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  1. The corpses of the Wurm Hunters and/or the navmesh have issues where characters get stuck inside and have to be "bumped" out
  2. After completing the final encounter in the Skaen Cultists dungeon my main character and BB Priest have a number of unusual buffs attached to them with generic buff icons and unusual text: Resting and Saving/Loading does not remove them [Expected Behaviour] These buffs should not be on my characters at all.
  3. Issue Chanter sometimes continues to chant after the combat is over. Expected behavior He should stop chanting when he left the combat mode
  4. [Description of the issue] Upon reading the custom NPCs information dials inside the inn they then persisted throughout my playing session until i quit and restarted. [DETAILED list of steps to reproduce the issue AND what to look for] 1) Read custom NPC information dial 2) Killed everyone in the inn (Testing abilities...) 3) Leave the inn 4) Information dials remained on screen until restart [Expected behaviour] Information dials do not remain on the screen when NPCs are not present or engaged [Notes] I tried reproducing this once and couldn't but i will continue to attempt it and if i succeed edit my post with the specific method i used
  5. Its shaping up well but its got a long way to go. the characters in small spaces well jumble around and stop going where their suppose to go.
  6. [Description of the issue] Once you make Merdreth hostile (by telling him you let the thief go), he remains hostile despite loading a game from a prior time [DETAILED list of steps to reproduce the issue AND what to look for] 1) Load the attached game and notice that Merdreth isn't hostile 2) Tick off Merdreth 3) Load the attached game 4) Notice how his party is hostile and attacks (without giving you the xp for completing the quest) [Expected behaviour] Game state should be determined by the contents of the save game file, not what happened before you loaded the game. [Files] Saved game: hostility.zip
  7. Loading a saved game in which previously friendly npc's are made agressive results in a variety of unusual behaviours. The NPC's are once again friendly, but cannot be talked to. The Party Characters start Engaging the NPC. But do not attack them. Example. Attacking the NPC's leads to only the attacked NPC to go agressive, the rest simply watch uncaringly. [steps to reproduce] 1. Go to the encounter with the NPC Party near the dragons egg. 2. Keep all but the rogue quite a distance away. Move in with the rogue to trigger the dialogue and piss the NPC Party off so they attack you. 3. Use Escape to teleport a distance then run away with your whole party. 4. Kill any pursuers, there should only be one or two. 5. When the game signals the end of combat, save the game. 6. Walk up the the rest of the NPCs, observe they are agressive. 7. Load the savegame. 8 Walk up to the rest of the NPCs, observe they are now in a broken agressive state. [Expected Behaviour] The Agression state should be indentical after loading a saved game. I have attached a savegame produced in step 5, simply walk north to see the broken state. 6b66ddf72c294c8ebb16c107130631e9 DyrfordCrossing 7698583.savegame.txt
  8. At the cliffs where you encounter another adventuring party and can attempt to retreive a dragons egg for the herbalist level geometry is causing serious pathing issues. The ramp up to the egg location has gotten both BB Fighter stuck as well as some of the enemy party members. In one attempt with this encounter I tried to use the spiders you get from the statue and those would repeatedly warp around and teleport back to their original position when ordered around in this area. My MC Cypher got stuck on the west side of the entrance when I was trying a bottlenecking tactic, in that same encounter attempt only one of the enemies actually got to the bottleneck the rest seemed to be unable or unwilling to join in. [steps to reproduce] Just walk around or fight in the Cliffs Terrain. [Expected Behaviour] Actors should not get stuck on, glitch through or teleport around when attempting to navigate simple non blocking terrain. [Example] In this screenshot my BB Fighter is stuck on the ramp after retreiving the egg. Scouting mode also gives a good indication something weird is going on with the character considering the distance between the feet and the visibility/alert indicator.
  9. [Description of the issue] At least one beneficial spell - in particular, the first level Priest spell "Armor of Faith" - is using the plain "AoE" type. This AoE type prevents the spell from targeting friendly units in the outer circle even if the spell is beneficial. As such, it's easier to target enemy actors than friendly ones. See this thread for more information. [steps to Reproduce] Start a game. Select the BB_Priest. Start targeting the party using the first level spell "Armor of Faith". Note how the AoE type of the spell is "AoE". Attempt to target a friendly unit. Note how the spell will not affect the actor until it is within the inner circle. Attempt to target an enemy unit. Note how the enemy is targeted within the outer circle. [Expected Behaviour] Beneficial AoE effects should either: Affect only friendly units, or affect enemy units less than friendly units (use the larger radius for friendlies, and the smaller for enemies). [Other Remarks / Comments] I'm not sure if this is just the spell using the wrong type of AoE, or if it is supposed to affect enemy targets as well.
