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  1. [Description of the issue] Any affliction(maimed, Fatigue) one of your characters have will go away after the conversation with the Ogre. [DETAILED list of steps to reproduce the issue AND what to look for] 1) Get an affliction/if you just go to the ogre you should have Fatigue on low athletics characters. 2) Talk to the Ogre 3)See that all afflictions on all characters have been healed. [Expected behaviour] You still have the afflictions after the conversation [Other remarks / Comments] If you had minor Fatigue before the conversation with the Ogre, you will still get major fatigue next, so the counter for fatigue isn't reseted . I'm sure I have encountered this bug, on other places but I could only reproduce it with Korgrak. Talking to Rumbald, and Dengler doesn't cure afflictions, so it's not every conversation.
  2. [Description of the issue] Wizard spell Essential Phantom makes the Wizard portrait dissapear from party roster, makes him unselectable (selecting his model defaults to selecting the PC), inmobile and uncontrolable (he just stands there, the same as his duplicate). Note: I have 6 party members as I recruited a chanter. As pictured: This originally happened in the Skaen Temple but Ive been able to reproduce it everywhere else. The picture is after combat. After casting the spell, while still having the Wizard selected, you can open his inventory though he doesnt apear with the other characters: Once you unselect him you cannot acces his inventory again, and he doesnt appear in the Character Screen either. This was in Tyrgil´s shop encounter so its not area-specific. The Wizard was right next to Tyrgyl but no attack ensued. Enemies and the party can attack the Wizard in this state though he does seem to have extremely high defenses: Should you run away from the Wizard his icon apears on the edge of the screen like with other characters: When the illusion´s time runs the illusion disapears but the Wizard doesnt go back to normal: [DETAILED list of steps to reproduce the issue AND what to look for] 1) Initiate combat with a level 7 Wizard. 2) Cast Essential Phantom 3) The Wizard is removed from your party and becomes uncontrolable and unselectable. [Expected behaviour] The spell working as intended and creating a duplicate of the Wizard to attack enemies as the tooltip describes. [Other notes] Maybe related but when I reloaded the safefile of right before the Skaen encounter while still in Tyrgyl´s shop with the bugged Wizard the entire party disapeared except for BB Fighter who was stuck in a wall. BB Wizard was there without the phantom and was controlable but still didnt appear. And when combat started he was still with ridiculously high defenses. Also, the Skaen cultists started to fight each other. After a while the BB Rogue died somewhere off-map: Clicking on the inventory screen brings up this: Here we have the Character Screen were it initially pesenting the stats for BB Priest but on clicking next character it showed a level 0 barbarian and nothing else since: Clicking on the Level Up button takes us to the level up screen where the character apears to be the level 0 barbarian: And after clicking "Done" you get a black screen and the only way out of that is to close the game (thanks for Windowed mode). Closing the game and loading the save shows what is expected: the full party with the wizard before the skaen cultists with no problems so It doesnt seem to be a savefile-corrupting bug at least. So yeah, pretty severe bug which can cause other bugs aparently. Hope it was useful.
  3. [Description of the issue] When a character kills an enemy that another character is queing an attack for, the first attack get a death announcement (and autopause if enabled) and the other attack by the other character instead of cancelled also gets reported, with0 damage and gets an autopause and registered in the combat log. As shown in this image: To reproduce attempt any combat with more than once character attaching an enemy. [Expected behaviour] The character´s death being registered only once and any subsequent attacks being halted. [Other remarks / Comments] It may be due to having a ranged character causing the first death.
  4. [Description of the issue] After a battle the chanter did not stop chanting resulting in about 17+ verses recited to use in spells. This happened againt the wurm slayers. For the record my verse count never seems to go up until this one time. Though even if it doesnt go up (aka stays at 0) I can use chanter spells. Once a spell is used the verse count goes down to 0 and the chanter stops chanting. I had the pig pet equiped. This was a 6th party member as well. [DETAILED list of steps to reproduce the issue AND what to look for] 1) Go fight the wurm slayers with a chanter and pig equiped 2) Dont use any chanter spells 3) Kill them 4) Repeat until chanter does not stop chanting after the battle. May work with any other battle though I havent had it happen again. [Expected behaviour] Chanter not continuing to chant after combat. [Other Remarks] This might be related to this other report: http://forums.obsidian.net/topic/68406-278-pet-combat-repeatedly-reactivates-with-no-enemies-in-sight/?hl=chanter&do=findComment&comment=1504911
  5. Description: Used Puppet Master on Crystal Spider, couldn't control it though, after the fight it became hostile and my Cipher took damage when it was attacked. Steps: 1. Load this save file. 2. Fight spiders to the north and take control of Crystal Spider with Puppet Master. Screenshot after fight. Comment: I liked that the Crystal Spider still had its ice attack and that it did AoE damage to the party too. Adds some tactic. But I think the Cipher should become "idle" and not be able to attack while controling a creature, and perhaps suffer a DoT to their Focus.
