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  1. Not the beta anymore, but what the hey. On OS X, none of the cloaks show on the characters, either in the inventory paperdoll or in the main view.
  2. Description: Casting mental binding on a troll twice triggers a graphical error. I've only noticed this to occur when the second mental binding is cast thile the first is still active. The actual distortion grows with time (even when the game is paused), and disappears when the troll is killed. Steps to Reproduce the Issue: Cast mental binding on Troll. Cast it again before the duration of the first cast is over. Important Files: DXDiag Screenshot 1 Screenshot 2
  3. (BBv435 linux) [Description] There is an issue with text adjustment to the box in the the loading screen. When the loading starts, it looks like this: And after a few seconds it adjusts to the right formatting: [How to reproduce] The issue doesn't occur often. The highest probability for me to make it happen: 1) Change a font size to the higher (eg. 130%); 2) Start a new game; 3a) Observe it on the loading screen after the character creation; 3b) If not happened return to the point 2) and try again. [Comments] It looks like there is a change of alignment from center (doesn't fit the box) to justified... Probably connected to the font resize problems?
  4. Hi, I have been playing for about 15-20 minutes and I am experiencing low frame rates. I first noticed it during the character creation menu, my laptop usually gets these on most games but lowering the graphics settings usually fixes the problem. The game looks fantastic, but that's what is slowing down my game and I can't seem to find any useful graphics options anywhere, other than vsync and the resolution. Is there any way to tone down the graphics to up my frame rate? Or I am stuck in low fps? Thanks to anyone who can help.
  5. Just started the game and what struck me first as a rather large inconvenience was the dialogue representation in the game. PoE apparently chooses to go the way Planescape: Torment did (as opposed to BG series) and along the regular dialogue replicas, it gives you also some fluff information around, describing the general circumstances (i.e. that you interlocutor shrugged or that he is looking at you very strangely or some such). Now I admit I am not a huge fan of this, however I respect this design choice. However I think it is implemented rather poorly. I beleive the fluff text and dialogue text should be distinguished much more than by quotation marks and a very slight degree of brightness. The distinction should be either by different font colour (e.g. white and light blue) or different font type (italics / non-italics). I am aware that e.g. in PsT, there was no such distinction and it did not pose any problems, however first of all this game was much more text heavy and, more importantly - there were comparably much fewer *voiced dialogues*. Now this is where the real problem enters the scene in PoE. On one hand, you have the text dialogue that gives you the dialogue replicas *and* the fluff text of various lengths, on the other, you have the voiced dialogue that gives you the dialogue replicas only. You are forced to follow the text dialogue because it gives you more information in the fluff (some of the fluff descriptions are quite lengthly) but you are disturbed by the voice dialogue that *does not* follow the text you are reading at all and you get desynced very fast: Text - Sound fluff replica replica replica replica replica fluff replica You either need to stop reading the text and just listen to what they say (at least for me it is difficult to read fluff text and try to perceive what the character is saying aloud) or frantically try to find the text the character is saying (can you imagine the experience of people with not that good English?). For the future, I would propose to forgo entirely the fluff text in all voiced dialogues. The information provided by the fluff text should be conveyed in a different way, i.e. combination of the contents of the dialogue and voice acting (or an actual animation if you feel daring), however this is obviously impossible for the existing dialogues, where I would go for a decent colour distinction. This should not be too hard to patch in since most of the speech is already pre-parsed very clearly by quotation marks.
