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matthewfarmery

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Everything posted by matthewfarmery

  1. maybe try refreshing your steam files https://support.steampowered.com/kb_article.php?ref=3134-TIAL-4638 otherwise, not sure what is up
  2. looks like I can't edit posts after a certain time, I have fixed the issue, I uninstalled the game and reinstalled it, quests now trigger correctly, seems this is a problem with the patching system? not sure, but the quest log seems to be ok when I started a fresh char. going to mark this as solved, at least for me, anyone else having a similar issue, I recommend doing the same,
  3. could this be a quest log issue, similar to the one I reported? check your quest log and see if there is anything there? for me, my quest log is completely empty of all quests, new and old chars
  4. thank you, at least I'm not alone, this is a major gamebreaker, can a dev please respond to this? I have resorted to installing the game again, but not sure if that will do anythjing, but thanks for confirming this. @elbozz yeah that bug does seem simar, but for me, my quest log is completely blank, even for an old char, so nothing is appearing, but thanks for confirming this
  5. can anyone confirm this? as this is pretty gamebreaking for me, oh yes, running on windows 7 64bit, the quest system was working before the patch, but this is totally ruined the game for me, as I can confirm this 100% so can anyone please start a fresh char and see if quests get added to the quest log, as nothing is appearing for me. edit, the game is doing another update, will test that and update if the problem remains edit 2 quest log empty still, even my old saves have no quests (even though I dione a lot of quests with my char) going to reinstall the game, not sure what else to try, as the game is broken for me
  6. I have checked my steam files, but I have two bugs with 1.03, the first one is, that upon starting the game, load and continue are greyed out, (going into the options menu makes those options appear) but I have a more serious issue, I started a new character, and for some reason, quests aren't getting added to my quest log, I picked up a few quests, but they simply aren't there. www.matthewfarmery.net/poebugs/ for my save and output log but the game is pretty broken for me, not sure what else to try? as I was looking forward to playing with the new patch, I hope this gets resolved soon. if you need anything else let me know
  7. yup, I can confirm this, awesome work, and at leas I can play it withouit having to wait until tomorrow. downloading, and can't wait to get back into the game again.
  8. I'm glad that monks are getting a buff, they do seem a bit under whelming in terms of damage, but still, they are an awesome class to play. its all about checks and balances, Im sure the game will be tweaked over the course of many months and more. I'm fine with most of the changes,
  9. I think this would be a good idea, as it would allow us to set the abilities of the pre made companions, so I think an option would be a nice thing.
  10. the problem with hotfixes, they can go either way, a game this complex with a lot of choice and options, might not work too well with a hotfix, especially if some bugs are linked, or sharing the same code, you might end up breaking more then you fix. granted there are a few major bugs, and one been the pet vanishing, as it meant you couldn't leave the map. in truth, a hotfix while might sound good on paper, but if you do another patch, it could end up breaking the hotfix, or you have to recode it when the next patch is getting written. to me, for a game like this, it's far better releasing a large patch that fixes a lot of bugs, then you know that the patch is sound (or should be) and it hopefully won't break something else. but still, there is always that chance. hotfixes are good for stuff like FPS, simple games, but for complex games, big patches are better. overall, a great list of fixes, going to reroll so I can enjoy the game.
  11. WOW! that is a long list, and a lot of bugs been squashed, going to do a ranger at some point so I can enjoy that class, without the pet vanishing. awesome work!!
  12. would like to see some patch notes too, but good to hear that the patch is coming, I hold off from playing the game until the game is updated
  13. if you do have people there, (say two or more) then any attacks (bandits or from endless paths) should auto resolve, hireings should be used to patrol the outer areas and help to spread the word of your good (or bad nature) while companions (and custom) should help to stop stuff coming from below, and should also keep gaining experience to be either 1 level below your main char. this will still make them viable throughout the game, but still a small penalty if you don't use them. (main companions can be equal to your char, but custom 1 level below your char) that way, you can pickup the keep, add some of the companions and custom, and let the keep do its own thing without having to go back to defend it all the time. (unless you are present on the grounds when the attacks happen) that would be a lot better system.
