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AndreaColombo

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Everything posted by AndreaColombo

  1. Could you mention a few abilities that are not working or not working correctly for you? I too see most stuff as working correctly.
  2. I believe the enchantment level of White Crest Armor (that is, that amount of "enchantment points" that are taken up out of the total of 12) is too high. If you check its details in the crafting menu, you'll see that "Cumbersome" - the property that slows down the wearer - takes up 2 enchantment points. I believe this is in error, as negative effects usually have negative enchantment values that actually free up extra points. SAVED GAME: link OUTPUT LOG: link REPRO STEPS: Load the attached saved game. Select the Cipher and go to the inventory. Observe that she is wearing White Crest Armor. Right-click the armor and click "Enchant." Observe the enchantment details on the top-right corner of the Enchanting screen; notice the "Cumbersome" property has a value of 2. Please confirm with designers whether this is intended. I advocate "Cumbersome" was meant to have a value of -2.
  3. Is that the right save? This is what happens when I load it. No party, no movement, no nothing. I can't even unpause.
  4. I don't think we have seen an issue where no soulbound weapons are counting kills. Is it a specific weapon? If not, would you mind sending over your saved game our way so we can investigate? Hi Brandon, the issue has been reported in the technical forum and acknowledge by Aarik D. if memory serves. When St Ydwen's Redeemer kills a Vessel with the Destroys Vessels proc, the kill doesn't count toward the total for unlocking the next level. Our best guess ("our" as in "the community's") is that a kill only counts if the killing blow comes from the weapon directly and not from the spell it proc'd.
  5. I also did all the quests before going to the battery so it can't be that. Could you attach your saved game? I'll have a look later tonight.
  6. I found that in the battery. Looks like it's either part of the random loot table, or placed there if you kill the ogres so you don't miss out on it.
  7. I went there at level 8 on hard and found it adequately challenging. Now I'm doing the battery on PotD at level 10 and sone of the fights can be rather unforgiving
  8. Send the naked character with the redeemer into the fray alone; wait until they're knocked out; cast "Revive the fallen". Repeat. Easy, albeit admittedly silly, upgrade unlock.
  9. "Was" should be "were". Screenshot "A" should be removed; "an" is correct and should remain. Screenshot
  10. The soulbound hunting bow works really well on Ciphers for building up focus. Especially when paired with the Heart of the Storm talent and a high MIGHT score (which GM sadly doesn't get, but a custom Cipher definitely can.)
  11. I'm fairly sure it is not a bounty encounter. There is one bounty next to Durgan's Battery, but it is on the way to the tower where you find the soulbound bow. The other bounty (TWM only has two) is in Longfalls (or however that new area is called? The one where you find The Grey Sleeper.) Your best bet is to start the Ondra priest quest. I had all quests active from Stalwart when I went to Durgan's Battery and the gang with St Ydwen's Redeemer was right there, north of Galvino's hut.
  12. Guess it would help to have an option in the A.I. menu for letting your characters break engagement. Like the "Use per-rest abilities" button, but "Disengage". If you tick it, A.I. will disengage to get to whatever target was chosen; if you don't tick it, engagement makes your men stick. Perhaps Aarik could bring this up to the dev team as a suggestion?
  13. Couldn't you just answer your original post to keep all files in the same place?
  14. Vosz, it is official. Elves cannot grow facial hair in Eora (QA confirmed this in the technical forum.)
  15. Even though I did not experience this, I'm pretty sure it has already been reported and acknowledged by QA. Hopefully the upcoming patch will fix it.
  16. I know; my point was that I don't understand why so many people take issue with the expansion's being split. There's no cliffhanger and the price was also split, so I don't understand why it is a problem for so many. All right; I'll just drag it around then. I simply misunderstood how the feature worked; I thought the tick was just to show/hide the button.
  17. Guys... An expansion is called that because it expands on existing content. If it continued it from where it left, it would be called a sequel. And that is not to mention how devs were always upfront about TWM being like TotSC.
  18. This is going to be a dumb question, but how do you become friends with the ogres? They attacked me on sight since day one.
  19. When I picked up the bow, it lacked the string. Any tips on where to find it? EDIT: Found the answer in another thread.
  20. If you have the IE Mod installed, it adds a console command to spawn creatures. Don't think there is one in the base game, though.
  21. From what I have seen, fully leveled soulbound weapons are pretty powerful but not necessarily a no-brainer over every other piece of equipment in the same category. This is especially true if we factor in the possibility to make items "Durgan refined." Sure, a fully unlocked St Ydwen's Redeemer is powerful, but compare it to a Durgan-refined Tidefall ... Not so easy a choice. Same with, say, The Grey Sleeper and a Superb, Durgan-refined The White Spire.
  22. Thanks! Honestly, I don't understand what the issue is with splitting the expansion in two parts, since the price is also split? Part I doesn't even end in a cliffhanger tjayharvey, Springwight I've run into a couple issues with the beta mod. I'm running The White March on Windows. The mod retained most of my settings (except those you said it wouldn't) and I am not using any of those you mention as being bugged in your release notes. The first issue is with UI customization. I turned it on via option menu, disabled the portrait highlight (yay!), then removed the tick from the option in the option menu to get rid of the extra "Customize UI" button. However, that button just doesn't seem to go away. Area transition or saving/loading don't seem to help. The second issue is with Disable Engagement. I used to have that option always ticked and the mod remembered, but I decided to play with Engagement for a while so I removed the tick before I started to play. The game, however, kept behaving as though I had kept the Disable Engagement mod on (no engagement indicators, no disengagement attacks, no "Disengage!" message upon disengaging.) After a save/load, disengagement indicators reappeared but I still don't seem to get the attacks and messages. Let me know if you need additional details.
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