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thelee

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Everything posted by thelee

  1. I'm in Galvino's Workshop, and I started noticing that all of a sudden fights were getting really hard. Check out the top-left tooltips in these screenshots: 1. 2. 3. Those are *insane* defenses. Notably, look at the difference between #2 and #3. Same exact fight, only difference is that I quit the game and started it again because I suspected something was up. Upon re-trying the fight, magically the stats for the foes got even *higher*; +48 to all defenses apparently, and notably when the game reloaded all these foes had "Barely Injured" as if they had gotten a maximum health/endurance boost upon the reload. This is very obviously buggy behavior. I was eventually able to win fight #1 using lots of debuffs, but the fight in #2/#3 are clearly impossible. Nothing will ever be able to penetrate 250+ stats like that. Clearly some kind of difficulty adjustment is being applied repeatedly, possibly upon every single reload. This maybe a Galvino's Workshop/area-specific behavior, since I've cleared the area to the west and east of Stalwart and the rest of Durgan's Battery opening area with lots of reloads without running into insanely hard fights. Here's my dropbox link: https://www.dropbox.com/sh/qnm3o7gwuwrglac/AADm6WLTXOWvmt8zYctXSmjJa?dl=0 I've been able to stomach a lot of the bugs that cropped up with 2.0/White March, but this is insane. The game is literally unplayable now. In case it's related: i'm playing on Path of the Damned and I selected "High Level" when entering the White March; party is level 13. (I hit level 13 while in this general area, so it might also be related to that, since every other area [where I had no problems] I was at level 12.)
  2. working as intended, though i wish the game were a bit less "spikey" in terms of difficult fights. use a lot of debuffs to get their defenses down, and for the adra dragon try (once you get her defense down a bit) using effects like confusion or paralyze to block her from using her one-hit-wipe breath attack. I've done it several times on Path of the Damned, so you should (eventually) be able to do it on Normal.
  3. @Aarik D, it looks like Play dead isn't the only ranger ability that is misapplied to the ranger. Merciless Companion is also misapplied, and Kefky documented a whole lot of other buggy abilities. I attached a save game and screenshot in his post as well.
  4. Just to chime in, I just discovered that Merciless Companion is also affecting the *ranger* not the *pet*. It seems all sorts of ranger stuff is just broken and misapplied. HEre's my dropbox link with a save to test it out: https://www.dropbox.com/sh/lp3qeligf5h41sx/AACUe7DVIXwNtKjbD5EHfGcwa?dl=0 Screenshoot proof: The money shot is in the combat logs -- notice in the screenshot that Elka (the ranger) has a Merciless Companion boost for damage, whereas Zelda (the pet) has nothing listed. This is a clear regression from 1.6. EDIT: since it's not clear from the screenshot, all of this constructs are disabled so every one of them is eligible for sneak attack/merciless companion boost.
  5. Yeah, I just realized it's all sorts of ranger stuff. I just discovered that Merciless Companion affects the ranger, not the pet.
  6. Are you sure that it's not just the paralyze effect wearing off? In my above example, one of my characters snapped to, but it was only because the paralyze effect had grazed for a couple of seconds, whereas my main CHARNAME had been paralyzed for ~6 seconds and sure enough even with the suppress affliction they stayed unmoving for the entire time.
  7. And for further edification, a series of screenshots showing: 1. paralyzed characters 2. post-suppress affliction characters who now have a different debuff icon but are still unable to take action.
  8. Here's a link to try it out (I've been using this save for other issues, but it's handy because it's easy to trigger several of the problems with one go): https://www.dropbox.com/sh/bu470ehekco0qo0/AADmTwodWv6Z8d-tIAfXAtgma?dl=0 Go fight some of the Lagufeth (or whatever) and wait until a Paralyze effect triggers. Then either use Durance or Elka (the custom ranger)'s Suppress Affliction on those characters. THe paralyze icon will be replaced with some different icon, and the paralyze tooltip will go away, but the characters are still unable to take action.
  9. apparently toggling the AI button appears to have worked for the stag companion. thanks! (still annoying how it silently got broken though...)
  10. Clarification that I just discovered: The problem appears to be that my *ranger* has "Play Dead" and when activated, my *ranger* gets the Play Dead ability, instead of my pet. Here's a dropbox link with a save and output: https://www.dropbox.com/sh/bu470ehekco0qo0/AADmTwodWv6Z8d-tIAfXAtgma?dl=0
  11. Here's a drop box link for the ranger AI bugs: https://www.dropbox.com/sh/df1at5h5mdihypd/AABRZ-ZIXVlBnqDKxjpQYgyKa?dl=0 Just enter combat to the right and note that neither pet nor ranger will do anything interesting. Ranger will auto-attack, but that's it.
  12. Enter the fight with the stags to the right using the save game her: https://www.dropbox.com/sh/df1at5h5mdihypd/AABRZ-ZIXVlBnqDKxjpQYgyKa?dl=0 Observe how the stag companion will stand around and do nothing, despite having "Aggressive" auto-attack AI set for the ranger.
  13. 1. Zafua did not start with transcendental suffering. I had to respect him before he picked up these very crucial monk abilities. 2. After you choose duality of mortal presence, successive respecs DO NOT clear this away. In effect, it becomes a free talent/ability.
