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Everything posted by thelee
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Weird bug. Heart of Fury is definitely on the "per encounter" section of my toolbar, and the patch notes and the description say it's per encounter, but it's still acting as per-rest for me. Screenshot (note the other per-encounter abilities having reset to 1/1 at end of combat): Dropbox link to output_log and save: https://www.dropbox.com/sh/cnjzqf8s5gzzuu9/AADoVk9DbgtNX34U5eOQlkXTa?dl=0 To reproduce, use heart of fury, note how it does not come back.
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Graze (x0.5) 10 Raw Damage Affliction?
thelee replied to Skirge01's question in Pillars of Eternity: Technical Support (Spoiler Warning!)
It's good to know that this doesn't actually affect your characters, but this does seem like an issue that should be fixed. Here's my own output_log and save game pair. This effect is both on durance and my PC. https://www.dropbox.com/sh/fbwgkrppp5uhvj9/AAArRwZCO_5PbmO7tu2PaJu2a?dl=0 Screenshot of it in action: -
OK, so I can accept that the AI is smarter, even if it means every single monk does a teleport right to my mage as soon as they can (SO annoying). What really confuses me, though, is that periodically my characters will get knocked prone for a *really* long time, upwards of 20 seconds. I swear I can't find anything in the combat log that indicates what's happening, and I don't recall any monk (or potentially cipher) ability that does this. Anyone experience this? Basically I'm screwed if this happens to either Eder or Durance and i'm out of suppressing afflictions or liberating exhortions. Anyway, I'm looking for any pointers on dealing with these surprisingly super hard trash fights in the Abbey of the Moon. I'm using Eder, Sagani, Kana, Durance, and a custom paladin (shieldbearer) and my PC is a wizard. Sagani, Kana, and my PC are all level 15, everyone else is level 14. Like I said, the hardest part for me is that the monks appear to be surprisingly smart about using flagellant's path and aggressively breaking engagement to punish Sagani, Durance, and especially my PC. When enemies are bypassing my tanky front-line, I kind of collapse pretty quickly, and adding insult to injury is that attempts at doing anything close range with these characters (like level 6 minoletta for my PC) is almost suicidal because of all the rooting pain that triggers off these monks. It also doesn't help that my debuffs is much harder in these fights because the enemy priests are smart about using Prayer against Imprisonment,Suppressing Affliction, etc. PS congrats Obsidian, you've actually made Path of the Damned a challenge now!
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I just equipped this on Durance. Durance has Inspired Flame (+10 Sword, Arquebus). By the rules of soulbound/universal weapons and attack bonuses since White March I, Durance should also get a +10 bonus to this scepter. However, he does not, he only gets the +15 accuracy bonus that is on the weapon itself. Just for testing, I also tried it on my wizard, who has Weapon Focus: Soldier (+6). I can confirm that another soulbound weapons (Greenstone Staff) does indeed get the +6 accuracy bonus from the weapon focus, despite not being a soldier-weapon, because it is a soulbound/universal weapon. However, Gyrd Haewanes Stenes still does not get +6 bonus here either. So it appears to be missing its universal weapon classification. Here's a drop box link with the weapon, along with output log: https://www.dropbox.com/sh/w0f1ug5pt5hl1r4/AAANogXxn7fL1wiwB-baFvYia?dl=0
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I like to aggressively weapon switch on some of my characters (along with Coil of Resourcefulness, switching weapons can be better than waiting for a gun to reload [you can switch to another gun or a different weapon] or for waiting for a very slow recovery to finish). Doing this requires you to switch a weapon just as an action completes and before recovery begins, otherwise you just end up having a recovery plus the weapon switch time. However, I notice that sometimes this causes weird issues with targetting and actions. I'll use my wizard as the exemplar here, who in one weapon slot has an arquebus and in the other has the soulbound quarterstaff. He is also equipped with the Coil of Resourcefulness for a 0-second weapon switch delay. Example A: equipped with arquebus. Cast a spell, then fast switch to the quarterstaff. Activate Arcane Veil. Arcane Veil will not activate at all. Sometimes I can activate Arcane Veil again, and doing so will trigger *both* instances of Arcane Veil to trigger at once (blowing through both of my uses for the day). Example B: equipped with arquebus. Cast a spell, then fast switch to the quarterstaff. Cast a spell that self-targets the wizard (like