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  1. I've been PMing these directly to Dimitri Berman but I was informed that he is out of town at present, so I thought I'd pop these here. Arbalests, Crossbows and Hunting Bows (at least, haven't tried the others yet) are all set as 1H weapons for the purposes of sitting on the character model's back. They should be in the 2H slot (middle of the back) like the Greatsword / Estoc is The Arbalest is also clipping into the Plate mail in this picture: Weapons in the character's off hand on both male and female models are clipping into their body during the idle animation: In the character gen I spotted this happening for Bows - also not gripping the bow properly Daggers Spears - which also clip into each other (This is probably an issues for the animators, it would be nice if you guys had a system where weapon models couldn't clip through things but rather stopped against a solid object) Female Hair models 7, 8, 9 and 10 clip through various armors Hair 10 on Aumaua wearing Brigandine: also on this model the leg leather clips into the boots on both legs Female chain brown sleeve doesn't come all the way round like on the male version Female Hair Model #9 has some loose hair pixels that appear to be clipping into the face at the middle front of the hair into the forehead on Female Elves Hair model #10 clipping through the scale armor (7, 8 and 9 clip through many armor models, most noticeably leather) Arms clipping into the back of the scale like the male armor version (probably best to check all models) Female stock Brigandine has a similar issue as the male version, uses unrealistically large rings (but no leather underneath), probably should change to actual chain texture or something: Miscellaneous Issues: Male humans have 5 available heads, female humans only have 3 - all other races have even number of heads Female Aumaua head #2 could be prettier (eyelashes are also too thick) Female Dwarf Head #1 looks better than 2 & 3 - has more texture work, more 'real' facial expression 2 looks very pug faced, eyebrows funny shape 3 looks blank faced Not sure about the female elf eyelash width - too wide? All female elf models could look more appealing IMO Male Facial Hair 2/5 is positioned unnaturally high on the face for Human Males, it should be lower all the way around - closer to the jawline Looks okay on Dwarf males though
  2. 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.
  3. [Description of the issue] Edge paning while in stealth mode causes all the detection radiuses (allied and enemy) to be displaced from the character models. Saving and Reloaded seems to fix the iddue but unreveals the entire map expcept for the area you are in. [Details] The following were the circumstances in which the bug happened: 1) I was in windowed mode (full widow) 2) The area was Stormwall Gorge. 3) I was revealing the area and moving to the left. 4) A deer´s detection radius could be seen but the deer model was still in the fog of war. 5) At one point there was a faded black line being displaced along the radiuses. Im assuming this was the edge of the screen. Screenshots included below. [Files] Displaced circles with border: Displaced Circles: After Reload:
  4. [Description of the issue] Chanter can summon infinity number of phantom minions, may also be issue with other summoning spells [DETAILED list of steps to reproduce the issue AND what to look for] 1) Create a chanter character with phantom summoning spell 2) Go in battle and wait until you have enough resources to summon phantom 3) Summon phantom and wait until you have resources to summon new phantom 4) Summon new phantom 5) Repeat several times 6) And see how your phantom army grows [Expected behaviour] Excepted that you are able to summon only one phantom at a time [Description of the issue] When you have multiple phantoms summoned at same time and they start to die, character portraits start to disappear, same way as when companion dies. [DETAILED list of steps to reproduce the issue AND what to look for] 1) Follow steps from previous issue description to summon phantom army 2) Lead your phantoms to their doom (if permadeath isn't activated phantoms become maimed first and then you need to resolve combat or wait that enemies lose their interest and phantoms pop up again) 3) See how portraits start to disappear [Expected behaviour] Dying summons should not cause disappearance of party's portraits [Description of the issue] When summoned phantoms stamina goes zero, when permanent death isn't activated, they become maimed instead of dying, probably effects also other summoning spells [DETAILED list of steps to reproduce the issue AND what to look for] 1) Start game without permanent death 2) Create chanter character with phantom summoning spell 3) Get in fight and wait that you have enough resources to summon phantom and summon one 4) Let phantom's stamina go zero 5) End combat and see how phantom rises back up [Expected behaviour] Excepted that phantom vanishes when its stamina goes zero
  5. Hi Beta Backers! I know that there are existing issues with many spells and so far this is no comprehensive list documenting these existing issues/bugs I thought we could put together a list of known issues with spells from any of the spell casting classes featured in PoE. I'll start us off with a few noticed: CIPHER Soul Ignition - Unlimited range. Can be casted outside of combat and does not trigger MOB aggro. WIZARD Fetid Caress - Very limited range. Wizard would have to run right up to the MOB in order to cast it. And after casting the spell my Wizard would usually get paralyzed by his or her own spell!
