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PRETENT10uS

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About PRETENT10uS

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  1. I've played through most, if not all of the Backer Beta. I recorded the bugs I've found here, in a very raw format. I will investigate and report the bugs I've encountered in this post. I will update this post with more bugs I have encountered once I have investigated them and have a reliable way to reproduce them. More 'major' bugs will be located towards the top. I've also uploaded the crash logs from the crashes I've encountered here. Please let me know if anything is unclear and I will do my best to clarify. #1 [Description] 'Take All' breaks items and their associated scripting. I have two examples of this behavior which will hopefully clarify what I mean. If you pick up a 'Grappling Hook and Rope' using 'Take All', the Precipice scripted interaction in the Dyrford Ruins will not recognize you as having a Grappling Hook and you will not be able to cross (barring your progress if you entered from the ruined statue). If you pick up Korgrak's Head using 'Take All', Rumbald will not recognize you as having killed Korgrak and will not reward you. [Files] This save file is for testing the Grappling Hook interaction. This save file is for testing Korgrak's head. [Reproduction] Grappling Hook - The Player Character is carrying two Grappling Hooks. Head to a loot container or chest off to the left and drop both of the Hooks inside. Pick them up using ‘Take All’, and then interact with the Precipice, it will not give you the option to throw the hook across. Korgrak's head - Korgrak's loot should be right at your feet. Have the Player Character pick up his head and the blood using “Take All”. Leave the cave (a path to the exit should be clear) and then return to Dyrford using the southern exit in Dyrford Crossing. Speak to Rumbald. You will have to the option to tell Rumbald you killed the Ogre, but you will not be able to present the head and claim the reward. [Expected Behavior] It shouldn't matter whether I pick up an item using 'Take All' or drag and drop. [Comments] I haven't extensively tested this behavior with other items that have scripted interactions (The Skull Key, etc.) but I suspect it holds true universally. I believe Rumbald's conversation options depend on how you resolved the conversation with Korgrak – if you convince Korgrak to leave peacefully, then attack him and take his head using 'Take All', you won't even have the opportunity to tell Rumbald you killed the ogre. I should retest that resolution (Talking down Korgrak, killing him anyway) and make sure I take the head manually and see if Rumbald acknowledges it. #2 [Description] Maimed companions 'disappear' if they are reduced to zero health again while under the 'Maimed' status effect. They appear to die, but the actual behavior is a bit more bizarre. If you leave the zone and re-enter, they will 'respawn', however they will not appear as a member of your party in the UI, but will be treated as a member of your party for zone transitions. [Files] Here. [Reproduction] Double check 'Death' in game options is unticked. In the save file, BB Rogue is already maimed and low health – simply send her off to fight the spiders to the north alone and she should 'die'. After, exit to Dyrford Crossing and then re-enter the Cave. She should be standing around in the zone, you should be able to issue commands to her, etc. [Expected Behavior] With 'Death' disabled, the companion shouldn't disappear from the UI and you shouldn't have to zone transition for them to 'respawn'. [Comments] Not a game breaker bug but fairly disorienting. #3a [Description] You can close the door to Wymund’s room immediately after opening it - triggering the cinematic entrance and conversation with Wymund, but the party remains outside Wymund’s room (with advantageous positioning for the fight with Wymund) [Files] Here [Reproduction] The party should already have the relevant key and be positioned in front of Wymund's room. Interact with the door and quickly interact with it again. It should open, triggering the cinematic entrance to Wymund’s room, and then close, resulting in the party failing to walk into Wymund’s room during the cinematic, but still having the conversation with Wymund. If you navigate through the conversation so that Wymund attacks you (kill or save Aelys), Wymund and his cultists will turn hostile but the party will not immediately be in combat with them. You can then open the door and engage them on more favorable terms [Expected Behavior] The player shouldn't be able to interact with the door before the cinematic entrance triggers (perhaps the door only opens and can't be closed?) – or at the very least, they should just be placed into the room with Wymund anyway. [Comments] Not a major bug but I used this bug to cheese the Wymund fight on Hard. #3b [Description] Enemies won’t open doors during combat and can be hit by AOE effects through doors. [Files] Here [Reproduction] Same as #3a, but after your party is placed