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Pop

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Everything posted by Pop

  1. Turns out this was an issue with Citrix Workspace concurrently installed on the machine. There is a virtual device by the name of "Citrix Virtual Bus Enumerator" that does not play nicely with PoE2 - you have to go into Device Manager -> System Devices -> right click on the Citrix Virtual Bus Enumerator and disable it. Voila, PoE2 works!
  2. PoE2 has begun crashing on startup for me - reinstalling the app and / or changing directories doesn't seem to make a difference. Windows 10 PC, NVidia RTX 2060, intel i7-7700. Crash logs attached. I would be grateful for any assistance you could provide! 2021-10-16_141706.zip
  3. Hi, this was a bug I ran into in RTWP mode but am running into again in TB more severely. When I enter into Cavern of Xuar Tuk-Tuk to rescue Mother Sharp-Rock, several (though not all) of the hostile xuarips are untargetable. They place in the turn order once combat starts and can make attacks against the party, but the party cannot attack them or select them in any fashion. AoE attacks don't seem to hurt them, but triggering environmental traps do. Strangely, once I've killed all targetable enemies, turn-based combat stops, but the remaining xuarips attack the party and do damage as though it were RTWP. I still cannot do anything except leave the cave to avoid their damage. Mother Sharp-Rock will not leave until these xuarips are dead. The save is too big for your system, so here's a dropbox link: https://www.dropbox.com/s/9xlhg031x6bg2vi/Kolsc%20%28CavernofXaurTuk-Tuk%29%20%2808494f97-acbd-422b-9705-f31cdac1e307%29%20%28LAX-123ABCDEFGH%29%20%28920452703%29.savegame?dl=0
  4. Can't actually remember the name of the quest, but it's the one re: getting the Eothasians / Gaunites to send food to the Gullet. Once I get the quest from the Roparu elder in the Gullet and touch base with the healer there, I head to the Sacred Stair and its temple of Gaun. The priestess there can be spoken to about starting food shipments. This is where the quest seems to be bugged. You can offer her 500 CP, but the amount is not subtracted from your coffers - you get "she bows her head, considering." or something to that effect, and the conversation ends with no resolution. This has the effect of keeping the quest hanging and also allowing for infinite benevolent or cruel points (maybe aggressive too?) as the conversation can be repeated fruitlessly. Savegame is here. Over 1mb, sorry. One thing to note: I had this bug on an earlier game, before the patch, and the bug seemed to resolve itself after speaking to the Prince and / or Queen about the Roparu food issue. Unsure if that will fix it this time around, but for the moment it's unresolvable.
  5. Update: The Saru-Sichr bug looks to be an error with the item description only. Combat logs indicate that corrode damage is being applied.
  6. Hi, Thought I'd just sweep all the bugs I found into one post. Since I'm sort of far into the game, the save files are >1 MB so you'll have to use this dropbox link - https://www.dropbox.com/s/056f9v4z8vxk44g/Deadfire%20Bugs%20%28Pop%29.zip?dl=0. Also, the save files don't retain the names you give them in-game (though they do list location), so I'm not 100% sure these are the saves you need. If not, let me know. There are three big things and one little thing: 1. Took me awhile to notice, but I've a multiclassed Barbarian / Paladin (specifically Corpse Eater / Bleak Walker) and Carnage does not seem to be firing when I attack with a melee weapon (in this case a fine-rated Warhammer or a morning star). It never has, far as I can tell. 2. The unique morning star Saru-Sichr is meant to deal DOT corrode, but if the info panel is listing correctly, it currently deals 0.0 corrode damage over 0.0 seconds. The "Paralytic" upgrade likewise adds a 0% chance to paralyze. Useful! 3. Marofeto Liano, an NPC at the Yasuka docks, can do two things: Train the PC in Intimidate / Insight, and be persuaded or forced to give up his amulet, Claim and Refusal. If you intimidate him into giving up his amulet before asking him for training, he'll refuse to train you. This seems correct. If you persuade him to give the amulet up before asking him for training, he'll still offer the training. You, however, cannot accept that training even if you have the cash on hand for it. This does not seem correct. 4. There's a typo in Liano's dialogue, he's described as having "bare fear". The question must be asked: Does he have bare feet, or bear fear? The answer is between you and your god. Send my compliments whoever touched up the ML photo, by the way. I dislike it being implied that I need to comb my hair but I'm not one to complain. Let me know if you need any other info / files from me!
