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Everything posted by Osvir
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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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1:30-1:43~ Yes. EDIT: @Roguelike LOS/FoW. Yes please.
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Barbarian ********************************************** Chanter ********************************************** Cipher ********************************************** Druid ********************************************** Fighter ********************************************** Monk ********************************************** Paladin ********************************************** Priest ********************************************** Ranger ********************************************** Rogue ********************************************** Wizard
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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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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
Osvir replied to Sensuki's topic in Backer Beta Discussion
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
Osvir replied to cognatus's question in Backer Beta Bugs and Support
Which options did you mess around with specifically? -
Sensuki's Suggestions #009: Inventory and Item Tooltips
Osvir replied to Sensuki's topic in Backer Beta Discussion
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. -
Any improvement? Another poster reported that even when playing Trial of Iron mode this issue is still prevalent, with one and only one save present. So while this might have some benefit for this with multiple save files, it doesn't sound like it comes close to fixing the issue. I don't mean to "check" the Trial of Iron button, but rather play on Easy-Hard and never save (Most stable this way). No saves whatsoever and performance becomes much better.
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Yeah, but isn't that a bit contradictory? Would you have noticed this thread if pinned? Also, I suggested the same thing, but Rosjberg (creator of this thread) said that then half the first page will be stickys, and that's no good, and it makes sense.
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Steam Client "Verify Intergrety of Game Cache..."
Osvir replied to Osvir's topic in Backer Beta Discussion
Well then, probably nothing then, but always wise to check if the "power cord" is plugged in correctly (Steam Client, in this case). -
^they are: http://forums.obsidian.net/topic/67491-the-general-discussion-threads/
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Happens when you die too, you can open Main Menu on top of "Game over" window. http://cloud-4.steampowered.com/ugc/39725256753851309/C24F7E0CB7A4DF55A1F0B9E570DF5AC16CA2BD11/
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No tag for "Abilities" or "Powers". The all famous Wizard Grimoire bug. This is a game after having "Verified Pillars of Eternity Game Cache" in Steam. 1- I finished Cat and Mouse backwards (Nyfre first then Medreth then Nyfre for turn in) 2- Went to Dyrford Crossing, fought a group of beetles 3- Rested 4- Snuck past next group of beetles to get over river 5- Fought against some spiders Cave entrance 6- Entered Cave 7- Realized Grimoire Bug (Grimoire selected) 8- The Grimoire is Shared between all Wizards in the party 9- Tier 2-3 Spells now work in the quick bar on the Orlan. 10- But BB Wizard can't cast any spells anymore. Expected: Both, or more/all, Wizards should be able to "Memorize" their own Spells and cast them from their own quickbar. Savefile Output_log.txt EDIT: For non-Obsidian staff: With this you can make a Wizard and test out different spells/builds, but the BB Wizard is going to be left stranded (dead-weight). (P) hotkey in the Inn doesn't work for me.
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Due to the amount of bugs, I wanted to check with the Steam Client that everything was right. I validated the files in the program, and I got the attached prompt. Don't know if it does anything, said in Steam "Downloaded 0/0 kb" in the Download Manager. Been playing a bit with a Wizard and I have Grimoire and all. I made a report on that.
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I was just thinking about that, because everytime I see this thread I'm thinking "No, it needs French!" And people with horrendous humour! xD
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I don't even know anymore xD I was all into Aumaua Fighter at some point, but I really like Chanters, Wizards, Rogues, Priests, Fighters, Barbarians, Paladins (these are the ones I have tried). Every class is cool! Haven't tried Monk, Druid, Cipher, Ranger yet.
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[Bug] Character Death & Escaping Combat to different Area
Osvir posted a question in Backer Beta Bugs and Support
New game, Barbarian, got to the Cave and 2 characters died mortally (BB Fighter and BB Rogue), I fled the Cave with BB Wizard and BB Priest into the Dyrford Crossing. When I entered the Cave, my BB Wizard and BB Priest were out of the map (with GUI showing where they were) and I had BB Fighter and BB Rogue in my party. Attachments: - Save File after events. - output_log.txt - Screenshots: Traveling to Dyrford Crossing (before bug), Setting up fight (before bug), After re-entering cave (after bug) Steps I took: 1- Didn't start any quests right away. 2- Went to Dracogen Inn 3- Listened to Lord Harond and Dengler. 4- Went upstairs and talked to Nyfre 5- Went outside and defeated Medreth 6- Went to Dyrford Crossing 7- Went to Cave 8- BB Fighter was taken out in first Spider fight to the North (0 Stamina), and came back afterwards "glitching" or "jittering". Stuck. 9- I thought "If the character dies I can leave", so I lured the Spiders from the East to deal with the BB Fighter (both got killed in the attempt though) 10- Left Cave with BB Priest & BB Wizard (during combat) 11- Entered Cave again, and now had BB Fighter & BB Rogue in my party slots. Expected: Losing a character dies it should be permanently (stop/kill all code running it), and the BB Fighter should "wake up" without stuck-bug. -
Racial Attribute Bonuses ("E.G. Meadow Folk are known to be a MIGHTY empire" or "Ocean Folk have strong RESOLVE at sea" etc.): Upbringing different, and thus, different attribute bonuses/developments/training. This could make combat more interesting, in a way, as well. When you fight against an Aumaua vs an Orlan, they'll have different Attribute strengths. Human "To be..." -- "... Meadow Folk" +2 Resolve, +3 Might, +2 Constitution, +2 Intelligence, +1 Dexterity, +1 Perception -- "... Ocean Folk" +# Resolve, +# Might, +# Constitution, +# Intelligence, +# Dexterity, +# Perception -- "... Savannah Folk" +# Resolve, +# Might, +# Constitution, +# Intelligence, +# Dexterity, +# Perception Minimum Cap Example Meadow Folk 10 - MIG 08 - DEX 09 - CON 08 - PER 09 - INT 09 - RES Total: 25 (78 total in PoE) points left to spend on Character Creation. EDIT: Making Attributes more thematic, I believe, adds massive roleplay value.
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[Crash] + Dyrford Village Exploration Save/Load
Osvir replied to Osvir's question in Backer Beta Bugs and Support
Curiosity: Are you making/Do you have a heatmap? -
Okay, I was suggesting that it not be possible below a certain cap. My memory is a bit rusty on the character creation in the IE games, but I recall that some race+class combo could give a Min cap of 11-13 Dex, Con, Int. IIRC. Now the minimum cap is like, 3-4 on all stats, what I'm suggesting is that they should range from 6-13 in Min value. But not below.
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Totally worth it. This isn't something that has particularly bothered me (I've made one "dump" stat character just for running around and beta testing), when I'm making a more serious character, tributing IE-character, the points are more evened out to reflect the character and not the min-maxer gamer. Base/Minimum should be somewhere around 10-12 imo, with ability to do locked dice roll (only one role for each attribute) or random dice rolls. And perhaps Races having higher Attribute effects (like in Baldur's Gate), some Races had different "minimum caps" as well, some higher than others. This could work too.
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Combat XP Poll - Let's See What We Think Now
Osvir replied to SergioCQH's topic in Backer Beta Discussion
Still voting for Class/Character/Objective Levels and Skill Levels, separate types. Out of Combat Levels and In Combat Levels. -
Great idea