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Everything posted by thelee
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Had this happen before in a different run-through and thought it was a weird one-off, but it happened again in this run through so it is a consistent issue. Saving/reloading doesn't work. It slightly breaks this area because the xaurip that you rescue won't recognize that all the enemies are cleared because this flame blight is still there. Fortunately when I try to leave the xaurip comes by. See screenshot: Dropbox link to save and output_log (OS X): https://www.dropbox.com/sh/n975zlm816cp5qs/AACaLP9tD4v92WtlEBAE_KR6a?dl=0
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Really makes these fights stupidly easy when as soon as I get one enemy severely injured, the xaurip champions get stuck trying to heal it, effectively knocking them all out of the fight. Even when there's no one left, they're still trying to cast lay on hands. See screenshot: I don't know how pervasive this is. I think it happens in 100% of xaurip fights, though this is a new run so I haven't done many harder fights. I did have a ship boarding with an enemy goldpact knight who was able to lay on hands just fine, so it's not 100% pervasive. Dropbox link to save and output_log for when screenshot was taken: https://www.dropbox.com/sh/cf4ayjy17ex4thz/AADKczaBxF_9iMlmELYcy1bLa?dl=0
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I didn't notice in 1.2 at all (and I've played 4 complete runs pre-2.0 and never noticed a significant degradation). By contrast, I've been playing my current game through pre-2.0 and post-2.0 and the change in UI responsiveness was dramatic (like I said, it really disrupted my muscle memory). Like literally, the day 2.0 dropped I loaded up my last save and immediately noticed the UI lag. So this is firmly a 2.0 issue.
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Easy enough to reproduce. 1. Equip Casita Samelia's Legacy. See deflection go up commensurate with intimidate skill. 2. Enter fight. Notice in combat log that you still get deflection bonus. 3. Win fight. Notice in character sheet/combat logs afterwards you no longer get deflection bonus. You can temporarily fix this issue by re-equipping the breastplate. I'm guessing some end-of-combat effect that tries to clear all buffs/debuffs is also clearing Casita Samelia's Legacy's "Confrontation" deflection boost. Dropbox link to save right before a fight along with output_log of after the fight is over (note that I've been in one long game session, so the output_log is quite inflated): https://www.dropbox.com/sh/62p6qkobbt42dcj/AACUuTuVFg9_Bscq8rrjsLrKa?dl=0
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Unwieldy title, but the screenshot will explain it better: I never really noticed it before, but this is my first game where I'm actually just ramming into ships some of the time instead of just engaging in ship-to-ship combat, and I thought it was a little odd that my mainchar had something to say at the start of each fight. But this screenshot most clearly indicates that I was right to be confused, because the enemy captain is a Vithrack and what my mainchair (Kyrie) just said makes a whole lot more sense to be coming from the the enemy Vithrack and not my mainchar suddenly knowing how to communicate with a Vithrack and doing some sort of taunt. So, the dialogue (as well as where it pops up on screen) should really be connected to the enemy captain. Dropbox link to save right before this ship-to-ship combat (just engage and then close directly to boarding): https://www.dropbox.com/sh/k1lqlyvlc67mu0v/AAAkf8OBTSZgsj1iLc8YVSwca?dl=0
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Since 2.0, there is an ever-so-slight delay when trying to pick up items in my inventory. It is enough of a delay that it is destroying my muscle memory; e.g. instead of easy shift-clicking to sell items or put them into my stash, I have to consciously press down shift, hesitate, AND THEN click for it to register as a shift-click. No save or output_log, just a general issue in any game.
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Very odd behavior. See below screenshot, keeping in mind that there are supposed to be 10 enemy crew members. When I started this ship-to-ship combat the enemy ship was almost full (10/18 slots). I'm having a really hard time nailing down exactly the steps to reproduce it, but it is reproducible (after the above screenshotted attempt where they were reduced to 4 crewmembers, I reloaded and tried again and got them down to 8 crewmembers). It seems to be vaguely linked to the following events, in some order: a. injure enemy crew members with grapeshot or lucky cannonball shots b. trigger some negative event (sails on fire, deck fire, etc.) c. enemy AI tries to do a "report to" Somehow, when the AI tries to do C after some combination of A, B, C steps, some of their crew members completely disappear (the ones that were recovering in the hold?) Here's a dropbox link containing a quicksave right before this ship fight (just sail due east) as well as the output_log from the last attempt (where I took them down permanently from 10 crewmembers to 8 : https://www.dropbox.com/sh/ijdgczzv7j3qkkq/AABc92XZdsf6FDqQ159R4_6aa?dl=0
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Main thing is to wear light armor or cloth to make sure your recovery isn't through the roof. But even then super slow spells (6s cast) have short recoveries (2s) so they aren't hurt by armor as much. Honestly, I don't understand why spell cast times are such a common complaint. If you're overused to BG2 or Diablo 3 then yeah the transition can be rough, but mostly you just need a bit of planning and positioning and you're set. You can retarget spells mid-cast and that takes care of that bit if sluggishness from slow casts. TBH I didn't completely love it when they shrank cast times in the backer beta for non-cipher spellcasters because it made it harder to land interrupts on the enemy (and made concentration less relevant). The range on the speed boost is massive, like basically if your wizard is close enough to be relevant to the fight they get the speed buff. But IIRC most speed boosts on weapons only affect the specific weapon (they don't even affect the other weapon if you're dual-wielding).