Eldritch Aim) and then queue up an attack on someone. Sometimes the wizard will instead, while standing in place, attack himself with the quarterstaff while skipping the spell (it's almost as if the targetting for the spell got confused with the targeting for the attack). This is particularly odd because the quarterstaff will occasionally trigger an area of effect spell that is supposed to be Foe AOE only, but when this triggers when this targetting glitch occurs, the spell hits the wizard just fine. Example C (new to 3.0/White March II): equipped with arquebus. Cast a spell, then fast switch to the quarterstaff. Then cast a spell that generates a weapon (like Citzal's Spirit Lance). Nothing will happen (the spell will be completely skipped). I think the same underlying root cause might be affecting A, B, C and that depending on the timing of your weapon switch it can mess up the timing or targeting of the following action. These issues are not consistently reproducible so I don't have a silver-bullet save game, but I do have a generic save game/output log here: https://www.dropbox.com/sh/spsmxhhmimn4pjq/AAC0nAZ5-_ftLdZkirqB3uQVa?dl=0 There's a fight nearby and you can try out some of these scenarios to recreate them. With my aggressive use of weapon switching, I invariably encounter one of the above issues in about 80% of all fights, so it's not too hard to reproduce, even if inconsistent.
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Potions and scrolls have long been finicky from 1.0, but I'm re-reporting this because I don't think this is getting attention (as evidenced by the fact that I keep running into these issue). Some buggy scenarios: Bug 1 [Annoying]: If my character gets interrupted while drinking a potion, sometimes they'll resume trying to drink the potion except when the animation completes the potion is not actually consumed (i.e. if I'm trying to drink one of 5 potions of power, even after the animation completes, I'll still have 5 potions of power left and no buff). Sometimes re-trying to drink the potion works. Bug 2 [Severe]: Sometimes when my character drinks a potion, nothing will happen and my character will become permanently stuck (unable to move or take any action). Moreover, this character will prevent combat from ending. The only solution is to reload an earlier game. Bug 3 [Annoying]: Sometimes if I tell my character to use a potion right as an action is completing, they will proceed to go through the animation of drinking the potion during recovery but then nothing will actually occur. Bug 4 [bad]: Sometimes at the end of an action, I'll switch weapons (I have several characters with Fast Weapon Switch perk and one with that and Coil of Resourcefulness for 0second weapon switch delay, so switching weapons aggressively can be better than reloading a gun or waiting for recovery) and then immediately tell the character to quaff a potion. Sometimes when I do this, the potion will be queued up (visible in the "Current action" circle in the combat tooltip above their head), but the character will proceed to engage in auto-attack. This is most annoying with my wizard, who has a gun in one weapon slot and a quarterstaff in the other, and sometimes this means that I'll fire the gun, switch to quarterstaff to avoid reload, and drink an important potion (healing or a buff), but my wizard will instead just run straight into combat. The only recourse to this is to cancel the action (my keyboard hotkey is "X") which will remove the potion from the current action circle, and then try to drinkt the potion again. Note: as hinted at in Bug #4, I aggressively use weapon switching in fights. I notice this causes occasional issues elsewhere, so I think there might be some bad interactions with potion usage and weapon switching. An of course, my main annoyance (not strictly a bug): Potions and scrolls are incredibly finicky to try to use in actual combat, for two reasons: 1. The AI interacts very poorly with potion/scroll usage. If a character is in their cooldown (with the yellow bar above their heads) and I tell them to use a potion or scroll, sometimes their AI will make them completely forget that I ordered to do such a thing and auto-attack when their cooldown is finished. I can confirm this is the AI doing it because I've gotten into the habit of disabling the AI when I need to use a potion or scroll, and this has generally removed the issue. However, when I forget to do, there is a very high chance that the character will get distracted and attack instead. 