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BAdler

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Everything posted by BAdler

  1. GOG and Origin will get the hotfix early next week. I held off on sending the hotfix to them until I was sure that it fixed everyone's problems with the audio. I would expect that their hotfixes will be live on Monday or Tuesday of next week.
  2. I am not sure about a spiritform rebalance. I will have to ask Josh next week.
  3. We reverted those string changes. As some of you saw, we are going to make some changes for 1.07, but those strings aren't final yet. More info about 1.07 will come after E3 next week. Thanks everyone.
  4. Hey, everyone. We added in a hotfix for a problem with ambient audio pausing at incorrect times. Please let us know if you see anything due to this fix.
  5. After having QA investigate further we have decided to hotfix the problem. Programmers are working on the issue right now.
  6. Not sure. I don't know that specific issue. Was it happening in 1.05? If so, it may still be in there.
  7. Hey, everyone. I am having QA do more investigation to see if we need to hotfix. A bar for a hotfix is pretty high, but if this bug is significant enough we may do one. I will let you guys know when we have decided. Thanks for the reports.
  8. Speaking of which, Eric's been deafeningly silent of late. Do you know whether any typos have been fixed in 1.06? Not sure. I don't think there were typos fixed for 1.06. Text changes don't get tracked the same way as file changes. I can ask him, though.
  9. They are currently shipping out. Some people have already started receiving their email confirmations from Paradox.
  10. We are hoping to be able to get lots of additional fixes to you guys. I also have a special modding tool that some folks have been working on that should help make community localizations easier.
  11. Update by Brandon Adler, Lead Producer Hello, everyone. I have two exciting bits of news for you today. Our new update is now live and our friends at inXile just released a Kickstarter for a new Bard's Tale! So we don't leave you all in the cold on the Pillars of Eternity expansion, we just might (wink, wink... nudge, nudge) have some stuff to talk about after E3 (week of June 22nd) and we'll also have some really cool news to talk about with Update 1.07. Bard's Tale IV Kickstarter If you are like us, you probably spent an unhealthy amount of your childhood playing The Bard's Tale. It was a seminal title in the dungeon crawler, cRPG genre and shaped many games that came later. Well, inXile is helping to bring the party-based dungeon crawler back to the forefront. In their new The Bard's Tale Kickstarter, inXile is creating a mix of that old dungeon crawler feel with newer innovations in the genre. Their phase-based combat allows players to constantly react to each action's result, leading to very dynamic gameplay. Players can also input commands as quickly as they like, while not having to wait on character animations to finish. This allows players to play the game at their own pace. If you have a single-player, party-based, dungeon crawling, cRPG itch that needs to be scratched, join inXile by backing the project's Kickstarter now. Update 1.06 Update 1.06 is up on Steam and will be released on GOG and Origin shortly. This update contains lots of great fixes and some cool paladin balance changes. It also contains two major fixes that Unity just released: Fixed a crash that some people were experiencing on startup. This had to do with Unity attempting to load a corrupted font. Fixed severe slowdowns when streaming in assets if the user had specific network adaptors or was running programs like Hamachi. Take a look below for all the details: Balance Blacsonn was modified to have a focus gain multiplier (+20%) instead of a flat gain. Added the Flanking and Engagement entries to the Glossary. Also updated the Flanked entry to link to Flanking and Engagement. Minoletta's Concussive Missiles AoE is now set to foe only. Lay on Hands increased from 1/Encounter to 2/Encounter. Base healing value was increased from 20 per tick to 25 per tick and Greater Lay on Hands increased from +7 to +12. Flames of Devotion was given a +20 Accuracy bonus. Spell Holding: Blessing Accuracy bonus reduced from +10 to +5. All Zealous auras set to the same size. This decreased the size of Charge, but increased the sized of Focus and Endurance. Bonus Graze to Hit rate added to Zealous Focus. Bonus Hit to Graze rate added to Zealous Endurance. Sworn Enemy will no longer call a hit reaction when applied. Endurance reduction on the end of Reviving Exhortation was reduced. Suppress Affliction base duration lowered from 15 seconds to 10 seconds. All Exhortations are now set to recover immediately. Reinforcing Exhortation now grants +25 deflection instead of +15. Hastening Exhortation lowered to 9th level (was 11th). Items, Spells, Abilities Arcane Assault and Flagellant's Path have received animation polish. Quests and Companions Fixed an issue where a door in the Stronghold's Great Hall could become locked after the Steward unlocked it. This is a retroactive fix that should fix a saved game on load. Fix for Against the Grain where you were able to convince Trumbel after convincing Sweynur. Players in broken states can speak with Trumbel to complete the quest. Entering Lle a Rhemen will now force an update to The Bronze Beneath the Lake to the proper step if it's somehow been reverted to an earlier stage, allowing the Engwithan weapon container to appear. Fix for cases where hurting a Crucible Knight during the Forge Knight attack on Crucible Keep would cause Lady Webb to assume you had burned the bridges with the knights' faction, thus forcing the invite to the hearings to come from Dunryd Row. This fix is also retroactive for cases where Lady Webb still waits to hear your word about getting an invite - head over Hadret House and speak with Webb to continue with the Crucible Knight's support as intended in your playthrough. Attacking any main faction after acquiring their invite will now properly result in a quest update that asks you to talk to Webb about getting an invite in some other fashion (Dunryd Row support). UI Added the correct icons for items that were displaying an incorrect icon. Fixed a minor issue with Scripted Interaction images not animating correctly at times. When dragging items in the inventory, you can now see their stack counts. UI fix made for some localizations that were seeing text flow over their button's bounds. Highlight shader will now properly render behind objects in the scene. Added notifications on skill level up that lets users know that skill points may be saved for subsequent levels. Spell bars now clear out correctly when users switch party members with hotkeys. Fixed a bug where the second line of an object could get covered by newly gained objectives. Fixed a UI issue where icons on an expanded spell bar could show blue or gold glows behind them. Added notification when a player attempts to target a spell or attack when Paralyzed or Stunned. Reordered spells and abilities on the character sheet UI. This was a fix to abilities being displayed under the spells category. Fixed a bug where placeholder icons might appear in combat tooltips. Suppressed effects on the party portrait icons now show their effects with a "suppressed" qualifier on tooltip. Added a "per X sec" clause to beam spell descriptions to indicate how often they hit. Transition icons will now revert to their non-glowing state if you attempt to transition, but click away before completing the transition. Stronghold upgrade "purchase" buttons are now greyed out when another upgrade is already in progress. General Fixes Fixed a crash that some people were experiencing on startup. This had to do with Unity attempting to load a corrupted font. Fixed slowdowns that could be caused by certain network adaptors or programs like Hamachi. Fixed a problem where interacting with the ability bar in certain ways could disable mouse input. Fixed an issue where SFX were not playing properly on containers. Fixed a bug where Deceptive disposition was gaining ranks too quickly. Wolves now have an ambient animation for knocked-down state. Fixed an issue where grimoires were getting corrupted when sending a wizard to the Stronghold. Fixed Commander Clyver's barkstrings to be hostile if the Keep is hostile.
