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MoonWolf

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Everything posted by MoonWolf

  1. I've had the same issue there, loading the game from a previous save ( for unrelated reasons at the time ) fixed it for me.
  2. Outside of art problems and some need to balance out how it all works stats wise this new stealth system is actually quite nice.
  3. A shame, the two item summons ( a group of spiders and a single beetle ) are highly useful and were instrumental for me for defeating a number of Path of the Damned encounters. They tend to be fairly tanky especially the beetle and even if they are not sending in a wave of summons first can seriously help with ensuring the first wave of horrible spells doesn't land on the party.
  4. The Spiders that can be summoned from the Ebony Spider Figurine can become glitchy during combat. When they do so they leave and then get re-added to the party, this will happen frequently and every time this occurs there will be a lag spike and they will warp around while doing so. Leaving and joining the party this way will also reset any orders they have been given. This behavior has even returned spiders to me during combat that have died. The behavior tends to start when fighting with the rest of the party in combat. When it is only the set of spiders in combat and the party is standing back these issues seem not to occur. In addition one of the spiderlings seems to be summoned but is not added to party control ( it has no green circle, it cannot be given orders ). [steps to reproduce] 1. Get close to but do not engage a group of enemies, save the game. 2. Summon the spiders, notice one of the spiders is not under party control 3. Order the spiders into combat but do not engage in combat with the party. 4. Observe the spiders behaving as normally expected 5. Load your savegame 6. Summon the spiders again 7. Engage in combat with the enemies this time with both the party and the summons 8. Observe glitchy spiders as described above. [Expected Behavior] Summons should remain under party control for the duration of an encounter, they should not leave and rejoin nor warp around. Knocked out summons should not spontaneously return back to consciousness.
  5. I can reliably reproduce this by simply fighting the Wymund encounter on the save I made before starting the encounter I but I am not really in a position to rush a second party there to see if the same thing occurs right now. Mindbreakers seem to be involved or responsible.
  6. After completing the final encounter in the Skaen Cultists dungeon my main character and BB Priest have a number of unusual buffs attached to them with generic buff icons and unusual text: Resting and Saving/Loading does not remove them [Expected Behaviour] These buffs should not be on my characters at all.
  7. Blood splatter graphics can appear in locations nowhere near the target hit, sometimes even through walls. I've not found many good occasions to screenshot this behavior but I do have this one: In this image there is a puddle of blood splashed next to BB Rogue, BB Rogue has not even gotten hit in this encounter nor is she hitting a target close to her. There should not be a blood splash there. [steps to reproduce] 1. Engage in a combat in the skaen dungeon 2. Pay close attention to the blood splatter [Expected behavior] Blood splatter should appear near or below the target being hit.
  8. I've had characters who needed to cross eachother to get where they want to go just sort of stand next to eachother and slowly vibrate to the side untill eventually the AI decides its taking too long and repaths.
