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  1. [DESCRIPTION] I tried shapeshifting, where upon I ran into the no-attack bug. I switched back. Later, at some point in time (after a reload) I noticed that the stag charge ability was available to my druid even outside her shapeshifted form. Nothing happens if I try to use it (though I can target it); then again, nothing happens if I try to use it while shapeshifted. [DETAILED] See attached picture for example. Don't know specifically how to re-create it. In the attached picture, I shapeshifted back into Stag to see if I could "reset" the state of the ability but instead just ended up with two copies of it. [NOTES]
  2. 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.
  3. [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.
  4. [Description of the issue] Per-encounter abilities are locked out of combat. They register as either "already activated" or are not regenerating once combat ends (if it's ending?). Resting, travel, and combat do not unlock them, though they do regenerate when appropriate. See images. [steps to Reproduce] Start a new game. Select the BB_Rogue and use the Crippling Strike on an ally. Repeat using the crippling strike until it locks on "already activated" or fails to regenerate at the end of combat. [Expected Behaviour] Per-encounter abilities should always regenerate when not in an encounter, and should not get stuck on "already activated". [Other Remarks / Comments] Sometimes this happens quickly, sometimes not. I've not tried testing it against normal enemies, only friendlies.
  5. So during combat the characters and enemies are displaced from their circles. Which makes selecting anything just about impossible. Jpg attached,
  6. [Description of the issue] Summoning a blight with my druid character worked fine, but the "creature" will be of no use. It was never able to attack, even when an enemy was engaging it in melee. [Reproduce] 1) Create druid character 2) Engage some enemies in battle 3) Cast a blight summoning spell 4) Try and select that blight creature and have it move somewhere 5) Because it won't move, lure an enemy close to it 6) Run away with your other characters in order to have the enemy engage the blight 7) If the enemy is attacking the blight at close range, try to attack it with blight. Otherwise go to step 5 and repeat [Expected behaviour] 1) Blight is able to move 2) Blight is able to attack
  7. In the area east of Dyrwood, I was engaging 2 Forest Lurkers next to a corpse. In the middle of the fight, possibly at 8PM or whenever the moon aura kicks in, the corse got up, seemingly possessed by the aura, and started swinging in front of him then collapsing, over and over again. Or it might have been triggered by the aura once I fell below a certain health/stamina treshhold. Step for reproduction as, as far as I can tell, 1) Create Moon Godlike 2) Walk to the Forest Lurkers, engage them, positioning your Moon Godlike close to the corpse, and let them damage until the aura kicks in or 1) Create Moon Godlike 2) Walk to the Forest Lurkers, wait till right before 8PM (or whatever time the aura kicks in), and engage them so that the aura kicks in mid-fight or if it's not tied to combat 1) Create Moon Godlike 2) Walk to the Forest Lurkers, kill them 3) Stand next to corpse and wait till right before 8PM (or whatever time the aura kicks in) Unfortunately, I do not have a save to go with this. Seems to have been over written or otherwise deleted.
  8. After completion of fight in "cave" BBRogue went into "convulsions" and no longer responds. Saving and reloading the game fixed the issue.
  9. 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.
  10. [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.
  11. This thread contains multiple bugs I have been running into since V278, but have been unable to constantly reproduce. each bug has happened multiple times under different circumstances. 1) Grappling hook disappears from main characters inventory on loading save file. 2) Character sheet is scrambled, all text moved to the top few lines, overlapping. 3) text on intractable story events is clipped by image at right of text. 4) Many odd health/stam bugs with ranger (I know these are known but there are SO MANY of them). 5) When out of combat if you order a character to use an ability that is part of an attack (rangers hobble, fighters knockdown, will not trigger on non attack ability's like AOE wizard spells or rangers prey ability) on an enemy: character will give confirmation and move into range but not activate ability, character can be ordered to move but will not use ability until you reload the game.
  12. [Description of the issue] When dual wielding, using an ability that activates after an attack will cause that ability to be used twice, once for each weapon. This drains two uses of the ability, which may not be desirable. [steps to Reproduce] Start a new game. Make sure the BB_Rogue is dual wielding. Have BB_Rogue use "Crippling Strike" ability on a friendly target. Notice how the rogue attacks twice, and the ability is used once for each strike. [Expected Behaviour] Abilities should be used only once per activation. Alternatively, there should be a way to choose whether or not to double down on an ability when using two weapons. [Other Remarks / Comments] Using an ability with only one use left while dual wielding will only use the ability once followed by a standard attack, so there's no ability duplication going on that I can see.
  13. [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.
  14. [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
  15. 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.
  16. 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)
  17. 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.
  18. 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.
  19. [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]
  20. [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.
  21. [Description of the issue] Encountered a floating cape in the character inventory screen behind the paperdoll [DETAILED list of steps to reproduce the issue AND what to look for] Unfortunately, I'm not sure what triggered it, and I don't think I had a cape on any of my characters. I just noticed it floating behind an Orlan as the cape was much taller. When I switched characters, the cape remained floating behind each character. If you rotated the paperdoll, the cape did not move. I closed out of the inventory screen and came back in, and it went away. Sorry I can't be any more specific! [Expected behaviour] No floating capes! [Other remarks / Comments] None [Files] Screenshot of floating cape attached.
  22. [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]
  23. [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.
  24. 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.
  25. [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
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