  12. Two of those fixes are incorporated into the patch notes. Specifically the Ability Bar and Stamina bugs. The other bugs were not added because I think they were introduced by the patch so they didn't need to be listed. As for the other bugs, they should be fixed, but I need to have QA check their status before I add them to the official patch notes.
  13. Hey, everyone. 1.06 is now live on Steam. The build is being sent over to GOG and Origin shortly so they should have the update ready in a couple of days. If you would like to read through the update notes check them out here.
  14. Actually, we may have solved the problem. It is running through QA right now. If they give the thumbs up, I will release the build in an hour or so. Here is what this update should fix: Fixed a problem where it was impossible to sell items in a store if you were full on camping supplies. Spells that target friendly NPCs now only affect targets which the caster is non-hostile towards and the target is non-hostile towards the caster. Fixed issue where the Ability Bar sub menu could get locked into not disappearing if a hot key bar was ever shown. Retroactive fix for characters whose Stamina multiplier was broken in save games.
  15. I wouldn't count on it. We have been having problems with the build process and it seems like we may not be able to solve them until next week. Apologies.
  16. Hey, Beholder. Sorry to hear this. Was this problem occurring before the 1.06 beta patch?
  17. Current plan is early next week. Depends on how today's patch update works out for folks.
  18. Tomorrow we are going to post a new update that will fix a problem with the bartering UI and a problem with spell casting working on teams incorrectly. Was going to post it tonight, but there was a problem I noticed with expansion content making it into the base game.
  19. The DVDs have been pressed and the addresses have been sent to the shipping company. DVDs should be arriving in the next week or two.
  20. Update by Brandon Adler, Lead Producer Hello, backers. Obsidian has some very exciting news! Today marks the first day of a brand new Kickstarter for the Pillars of Eternity card game, Lords of the Eastern Reach. Lords of the Eastern Reach is a strategic card game of adventure and empire building based on Pillars of Eternity. You must protect and build a city. Hire heroes and troops for defense or to delve into dangerous dungeons for loot and glory. Build towers, blacksmiths and other buildings to gain the advantage and go for the win. The game is designed for 2-4 players and takes about 20-30 minutes per player. This gives the game a substantial feel while still being able to fit a game in on a work night. Turns are very interactive, with players being able to perform actions like building and hiring on other players' turns. No more sitting around waiting for your turn to come up! The original video game development team was actively involved in its development. The design of the card game was done by game industry veteran Chris Taylor (Lead Designer, Fallout) while much of the game's development was done by Obsidian's own Scott Everts and John Lewis. Lords of the Eastern Reach also features artwork created by Pillars of Eternity artists such as John Lewis, Kaz Aruga, Polina Hristova and more. If you are interested check out the video above where Feargus Urquhart and Chris Taylor go into the basics of the card game and talk about the Lords of the Eastern Reach Kickstarter in more detail. If you would like to back and get your hands on your own copy, head over to the game's Kickstarter page and donate.
  21. This is my last response on this issue in these comments. If anyone would like to discuss this in detail please start a separate thread. I want the comments on this blog to be specifically about bug reports It is not uncommon for large games to ship with many bugs that need to be fixed. There is no magical bug number that the game should be at when you release a product. You release the product when you feel that the game should be released - because the quality is at the right level, because you run out of money, because you feel it is the best for the game/studio/franchise... a combination of many factors. The reason that PoE was not released as an Early Access game is because it wasn't an Early Access game. If you take us patching the game as proof that the game is Early Access then we have fundamentally different ideas of what Early Access means. Let me be clear, PoE is a finished product that Obsidian is dedicated to supporting. The product was deemed a finished product because Obsidian considered it a finished product. It is really as simple as that. If this is not something that you agree with you are free to hold that opinion, but I would argue against it. Like I mentioned previously, if you would like to discuss this further, please create a thread in the general Eternity forum.
  22. A fix was put in for it and a new build is being generated now.
  23. It should be live in the beta, as far as I know. Are you looking in the beta?
  24. We have tried a few different things in previous patches, but if you are still running into 32-bit crash bugs there may not be much more that we can do right now. We are still looking into things, but there are no easy wins at this point.
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