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Was having a lot of trouble with the final Giant Cave Grub fight at the end of the Old City so decided to stealth Ydwin to take out the grub nests ahead of time. Did so, quicksaved, and then initiated fight. To my frustration, grublings still spawn from where the nests used to be and come attack me, making it a pointless exercise. I know the Giant Cave Grub spawns some grubs throughout the fight, and there are two that spawn immediately at the start of the fight, so I'm talking exclusively about the grublings that spawn from the two grub nests in the back of the room. Parenthetically, I find it surprising that The Cornett's Call doesn't give me any skull indicators when attempting it at level 6-7 (from an old data dump it is a level 8 quest). Boy no matter how many deadfire playthroughs I do, unless I'm level 8+ that final Cave Grub Fight is brutal on PotD level with scaling up now that charmed gets dispelled upon first attack. Here's a dropbox link to a save right before the Cave Grub Fight: https://www.dropbox.com/sh/xaz857g6s75zfbg/AADTWVsznguoeDsSAFdyghvza?dl=0 No output_log because I long since abandoned that attempt until I'm higher level.
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Screenshot says it all (see the floating "18" in the middle of the picture) Invariably happens during a session, where at some point one of hte floating combat text appears and never disappears. This persists through reloads. Completely exiting hte game and restarting clears it, though. Here's a dropbox link to an autosave right before screen shot was taken and output_log, though I'm not sure how useful it is since it is not attached to any discernible game state but rather something screwing up in the engine. Never happened before 2.0. https://www.dropbox.com/sh/vc04jzpq5k4wu1a/AADy5McwkJY8lpXQyEJZ4zZMa?dl=0
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Beta Patch Notes for Version 2.0.0
thelee replied to David Benefield's question in Patch Beta Bugs and Support
Is it just me or is the 6s-until-permadeath for Berath's Challenge overly restrictive? Mostly because Resurrection is a 6s cast spell. It seems painfully ironic that the best rezzer class in the game (priest) has its best rez spell made close to obsolete due to an almost-uselessly-slow cast time (you basically need some mix of rapid casting, deftness, and a high dex on top of not being in the middle of recovery upon teammate-knockout for it to work). Not much better for a druid or chanter. Hope you weren't in the middle of recovery before that enemy got a lucky crit on one of your tanks and knocked them out. Only the paladin really works out well here and unless they fixed Reviving Exhortation's damage it's only temporary (or unless paired with a cannot die effect). Are there other Magran's Fires not listed in the patch notes? There was an interview a few days ago where an Obsidian staff member talked about a challenge where beasts got a random ability (they even called it Galawain's Challenge) but I don't see mention of it here. Because if all we get is Triple Crown/Solo (which we could have been doing anyway), another one that defeats the point of playing a Real-Time With Pause game, and then Berath's Challenge, I am extremely disappointed in these challenges. -
So, maybe this is particulary borked or maybe the VTC questline is different, but I don't get a dragon fight *at all.* I loaded my Ukaizo save today to actually do the fight, and only the Engwithan Sentinels activated when I ran forward. No dragon, no conversation about the gates of Ukaizo, nothing. Just two Engwithan Sentinels and I was done and could move on to the next area. Very anticlimactic.
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This may be intended or something specific to the VTC questline, but is definitely different from all my other Ukaizo attempts. Normally I fight the dragon and then in the middle of the fight it goes into some sort of protective sphere, which then activates the Engwithan titans. This time, however, once I arrived at Ukaizo, the Engwithan Sentinels immediately activated and walked over to my party, and once I regained control of my party the fight began immediately, sans dragon. See screenshot: Here's a dropbox link to two saves and OS X output log: https://www.dropbox.com/sh/0yelqtlx3p0xf0v/AAC5DSfE20uIDQRyMVayrUcHa?dl=0 There's two saves because interestingly if I reload the Ukaizo autosave, the sentinels don't immediately activate and attack. So it appears to be some trigger misfire from the pre-Ukaizo VTC conflict (I used slavers to fight the first ship, engaged the next ship in ship-to-ship combat, and then stoically abandoned the third conflict). So I have one autosave at Ukaizo harbor which should load just fine, and then an autosave from ship-to-ship combat leading into the Ukaizo arrival, which should cause the sentinels to activate and attack.
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See screenshot: The tooltip description for Magran's Might says it interrupts "on crit," but in practice it interrupts on hit. I don't know which way the error is (I hope it's that the tooltip is wrong, because interrupting on hit makes Magran's Might feel more like a PL9 spell), but it's clear there is a mismatch here between description and implementation. Dropbox link to a saved game before the Sanguine Harvest fight, along with OS X output log: https://www.dropbox.com/sh/stz06zxf8lnn9i3/AABjC16QCnmAn2P7yr78AoApa?dl=0
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Patch 1.2.2 Hot Fix Patch now on Beta
thelee replied to David Benefield's question in Patch Beta Bugs and Support
Make sure you have the berath blessing enabled with the bonus vendor. -
I generally like the ship combat, but the higher-level ship combat (what little exists) really needs some combat tweaking. My biggest gripe is that except in specific situations, there's basically no reason to not lay everything you have with cannonball. In lower-level combat grapeshot can be a way to disable most of the ship, and chainshot can prevent escape or pursuit. In higher-level ship combat, everyone has super-powerful surgeons and lots of people in reserve. Even with a junk ship magically knocking out all above-deck crew in one volley, by the time you jibe to fire with your other cannons, the other ship has already swapped everyone out with reserves, and the surgeon has already healed half the injured crew. Meanwhile, the other ship has just been shooting at your hull, and with 4 or 5 cannons, while you wasted a volley just to get the enemy ship to waste half a round swapping people out, they took out half your hull strength :|. It also doesn't help that the surgeon is a below-deck crewmember, so if you want to take out their surgeon you have to use cannonball anyway... Meanwhile, if you're in a galleon or junk and do just do cannonball and nothing else, you can basically destroy the hardest ships in the game with just a few volleys and it basically boils down to RNG. Anyone else feel the same way? What does the community think of ship-to-ship combat?