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Suen

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Everything posted by Suen

  1. Not intended, it's a nasty bug. I think it's a variation of the bug Aarik (Obsidian) talked about in this other thread: Skaen Temple Guards nigh unkillable
  2. To continue the quest you must use a different stairwell going up. The one labeled "The Reliquary". The non-interactive but on the map stairs at the top is so confusing that it's probably a bug.
  3. A mystery! but if you click "Edit" and then "Use Full Editor" you should be able to edit the title (maybe).
  4. Is Aloth wearing the Cape of Master Mystic? http://forums.obsidian.net/topic/85767-302-cape-of-master-mystic-invisibility-persists-after-battle http://forums.obsidian.net/topic/85714-cape-of-the-master-mystic-proc-breaks-the-characters-actions
  5. I wonder if you could repair the installation through GOG Galaxy? I noticed today that it correctly identifies games installed manually (edit: by design with their most recent installers). Under "more - >management" there is a verify/repair. Again, I don't know if this could work, or **** the installation even more. Of course, if you used galaxy to install it and it was still bugged, this suggestion is pointless.
  6. You can use a site like www.sendspace.com or www.dropbox.com to share files too big to be attached. I could enter the tower using your savegame. But I'm running the Steam version. Maybe something has gone wrong with the GOG patches?
  7. I'm not sure it's the same bug. Hit mid-animation by paralysis (Fetid Caress) the Adra Dragon completed the Wings Slam and continued with Breath - then she stopped, until the end of the paralysis. In the combat log the Breath appeared after Fetid Caress. For personal amusement I was recording my many deaths at the hand of the dragon, so I got a video of the glitch (skip to 0:52): output_log: https://www.dropbox.com/s/lva250tgiysx9gp/output_log%20-%20dragon.txt?dl=0 edit: fixed the video link, I hope (thank you Esajin!)
  8. I don't think so. Mercenary Soldier defenses in my PotD game: def 117 / for 94 / ref 116 / wil 70 And the damage is 2 digits at best.
  9. No, but only because I ****ed up. Since for some weird reason the watcher can't just plainly tell what he did, I selected the best available answer, expecting to be able to tell something more. That leaded to let Harmke go.
  10. Sometimes you need to start the game a second time for the "continue" and "load" buttons to work.
  11. You can use sendspace or dropbox, or any file hosting / cloud service you like.
  12. Done! Thank you Aarik! I repeated that section after the check. Found something: To sneak into the cavern with only 6 stealth I must kill the ogres at one of the 2 sides of the entrance. If I kill the ogres on the right side, leave the left side alive = no bug If I kill the ogres on the left side, leave the right side alive = bug Only the ogres on the right side turn hostile the second time I leave the cavern. output_log & savegame (before the cavern): https://www.dropbox.com/s/ztfzkni8iorumn8/ogres.7z?dl=0
  13. Bug description: If you reach an agreement with the Matron you will find a friendly ogre merchant, Morug, outside the Flames-That-Whisper cavern, together with all the ogres that you did not kill before, now no more hostile. However, if you enter the cave again and leave, the ogres outside and Morug will attack you. If you load a save preceding your chat with the matron and kill all the ogres at the entrance, Morug, that appears only after you speak with the matron, will not become hostile. Steps to reproduce the bug: Load the savegame "Ogres II" Leave the cave - the ogres are friendly Enter the cave Leave the cave - the ogres attack you Savegames attached: Ogres II - before leaving the cavern Ogres I - before talking to the matron Savegames & output_log: https://www.dropbox.com/s/03j00v2c12vayjg/Russetwood_ogres.7z?dl=0
  14. Bug description: One party member is using stealth to explore Noonfrost. You save the game, still undetected. You reload the game. Now all the NPCs are hostile. I suspect 2 conditions are probably necessary: Your companion in stealth must be or have been into the main room. It's not enough to be trespassing (see savegame attached: in "test III" Devil is trespassing, but the NPCs are not hostile). When you save the game the rest of your party must be somewhere visible to the NPCs. Steps to reproduce the bug: Load the savegame "TEST III". Double click Devil of Caroc. Step inside the main hall. Save the game. Load the game. The NPCs should be hostile. In the attached file you also find other 2 saves: TEST 0: party at the entrance of Noonfrost TEST IV: saved while Devil is in the main room. On loading, the NPCs attack Eder. Savegames & Output_log: https://www.dropbox.com/s/s2bt3w97k94k3xz/noonfrost_reload.7z?dl=0
  15. I see, I was thinking you meant something else. A 16MB savegame seems a bit too big. On my turn 163, after the WM 1 & 2, and well in chapter 3, mine is 8.5MB. Could be completely normal, or maybe some bug inflating your saves.
  16. one looping square

