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Everything posted by Silvaren
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I was looking for consumables in my stash and move some of them to quick slot of my party members. Suddenly I cound't pick anything else from stash besides weapons. All (crafting?) materials and consumables in stash don't react on click. I can put consumables and weapons from inventory to stash and back to the inventory but all other items (besides weapons like I mentioned) that were already in the stash can't be move. log file and save: https://www.dropbox.com/sh/ud0yxmha1h4k3oz/AAAJV07DjNTJDE7w1Tm4laDJa?dl=0 Btw - in this save file you can check grimoire of my wizard. It has only two class abilities but no spell at all while merc wizard has entire set of spells in her grimoire. Scepter Proficiency skill (+2 penetration, +20% damage) - it affects damage of spells. It's a bug, a feature? Edit: It looks like these items are used during rest so probably they can't be picked from stash and placed in the inventory.
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Character custom formations are not saved after a save load
Silvaren replied to dam's question in Backer Beta Bugs and Support
I have the same issue with custom formation not being saved after reload. -
It's funny but my wizard started the game with some spells but non of these spells can be found in my grimoire, while merc wizard has its own grimoire with set of spells. Even after leveling up my wizard and picking new spells, my grimoire is still empty. I don't count class abilities. Screenshot: http://oi66.tinypic.com/2qc2hdv.jpg
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[BUG] Character's hair turn white when in the level up interface
Silvaren replied to dunehunter's question in Backer Beta Bugs and Support
It happened to me too. My mercs have white hair now after leveling them. -
It's one of the most iritating issue during exploration of the world map. "Follow Camera" option is constantly disabling itself while moving around with the ship. It seems like it caused by moving camera in traditional way by pushing cursor to the edge. But that's half of the issue. Checkbox of "Follow Camera" option often is not responding for mouse clicks. It's very difficult to enable "Follow Camera" and it requires multiple attempts.
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About animation glitches. Did you noticed that palm tree moving on the wind is animated in some kind of imperfect loop? Both trees and theirs shadows are moving to the point when the animation is cut and start from the different point. It looks strange, not fluid.
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Is it normal that "Destructive channeling" - modal skill from scepter proficiency affects damage of spells with +2 penetration and +20% damage? I'm not sure about other subclass, but I go with Evoker and this subclass has 30% chance to repeat casting of evocation spell after 0,1 sec. It's incredibly powerful. especially with empower - but still random.
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1. My main char casted fireball during combat, I saw time indicator displaying casting time and area indicator which I could drag to place in different location but after action was completed, nothing happend. My character stand there like frozen until I ordered my wizard to do something different (my wizard wasn't paralyzed). Here is screenshot with frozen char: http://oi67.tinypic.com/2eda9l3.jpg And game log from that combat: http://s000.tinyupload.com/index.php?file_id=05650143003406821451 2. Another bug I encountered during exploration of Tikiwara. I clicked on NPC in the village and nothing happened. I coudn't start interaction with Vektor and the lady who is running the inn nor any other NPC. I saved and closed the game to copy log file. I launched the game again, load saved game and everything works normally. Log file: http://s000.tinyupload.com/index.php?file_id=90514515743064121560
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Loading game displace entire party in different area
Silvaren posted a question in Backer Beta Bugs and Support
Another strange things happend while I saved and closed game to get log for glitch I described here: https://forums.obsidian.net/topic/94603-flickering-loot-window/ I launched the game again and load that last save file and after loading screen my party appeared in different part of the area, near another group of the enemies, just check the screen below: http://oi66.tinypic.com/2db2qo9.jpg So I saved the game after this fight and once again close the cilent to copy log file with this event. Here's the file: http://s000.tinyupload.com/index.php?file_id=00007165745758273903 -
I noticed graphical glitch while looting corpse of enemy. It's strange because I checked first body with no problems, but the second one flickers and some elements of interface were disappearing constantly. Screenshot: http://oi65.tinypic.com/5c0hef.jpg I uploaded game logs if it can help: http://s000.tinyupload.com/index.php?file_id=64012142277467154462 My specs: i5-7600k, gtx 1060 6GB, 16 GB RAM, Windows 10 home, graphic driver ver. 388.13 (10/30/2017)
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Thank you dukeisaac. I recall that Josh changed something in the power level system. One thing I wish to know is how exactly empower boost power level and penetration of certain ability.
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I casted empower fireball if I'm correct. That's the difference probably, but still I don't know how power level is calculated.
