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ctdavids

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Everything posted by ctdavids

  1. Yep, you are right. Missed that. So the issue is actually that you start with more than your max limit of supplies on PoD. Once you get yourself below 2 you can purchase more. Good catch.
  2. The prior savegame: Prior.zip And you may be right mutonizer. I'm sure it has something to do with the ranger since I haven't had this issue in my numerous cipher games. But it begs the question: has anyone at Obsidian actually playtested the ranger to any degree? I mean, I played for a few minutes and ran into show-stopping bugs. It's weird that there's a known issue with ranger/pet health pools but not "renders the game unplayable".
  3. [Description of the issue] My 6th companion (5 if you don't count my bear, but you should) is now invisible, having exited the inn. They behave very oddly when moved. Adding this here because I think it's related to the same kind of thing: 6 chars + companion [DETAILED list of steps to reproduce the issue AND what to look for] 1) Look at the picture, see the invisible paladin (look for the blue circle by itself) 2) Load attached savegame and move all chars (who are selected by default) and I believe the invisible paladin will move, teleport and become visible 3) Reload savegame 3a) Deselect paladin by clicking on any other char's portrait 3b) Try to select the paladin in a variety of ways (ctrl-click circle, drag select, click portrait, etc.) 3c) Try to move the paladin. Note that sometimes it moves invisibly, sometimes it does the teleport thing, and sometimes it doesn't respond at all. 4) Try to reorder the party by moving the paladin's (far right) portrait around. Note that it moves all sorts of other chars, but not the paladin. [Expected behaviour] Characters not go invisible unless a spell is cast on them? Characters not teleport without a spell? Characters move and respond normally despite there being a bear in the party? Characters be reorderable despite existence of bear. [Other remarks / Comments] This was obtained in the same game as the above post, but a previous save (from before going upstairs). All I did was walk out of the building. I will attach that savegame in another post because I can't attach more than 1MB of files to this post....sigh [Files] Screenshot Savegame WeirdRangerIssues.zip
  4. 4thed Even without knowing that stuff about steam removal not handling it, it was getting on my nerves. Now it's getting on my nerves more.
  5. [Description of the issue] My 6th companion (5 if you don't count my bear, but you should) is stuck floating in midair on the upper level of the inn. [DETAILED list of steps to reproduce the issue AND what to look for] 1) Look at the picture, see the floating paladin (over the stairs) 2) Load attached savegame, see the floating paladin 3) Paladin unable to move [Expected behaviour] Characters remain earthbound and able to move [Other remarks / Comments] This was obtained after struggling (and finally succeeding) to get everyone upstairs despite having 6 characters and a bear. Maybe it's related to that. Also, chaning party order doesn't seem to work with 6 chars and a bear (the wrong characters keep moving around) so maybe it had to do with that. It's really hard to identify exactly what insanity caused this. [Files] Screenshot: Savegame: Floating.zip
  6. I didn't know that either. I've just been pressing "PrtScn" and the tabbing out to paste it into paint. Worked for me.
  7. Yeah, essentially you "click past" the zone transition so that your front characters stop past it rather than just at it. Then, once everyone is there you click the transition and it works. Bit annoying. In fairness, this happened occassionally in the infinity engine games too (at least IWD, which I just finished playing). But it does seem a bit more prevalent here.
  8. So normally I have only a little trouble with the beetles and, when I do, it has to do with the wood beetle poison. But I just had a really weird experience. There was one lone Adra beetle left over from a pull that I'd missed and I came back with 6 chars at full health and with the +2 room bonuses. I attacked and, I'll admit, wasn't being super concerned (despite playing on PoD which I always do) and didn't cast any priest buffs. Then, the Adra beetle wiped the floor with my entire party. All 6 of them. It was hitting BB fighter for 40 points per attack and obviously more on the others. I'm not sure if it was something completely unusual or if it had to do with my trying to use the fine brigandine instead of the plate armour he normally starts with (the brigandine has a higher charsheet DT, but maybe plate mail isn't piereced by piercing damage?). I don't know. But it was weird. Sadly I was playing on Trial of Iron this time around to see if that would avoid some of the weirdness in stats, etc. so I can't just repeat the fight. That was one buff beetle.
  9. Also, I can confirm this isn't just an issue with having the max number of supplies for the difficulty level. I started a new game (on Path of Damned), rested, and attempted to buy 1 supply. No dice.
  10. Too bad they give us a piglet pet instead of a cat pet then: But seriously, yeah a per-character option does seem realistic.
  11. Yeah, those temple guards are beasts, as is the dwarf with that party of thief hunters in the starting village. Although it's possible there's also a bug where he gets buffed by player spells, so it might not be baseline crazy. All sorts of nutty numbers out there.
  12. I like the idea of having some secret finding split between multiple attributes. Interesting concept. That also raises, of course, whether it's only the PC's attributes that matter or those of each char within their own area, etc.
