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  1. All other diacritics seem rendered correctly, but this w isn't. It's common accross bestiary entries.
  2. Take a Paladin with Zealous Focus and the Critical Focus talent. Other party members will get a little icon saying they're getting buffed by the Zealous Focus talent and displaying the +6 accuracy, but it won't display the +5% hit to crit bonus. The hit to crit bonus also isn't displayed on their character sheets. I'm not sure if this means that they aren't getting the bonus or if it's just a display error, but either way it should probably be fixed. Same bug may be present with other paladin aura talents, not sure, this was only one I had properly levelled character to test with. screenshots: http://imgur.com/rQ5pb1W http://imgur.com/rQ5pb1W,jz1aXDd#1
  3. (BBv480, linux) [Problem] Descriptions/tooltips of different types of items with quality enchantment (weapons / armors / shields) behave differently. Weapons and Armors update their numbers (Damage or DR) to reflect the addition. However, in case of shields Deflection numbers are always the same. (although the description informs about the quality enchatment) [Detailed info] For example: All three items have added Fine quality and are equipped on character with 12 Might (+12% Damage), 16 Perception and 14 Resolve (+10 Deflection), 4 lvl Druid. Info on character sheet: Base DR: 9, Damage 10-15, Deflection: 51. The character sheet with the same gear without the Fine property lists: Base DR: 7, Damage 8-13, Deflection: 47. For the descriptions see the image below: -> The Fine enchantment is probably added correctly. However, when checking the item descriptions, we can see that the damage and DR numbers of the weapon and armor, respectively, are updated with the enchantment, while the shield's base Deflection is always of the base item (10 Deflection in case of Small shields). [Expected behavior] To minimize possible confusion and the need to experiment on the player's side, I would expect the unification of the behavior. As weapons and armors show a fair consistency, perhaps tweaking shields to reflect new modified Deflection number would be the easiest solution. [Comments] I think the unification would be the most useful for new players, due to ambiguity of the item descriptions. It's not clear right away whether the listed enchantment in the description is included into the item's damage/DR/Deflection number or not, without equipping or comparing to the base item. So then the different behavior is making it even harder to understand. Also may be related to the special shields' description issues Sensuki reported in the past beta: http://forums.obsidian.net/topic/70590-every-item-bug-i-can-find-in-v435/?p=1572648
  4. Description: When using the Mouse Cursor Cage option sometimes the cageing effect will disable causing the cursor to be able to leave the game window. So far I've been unable to figure out exactly what causes this. It suspect its tied to menus, specificly containers. But I am in no way sure about that. Disabeling the option and then Leaving the options menu, followed by re-enabeling the option fixes the problem. Steps to reproduce: So far i've not been able to reproduce this bug. Expected Behaviour: When the Cage Cursor option is enabled the mouse cursor should not be able to leave the game window.
  5. It's very hard to tell if taking something from a container is considered stealing or not. For instance, the urn in the Temple of Berath, is being observed by the local priest. If you hover the container with the cursor, the hand cursor is tinted red. If you open it and take what's inside, you lose reputation in Dyrford for stealing. Makes sense. Now if you go in Winfrith's shop, or the Mill next to the bridge, there are some containers lying around with nearby NPCs. If you hover the container with the cursor, the hand cursor is tinted red. If you open it and take what's inside, you do not lose reputation in Dyrford for stealing. Some consistency here would be greatly appreciated. Possible solutions depending on what the game logic is 1] If the container is un-owned, the hand should not be tinted red. 2] If you don't want to highlight the owned/unowned distinction in the UI, then the hand cursor should not be in a redish hue. That's just misleading. 3] If the condition for a reputation loss is that you steal from an owned container, then this should be universally enforced. This likely means reviewing every area/container to see if they are owned or not. Likewise if the condition is that you steal from an owned container AND get caught by being in the owner's visual range (or from someone belonging to the same faction as the owner), which I hope is employed by the game's logic.
  6. Description: When scouting mode is on there is a glowing green outline around it on the Centre UI Panel. When this panel is hidden the outline is not hidden and peeks through the portraits. You can see this happening in the first image below, the green outline is peeking t hrough the BB Rogue portrait. Steps to reproduce 1. Activate Scouting Mode 2. click the diamond on the left of the centre panel to hide it 3. Observe the Scouting mode outline peeking through the third portrait from the left. Expected Behaviour: The glowing outline should not be visible when the centre ui panel is hidding.
  7. 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.