  6. I am not sure if anyone else experiences this issue or if this issue was already addressed in some other topic. I checked but I couldn't find anything relevant so if this issue was already addressed elsewhere or is otherwise known please feel free to remove this topic. I am experiencing some slight fluidity issues during the graphic transitions between one character design and another during character generation and a similar issue is present during gameplay as well. When I switch between character appearances (e.g. between male and female or between races) for the first time the transition has a slight tearing. After the first time it works perfectly, meaning if I return to an already seen character design there is no tearing at all. The tearing during gameplay is similar. I often experience a slight stop when I enter in a new section on the map but after the first time everything is fine. I have a close to recommended hardware so I suspect these issues are software related. My hardware is: Processor: Intel i5-2410 CPU @ 2.30Ghz GPU: NVIDIA GeForce GT 540M Installed memory: 8,00 GB My OS is: Windows 7 Pro 64-bit with all the latest update. The resolution was 1366x768 because I used my laptop's display and not a monitor, although I intend to play it on a larger monitor. This is not a terribly annoying issue and it has not affected my game experience so far but maybe it can be fixed somehow and if that's the case I would like to know how. Thanks in advance!
  7. When I click on items on the ground, my character runs off in a random direction, generally on the other side of the map. Once they finally stop moving, the item selection box thing opens and I can take the objects. ​Additionally, my companion(Calsica? I think thats her name) does not show up, but I can still give her commands and everything. I've actually managed to get her to show maybe 2 times, but I have no idea what I did to do it. Thirdly, the game seems to crash whenever I save. Despite it crashing, it doe actually save Link to important files: https://www.dropbox.com/s/i4lr4uei24xyw7m/6b0bdee793d74e2caea1679c1e0414f0%207659748%20Encampment.savegame?dl=0
  8. Hi, I'm on Mac OSX. Character creation is smooth as a whistle, then I click Done/ Accept and it takes me to a black screen with only ambient noise, music and the hand cursor. I've tried in a different resolution and in windowed mode, no cigar. I'm going to keep trying to disable graphics options, as I assume it is related, but this is deeply frustrating - if someone has a solution I'd be very grateful!
  9. Hey guys, I hope it's good subforum to ask this question. Apologies if it's not. I have a question regarding minimal requirements for the graphics: I remember when I was checking this information literally 3-4 days ago the requirements for graphics for Mac were described as: so I added PoE to my GoG shopping cart (didn't buy it yet, fortunately?). However, when I checked it again today when I wanted to actually buy it, that's what I saw: which, from what I can see, both are "a bit" more powerful than HD 4000. I verified that information in Obsidian shop - it says the same I checked that game authors were explicitly saying some time ago that this game will be working on integrated graphics - they mentioned that in their emails to Kickstarter backers (e.g. see http://www.neogaf.com/forum/showthread.php?t=491414&highlight=obsidian&page=65 - "We are really going to work to get the integrated graphics chips to run the game well - and not just on the lowest setting") - isn't that the case anymore? Is there anyone here who had a chance to play beta using integrated graphics? How did that work for you? Or anyone that can tell that HD 4000 isn't far enough from the two mentioned GPUs to worry about it (while I think it is)? The only information I found so far about it is a single guy's short comment on that (see http://forums.obsidian.net/topic/70291-frame-rate-discussion/?hl=%2Bintel+%2B4000&do=findComment&comment=1566363 ): "(...) but the performance is definitely worse on my Intel HD4000 computer, though, as I said, it's still playable" in response to one of the PoE's dev saying "We haven't done any performance optimizations yet. Today, Roby is looking into optimizing factions that might help in larger areas with lots of baddies/people.". I was really looking forward to playing PoE on my Macbook (it's i7 2.9GHz, 8 GB RAM, SSD, but only HD 4000 inside... I'm not a gamer anymore, but I miss Baldur's Gate and other Infinity Engine RPGs a lot ;-) ), but now I wonder if I'll be able to play at all... So, should I buy it or should I just forget about it?
  10. Is there a way to change the actual graphics of this game? the graphics option doesn't really seem to support that ability.
  11. As mentioned in my post, spell effects and lighting are occluding selection/targetting circles and engagement UI, making any combat situation featuring spell effects practically unplayable. I would also like to submit a report for overwhelming spell effects in general, but it's not a bug per se.
