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. To reproduce: Cast Slicken when fighting the spiders in the ogre cave. Observed: sometimes the spiders don't get back up when the spell expires. Instead they slide at the group on their backs and fight you that way. Clearly an animation issue.
  2. To reproduce: Trigger a druid's Wild Shape ability near the end of an encounter. Then enter a new encounter. Observed: The druid reverts to human form when combat ends. However, when the new encounter starts, the druid goes automatically into Wild Shape, using up the ability. Expected: She doesn't. This behavior is expected for modal combat-only abilities, but not per-encounter ones.
  3. The UI for weapon focus, specialization, and mastery perks is unclear. While the perk descriptions list which weapons are covered by each perk, they don't say exactly what the mechanical effects are, and whether and how they stack. I managed to give BB Fighter Weapon Mastery (Adventurer) and Weapon Focus (Knight), but I'm not entirely sure how I even managed that. The description for Focus says that it adds accuracy, but not how much, and for Mastery that it adds damage on top of the "standard bonuses" for Specialization, but doesn't list either. I'm especially confused about the relationship between Weapon Focus and Weapon Specialization. Expected: the UI should show (1) what bonuses each of these perks grants, (2) whether they stack with each other, and (3) whether some of them require/make available others. Additionally, if (as I surmise) Weapon Focus has nothing to do with Weapon Specialization, there should be a note to that effect in the description, especially if the character taking them is a fighter. Additionally: the inventory UI should automatically highlight or otherwise mark weapons which fall under the selected character's focus/specialization/mastery. I haven't memorized the lists yet and was constantly referring back to them when deciding which weapons to give each of my characters.
  4. My paladin gets stuck in an animation loop with a spell effect, repeating "It's not working!" after I reload a save. The loop usually eventually finishes and I can continue to play normally. I can't tell what she's trying to do; it's certainly nothing I've ordered. Screenshot of the effect attached.
  5. The Barbarians skill "Threatening Presence" is continuously triggering on enemies in the AoE. Several times per second each. This causes them to constantly play their "get-hit" sound and slightly stutter as if they were taking a physical hit.
  6. [Description of the issue] When engaging battle with a certain type of the Skaen Cultists in the Dyrford Ruins they use a skill that seems to cause an infinte loop. The targeted character is surrounded by a violet/black starshaped aura and violet/black balls seem to shoot towards him from off-screen. This causes stuttering and sound tearing. Aditionally the log is being bombarded by a dozend actions per second. From what I could make out it seems to be a skill used by cultist using a bow. It was always my BB fighter that was targeted. The loop ends when the NPC that used the skill is killed but the loop can break the log and it keeps inifintly scrolling. Example: 1) Load attached savegame 2) Select BB Fighter and move foward until first group of cultists is encountered. 3) Upon entering combat the effect should trigger as soon as the cultists react. 4) Kill the cultists. 5) The loop stops. EDIT: Hope that is the right savegame. It should start you out in the flooded cave where the stone beetles were. 213af5a131e743cda8e7028a7338524b 7804866 DyrfordRuins.zip
  7. Description: "Total enemies defeated" on the party section of the character sheet is less than the sum of "enemies defeated" for each character. (Trivial bug? Serious Mutex problem? Other?). E.g., after killing Medreth and Co. on Easy, "Total enemies defeated" = 0, sum of "Enemies defeated" over all characters = 3 (which is the correct number unless the ranger's animal companion is supposed to be counted). Expected behavior: The two numbers should be equal or, if enemies killed by summoned creatures are not counted for the summoner, the sum could sometimes be lower than the "Total." Both the sum and the "Total" should be the actual number of enemies defeated so, of course, the "Total" shouldn't be zero after defeating three enemies (as mentioned above). (And, program should crash with an assertion failure if/whenever those two numbers are not equal.) To replicate: 1. Load any save (or start a new game and get into some fights) 2. Hit "C" to open the character sheet. 3. Look at "Total enemies defeated" on the party section on the right. 4. Click the "personal" button. 5. Cycle through all of the characters in the party and add up their "Enemies defeated" 6. The sum (computed in line 5, above) will be greater than the "total" (read in line 3, above). The sum is correct at the beginning, though I haven't verified that it is always correct. The "total" is clearly wrong. Note: "Total enemies killed" used to be too high (that is, it was definitely higher than the actual number of enemies killed) instead of too low. Between August and now there was probably a bug fix that attempted to fix this problem: http://forums.obsidian.net/topic/67863-total-enemies-defeated-not-calculated-correctly/?view=findpost&p=1491857
  8. I wiped out the Dragon Egg hunters after intimidating them so there were three party members left when I fought them. Looted the corpses except one which I couldn't target After I went back to the village, and went back to the Dragon Egg cliff, the two characters who I had killed and looted had re-appeared though you can't interact with them. The guy who I couldn't loot had turned into a loot bag though I still couldn't target it.
