side of the scale usually, but at least they have to be somewhat serious -- even if they typically give terrible games great reviews and scores. There are reasons for that of course, which the sadly cancer-struck youtube commenter highlighted time and again.
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Funny that. I've put in 60 hours and apart from some crashes and some fairly minor bugs (I've reported a host of them), I've had a great time. Objectively the game is simply not "broken" or "unplayable". They'll fix some balancing issues, sure, and that will probably make the game more fun for people who enjoy a proper challenge. The game is far from bug free, but if you look at the bugs forum you can also see that the vast majority of reported bugs are pretty minor stuff.
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Found a save from when I had just recruited Pallegina, and at the time the crew had ~21000 XP. Therefore looks like 'resting' party members get maybe 2/3rd of the XP the active party does. I'd prefer them to keep up so we can switch around without being "punished" 56000 - 21000 = 35000 (active crew) 43000 - 21000 = 22000 (Pallegina) I now regret not switching to Pallegina right away, but the thing is I like both Serafen and Xoti so it's been hard to dump any, and Aloth as a mage is always nice (though less nice in this game compared to many others).
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Currently my active party members have around 56000 XP, which means they just levelled up to 11. I've stuck with them all the time so far, but would like to use Pallegina instead, since I liked her a lot in the first game (hopefully equally excellent voice acting this time too). But it seems like party members stuck on the ship will lag fairly far behind the main crew in XP. This means it's a bit awkward to swap them out, and incentivices sticking with the same 5 all the time. When I swapped out Xoti for Tekehu, he had 48000 XP, and when I swapped him out for Pallegina, she had only 43000 XP. In the first game they could at least partially keep up via adventures, but there is no such thing in this game. Are 'inactive' party members therefore meant to lag so far behind in XP? Think I'd prefer them to keep track with the main party, so we could mix and match a bit more without feeling punished by the game. (Not sure how much XP the crew had when I recruited these characters, but I would think a deal less, so that they have got some XP by playing cards on the boat in port).
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Typo thread
PangaeaACDC replied to rone's question in Pillars of Eternity II: Deadfire Technical Support (Spoiler Warning!)
When talking to Saewen (?) in the Temple of Gaun in Neketaka there is inconsistency between VO and written text. The written text is "What can I do you for?" while the voice-over has the more proper version of "What can I do for you?". I'd suggest to fix the text so it reflects the voice-over. There was something similar in a conversation with Tekehu. Going off memory here, but in text it was "when he was crawling" while VO was "when he was swimming" (or vice versa). I probably don't remember the sentence 100% correct, but it was a context similar to that, and with swimming/crawling. Crawling probably makes most sense, considering Tekehu was probably not born a fish. -
As part of the non-completing A Bigger Fish quest and the questline about the two feuding families, I gave up on trying to complete the former and advanced the latter. That meant A Bigger Fish and A Sinking Feeling were reported (in top left corner) as Failed. I notice they are completely removed from the Journal, also with show completed quests ticked on. Wouldn't it be better to have them in the journal (with the tick on), but with an X icon next to them for instance to show they are failed? Plus some kind of concluding text about not having completed the quests. Not really a bug report as such, more a feature request, but this is the best place to put it.
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This is the quest about the sailors outside the Wild Mare who is apparently singing rowdy songs. I've found them and it's in my journal, and have talked to the flute player about it, and he agreed to help. But I can't seem to continue or complete the quest. The sailors just 'bark' when I try to interact with them, and there isn't more helpful things to talk to Zili (?) with to continue the quest. Therefore the quest is probably not working right, at least on my end, or I'm supposed to talk to somebody else about it that I haven't located yet. Tried to talk to various people in the bar, including the bartender, thinking maybe he could help to shoo them away, but there was nothing about it.
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Sometimes I've seen people 'walking' on the spot while colliding with placed objects. Maybe a coincidence, but it's been when conversations have happened. In this case it was a long conversation with Xoti (after Gaun temple). Hard to tell from just a picture, but the person below the party, near the bar stools, is standing still with a walking forward animation. Been doing that a long time, so it didn't resolve itself during the long conversation tree.