  12. A big shortcoming of the game so far is that combat is too difficult to read. This is caused by 2 main factors - the UI feedback (which Sensuki has discussed in depth) and the actual visuals themselves. Even when ignoring the bug causing characters to overlap each other, it's evident that the "readability of characters and enemies in battle is poor. Here is a screenshot which captures some of the issues: In it, the characters are correctly spaced and the overlap bug is not in effect. There is a spell effect going off, and the battle is partly obscured by an arch. While these situations are quite common in combat and contribute to readability issues, there are other factors such as: Low contrast on character models. Also the colour saturation seems lower than the background. Results in characters looking spectre-like and weightless. Not enough edge definition on character models. It's hard to see where one character ends and another begins. This is exacerbated by polygon overlap, but that can't be helped. Sprite sorting didn't have this issue. Poor selection circle visibility High contrast and detailing on background. Especially the tall grass blades. This combined with the low contrast and subtlely defined character models is catastrophic. Stamina and action indicators above characters introduce further clutter. Perhaps, these should be turned off by default or tweaked? The stamina indicators being individual dots instead of one bar also appears to introduce unnecessary visual noise. Now contrast this with a similar combat scenario in Baldur's Gate: While the background is darker, thereby lending selection circles better visibility, there is: Higher definition of character silhouettes in relation to background definition. Higher contrast within light and dark on character models, giving them weight and form. Much better selection circle visibility A higher angle top down view reduces occlusion darker, more defined shadows gives characters further visibility. Please contribute to this thread with visual examples of combat clutter and we can try to discuss what specifically it is that Obsidian needs to do to improve combat readability from a graphical perspective.
  13. [Description] When you kill a corpse, and there's lighting around, you see a bunch of squares centered on the corpses. [Reproduction steps] 1) Create/load game. 2) Go to Dracogen Inn 3) Kill everyone 4) Take BB wizard and cast Fan of Flames on the next to some corpses Notice the visible squares due to the uneven lighting. [Expected behaviour] The lighting transition from corpse to non-corpse should be as one would expect it, free of squares.
  14. If you equip the Mail Coif, there will be clipping issues on the dwarf head (BB Fighter), and on the elf head (BB Wizard).
  15. [Description] When standing in front of a highlightable something (like a door, chest, container, trap, etc...), the door highlights over the character. This is really jarring. [steps to reproduce] 1) Create new game (any character) 2) Go up to Berath temple, stand in front of door. 3) Press tab 4) See that the door highlights over your character. See or [Expected behaviour] Highlighting should be done under characters / have the same front-back "priority" as the object they are meant to represent.
  16. The Facial Hair 3 bear is wonky/bugged / ugly as hell. It looks as if there's an extra mustache on the left hand side of the face. See pictures for what I mean. Edit: Also the Character creation/Adventurer's Hall tag cannot be selected in the forum, because tags need to be between 2 and 30 characters.
  17. This is not a bug new to [480], but I did not recognize with a cursory glance through the known issues lists. I'm using a 1680 * 1050 resolution - not sure if that matters. (Also appears on 1280 * 720) When (in-game) clicking on a selected portrait, there's a white border at the top and left side of the portrait inside the frame. Also, when depressed, the bottom of the portrait punches through the bottom frame. When clicking on an unselected portrait, that white border is transparent, which isn't very noticeable. Likewise, I can't really tell if the portrait bleeds through the bottom frame. The transparency is noticeable when you're dragging the portrait to another location, though. There's also some transparency on the left of the Health bar. To make it a little clearer, have another 1017 words: Expected behavior: Black or Dark Wood background instead of White or Transparent. No bleedthrough at bottom of frame when clicking on a selected portrait.
  18. Facial Hair 3 is displaced, all races.
  19. Issue: I started a new game as a paladin, spoke to Medreth, and the selection cursor, instead of changing to the hand icon for making selections, was stuck as the box-size-adjust cursor (the double-arrow you use for resizing windows). I was able to do everything as normal with the cursor, so it seems to be a purely graphical error. I haven't been able to get the issue to repeat; tried for several minutes.
