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pedroantonio

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Everything posted by pedroantonio

  1. 1. Maybe you have checked the option to "stop all party movement when combat start" in the "combat starts" autopause option. This will provoke that any order you gave to your chars before the combat started is cancelled when the combat started autopause triggers. 2. I don't get you. Are you saying that your non-melee characters don't automatically position themselves behind the enemy? Because if it's that, I'm sorry but you're playing this game wrong, you have to micromanage your characters, you know...that's the game. The cast icon shows little feet when your character will need to move to cast the spell at the point you're pointing. Point to a location closer to your char until you see the little feed disappear from the icon, and in that moment the distance between your char and the casting point is the range of the spell; so the remaining distance between the current casting point and the original casting point is the distance your character will have to move to cast the spell at your original casting point. Simple geometry and paying some attention to the interface is the solution.
  2. You can delete journal notes (tested on steam after update 1.03, no idea if it was bugged before or if it is just unintuitive). Double click on the note's name on the left area and then press delete on the keyboard. Be sure to double click the note's name, because if you click just once, the focus will be on the editing window on the right side (if you see the blinking bar at the end of the text of the note, that's the signal you only clicked once).
  3. Hey I know we already posted this but I felt like taking a screenshot after the 1.03 update fixed the autopause "Character Hit", just to be sure there's awareness about the other autopause bugs (I use autopause a lot and I wouldn't like these bugs to be forgotten) . As it can be seen in the combat log, "Weapon Ineffective" is still triggered by the enemy wolf making 1.0 damage on my character, and "Spell cast" is also still triggered by my character when he begins casting the spell of the preorder ring (should be triggered only by enemy casting, according to tooltip). So for those two options the behaviour is still backwards.
  4. "Character Hit Autopause option should be working as intended." I wonder if "Spell Cast" and "Weapon Ineffective" autopause options got fixed as well, they were presenting the same wrong behaviour, Spell Cast was triggering on your casting instead of on enemy casting and Weapon Ineffective when enemy weapons were ineffective, not yours.
  5. I don't feel disrespected by Obsidian in the slightest. I'm studying computer programming myself and I know that managing complexity is the main problem in software development, and complexity leads to bugs, some amount of which are always unavoidable. There's no QA team that can find bugs more efficiently than thousands of people using your software at the same time; that's the reason why there're always undetected bugs on release, because budget is limited in every project and only a certain amount of that budget goes to QA. There's no perfect software. All software endures a period of maintaining after release, it's common and normal. They are working in a patch, it will be released, and everybody will forget the "ofenses" in less than a month, as it always happens. There are more important things in life than waiting for a videogame patch.
  6. I get the pleasure of knowing I'm mature and rational enough to wait a couple of weeks for some patches.
  7. No, is not that simple at all. It's not a car without wheel, it's a car whose first manufacturing batch has a slight problem with the air conditioning, or with the electrical system; something annoying, but minor and that still allows you to drive. With one important difference; your defective "car" will be repaired soon in a matter of hours (depending on your bandwith), without you being forced to drive it to the repair shop. Considering that, I don't feel ofended. Just mildly annoyed, I'll survive.
  8. Yet you made a thread. If you didn't want feedback from us, you should have sent a PM to the developers instead.
  9. This one baffles me. You're a backer, and a kickstarter one, no less. Have you played ANY of the games they repeated over and over they were gonna get inspiration from? Do you know all of those games used real time with pause instead of turn based (and the pause was central to the gameplay, not some addendun for slow players)? Did you even read the kickstarter? And if you read it, and you didn't know how real time with pause plays, why didn't you investigate a bit before backing? You must be a troll, nobody can be that stupid.
  10. Mistery solved, only happens with the rogue, glows at the start of the combat and after that when the enemy has afflictions: it's the sneak attack. It means that the attack you'll do if you click will be a sneak attack.
  11. I just tried caused flanking on the starting wolves with Calisca, a ranger and his bear, but the attack icon remained normal. I also tried getting engaged with an enemy and then hovering the attack icon over a far enemy (thinking the meaning could maybe be "attacking that will make you receive a disengagement attack from your current engaging enemy"), but it also remained normal. So I think it's not that.