  10. [Description of the issue] Enemies will attack each other even if far off-screen, which ends up keeping my party in combat and preventing resting/recovery/looting. [DETAILED list of steps to reproduce the issue AND what to look for] Example: 1) Play backer beta 301 2) Fight some enemies 3) Eventually this will happen. [Expected behaviour] Surely enemies can restrain themself in such a way that I randomly am not kept in combat? In an extreme case I sat around about a few minutes while waiting for something to happen. [Files] Screenshots is attached (it's hard to tell, but there is a gigantic engagement arrow in the fog of war between a beetle and a skaen guy. Save game for another instance of this issue is linked: http://www.upload.ee/files/4279869/3a1ba403d66948668ecee9257cb9d8a3_DyrfordRuins_7701921.savegame.html
  11. Situation: Started a new game with a Moon Godlike Ranger. Leveling up from 2 to 3, he got the "class unlock" of Hardened Veil besides the Ranger-esque Marked Prey. Its description states that it's a Wizard ability. Expected: Ranger unlocks new Ranger abilities at level up. Or none. But not Wizard abilities. Reproduce: Start new game Create Ranger Level up to Level 3
  12. Start a new game. Went to see Hendyna. Couldn't find her. Looked at bottom of map. See image. Found her. This had happened before, but I wasn't able to reproduce it. I'm not really sure what the steps are to reproduce this bug. But this is the second time it has happened.
  13. Description is missing "health" in the text when discussing Endurance and Health benefits of the paladin class as it does in all other classes. It states Endurance and Health: 42 + 14/level (High) X4 It should state Endurance and Health: 42 + 14/level (High) x4 Health ------- Unrelated: Also I can't pick the "Character creation" tag in the forum as it states "Tags incorrect, they must be between 2 and 30 characters." Not sure why.
  14. When I click my barbarian's Frenzy ability during combat, it doesn't always activate. Sometimes he just keeps on whaling away at his enemy, ignoring my commands. I sometimes have to click several times to get him to use the ability. It's not a delay, either--I've waited many seconds after clicking Frenzy to make sure of this.
  15. [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]
  16. This may be related to: http://forums.obsidian.net/topic/68363-v278-path-finding-with-reach-weapons/ I also feel like this is a common issue, but also don't see it in the known issues list explicitly (i wish there was a way to more definitively find confirmed bugs). [DESCRIPTION] 1. Sometimes, when casting a spell at a range that forces a spellcaster to move (footprints on the spellcasting icon), the spellcaster will move to point-blank range to cast it, instead of merely close enough to cast it. AND 2. Sometimes, when casting a spell at a range that signifies a spellcaster will have to move (footprints on the spellcasting icon), the spellcaster will in fact be able to cast without moving. [DETAILED] Neither of these scenarios are consistently reproducible. Just get a spellcaster, get into combat, and keep trying to cast say that level 1 Wizard Daze spell (which has a very small range) and note the weird mechanics.[NOTES] n/a
  17. It's supposed to give increased fatigue recovery from ancient memory but I made 2 identical characters except for one having Beloved Spirits and the other Weapon Focus and their Ancient Memory abilities gave the same fatigue recovery in combat (0.26/sec). Edit: Screenshots at 2560x1440 end up at about 1.3 to 1.5 mb so maybe slightly increase the max attached file size?
  18. [DESCRIPTION] When you hire an adventurer at the inn, the newly created party member is spawned in the same space as the main, making it look as if there are still only the 5 party members on the screen. [DETAILS] Got to the inn and hire an adventurer. After the creation process don't move anyone in the party and don't use the party selection. Note the new character's portrait is now in the sixth slot. Now check on screen and try to locate the character. Highlight the main and move him/her. Note that the hired adventurer is actually standing in the same spot as the main was. [EXPECTED BEHAVIOR] Would expect the new adventurer to spawn into an empty area near the party, *NOTE* Cannot use the Character Creation/Adventurer's Hall tag as the forum says it's too long.
  19. [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
  20. After summoning skeletons with a chanter, when skeletons pick up items, the items disappear. If a skeleton is the closest character, it will assign it to pick up items. If selecting take all the skeleton takes it presumably into its own hidden inventory. If the item is selected and dragged to a regular NCP, the item properly appears in their inventory. Expected: The item doesn't disappear. Maybe into the chanter's inventory?
  21. So during combat the characters and enemies are displaced from their circles. Which makes selecting anything just about impossible. Jpg attached,
  22. After completion of fight in "cave" BBRogue went into "convulsions" and no longer responds. Saving and reloading the game fixed the issue.
  23. [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.
  24. 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.
  25. [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.
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