2. It is very, very hard to use potions and scrolls in the midst of combat due to interrupts. The animation is stupidly slow (remember back in 1.0 when there was no animation? Those were the days). This would be less of an issue if Bug #1 from above didn't exist, but currently it means I have to babysit any character who wants to use a potion: a. character needs a potion? b. if yes, disable ai. c. select potion d. carefully watch animation. if they get interrupted, press X (to cancel any action in case bug #1 is about to occur) and try to drink potion again. e. carefully watch animation. wait to see them finish the drinking animation. f. double-check to see that they have gained the appropriate buff/healing. if not, start from step c all over again. g. re-enable ai. h. repeat for every character who needs to drink something through the course of the fight. And god forbid I run into bug #2, especially at the tail end of a hard fight (I literally had this happen right after beating the white dragon in WM1... you don't quite know the frustration of having to repeat a hard fight because of a bug that happened because I told kana to drink a heal potion while killing a straggler ice blight). and White March II/3.0 introduced a new annoyance: 3. I cannot actually see my potions until I hover my mouse over the little "quick item" icon on the toolbar. This is a major, major, major UX regression, especially since you have to hover your mouse and then carefully move your cursor UP and then RIGHT to get to the potions. God help you if you try to move diagonally UP-RIGHT, you'll lose the hover state and the quick item display disappears. This happens to me like 50% of the time I try to use an item, because my mouse usage is fairly rapid and imprecise (as I expect it would be for most users); the only solution is to slow way down my mouse usage every time I try to use an item. In web design, it's a fairly well-known trick to make the safe "hover zone" of a popup menu actually be a triangle from the initial button, so that users can move diagonally to the menu option that they want. The other part of this being bad UX is that I no longer have a good, visual reminder of my items (unless I explicitly hotkey them), so now it's a bit more skill intensive to remember that I have an obscure one-off potion on one of my characters. Because the bugs above are not easy to reproduce, I don't have a definitive save game, but here's one with an output log wherein I ran into some of these potion issues during the game play; the save game is also near a fight, so you can try experimenting with potion usage: https://www.dropbox.com/sh/spsmxhhmimn4pjq/AAC0nAZ5-_ftLdZkirqB3uQVa?dl=0
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It's hard exactly to know how to reproduce this. Basically, I have Durance equipped with Cape of the Master Mystic (invisibility on critical hit). Some of the times it triggers, it works just fine. Frequently, however, one of two things will happen, of varying severity: 1. Durance will stay invisible, but will still be able to act. 2. Durance will stay invisible, but be completely unable to act (he can still move, though). *sometimes* the effect wears off at teh end of combat, but other times I have to save and reload to get Durance back to normal. I don't know if it's an interaction with some other items he has equipped, but I've been able to run into this fairly regularly in WM2. Here's a dropbox link with an output log from when this happened recently, as well as a convenient save near a fight: https://www.dropbox.com/sh/spsmxhhmimn4pjq/AAC0nAZ5-_ftLdZkirqB3uQVa?dl=0
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Another reason to just remove the proximity restriction: I have one of my party members equipped with the item that casts Warding Seal when critically hit (Black Sanctuary), and it just now went off in combat and proceeded to disarm two of my traps (which I had placed in front of my squishier party members as a defense).
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On a personal note: this is one of the most perplexing nerfs IMO in pillars of eternity. It's not like traps were anything remotely approaching how severely powerful traps could be in Baldur's Gate, but the change (since late WM1) to not allow traps being set close to each other further limits their usefulness. Anyway, first, I'm *glad* that setting a trap too close to another trap no longer causes the first trap to immediately disappear; instead it merely disarms. However, it is still incredibly hard to tell when a trap will disarm another trap. Especially when I have characters with varying mechanics skills, it can be very annoying when a trap is set ever-too-close to a couple other traps and now i have to move those traps back onto the right characters to re-set them. Desired, one of: 1. when a trap is set, provide some UI element on the ground to indicate its "zone" where other traps cannot be set. 2. when I'm trying to set a trap, provide an area of effect indicator to show the "zone" where setting that trap will disarm any other traps. 3. don't let me set a trap if it would disarm another trap. Ideally, I'd like: 1. remove the proximity restriction on traps.