  7. To add a little more, with the whole tooltip-popping-out-of-frame UI issue on level up, in some places I've had difficulty replicating it (first mouseover will throw it out of frame, second makes it clearly visible), but I have noticed that in several places, going from one button on the skill tree to one directly below it will cause the bug, but not the other way around.
  8. Hey Pop, are you referring to the music heard here? Where are you referring to? The place I'm thinking of is the area with the entrance into the Oldwalls to the west of Lethian's Crossing.
  9. This is actually a very opportune thread... I was really hoping the Twin Rivers theme, which I think is the best track in the game, would be included in the official soundtrack, but unfortunately it isn't. Is there a place I can get this for decontextualized listening?
  10. If Matt McLean lurks these boards, let him appear so that I might strike him down for his insolence.
  11. I finished the game, and for all of the little details of the setting that were interesting, it was easily the weaker of its siblings. The promised variance ala Alpha Protocol failed to materialized, in part due to the structure of the story (it's easier to spread your wings when all your content is distributed in discrete mission-sized packets), but more because of some very questionable quest design. To wit, all of the meat of the game is in the first act. Your most significant choice is the one made at the end of it - that it's impossible to recover your faction reputation with the groups you spurn at that point is telling. The paths that branch from that point are extremely rigid, which in itself is not that shocking, but most games do a decent job of masking when you're railroaded. I went independent in my first run, and when I came to the Blade Grave I came upon this: There is only one way out of this dialogue - option 4. All other options loop the dialogue until you decide to attack. I honestly don't know if that's extremely shoddy design or a Matt McLean in-joke. At the '09 PAX East panel for AP I attended, he opened the talk with a reference to Dragon Warrior's infamous looping but thou must dialogue prompt, as an example of bad design. Hard to believe it's a coincidence. But then, later on in that area, you keep running into Unbroken soldiers who lay into you for butchering their countrymen and it's like I was literally not given a choice. And this is the thing: Most developers, Bioware or CDProjekt or Bethesda or whatever, put you in this situation all the time. Obsidian puts you in it countless times. But in all those other cases, it's someone else forcing you into combat, refusing to talk things out. It's pretty rare to see an RPG in which the only option you have is to be aggressive. I'm told this is how almost the entirety of the Disfavored Act 2 plays out as well. Even accounting for it's a game set in a warzone waffling, it's just... inconsistent with Obsidian's standard of work. It's like they couldn't actually account for players deviating from their Act 1 choice, so they just aligned all scenarios from that point forward with it, preventing you from breaking the game. That's not great. My first game was also beset by some weird quest gating, and while the patch notes seem to indicate that some gating is definitely intentional, it's worth pointing out, because this seems like a pretty nasty quest bug - if you hit the Stone Sea in Act 2 of an independent playthrough, do not go straight back to the questgiver once you retrieve the artifact. Doing so will block off the entire portion of the game devoted to the Stone Sea edict. Instead, go back to the Beastwoman Prima after you've got the artifact but before you turn in the quest. I only got one edict knocked out in my game and I'm pretty sure at least one of the ones that was denied me was due to this sort of quest breaking.
  12. I live! Yeah, I thought it might be considering the Oldwalls entrance in Lethian's Crossing is right there, but no dice. The Lethian's Crossing song isn't it either.
  13. I really wanted an outside-the-game copy of the track that plays in Twin Rivers, but it's not part of the official soundtrack? That's the best song, what gives Obsidian.
