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Sensuki

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Everything posted by Sensuki

  1. I don't think it's necessarily related to the types of enemies you are fighting, just game balance in general. In the current meta, it doesn't really add any survivability, neither does Ancient Memory.
  2. Some of these glitches probably occurs sometimes because the size of the movement indicator is smaller than the selection circle/collision size and the character is trying to center itself on a position on the navmesh which it cannot, thus the endless loop/glitch. It would probably be better to change the movement indicator to be as large as a selection circle of the unit, to avoid these problems.
  3. Pathfinding issue with tight spaces between units
  4. You can manually path through a tight space between two units, but if you click somewhere behind the two characters, the automatic pathfinding will not properly detect the shortest path, and will, depending on the vector, severely bug out.
  5. Also hangs when you do it and try and go upstairs, instead of outside.
  6. The hang is when you dismiss a BB character. You can have the BB party and a 6th adventurer, and then hire an extra adventurer and dismiss the previous one, but if you dismiss any BB party member then the game will hang once you try and exit the inn.
  7. I'll try just dismissing certain characters, and see if any one of them in particular is causing it.
  8. Cheers, I will use the recruit 7th party member way of doing it for testing, didn't know you could do that. edit: and It still hangs for me doing it the normal way too (recruiting a 7th party member, then dismissing everyone).
  9. One example for me is Fighter's Rapid Recovery. In the full game, it might end up being a good talent. But why would I take it now? Sure it helps me auto heal stamina, but that auto-stamina healing is not going to do anything when you get dropped by an enemy creature in 4-5 hits. Much better off picking something Deflection boosting talents and using spells to mitigate the damage.
  10. While I first tested this with Bester's mod, as Bester stated before, PartyManager now works in the console again in the default game, so here is a video with the pure default game showcasing the hang on transition. I validated my game on steam before making this video
  11. regarding the unlootable corpse - http://forums.obsidian.net/topic/69252-333-unreachable-dropped-loot-from-corpse/
  12. Also could be related to the inclusion of voice over, when the death VO line plays, that might be what's causing the lag
  13. Since the only thing that appears to have changed is the inclusion of voice over, maybe that's what's causing the hitching, because VO is played when a character is selected
  14. Pls implement this NPC circle color for colorblind mode off
  15. The Hobbled FX is now way more obtrusive than the Web spell FX itself .. lol Chanters now automatically chant in combat too
  16. I disagree. I read that you don't really like the IE style voice sets that much on the Codex.
  17. I suppose one of those is because it centers the camera on where you clicked, so if you don't kinda click in the middle and start dragging immediately it will jump around like that, still kind of weird though.
  18. In the Infinity Engine games the VO line played through unless it was cut off by another VO line.
  19. In this build I wouldn't be surprised if any character dies in nearly 2 hits in PotD
  20. 392 bugs (23-12-14) Male Orlan Head 2 Missing FPS drops when selecting characters - fixed internally Issues with resizing the dialogue UI Poor Combat Performance / Microstutter when units and characters die - recognized by QA Can't select hair and skin color when skipping through CC options Kind Wayfarers don't have a Paladin specific Talent - fixed internally (was actually Shieldbearer's of St. Elgca) FPS drops when interacting with character creation buttons Blinking red corpses after looting Engagement Arrow bug and Teleporting Beetle Bug Modal UI bug Periodical game freezing Party Manager breaks Area Transitions - recognized by QA
  21. This is not related to the beta itself, but the full game. Bester had to adapt his mod to the new patch because of the new selection circle code, and he sent it to me before. I want to test out the new Engagement fixes with a party of Fighters, but I can't - because using the Party Manager breaks area transitions. I assume this is related to the new 'fixes' to save/load/persistence. Because the party manager is not part of the beta, it didn't necessarily need to be fixed for the build to pass QA. Since you guys have the full game, this issue may be present for you as well, and here's how to reproduce it Dismiss a party member Try to exit an area The game will not load the next area and throw a bunch of errors to the output_log LEVEL UNLOAD INITIATED. Pending level = AR_0002_Dyrford_Tavern_01. (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) Checking to instantiate global... (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) Checking to instantiate in game global... (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) Instantiating in game global. (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) The file 'F:/Steam/steamapps/common/Pillars of Eternity - Public Beta/PillarsOfEternity_Data/resources.assets' is corrupted! Remove it and launch unity again! [Position out of bounds! 1433507920 > 1433507916] (Filename: Line: 273) The file 'F:/Steam/steamapps/common/Pillars of Eternity - Public Beta/PillarsOfEternity_Data/resources.assets' is corrupted! Remove it and launch unity again! [Position out of bounds! 1433508656 > 1433508652] (Filename: Line: 273) The file 'F:/Steam/steamapps/common/Pillars of Eternity - Public Beta/PillarsOfEternity_Data/resources.assets' is corrupted! Remove it and launch unity again! [Position out of bounds! 1433509392 > 1433509388] (Filename: Line: 273) The file 'F:/Steam/steamapps/common/Pillars of Eternity - Public Beta/PillarsOfEternity_Data/resources.assets' is corrupted! Remove it and launch unity again! [Position out of bounds! 