Jump to content

Search the Community

Showing results for tags 'bugs'.

  • 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. During the quest "At the Mercy of the Tribes" you come across a conflict between the Fangs and a group of Dyrwoodan scouts commanded by Mercenary Captain Esmar. Captain Esmar is one of the guys you can take prisoner to your Stronghold. This happen only if you convice the Fang tribe to let the scouts go. They will only agree to let them go free if you punish Captain Esmar. What did I do? - I talked with both of them. Captain Esmar wanted me to clear a route for them to scape. The Fangs wanted me to get rid of the other guys. - I didn't have enough Twin Elms reputation to convice the fangs. So, I just continued to explore the zone. - Accidentally, I came accross a pack of wolf-like beasts which I killed. - Quest update came up saying I've cleared the way. Now I can talk to Captain Esmar and tell him the way is clear. - Well, I didn't. I've completed "Hunter, Brother". - Now with enough Twin Elms reputations, conviced the Fangs to let the scouts free. They want their captain to pay for his deeds. What happened? - I go and talk to Captain Esmar - There's no speech line to tell him about this. Is either "I've cleared the northen woods" or "[Attack] I've decided to help the Glanfathans". - If I choose to attack him, Captain Esmar does not beg for his life letting me hold him prisoner (he just dies) and I get a "Quest Failed" log. Any help would be much appreciated! Edit: You can download the saved game from here.
  2. Hey, everyone. Update 2.02 is now live on Steam. If you would like to see some of the fixes for 2.02, please check them out here. Due to a last minute fix, we were a bit late in sending builds to Origin and GOG. They should have their updates live within a day or two. Be on the look out for a backer update later in the day that will have some additional info for you.
  3. So I've come up with either a great item and ability sinergy or this is a massive bug. I'm more or less inclined on the latter hehe.
  4. Decided to post bugs that I experienced after installing The White March and also before. Some of them are totally addon induced,because they weren't there last time I played. Can't provide any save file because i'm lazy. Take my words or ignore them. Played on hard without changing the difficulty. -Conselhaut's Crushing Doom spell is bugged. Was fighting the adra dragon and then summoned Conselhaut via skull pet item. When I casted Crushing Doom through summoned lich it was doing very low damage (3-5 crush) because of the dragon high DR. Then after some time spell suddenly insta killed the dragon with insane damage of something like 1300+ crush! Now,I've read the description and I know that this spell is supposed to be "more damaging with every slam" but that damage is just broken. -Visage of Conselhaut spell that summons Conselhaut is bugged too. In the description it says "User: 60.4 Raw Damage (base 40) for 18 sec (base 20 sec)" but in combat my character take no raw damage at all and a bunch of zeroes flying over his head. -Weapon enchantement names dissapeared in the discription for most items. You still can see quality words like "Fine" etc,but not others like "Defiant" and such. Only effects remain such as "+20% Attack Speed". -In Consenhault chambers one Algul is always hostile. If you not lure it out first,you are locked in dialogie with archmage and forced to listen combat music while talking to him. -"Animated Weapon" bestiary discription incorrectly uses "Human Skeleton" bestiary entry. Now for other bugs (I don't know for sure if they were in game before addon or not). -Most annoying bug: when you desend in Sun In Shadow you supposed to have a vision of Wael at certain point. When I reloaded to try different dialogue options he was gone. So now he doesn't spawn at all and I can't even finish the game because I don't want to miss plot details. -Edge of Reason bug. Mine main character is using that battle axe and in one encounter when he become dominated and attacked Palengina weapon trait stucked on her. Now she have Edge of Reason affliction on her icon (Grase x0.5) and absolutely nothing can make it go away. It's not a big deal but still it not supposed to be that way. -At burial isle there are orb soul thingies that will draw into watcher model when he come close to them. Every time you reload the map they all respawn. I know they are just visual effects that really don't affect the game,but is it supposed to be that way? Are they meant to respawn every time on purpose or it's a bug? -I also wanted to ask about long standing bug of barbarian carnage talent. (When you use some binded spell or healing items they will also be afected by carnage.) Can it even be fixed or it's just hardcoded in the combat mechanics? -There was also a bug when I have buffed my main character strenght to 87. I think it was caused by new Druid Nature's Bounty spell but I am not sure,I will try replicate it and say for certain. For now save/load fixed this bug.
  5. When this game came out it was unplayable for me. Obsidian did nothing to address the issues I reported so I was unable to play. I've waited until V2 to try again but all the same issues are there. - Saves are immediately corrupted on game exit causing save load to loop back to menu - Clicking "Conintue" in the menu loads the encampment from the beginning of the game then pauses and will not unpause - Game locks up the majority of times on launch and must be killed and relaunched. (I have windows hang reports but this also happens on Linux) - Save states can be "fixed" by deleting the tempsavedata on both windows and linux every time you launch the game - On Linux the cursor starts on the bottom left of maps regaurdless of where the characters are - Game performance is absoluately terrible when running since V2...it was terrible at launch and it's worse now - Steam Sync does not work I've submitted bug reports, tickets, Obsidian has ignored all these