Jump to content

Search the Community

Showing results for tags 'Characters/Creatures'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • Obsidian Community
    • Obsidian General
    • Computer and Console
    • Developers' Corner
    • Pen-and-Paper Gaming
    • Skeeter's Junkyard
    • Way Off-Topic
  • Pentiment
    • Pentiment: Announcements & News
    • Pentiment: General Discussion (NO SPOILERS)
    • Pentiment: Stories (Spoiler Warning!)
    • Pentiment: Technical Support (Spoiler Warning!)
  • The Outer Worlds 2
    • The Outer Worlds 2 Speculation
  • Avowed
    • Avowed Speculation
  • Grounded
    • Grounded: Announcements & News
    • Grounded: General Discussion (NO SPOILERS)
    • Grounded: Stories (Spoiler Warning!)
    • Grounded: Technical Support (Spoiler Warning!)
  • The Outer Worlds
    • The Outer Worlds: Announcements & News
    • The Outer Worlds: General Discussion (NO SPOILERS)
    • The Outer Worlds: Stories (Spoiler Warning!)
    • The Outer Worlds: Character Builds & Strategies (Spoiler Warning!)
    • The Outer Worlds: Technical Support (Spoiler Warning!)
  • Pillars of Eternity II: Deadfire
    • Pillars of Eternity II: Deadfire Announcements & News
    • Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)
    • Pillars of Eternity II: Deadfire Stories (Spoiler Warning!)
    • Pillars of Eternity II: Deadfire Characters Builds, Strategies & the Unity Engine (Spoiler Warning!)
    • Pillars of Eternity II: Deadfire Technical Support (Spoiler Warning!)
  • Pathfinder
    • Pathfinder Adventures: Announcements & News
    • Pathfinder Adventures: General Discussion (No Spoilers!)
    • Pathfinder Adventures: Characters Builds & Strategies (Spoiler Warning!)
    • Pathfinder Adventures: Technical Support (Spoiler Warning!)
  • Pillars of Eternity
    • Pillars of Eternity: Announcements & News
    • Pillars of Eternity: General Discussion (NO SPOILERS)
    • Pillars of Eternity: Stories (Spoiler Warning!)
    • Pillars of Eternity: Characters Builds, Strategies & the Unity Engine (Spoiler Warning!)
    • Pillars of Eternity: Technical Support (Spoiler Warning!)
    • Pillars of Eternity: Backer Beta
  • Pillars of Eternity: Lords of the Eastern Reach
    • Lords of the Eastern Reach: Announcements & News
    • Lords of the Eastern Reach: Speculation & Discussion
    • Lords of the Eastern Reach: Kickstarter Q&A
  • Legacy (General Discussion)
    • Alpha Protocol
    • Dungeon Siege III
    • Neverwinter Nights 2
    • South Park
    • Star Wars Knights of the Old Republic II: The Sith Lords
  • Legacy (Archives)
    • Alpha Protocol
    • Armored Warfare
    • Dungeon Siege III
    • Fallout: New Vegas
    • Neverwinter Nights 2
    • South Park
    • Tyranny

Blogs

  • Chris Avellone's Blog
  • Neverwinter Nights 2 Blog
  • Joshin' Around!
  • Adam Brennecke's Blog
  • Chapmania
  • Pillars of Eternity Backer Site Blog
  • Pillars of Eternity Support Blog
  • Pathfinder Adventures Dev Blogs
  • Obsidian Marketing and Market Research Blog

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


MSN


Skype


Jabber


Yahoo


Website URL


Location


Xbox Gamertag


PSN Online ID


Steam


Interests

  1. [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"
  2. 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.
  3. 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
  4. 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
  5. 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,
  6. 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.
  7. [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
  8. 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!
  9. [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:
  10. [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
  11. 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.
  12. I was fighting some beetles on normal. I was very methodical and made all the right moves. Killing each beetle one by one; at the end I had no stamina damage and plenty of health. Yet, the very moment I killed the last giant beetle; the game said my party died. Very unfortunate.
  13. Ok I just Crashed from a chanter Bug. So post here all Chanter Related Bugs. First...I love the class, it was AWESOME! So, I chose to be able to summon 3 Skeletons as part of my spell list. But here comes the 1 bug. 1- First time y summon them it was with the fight in the main town, next I enter a building and I lost control of mi minions, So with the line you need to gather your party to move forth, I was stuck. *Saving and loading fix the problem, by making those minions disappear, so I was able to keep going. 2-Same Spell, I used in a fight and I summoned like 12+ of those and I blowing up everything in my path, so 1 Bug there. 3-after summoning a lot of those, the game keep poping the keep tab with you only can reclute, or dismiss on the keep, and like after that thing poped 10 times crashed! lets keep Chanting all those bugs guys!
  14. 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.
  15. The rogue has stopped attacking even though all baddies are dead
  16. 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.
  17. [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.
  18. I just had this bug happend, I enter a building with a Chater summon the 3 skeletons, inside i could not move them(the 3 skeletons) and i could not exit the builind, with the memoarble line of: you need to gather your party to move foward. Saving and Reloading fixed the bug.
  19. I set my autopause for low health, low stamina, and character death. When fighting Meldreth's crew, the enemy ranger's boar companion could trigger the autopause as well according to the combat log.
  20. 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.
  21. [Description of the issue] Pace in the Drakogen Inn has partially invisible clothes. See image. [steps to Reproduce] Start a game, go to the inn, and look at the guy in the back. [Expected Behaviour] Clothes should not be partially invisible. Or at least I don't think they should be. [Other Remarks / Comments] None I can think of.
  22. 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.
  23. Description: 3 Skeletons summoned by my PC chanter did not vanish after the first combat with the beetles. (it was my first time using the ability so I assume they are supposed to vanish after combat) They persisted through three or four fights until 2 of them were hit by the combat freeze bug. After all that I could not travel between maps. Comments I'm seeing the following lines in the output_log CRE_Skeletal_Fighter_Summon(Clone) doesn't have a CompanionInstanceID. This is okay for pets, not named companions! I don't think I did anything special to cause this. It was a fresh game. Path of Iron so there was no saving and loading. I had visited all the buidlings in the village and had completed cat&mouse. I was however using a custom chant on the chanter. I think it was the speed buff, fire buff and stamina drain. output_log2.zip
  24. 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.
  25. 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.
×
×
  • Create New...