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PangaeaACDC

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Posts posted by PangaeaACDC

  1. Hi, PangaeaACDC. Thank you for attaching your log files, those will be helpful and also thank you for your patience while we look into a solution for this issue.

     

    Thanks for looking into this. I've had quite a few crashes by now, almost always on area transitions, but they don't reproduce. Good for me as I can continue the game, but makes it hard to track down the error I would think.

     

    Have uploaded the savegame prior to crashing when entering the VTC HQ in Neketaka. Had to do it off-site because you only allow files up to 1 MB.

    https://we.tl/R2q0LmYanB

  2. Had another instant crash to desktop with no error log. This time when going down the stairs in the Watershapers Guild.

     

    1. Clicked on the stairs

    2. Black screen

    3. *poof*

    4. I'm staring at the desktop.

     

    Don't have a player.log file now, because I pulled off that /dev/null trick mentioned in another thread, to prevent it from getting silly big. That is to say, I'm on a Linux system.

  3. It's not a big nag when selling one or two items, but when you're unloading 100 items in a shop, these extra and unnecessary moves will steal a good deal of time. It was possible to shift-click them in poe1, so why should that not be possible now?

     

    It's hopefully an oversight, and they intend to put it back in. Because right now selling a pack of stuff you don't need takes a great deal more time than it ever did in poe1, or other games in the genre.

    • Like 1
  4. Apart from one test I haven't really used the mentioned tactic of taking out the sails (though sometimes normal cannonfire hit the sails anyway). But I have used the third ammo type (forget the name now) where you target the crew. Pretty effective in taking the crew out of combat, meaning they need to get healed up. If they have nobody to man the battle stations, they can't fire at you either.

     

    Probably not as effective against huge ships though, as they have too many crew to replace the injured ones.

     

    Generally I just hit the hull because it's pretty fast.

  5. Selling items is a very slow process now, slower than it should be. I've tried the usual suspects, but can't find a button for moving a stack of items to the bottom bar to be sold while in the shop inventory. Shift, Control or Alt doesn't do anything, besides oddly 'marking' the stack with one of them. Additionally, when you click on a stack with 4+ items, you get a popup window for how many you want to sell, but it is defaulted at 1. Meaning we need to click left for all items to get sold for every such stack. This take a long time, with mouse movement and interaction.

     

    There really ought to be a way to instantly move a stack of items to be sold directly, without all these intermediary steps.

     

    Perhaps this is more of a feature request than a bug report, but in any case selling items functions far from ideal right now.

    • Like 2
  6. Was going to say "into the bellies of your crew", but I guess not :p

     

    As Sylph says, you can add food and drink to the top two rows in the ship UI. When you do, the counters at the top of the screen will increase as well. Food and drink is consumed from left to right from these two rows - as mentioned in one of the tutorials.

     

    If morale is low, you can use food that increases it, by placing it in the furthest-left column.

     

    Hopefully this made sense. It looks a bit iffy when put into words.

    • Like 3
  7. Think that has to do with the modifiers from distance. The other ship will have worse odds than with ideal distance, but they can still hit. If you hover over the icon for the cannon blast in the middle of the screen, you can see the various modifiers. Especially if they had a Stop turn before firing, they have still have half-decent odds.

     

    It may not be supposed to work like that of course, in which case it should be sorted.

     

    In one fight I had a nose-hog and iron thunderer on one side of the ship, and fired both from 450m or so. Naturally the odds on the nose hog (150-400m range) was worse, but it was still 40% or something like that, so can definitely hit.

  8. This post will contain some spoilers, so stop reading if worried.

     

     

     

    While travelling back south in Neketaka to look up some kid whose bag I found in the Bathhouse, we got ambushed. The guy didn't seem like good news for the lad, so after trying to come to some understanding I told him to shove off, and they got all red and mighty. We killed them. Noticed we got minor negative reputation for each kill (there were 5 I believe) with Principi. Beforehand my reputation with them was +1, and after this encounter it was -2. This seems a pretty huge fall for 5 minor reputation changes.

     

    Consider this either a bug report, or a query. The reputation decrease felt pretty huge though.

     

    Not quite sure what this quest was about in the end, there was some talk of a plot or scheming, but I know nothing about that, so presumably I could have done things in better ways -- but he seemed like bad news.

    • Like 1
  9. The weapons icons in the party UI looks like plain or base weapons, even if they are fine, exceptional or unique. Look at the screenshot with Eder for an example. He is currently wielding a unique weapon, the Whispers of Yenwood I believe. Yet in the UI it looks like a plain sword. These icons should reflect the quality of the item.

     

    If you hover over the weapon sets, it is correct, but not in the usually visible icon just below them.

    post-165682-0-93831200-1526171546_thumb.jpg

  10. I've noticed that in many illustrious places there are ambient/sound effects of wind blowing. This includes the palace in Neketaka and various other high-class mansions and suchlike. It makes sense in run-down lighthouses and places like that, but not in mansions and palaces.

     

    The most recent example, which prompted this thread, was in Takanu's Estate in Neketaka.

  11. I had some issues with the legacy save feature too. The main thing is that Hylea got mighty upset and her underlings decided to take out the frustration on our sails and hull. If that's all there is to it's not a big deal, but I've heard there are more serious consequences with other gods.

     

    These things can obviously be frustrating though, especially for people who take their POE1 character into POE2. Surprised they didn't make 100% sure this worked flawlessly tbh, as it's one of the first things people will notice (chance high for negative 'reviews'). Let's all hope they fully fix it by the next patch, and hopefully make it backwards compatible.