  9. Not sure if this would be a bug or not, but currently the voiceactors lines continues playing even after you push onward to the next bit of dialogue. The voiceacting should probably stop playing and "move on" with the text instead to avoid it being confusing.
  10. In the spell description for the Spirit Shield it says that it provides bonus D.T. however it does not specify to what exactly. http://i.imgur.com/deL1Eeq.jpg The spell behaves very strangely. Looking at combat rolls the spell behaves differently versus different enemies. Versus Cowled Man with the sword it provides 10 D.T. protection versus slashing Versus Cowled Man with firsts it provides 10 D.T. protection versus crushing Versus Medreth it provides 5 D.T. protection versus piercing damage Versus beetles it provides 0 D.T. protection versus piercing damage
  11. After a character has been hit directly by the spell or has stepped on it while still in effect on the floor, it will prevent him from either ever getting back up or ever attacking again. If they do manage to get back up they can still do disengagement attacks. I have no idea why this is happening. Edit: Oh and also the visuals where the effect animation latches on the character still isn't fixed for most of the spells.
  12. [Description of the issue] A knocked out party member is sometimes (I can't say under what conditions) considered to be engaging an enemy after he/she has been knocked out. This leads to the enemy staying over your knocked out party member doing nothing. [DETAILED list of steps to reproduce the issue AND what to look for] 1) Start a battle 2) Have one of your melee characters knocked out 3) Observe if that character's engagement remains [Expected behaviour] Knocking out a character should cancel any engagement [Comments] I'm not sure if in this case the enemy isn't blocked by my knocked out character's circle and he simply can't move around him.
  13. [Description of the issue] I reached the Lle a Rhamen dungeon and the hall with the Crystal Eater spider. I expected it would come down the stairs when I engaged it with ranged characters, but it just stood there. [DETAILED list of steps to reproduce the issue AND what to look for] 1) Reach Lle a Rhamen 2) Go to the hall with the Crystal Eater 3) Engage the Crystal Eater with your wizards or ranged units 4) The Crystal Eater stands there [Expected behaviour] The Crystal Eater should come down the stairs and attack. [Other remarks / Comments] I think it's too large to fit the staircase.
  14. [Description]: AFter starting a game in normal mode, if you select big head mode from the options menu and play for a while the renderer will start to crash, slowly whittling away at all objects. You start to get the item disappearance bug again, your chracter doesn't show up in the inventory screen, and npcs start to disappear from the map (with their weapons still showing). [How to reproduce]: 1- Start a new game with normal head mode. 2- Run around a little. 3- Activate big head mode from options screen. 4- Go to inventory screen. The first character that is currently selected should show up correctly. 5- Now click on a different character. At this point, your renderer has broken. You will see a static screen of a small-headed character. 6- Exit inventory screen. 7- Every time you now enter a new map, the creatures that use the 3d renderer will no longer be visible. [Expected behavior]: Big head mode should not destroy the renderer. You should be able to toggle between big head and regular head mode without difficulties to characters or glitches in game. [Additional comments]: Big head mode makes a lot of the other graphical glitches with helmets visible. For example, the positioning of helmets of elves and orlan as well as the tufts of hair sticking out of the back or side of the helmet become obvious. This was why I was playing with big head mode in the first place.
  15. There appears to be a few sequence related issues to this quest/task. -Decided to not talk to Medreth first. -Talked to Nyfre at the Inn instead. -Going back to Medreth, you can say "I know where Nyfre is hiding" but there is no attack option, or option to say "screw you Medreth, I'm working with Nyfre instead" at this node (I believe you probably have to go back to Nyfre again and talk with her a second time). There should in my opinion be such an option there at this point. -I decided to attack Medreth's party manually instead, and wiped them out. But when going back to Nyfre, there is no option to say that Medreth is dead, so the quest (probably) broke when I attacked Medreth's party manually.
