Everything posted by Osvir
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Tips to avoid the more annoying bugs in the beta [mini spoilers]
Bump and additional entry: Save games: - FIRST OF ALL: I have no idea if this works or helps in any way. - I attempted something "old school", something you have to do if modding the Infinity Engine games. - You had to save in the beginning of the game, then quit, before applying mods. - So I made one Save File in Pillars of Eternity on each difficulty just as you start the game. Attachment (Dropbox) 1. Simply download the Zip pack. (Contains 7 save files, "Easy", "Normal", "Hard", "Damned", "Easy+Trial", "Easy+Expert", "Easy+Both") 2. Open up the pack into your save file (All characters are named "Easy Tester" "Normal Tester" etc.) 3. Save file directory: C:\Users\[USERNAME HERE]\AppData\LocalLow\Obsidian Entertainment\Pillars of Eternity\Saves 4. The characters are worthless, I picked a race/class and then went "Next next next next"~ 2-3 minute character class builds. They aren't meant to be played with, they are just in the save file folder for potential data/code management. Thoughts behind this solution: - I feel that the game becomes more and more stable each time I play (Compared to Day 1, Day 2, Day 3 etc.). So I must be doing something right? Or Obsidian is throwing in small small code adjustments whilst we are playing (into the beta build). - When I tried to play a Path of the Damned play (with Trial+Expert checked) the game broke (I could not Load/New game, re-booting the game did not work either, no difficulty worked). When I deleted the Damned save file, everything began working again. - So I thought "Save files must affect the core code somehow", so if I have a save file in the Save File directory... then the game might load all the areas better, or something... somehow? That's what I'm thinking at the very least~ I suspect (From my Damned game), that the code is looking into the data of save files when the game is running or trying to run. Report back in this thread if you experience any "boosts" with this save pack.
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Names/Language: Naming Guidelines
Pillars of Eternity Language (Off. Wiki) combined with this in the PoE Character Creation: On the left hand side you can see 1. "Select Origin", and below it 2. "The Lonely", further down in the description (in yellow) "Naming Guidelines". This is something I would like to see in the description box when naming the character. Furthermore, what do you, members of the community, name your characters? Some names on characters I've tried more serious/roleplay games with: - Kragus (Aumaua, Coastal) - Rose (Human, Meadow Folk) - Aengwhyn (Nature Godlike Aumaua) - Kahlinvjû (Dwarf, Old Valia) Then I have a lot of characters I have named "Tester" and "Swatter of Bugs" etc. etc. xD
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[Bug] Stormwall Gorge Ruins
I don't remember the name, been there twice but "L.. R.." something. The language feels new, even though I've read it in theory, it's good. Description: Lag in the Stormwall Ruins when entering and disappearing Rogue and unfinishable fight. 1- Dwarf, Rogue, Old Valia, Dissident, Noble Focus 2- Went to Stormwall Gorge 3- Defeated some Lions 4- Took a Settler's Arrow 5- Owned the Pwra (sp) 6- Entered Ruins. #7- Super sudden slowdown lag, not "Slow-Motion" but really laggy and unresponsive. Icon bug. #8- Engaged spiders. The did not engage back all the way. #9- Used "Escape" with Rogue, became invisible (Hobbled+Escape bug). Party died. Unkillable spider. Expected: #7- If the spell bar is out it should take priority above icons underneath. And no lagging when entering. #8- VFX to be displayed underneath the target and not duplicated on the party. #8- Spiders attacking/engaging in combat, or in-combat/terroritorial spider behavior~AI. #9- Rogue successfully escaping and/or getting visually hobbled. - Output_log.txt Comment #1: I was downloading Dishonored GOTY in the background in Steam. Suspecting lag due to that. Comment #2: I was playing a "no save game" unfortunately so I don't have a save this time.
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Should corpses stay?
Corpses: 1- I agree with others that they disappear weird as of now. Loot bag can appear oddly as well. Suggestions: 2- Corpse stays either forever/leave area/minutes, and corpse becomes "container" and later loot bag. There is an area in Stormwall Gorge where you can loot a corpse and it looks better than the loot bags. 4-Corpse fades-out into fading-in loot bag after a little while, unless looted. Possibly a bit too advanced: 5- Corpse decays after time (minutes, in-game days etc.), and fades out into dust and replaced with a loot bag. Could be combined together with Village AI reaction, alertness. I.e. villager or a guard seeing a corpse. Example: If you haven't fought Nyfre or Medreth, Lord Harond only has one guard, but if you have, he could have like 6 guards in a circle around him or hanging out around inside the Inn.
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Armour & Weapons Design (beta version)
Part tribute, part praise. I just wanted to say clap: This is part of something a lot of people engaged themselves in. Got to Part 5, a discussion that lasted more than a year, probably! Screenshots from various inspiration sources, that was a plead to have technologically cooler, authentic/thematic and better looking armor than boob-plates and muscle shoulderplates and Baldur's Gate armor. Armour and weapons design: Success!! Imo, everything looks great, but some wooden weapon handles, staves and wands, look a bit thick in the Character view. And I think you can get a Heavy Brigandine, which looks bronz-y in the icon, but when equipped t becomes all blank/silvery. Either the 2D inventory icon needs to change in palette or the 3D model needs to. What do you think? Not of the character or hairstyles, but armor and weapons.