  9. When I tried to see if I could reproduce this bug on the Ogre it despawned on me.
  10. Loading a saved game in which previously friendly npc's are made agressive results in a variety of unusual behaviours. The NPC's are once again friendly, but cannot be talked to. The Party Characters start Engaging the NPC. But do not attack them. Example. Attacking the NPC's leads to only the attacked NPC to go agressive, the rest simply watch uncaringly. [steps to reproduce] 1. Go to the encounter with the NPC Party near the dragons egg. 2. Keep all but the rogue quite a distance away. Move in with the rogue to trigger the dialogue and piss the NPC Party off so they attack you. 3. Use Escape to teleport a distance then run away with your whole party. 4. Kill any pursuers, there should only be one or two. 5. When the game signals the end of combat, save the game. 6. Walk up the the rest of the NPCs, observe they are agressive. 7. Load the savegame. 8 Walk up to the rest of the NPCs, observe they are now in a broken agressive state. [Expected Behaviour] The Agression state should be indentical after loading a saved game. I have attached a savegame produced in step 5, simply walk north to see the broken state. 6b66ddf72c294c8ebb16c107130631e9 DyrfordCrossing 7698583.savegame.txt
  11. Here is a savegame with the Monk in this encounter clearly stuck in the same position as my BB Fighter is in the screenshot. 6b66ddf72c294c8ebb16c107130631e9 DyrfordCrossing 7716249.savegame.txt
  12. The Spell Chill Fog attaches a graphical effect to targets hit by, this effect is massive and when mutiple characters are suffering it it'll dominate the whole screen making seeing what is going on very difficult. Here is an example:
  13. At the cliffs where you encounter another adventuring party and can attempt to retreive a dragons egg for the herbalist level geometry is causing serious pathing issues. The ramp up to the egg location has gotten both BB Fighter stuck as well as some of the enemy party members. In one attempt with this encounter I tried to use the spiders you get from the statue and those would repeatedly warp around and teleport back to their original position when ordered around in this area. My MC Cypher got stuck on the west side of the entrance when I was trying a bottlenecking tactic, in that same encounter attempt only one of the enemies actually got to the bottleneck the rest seemed to be unable or unwilling to join in. [steps to reproduce] Just walk around or fight in the Cliffs Terrain. [Expected Behaviour] Actors should not get stuck on, glitch through or teleport around when attempting to navigate simple non blocking terrain. [Example] In this screenshot my BB Fighter is stuck on the ramp after retreiving the egg. Scouting mode also gives a good indication something weird is going on with the character considering the distance between the feet and the visibility/alert indicator.
  14. The new BB version (301) has an option to lock the cursor in the window, so this has been solved.
  15. I thought the fight with that dwarf was so hard becuase I set my difficulty to Path of the Damned. Guess it was just him having insane defense.
  16. I've had this happen too with a shield and a blunderbuss glued to the bottom of my character. At least the blunderbuss was not even equipped on anyone in the party. At some point in dracogen in the items were not even below the character but a few meters ahead of him wherever he was facing, happily moving along whenever he moved or rotated.
  17. When the main menu or centre hud panel is hidden opening any menu, like say the inventory will unhide the panel. In addition when it becomes visible again this way the button used to hide/reveal the panel remains in its folded in agains the character portraits panel state. Clicking it to reveal the panel moves the button back into the normal position. [steps to reproduce] 1. Click the button on the centre panel to hide it 2. Open the inventory by pressing its hotkey (i) 3. Close the inventory 4. Observe the panel is visible again and the button to toggle it is now in the wrong position. [Expected behaviour] The panel should not be revealed by opening menus like the inventory if it is hidden.
  18. I just checked, yes this is whats happening. Sadly there is absolutly no indication this is happening. And if the head is supposed to go to the quest items inventory I would expect it to move there automaticall no matter which character I pick up the item with. Hoever that does seem to be consitent with many other situations where special actions upon entering inventory for items only occur for the PC and not for other party members ( coins, items used in scripted interactions ).
  19. I love the cypher, it really seems to fit the gish fighter/mage role very well while also having its own flavour distinct from other classes.
  20. I've managed to infuse the soul vessle but i have not managed to actually magic up the spear. The urn thing is glowing and gives a blue interaction outline when you press tab but i cannot actually click it even though I have the spear equipped on a character that has the infused soul vessle in the inventory. I don't know if this is a bug or if i'm missing something.
  21. I got a character "one" shot by deep wounds during the final boss in that dungeon as well. Initially thought it was some boss ability I must have misunderstood but that looks like just a fight with regular cultists. It does do ridiculous amounts of damage.
  22. Yup, it would probably be better if only the information window under the cursor opened up.
  23. Exactly as I described, there is a naked moon godlike in the town store. It does not have a name when pressing Tab, it can't be interacted with in any way, it does not move and it does not block pathing like other characters. It persists through saving and loading though. Since its of the same gender and race as my main character and has a spear at its feet like my main character had for a starting weapon I suspect its a copy of my main character. I have no clue what I did to get it there or how I could replicate this. I do have an image to illustrate though and a savegame.
  24. In case people are not aware ( or don't play old infinity engine games with dual monitor setups ) there are programs to lock the mouse to a window. I have been using Dual Display Mouse Manager and that not given me any issues. Still something I'd like to see the actual game itself manage though.
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