  14. yeah also had the same bug with the skeletons that the chanter summons, I had issues trying add the attachment, but I've uploaded my outpost log here http://www.matthewfarmery.net/poebugs/output_log.zip hope it helps
  15. I was under the impression that you get attacked from the endless paths until you clear the floor in question? I've not done the endless paths dungeon at all, but I have encountered stuff like skeletons which must have come from endless paths. so Im under the impression you need to clear each level to stop the attacks from each floor. that is the issue. would have been nice if the attacks only started once you start doing the endless paths, or really make it optional.
  16. you would have thought the total pledge amount would have accounted for something, I also pledged at $80 and got two expansion and the digital novel (this was before it was added by default) so yeah, I spent over $100, its a pity that didn't qualify to get my name in the credits.
  17. I would like to have map notes too, marking where I been, or marking an encounter that I can't do. this would be a QoL feature, so I really hope it gets added.
  18. that is what it seems to me, I got a fairly decent security level, and I had a few attacks from stuff below and from bandits, so either the security level is bugged, or security level doesn't do anything? I really dislike the attacks from the endless paths, I have a few of those, skeletons and something else so far, so I would say I have at least 4 bandit raids and 4 attacks from below, (give or take) and my security is about 23. I dont have any hirelings (as there seems to be a few bugs with them) and any companions that you leave at the stronghold doesn't do anything for security either? so I am under the impression that I'm getting more bad events then good events even though I got a fairly decent security level. not sure if anyone else has that feeling too?
  19. would like to know this too, as there is no enchanting skill to raise? (not manually) unless you have to raise it by constently crafting stuff?
  20. if they tweak the system, and lessen the amount of raids, and make adventures more meaningful, and add more stuff to it, I could see it working, but I do think the stronghold over endless paths was a mistake, that should have been a separate dungeon and not linked to the stronghold in any way, as the attacks from stuff under it, seems forced, when they attack, so it forces to to clear the dungeon, rather then a place you want to go and find yourself. that would have made the attacks a lot less, and you only have to deal with bandits, and the security level of the stronghold should have brought the attacks down. instead, the higher the security the prestige the more attacks, which is annoying, so I don't see how anyone can really safely advance the story when these events keep cropping up, I don't have any hirelings, and seems to be bugs with them. the idea is great in theory, but something needs to be done to tweak this and make it less forced and less dependent on player intervention when you trying to play the rest of the game. I'm not really complaining, maybe I am, the idea is great, but more thought needs to be done to make it worthwhile and not a hindrance to the player, and the current system does make it a hindrance. if the stronghold gets tweaked and balanced, I can see it been a good place to have. just not right at the moment.
  21. I also started to upgrade the stronghold, while I don't mind it, but I do feel that the amount of forced bad events is a bit too high, (even though I beefed up security a lot) getting told your stronghold is under attack every so often is pretty distracting, not had many good events, and when I did have an average length adventure, it takes 8 turns and I hardly got anything for it. but yeah, the stronghold needs more people, then again, I could say that for the first city, looks good on paper, but pretty dull. so yeah the stronghold is becoming a bit of an annoying mini game, (maybe there could be an option to disable the events system if you don't want them?) but yeah the idea sounds cool, but needs a lot of work, and there is very little point storying anything at the stronghold when you got a infinite stash. so I hope some more refinement is done, I like the idea, just not really keen on how its been done, needs a lot of work, and that really goes for the rest of the game too. still, this is an awesome game, I'm having a blast playing it, but the bugs are annoying, I encountered a few of them, I hope the first patch is soon. but keep up the goood work devs, this is a god game, just needs refinement and tweaking and bug fixing before it really shines.
  22. it's a known issue, the same happens with companions sometimes, yes it's an annoying bug to be sure, hope there will be a fixe for it soon.
  23. OK I have included my autosave and output log, still seems that only my auto save is effected for the time being, from the output log I noticed (Filename: Line: 1788) The referenced script on this Behaviour is missing! (Filename: Line: 1788) The asset bundle 'D:/Program Files (x86)/Steam/steamapps/common/Pillars of Eternity/PillarsOfEternity_Data\assetbundles/prefabs/objectbundle/cre_bear_animal_companion.unity3d' can't be loaded because another asset bundle with the same files are already loaded. (Filename: Line: 701) this probably is the issue? but anyway, hope the log provides the answer, as this is a game breaking bug. output_log.zip
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