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Everything posted by Jojobobo
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Graphical Glitches on Mac
Jojobobo replied to Jojobobo's question in Pillars of Eternity: Technical Support (Spoiler Warning!)
Hi there, yes it's a mac book pro and here's the link for the log and a save game for Ondra's Gift where for me at least when I load it I can immediately see the visual bug: https://www.dropbox.com/sh/jc10jwqx4wlc0pq/AAAU0AVW_CDmfI2J1AUCCCOva?dl=0 -
Graphical Glitches on Mac
Jojobobo posted a question in Pillars of Eternity: Technical Support (Spoiler Warning!)
So I recently had to upgrade my OSX to Yosemite from Mountain Lion and now I've been getting some graphical glitches in maps when it's daylight, interestingly it's fine at night. The issue is a series of small black rectangles that appear in pairs on the left of the screen, as well as a pale line running diagonally from top left to bottom right (and yes, this is only happening in the game). I'm unsure if the OSX update is somehow the issue, or if it's something people experience anyway - at any rate I was hoping to resolve it. I've tried fiddling with a few of the graphics settings, but nothing changed. Specs: Processor - 2.5 GHz Intel Core i5 Memory - 8 GB 1600 MHz DDR3 Graphics - Intel HD Graphics 4000 1024 MB OSX - 10.10.3 Can't seem to find my logs folder for some reason, and it's telling me my save file is too big, but I've got some screenshots of what I'm talking about: -
I'm afraid of crabs - would I care if I had to fight them in a fantasy game? No. Get over yourself.
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Statue of Yenwood
Jojobobo replied to Jojobobo's topic in Pillars of Eternity: Stories (Spoiler Warning!)
Right, I thought it would be his signature sword - Whispers of Yenwood - silly me. Thanks anyway. -
What's the Statue of Yenwood in the Endless Paths for? I assumed I could give him his sword (so I went all the way back to the Gilded Vale to buy it back from where I sold it) but it doesn't seem to work.
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Common & Recurring Bug List Patch 1.05
Jojobobo replied to Baladas's question in Pillars of Eternity: Technical Support (Spoiler Warning!)
I just had another hefty Heritage Hill reload because of this (Dargul's paralyse like crazy). Even though it's only cosmetic, for a serious adult RPG it definitely breaks the tone. Sort it out. -
XP since 1.05 ?
Jojobobo replied to Panda Baby's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
I'm almost level 9 now (PotD solo), and I haven't done all of what Defiance Bay has to offer, or any bounties, or Dryford Village - I find it hard to believe level 12 is unachievable. I guess I'll wait and see. This was all based off the OP saying he was doing Triple Crown, which really doesn't seem to be the case from later posts. -
I like challenge - so yes bugs that make the game easier like the stat stacking bug, which I encountered, and another bug where my Battle-Forged was also stacking and not wearing off, which I encountered, tend to bother me. Further - if the game is far easier in terms of balance than the devs really meant it to be - I want to play an iteration of the patched game that represents a more precise level of difficulty to their original vision, and if those difficultly goal posts change on every patch that is annoying (especially when, in terms of experience, your character is a higher level at a stage on the game than they should be - you can't just undo that with patching). If you're keen on story and don't care squat about difficulty then good for you, but that's not me. Also, some of this stuff should have really maybe been handled before release rather than me waiting a month or so for a proper difficulty tweak as well as resolving many of the bugs which were making the game easier. As someone else in the know earlier said however (too lazy to read back), it seems like 1.05 was the major overhaul, so I needn't worry about huge changes to the difficulty from here on in. I'm playing solo PotD right now on 1.05 and it seems to be working well. I was just slightly concerned this current vein of massive patching would continue for some time but now that doesn't seem likely at all now, which is great.
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Common & Recurring Bug List Patch 1.05
Jojobobo replied to Baladas's question in Pillars of Eternity: Technical Support (Spoiler Warning!)
Two bugs I've noticed that are annoying but I'm too lazy to make a thread about (plus I don't think they really warrant a whole thread) are: 1) Summons that die whilst paralysed don't disappear. You will find the dead summon frozen in its paralysis position on every map. Very immersion breaking, even if the bug is just cosmetic. 2) If you lay a trap and then target an enemy who has triggered that trap before it the trap AoE zone has faded, you disarm the trap and regain it. This is annoying as it feels a bit cheap with the more expensive traps and I'd usually rather be attacking the enemy anyway. It even happens when you have an ability (e.g. Crippling Strike) selected which you'd think you override the character wanting to disarm a trap, but it doesn't. I'm not sure if this resulted with the devs introducing passive item/trap detection - on the whole I've noticed that when I'm disarming traps now the red shading that signifies a trap doesn't disappear immediately like it seemed to in the previous patches/unpatched version of the game. -
On a similar sort of question note, but not one I thought a whole extra thread was worth (really there should be a Q&A thread or something) - do different vendors buy stuff off you for different prices, for example if you do a quest/task for one will they pay more for your stuff?