outside Wymund's room and Wymund turns hostile, open the door, aggro Wymund and his cultists, then retreat through the door and close it. If Wymund and his cultists are close enough to the door, BB Wizard will be able to target Fireball and Fan of Flames on his side of the door but still hit them on the other side. It might be necessary to get Wymund or one of his cultists to attempt to close to melee with you – that way they will clearly pathfind into the door repeatedly, failing to open it, and be positioned so that BB Wizard can hit them with Fireball or Fan of Flames. [Expected Behavior] Enemies (at least humanoid ones) should be able to open doors. Doors should either block AOE effects, or be destructible (although this is less important if enemies can open doors) [Comments] Not a major bug but I used this bug to cheese the Wymund fight on Hard. #4 [Description] Formerly empty loot containers (corpses) will 'respawn' on zone transition. The contents will sometimes respawn as well [Files] Medreth Lion [Reproduction] For the Medreth save file - The savefile should put you in Dyrford Village, with Medreth slain at the party's feet but unlooted. Loot the corpses completely and the containers should disappear, then enter the Temple of Bareth to the north. Return to Dyrford Village and the containers should have returned, but be empty. For the Lion save file- The savefile should put you in the entrance to Stormwall Gorge with a dead lion's container in front of you. Loot the lion hide using 'Take All' and the container should despawn, then head to Dyrford village, then return to Stormwall Gorge. The lion’s loot container should have returned, with another lion hide ready to loot. [Expected Behavior] Empty loot containers (corpses) should disappear permanently, and the contents should not respawn. [Comments] 'Take All' might be the cause of the contents respawning, I haven't investigated thoroughly enough to be sure. Can be abused for the player's benefit but not particularly major. Tangentially related, corpse loot containers can be hard to spot or select, depending on the map. #5. [Description] The 'pillar of fire' traps in Dyrford Ruins (right before Wymund) neither do damage nor apply a status effect. [Files] Here [Reproduction] The savefile should place you right in front of the trapped corridor. Simply have BB Rogue inch forward and she should trigger the trap, which will do nothing. [Expected Behavior] Traps should have some sort of effect. [Comments] In my personal opinion, the current implementation of traps is quite annoying. The range at which you perceive traps feels quite low (and traps possibly require scouting mode to notice? I'm not sure) and the damage that traps do feels quite high. This means you can easily blunder into a trap which kills or maims your party, leading to a reload. But after you've reloaded, you know where the trap is, and the player is encouraged to simply meta-game their way around traps using save/load. #6 [Description] Money is not added to the party total if picked up by a companion – instead it is placed in the companions inventory as a 'money item', where it will remain until moved into the Player Character's inventory (which results in it being added to the party total) [Files] Here [Reproduction] The savefile should put you in Dyrford Village, with Medreth slain at the party's feet but unlooted. Loot Medreth's corpse with a companion, being sure to place to the coins into the companions inventory. [Expected Behavior] Money should simply be added to the party total, no matter who picks it up. [Comments] Minor convenience related bug. #7 [Description] Loading another save game after you've already loaded one results in the Journal being wiped [Files] n/a [Reproduction] Create a new character. Talk to Medreth and receive Cat and Mouse as a task in the journal. Save the game Load that save. The Journal should be blank [Expected Behavior] The journal should always properly display it's state [Comments] If you exit Pillars of Eternity and re-launch it, the first game you load always seems to have it's Journal be 'proper' – and any games you load after that initial game will have blank Journals.
  2. I created a new character/fresh save and made my way back to Wymund and had the same issue with Deep Wounds doing extremely high amounts of damage.
  3. In the final fight of the Dryford Ruins, against Wymund and his cultists, the Deep Wounds effect seems to be doing too much damage. On successful hit or graze, the Cultists apply Deep Wounds to their target, which repeatedly (and instantaneously) triggers for 13 stamina damage until the target is KO'd. Here's what the combat log looks like. This has happened consistently whenever I attempt the fight, and affects all of my party. Here's my save file from right before the fight. I've had lots of other weird behaviors as well - DT seemed abnormally high in the Dryford ruins (almost all enemies did <=1 damage on every hit, even when they outrolled my listed DT) among other issues. I did use the 'Continue' feature at some point.
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