  17. Yes. While it's a minor detail, if you solve Overstaying His Welcome by killing the slavers in the WM 1, the horse never leaves that spot (I don't know if the same thing happens if you follow a different quest path). If you walk through Russetwood in the WM 2, months later, the horse is still there. It should be dead or gone by then.
  18. If you kill the slavers, the horse is left there. Abandoned. Alone. Exposed to the wind and cold. If not to Caed Nua, please allow me to lead the horse to Stalwart. Or tell someone in Stalwart - even if it's likely they will do steak out of him. So, so sad.
  19. I could swear I saw this bug discussed recently, but now I can't find it anywhere expected behavior: -more than a single companion should comment on Caed Nua status -the line shouldn't be repeated every time you leave one of Caed Nua buildings bug: Aloth is the only one commenting on the stronghold status. He does it whenever I walk in the courtyard, not just after a upgrade. Even just Main Hall -> Courtyard = "better indeed" savegame + output_log: https://www.dropbox.com/s/5fnrszlnssxh6ot/Caed%20Nua%20lines.7z?dl=0
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  20. My cipher knocked out himself with a 10 hits shot. I must say, I'm quite impressed, especially if he used his 6 projectiles blunderbuss to do it. I was fighting a monk. It's a monk skill? Maybe? I don't play monk. Just in case, a bug report. The fight, in short: My character first attack did 41 damage (pierce) to the monk, in 6 hits (blunderbuss). My cipher second attack was 107 damage (pierce), in 10 hits against himself. Combat log (pics under the spoiler): I send Eder to take a closer look to Sly Cyrdel bounty party in Magram's Fork. They KO Eder 2 times (second chance armor). Itumaak run to Eder, ends up kiting a monk to the party. My cipher (the purple Orlan wearing Kana's hat) attacks with the blunderbuss. 41 damage in 6 hits (2 miss, 3 graze, 1 hit). Monk attacks Itumaak and Pallegina with rooting pain (the Cipher is not in range). Cipher receives 107 damages in 10 hits from himself. Buffs on the monk, from what I could see: Clarity of Agony and Duality of Mortal Precence (Deflection). Cipher AI: crowd control, defend self. Cipher powers: mind wave (raw), soul shock (shock), whisper of treason, mental binding, mind blades (slash), psychovampiric shield, ectopsychic echo (crush), secret horrors, pain link. savegame and output_log: https://www.dropbox.com/s/q4wjrtaaqf68ok6/bounty.7z?dl=0
  21. Expected behavior: the bestiary entries should show the correct values no matter the difficulty setting. Problem: a discrepancy between the in-game values and the bestiary entries. Description: I was looking at the stats of certain creatures, and I noticed the defenses in the bestiary are not the same I see while I play. I suppose is due to the high level modifiers. This is inconvenient. Unlike "Defenses", visible in game, I can't know if and how much you changed the other attributes. Examples: Eyeless Hammer in game: 120 def / 145 for / 91 ref / 97 wil bestiary: 109 def / 128 for / 74 ref / 80 wil Kraken in game (frightened): 102 def / 161 for / 101 ref / 71 wil bestiary: 93 def / 144 for / 88 ref / 58 wil
  22. Steps to reproduce the issue. Send Eder to the Eyeless Hammer surrounded by the tentacles (on the left side). Attract their attention. Flee. You are now stuck in combat. save and output log: https://www.dropbox.com/s/jbbqpzwhx2roxbl/combat_glitch.zip?dl=0
  23. on this battlefield no one wins

  24. It is all in vain... tell me who's to blame

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