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I've been running on PotD solo: Might 11, Con 10, Dex 10, Per 18, Int 10, Res 19 (I didn't want to dump Int because I didn't want my durations to suck, Per and Res for high deflection. Even with Might 11 I'm easily out-damaging the Paladin I made with max Might for PotD solo - so I really don't think you need it crazy high). Race: Moon Godlike Abs: 1 Crippling Strike, 3 Reckless Assault, 5 Riposte, 7 Adept Evasion (if it converts all types grazes to misses 50% of the time as the wiki says and not just reflex as the game says, I posted a question on these boards to find that out - if not take Deep Wounds here), 9 - Deep Wounds / Dirty Fighting (again taking Dirty Fighting only if Adept Evasion is not following the wiki description), Blinding Strike. Talents: 2 - Weapon and Shield Style, 4 - Vulnerable Attack, 6 - Cautious Attack, 8 - Shadowing Beyond, 10 - Superior Deflection, 12 - Deflecting Assault I've hit level 7 so far and it's going well (taking Deep Wounds at level 7 as I'm still iffy on whether the wiki or game description of Adept Evasion is correct), the idea is you have high Deflection so you can get a lot of misses which you capitalise on with Riposte, whilst at the same time having a good damage output. Reckless Assault may seem counterintuitive towards this end, but with Deflecting Assault it's only costing you 3 Deflection for a huge benefit (even without Deflecting Assault, if you're using a large shield you're running net neutral changes to accuracy but with +8 Deflection and x1.2 damage - not even factoring in any talents like Weapon and Shield Style). Go with Larder Door (it activates your hobble/blind on the first hit, allowing your weapon hit to benefit from sneak attack) and try and get retaliate equipment. With that and Deep Wounds (focusing on tanky armour) you can grind down the enemy pretty quickly. Also remember that flanking is another criteria for sneak attacks, so summons to maximum effect in this regard. If I complete the game with this (which I'm hoping to), I'll write a class build for it.
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Well, we don't all have the luxury of being able to appeal to the authority of the strategy guide. Also @Jojobobo, since I don't think anyone has specifically answered this part of your question: Stronghold guests, including Azzuro, work on game time rather than turns, so theoretically you could get him to spawn by traveling around or resting a bunch. Since he only offers one item at a time and it's random, though, I wouldn't recommend trying that if you're looking for a specific item. Thanks, that was exactly what I was looking for (wasn't sure if it was done on the turns basis like other things are). I might give chain resting a go if I'm feeling masochistic enough.
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So on the wiki it says that all grazes have a 50% chance of being converted into misses, whereas in game it says it's only attacks that target Reflex (which seems borderline useless) - can someone clarify which of the two of these it is? On the basis of the former it was going to be one of the main abilities of my build, on the basis of the latter it's terrible especially as I have very high reflex already on account of being a shield user. I was hoping it might be a case of the tooltip being wrong.
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Just realised that I can use Coat of Ill Payment instead for retaliation, but I'd wager to say (judging from earlier bounties I have done) it's a pain to get. Argwes Adra + Hiro's Mantle would really be the superior option, particularly now 1.05 allows for Second Chance when you're the only person in your party left standing (i.e. all of solo play).
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Well that sucks - so it's really a case of Vengiatta Rugia (which is by no means an early game item), Sura's Supper Plate (which seems crap) and getting lucking on Hiro's Mantle for a chance at getting a Retaliation item? I guess I'll build the Merchant Stalls early and hope for the best, making sure not to fast travel too great a distance in one (I've missed out on some items that way on previous characters).
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So yes, I know you have to upgrade the Main Keep for Azzuro to crop up, but what specifically makes him appear? Does Prestige/Security have any affect? Does he only arrive on a new Stronghold "turn" (which I'm lead to believe pass when quest states change enough) or can he appear if you rest enough? I'm playing a solo PotD Rogue and want Hiro's Mantle even with the Retaliation nerf as the DR is nice and Deep Wounds should make Retaliation quite a bit nicer. However there seem to be very few details on what needs to be done to get him to appear and sell stuff.
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It seems like the Caed Nua compulsory phantom fight is the real bottleneck for build viability. I'm trying to solo it as a Rogue currently (PotD not Iron) but it's still a huge chore. I've heard fortitude of over 59 makes you not be stun-locked, so builds where that is do-able might be a good idea. Other than that you can get into situations where you can cheese a corner and only have one shadow engage you and pick off the phantoms with a fully upgraded ranged weapon (Spirit Slaying, Fine, Burning Lash - remembering as I didn't ranged weapons require twice the ingredients), requiring reasonable accuracy and health (Rymrgand's Mantle, which I've never not got by Caed Nua, should keep your endurance up). Either that or play a Chanter and use your summons, or play a Fire Godlike with any class and let Battle-Forged take them out (though you'll likely suffer for not having Moon Godlike later). Really, they need to reduce the length of phantom stun - both so players don't get stun-locked (I can literally be stun-cloked for 5 minutes before dying currently) and the Chanter can't easily phantom stun-lock things either.