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How To: Save output_log.txt and Find Saved Games
Ouput_log.txt after force-quitting in character creation.
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Suggestion: Turn General Threads into Sub-Forums
Forgot to say in the other post: I don't oppose the idea of more sub-forums, more spaces/places to discuss. I think it's a great idea, and it is still early enough in the Beta to make adjustments me thinks. It just shouldn't become counter-intuative, or new members entering feeling "So much forums!" and getting overwhelmed.
- Suggestion: Turn General Threads into Sub-Forums
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You must gather your party before making camp
This happened to me as well on like my very first game: 1) Entered Dyrford Crossing 2) Defeat all the beetles 3) Went North towards where there is a spider/small beetle patrolling up and down along the road fast 4) Defeated the spiders/beetles 5) Tried to rest there and didn't work 6) Gathered all of my characters really close to each other, then it worked.
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The General Suggestions Thread
I do concur here. People associate Might with Strength, but it isn't Strength, it is a reflection of the "force" or "power" of your soul. You could be a 100 pound weakling in Eora and have a 18 or higher Might. Changing it over to Power would be a good idea and fairly simple to implement. How about just naming it "Soul"...? How about letting your own party Chanter steal the show at inns/taverns/pubs? :D
- BB Rogue and bandits enjoying nudism
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Level 1 to 5 Listed: All Classes
I noticed also that even if you don't pick a Weapon Focus, you still get Weapon Specialization. Is this supposed to happen? My suggestion is: Weapon Focus+Specialization+Mastery (if those are the potential "levels" for it) = 1 single Skill in the Skill Interface (When you level up). Example of scaling: Skill Level: Knight Trait* Level 0 = No Skill Level 1 = 50% Focus Level Level 2 = 100% Focus Level Level 3 = 50% Specialization Level Level 4 = 100% Specialization Level Level 5 = 50% Mastery Level Level 6 = 100% Mastery Level Or perhaps less Levels and an earlier Skill Level Cap~ or even more levels (Level 1 - 33%, Level 2 - 66%, Level 3 - 100% etc.) * "Trait" might be a better formulation. EDIT: You can also widen the UI for the Skills, move the character to the right and make the "Description Box" become more of a "Tooltip Box" that opens when you Right-Click a Skill. https://www.dropbox.com/s/zwy8eekrst616xr/levelingupskillsystemidea2.jpg?dl=0 1. Widen the Skill Box 2. Move the Character to the Right (Or Camera movement solutions~, Pick Skills, then have the camera move to the Right to Upgrades/Talents) 3. Description Box can be a "Pop-Up" Right-Click Description Box instead.
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Level 1 to 5 Listed: All Classes
Idea: https://www.dropbox.com/s/eiyxcxa0cicl1j4/levelingupskillsystemidea.jpg It is a concept ofc. Done in Paint too xD EDIT: What I said on the codex so that you understand the context of the concept too:
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Level 1 to 5 Listed: All Classes
Arr, good point and my miss/bad, and that explains that (Because I was all "Why does everyone have Fighting Spirit?" xD). I was creating quick-characters by pressing "Next" on everything except Classes and you always start as a Human. Edit time ran out so. If a Mod or drive-by Dev feels helpful (and have time), maybe remove the 11 "Fighting Spirit" in there ...meaning you will be punished for not choosing any of those abilities on level 3. A good point, curious. Though, these are only Level 1-5, you can get to Level 8 in Beta (if you finish all the quests without bugs or problems) so I don't know what happens after. I think you get more Talents/Abilities on Level 6 IIRC. I've only managed to get to Level 6 once (Finishing Blood Legacy+Cat and Mouse quests gives Level 6). I think you'd get Level 6 by finishing the Ogre Quest and Cat and Mouse too: 1) Do Cat and Mouse backwards (Talk to Nyfre first, defeat Medreth, return to Nyfre) 2) Go to the Cave, defeat the Ogre, get the head, go to Rumbald. ^That should also be enough for Level 6.
- BB Rogue and bandits enjoying nudism
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Tips to avoid the more annoying bugs in the beta [mini spoilers]
More stuff: 1) Whenever you Save/Load the game becomes more instable. Try playing without Saving/Loading and see how far you get, take notes of everything you do, where you go, what you click etc. etc. Before Quitting, Save Game and send it to the Bug Reports forum (granted you have a bug to report). It might be good for Obsidian to simply get as much data from different Players as well to build (possibly) a digital heat map. 2) Wizards are buggy and you can't cast the Tier-2 or Tier-3 spells you get when leveling up (Character Generated Tier-1 Spells function though), sometimes their Grimoire disappears. Temporary fixes for "2)" 3a) You can duplicate Items in the Inventory by "double-clicking" them to Un-Equip. If you spawn without a Grimoire, use the BB Wizard's Grimoire to get another one. 3b) Go into the Grimoire as your Main Wizard, remove all the Spells in the Grimoire and replace with your own. Now you can test your own Wizards build, but BB Wizard won't be able to cast spells anymore (who cares about him now though, been playing with him lots). More info here.