  8. I watched the latest stream from the game's presentation on PAX. I think that was the best presentation so far in terms of what was shown and live commentary by the devs. I'll rewatch it later and probably post more impressions, but something that struck me was that in the item description windows, the item stats were shown before that description text. I can see the functional reasons for the stats being above, but I think if you are going to have a decorated initial, like the description text does, it simply has to be the first letter in this window, otherwise the whole window content looks weird and asymmetrical. The indentation and colored text add further noise to the typography. I won't bring up the "it was the same in the IE games" argument, because it's not as important as the one about the initials. Please revise this, Obsidian!
  9. (BBv435, linux) [Problem] When browsing the stash container interface accessing it from inventory page, there is problem with readability of number of stacked items. The number itself is actually shown in the background under the item icon. See image below: When items are moved to character inventories, the number switches it's position to the foreground, and back to the background when moved back to the stash. The stash interface used in shops doesn't have this problem. [Expected behaviour] The number of stacked items to be displayed in the foreground above the item picture in all instances.
  10. Currently, DoT effects inaccurately display the amount of total damage done, something that the player can keep track of in the combat log (or ought to be able to, if DoT effects were recorded there), but do not indicate how much damage will be done in the future, something far more useful to the player. Every DoT tooltip is different, but lets look at a few and see how they can be confusing. 1) Necrotic Lance. Necrotic Lance is a pretty typical DoT spell, it applies a damage over time effect that ticks the moment it's applied and then every 3 seconds thereafter. Necrotic Lance claims to do 16.7 damage over 5 seconds, but of course it ticks every 3 seconds, so with an intellect of 10 what it actually does is 2 ticks of ~8 damage over 4 seconds and then nothing for the last second. With a high enough intellect to get to 6 seconds of duration, it will tick 3 times. None of this information is conveyed in the tooltip. The tooltip correctly calculates the number of times that a normal hit will tick and displays the total damage that will be done by the DoT, however for grazes and crits, instead of recalculating how many ticks of damage will happen, it simply multiplies by .5 or 1.5, producing a confusing and inaccurate number. Even on a normal hit, If the player does not know the original duration, which the tooltip unhelpfully rounds to the nearest second, obfuscating exactly how many ticks there will be if that second is a multiple of 3, or when the next tick is, they have no way of knowing how much more damage remains to be done. 2) Deep Wounds. The tooltip for Deep Wounds predicts that it will do exactly 1 damage per second and does not compensate for Deep Wounds ticking once every 3 seconds in any way. In addition, unlike Necrotic Lance, Deep Wounds reapplies itself on hit, the duration is refreshed, however the time until the next tick is not. The tooltip keeps a running total of the total theoretical damage that will be inflicted. This running total not only bears little resemblance to reality, but even if it were completely accurate it would not be what the player wants to see, which is the amount of damage that deep wounds will do. 3)Concelhaut's Corrosive Siphon. Ticks every 3 seconds, however unlike Necrotic Lance, the tooltip does not compensate for the number of ticks and simply displays 10 damage over x seconds. At a very minimum, DoT tooltips need to accurately display something. If they are to be most useful to the player, they need to find a way to communicate how much damage is left to be done. This could be done by displaying how much damage a tick does and how many ticks are left or by simply stating how much damage remains.
  11. To replicate, go into stealth mode outside ogre cave and search the skeleton. right click on ring to bring up item description, close the loot box to see whole description. Now unable to close item description. Item description will still be on screen even when reloading a game. This doesn't happen in other instances.
  12. I've noticed that whenever there are elements listed in the left panel of the Character creation UI, for example the 11 classes, they are always listed horizontally and in alphabetical order. This means Chanter is to the right of Barbarian, the Cipher underneath Barbarian, etc. I've always hated this kind of ordering because it's particularly anti-intuitive. When the columns are higher than the rows are wide, it makes sense to order elements alphabetically in columns -- therefore Chanter should be underneath Barbarian, then Cipher under Chanter and so on, with Paladin being to the right of Barbarian, and then onward until Wizard at the bottom right. In my practice I've always been scolded for arranging lists on webpage layouts in the manner in which classes are listed in the Character Creation UI. It's simply wrong. Fix it nao! I realize this UI will not be used especially often, but it would be keeping with good practices. So please.
