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. A specialist priest, such as the premade one, can choose to pick the specialty spell he would otherwise receive for free, at level up. You may wish to prevent them from doing so. Repro : - new game, whatever character you like - level up your premade priest a couple times (until he unlocks power level 3 spells that is) - poof, you can pick your specialty spell and click next Oh and it's still impossible to flag bugs with "Character Creation/Adventurers Hall" tag, the forum refuses it with an error. As in, an application-generated error, not invalid SQL or w/e.
  2. Might be working as intended, might not. My fighter grazed with his Knockdown and some measure of damage was applied, however the prone effect itself was never rolled. I wouldn't think it was intentional, see how people are gonna try to get the ability to graze if only to be able to graze with this or that weapon ability (as in, not a spell, an ability that requires an attack action). This is on the vanilla fighter guy.
  3. Looking at the combat log in this instance: Wasn't I supposed to get 30% bonus damage for having more than twice as much penetration as my foe had armor rating?
  4. 'kay that's a wierd one... After a party wipe, I F8'd (and the game never loaded a quicksave, possibly because the only quicksave I had was on the world map, not in the area map). Anyway, I loaded up the area autosave, fought the Skulking-Terror laguafeth again. Now, from time to time, I can hear its slurping-attack-whatever sound. It plays during pause, it plays on the load savegame screen, it plays after loading the autosave of another area.
  5. A multiclass rogue/cipher is able to select, at level 4, both draining AND biting whip, which are mutually exclusive. 1/ get a rogue/cipher hybrid 2/ level up to 4 3/ select Biting whip, click Next 4/ for some reason (is that intended with multis ?), you get another skill point, good. 5/ now select Draining whip, click Next The effects do not seem to stack however, as my Active Effects tab only shows Biting Whip, and no mention whatsoever of Draining Whip. The Abilities 2nd level cipher spells section does show both, though.
  6. At character creation (ability preview) or level up (ability tree), the upgrade to Eyestrike shows this : Now that's a ton of damage. Note that, during normal gameplay, when one right clicks for the details of Gouging eyestrike and hovers over the raw damage duration, it correctly says "Infinity" : While we're there, the raw damage from Gouging Strike doesn't seem to show in the combat log. As of now, I'm unable to tell whether the damage is applied at all, or just not shown in the log. Edit: we need a Topic Tag for abilities/skills/spells
  7. Like the topic says (sorry for my spelling mistakes), modal skill from scepter proficiency affects penetration and damage of spells. Is it bug or a feature? It would be good if description of Destructive Channeling shows amount of raw damage it does with every attack (it inflicts no damage while casting spells, only during base attack with the scepter but grant benefits to both types of action).
  8. It's funny but my wizard started the game with some spells but non of these spells can be found in my grimoire, while merc wizard has its own grimoire with set of spells. Even after leveling up my wizard and picking new spells, my grimoire is still empty. I don't count class abilities. Screenshot: http://oi66.tinypic.com/2qc2hdv.jpg
  9. 1. My main char casted fireball during combat, I saw time indicator displaying casting time and area indicator which I could drag to place in different location but after action was completed, nothing happend. My character stand there like frozen until I ordered my wizard to do something different (my wizard wasn't paralyzed). Here is screenshot with frozen char: http://oi67.tinypic.com/2eda9l3.jpg And game log from that combat: http://s000.tinyupload.com/index.php?file_id=05650143003406821451 2. Another bug I encountered during exploration of Tikiwara. I clicked on NPC in the village and nothing happened. I coudn't start interaction with Vektor and the lady who is running the inn nor any other NPC. I saved and closed the game to copy log file. I launched the game again, load saved game and everything works normally. Log file: http://s000.tinyupload.com/index.php?file_id=90514515743064121560
  10. Upon loading an autosave created when entering the Beach location near Tikawara my animal companion is duplicated. The duplicate animal is not selectable, controllable or anything, but will follow my character and take part in combat along with the normal companion. The duplicate does no persist when loading into a new zone. Screenshot, ouput log and autosave in question attached: https://www.dropbox.com/s/bebpg6t2zkjk26o/Companion%20Duplication.zip?dl=0 Edit: I was able to recreate this by going back to an earlier save and re-entering the Beach area. Upon entering the Beach the first time everything is normal, but upon reloading the Autosave that is generated my companion is duplicated once again. It also appears to reset my custom formation back into a straight line.
