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Morpten

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Everything posted by Morpten

  1. Another one on Persa, after interrupting her and Baer's chat in one of The Hole's back rooms, and me disposing of Baer as result (related taks/quest: "A Sinking Feeling")
  2. Another instance, this time a Goldpact Fighter and a Goldpact Rogue of Orron's group on The Hole's 2nd floor in The Gullet (related task/quest: "All Aboard"). Actually was only able to capture the moment of them "diverging" and becoming two seperate entities again.
  3. What it says in the title. For some reason, shortly after engaging/initiating the encounter with the Giant Cave Grub in the Old Temple of Ondra in Old City, Eder turns invisible and if that's not weird enough, the Giant Cave Grub gets "stuck" in using its Grab ability (without actually using it) and won't fight back nor retailiate/defend itself. Eder, like mentioned, "disappears" but is actually still there (as per his selection circle). He cannot be moved nor can his abilites be used until the encounter is finished. Let me know if a savegame would be helpful in this matter.
  4. Not exactly sure if I'm reading too much into this but looks to me as if the Mad Harvester in Old City does maintenance work on the Sigil of Darkness next to him. If that's the case and he's doing that on purpose (or "as intended") this particular instance surely could use another QA pass since him doing the "hammering" or rather "hacking" animation is a little off from the Sigil of Darkness he's supposed to do "maintenance work" on. The actual issue here is when you manage to destroy the Sigil of Darkness without triggering the Mad Harvester (done with a ranged character like Aloth for example) he will still hack away at respectively do maintenance work on nothing.
  5. For some reason there's also this horizontal shift to the right (by 1 or 2 pixels) of the Off-Hand damage range (15-21 slashing damage in this case) in the character screen when hovering over it with the cursor. Switching to another character and back to the one with the Off-Hand damage range resets it.
  6. There's this slight horizontal shift by 1 pixel of the circular frames around the little character's portraits in the character screen when clicking on/hovering over them with the cursor. Occurs both with the highlighted (turquoise) frame as well as the default one.
  7. Should have a 0 (Zero) instead of a lower case "o" in "...from reaching o for a brief moment.", if I'm not mistaken.
  8. Like it says in the title - the loot container pictured in the second screenshot (gray polygon in the center) is permanently highlighted without holding down Tab.
  9. Previously reported ones here, here and there. Not as significant as the ones mentioned above, but nonetheless exemplary and maybe enough to prompt another QA pass on Deadfire's pathing and pathfinding in general(?).
  10. The ones that rise from the heaps of bones upon acquiring the Cornett of Depths through the CYOA scripted interaction. Worth to note that their outlines are actually only visible when you're in combat and near the spawning points and have line of sight.
  11. Just in case you weren't aware that this a thing. Not sure if it's just Serafen/Orlan-specific. On a related note you might want to have a look at Xoti again as well. In some cases and poses/postures she does the strands of hair in her face can be seen clipping into her cheeks for example.
  12. Similar issue with the ones previously reported here. Right hand side of the "Skuldrak Nest" point of interest location in Old City Overlook.
  13. True, but to be 100% correct, I think the message should also mention that you're able to recruit or dismiss party members at every inn or tavern as well.
  14. Following up on the - not fixed yet - issue with the ornaments to the left and right (next to the inventory button resp. the options button) of the quick menu doing this slight horizontal shift when clicking the inventory resp. the options button (previously reported here): Sometimes the options menue also makes a different, more "aggressive" sound now when switched to it. It comes and goes, and transitioning to another location (Periki's Overlook to the Gullet for example) seems to be one way to "fix" it. At least until it's doing this weird sound effect again.
  15. There are also those noticeable shifts in lighting(?) of the inventory grid in the stash as well as both grids in the trading section further below.
  16. The quest items "crown" filter button still has no sound attached to it as well (as previously reported here).
  17. Continued from previous reports here. Two more occurences on the upper floor of the Valera Estate in Queen's Berth: Balcony area on the 2nd floor of the Luminous Bathhouse/Periki's Overlook: Couple more in The Hole/The Gullet: And on the 4 Ailing/Feverish Roparus in Pitli's Sanctuary/The Gullet:
  18. Another CYOA Scripted Interaction-related issue, like the one previously reported here. Don't know exactly what triggered that behavior, but prior to this I had: - explored the entirety of the Narrows through the CYOA scripted interaction - gained access to Dereo's Lair by using the suolenet - progressed the accessability of Delver's Row up until the point of "unlocking" entry through the merchant stall's curtain without taking/initiating it just yet Starting point is Dereo's Lair: Going through the merchant stall's curtain and continuing on: Showing the suolenet: But instead of transitioning to Delver's Row it puts you back to where you started from, in this case Dereo's Lair: Doesn't matter if you start from The Gullet's entry point to the Narrows and the Narrows CYOA scripted interaction either. Once you use the suolenet to get to Delver's Row it will loop and put you back outside of the entrance to the Narrows again.
  19. Little more severe than the previously reported geometry-/texturing-related nitpicks here. Speaks for itself I think:
  20. Not fixed with v1.1 yet, so I guess that's still a little further back in the pipeline?
  21. Another "broken" vision cone on an Earth Blight in the Old City Ruins:
  22. Yep, you guessed it, same problem with Fyrna, The Hole's innkeeper in The Gullet. Once again, a significant discrepancy between the spot the actual pickpocketing takes place (through the pickpocket window) and where the innkeeper/bartender actually is in that moment:
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