  13. [Description of the issue] When you level up as a wizard and choose spells from the list in the level-up screen, their AoE isn't adjusted to show the difference between default AoE and AoE your character will get. [DETAILED list of steps to reproduce the issue AND what to look for] 1) Level up as a wizard. 2) Choose new AoE spell from the list. 3) Notice the AoE shown before the base AoE is the same as base AoE. 4) Inspect the same spell from another interface. 5) Notice that AoE which the character will get is adjusted for the character's INT bonus and is different than the base AoE. [Expected behaviour] AoE should be shown adjusted for INT bonus in the level-up interface. [Other remarks / Comments] Initially I thought the AoE bonus from INT itself was bugged, but when viewing a spell's description in other interfaces, they show the correct default/adjusted AoE. So the bug only affects the level-up screen. Screenshots:
  14. (BBv435 linux) Swap items in full directory: [problem] Normally, when transferring items, you can exchange position between two things inside one or across different personal inventories, across inventory containers in general. This stops working when you want to swap an item from the outside (coming from different inventory, stash, or from equipped/quick item slots) for the item inside the full character's inventory. The exchange within the full inventory works as intended (because first you have to free a slot?). The same problem has the Quick items container. You can swap consumables, scrolls, etc., as much as you like, till all the slots are taken. Which has been already known: https://forums.obsidian.net/topic/70416-435-quick-item-slots/?hl=items [expected behaviour] The active item exchange should work consistently across UI, regardless the fullness of the container. Double click behaviour (recommendations): [unequip] When unequiping by a double click, while having full inventory, the behaviour is different, and the item remains in the equipped slot, in the end. The inconsistency of the double click behaviour overall may confuse the player. It would be helpful, if this is solved, as well. For example, you can let an unequip event to happen. But let the item remain to be picked up, as in case of the one mouse click, so the player can choose, where to put it. (he intended to put it out of the equipment slot after all) [equip weapons and shields] You can equip items (including rings) and put consumables into the quick item container by a double click. This doesn't work for weapons and shields, even when I have a weapon set slot free. It would be helpful, if you can implement equipping/switching by double click for weapons/shields too. Perhaps, it can be tricky with many weapon set slots. But you can set up an implicit behaviour, and the player then adjusts to his liking. For example, make it as in case of consumables and rings -> gradually filling the slots. [swap the first position in case of full container] Also, when quick items and ring slots are full, the double click equipping stops working for them, as well. Of course, it would have to swap the desired item with an already equipped one. (and which slot then?). But still, even if you make the double click swap work only for the first slot (aka as with armors), it would be useful. For example, when you want to use something fast, without too much mouse travelling, and don't care to which slot the thing goes... (consumables/rings/weapons) Edit to clarify: You can actually already swap rings in the first slot position by double clicking, but only if the character's inventory isn't full. That doesn't work for quick items, though.
  15. (BBv435 linux) This bug report will try to bring several issues and feedback to them together. The reason is: I think they are connected, and the connection winner is a rounding function. Please feel free to correct me in case of being wrong, and separate the bug reports. All the problems, which are reported below, stand on it's own, even if my understanding is wrong. [Overall description] For the player's convenience, the game shows combat variables, like damage, Damage Reduction (DR) of armors, Endurance, Health, etc., on several places as integer numbers. That is great and useful, of course. The fun starts, when sometimes the integer numbers are not equal, even though they represent the same thing. The common property of the issues is, that the difference is 1; (or 0.1 in case of decimal damage numbers in the combat log formula, see the bug report num. 4). The difference is not always an error, as the Endurance/Health behaviour (see num. 3) is probably a feature. But regardless of features and errors, in the end, the player can be confused by delivered information. And I suppose that is not a goal of the game's communication. List of the problems: 1) In window descriptions of quality armors show different subtype DR values compare to other sources of the information; 2) Red floating damage numbers and the combat log integers are sometimes not equal; 3) Possible confusion when subtracting damage from Endurance and Health integer variables; 4) From time to time, the combat log formula shows wrong calculation of the difference between weapon damage and the corresponding DR. For individual details and discussion see subsequent posts. [Overall Expected Behaviour] The information provided to the player should be consistently presented by UI. To minimize the player's confusion, the wrongly estimated (rounded?) integers should be corrected to fit the right ones. But naturally, I would prefer if the exact numbers are shown in all places, if possible. [speculations] The common differences by one, and decimal info from the combat log formula, indicate that many of the combat variables are perhaps used as floats (?). Thus the game is displaying the rounded results. My speculation is, that all the calculations are probably done correctly in the real numbers space in the code. But the translation into the rounded decimals or integers, which are shown on screen, is not executed properly in several troubled places. -> Possible rounding errors after add or subtract operations? Different rounding functions used, and/or used in incorrect places? There are probably other instances of similar inconsistencies as the listed ones. But besides the obvious errors, I don't know whether it's useful to seek them out further. As some of the confusing information can be connected to the overall design decisions.