  6. Did a search and didn't find any other exact matches to this bug so starting a new topic: The bug is one that has happened primarily to my PC but also a few times to other characters; Starting a combat with a ranged weapon (Arquebus), firing a volley and then switching to melee weapons, the character can no longer be selected by clicking on character or portrait. The character can only be selected by number button, but even in that circumstance, it will not execute any commands. After combat ends, the character remains rooted to the spot and a reload is required to get it moving again. I suspect that this has something to do with the character continuing their ranged weapon re-load and fire animation after being switched to melee, but initially the character would eventually transition over to the proper attack animation and continue to be use-able in combat. The last few encounters I've tried (Dragon Egg and Wurms), this problem has surfaced.
  7. [Description of the issue] The attack speed modifier for daze effects is better on a critcal hit than on a graze/normal hit. A graze has an attack speed from *0.425, a normal hit from * 0.85 and a crit has a modifier from * 1,275. [DETAILED list of steps to reproduce the issue AND what to look for] 1. make a high dex priest. 2. use interdiction on enemies. 4. go with the mouse cursor over the daze effect. 5. See that a daze effect increases attack speed on critical hits. [Expected behaviour] attack speed modifiers should be worse on critical hits for daze effects. [OTHER REMARKS] I'm not sure if only the display value is wrong, or if citcial daze effects really make enemies faster.
  8. Unfortunately I haven't been able to reproduce the behavior, but this is what happened: 1. I used BB Rogue's Crippling Strike ability in combat. I do not recall exactly when, unfortunately. 2. Next time I entered combat, I noticed that the icon was green, like for an activated modal ability. When I clicked on it, I got a message "The ability is already activated." 3. The ability icon remained green through several area transitions, and effectively stopped me from using the ability. Notes: Due to the save/load bugs, I had neither saved nor loaded the game, and I had started a fresh instance of the client.
  9. Not sure if these are necessarily bugs or intended but they've caused me a couple of issues Scouting shows pet's outline as enemies (and shows attack when hovering) When scouting i spotted the yellow and red circles of something approaching a door that i was behind, so i decided to quickly hit it with magic only to find some toasted bacon was all that was left of my pet pig I'm not sure exactly what i expected the display of the piglet to be but this was misleading and lead to a reload. Piglets starts fights while i'm scouting While i was scouting my piglet managed to wander off in the ruins and into another room. This caused the NPC in their to attack my piglet. Are pets meant to be spottable? and unable to scout? i guess the wandering off is due to the known pathing issue. Sorry for the lack of screen shots for this, i'll try and make some this evening and add them.
  10. Druid talent/ability wildstrike doesnt add elemental damage (or its not shown in combat log) Ability type: shock talent added: improved wild strike
  11. I believe it would be useful to be able to cancel your character creation. At the moment, you cannot leave the character creation process unless you see it through the end. I wanted to just look again at the classes and couldn't get out unless I finished creating said character even though I just wanted to have a look.