1433510128 > 1433510124] (Filename: Line: 273) The file 'F:/Steam/steamapps/common/Pillars of Eternity - Public Beta/PillarsOfEternity_Data/sharedassets5.assets' is corrupted! Remove it and launch unity again! [Position out of bounds! 52849224 > 52849220] (Filename: Line: 273) The file 'F:/Steam/steamapps/common/Pillars of Eternity - Public Beta/PillarsOfEternity_Data/sharedassets6.assets' is corrupted! Remove it and launch unity again! [Position out of bounds! 81171328 > 81171324] (Filename: Line: 273) The file 'F:/Steam/steamapps/common/Pillars of Eternity - Public Beta/PillarsOfEternity_Data/sharedassets6.assets' is corrupted! Remove it and launch unity again! [Position out of bounds! 81172064 > 81172060] (Filename: Line: 273) The file 'F:/Steam/steamapps/common/Pillars of Eternity - Public Beta/PillarsOfEternity_Data/sharedassets6.assets' is corrupted! Remove it and launch unity again! [Position out of bounds! 81172800 > 81172796] (Filename: Line: 273) The file 'F:/Steam/steamapps/common/Pillars of Eternity - Public Beta/PillarsOfEternity_Data/resources.assets' is corrupted! Remove it and launch unity again! [Position out of bounds! 1433510864 > 1433510860] (Filename: Line: 273) The file 'F:/Steam/steamapps/common/Pillars of Eternity - Public Beta/PillarsOfEternity_Data/resources.assets' is corrupted! Remove it and launch unity again! [Position out of bounds! 1433511600 > 1433511596] (Filename: Line: 273) The file 'F:/Steam/steamapps/common/Pillars of Eternity - Public Beta/PillarsOfEternity_Data/resources.assets' is corrupted! Remove it and launch unity again! [Position out of bounds! 1433512336 > 1433512332] (Filename: Line: 273) The file 'F:/Steam/steamapps/common/Pillars of Eternity - Public Beta/PillarsOfEternity_Data/resources.assets' is corrupted! Remove it and launch unity again! [Position out of bounds! 1433513072 > 1433513068] (Filename: Line: 273) The file 'F:/Steam/steamapps/common/Pillars of Eternity - Public Beta/PillarsOfEternity_Data/resources.assets' is corrupted! Remove it and launch unity again! [Position out of bounds! 1433513808 > 1433513804] (Filename: Line: 273) The file 'F:/Steam/steamapps/common/Pillars of Eternity - Public Beta/PillarsOfEternity_Data/sharedassets13.assets' is corrupted! Remove it and launch unity again! [Position out of bounds! 37982744 > 37982740] (Filename: Line: 273) The file 'F:/Steam/steamapps/common/Pillars of Eternity - Public Beta/PillarsOfEternity_Data/sharedassets14.assets' is corrupted! Remove it and launch unity again! [Position out of bounds! 32560944 > 32560940] (Filename: Line: 273) The file 'F:/Steam/steamapps/common/Pillars of Eternity - Public Beta/PillarsOfEternity_Data/resources.assets' is corrupted! Remove it and launch unity again! [Position out of bounds! 1433514548 > 1433514540] (Filename: Line: 273) A script behaviour has a different serialization layout when loading. (Read 740 bytes but expected 732 bytes) Did you #ifdef UNITY_EDITOR a section of your serialized properties in any of your scripts? (Filename: Line: 1170) It also throws this one, which we believe is the save/load system still trying to save the textures of a dismissed character - but they're not there because the character has been dismissed LEVEL UNLOAD INITIATED. Pending level = AR_0001_Dyrford_Village. (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) UnityEngine.UnityException: Texture 'male_elf_E_sm' is not readable, the texture memory can not be accessed from scripts. You can make the texture readable in the Texture Import Settings. at (wrapper managed-to-native) UnityEngine.Texture2D:EncodeToPNG () at StoredCharacterInfo.get_SerializedPortrait () [0x00000] in <filename unknown>:0 at (wrapper delegate-invoke) System.Reflection.MonoProperty/Getter`2<StoredCharacterInfo, byte[]>:invoke_byte[]__this___StoredCharacterInfo (StoredCharacterInfo) at System.Reflection.MonoProperty.GetterAdapterFrame[StoredCharacterInfo,Byte[]] (System.Reflection.Getter`2 getter, System.Object obj) [0x00000] in <filename unknown>:0 at System.Reflection.MonoProperty.GetValue (System.Object obj, System.Object[] index) [0x00000] in <filename unknown>:0 at Persistence.SaveObject (.ObjectPersistencePacket packet) [0x00000] in <filename unknown>:0 at PersistenceManager.SaveObject (.Persistence persistence) [0x00000] in <filename unknown>:0 at PersistenceManager.SaveGame () [0x00000] in <filename unknown>:0 at GameState.ChangeLevel (.MapData map) [0x00000] in <filename unknown>:0 (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)
  22. Well yeah, that's because of "save or die" effects, of which Pillars of Eternity is not supposed to include. For me the per-hit damage of everything is too high because pretty much every attack is a hit and characters in particular just do not have the health to withstand long when getting pounded on by anything, even in Plate Armor. It's also kinda dumb that you can do 3 damage on a graze but 40 on a crit with the same weapon, I really do not enjoy the feel of that. That type of swinginess did not exist in the Infinity Engine games. I always played the IE games at 40 FPS, which is 33% faster than the default speed, and even at that speed, encounter length in this feels way off for someone who played the IE games at a faster than normal speed. There are a handful of encounters (such as fighting Lions) that feel about right, but they still deal too much damage themselves. The way the game currently plays it favors huge opening deathballs and playing to deal the highest amount of damage as fast as possible. Emphasizing survivability doesn't seem to make much of a difference at all, unless you cheese it with a spell like Withdraw.
  23. In this video I demonstrate a periodic hitching that I am getting with the game in v392 that did not occur in any other build, everything stops, including the mouse input, whereas recently only animations hitched a bit when characters were moving. I don't think it matters if anything is happening in the game, I've misclicked a few things when nothing is happening because of it. The video should easily demonstrate the hitching and interval. Can upload a dxdiag if needed.
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