
piercehead
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Well that was disappointing (The End)
piercehead replied to Floki's topic in Pillars of Eternity: Stories (Spoiler Warning!)
Why do gods have bad memories? But of course, who could forget "Lloth"... -
Modding?
piercehead replied to TrashMan's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
http://www.nexusmods.com/games/mods/searchresults/? -
Bonded grief bug?
piercehead replied to Heijoushin's question in Pillars of Eternity: Technical Support (Spoiler Warning!)
Just get your pet killed and when it revives the debuff should be gone. -
Eder and Durance not recruitable
piercehead replied to skubber's question in Pillars of Eternity: Technical Support (Spoiler Warning!)
I'd suggest playing the game normally rather than reading where everyone is first... -
Persistent Bonded Grief
piercehead replied to VanishedOne's question in Pillars of Eternity: Technical Support (Spoiler Warning!)
Add me to the list with this problem I'm going to go out and let my pet get killed again in the hopes that resets it. Edit: it worked...though my wolf nearly soloed the troll I sent him up against so it took a while -
Yup. Loving Wasteland 2 atm. No, I'm not in a hurry for a BB patch but will try it as soon as it drops.
- 77 replies
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- Backer Beta
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I think this is a case of mountains and molehills. So they're going to balance town encounters as if you'd got all your abilities and resources available? So what. "a heavier emphasis on efficiency and tactical precision" That stands to reason, and does not suggest to me that all fights in towns will be much much harder than anything else. Obviously it's something that needs a balance, and that's something that they'll do on a per-encounter basis like the rest of the game. As to the fact that it's being done because of another game mechanic that's in the game? That's the way it is. Sure they could scrap the rules on resting and healing and getting spells back...or they could just tune a few fights.
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[v278] Keybinding tests, bugs and remarks
piercehead replied to mutonizer's question in Backer Beta Bugs and Support
I disagree on point 1. More options are always best, and it's the reason why contextual inputs are very often bad, particularly in console-to-PC ports. It's good to have these actions split up. Say for example you know you just want to attack a certain unit, having an 'attack' command means there is no way you can accidentally misclick and move your squishy wizard into harm's way, for example. The keybinds using modifiers don't currently work for Shift/Ctrl/Alt- i.e. you can't set it to 'Shift+' (or 'Shift+None' as it's displayed) though other keys mostly work. No doubt they'll be fixed before release. I'm sure the same goes for extra mouse buttons being bindable too. -
[BUG] Animal Companion instant attacks / attacks dont register
piercehead replied to Fiebras's question in Backer Beta Bugs and Support
Yeah, Ranger's not much fun at the moment. I experienced the same issue with my wolf companion. Moving and relocating it somewhere else in combat would sometimes fix it but not always. -
[BUG?] Cannot buy all camping supplies in the inn
piercehead replied to Ink Blot's question in Backer Beta Bugs and Support
Straight from the "How To: Game Basics" link in this section of the Backer Beta forum: "The amount of Camping Supplies you can carry is dependent on the difficulty setting of the game. Higher levels of difficulty will have more restrictions on supplies." Edit: I'd imagine in the full game it'll be introduced early on as well as be in the release manual.