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Theodanis

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Everything posted by Theodanis

  1. Not even two days and Obsidian has fixed it! I can confirm I no longer have this issue with the latest build. You devs rock!
  2. Here are a few more minor bugs in V3.8.0.88149 I've encountered which should be easy to patch: The wild druids to the north of Lle A Rhement's entrance often get stuck standing and doing nothing during combat. Attacking them sometimes breaks them out of it. I've consistently had hidden intractable objects (Ie: the purple outlined ones found during scouting) not illuminate at all. This doesn't seem to be an issue with containers but hidden switches. I can still use them but I need to pixel hunt with my cursor to find them. Consistent ones that remain invisible even after my character mentions finding something are: the Woedica Temple floor tile switch to open the tomb area, the lamp switch on the upper floor of the Eothas temple, the floor tile switch to open Lambdala's amphitheter to the catacombs You can enter the Underground Woedica temple during the Defiance Bay riots by having your character approach it from the right road. This can cause you to enter in First Fires and Brackenbury from the wrong side which will make you stuck since all of the other waypoints are disabled during the riots and burning debris blocks them from the main path you're supposed to take. Into The White Void is extremely easy to do because as a Ranger, you can just send your wolf companion to run to Glasvahl which triggers the dialogue event to finish the quest. The temple priests do not aggro even if your companion is right in front of them in the restricted areas. They even open the door to the main chamber for your companion to run through. The audio for the Twin Elms guards that bar passage to Old Song and Elms Reach plays only on one speaker and very faintly. This happens with my standard dual channel setup but it sounds just like if you try using surround with two speakers. I triple checked my settings to make sure this wasn't the case, all other dialogue works fine. Sometimes the combat track suddenly ends and the regular biome specific idle track plays in the middle of combat. This happened when fighting the Durgan's Battery Lagufaeth and Ice Blights to the left of the bridge that leads to Feara's shipment and the ice cave. There's a strange cut-off jingle that plays very rarely when combat starts and you're in autopause. It's sounds like the brief winning sound from a slot machine that's faint. Sounds similar to when you record something but forget something else is on in the background. Not sure if this is a bug, but Heodan's buy price for everything is very high at the start of the game. You can sell him all your gear for an easy 2900cp or so from the start (Gaun's pledge can be sold for over 1500cp).
  3. This happens quite a bit and there are many ways of it triggering it. The easiest way that's been around for at least a few years is to (as a Ranger): Enter combat and auto-pause or manual pause Enable the Vicious Aim Modal AND use wounding shot to target an enemy The player is stuck taking no action until you order them to move or cancel the action Upon moving or canceling the wounding shot, the modal activates just fine The problem is that there are so many other ways this can be triggered that I can't keep track. I'm always wondering if my player is waiting for his recovery to finish or is deadlocked and needs to be moved (often causing a heavy disengagement damage penalty). Is there a mod or tool to inspect the recovery time to check what's happening in the game's internals live during combat? I'm avoiding the console to play as legit as possible.
  4. This has happened alot during my solo playthrough where my wolf starts doing 0.6 damage to enemies (after DR). Upon closer inspection, my wolf only does 1-7 crush damage to everyone. The only way I've managed to fix this is to retrain my character from scratch. I'm not sure exactly what causes this but I'm pretty sure it has to do with status afflictions causing my wolf to unequip the default hidden pierce weapon and use fists. Resting doesn't fix the issue though. There's a few more wolf companion bugs I've had too: The wrenched knee affliction causes my wolf to play the running animation much faster while only running much slower. This amusing visual bug happens both in and outside of combat and remains even after resting to cure the wrenched knee. Combined with another affliction like hobbled it's funny to watch but should definitely be fixed. Once, my wolf was stuck at moving at -2 movement speed, about half the speed of my unbuffed character. There were no status afflctions or effects and was only noticeable when combat started. The only way I was able to fix this was by retraining my character.
  5. Specifically, for some enemies (ie: Ogre Chanters during the WM Stalwart battle) successfully hitting them with Charm/Dominate even with a long duration causes them to start walking back to where they stood before combat even if there are enemies to target all around them. This walking back lasts for about a second before the charm/dominate instantly goes away (same behavior as if they're the last enemy left) and they aggro like all the regular enemies. I've had this happen with many different enemies like the Crag Ogres and different mercenaries. I can consistently reproduce this bug by charming the Ogre Chanter to the right of the Gref's Rest during the Stalwart battle only for them to walk back to where they started for 1 second before the effect disappears and they aggro once more. I've seen this issue raised before in 2016 but it still seems to be in my latest build v3.8.0.88149. It makes doing The Ultimate legit much harder since this seems to happen about half the time.
  6. When my player or any other figurines or companions are hit with multiple stunning effects where one stun is applied before the previous one has worn off, it causes the player to still be stunned after the stun has worn off. To be clear, the stun timer reports the stun correctly in the afflictions section but my character remains stunned after the timer has expired and the stunned affliction has disappeared. This extra (hidden) stun duration seems to be tied to how many successive stuns the player or companion endured. For example, while clearing the Caed Nua Hall of phantoms by having the summoned Animat shield my companion while I cast fan flames from behind, the animat can remain stunned for an additional 4-5 seconds during which he plays the stun animation interrupted by hit animations even though the stun has worn off and there are no enemies left hitting him. To reproduce, just have your wolf companion get hit a few times by a phantom and kill it before it knocks out your companion. For context, My MC is a ranger and I have no other party members. Using V3.8.0.88149.

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