  12. [Description of the issue] Characters disappear from party at random. Sometimes character model disappears, sometime just portrait. Somtimes characters reappear later. [DETAILED list of steps to reproduce the issue AND what to look for] Example: 1.) Load game saved in Stormwall Gorge. Notice PC and BB Rogue are missing clothing/armor. 2.) Fight way to Lle a Rhenen 3.) Defeat three humanoids at entrance. 4.) Enter Lle a Rhemen 5.) At first junction take path to right and encounter spectres. BB Fighter, BB Priest, BB Mage incapacitated. 6.) Retreat with main character paladin and BB Rogue. Rogue incapacitated 7.) Defeat spectres with lone Paladin (takes no damage) 8.) Party revives, except for BB rogue, who disappears. 9.) Fight way to entrance to second level. 10.) Clear webs. 11.) Enter level 2. 12.) Charge through trap to engage spiders, BB Priest goes down. 13.) Defeat spiders, Priest disappears. 14.) Get to Spider-faced Mindflayer, engage in dialogue. 15.) Allow SFMF to leave in peace. 16.) Leave Lle a Rhemen 17.) BB Rogue and BB Priest are back. .... [Expected behaviour] Characters don't disappear without warning. [Files] I couldn't relevant files, but am willing submit them in another fashion if necessary.
  13. Description: When creating a pale elf, and choosing skin color, this does not match with the head options that are provided. An example is shown below. How to recreate: 1- Start new game. 2- Create a pale elf (I made male, pale elf from white that wends, wizard). 3- Choose head color 2/3. 4- Choose any skin color.. What should happen: Head and skin tones on the rest of the body should match. OR skin color that matches face tone should be available.
  14. To reproduce: Fight the spiders in the ogre cave. Observed: I have noticed that relatively frequently my characters fighting the spiders very quickly lose all health (not Stamina), and keel over Maimed. The health can go down from 100% to zero in a single combat. I was under the impression that this should not happen; that you can lose at most 25% of your health during an individual fight, if stamina regeneration effects are not applied. In any case, this has happened on several occasions, but not always. I suspect it may be a bug.
  15. The rogue has stopped attacking even though all baddies are dead
  16. Made a screendump where I try to rest. As you cann see I have to gather party even though they are together. And it is nit the first time I experience this. Also when I attack only some of the toons attack and most of the time it is my wizard who attack even tough I have a fighter who should be at the front. It seems like the path finder to the creatures are broken most of the time some of the toons stand still and can't walk around and attack.
  17. To reproduce: 1. Cast Wall of Fire (L4 spell) 2. Walk your party into it Expected: they take burn damage Observed: they don't
  18. Description: On the character sheet, "Total Enemies Defeated" by the party is larger than the sum of "Enemies Defeated" by each party member. The difference gets larger as the game progresses and the number listed as the total is clearly too high. How to reproduce: 1. Start a new game. 2. Murder the group by the bridge 3. Add up the "Enemies Defeated" for each party member on the character sheet ( = 4). 4. Compare to the "Total Enemies Defeated" on the character sheet ( > 4). 5. Commit additional murders as desired and watch the "Total Enemies Defeated" get much larger than the sum of "Enemies Defeated" .
  19. BUG: With Death enabled in Game Options, any party member dying makes saved games created after this moment unloadable. Background: While trying to get around the artificial limitations on creating a custom party, I killed off the default NPCs by using the "death" option in the Options menu. This freed up party slots and allowed me to finally create a full custom party. However, once I tried to load a save made after this, turned out the save was broken (wouldn't load, stuck at the PoE logo loading screen). After some investigation, I discovered that if any of the default party NPCs dies permanently and is removed from party, this makes all subsequent saved games unloadable. Please fix this.