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This one was kind of a bummer, since I was really into this spell after it got fixed to actually function. Basically, 1. Target enemy mage with Minor Grimoire Imprint. 2. Verify in combat log that enemy was hit. Verify in combat tooltip that enemy mage has "Minor Grimoire Imprint" debuff. 3. No spells to cast! It still works on priests at least. I haven't had a chance to try it on a druid or other caster-types out in the wild (like the Menpwgras). Dropbox link to a convenient save game/output log near an enemy mage ("Brigand Mage") with a mage with Minor Grimoire Imprint already in active grimoire: https://www.dropbox.com/sh/vc1pb7tv9fp8rk3/AABI6vLTugOUAv6G6lcSg2SPa?dl=0
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This might be a pretty weird edge case. In my setup, I have Eldritch Aim as one of my Spell Mastery selections. 1. Start combat. 2. Cast Eldritch Aim. 3. Cast Wall of Draining on enemies with buffs on them. After step #3, the duration of Eldritch Aim will increase as appropriate. Notably, however, after combat ends, if I examine the tooltip for my Spell Mastery Eldritch Aim, the duration is *much* longer than expected. Interestingly, the non-spell-mastery version of Eldritch Aim is unaffected, still at the base 15 second duration. See attached screenshot: I was able to get Eldritch Aim up to 40s of duration for one cast thanks to this Wall of Draining interaction. This is not just a tooltip error. I in fact first noticed this because after starting a fight in which my character used this Eldritch Aim and then got hit by a debuff, I hovered over my character's status effects to find out what it was, and indeed saw a 40+ second duration Eldritch Aim buff on him. Unfortunately, I don't think a saved game is going to be too helpful, because this issue does not appear past reloads: the current work around is to save and then immediately reload. This will reset the duration of my Spell Mastery'ed Eldritch Aim back to normal. I don't know if it's specific to Spell Master, Eldritch Aim, or some combination thereof, or if any spell is affected and it's just because I was using Eldritch Aim heavily. Even though a saved game my not be useful, here's a dropbox link to output log/saved game/screenshot anyway, just for completionist's sake: https://www.dropbox.com/sh/h1bspjuiqr21cus/AAACeQlHYJxmQIuuMNvrUiuxa?dl=0
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See screenshot: Basically, the enemy was already so low on the map that it was very hard to click on the enemy circle. After the enemy died, however, the problem became much worse: it was impossible to actually pick up the loot. I thought it might have been conflict with the UI, but even after hiding UI elements, I could not get a click on the loot to register with my characters. I suspect the enemy is so low on the map that it is clashing with the exit element, or is simply beneath some kind of clickability coordinate threshold. Drop box link to save game and output log: https://www.dropbox.com/sh/eko5bwnm0o6kao2/AABm-of8xfBydaJ2PamyEgVba?dl=0 By the way, I *love* White March 2 otherwise so far. Good job, guys. The balance changes in particular (the spellcaster nerf of their per-encounter spells, and the chanter buff of shorter chant times) are amazing.