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Sensuki's Suggestions #010: Fog of War
@Karkarov: Yes, we've talked about Fog of War a lot of the 2 years in several threads too that I suspect Obsidian must've seen at least some of. There we spoke about Roguelike LOS and different variants. I don't think one of the Design Decisions is to have it as "open" as it is now, but rather the Design Decisions lies in how they are going to present it. 1) Lephys idea of FoW/LOS where it is super dark, and you might see 2 glowing eyes in the darkness. I think that if they were to go with this design solution, then they have a pretty good "template" with the big vision radius we see now. They can darken the entire thing (you might still see over walls, but it's going to be so dark that the only thing you see on the other side might be 2 glowing eyes). 2) The Roguelike idea of FoW/LOS. 3) Uuuuuhm I dunno, maybe there's only those 2?
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Per Encounter v. Per Rest Abilities
In the E3 demo you start with 2. I think you are right, I might be mixing it up with a different Class. I went through all the Classes just to see regardless~: http://forums.obsidian.net/topic/67698-level-1-to-5-listed-all-classes/ ^Could be a good reference table.
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Sensuki's Suggestions #010: Fog of War
1:30-1:43~ Yes. EDIT: @Roguelike LOS/FoW. Yes please.
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Level 1 to 5 Listed: All Classes
Barbarian ********************************************** Chanter ********************************************** Cipher ********************************************** Druid ********************************************** Fighter ********************************************** Monk ********************************************** Paladin ********************************************** Priest ********************************************** Ranger ********************************************** Rogue ********************************************** Wizard
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Per Encounter v. Per Rest Abilities
That's partially due to Level 5 starting Classes. I think you only start with 1, and get the 2nd one on level 3-4 (IIRC).
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Wizard spell bug
http://forums.obsidian.net/topic/67622-bug-wizard-grimoiretempfix/ Do Steps 7 to 9.
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Sensuki's Suggestions #009: Inventory and Item Tooltips
Try not using the widescreen mod I guess. It is a wonderful mod but, I can't play IWD2 with it on my machine (Windows 8 ). I recall reading something about IWD2+Win8 not being very compatible (I've played IWD2 flawlessly on Win 7 and Win Vista w/ widescreen). Anyways, not installing widescreen made wonders for me and the game picked up it's pace. Here's some stuff. I also recall something about going into one of the .cfg or .ini files and doing something I can't remember~ oh well (regarding flickering) You can also play around with "Run as administrator..." as well as "Compatability Mode".
- Close programs to prevent information loss
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Sensuki's Suggestions #009: Inventory and Item Tooltips
Pro pro! Really good thoughts and insightful Sensuki. Some thoughts below: Where is the stash and how to access it? One idea about the Stash (around 4:00) I got from your presentation is to remove the stash icon from the Inventory screen entirely and put the Crafting button there instead and then display the damage where the crafting button is (that's a really good suggestion). What happens with the Stash then? The simplest solution is to spawn some sort of "Chest" at every Stash location (Typical of aRPGs). So there could be a Stash inside the Inn, or in the middle of the Dyrford Village. Note: This isn't the most thematic of solutions, it's more or less a copy+paste from games like Diablo 3 handling "Stash". The real underlying solution is to have it aesthetically thematic (<- that word, yep, I learned it the other day and Pillars of Eternity needs, imo, 200% authentic thematic*), the Unlimited Stash could be a "void" or a "portal" (an object that is a chest but looks like something else) that opens up when the Player gets close to it they can access it, open it etc. The could also be a Pack Mule in every town you go to. The Chest doesn't have to be a "Chest" model~ a pocket plane of some sort is the easiest solution, as it's difficult for a Player character to interract with (A player might want to try and kick the Mule's arse just for fun, a pocket plane is just a void of energy~). A Terranigma solution would be badass as well (Terranigma is a SNES game, and when you access the inventory, the main character jumps into a tiny chest). Looting When looting, the Chest icon could be a "void" or "portal" icon, and when you put things there it goes to the Stash, just like it does now. Resting When resting, and picking the chest icon, you could open a "portal" or a "void". Doesn't have to be advanced, your character can wave their hands a bit (Obs already have spell casting animations and VFX so just re-use that with a new color). An already existing spell can be used to visualize the "portal" being opened as well. ----------- How does this change how the Stash functions today? 1- Accessing Stash from Inventory no more, have to Access Stash at "Stash Location" or during "Rest". 2- Loot into Stash does not change mechanically or visually (with the exception of an icon or two). 3- Rest to Access Stash does not change mechanically, but visually (opening pocket plane portal or equivalent presentation). In essence: The only addition here is "Stash Location" and possible, simple, "VFX". * Roleplaying, Authenticity to the world, Narrative, Immersion, all of these things become "Kawai!" with thematic consistency.