  20. [Description of the issue] Found enemy model rotated sideways as seen in the spoiler below. It was patroling one moment and the next it was sideways. It did not resume patrol. Re-loading did not solve the issue. Engaging it in combat makes it resume upright position. I know not how to recreate this but its the first time ive experienced this bug. [Expected behaviour] Model not being rotated sideways and patroling as normal. [Other remarks / Comments] This savefile has been loaded and re-loaded several times and keeps some repeating visual bugs such as the "[Character Name] Attack" icons above character portraits (the bb Fighter has three rows of these). [!] It also has a mechanical bug of two abilities being stuck in "Already Activated" state and being unusable even during combat. Saving and reloading does not seem to work. One of them is the PC Ranger´s Wounding Shot, the other is the BB Rouge´s Cripling strike as seen in the spolered screenshot below. [Files] Screenshot:
  21. Just left Dryford Ruins and attacked a spider South East. My ranged characters animations and attacks seemed find but my BB Warrior and BB priest as well as the spider just stood there. The combat log showed that attacks were occurring though. The immediate next battle with a spider seemed to have fixed this and the animations worked normally. Ever since Dryford ruins my rogue is unable to use crippling strike a well. I believe I've seen this reported as well so this is a common bug. I have not had a chance to rest yet to see if it will fix it.
  22. I have seen that accuracy is different fromn the tooltips and the combat log. In this screen you can see that the Elder Lion has a 47 Accuracy. But in the combat log we can see that the real accuracy is 77. Also I saw that sometimes the trashmobs are doing a lot of damage in a single hits. In that case, lions were doing around 50 damage per hit which is a lot of damage, even when i'm doing no more than 30 damage per hit buffed, but I found that sometimes the lions could hit by 80 damage or even more than 100.
  23. Hey all, I am super excited to be playing the backer beta, and I hope that my input will help make this game better So I started the game and I had some issues while making a new character. Maybe I should write down my Machine stats before going further: -> CPU: Intel® Core2 Duo CPU E4500 @ 2.20GHz -> RAM: 8 GBytes DDR2 -> OS: Windows 7 Ultimate (of course updated) -> GFX: NVIDIA GeForce GT 630 (I also attached a txt output from CPU ID, I guess it's fairly standardized by now) First I got some errors that froze the game while I was switching around from type to type, specifically when switching to and from Wizard. Then I tried not selecting anything to get a bit further, and when trying to get my character to look like my portrait (Because it has to match else you are doing it wrong, in my book) I ended going back and forth between portrait screen and character look screen and then suddenly I only got to look at an big pixelated question mark and then the game quit and told me to tell the devs. So that is where I am at now. Now I will get lunch and get back into this forum later... maybe much later, new Doctor Who comes out today. Anyways I hope this helps, tell me if you need more information. 2014-08-23_140730.zip ANDERS-PC.txt
  24. Description After one of the fights, my Wizard BB was stuck in an animation loop, checking out his grimoire (basically, an animation where he was holding up and down his grimoire). During this time, it was impossible to issue any commands to this particular team member. It was only after some time that he broke out of the animation loop and followed the party. However, the wizard was getting stuck on each combat encounter since. Repro steps: Didn't try to reproduce this bug yet, but it would be about it: 1) Go to Dyrford dungeons 2) Keep fighting the guards 3) Observe if any of the team members get stuck in animation loops Expected behaviour I expected my characters to be fully functional in the game, rather than stuck doing things. Attached files Output log (too big to attach): https://drive.google.com/file/d/0B9XM8EQQxffweDdfbTA3cHM0SFU/edit?usp=sharing There seem to be some animation-related null reference exceptions. Sorry, no save game (I've accidentally overwritten it with something else). Attached DxDiag.txt Ardent_DxDiag.txt
  25. Description: After running away from battle, combat state never finishes so that party can rest, leave area, save, etc. Steps to reproduce: 1-Start new game. 2- Travel to Stormwall Gorge 3- Activate scouting mode. 4- Bypass lions with BB wizard. 5- Get near Pwgra so that it starts looking for you. Only "activate" one Pwgra so that you can get away. 6- As soon as it is close enough to attack you, run away fast enough that it cannot chase you. 7- Go back next to party. 8- Wait to see if Pwgra follows. If it doesn't, continue to wait. 9- It will never leave combat state. What it should do: After a reasonable amount of time, the combat state should end. Pwgra should return to beginning position. I can't send save file, because it won't let me save. Please let me know if you need any other documents. DXDiag can be found in my signature.
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