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Ink Blot

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Everything posted by Ink Blot

  1. [DESCRIPTION] Peacefully resolved the Ogre quest by talking the Ogre into leaving. Returned to Rumbald and told him we convinced the Ogre to leave. After that, chose the convo option to give him 400 cp. Combat log notes thta Rumbald gives the party Lead Spitter and a piglet. As well, it noted the 400 cp lost. Finally, it notes that the party receives 1500 XP. However, no XP are actually awarded. [DETAILS] Save game can be accessed through link at bottom, where this can be tested, but: 1) Solve the Ogre quest peacefully by convincing him to leave. 2) Return to Dyrford and note your XPs before speaking to Rumbald. 3) Talk to Rumbald and tell him you convinced the Ogre to leave (convo option 1) 4) In the next dialog box, choose option 4, where you elect to give Rumbald 400 cp. 5) Note the awards in the combat log, which includes the items listed above. Note also that your XPs are not increased. Not sure if this is specific to these particular options or if you just don't actually get XP when talking to Rumbald when resolving the quest peacefully. [EXPECTED BEHAVIOR] Well, if the game tells me the party is gaining XP, I'd expect to receive said XPs. Save game: http://www.upload.ee/files/4239189/aeee5e2859064bd581301c4644fa8609_DyrfordVillage_7709942.savegame.html Output log also attached. output_log.txt
  2. This doesn't work for everyone, but it seemed to fix the issue for me: 1) Do not load from Continue and only load a game from the main menu (when you hit ESC, don't load from that menu. Instead, select Quit and then load from them menu that opens up). 2) When you shut down the game, also shut down Steam. As I said, this may not work for you, but when I started doing this I was able to use the grappling hook as well as complete quests. With the first two characters I made I was unable to do either.
  3. Re the doors to the round chamber, if it's the one with the blood pool: - Mechanics skill of 8, or 8 lockpicks, or any combination of the two that add up to 8. - The key is not the one found on the corpse on the ledge outside the ogre cave. That particular key fits the lock in the skull on the ground outside the entrance to the temple dungeon. The key for these doors is found in the dungeon area across the chasm (you need to either get there with a grappling hook, or from the back chamber in the tannery shop) If it's Weymund's chamber you're talking about then it's on one of the three guards outside the chamber door. As noted, lockpicks can be found in the temple dungeon. Grappling hooks can be bought at the weapon merchant, and you can find one in the boat at the west end of Dyrford (pretty much directly west of Rumbold). You need to be in Search mode to find it. The BB Rogue can do it. Again, as noted, the key in the tanner's shop can be found when in Search mode. That key opens the door behind the tanner though (you'll get into a battle if you try to open the door though, so be warned). A note: Webshaman mistyped on the Athletics requirement for the dragon egg. It's not 15+. It should be 5+ I believe.
  4. Upload it to a file hosting site such as upload.ee and link it here.
  5. [DESCRIPTION] When creating a character, once you get to the attribute screen, the culture bonus from Aedyr (+1 Resolve) is already added to the Resolve Attribute, as this is the default selection on the next tab, which is Culture. [DETAILS] Create a character (preferably a race that doesn't have a Resolve bonus) and look at the attributes and note that Resolve is at a value of 4. It should be 3 (the base). [EXPECTED BEHAVIOR] Attributes should be at the base value, except for whatever the race adds before getting to the attribute allocation screen. As it currently stands, the Resolve bonus from Aedyr is added onto the attributes, but the Culture choice occurs after you distribute your attribute points. Aedyr is the default selection on the Culture screen (+1 Resolve). I would expect that the Culture bonus does not reflect on the character attributes until after the Culture screen is accessed and the Culture choice is made. [NOTES] Although it's not a big deal, as it's only a single point, this can be somewhat confusing if you're trying to hone your character's attributes to a specific value. You may set your Resolve to a specific value, only to have it drop a point if/when you access the Culture tab and select a different culture than the default Aedyr.
  6. There is an issue with quests not completing. I had it with the first couple characters I played. A suggestion posted elsewhere was to only load from the main menu (don't use Continue). This means if you hit ESC, don't load a game from there. Hit Quit, then load from the next menu. As well, when you shut the game down, shut Steam down too. This seemed to clear up the problem for me.
  7. Yeah, it's known, but just probably not listed where you think it should be. In the Known Issues thread, second post (the one by NCarver) under User Interface.
  8. Yep. Not sure why you never got the option. Possible bug or perhaps a condition not met? CON check to get back without falling (16, I think).
  9. Yeah, this is what confused me as well, and I reported it as a bug only to find it's WAD. I missed a Lore check in dialog but knew my Wizard had more than enough Lore to cover the check, so was wondering why it failed. NCarver told me the game looks only at the PC's stats/skill in dialog. Re the locks, if you find lockpicks, you can use them to open a lock. The number you're short on the skill check is how many lockpicks you'll need. So that's at least one possible way to get around the need to level before trying again. Not certain, but I think the gloves are a random loot drop because I didn't find them on every run. Wish I could recall exactly where I got them, but I've run so many builds through the game that it's all jumbled together.