  14. Kicked me going from Elm's Reach to Hearthsong. Don't know if it can be replicated, but here's the save: https://www.dropbox.com/s/4bpknhfgveujjzt/934e3196-998b-479c-8f6c-5b8a13464637%20autosave_2.savegame?dl=0 Output file is attached. output_log.txt
  15. It appears that in my game, Maneha's talks with the Watcher are stuck, specifically on the instance that triggers after raiding the Iron Flail fort and meeting the Eyeless for the first time (when she reveals the memory she wants to be rid of). Every subsequent time that I've started a conversation with Maneha, this dialogue starts again (with previously chosen options dimmed, per usual), she reveals the memory again, etc. At first I wondered if it wasn't intentional, but then I brought her to Twin Elms for the first time and upon approaching the bridge to the building where the Gods are spoken to, the speech bubble indicating a new talk showed up on her portrait. Unfortunately, that same dialogue sequence was all I received. Here's a link to my quicksave. Just reached the bridge in Twin Elms, speech bubble icon active - https://www.dropbox.com/s/c8ci2h6bbwg0cah/934e3196-998b-479c-8f6c-5b8a13464637%20quicksave.savegame?dl=0 *edit - In case you'd rather have a save set before the bridge trigger, I've got one here. Simply approach the bridge until Maneha gives a bark about centuries of perfect memory - https://www.dropbox.com/s/19930eob4yofprw/934e3196998b479c8f6c5b8a13464637%2030834393%20ElmsReach.savegame?dl=0
  16. Looks like there were indeed some files to be replaced. I haven't had a CTD in the last few days but on two occasions I had area load hiccups - by which I mean, I'll move from one area to another and instead of getting a CTD, the game will revert to the title screen. The latest save on file will be the last one before moving between areas. Seems like a different issue and one that isn't as frequently or severely irritating.
  17. Since the installation of the 3.01 patch, I've experienced fairly frequent CTDs when saving. For the most part, this has happened immediately after area load, but it's happened a few times when quicksaving as well. There appears to be no rhyme or reason to the crashes and no patterns in terms of area or the like. I've uploaded a .zip file containing the error folder's contents to this post. A link to my most recent successful save is here: https://www.dropbox.com/s/apdd5off9lgguv1/f6532dfa-965d-4d6c-9195-2facfa441cef%20autosave_1.savegame?dl=0 I'm running PoE from an SSD on Windows 10 x64, with an AMD FX-6100 processor and 16 gigs of RAM. GPU is an Nvidia GTX 960. 2016-02-23_200746.zip
  18. I've been running a Bleak Walker with the new AI packages activated within my party. I recently noticed that when the Paladin's AI (as applied to abilities, not auto-attack) is set to "Aggressive" and the paladin is sneaking, launching a first attack on an enemy automatically applies Flames Of Devotion to the attack, but not in the way it's supposed to. When you set the paladin to attack in a normal fashion from concealment, the blue flame effect of Flames of Devotion activates on the character immediately (which is unusual, since it appears normally only when the blow is struck) and the ability is locked because it is "already activated". Sometimes the ability applies as it should, sometimes it doesn't, but in all cases the Flames of Devotion ability doesn't unlock until a save is loaded. When a character attacking in the prescribed way is sidetracked by obstacles or by the AI choosing to attack a closer or engaged enemy, the ability is likewise locked down. This doesn't seem to be an issue when entering in combat from out of concealment, and I can't replicate the problem from concealment when combat has already started. It seems to be an AI beginning-of-combat problem specifically with regard to stealth. I've attached a screenshot showing the toolbar with ability locked after my character had attacked from concealment, had Flames of Devotion activate and then been prevented from reaching the target due to engagement by other enemies. Note that the FoD icon does not have a green border - it is not currently queued as an action but is flagged as "already activated" anyway.
  19. Looks like we'll have to take Josh's word for it, cuz that attachment seems to be locked behind forum permissions
  20. This one was easy to miss - laid a Hail of Darts trap for a troll beneath the gorge ruins. The game doesn't know what the trap effect is. I'll test it out and see if other traps have this problem. The ones that the party can set off in the Skaen Temple seem fine.
  21. Missing string in the new build (1.0.0.435) - under "Game" in the options menu, below Quest Updates toggle and above Tooltip Delay slider, I'm getting a toggle called *Missing hui 1881*
  22. Ah, should have mucked around with the options more, probably would have stumbled over the remedy myself. Glad to hear it's been fixed!
  23. Most games with physical media versions "go gold" (ie have a working build sent to pressing plants) about two months before game launch, and since Obsidz are professionals I wouldn't be surprised if that's already happened with PoE. I'd think they'd treat it as they would any retail game - physical editions produced, in place and ready to be played by launch day. It will depend on when production on the physical stuff is completed. There may well be enough of a buffer to make sure it gets to where it needs to be in time. But then I've never had a game shipped to me from overseas.
  24. Sure thing! Sorry about the delay. Output_log is attached output_log.txt
  25. That's the first thing I did - I said so in the comment section of the report. Everything was verified, nothing had to be retrieved.
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