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Maybe this is intentional, but I'm hoping this is a bug because it unnecessarily trivialized a fight I was looking forward to. See screenshot: My pet Concelhaut's casting of Concelhault's Crushing Doom did a whopping ~880 damage to The Master Below (not even the actual Concelhaut hit that hard). However surprising it was to one-hit kill one of the most powerful enemies in the game, it proved to be quite anticlimactic of a fight. save and output log: https://www.dropbox.com/sh/bo8xp01nlom3hcn/AADQPaYD6TOaJ9jJHmRK2yoaa?dl=0
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OK! I've finally been able to reproduce this. This appears to be an interaction with Kalakoth's Minor Blights (level 3 wizard spell that creates a wand that changes damage types after every attack). Here's a dropbox link that contains a saved game, the output log, and my system information: https://www.dropbox.com/sh/oo7n3a7j7v18yja/AABSMMmKosTb2Thwj1WkJXlla?dl=0 Here's how to replicate it: send in Zahua to the northwest to start the fight. As soon as the fight starts, select Chris (wizard, character #4), and cast Kalakoth's Minor Blights (hotkeyed to "O" in my game). After that happens, click one or both of the grimoires in the quick item slots. Instead of switching grimoires, those grimoires get consumed and are permanently gone. This means that a temporary workaround for now is to never switch grimoires while Kalakoth's Minor Blights is active.
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Despite having an even bigger effect these days (-80 Fatigue last time I checked; I believe i was -30 at release and then -50 when I made this post), Goldrot Chew still does nothing as of 2.03. I know you guys probably have higher priority issues to address, but just pinging in here to let you guys know that at least one person out here would like to see Goldrot Chew functional at some point.
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(I know you guys are on holiday for a while, but just wanted to get this in while the memory was fresh.) This is very hard to reproduce, so I do not have a saved game I can provide. I have a wizard that has 2-3 grimoires, the extras kept in the quick item slot. I also have Fast Switch, if that matters. Anyway, depending on the situation in combat, I'll click on one of the other grimoires to switch. Very occasionally, however, clicking on a grimoire will--instead of switching my active grimoire with the one I just clicked--completely remove the grimoire from the game, permanently. The only remedy is to load an earlier game (fortunately, out of habit on Path of the Damned I always save before a fight). I think something is getting confused and the game is treating the grimoire like a normal item, consuming it with no effect. (This may be related to an ongoing issue where sometimes characters will confuse animations and effects, which may be related to queuing up actions that somehow get disrupted.) Possible related factor: I almost always start casting a spell before doing the grimoire switch. In other words, I click on a spell that I can cast, then click on a grimoire I want to switch to. This normally means that my wizard will cast the spell while I'm still working down my grimoire cooldown. Maybe depending on the timing something is getting confused here?
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[2.02] Potions don't always do something
thelee replied to thelee's question in Pillars of Eternity: Technical Support (Spoiler Warning!)
Sorry for the delayed response. I just had this happen again, and I need to clarify a few things: A. Unlike in my original post, it's not just the slot in question. I just had this happen to my PC, who is a Paladin. I tried quaffing a potion of minor regeneration (slot 3), didn't do anything. I tried quaffing a diferent potion, a potion of wizard' double (slot 1), didn't do anything. Just for fun, I tried quaffing the potion in slot 2 (don't remember what it was), didn't do anything. So it's not a specific slot, nor is it a specific potion. I can't tell if it's on every character or just a specific character since in this party in question, it's mainly my paladin who is quaffing a lot of potions and using a lot of quick items. B. When the bug occurs, my character does *not* wait for recovery to finish before entering a potion-quaffing animation. Normally when I click on a potion in my quick item slot, I see the icon appear in my combat tooltip, and then when the recovery is finished, my character goes through the drinking animation. When the bug is triggered however, my character *immediately* begins the potion animation, regardless of where they are at in the recovery. I also don't see the potion icon appear in the combat tooltip. So something is screwed up here. C. Right before the last instance happened, my character was using a scroll of defense, which got interrupted and then caused my character to try again. I don't know if it's anything related, but it is the only thing that I can recall happening before the bug triggered. Since it happened just now, I'll attach the output log. I'll also attach a saved game, though I don't know how reproducible it is so I don't know how useful it is. I will say that if you just walk a bit to the east and south and engage the beetles and just try to win the fight (which will involve drinking several potions), you may trigger the issue. Dropbox folder with output log and save: https://www.dropbox.com/sh/gsgqusoy09ezdwh/AACAAJQMfNWlRU8jULU-8M82a?dl=0 -
Using potions in the midst of combat has always been one of the most frustrating things about combat in pillars, just *waiting* for that critical animation frame to occur before an interruption occurs. But anyway, I don't know if this has always been the case, but I've noticed that sometimes my characters will go through the entire potion quaffing animation but *nothing will happen*. The potion doesn't go away, no buff appears, etc. It will always be a specific potion in a quick item slot; if I try again repeatedly, the character will continue to play out the quaffing animation (provided s/he doesn't get interrupted) and nothing will happen. This does not affect *all* potion/quick item slots. Frequently, I can fail to quaff one potion, and try a different potion/quick item slot and that one will work. Needless to say it's very annoying when this happens with a crucial buff potion I was trying to get before it was irrelevant (like Iron Skins before losing a lot of endurance). EDIT: I can provide a save, but it's very hard to reproduce this consistently. The save would just be a random save I have before a fight.