  10. Or, you could find lockpicks and/or the gloves that add +2 to your Mechanics skill (can't recall the name of them offhand) and open that lock before levelling. As for the min/maxing, that may change in the final build once they start to tweak and balance. Like you, I'm powergamer at heart and like to min/max as well, so just pointing out that this may be a bit tougher to do in the release build. One thing about the dialog (with NPCs) options: I was told by one of the devs when I asked about this that in dialog interactions with NPCs, the game looks only at your PC character's stats/skill scores. Other party members are not taken into account for those. Party NPC values can be used in scripted events, tasks, lockpicking etc. But not in convos.
  11. Sorry, that was kind of tongue-in-cheek. I love reading game manuals and rule sets (even bought the Numenera core rule book because I backed Tides of Numenera) Anyway, apparently Josh is a big fan of 4th Edition, and the game mechanics of PoE are very, very similar to that rule set with respect to the use of 'powers' (talents and feats) in combat, their cooldowns/uses per day/encounter.
  12. Ah, that sucks. The beta's pretty fun when you can actually interact with the scripted events and turn in quests. I read they hope to have the patch out by next Wednesday. Keep your fingers crossed.
  13. I reported this in the bug forums, but not sure if it's a bug, so I'm posting it here as well in case: When you get a popup notice of an addendum added to the quest log (top left of the screen), if you click on that banner notification nothing happens. My suggestion would be to have the journal open when you click on it.
  14. +1 on this suggestion. The sheer awesomeness of this far outweighs any 'balance' consideration (especially since I can't see this as being overpowering).
  15. Not sure what causes this bug, but I've had it s well. In fact, in the runs where this occurred, I couldn't turn in any quests (no option to resolve with the original quest giver). Someone on the boards mentioned a couple things which I tried and it seems to have worked: 1) Never load a save directly from the menu that pops up when you hit ESC. Instead load only from the main menu (if you hit ESC, choose 'Quit', then load from the main menu). 2) When you save and quit the game, shut down the Steam client as well. Again, I don't know if anything related to this affects it or not, but coincidentally, when I tried this advice I was able to complete quests and use the grappling hook.
  16. Have you read the D&D 4th Edition rule set? If not, I encourage you to do so and then see how you feel about this statement.
  17. [DESCRIPTION] When you have items in the far right slots of the inventory and you mouse over them, the popup description is partially hidden by the edge of the inventory window. [DETAILS] Put an item in the far right slot in the inventory. Mouse over the item. Note the popup description is obscured by the edge of the inventory panel. [EXPECTED BEHAVIOR] The popup should overlay the inventory panel edge, not be hidden under it. Screenie attached.
  18. Thanks for the reply. I suspected it may be something like that (and thought I'd read that somewhere as well, but wasn't certain). this likely explains all the behavior in my OP. Cheers.
  19. [DESCRIPTION] On the Load screen, when you have a large number of saves under a particular character name, a 'ghost outline' of save slots appears under the save games window. (The window can only list so many in the space given). As well, when you delete a save, the cleared spot remains empty so that you have to scroll the list to get at saves toward the bottom of the list. [DETAILS] Make several saves (7 or more) so that when you bring up the Load screen, the window cannot show them all. You'll see the 'ghosts' of the saves that cannot fit in the window below it. Delete some saves. The slot area where the save was remains blank. [EXPECTED BEHAVIOR] Would expect not to see the 'ghosts'. As well, I would expect the list to compress with each deleted save so you don't need to scroll the empty space out of the way to bring the saves at the bottom of the list into view. Screenie attached to illustrate.
  20. Not sure if this is a bug, or if things are adjusted somewhat for the Beta, which may affect the XP awards: [DESCRIPTION] Gained some XP during the Ogre quest and since I was tracking how much was gained at each milestone point, I checked the log and the character sheet. Log stated that the party gained 1500 XP. My character, however, gained 1575 XP. Not a big deal, of course, but I'm wondering if there's a bug, or a rounding issue, or if there's a secret bonus the character got? Playing an Orlan Cipher. Question: is the lump sum noted in the log supposed to be divided equally among all party members, or is that sum what each gets? Either way, it seems the calculation is off. [DETAILS] Follow a quest line, noting how much XP the character has. Calculate what was actually given when the log reports the party received XPs. [EXPECTED BEHAVIOR] Not actually sure, as I'm not sure of the mechanics or circumstantial factors (See my opening comment and question above).
  21. Not sure if this is a bug, but if not, it would be a good suggestion as added functionality: [DESCRIPTION] When you get an addendum entry to the journal, if you click on it, nothing happens. [DETAILS] Complete any objective when following a quest line. You'll get the popup banner at the top left of the screen apprising you that there has been an addendum added to the journal. If you click on it, nothing happens. [EXPECTED BEHAVIOR] I would think that clicking on that popup notifier would open the journal so you can read the entry.
  22. Missing string in the Rogue class talent Deep Wound. Description reads "100.0 *Missing String* Damage over 10 sec"
  23. No DLC, please. Just the expansion and the sequel.
  24. I remember this one, as I found it too. Can't tell you exactly where I found it, but I'm inclined to say in the Skaen Temple.
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