  6. I ran into a bug fighting the 3 Pwgra guarding the ruins in Stormwall Gorge. When a Earth Blight was summoned by the Pwgra I noticed it appeared on my character bar as a blank white portrait and I could control it's movement. The other characters could still attack it as if it was an enemy. I did not cast any spells/abilities that allowed me to control the enemy.
  7. [Description of the issue] If you create a nature godlike character you can't change the hair colour, but if you first try to make another race and choose a hair colour, the hair colour of the nature godlike is the last choosen hair colour of the previous race [DETAILED list of steps to reproduce the issue AND what to look for] 1) Select a nature godlike during character creation 2) Note that the hair colour is brown. 3) choose a class, attributes a background and see that you can't change hair colour of a nature godlike. 4) go a few steps back now choose a wild orlan, the default hair should be green. 5) now go a step back and choose again a nature godlike 6) note that your hair is now green. [Expected behaviour] Hair colour of a nature godlike doesn't change if I choose a different hair colour during character creation. [Other remarks / Comments] Bug works for both male and female nature godlike. [Files]
  8. [Description of the issue] Some of the head/body combos don't have their neck seams aligned properly. See the attached image (Death Godlike head, human body). [steps to Reproduce] Play a Death Godlike with given head and human body type. Remove armor and observe the character model in the level up screen. [Expected Behaviour] Head and body should mesh better. [Other Remarks / Comments] Happens with other head/body combos as well. Possibly most of them.
  9. [Description of the issue] After hiring a ranger adventurer at level 4, when going to the upper floor the pet became stuck in place. Saving/Loading from main menu made it unstuck. After going back down it spawn off the movement mesh in a wall. Tried a couple of times. [DETAILED list of steps to reproduce the issue AND what to look for] Example: 1) Hire adventurer / start new ranger (I'd assume) 2) Go to the upper Dracogen Inn floor 3) Pet was stuck for me so save game / load from main menu 4) Go back down [Expected behaviour] Pet not stuck or in walls [Other remarks / Comments] I've only tried this with a hired a adventurer ranger. I assume it affects all rangers. Other issues visible: Quickbar gets filled with items I've picked up, they're in storage. Equipped items of the party lay on the ground. I've seen this in other indoor areas Ranger has no circle to the lower right of the portrait, where summons go [Files]
  10. [Description of the issue] After teleporting to another location the Rogue´s model becomes invisible and takes no damage from enemies, not even poison. [DETAILED list of steps to reproduce the issue AND what to look for] 1) Bring roude to a large group of enemies (Spiders in thsi case) 2) Once combat has started and the Rouge is being engaged, make her jump/escape to a point across the mob of enemies (we are taling about 10 or so meters) 3)Repeat until bug is achieved. Having the rest of the party dead may help. [Expected behaviour] The rogue apearing on the targeted spot and operating as norma. [Other remarks / Comments] I was fighting the Spider Queen on Hard difficulty. Party was nearly dead and the Rouge was engaged by one or two spiders. Made her jump to the other end of the mob. She re-apeared a few meters from her starting position with an invisible model being unable to attack or move, still being attacked by every spider and the damage registering in the combat log but without the rouge´s health going down. Employed heavy use of the pause. Heres a picture: Waited for a while and her stamina never went below 28. Incidentally I had just reloaded a save before the fight and noticed my barbarian had extra visibly unused skill slots: I cant think of what is causing this bug. I might have experienced the same bug with the wolves but since I won that encounter the rouge probably re-apeared while in the spider encounter since it was a TPW and combat didnt end, the Rogue stayed glitched. Thats all I can think off.
  11. Description: BB Fighter moves significantly faster than the rest of the party while they are engaged in scout mode for seemingly no reason. Events: 1) Enable scout mode 2) Move party around Outcome: BB fighter should move at the same speed as the other party members unless there is a reason for his speed boost. Comments: 1) Location didn't matter - He always moved faster than the rest of the party. 2) He didn't have any buffs or debuffs on him that i noticed.
