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ctdavids

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Everything posted by ctdavids

  1. Wood beetles are definitely the devil and spikey. Sometimes they apply that poison... sometimes not. That said, I've got it down playing on path of the damned. Basically send in BBFighter first and start off with his super defence move, likely also with the priest casting a defensive buff while everyone nukes wood beetles. If BBFighter actually gets hit, I'll usually use my Paladin hire's ability that remove hostile effects for a period of time. Note that if you actually get out of combat before that expires, the poison goes away and BBFighter gets to live. Soul Ignition is no longer OP. Its base damage has been ~ halved, it is affected by DT, and now has a chance to miss (none of which I believe was true before). It now did something like 9 damage total in that first fight with the theives instead of their entire life pool. So some DoTs at least aren't ludicrous anymore.
  2. [Description of the issue] It is still possible for characters to get stuck in an infinite loop where they're performing the same action ad ifinitum [DETAILED list of steps to reproduce the issue AND what to look for] Sadly, I have not found a consistent way of producing this result. The attached screenshot was obtained when my rogue escaped near, but not at, the end of combat. I have also had my cipher reload her gun infinitely, but do not know what triggered it. Unfortunately I lack logs from these events. [Expected behaviour] No loops [Files] Screenshot, in which you'll notice the combat log shows a lot of escaping from that rogue. Couldn't move him until I reloaded the game.
  3. Just want to reaffirm this position. Enemy dropped loot seems to have become even harder to see this patch (hiding behind grass, etc.) and I really want to have it highlighted when I press tab. Pixel hunting is not fun. Just show me where the loot is. I would also like for ingredients to be highlighted, but maybe them not being is a design decision. I still stand by pixel hunting not being fun though.
  4. [Description of the issue] Sometimes after loading a game the area I've explored in Dyrford Crossing will only be where I'm currently located. The rest is black, despite my obviously having been there [DETAILED list of steps to reproduce the issue AND what to look for] 1) Explore Dyrford crossing enough so that the area around you isn't the entire area you've explored 2) Save game 3) Load game 4) Often the area map will have reset to just the area around you explored [Expected behaviour] Explored area maintained between save/load.
  5. Oh wow, is that what it was? I was playing on Path of the Damned and the dwarf had 157 deflection, but yes I cast the priest spell. I thought it was just way overtuned since 157 meant that everyone literally could not hit him with basic attacks. Was finally able to down him by using basically every ability I had, including the priest ability that hits him for burning damage and drops deflection by 25. Kudos to you sir on figuring it out.
  6. Does anyone else feel like the "best" way to travel around a new area is in the stealth/search mode at double speed because this means you're travelling at a decent clip and can find hidden containers? That's certainly how I feel, but I'm not convinced I like that. It just feels a little odd, but since, as far as I can tell, you have to be in stealth mode to find hidden items it seems like the only real option. I guess I would prefer being able to find those items out of stealth with increased chance based on perception... I know it's not game-breaking, especially compared to the large number of bugs currently in existence, but it bothers me. Am I alone?
  7. [Description of the issue] Here are a couple of crash logs. One from loading a game and the other from travelling to the village (on the loading screen). In both cases the loading screen remained visible and it was only after alt-tabbing that I saw the "game crashed" message. [Files] CrashOnLoad.zip CrashOnTravel.zip
  8. [Description of the issue] Somehow I've managed to get it so you can open the currier's door without him attacking you [DETAILED list of steps to reproduce the issue AND what to look for] 1) Load attached savegame 1b) Loot the currier's key from the hidden spot (if I haven't already, I think I might have in this save) 2) Open the currier's door. 3) He doesn't attack [Expected behaviour] He gets angry and attacks [Files] Currier.zip
  9. [Description of the issue] When you add a stack of several items to purchase in the merchant window, the price is proper. But when you remove some, but not all, of those items the price does not update until the last of the stack is removed from the window [DETAILED list of steps to reproduce the issue AND what to look for] 1) Start a new game 2) Go to the inn and ask to purchase items 3) Add all 3 camping supplies to the purchase area (Note: price will be 900) 4) Remove 2 camping supplies from the purchase area (Note: price will be 900) 5) Remove last camping supply from the purchase area (Note: price will be 0) [Expected behaviour] At step 4, the price should have updated to 300
  10. [Description of the issue] Similar behaviour, except I was never able to buy any camping supplies. [DETAILED list of steps to reproduce the issue AND what to look for] 1) Load attached savegame 2) Talk to the innkeeper and attempt to buy items 3) Transfer all camping supplies to purchase area 4) Attempt to purchase - fails to transfer (or spend money) [Expected behaviour] Purchased/transfered/amounts deducted. [Files] Savegames / Screenshots / Crash dumps / Other files. If a file refuses to upload as an attachment, please try zipping it. CampingSupplies.zip
  11. [Description of the issue] When you use the "Take All" option to place items in your stash any quest item/money/(camping supplies - untested, but wouldn't be surprising) are not treated in the appropriate special way, but are instead placed in your stash [DETAILED list of steps to reproduce the issue AND what to look for] 1) Start a new game 2) Find a container with money in it/go to the currier shop and loot the hidden item where his key is 3) Click on your stash 4) Select "Take All" 5) Note that the item is now in your stash instead of the normal special behaviour [Expected behaviour] Quest items should be added to your quest item area. Money should be added to your money total. Camping supplies should be added to your camping supply total. [Other remarks / Comments] Use of "Take All" is required as you cannot drag/drop these types of items into the stash. I would guess that the blocking of drag/drop was intentional to force you to loot them so the special behaviour would occur... but that seems like a really weird design decision. Far better would just to have them treated appropriately regardless of where/how they were looted. At least this is an improvement on last patch where using "Take All" at any point would break quest items...
