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DocDoomII

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Everything posted by DocDoomII

  1. Just to remind that there are bugs that apply stats bonuses multiple times on your characters. So if someone find the games overly easy, it could be because he didn't notice his characters got extra stat bonuses. http://forums.obsidian.net/topic/73449-stat-bonus-modifiers-can-erroneously-be-applied-multiple-times-allowing-stats-to-grow-beyond-intended-values/
  2. They work like protective items in Baldur's Gate. For example a ring of +1 armor class would not work together with a cloak with the same effect. They work on the base value and apply their bonus on it, but if a bonus is already being applied, other bonuses will be ignored.
  3. In my game I cannot build more than 1 upgrade at the same time.
  4. It's likely the same issue some people have with other locations. It's possible that the specific files of that location are corrupted. You could try redownloading and reinstalling it.
  5. Alredy been reported http://forums.obsidian.net/topic/72721-bug-report-debuff-after-ended-fight/
  6. Try this: Many users have reported running into framerate issues and frequent crashing. If this is happening on your machine, please attempt to disable anti-aliasing to increase performance. This can be done by pressing the ` key, (the one to the left of the 1 key on your keyboard). This opens the command console. Then type into the console "msaa 0" without the quotes, and hit the enter key. After doing this you should notice an increase in performance and hopefully this will help to resolve the issue. This needs to be repeated on each transition. We are working on creating a toggle in the options menu.
  7. It's a common issue for all "X times for encounter" abilities.
  8. I have the same problem. GoG version on WIndows 8.1 I attached my dxdiag in a separate thread because I had missed this one. http://forums.obsidian.net/topic/74154-voice-over-gets-cut/?p=1618130
  9. If you have a lot of save files, your save and load time becomes extra long.
  10. It's not like patches grow on trees. Give them time to analyse the problems, produce a working solution, test it and release it.
  11. So, more often than not, when someone starts talking (either during dialogues, or npc banters), the voice over starts some words after the text that appears on screen. Sometimes it's a matter of 2-3 words, sometimes a whole sentence and a half is missing. And sometimes, albeit less frequently, the voice stops before its text counterpart. I restarted the game with 4 different characters and the earlier I've noticed the issue is in Gilded Vale. I don't have a save file at the moment, because I deleted all my saves (sorry, I'm still in the process of creating a character that 'feels right') without thinking that they could be required when reporting issues. I'll attach my dxdialog output though. Can't seem to be able to upload the file, so I'll just hide it in a spoiler tag.
  12. I'm not entirely sure, but the stash/vault being accessible anytime could be a setting in the option menu.
  13. Are you absolutely sure that you have no item in the "vault" inventory? The one accessible clicking the big chest like icon in the inventory menu?
  14. Second wind is not instantaneous, that could be the problem. The game over triggered before second wind.
  15. It seems to be a common problem for abilities with "X uses for encounter".
  16. This does seem like something that could be fixed retroactively: they know what the default values should be for NPCs (and PCs?), and they can just force the game to re-run calculations for things like Deflection. In theory. It should be easy enough for NPCs, yeah, but I was thinking about how they'd fix it for PCs; they know the maximum stat points we can reach and obviously they can drop us back down to legal levels for each attribute, but depending on how it's fixed a) there's a potential problem if multiple stats have been affected with how much to decrease each, and b) that might make it impossible to cheat in higher stats later, not sure. Not that I really know anything about their code, of course. It's easy. "Scrap" the character stat "progression" making it so it looks like it has just been created, but keep the amount of XP.
  17. 3D models should allow for easier animation compared to 2D sprite animations. We can maybe expect more animation on this front, but I don't see the need to create perfectly fitting animation for every kind of weapon present in the game. I mean, sure, if they add whips, the animation can't be the same of a 2 handed sword, but we can't expect to have perfectly fitting animations for rapiers and machete for example. I'm fine with it if they use the same move.
  18. Can't we merge this topic with the other one about curses? EDIT: ok, now that the threads have been merged, this post makes no sense whatsoever
  19. Well, usually cursed item in videogames are not cursed by the owner, that would be dumb. My take on enchantments and curses is that there should be of 2 kind. 1-spell cast with intent: you willingly cast a spell on the item to bless or curse it (depending of what you plan to use it for) 2-unaware spontaneous incantation: P:E is a world of souls. if someone with a strong soul and strong emotions uses an item for a long time, the item could assimilate a fragment of its owner's soul and become blessed or cursed depending of the mental and emotional state of its owner. Bless Example: a thief who can't go on a job without his favourite pair of boots because he believes that only with those boots the success will be granted. With the decades the boots could gain a bonus to move silently or hide in the shadows (for example). Curse Example: a serial killer that after killing each victims scars himself with his knife (like Zsasz ). With the years the knife could become cursed to slightly wounds its owner after each kill. How's that? EDIT: Uh, I like this.
  20. I know, my numbers were just for argument's sake. Anyway, I'd expect the most difficult standard lock to be at the same level of the maximum you can reach with your skill. Anything above the "humanly possible" should be magical and require a different kind of "process" to be forced (I don't expect to be able to force a 50% difficulty magical lock with a lockpick. That should need a magical approach to be breached). This would be my preference, just to be clear.
  21. Most probably beta access is tied to the game-key
  22. But what would stop the player from packing a stack of 99 lockpics every time he goes to the local blacksmith? Let's say, for argument's sake that the stronger mechanical lock in the game is 100% and the treshold for using lockpicks is 10%. Everyone would simply stop at 90% lockpicking skill with their thief character and pack a full stack of lockpicks. It seems a no brainer to me. For what we know though, you may have already planned something to counterbalance this but, may I suggest to make lockpicks very rare? Like for example they sould be sold only by fencer or shady merchants. Surely not from every blacksmits. And their supply should be limited. And if they end up being craftable by the player, it should be a high level schematic, since lockpicks are precision tools.
  23. Because when the game will be released this forum will be coupled with a SPOILER FREE one.
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