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Wormerine

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Everything posted by Wormerine

  1. This is a tiny, unimportant bug, which has been bothering me since the launch of the game. It's not a big deal, but as it happens consistantly I finally decided to report it. At the very least I am curious if other people are experience it, or if it is just me. Here is Deadfire's Menu theme: When launching the game the 0:00-0:16 chords should play during the VsEvil and Obsidian logos, than there rest (starting with the slow "tremolo" in lower strings and main theme in violins) should start playing once the actual menu loads. It works for me like that, precisely once after each update. The most recent one was right after I updated to beta 4.0 and launched the game for the first time. However, every other time the logos are silent and the music plays when the menu shows up, skipping the opening. Is it just me having that issue? Does me disc not load music in time or something?
  2. Well, obviously. You didn't think that they will rip open base game, rehire voice actors and add reactivity for new subclasses? That said, it might be prudent to differentiate subclasses added with 4.0 from those existing from the very beginning. Players who purchase the game from now on, might have legitimate complains like the one above about reactivity, without understanding when and how those subclasses were added.
  3. I did turn off liagures for my first playthrough of PoE1. It is not something I am used to seeing, being used to boring generic fonts. After Josh talked about why he put those in a while back, I turned them back on and never looked back. They do give the game a nice flavour and don't hinder my reading at all, once I got used to them (which happened quite quickly). It is certianly smart to not force players to use them, though.
  4. Thanks! Followed with... I am suddenly much LESS excited for this game. Pretty much every single thing he said... I disagree with. I will wait to see what is said in the announcement... but... damn, now I am not sure at all if I will like this. I had literally got my hopes up that it would be Arcanum in space... and now that seems VERY unlikely... I feel ya. I did find some of his points controversial but I don't necessarly disagree. I just didn't see it done right as of yet.
  5. Sure. I hope it will help. This a "resaved" were my playthrough ended: https://drive.google.com/file/d/1b2LTdrDHHxGd66xjCmm3iOY9EBB18eYj/view?usp=sharing And here is a save in Harbinger Retreat, just before talking to Vatnir: https://drive.google.com/file/d/1UAyzPqsNoaGBZJWAsVLTD76NtG00TUw_/view?usp=sharing In both cases the quest isn't registered as activated, and re-reading V's letter doesn't do anything. May I inquire if the problem has been solved, aka. it shouldn't trigger anymore on new playthroughs? If the problem exists in already affected saves only, personally I do not care that much. As nice as it would be to complete Noriko's playthrough it is not a big priority for me. That said if problem is still a mistery it might be worth digging into.
  6. Just wanted to remind about a pretty major bug I encountered a while back, which still seems to be in build 4.0 https://forums.obsidian.net/topic/105404-bow2010044-crit-path-bug-cant-talk-to-vatnir/
  7. https://forums.obsidian.net/topic/92420-tim-cain-at-reboot-develop-2017-building-a-better-rpg-seven-mistakes-to-avoid/?hl=%2Btim+%2Bcain
  8. None of those is a bug. The bridge you a describing doesn't lead to Dereo. He can be found on Narrows (scripted interaction area - you were given clues on how to find him). Titan is a tough enemy (probably due to us beta testers complaining how weak he is) but you should be able to kill him. He is a higher level enemy, but he is against your party of 5. Red skulls above individual enemies doesn't mean you can't kill them - it's just an indication of his individual level.
  9. That would make little sense. It’s not Microsoft sponsored game just yet, and I doubt Obs and Take2 would have much business limiting game release to console. Even if Microsoft will inherit the project with Obs purchase (I can’t see Micr logos anywere in the teasers, so my guess would be that it’s Obsidians pre-purchase commitment to Take-2) the buyout happened very recently. Doubt it would have much influence on development a this stage.
  10. EDIT2: Checked with beta 4.0. The bug is still present. EDIT. GOG beta hasn;t udated to 4.0 just yet. My bad. False alarm. ....and it's still present in beta 4.0
  11. Lots of good stuff and I am looking forward to digging through all the additions. Blimey! I still have to defeat the Blob and now there are new two mega bosses to fight! What poops on my fun, though, is a still existing bug, which stopped my 2nd playthrough in its tracks: https://forums.obsidian.net/topic/105404-bow2010044-crit-path-bug-cant-talk-to-vatnir/?do=findComment&comment=2091955 I was really hoping to be able to continue the playthrough with 4.0 patch. Is there any indication if "Beast of Winter quest not showing upin the journal/can't talk to Vatnir" will ever be fixed? Is it fixed so it won't happen again, but saves with this issues are doomed forever? EDIT: Posted that at 2AM. Just noticed that the game on GOG beta hasn't actually updated to 4.0 yet. False complain.... for now:-D. EDIT2: Unfortunately, the bug is not fixed afterall.
  12. As someone who just wrapped up Cowboy Bebop yesterday... let’s just say that i am up for a space adventure.
  13. Very little is knows. It was the biggest project in Obsidian (with bigger team than Deadfire). A while ago Obsidian trademarked "The Outer World", however it is not tied to already existing IP (books I think): https://www.pcgamesn.com/new-obsidian-game-the-outer-worlds There was a statement from Cain and/or Boyarsky that if you liked their previous games, you should like that one.
  14. "Hell, it's about time". Certianly seems so. Certainly doesn't seem like the massive, secret post campaign major expansion for Deadfire I have been hoping for against my best judgement.
  15. There was quite a bit of uprasing back in the beta, when people realised than voice sets would be new. If I remember well, Obs explained that new voice lines are required and therefore they rerecorded all voices from scratch. Quick google found me this: https://www.nexusmods.com/pillarsofeternity2/mods/11 Never tried it, hopefully it will work.
  16. The skull UI is pretty confusing. From what I understand is this: Skulls above map combat encounter, show fight difficulty compared to your level (one extra skulls, one difficulty higher than you). The same with quests: amount of skulls: recommended quest level is that much higher than yours. The same logic applies to individual enemies: amount of skulls in their stat sheet - how many levels is the enemy higher than you. However, it doesn't mean that your party isn't meant to defeat that enemy. It is common to see couple enemies of much higher level than your party, often surrounded by weaker enemies. That said, if you encounter extreme cases like @Frak mentioned, it might be worth reporting in the bug section. I remember that area being tough, but can't say I remember exact details.
  17. Now the question is, did Obsidian treat auto-piloted scripts as recommended (intended) way of play, or is just a more complex UI for those who want to use it? Personally, I keep the AI off. Scripts are a good idea, apparently there is was very vocal audience for the walk-toggle and it seems that there is an audience for the 6th party member. I disagree that 6th party member should have been there by default, if Obs things otherwise. But considering the seeming demand adding a 6th party member as Berath's Blessing might be a good idea. If it is worth the effort only Obsidian can decide that, I have no idea how much issues could that cause.
  18. Don't worry about it. People seem to return to "dumbed down for consoles" argument, even though it makes any sense, game isn't designed for console, and people working on the port are not Obsidian, and design of Deadfire and it's reliance on active use of abilities make the game far less appropriate for controller. Obsidian decided to go with the party of 5 - they believed game used enough active abilities to keep players occupied, and they would rather see you use those than have apassive 6th member. They also mentioned that they felt they had to overcrowded encounters to match players party. In short they decided game would be better with the party of 5, rather than 6 and designed game systems and UI for that party.
  19. Sale certainly help. In addition most people I knew waiting for a while before playing and tey started playthoughts now, as they should catch the release of 3rd DLC. Personally, I still haven't written my review. Still waiting for 3rd DLC and 4.0.
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