  12. I'm sorry if this has been already asked and answered, but I've been searching in the forums for terms like "red glow" or "red glowing sword" and I didn't find anything. After playing some hours I've managed to understand by myself the meaning of the different character ground circles (who's attacking who, who's engaged, etc). Now, about the movement icon, I've observed that when a character is engaged by an enemy, the movement icon gets a red glow, which disappears when engagement is broken, so that red glow means "if you move, you'll be hit by a disengagement attack". But I've observed that sometimes the attack icon "the sword" glows also red. Mostly when I move it over an enemy who's engaged by one of my characters, but not necessarily while I have selected that same character. Like, I have a fighter in front engaging an enemy, select my archer in the back, and when I hover over the enemy, the attack icon is glowing red. I know that it glows blue when you're gonna use an ability on the enemy (like blinding strike), but I can't understand the meaning of the red glow. So, anybody knows the meaning of that red glowing in the attack icon?
  13. Although I admit that coming from DnD games, detecting with mechanics seems to make no sense, after thinking about it a bit, it makes sense to me. I think that, to detect a hidden trap, or a hidden mechanism, you have to be familiar with hidden traps and mechanisms, with how they are constructed and installed; from that point of view, it makes sense that it is the mechanics skill that allows you to realize there's a trap in front of you, because if your mechanics skill is high enough, you know what to look for. It would not make sense if it was stealth, because the skill to hide yourself doesn't suddenly gives you trap engineering knowledge. That said, I agree that conflating the "searching for traps" and "hide in shadows" stances in the scouting mode has made things confusing, one tend to intuitively assume your character is just trying to hide, not trying to detect anything, and then think "why do I have to hide to pay attention to traps?". But you're actually scouting, which for me could be translated to "just being careful and attentive, watching your steps in case there's danger". EDIT: oh, the conversation was mostly about non-trap hidden items. Yeah, in that regard it doesn't make sense. My bad, I read too fast. EDIT 2: although it depends of the way those non-traps are hidden. Like, something hidden just behind a curtain shouldn't need mechanics, but something like a hidden room behind a fake wall that doesn't make architectonical sense with the rest of the room could be something a mechanics (think engineering) knowledge would help finding.
  14. Hi, I'd like to add that this "inverse" behaviour is happening also with the "Character hit" and "Spell Cast" auto pause options. When I check "Character hit", the related autopause always triggers exactly after one of my characters hits an enemy, instead of triggering when an enemy hits one of my characters. And when I check "Spell Cast" and I cast a spell, the related autopause triggers in response to my casting, and according to the tooltip, it should trigger when an enemy begins casting an spell, not the player. I've checked the rest of the autopause options and those three (Weapon ineffective, Character hit and Spell cast) are the ones I have found behaving "backwards". I haven't experienced the "Extraordinary defense" situation yet, so that's the only one I haven't checked yet.
  15. Darren already confirmed, but just to clarify for anyone else that may be wondering: the blue text in the thread I linked is a GOG employee. Yeah, I know blue guy is an employee, I just thought he maybe didn't have all the info and wanted Obsidian to confirm, as Darren kindly did.
  16. Btw, don't want to derail the thread,but since you're a developer, can you give us any confirmation wether the day 1 patch is already applied or not to version 1.0.2.0508 of the game? EDIT: I see you answered this in the other thread, thanks!! https://forums.obsidian.net/topic/71798-day-one-patch/page-2?do=findComment&comment=1600729
  17. Not to be paranoid, but how do we know the guy at GOG is right? I think somebody from Obsidian should give confirmation about the state of the patch (installed, not installed, working on it, etc)
  18. I think that's the one used for the backer beta, because I have it too and the creation date of the folder is way older than the release of the full game today.
  19. I have a steam version and I found the savegame at: C:\Users\USERNAME\AppData\Local\Temp\Obsidian Entertainment\Pillars of Eternity maybe it's the same for all editions. Btw, isn't a "Temp" folder a strange place to put savegames? what if I decide to clean tempfiles one day? EDIT: found another one, I think this is the good one: C:\Users\USERNAME\Saved Games\Pillars of Eternity
  20. It is added that way on steam, you can unmark its installation in the usual dlc tab at the game properties.
  21. Also, not to be a nitpicker, but the bookmarks in the Collector's book are seriously botched, in both steam and backer portal. http://imgur.com/zFo7I79
  22. Btw, do we know if the day 1 patch is already applied? Or what version should the game be if that was the case?
  23. Update to say that after a couple restarts, steam started downloading 1.8 gb worth of Royal Edition bonuses, everything in the backer portal is there too (with adittional directories for when the documentary and novella are finished). Backer portal downloads not resetting anymore for me now.
  24. Check your backer portal. Should be there, at least. Yeah, they are there, but downloads are resetting halfway. In 45 minutes I've been only able to download the almanac.
  25. I can already launch it but there's no sign of the the Royal Edition content in the game directories.
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