  16. Steps taken Loaded a save game Travelled to the Dyrford Crossing Fought the Beetles and Wolves Alt-tabbed Tabbed back in Area Map is showing one of the UI texture files instead of the area map
  17. Expected Result: Default Split Item amount should be 1, like the Infinity Engine games.
  18. Tested with BB Priest on a linux build: [Description of the issue] For tested abilities (see below), which operate on a longer than close-range distance, there is an inconsistent behaviour of the character AI (an actual movement) in comparison to the spellcasting cursor change to contain a footprint (to indicate a need of movement). -> So the character can actually fire a spell on a slightly larger distance than the cursor indicates. [DETAILED list of steps to reproduce the issue AND what to look for] 1) Choose a BB Priest and some distance spell; tested spells: -- AoE spells: Instill Doubth, Divine Terror, Restore Light Endurance -- single target: Divine Mark, Halt, Barbs of Condemnation 2) Point a targeting cursor barely on/over the edge of the spell distance (just where the cursor changes to contain a footprint); 3) Activate the spell; 4) And observe that the character didn't need to move from the original spot to fire the spell, despite of the icon indication... [Other remarks / Comments] Probably bug in the icon change? May be related to these issues: http://forums.obsidian.net/topic/69700-364-perception-and-spell-range-indicators/ http://forums.obsidian.net/topic/68536-wizard-running-to-point-blank-range-to-cast-spellsrange-icon-incorrect/?hl=distance&do=findComment&comment=1511154 Althrough, I can reproduce it consistently.
  19. [Description of the issue] Deep Faith and disposition boni doesn't change the defense improvements of Faith and conviction.(see screenshot) [DETAILED list of steps to reproduce the issue AND what to look for] 1) Make a Paladin 2) Choose Deep Faith as a talent/increase a level of your favored disposition 3) See that the defenses don't improve. [Expected behaviour] Deep Faith does improve the defenses of your character. In the screenshot the defenses should be: Def: 60 Fort: 60 Ref: 68 Will: 76 [Other remarks / Comments] Deep Faith shows the disposition changes for faith and conviction(see screenshot) [Files]
  20. Windows build. [Description of the issue] Not sure if this is intentional, but: When I switch directly from Fast Mode to Slow Mode, then deactivate Slow Mode, the game defaults back to Fast Mode instead of normal speed. [DETAILED list of steps to reproduce the issue AND what to look for] 1.) Toggle on Fast Mode via UI or Hotkey. 2.) Toggle on Slow Mode via UI or Hotkey. 3.) Disable Slow Mode by clicking the Slow Mode UI button or hitting the Slow Mode Hotkey. 4.) Game now defaults to Fast Mode instead of normal speed. [Expected behaviour] I would expect the game to always default to normal speed when one of the special speeds is toggled off/deactivated. [Other remarks / Comments] This only seems to occur one way. The game never "defaults" to Slow Mode.
  21. [Description of the issue] When I have a modal ability active and quickly switch to another party member with an active modal, the green outline remains on screen for several seconds in the wrong location. [DETAILED list of steps to reproduce the issue AND what to look for] I made a paladin, activated their aura modal, and activated the BB Fighter's modal. I then switched from one character to the other. [Expected behaviour] The UI would ideally not leave ghost images. [Notes] I have not tested this with other classes yet. I have attached a screenshot of the issue.
  22. In the current build, when I click the party formation button, they appear off to the left side, potentially overlapping with character commands. See attached screenshot.
  23. I cannot seem to start a new game - The character creation system appears bugged. Without a produced savegame, I can only provide screenshots, but I can walk through what happens. 1) Load the game, click "New game" 2) After loading, there are no prompts beyond "Exit" and the character creation tabs aren't initially available. After a few minutes of waiting, the character creation tabs appear, as does the randomly determined human default character. 3) It becomes apparent that no changes made to the character stick. You can change the gender, race, class or ethnicity of the character but aside from seemingly limited changes to skin color (changing to Aumaua turns skin blue, etc), nothing changes the character model from the default in a substantial way. As you can see, the model is noticeably different from what's been selected. In addition to this, returning to the race or class tab after choosing another aspect of the character causes a UI bug in which all buttons are apparently collapsed into one. 4) It appears that the only aspect of the model that changes is the starting weapon selection, which changes based on class / culture. However the weapons are not held by the model and instead they float at the character's sides. Armor should change in a like way but it doesn't. Strangely, color palette can still be manipulated. 5) Even upon completing all criteria for a new character, the "Done" button doesn't work and a new game can't be started. [Expected behaviour] The character model should change based on the choices of the player, and once all criteria have been chosen the game should be allowed to start. [Other remarks / Comments] I don't know what precipitated this, as of 2 weeks ago I could start new games with impunity. No hardware changes have occurred and as far as I know there has been no change to the beta version used. I can load previous savegames, but the new game attempt was precipitated by an inability to successfully transition from the Gorge area to the Dyrford village (characters start at the north of the Dyrford map and cannot move or take commands). All files in the game's cache have been verified, so it doesn't appear to be due to missing or corrupt files. [Files] Screenshots are attached. [special] My dxdiag file is attached. Pop-DxDiag.txt
  24. 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.
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