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Anyone can explain it to me? I guess it isn't working as Josh wrote this up in Backer Update 7 video. He spoke about gaining acces to new ability every 2 level like in D&D (for example: wizard level 3 has acces to level 2 spells, wizard level 5 has acces to level 3 spells etc.) and yes, it looks like that. But power level is calculating differently. I play single class evoker (level 6) at the moment and I'm looking into logs after casting fireball. Attack roll looks like: 20 wizard + 15 level + 4 ability level + 11 wizard power level + 10 Nature's Resolve = 60 So: 20 wizard - is base value for this class 15 level - I gues it's like in PoE +3 accuracy per level. 4 ability level - this is confusing, fireball is level 3 spell but is it consider level 4 because of evoker subclass +1 power level while casting evocation spells? 11 wizard power level - it's confusing for me too. It doesn't look like it was calculated with Backer Update 7 formula. and for damage roll penetration is confusing too: 7 base + 1 ability level + 2,75 wizard power level = 10,8 fireball penetration in description is: 7 base + 1 ability level + 0,25 wizard power level = 8,25 so what makes the difference between spell's description and actual roll? Few questions then: 1. How power level is calculated both in attack roll and penetration? 2. What about power source from Backer Update 7? 3. What determines number of spells per encounter? Is it affected by power level or power source? 4. What determines how many times I can use empower before the rest? And what surprises me the most. I casted fireball and it was casted twice. Then I find that "Evoker: 30% chance to repeat attack after 0,1 sec with Evocation Spells". I didn't saw that during character creation in Evoker description. It seems powerful even if it's random, but RPG are about radom things, right? Sorry for my bad english.
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Missing and disappearing icons on priest's ability tree
Silvaren posted a question in Backer Beta Bugs and Support
During character creation when I choose Berath, Eothas, Magran or Wael priest and open ability tree, subclass specific spells are displayed on the left side of the tree. But if I choose Skaen priest and then open his ability tree, there are only priest's spells displayed (Skaen priest has apprentice sneak attack instead of spells but it still should display this as subclass passive ability on the tree). Then, when I once again choose Berath, Eothas, Magran or Wael priest and again open theirs ability trees all subclass specific spells won't be displayed. Some screenshots of Magran priest before and after opening Skaen priest's ability tree: http://oi64.tinypic.com/21o6h4g.jpg before http://oi64.tinypic.com/eumpgp.jpg after I can't attached file with game logs so I uploaded it here: https://nofile.io/f/yDWv0c4sx8D/output_log.txt -
I'm not sure if it's a bug or it's intentional, but in Goldpact Knight's ability tree you can see "Zelous Aura" and it's upgraded version, while Goldpact Knight is unable to learn paladin auras. In game while leveling character it works as it should so player can't pick "Zelous Aura", but it is still misleading to show this ability in ability tree. Imho "Zelous Aura" and it's upgrade should be removed from Goldpact Knight's ability tree if it's possible. http://oi65.tinypic.com/4v4p77.jpg I guess it's intentional because all ability trees are class specific with addition of passive/active for chosen subclass, that's why on the screen above it's stated "Paladin" in upper-left corner instead of Goldpact Knights... But still - misleading.
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1) 1. In ability tree if window with details describing skill or ability is displayed over icons of abilities on that tree and there is highlighted text with possible pop up in opened window, while hovering mouse over this highlighted text sometimes game display wrong detail - it show info about ability which icon is directly below highlighted portion of text, below opened window than specific highlighted text that player should see. (mouse cursor on the screen below is pointed at highlighted "graze" but as you can see, instead of "graze" pop-up game is showing what lies below and this is "Unstoppable" ability icon. It works that way in all classes/subclasses ability trees). http://oi67.tinypic.com/10sbwpg.jpg 2) In ability tree if window with details is displayed over bottom bar during character creation, entire text from that bar (except headlines of each sections) is displayed on the top of opened window. Text like picked race, class, subclass and even symbol of the cutlure you character come from can be see through opened window. http://oi64.tinypic.com/11jq69g.jpg 3) In ability tree if player hover the mouse over highlighted portion of text that refers to different ability or skill, there is pop up saying "Right-click for details" but if you click right mouse button you will close that window while clicking left mouse button will open another window with details you want. "Right-click for details" is confusing and should be switch to "Left-click for details". http://oi64.tinypic.com/2ptp82r.jpg I attached all screens to this post in case if picture hosting expires. Second day with the backer beta and I'm still sitting in character creation :D
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Pillars of Eternity 3.04 Beta Feedback Contest (Conversation Thread)
Silvaren replied to Fionavar's question in Patch Beta Bugs and Support
My thanks to entire Obsidian team once again. You turned my "blue monday" into a very special day. I received my prize today - great timing. Lots of cool stuff. Incredible value for collectors and fans, such as myself. I hope we will see Pillars of Eternity 2 campaign on FIG real soon. -
But it would be sequels to their games. Besides that, in my opinion every sequel they made to BioWare's games was much better than original. I would buy real world cRPG once more time. If not Alpha Protocol 2, then maybe Obsidian could do something like Jagged Alliance but with rich story, nonlinear construction, well paced narration and turn based, complex combat. Or something more historical like old polish cRPG - Another War, set during WW II.