  16. As title states For example while in the blood chamber I had my priest (NPC in my group) who has a lore skill of 8 walk into the room to initiate the conversation with the blood pool. One of the choices required a skill of Lore 6 but the skill was not selectable even thou my party member had a higher rating.
  17. For some reason certain areas of the game the fog of war is not reapplied. For example after talking to the giant in the cave and the player returns to the cave this is what they will see if they move their mouse over the area where the giant is/was without having to move to that area. As you can see the area around the giant has fog of war but not his area even thou my party just entered the cavern and haven't re-explored.
  18. Culture points are not applied during character creation. Not only that they are actually taken away during conversations. For example: During the creation of my wizard I chose these stats: When I get to the culture selection screen my resolve should have gone up 1 if I picked Aedyr. But instead it remained at 13 and if I make a selection that increases another stat my resolve drops by 1. Funny thing thou on the character screen (when you get in game) reports the correct value but doesn't apply it. More later. Now how do I know it subtracts it instead of adding. When you talk to the giant one of the conversation tree requires a resolve of 13 in order to select it but the option stated I did not meet the requirement to use that conversation tree. Sorry I did not take a screen shot of that. I should have been able to select it since I already had a base of 13 and a +1 for Aedyr should have given me a 14 but instead according to the conversion I only had a stat of 12.
  19. As title states: Using the return dragon egg as an example for a quest that does not give exp: This image I have 16633/21000 before I turned in the egg Here as you can see from the log entry I was supposed to get 9000 exp for the turn in I should have leveled up with that much exp but as you can see here there was no change and I did not level up
  20. [Description] I see there is no "Combat" tag in the "Topic Tags" field. Hmm... I was able to pull a very hilarious battle with one beetle chasing after my main character while my other characters were fighting the other beetles. At least now I know that a beetle's speed is roughly equal to a human in Mail Armor. [Test case] 1) Attract the attention of an enemy, preferably from enough distance that you don't trigger engagement mechanics. 2) Move away from him as he is closing for melee 3) Watch as he doesn't ever change his target even wile passing by other, more vulnerable than you, and static party memebers [Expected behaviour] The AI should reaquire targets which it evaluates as being more dangerous, or more vulnerable, unless the specific enemy is to be portrayed as some sort of automaton who disregards his own life, circling around your party chasing one character while the others pelt him with arrows, shot, and spells.
  21. It's not too late to fix that. I noticed how armor and clothing were looking stitched together with giant crude stitches as if the game revolves in the Stone Age. Please fix this nonsense. Refer to this video for how leather armor and clothing should appear in the respective time period (on which the game is based): Have your artists watch this channel and it will help them throughout their careers, I'm sure.
  22. [Description of the issue] I can't always reproduce this, but Stone beetles have a tendency to move without playing their movement animation. [DETAILED list of steps to reproduce the issue AND what to look for] 1) Attract the attention of a Stone Beetle 2) Watch it slide towards you. [Expected behaviour] The beetle should move while playing its walking animation.
  23. Apologies if this (apparent) bug has already been reported. A forum search didn't turn up any posts on it. Maybe I don't understand how Zealous Focus is supposed to work, but as far as I can tell, it doesn't. When I activate it, it immediately deactivates. It's described as a modal ability, and all the other modal abilities I've seen (Defender, Reckless Assault, etc.) just stay on when activated. I've tried with multiple builds across a range of circumstances, and this issue appears to persist regardless of character race, level, other abilities selected, equipment, combat state, health or endurance, or proximity to companions.
  24. (I apologize. I've moved this post to the beta discussion forum, here.)
  25. It appears enemy status effects will keep the player in combat long after the enemies are dead. 1) I took on Feral Druid and I was hit with the hobbled and Critical Fatigue effect on 4 characters 2) I killed the druids before the effect wore off 3) After they were dead I remained in combat 4) After the hobbled effect wore off I still remained in combat (took 2 mins after battle was complete) 5) Critical Fatigue is still in effect I have killed all mobs in the area with my remain characters and I am still in combat stance. Also note Critical Fatigue doesn't have a wear down timer
×
×
  • Create New...