  12. I would disagree. I purchased both grappling hooks today (post patch) and placed them in slot 2 and slot 3 of my PC. By the time I got to the dragon egg they were gone. Every save file I had included them missing or I would attach a before/after combination. It is certainly possible they were lost on loading as I have been doing plenty of that to test various different things. I also lost the OH on a secondary weapon set early on, but I believe that is a known issue.
  13. Oh geez... you know there's a problem when you read something like that and think the person is serious until you get to the very end. Clearly I have been reading too much stuff on the internet and my brain has taken a vacation.
  14. You don't even need to pump might. It does huge amounts of damage period. I don't think the issue is with their initiali pool. Being able to get a couple spells off at the start is fine. It's just that soul ignition is ludicrous.
  15. Am I missing something or is there no gear comparison when you mouseover? I would expect when I mouseover a weapon that I would see its tooltip, plus the tooltip for the weapon of my currently selected character. In addition, there could be a stats +/- section, but that's at least somewhat optional. Does this exist already (am I just missing it)? If it doesn't, hopefully it's a planned feature. Having to mouse back and forth between items is annoying. I'm pretty sure the tooltip system isn't completely done yet because they simply aren't accurate (they don't necessarily reflect the bonuses from "Fine" or "Exceptional", nor does the character sheet either for that matter). But figured I'd bring it up since I think it's a huge QoL improvement.
  16. Yeah, actually the reason I lost both hooks on the egg was that there's a bug that removes all hooks in your inventory for 1 use (or something like that). But the point remains that a "right order" for quests isn't an ideal situation either. There is also an alternative to having the hook which is that I can go in via the currier's tower and come at it from the other side. I agree that it might be less of an issue in the final game, but don't really see the point in it being an issue at all.
  17. So, here's another thing that may not deserve its own thread. Please respect my formation when walking during scripted cutscenes. Specifically, if I have put my squishy caster character at the back of the formation please don't shove them up under the nose of the boss and his 5 cronies with slows (and 1 shotting deep wounds, but that's another issue). Please leave the meat shields up front. It's what I pay them for. I can talk just fine from behind their backs.
  18. I think it may be related instead to the "take all" bug where using "take all" on quest items breaks whatever trigger they have that allows quests to be turned in. Not sure. I have been able to succesfully complete quests (for the first time, on my 5th playthrough) by manually dragging and dropping all quest items onto my main character.
  19. [Description of the issue] Items randomly disappear. I know this bug has been reported before, but it happened very early in this playthrough so I thought the save/log might be of use. [DETAILED list of steps to reproduce the issue AND what to look for] 1) Look at the savegame. The mage lost his wand, his grimoire, his second set weapon. The priest also lost her main weapon although I replaced it with something I found right when I discovered the issue. 2) Check log? [Expected behaviour] Items should not randomly disappear [Other remarks / Comments] This is what I did before noticing the issue: 1) Talked to the hunter outside of town (clever x2 options, accepted quest). 2) Talked to guard at bridge, chose option 1 3) Looted the box outside the inn (all loot was done by either "loot all" to stash or dragging items to specific characters or slots) 4) Went into inn, talked to bard (all options), talked to kitchen boy, looted kitchen 5) Talked to guard and then lord, took most options (including lore/int options) 6) Went upstairs (without talking to inn keeper) 7) Talked to thief. Took all special responses. Talked again. Warned her. 9) Looted all containers upstairs in the inn 10) discovered issue. 11) Saved game (I think I saved/quicksaved a couple times before) [Files] Save game: https://dl.dropboxusercontent.com/u/74672307/PoE%20Bugs/Lost%20Items/f9c3dfb38691458db8ae1169239a62ce%20DracogenInn%207622463.savegame Log: https://dl.dropboxusercontent.com/u/74672307/PoE%20Bugs/Lost%20Items/output_log.txt
  20. Aha. I think it may be this: http://forums.obsidian.net/topic/67332-p10s-bug-list/?hl=grappling Apparently take all is busted. Like really busted. Good to know and also really bad.
  21. As an additional comment on this, I just picked up the currier's key with an NPC. This made me unable to open his door until I dragged it to my main character's inventory. 100% unejoyable experience. Pick up quest items into quest item area please.
