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Everything posted by BAdler
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Adam is working on the Mac build right now. It has a recurring crash and Adam has tracked it down to our use of our string database. There are also some other issues that are most likely due to file path differences that will need to be tracked down and squashed.
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I haven't spoken to Sensuki about anything that will be in the patch, but he may have talked to another developer.
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Not anything in particular. We have spent a good portion of the past couple of weeks trying to add in and modify UI and AI so that combat feels a little better. There are a ton of other fixes throughout the build, as well.
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Hey, guys. It has been a while so I wanted to let you know that we are still working on a new patch for you guys. There are still some issues we want to iron out, but we are hoping we can put a new patch out sometime in the next few days. Once things look a little more locked down I will add more info.
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We have put the new Backer Beta update live. Have fun, guys, and thanks for all of the hard work you have put in when reporting issues. It really makes a huge difference and we are getting lots of great info. Fixed Issues Save/Load Items disappearing on save/load and transitions has been fixed Fixed a problem where quests/tasks are lost when loading while in a game Saving games no longer causes the zoom in/out feature to function improperly Currency, Quest items, Crafting items, and Camping Supplies are no longer placed in the inventory after loading a game Status icons no longer revert to temp icons and text after loading a game Spells/Abilities/Classes/Gameplay Adventurers can now be hired at levels above level 1 Characters no longer get stuck in attack or casting animation loops Health values are no longer the same for all classes Deep Wounds effect is no longer dealing large amounts of damage Paladin's Zealous Charge is no longer slowing/rooting characters after saving Fix to an issue where weapons would occasionally disappear on start of new game on slower machines. Wizard, Cipher, and Chanter receive talents at level 3 and 6 now Party member responsiveness has been improved New icons for first level spells Added new hairstyles Added new portraits Pathfinding is more accurate Improved pathing around creatures Scene transitions are more tolerant when switching scenes Added fades to transitions Fixed issues with ambient map levels being set too high PC being knocked unconscious will not end the game. Fixed maximum health issues on level up Many other spell/ability fixes (too numerous to list) Items Shops should have correct pricing now Items and loot bags no longer appear on the ground randomly Dropped loot no longer reappears after being looted The Skull Key can now be used to open the entrance to Temple of Skaen Added "page" system to the stash to improve performance when there are hundreds of items in the stash User Interface Inventory is no longer acting as though it is full when it is not Main menu options text is no longer disappearing Fixed a problem where players would lose control when closing the stash while holding a stashed item The Continue button loads the newest save now Right clicking portraits no longer moves the selected character Turning the HUD off and invoking a menu no longer locks the HUD as invisible Opening and closing the map quickly no longer allows you to see the entire area without fog Added UI indicator for Fast and Slow modes Updated look and feel of selection circles Added new death screen art The area map should match the look of the area Fixed mixed glyph issue with dynamic fonts. This was causing text to look LiKe It wAs MiXIng SiZEs Added scroll speed options in the settings Control mapping is now saved Audio SFX are no longer looping in slow motion, while pausing, or when knockdown is played Other Formations are now spaced properly/evenly Water no longer becomes black between 5 and 7 am Pace in the back of Dyrford Tavern is no longer translucent Added SetZoomRange console command On Known Issues List (that weren't fixed) Save/Load Dead party members will rejoin the party after transitions and save/load Spells/Abilities/Classes/Gameplay Problem with AI instruction sets where sometimes enemies will stop attacking Charmed/Dominated creatures will attack themselves User Interface Cannot cancel Character Creation, Level Up, or Adventurer Creation Character Creation buttons can have a significant delay when clicked Steps can be skipped in Character Creation There are many other known issues, but I wanted to list the ones that were on the known issues list that we are still looking into. We will continue to add to the list in the bug forum.
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We are looking to release it tomorrow. We have a build that looks like a good candidate (but main menu music stopped working). We are going to do a few fixes tonight and we will either push out tomorrow's build or, if tomorrow's build has problems, we will push out tonight's build. Wonderful! If I understood this correctly, we'll get a new build today, and knowing Steam, possibly around 19:00 CET. I wonder which class I'll roll up this time. Perhaps a cipher. We will most likely release it this afternoon. There is a bug we thought we had fixed in regards to modal abilities doubling after a save/load, but we found another set of steps that can trigger the problem. We want to fix that before we put out the next patch. I will keep you guys informed as to when I am ready to toss the build on Steam for you guys. Thanks for keeping us updated Badler. Btw, could I ask a favour? Any chance you could find someone from the company to respond to our 'combat xp' megathread? We are aware of the thread internally, but I am not sure how much of it Josh has read. Regardless, I will let Josh make any comments about that system since it is a touchy subject and he is best equipped to answer those questions.
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We are looking to release it tomorrow. We have a build that looks like a good candidate (but main menu music stopped working). We are going to do a few fixes tonight and we will either push out tomorrow's build or, if tomorrow's build has problems, we will push out tonight's build. Wonderful! If I understood this correctly, we'll get a new build today, and knowing Steam, possibly around 19:00 CET. I wonder which class I'll roll up this time. Perhaps a cipher. We will most likely release it this afternoon. There is a bug we thought we had fixed in regards to modal abilities doubling after a save/load, but we found another set of steps that can trigger the problem. We want to fix that before we put out the next patch. I will keep you guys informed as to when I am ready to toss the build on Steam for you guys.