  11. I wanted to give the hired wizard a fine scale armor and the screen bugged out. It was like this for all characters afterwards. Only removing the armor put it back to normal
  12. The bonii one gets for this or that race/subrace are not shown in the race description frames during character creation. How to reproduce: create a character ? ^^' IMPORTANT, FORUM : we can't assign the topic tag "Character Creation/Adventurers Hall", when trying to post the forum replies with "Tags incorrect, they must be between 2 and 30 characters". Retag this guys.
  13. If one creates a custom formation for their party, said formation works for the entirety of the play session. However when one saves the game then exits (crashes :D ) the game, upon loading the save, characters get arranged in a different, non-default formation that doesn't match which that was set by the user. My custom formation : T M R W P With T = Tank, M = Monk PC, R = Rogue, W = Wizard, P = Priest Their formation after I load the game : M T R W P Note that quicksaving/quickloading is not enough to replicate the problem, you need to exit-crash the game.
  14. The rogue skill upgrade Eliminating Blow's description says : Foe AOE: Shaken for 12s (which is an addition to the tooltip, from the regular skill) The description further says : (Eliminating Blow) - Enemies near the target are Frightened from the attack. Make up your mind, are they Shaken of Frightened ? Shaken: -5 resolve, -3 power levels Frightened: -5 resolve, cannot use hostile spells or abilities
  15. -Description of the issue- (also some spoilers Warning) I am playing solo with a moon godlike barbarian wearing Saint's War Armour which grants "second chance" passive ability. When I die for the first time the "second chance" occurs, revitalizes me but the moment my character stands up the "your have died" message pops up and forces me to load. I can upload a short video and post the link if that helps.
  16. Detailed description: 1. Have Aloth in the party. 2. Go to the Vailian trading company and talk to the guard on the right. 3. Notice he says "Clear stars to you, ma'am." to Aloth. Expected Behavior: I expected Aloth would be recognized as a male elf. Comments: I'm pretty sure it's only the guard on the screenshot.
  17. Hello Not sure if this is actually a bug, I recruited a level 2 warrior and a level 1 Cipher, and proceeded to clear the temple ruin, and halfway through the first level, the Cipher appears to leave the party halfway through combat. I don't think that they died. Just a text notification that char had left the party. Did I do something wrong?
  18. I have a huge problem when trying to finish creation a new character in the tavern, in a Gilded Vale. When I click "done", game turns off. Has anyone had a similar problem? My gpu is AMD Radeon 7850, cpu AMD Athlon II x4 645, driver AMD Catalyst 14.12 I will be grateful for some advices.
  19. [Description of the issue] Casting a healing spell for example, by clicking on a party member's portrait will not make the caster cast the spell on the character but on the ground underneath that portrait. [DETAILED list of steps to reproduce the issue AND what to look for] Example: 1) Select a caster character with some healing spell. 2) Select the healing spell. 3) Click on another party member's portrait 4) The caster moves if necessary to get in range for casting the spell and casts the spell on the spot on the ground under the portrait. [Expected behaviour] The character whose portrait was clicked should be the target for the cast healing spell. [Other remarks / Comments] I think I saw this fixed in a previous bb version, or was I wrong?
  20. If you have your piglet out and pause during a battle or a cut scene after the battle the little Piglet name tag will be permanently stuck where the piglet original position was. Doesn't happen all the time. In game tutorial page scrolling noise is on repeat after first message pops up.