  22. Ok, so I found this discussion: http://forums.obsidian.net/topic/67170-helpbug-cant-progress-in-ruins-under-statue-spoilers/?hl=grappling It mentioned scouting around the currier's shop to find a key. Which I have now done. A couple notes on this: 1) The key only worked after I moved it to my main character's inventory (resulting in it moving to quest items). Didn't work in the NPC's slot 2) Did not realize that scouting to find hidden stuff was a thing. I guess I know now and it's probably obvious in the full game. Just hadn't realized it yet. 3) Sounds like even if I had a grappling hook I might not be able to advance based on that other bug report 4) Seems like there may be an issue with picking door locks as I can't pick some locks mentioned in that other report.
  23. Ok, so I ran into an issue where, as far as I can tell, I need a grappling hook to advance and there isn't one: http://forums.obsidian.net/topic/67585-unable-to-continue-i-think/ Now, the fact that this may be the cause of a bug aside, I would like to raise a particular issue: the fact that there are apparently a limited number of grappling hooks in the world of project eternity. And, one assumes, hammers and chisels, ropes, and whatever other useful adventuring items exist. And that they are apparently one-use in all cases. Why? I mean, where's the fun value in that? Or the logic, honestly. What, they suddenly are unable to attach some bent metal to the end of a piece of rope? And I can't recover my grappling hook after using it to lower a dragon egg? Did it become emotionally attached to said egg, thereby being unwilling to leave its side? Scarcity of magic armour: makes sense, plus it's a limiting factor on character power which is a good balance thing. But why limit my ability to solve problems using an appropriate tool that is relative easy to make (or recover after use)? By my count, you can use 3 grappling hooks in the beta: climbing up to the dragon egg, lowering the dragon egg, and crossing the chasm in the temple (I'm assuming for this last one because it mentions a grappling hook, but I don't actually have one). But you can only buy 2? Maybe they aren't supposed to disappear. I'm not sure. But if they are, this means that someone doing the dragon egg quest who used one to climb up and one to lower is now unable to use one to cross the chasm in the temple, unless I'm missing something. And even if there is a 3rd grappling hook hidden somewhere that I missed, I'm not sure hunting for a 3rd grappling hook is really a rewarding experience in a world where I was able to buy 2 of them from a store, but not a third because apparently they ran out and I can't fashion one myself from torn clothing and a bent sword or something (not that I want to be able to craft like that, I don't, I just don't want to be stuck for lack of a freaking grappling hook).
  24. [Description of the issue] I believe I am completely unable to advance due to the culmination of a number of bugs. I could however be missing something. I have linked to my savegame file later. At this stage, I've 'completed' every quest except finding the elf. I say 'completed' due to this bug: http://forums.obsidian.net/topic/67573-quest-or-quest-items-bugged-cannot-complete/ I have cleared out the temple to the point where I've found the event that refers to a pit and mentions a grappling hook. There are several doors in the temple that show the locked icon, but which I cannot open (I have the skull key, but I doubt it's supposed to work on them) and I don't get any mechanics too low messages in my combat log for them. I do not have a grappling hook because I bought two at first and when I got the dragon egg, I had BB fighter climb up unsupported and then use one to lower the egg. However, this removed them both from my inventory. The store does not have a 3rd one for me to buy. I went to talk to the tanner and confronted him about the ogre. He attacked me. I killed him. Again, I cannot open the door in his tower. It shows the lock symbol, but I don't get a mechanics failure note in my combat log. So, I don't know if I'm missing something or which, if any, of these are bugs (pretty sure the losing both grabbling hooks was a bug, but I also think that I could have validly used two: 1 to climb and 1 to lower, but maybe I'm wrong). [DETAILED list of steps to reproduce the issue AND what to look for] 1) Load the savegame from here: https://dl.dropboxusercontent.com/u/74672307/PoE%20Bugs/Can%27t%20Continue/6b44430218a64d308246d0c575513a74%20TrygilsCurriery%207862707.savegame (link instead of upload because the site won't let you upload savegame files) 2) You're in the tanning shop. Try to open the door (if you're supposed to be able to). 3) Investigate the lack of grappling hooks in town. 4) Go to the temple and try and advance there.r attacks [Expected behaviour] That I be able to do something... [Files] A link to my output log is here: https://dl.dropboxusercontent.com/u/74672307/PoE%20Bugs/Can%27t%20Continue/output_log.txt Note however that this is the first time I've copied over the log and therefore it contains the entirety of my events for all games unless it clears itself at some point.
  25. [Description of the issue] Sometimes my characters will cast the same spell over and over again after I've told them to cast it once. [DETAILED list of steps to reproduce the issue AND what to look for] Unfortunately, I don't have a series of steps to follow to reproduce this. I've had it happen a couple of times, but I'm not sure what causes it. As an example, I had my wizard cast the rolling fire spell on the back beetle as they charged in, hitting them all. Then, I told him to attack some bettle. On his next turn, he cast the spell again. Then again. Then again until he had drained his spells. [Expected behaviour] Single cast only
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