  20. I find it very obstructive to have 'Action Icon', 'Recovery Bar' over PCs' head right in the middle of combat. Apart from that, it's ugly to look at, being that it takes away from the stunning game visuals. As has been requested by many backers in different threads, it would be an easy task to pass that info down onto the character portrait. PCs should have *nothing* above their heads, that is why the UI is there. Please, do that.
  21. Issue: When i removed the default breastplate that comes with your BB Wizard, his skin turned grey. Detail: This has happened to this particular character a number of times across multiple playthroughs when i removed his armour Note: I have attached a screenshot, i should have zoomed in sorry. You can see him at the back of the party.
  22. [Description of the issue] Pink textures when shading/obscuring characters. [DETAILED list of steps to reproduce the issue AND what to look for] 1) Load attached savegame 2) Move the characters behind any building or across any grass or in front of each other. 3) Observe the pink textures. [Expected behaviour] No pink textures. [Other remarks / Comments] Tried different resolutions, HDDs, redownloading off Steam, switching to single monitor solution [Files] Savegame jpeg of image issue dxdiag 2b1ae21d-334f-4be8-914d-1c8f8e83e7e1 autosave.zip DxDiag.txt
  23. (Character creation, linux version) [Description of the issue] Simple clothing and Aedyre clothing show graphical glitches on Orlan (resp. goodlike) males. Simple clothing shows glitches on elf male models too. See attached image. [DETAILED list of steps to reproduce the issue AND what to look for] 1) Start a new game; 2) Select a male, race Orlan or Elf; 3) Choose a Cipher class (+ Aedyr culture -- implicit); and/or in case of Orlan a Wizard/Monk class; 4) Graphical glitches should be visible on the character creation screen already. [Expected behaviour] Clothing should be without the glitches as for the other races.
  24. Playing Torment I find that I am perfectly content with the graphical fidelity on display, in terms of quality I can see that it can be improved in many ways, but it is in no way hampering the game for me, especially with the Widescreen mod installed. (Much obliged dear mod makers.) What is strange is that sometimes I am finding stylised, graphically inferior pixelated games preferable, for instance the remake of the Monkey Island game just do not have the charm of the originals, for me it was worth switching to the original mode even though I lost the voice acting. Now is this a preference between stylised and more realistic graphics, or is it merely a personal preference regarding art design? There is no doubt that games are approaching stunning almost realistic levels of fidelity, but is that needed? Personally I found the art design and the almost watercolour like backdrops of the first Witcher game to be just as stunning as the second games admittedly beautifully rendered world. Have we passed the point where graphics are fit for purpose, where they do the job they are designed for adequately, and are now adding bells and whistles that are not really needed? Of course i'm not saying that the Witcher 3 does not need to pursue graphical excellence, merely that perhaps smaller developers do not need to. Sometimes simple artistic and stylised graphics can and do seem to trump realism, remaining relevant and striking while what were the latest and most sharp of visuals are quickly tossed aside by the next challenger on the throne of graphical fidelity. When the next generation of cutting edge graphics arrives the Cryengine games will most probably be judged in retrospect as, pretty and impressive for their time, while games that have a stylised aesthetic, a unique art design and an innovative approach may be judged as timeless, such as Torments Gaudi inspired Sigil. Of course ideally one can have both. So in summary what do you prefer? A strong aesthetic approach to art design, a level of realism that remains at the cutting edge, stylisation that never ages and sets a unique tone or some mix of the above?
  25. [Description] After loading an autosave in Hendyna's house, the background appears to be vibrating. And the trapped chest is no longer able to be interacted with. [DETAILED] Issue should be immediately obvious upon loading attached save. [Files] Save file: autosave.zip [special] DxDiag: DxDiag.txt
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