  21. [Description] When a character gets dominated, then gets killed while dominated, the character does not get back up after dying. [step] 1) Get a monster to dominate a healthy character 2) Attack that character until they collapse while dominated 3) Win fight Notice that the dominated character does not get up. This was my combat log. The relevant lines are Nydrek (Dominate) crits BB Rogue. Dominated (33.8 sec) ... Gunketeer killed Nridek. ... Crystal Eater killed BB Rogue Auto-Paused: Character Death (BB Rogue) Crystal Eater (Crystal-Eater's Freezing Pillar): 2 Graze, 3 Hit, 1 Crit These are my gameplay conditions
  22. If you equip the Mail Coif, there will be clipping issues on the dwarf head (BB Fighter), and on the elf head (BB Wizard).
  23. Edit: (BBv480, linux), this report isn't for previous version. Sorry for the wrong version in the thread title. [Problem] There are several issues with spell Suppress Affliction: 1. Description doesn't clearly explain, that only afflictions, which are active at the time when Suppress Affliction is cast, are suspended. 2. Description shows only base spell duration (15 sec), even through this duration scales with Int of character. 3. Spell itself doesn't look like it temporary suspends afflictions, as stated in the description, but cancels them -- tested effects aren't probably reapplied again after end of suppression. 4. Also those cancelled afflictions are shown in the tooltip next to character portrait till end of combat (there is no timer). Icon of one of the tested afflictions - Blinded - preserves even after combat. Tested afflictions: Blinded, Sickened, Hobbled, Flanked, Stunned, Dazed [Examples and how to reproduce] For points 1. & 2. see picture below (BB Priest with Int=20): Add 3. & 4.: How to reproduce: 1. Enter the combat and cast a spell which grants one of the afflictions (eg. Blinding Web -> Hobbled), so that it targets also one of the party members. 2. Use BB Priest to cast Suppress Affliction on the friendly Hobbled target. 3. We can check that it's effect is nullified, Hobbled is erased from character sheet, though it is shown as an icon in the tooltip next to character portrait. 4. After end of Suppress Affliction spell, the effect of Hobbled isn't reapplied again (and timer isn't running). One concrete example: BB Fighter is affected by Dazed & Blinded (Cipher: Eyestrike): Note: Defl. and Refl. defences should be by 1 point lower here. But this is another bug, related to low attributes. Then when Suppress Affliction takes an effect: After end of the spell, no reapplied debuff + persistent icons in the tooltip: [Expected behavior] The spell can better communicate how it's working. Also an actual spell duration in the description would be useful. In case of suppression itself, suspended effects should be probably reapplied after end of the spell with continuing timer. Or in case it works as intended, the description should be changed accordingly and also the icons of afflictions should be cleared from the tooltip. [Comments] Possibly related to the Tanred's report: http://forums.obsidian.net/topic/71006-480-obsolete-effects-dont-disappear-from-the-effects-tooltipcharacter-sheet/
  24. (BBv480, linux) [Problem] Talent Greater Focus should grant +10 to maximum Focus. This probably works after taking the talent when leveling up. However when I save game and then reload it (tried F8), the bonus is not applied any more. [How to reproduce] For example: 1. Start a new game and create Cipher character. 2. Level up and take Greater Focus talent. 3. Save the game and then reload it. 4. Participate in combat with this character by dealing weapon damage, filling up the Focus. At this point the game doesn't let Focus rise above original maximum. Although if I skip the point 3 (so not saving/reloading game after level up), talent works as intended. Supplementary picture below shows the moment in combat when Soul Whip ability is deactivated upon reaching maximum Focus (left is directly after obtaining the talent, right the same after reload): The character here is Cipher at lvl 4. [Expected behavior] Talent should provide bonus to max Focus all the time.
  25. [Problem] Biting Whip talent states in its description that it modifies Soul Whip by x1.2 Damage. Soul Whip description then puts together the original and the additional bonus as: Self x1.2 Damage, x1.2 Damage However, in combat mode when Soul Whip ability is active, the same description (and character sheet active effects section) display: Self x2.4 Damage See picture below (left in normal game, right in combat): [Expected behavior] Description of the ability should be the same regardless of the game mode. It should probably show something like: Self x1.2 Damage, x1.2 Damage or Self x1.4 Damage or Self +40% [Comments] I think damage modifiers probably work as intended (together +40% damage), so the bug is only in the descriptions during combat mode?
×
×
  • Create New...