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I started realizing an easy way to reproduce this 100% of the time. I have a character with that fast switch perk. (I don't know if that talent is required, but it is on my character who can repro it constantly). Generate Nature's Bounty. Then either: a) consume the item; as soon as your character gets the buff, switch weapons. b) attack, then switch weapons and consume the item. The important part is the switch, which is to try to take advantage of its "recovery cancelling" with the fast switch perk. Basically after that, your character just stands there, no longer able to take any action or move. Even if you end up killing the rest of the foes in combat, there's a good chance that combat won't end. Evne if you knock out your own guy to get combat to end, after combat when they stand up they still won't be able to do anything, basically resulting in a broken game. I suspect it's some weird interaction between the weapon switch recovery time/animation and the item use recovery time/animation. I'm not at my gaming PC right now but I can provide a save to repro this later.
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Whenever my party members consume the generated items from the druid spell Nature's Bounty, things get completely out of hand after a short time. Basically, it appears that the Might/Perception bonus *keep applying*, so eventually my characters have Might and Perception at insane levels (I had a 77 Might with one guy). It inadvertently turned Concelhaut into a joke when I had so much perception and might on my cipher that one tick of Ectopsychic Echo crit for hundreds of damage! I'm not on my computer right now, but I can easily provide a screenshot and a save when necessary. Notably, the buffed Might/Perception *do not go away* at the end of a fight. The only way to recover my normal stats is to save and then reload that save.
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Near the end of the White March, some of the fights got a bit more challenging (mainly all the paralyze and stun effects being tossed around), and a few of the fights elsewhere were a bit challenging (mainly the ones with the Lagofeth Broodmothers), and of course the dragon was a bit challenging, but all in all, I was a bit disappointed in the ease of the expansion. (I was level 11-14 and using the "high level" version of the white marches.) It's kind of a continuing trend from the main game. I think the game just really lacks a good difficulty curve after about level 8 or so (probably no coincidence after you start getting per-encounter spells for your casters). The Bestiary seems to confirm this - the vast, vast majority of enemies cluster around the lower to mid levels. Enemies at level 9 and higher are extremely rare. It's just disappointing to be getting all these high-level goodies and hardly ever being in a fight that warrants their use. I mean, maybe I'm just super good at the game (I doubt it), but for the most part Path of the Damned difficulty seems to just to be on par with what we were playing with back in the days of BG2 and IWD2, and even then I feel like everyone's initial encounters with Drow, Mind Flayers, and Liches were still harder than any vanilla fight in Path of the Damned Pillars. Ironically, I would say the most "interesting" fights happened by accident - back when the enemies in Galvino's workshop kept getting stronger upon each save/reload. After a few save/reloads, all the enemies were tough enough that I had to approach each fight eyes open and I was using everything at my disposal and the 2 camping supply limit actually felt like a constraint. i guess i could start playing with fewer than 6 characters as a handicap, but it would be nice if the base experience were a bit more challenging (or a IWD/IWD2-style "heart of fury" mode existed).