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It isn't exactly that easy, but we will send out notes that list some of the major fixes and some of the stuff we are still working on. Why don't you just use a bug tracker? That would allow you to almost completely bypass the patch notes, wouldn't it? We do use a bug tracker, but there are tons of fixes that go into the build everyday. We would have to go through and strip out the majority of fixes which may not be applicable to the beta. We are going to do that, but it won't be a comprehensive list, just the changes that we feel are most important for you guys to know.
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When we investigated it seemed like data was being cached that we didn't know about. We are trying to clean up as many of the save/load problems as we can for the next patch.
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It won't be extremely elaborate, but we will try to list out the major fixes that we targeted and what are some of the big issues that we are still working on. No rush on this. I started a new run through of Planescape Torment over the weekend, and am enjoying it immensely (with some key mods installed, of course). I should be tied up with this for a while, so feel free to make that update as close to perfect as you can manage! Strongly recommend that folks go back and enjoy an IE run through during the wait time! We would like to keep the patch releases fairly consistent. Every week or two, at least. We might even discuss putting out more frequent patches after the first few.
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Writing elaborate patch notes takes quite a bit of time that can be spent else where actually fixing issues. I don't think we need them at this point in development. I'd say that this depends on what you mean by "elaborate" patch notes. There should be some patch notes, even it's just a list of all the bugs that've been fixed and all of the changes that have been made as this is hugely helpful for testers (as I can attest from my day job!). One of the devs on here has already mentioned that they're using a bug tracker and most (if not all of those) are capable of a report showing what's been resolved in a particular period so I wouldn't be surprised if that's basically what we'll get... It isn't exactly that easy, but we will send out notes that list some of the major fixes and some of the stuff we are still working on.
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We wish we could respond even more than we do. Unfortunately we are a small team and every body we have is needed for closing out the project. That said, we will try our best to listen and respond when we can.
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Just because we have a newer build doesn't mean we can push it to Steam. We need to make sure some of the targeted fixes make it into the build for you guys.
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We are looking to release it tomorrow. We have a build that looks like a good candidate (but main menu music stopped working). We are going to do a few fixes tonight and we will either push out tomorrow's build or, if tomorrow's build has problems, we will push out tonight's build.
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I would start fresh ones. It is almost always a good practice to dump old saves while the game is still in development. Old data can cause strange bugs when you play,
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They should be fixed. There is still an issue where secondary weapons in secondary weapon sets are disappearing, but it is proving a difficult fix. On the whole, though, save and load will be in a much better state. Also, this patch will have our new pathfinding code which should help make combat a little more enjoyable/playable.
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It won't be extremely elaborate, but we will try to list out the major fixes that we targeted and what are some of the big issues that we are still working on.
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We are still working on them. There are a few strange issues, but we are hoping that they will be up for the update after this one.
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Extra digital downloads
BAdler replied to muad's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
When we allow users to redeem keys for the game, they can just send those keys over to their friends. Shouldn't be any problem. -
We haven't done any of our voice acting yet. I didn't download the file, but you are probably hearing developer VO to test the system.
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Hey, everyone. I just wanted to let you know that your Pillars of Eternity team is hard at work fixing up the game based on the bugs you have been reporting. I can't give you an exact date, but we would really like to release the patch next week, if possible. We have been focusing on save/load, pathfinding, AI, and class fixes. When we get the exacts nailed down we will let you guys know. Thanks for all of the hard work you guys have put into helping us with the beta. The extra eyes are invaluable!
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Crowdfunding is now over!
BAdler replied to Darren Monahan's topic in Pillars of Eternity: Announcements & News
Hey, RadonGOG. Unfortunately our backer funding period has ended and we cannot accept additional backers. Keep on the lookout, though, because we will be opening up preorders soon. Also, the beta will only be distributed over Steam. There are many reasons for this, but here are a couple of big ones: This makes sure that there aren't multiple versions of the beta floating around at the same time. All backers will be on the official build when we discuss issues and bugs they are seeing. This may not seem important, but it can save the development team lots of time when solving those bugs. Steam makes distribution of patches very easy on our end. Essentially, we can copy a new build up to their servers and they will automatically generate patches for us. This means we can put out beta patches much more frequently on Steam. -
Thanks to suggestions from some of our members, we will be using predefined tags for reported bugs. When you create a bug thread, please choose which tags apply to it from the predefined tags in the list. This should help us sort through the bugs a little easier. Thanks.
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How To: Save output_log.txt and Find Saved Games
BAdler replied to Sensuki's question in Backer Beta Bugs and Support
This is a great post, so I am going to sticky it. If you run into crash bugs (or other strange behavior) please attach the \Steam\steamapps\common\Pillars of Eternity - Public Beta\PillarsOfEternity_Data\output_log.txt file along with your thread. Also, if you need to attach a save, you can find them located at %appdata%\..\LocalLow\Obsidian Entertainment\Pillars of Eternity\Saves\.