     

    Although consequences haven't been too severe in my case, it's still disappointing and frustrating to see gods and some characters act like you crapped on their lunch when you saved the Dyrwood, even turning down the selfish opportunity to boost yourself with a pile of souls.

     

    In short: It breaks immersion and roleplaying.

     

     

     

    Edit: I've had some serious problems though, as in the game has crashed to desktop about 5-6 times.

  12.  

    Have enjoyed this part of the game a great deal so far, and have quite experienced (starting) crew as well now. The main downside is that I wish repairs happened quicker, especially when in port.

    Finally saved up for a galleon. Wow, this thing hits hard, and has trouble manouvering.

     

    Don’t ships automatically heal up when you dock into the port, as long as you have enough resources? Same with crew injuries? I didn’t take enough damage to test it, but that’s how it worked in the beta.

     

    Think I was on a normal island at the time, so it's possible it works differently there. Not a 'real' port/city, so maybe uses the slow 1 repair per day or whatever it is. I was strolling around the island doing bits and pieces, and saw the -1 repair notification in the top right of the screen now and then.

     

    Closing in on a ship is usuallyl done in 1-2 turns (what's up with this backwards rounds/turns thing?), which takes maybe 30 seconds. Not a big deal really. The more frustrating part is if a ship tries to outrun you to get away. This succeeded once, because I was far away due to ideal range, and they just up and left before I could turn around and close in. Caught them right after of course (on main overview map), but magically their hull was at full health again, which ours most decidedly was not :( Still sunk them though :)

  13. The ship combat sucks, until you learn how it actually works, get a good crew, and master it.  Like I said in another post, I have sunk galleons with the starter ship, and did it fairly quickly, (maybe 8 minutes).

     

    There is no real tutorial for it, which is a problem.  But the key things are this -

    • Get better guns, and specialize them!  The starter guns suck, BAD.  Get either guns that are really close range, or really long range.  Try to maximum their damage.  Learn to stay at the hairy edge of your optimum range (like a 600 max gun stay at 550), but outside your enemies optimum range.
    You do those four things and ship combat will be a lot more fun, easier, and faster.

     

    Excellent post, and this is pretty much what I have ended up doing too. Must say I'm a bit surprised at all the negative feedback about ship-to-ship combat. I like it quite a lot so far. Ships behave differently and this mini-game has more tactics to it than normal combat (too easy).

     

    As for the guns, I picked up two iron thunderers early, got a few more in battles, and am now sporting 3 iron thunderers plus a special one from the first game (sort of). Maybe these don't count as the "starter guns", but they have proved very good so far. Especially if you can stay in that magic area between 400 and 500m and the other ship have the nosehogs with 150-400m range. They can still hit you, but not as often.

     

    Have enjoyed this part of the game a great deal so far, and have quite experienced (starting) crew as well now. The main downside is that I wish repairs happened quicker, especially when in port. Haven't taken on 3-skull ships or crazy stuff like that, but did sink a 120-hull health ship with my puny 60-healther, which was a lot of fun (they attacked me actually).

     

    Obsidian should definitely make a better tutorial for this though, and ideally make some things more intuitive. The first 1-2 times we're kind of hitting out in the dark, probably making many mistakes (like trying to close distance with the ships side-to-back, meaning you don't close distance but just move parallel).

    • Like 8
  14. Generally this is way easier, but it doesn't bother me that much, except for two things.

     

    • Per encounter abilities remove SOOOO MUCH strategizing from the game. I really liked it at the start, but now I just feel It makes the game sooo spammy.
    • The practically infinite resting. It's just op. You can summon all your creatures every fight, use all your op per rest abilities every fight.

    I really like the second game, I think it's superior to the first game, but it lost lots of it's charm to me as a strategic game. It became an amazing roleplaying game though.

     

    PS : The only difficulty I had was Fampyrs, and only because I play currently without a priest in my party. How do you pronounce Fampyr  :banghead:

    "Vam-pire" :D

     

    I'm around 25-30 hours into the game, and so far it's been noticeably easier than POE1. I've not come across vampires or too many other wacky creatures, but combat on my level is pretty straightforward, and kinda boring tbh. I beat down some looters who were two levels above me, and that was a better fight. But I do tend to agree with the above post that using abilities in combat feels a bit spammy. I can just blow every top level ability right away, because 30 seconds from now they are all back. My party is up to level 9, and I haven't used a single empower. Never felt the need. Not even sure what it actually does.

     

    The blasted bear and first dungeon (Eothas) in POE1 was pretty tough, so maybe it's a good thing overall the start isn't quite as spicy here, but my experience so far is that combat is much easier than in POE1 on the same difficulty (classic/normal), and long-term I don't think that will prove to be a great move.

     

    Suspect they will need to do a lot of balancing to get it right.

  15. Very disappointing to see there will probably be the same loading screen issues as in the first game, especially in the later stages of the game. I'm on a SSD and it's not horrible yet, but then I'm not deep into the game either.

     

    One thing you can check out is the Player.log file. On my end this can turn into a BEAST. After a long session I noticed it was 800 MB (see here). Maybe it doesn't matter for loading screens, but when it gets so huge the game does get a little sluggish. Don't know where it is on Windows systems, but on Linux it's in

    /.config/unity3d/Obsidian Entertainment/Pillars of Eternity II

     

    If it's very big -- delete it. It's just a log file.

  16. My experience fits with what fortuntek wrote above. And often there is a "/" between them (or maybe that was just in conversation?). Usually the checks are either/or, but in some rare cases you need both abilities.

     

    As in the first game, there are also some cases where Athletics is needed for all party members. I have come across one case where Aloth got injured because he didn't make the threshold check.

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