  13. Well, she's a Darcozzi who are reknowned for their love of life. And, with those defences, that life is going to last for a very, very, very long time.
  14. Just to be clear, my issue is more with having to wander around in scouting mode constantly in order to find the (non-trivial number of) secrets. Given that I have to do that, I guess I'm glad that I can do it at a reasonable clip, even if that does make all the NPCs look like the freaking road runner. I just really don't like scouting mode to find secrets thing. To find traps, ok, but not a fan of it for secrets. Now, of course, I could just forego secrets. That's an "option", but not really an appealing one. Anyway, it just bothers me.
  15. I've seen a lot of posts talking about combat being hard/easy and people seeming to have varying experiences. I just wanted to bring to people's attention the fact that there appear to be some pretty significant bugs which can affect how easy things are for you. If you look at the attached picture, you'll note that my paladin has somehow obtained over 8000 in every defence. While this is the most eggregious example of this bug I have seen, there are several more examples in that game (my priest has 50 DT while naked, for instance) and I'm sure it happens elsewhere. And, by the way, these are the real numbers, not just a UI glitch. My paladin can solo every monster in the dungeon. At once. As long as stuff like this is happening, it's pretty hard to be sure we're getting the "real" combat experience. Just putting it out there. PS: Post the bug here: http://forums.obsidian.net/topic/68299-very-wrong-numbercharacter-sheet-garbled/ if anyone else has examples they want to pass on to the devs.
  16. [Description of the issue] The character sheet and inventory have both begun displaying all sorts of clearly wrong numbers. I believe the numbers displayed in the inventory screen are "accurate" in that they reflect the numbers the game is using, but are clearly not the numbers they should be. [DETAILED list of steps to reproduce the issue AND what to look for] 1) Look at the attached picture: wow, that's some good defences on my paladin 2) Load the save game (from dropbox) 3) Take a look at the character sheet and change characters using the arrow keys: note the defence/stam/etc. numbers never change 4) Take a look at the inventory screen and note several odd things: a) My cipher (with 7 con) has way less stam than BBFighter (with 20 con) b) BBFighter has the lowest DT despite most other people being naked c) The accuracy numbers seem like they might be off d) The paladin's defences are insanely high. 4 digits high. 5) Take the paladin ahead solo and kill everything without risk as all defences are actually over 8000 (I'm really sad they aren't over 9000) and everything that attacks therefore automatically misses her. [Expected behaviour] The character sheet and inventory screens should show the same numbers and be correct. [Other remarks / Comments] I have saved and loaded many times. I would also note that the save game indicates something like 7 hours of game time elapsed, but there has been at least a day. [Files] Savegame (as too big to upload, even when zipped): https://dl.dropboxusercontent.com/u/74672307/PoE%20Bugs/Broken%20Numbers/0c2248daf3124c42a962e17307f3f729%20DyrfordRuins%207634693.savegame [Edited] To add details about the numbers being "real"
  17. Yeah, there are several examples of this lack of consistent information between various views. Other examples include: 1) Abilities: when selecting you get a brief blurb, but when using an ability in combat you get all the exact figures (would be nice to know that when choosing the ability) 2) Skills: when selecting you have info about what lore means, etc., but in the char sheet when you right click on them you just get the number of points you have
  18. I don't think a mouseover for the PCs is required: just make the icons a bit bigger. Totally agree about the enemies though.
  19. Hopefully you're right about it being made clear in a tutorial portion or something. That said, I still think that an at-time notification, like a popup or at least a combat log message indicating that you're at a maximum number is a good idea. If it were incredibly complicated to do so then I could see a reason to skip it. But there's already something like this for when you try to pick a lock and don't have the mechanics, so they obviously have a method to do so. Things that are only explained once, much less only in a manual/post, are likely to be missed and/or forgotten by the time they actually come up (and that's assuming people read the manual/post). Case in point being this here situation since I actually did read that post at one point.
  20. You can move stuff directly from pickup to stash. You can either drag/drop it onto the chest icon (the stash) or click the chest icon and then select "Take All" to grab everything.
  21. Ah. If that's what's going on, they need a better system to explain it. I assumed the limitation by difficulty level was a starting amount, not a constant limit. And in any event, the expectation can't be for players to have kept up with all the kickstarter updates. Either a message when you try to pickup too many or a UI thing like listing 2/2 or 1/7 or whatever about the number of camping supplies so it's clear there's a limit.
  22. Agreed. Swapping weapons will sometimes cause me to be able to use the other weapon.
  23. Here's another crash log, this one while levelling up (loading the talent screen) CrashWhileLevellingUp.zip
  24. I'm trying to submit a bug, but the savegame file, even when zipped, is above the 1MB upload limit. I'd make it into a series of rar files of a smaller size, but rar files aren't allowed to be uploaded. All this does is make it way less likely that I'm going to submit bug reports because you're making it unnecessarily aggravating to do so.
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