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Agree with that Veevoir. I went for a Dhow as my first ship upgrade. Partly because it's cheaper and I could afford it, but mostly because it looks like the most balanced in terms of durability, firepower, speed and manoeuvrability. In practice I don't really turn around once combat starts, because the cannons I have can reload in 4 turns, but if you need to catch up to a ship trying to get away, the slowness of a Galleon could be a real challenge. The high health (and extra cannons) is tempting, but the combat speed is not.
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I first noticed this the second time I got the "beam me up" event and talked to the gods. In one of the exchanges there were 7 or so options for reply, so there was a scrollbar. After I chose one of them, the text ended up way down the page, so although it was for instance a one-liner later, the "Continue" option was further down the page, so I needed to scroll down to it. It's the same effect here. For some reason the text is way down the page, with a good chunk of empty space at the top. And you can see the scrollbar indicator at the top of the page. On a related note, I've noticed that sometimes the red arrow showing whose turn it is, is a little off the first time in a new round. It will be positioned a little higher, so not centered on the square, like is intended and is the case in the attached screenshot. Not sure what is the cause of this (and it's hardly gamebreaking lol), but I have seen it fairly regularly.
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When you hover over icons in the ship combat UI, the information will sometimes get cut off. This is particularly apparent on the actual attack when you have several cannons (3 in this case). For big boxes like this (and it will be worse when you have 4-5 cannons) the hover-box should be next to the cursor instead of below it so there is enough vertical space. Maybe put it in several columns too. The attached picture shows one of many such examples. This is with a 1920x1080 screen resolution.
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Missing icons
PangaeaACDC replied to Skorpionex's question in Pillars of Eternity II: Deadfire Technical Support (Spoiler Warning!)
Have noticed this too. Think it was for party wide effects of cats. -
Thanks for making this thread. I've saved the picture to have a good overview locally. At first I thought hit-chance was OUR chance to hit THEM, but it is indeed the other way around, like you thought to begin with. It's sort-of disclosed in the description for galleons (think it was them), and you can see it by hovering over the cannonball icon during ship battles. In the picture I'm attacking a Junk (is that a real name??) and you can see the 70% base chance. The value is 50% for Sloops btw, our beginner boat.
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Seen this yet? Pretty cool. Consumed due to Of course not something you can plan for, so given how rare this is likely to be, I found it cool (heh) that they added a special slide for it. A different case, where I destroyed their sails to start combat, because I didn't want them to get away. They didn't in the end, but it looks like lacking sails has ZERO effect on anything? The -50% is due to lacking people on deck, not messed up sails. Very weird. I really enjoy this part of the game though, and hope merchant ships will respawn, because I can definitely seem myself sinking everything on water The biggest hindrance is needing to fix the hull. And galleons and junks can really mess you up if they are fully decked with cannons. I assume the "red head" ships are, so haven't dared to take on any like that.
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I've come across some bugs, and especially the CTD ones are frustrating, but if you look beneath the surface of amount of threads in the technical support forum, the vast majority of threads are about fairly minor stuff. I've played 40+ hours so far, and can't say I've had a real problem with bugs. The game itself plays really well.
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POE2 is definitely more mod-friendly. There was an informative post about this a few months back by a developer, but I can't find it right now. Here is one post that touches the surface, though: https://forums.obsidian.net/topic/97998-info-how-to-structure-mods/ Remains to be seen if the modding takes off, and perhaps actual models and quests and such will prove too difficult. But it should at least be easier to mod the game than in the first one, where it was very limited. Edit: It's in this thread: https://forums.obsidian.net/topic/94795-obsidian-will-you-provide-xml-documentation-or-other-editing-tools-on-release/
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Typo thread
PangaeaACDC replied to rone's question in Pillars of Eternity II: Deadfire Technical Support (Spoiler Warning!)