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There are 16 games currently in development, all based on H. P. Lovecraft's novels. One of them is 2D turn based cRPG - Stygian: Reign of the Old Ones. Obsidian should focus on Pillars of Eternity 2 and expansion/sequel for Tyranny. They lost few awesome IPs throught the years since Interplay - Fallout,Arcanum, Alpha Protocol. They published or developed Baldur's Gate/Icewind Dale/Planescape Torment/Neverwinter Nights 2 and now it's hard to obtain license from. Hasbro/WotC - not sure if Atari have something to say about license anymore. I would say all D&D titles would be great in Obsidians hands, Wizards of the Coast woudn't allow to make new game with old ruleset for sure - that's why Daggerdale, Neverwinter Online and Sword Coast Legends used 4th and D&D Next. There is one except from this ruleset resteiction. Enhanced Edition made by Beamdog, and Trent's team is working on new Infinity Engine game right now so I guess they have good license agreements with WotC allowing them for using old AD&D. If players want more Forgotten Realms atmosphere and D&D ruleset, then Pathfinder as cRPG would be the best choice. Obsidian allready did cart game based on Pathfinder. It's pure hereic fantasy setting, would be great for anyone who felt that Eora is too grim and heavy. When I look at isometric cRPG, the only one type of setting we didn't get is pure sci-fi as space opera. It would be cool to explore space, participate in firefights turn-based like in Wasteland/X-Com/Fallout Tactics, with deep narration and story from Obsidian's writers and all of this in atmosphere similar to Mass Effect, Star Trek etc.
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I would like to see Dark Sun campaign setting once again. Setting of Tyranny is similar in some aspects but think about that - in Dark Sun iron is rare. Most weapons are made of... OBSIDIAN!
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Pillars of Eternity 3.04 Beta Feedback Contest (Conversation Thread)
Silvaren replied to Fionavar's question in Patch Beta Bugs and Support
Is there a chance that something will be signed by Chris Avellone too? He was part of the team for a very long time. Thank you Obsidian. And congrats to AndreaColombo and Dr <3. -
Pillars of Eternity 3.04 Beta Feedback Contest (Conversation Thread)
Silvaren replied to Fionavar's question in Patch Beta Bugs and Support
I encountered an issue today. Probably it's not a bug but something with enemy AI: Bounty: The Gleaming Society After a fight and after I looted corpses I noticed that one member of the Gleaming Society didn't join the fight when others spotted me. He stood behind field of view in fog of war and attacked me after the big fight when I came close enough - I didn't even know that he was there, I thought that entire group was wiped out. He was one of the Gleaming Society Paladins. -
I can listen to music from all Obsidian's games over and over again. The one in Pillars is great, both uniqe and familiar, very nostalgic. Few themes sound similar to Michael Hoenig's music from Baldur's Gate 1&2, other reminds me of Jeremy Soule's Neverwinter Nights and a lot of tracks have original style. I can find a lot of peaceful moments in ambients while exploring a wilderness or such quite mysterious themes during interactive textbased cutscenes. My favourite track is probably "Ondra's Gift" - it's peaceful but it has some grim vibe and tension is slowly rising near the end. It's excellent theme for conversations with Lady Webb. Also I would like to know who is the singer from Gref's Rest. This song did great job in trailer of the expansion and ofcourse in the game. The second part of White March was momentary very romantic.
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Pillars of Eternity 3.04 Beta Feedback Contest (Conversation Thread)
Silvaren replied to Fionavar's question in Patch Beta Bugs and Support
I would guess - Atlantic Ocean :D