  12. [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
  13. [Description of the issue] Animal Companion initiates normal attack animation but then cancels it and begins to spasm with the time bar instantly filling and depleteing but there is only a stutter animation/continuously interrupted attack animation, no damage is dealt and doesnt even appear on the changelog. Was using the bear. Have not tested other animal companions. During this companion attack sound effects (roar) are continually looped (only the starting part as it gets interrupted). Coupled with the previously reported area transition problems (upstairs from the inn) this makes the Ranger class currently unplayable as intended (with animal companion). [DETAILED list of steps to reproduce the issue AND what to look for] Make a ranger. Go to enemy. Order animal companion to attack enemy. Observe if damage or interaction is registered in the combat log. Lions may be better oponents so as to not have poison damage tick message spam. [Expected behaviour] The bear attacking with normal recovery and animation and its damage being displayed in the combat log. [Other remarks / Comments] Started as wood elf with Vicious Companion (+ damage to animal companion) trait and a Bear as companion. Also there seems to be some weird wording going on in the combat log: When moused over they display a miss: But this message was only ocasionally displayed and did not coincide with the bear´s attack spam. It might be the beetle poison being re-aplied or something as it didnt appear at all when fighting the lions. Re-loading from the main menu does not solve the issue. It seems to be a problem with the selection radious colision. It seems the companion cant "reach" the enemy so it continually loops: The Ranger can still attack just fine. Im not sure how colision and reach affects attacks conecting when theyve already been initiated but that maybe be a cause for the problem. EDIT: Stag doesnt seem to have this problem. It has a much smaller selection circle than the bear though. It might be because of the cleave attack though as he only did 14 damage. Edit: Actually im positive that the only thing registering was the cleave damage and not the main damage. EDIT2: Antelope has the same issue even though its selection circle is the same as the Stag´s. EDIT3: Wolf has the same issue. Hes the same as the Antelop afaik. EDIT4: Boar has the same problems. Hes the same as previous 2. EDIT5: And finally Lion is the same as all above minus Stag. He does attack slowers and without the spam/stwitchyness of the others. Also, the whole max health not being full when leveling up to 5 is still there but goes away the next loading screen. So, there thats all the companions. They all also exhibit the "cant go to nect area in scramped spaces" problem too. Hope that helps!
  14. [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"
  15. Description: BB Priest and BB Fighter went down in tight gap in fight against Spider, Spider stays still. Trying to attack the Spider with my Cipher/Main the character attempts to run around (I canceled it). What I did: 1. Went to Dyrford Crossing 2. Fought some beetles 3. Went down to the Wolves 4. Fought some wolves 5. Rested 6. BB Priest and BB Fighter downed in gap 7. Can't attack Spider with melee/blocking the path Expected/Suggestion: - Switch places with the downed party member to be able to fight melee, and/or have the Spider/Enemy start attacking the maimed/downed party member. Attachment: http://steamcommunity.com/sharedfiles/filedetails/?id=309820610 - Screenshot,
  16. The Rogue's escape ability will not go over area of the map with no navmesh. If I want to teleport the Rogue over a patch of rocks with no navmesh, such as some of the patches in the Dyrford Crossing, the Rogue just runs into them while invisible and ends up at that location. 7:09 Target spell 7:28 You can see the Rogue crash into the rocks Not sure if that's intended or not, but it would be nice if you could use it to hop over patches of rocks like that.
  17. I think this is related to loading a save. [Description of the issue] BB Rogue and BB Wizard have more total Health than expected [DETAILED list of steps to reproduce the issue AND what to look for] Start a new game Create a character Level up your PC Go to the Dyrford Crossing Defeat the first Beetle encounter Loot their gear Save the game Quit Pillars of Eternity Load the game [Expected behaviour] BB Wizard and BB Rogue should have the same Health / Health numbers at full HP [Other remarks / Comments] The first value (eg 102/87) is being used for the total health rather than the second, when you go into combat, the health number on the left side is reduced from that total)
  18. I'm not sure how to reproduce this issue but, I had three personal reputations types at one point each the game crashed after running through 9GB worth of free RAM (assuming there's a nasty memory leak somewhere) when I reloaded all the personal reputations were gone I've completed cat and mouse by (killing meredith) and farmer's plight (telling the ogre to go and giving the pig farmer 400 cp) but haven't accumulated any group points like I did in previous play throughs.
  19. See 1) Create game 2) Head east 3) Look for the between below party, wait for a while as it wanders around. Eventually it'll clip. Expected: No clipping.
  20. When you rest with con bonuses, you don't get full health. Basically healing applies before resting, then the bonus kicks in. The bonus should kick in before resting, then you heal. To reproduce 1) Create game 2) Go to Dracogen Inn 3) Rest with the +2 CON effect 4) Mouseover + Tab on a character / Open inventory 5) Notice that you're a few HP short of a clean bill of health. Expected: Full health, full stamina after resting.
  21. For some reason, the Armor of Faith spell seems to affect enemies. 1) Create game 2) Do the Medreth quest until you can attack Medreth 3) Cast Armor of Faith with Priest 4) Notice enemies are boosted Expected: No boost to enemies. As an aside, my whole party swung everything they got on that dwarf. The fight was crazy long and those enemies were sword sponges, but that dwarf had a defense rating of 135+ and could only take him down with graze attacks. Took a good 20 minutes +. Something's off here.
  22. [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
  23. I did the Ogre quest and convinced the Ogre to leave. Then when I was fighting the three spiders to the north (the queen et al) the Ogre went hostile and attacked.
  24. The boar next to Medreth is too close to its NPC master and overlaps with them: 1) Create game 2) Head east to see Medreth and the boar 3) Notice the boar is overlapping with some NPC Expected: No overlap Screenshot
  25. My party of 5 can't seem to make it upstairs in the Dracogen in. I click on the stair icon. Expected behavior is that my party goes up the stairs. Actual behavior is that I receive the "You must gather your party before venturing forth" message, and they never make it upstairs. My party consists of the 4 BB companions, my ranger and his bear companion, Oso.
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