  14. The -1 Weapon Change Recovery from Coil of Resourcefulness stacks with Fast Switch. This means that the character with both of these has a -.5 Weapon switch time (negative number fully intended). This means that any time this character does anything, I can pause the game and clear out any recovery from their action by just repeatedly switching weapons until the progress bar shrinks away. If this is intentional, fine, but if it feels a little broken to do so. My character can basically chain-use abilities.
  15. It's coming up a lot in 2.0/White March because those Laugethsdfalsdf (sp?) use paralyze a lot. Basically, Suppress Affliction will remove the paralyze effect from the tooltip but will _not_ actually let the character move and take action again. The character will still have to wait until the paralyze effect wears off. Attached is a screenshot of a character stuck despite having a Suppress Affliction cast on them (note the guy above dead center who just has that weird debuff icon; this persists until the paralyze effect naturally wears off).
  16. Just a summary of issues that I've run into: 1. Druid class AI - the first one. Even if I don't check off "Use Per-Rest Abilities" my druid will *still* use per-rest spells. 2. Ranger Pet auto-attack AI: does not work at all. I got it to work once, but ever since then the ranger pet just acts as if there was no AI involved (I am trying the "Aggressive" script). 3. Paladin targetting AI (the class script that focuses on damage): it may happen to other AIs, but my Paladin has gone *running* off to attack no one with Flames of Devotion. It must be some enemy selection glitch, because these series of screenshots shows my paladin running all the way to the *exact* center of the map before using Flames of Devotion on nothing: 4. Ranger class AI - the first one. I literally never see my ranger use Marked Prey or Wounding Shot. One time I noticed the ability icon flicker in the ranger's above-npc tooltip before the ranger settled on ranged attacks again.
  17. I don't think you understand the problem. I understand how hotkeys work. Pre-2.0/White March: as I hotkey abilities, my hotkeyed abilities show up above the action bar for quick access. They show up in order of how I hotkey them. So if I hotkey Knock Down to Z and later hotkey Clear Out to Q, they will show up in the following order: Knock Down (Z), Clear Out (Q) 2.0/White March: all hotkeyed abilities show up alphabetized by the hotkey. So in the previous example, the abilities would show up in order: Clear Out (Q), Knock Down (Z). The White March/2.0 behavior is annoying when I have a few abilities hotkeyed, but *really* frustrating when I have upwards of 10 or so hotkeys (common with my spellcasters). This means that instead of me being able to customize the order of the abilities, they will always sort in alphabetical order, which is a major usability problem as I summarized in my original post.
  18. Am I the only one who really used hotkeyed abilities? Anyway, before 2.0, hotkeyed abilities would show up above your normal action bar in order of them being hotkeyed. Now, they show up in the lexicographic sort order of their hotkey itself (in ascending order). This is a major usability regression. Before, every time I added a new hotkey, the ability would predictably show up to the right of all the existing hotkeyed abilities. Aside from retaining a consistent sort order for existing abilities, it means I could also order my abilities however I wanted, generally from weakest to strongest (very useful on a cipher since then my hotkeyed abilities also act as a "focus gauge" so I can see what I can use without having to read that super-small integer on my portrait). However, by ordering hotkeyed abilities by the hotkey itself there is no more a consistent ordering for abilities. I either have to unintuitively alphabetically order my abilities as I want them sorted (which is very unintuitive for QWERTY keyboards where instead I just want to go from left-to-right on the keyboard and have that visually represented left-to-right as well) or I have to deal with the fact that my abilities are not going to have a consistent location on the screen as I shuffle stuff in and out. I imagine that this is either a really low priority issue or one that only I care about, but I mean it's super annoying. It's almost like UX 101: don't shuffle around the user's buttons [which is what constant sorting by the hotkey does]. It just strikes me as annoying that someone felt the need to change this behavior for 2.0/White March and thought that this was actually an improvement.
  19. Expected: when pet's auto attack AI is set to "aggressive" pet should actually act as such. This does appear to work when I switch in combat. Actual: pet just stands around not doing anything in most fights.
  20. Well this was a rude surprise. Expected: activate "Play Dead" and pet becomes untargetable, along with a stasis shield. Actual: literally every time I activate this ability, the pet continues to take damage and gets knocked out. At least I can respec...
  21. If my mouse is over any of my hotkeyed abilities and I do any input, the hotkey gets cleared. Before: if my mouse was on a hotkeyed ability and I right-click or escape, nothing bad happens (in the right-click case I get the description) White March/2.0: in those cases the hotkey gets cleared. This makes looking up an ability description hella annoying, as if I right-click on a hotkeyed ability I get the description but my hotkey also gets cleared.
  22. I separately re-reported this and a developer confirmed it and entered it into the database. I am also a software engineer and can understand that there may be a lot of bugs and limited bandwidth. Contrary to what you say, this is *not* that critical. It is annoying, but I can play a CC party just fine; it just requires paying attention to when I re-apply debuffs.
  23. Here you go, I uploaded it to youtube (sorry for low-ish quality, this is literally the first time I've ever recorded and uploaded something): https://www.youtube.com/watch?v=ZEEoqEB6AJg This is consistently reproducible; it *had* to be consistently reproducible because I kept messing up trying to record the video Anyway, the trick is that a Fampyr needs to get hit both times with the affliction. FRAPS kind of clipped the end of the video off for some mysterious reason, but the Fampyr at the top left resumes attack/movement even though they still have a Paralyze affliction listed.
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