issues. I have tickets that still have never been addressed since the second day of the games release! The only effort Obsidian has made was on these forms where a dev "fixed" my saves. I was then trolled about how I was thankless about this "help" meanwhile everyone ignored the reality the game just immediaetly corrupted the saves the dev fixed. Fixing saves does not address the problem of how they are becoming corrupted! Fast forward to now and I've tried all my old tricks and new. The game is a fresh install since v2, I deleted it months ago after it was obvious Obsidian gave 0 ****s about dealing with issues. I nuked the registry entries, wiped all old directories in hopes of removing any and all traces of the old bugged out v1.X version of the game or its files. None of this has helped on Windows or Linux. The game is still a worthless mess and obviously I'd like to PLAY the damn thing. I didn't back this project so I could spend my days trolling the forms about Obsidians **** support, I just want to play the god damn thing!
  6. Hello, I've run into a problem in Galvino's workshop where every time I enter the enemies start at varying stages of damage (barely injured, etc). I found myself having an obscene amount of trouble getting passed the first mob. At first, I thought I was applying the wrong strategy or just hitting the mob with types they are resistant to, but after many attempts (more than I care to admit), I finally turned off expert mode so I could read the combat info. The injured enemies have crazy stats -separate from the healthy ones, and and not just defenses, as I noticed I was getting hit with crits nigh-constantly. Moreover, attempting to leave and come back results in different levels of starting damage on the enemies. I am guessing this is a bug? I mean I know I'm playing on hard but exponential stat buffs for damage? Unfortunately, my saved game was too large to upload, but I do have my output log and I took a screenshot of those lovely defense numbers. i hope it helps. Thank you for any time and help you can provide, --Don output_log.txt DxDiag.txt
  7. So I was in Dryford Crossing and tried to camp, for some reason none of my party members healed or regenerated their spells. I did use a camping supplies and 8 hours did pass. I was sort of confused so I tried to go back to town and rest at an inn and the same thing happened. My party is not healing with resting, no matter how I rest or where I rest! I also, went back to my past three saves (I save often), but they were also affected by this. I have an older save where resting is working normally, but it was several in-game days ago and I would lose a lot of progress if I had to restart from there. Does anyone know a fix for this? Obviously I can't get much farther in the game until resting is fixed, I've been struggling along as best as I can but Durance and Aloth literally have no spells left and everyone is about one hit from the grave. Haha. Thanks!
  8. Hi - I restarted my play through of PoE after the latest hot-fix as I wasn't too far through the game and am up to completing the Against the Grain quest. Last time I resolved this by using the dialog option to hold a blade against the dwarf's throat and was going to do the same thing again (that option suited my pirate character the best I felt) however I don't seem to have that option available to me again - I've looked online and it seems you need a Dexterity 16 check, which my character has - not sure if this is a bug? I've added my save game & output log in the attached zip file in case. If I'm doing something wrong for this quest please let me know. I'm running the game on Windows 8, downloaded via GOG and am patched up with the latest IE mod as well. Any insight would be appreciated, thanks! zip files.zip
  9. Update by Brandon Adler, Lead Producer Hello, everyone. I have two exciting bits of news for you today. Our new update is now live and our friends at inXile just released a Kickstarter for a new Bard's Tale! So we don't leave you all in the cold on the Pillars of Eternity expansion, we just might (wink, wink... nudge, nudge) have some stuff to talk about after E3 (week of June 22nd) and we'll also have some really cool news to talk about with Update 1.07. Bard's Tale IV Kickstarter If you are like us, you probably spent an unhealthy amount of your childhood playing The Bard's Tale. It was a seminal title in the dungeon crawler, cRPG genre and shaped many games that came later. Well, inXile is helping to bring the party-based dungeon crawler back to the forefront. In their new The Bard's Tale Kickstarter, inXile is creating a mix of that old dungeon crawler feel with newer innovations in the genre. Their phase-based combat allows players to constantly react to each action's result, leading to very dynamic gameplay. Players can also input commands as quickly as they like, while not having to wait on character animations to finish. This allows players to play the game at their own pace. If you have a single-player, party-based, dungeon crawling, cRPG itch that needs to be scratched, join inXile by backing the project's Kickstarter now. Update 1.06 Update 1.06 is up on Steam and will be released on GOG and Origin shortly. This update contains lots of great fixes and some cool paladin balance changes. It also contains two major fixes that Unity just released: Fixed a crash that some people were experiencing on startup. This had to do with Unity attempting to load a corrupted font. Fixed severe slowdowns when streaming in assets if the user had specific network adaptors or was running programs like Hamachi. Take a look below for all the details: Balance Blacsonn was modified to have a focus gain multiplier (+20%) instead of a flat gain. Added the Flanking and Engagement entries to the Glossary. Also updated the Flanked entry to link to Flanking and Engagement. Minoletta's Concussive Missiles AoE is now set to foe only. Lay on Hands increased from 1/Encounter to 2/Encounter. Base healing value was increased from 20 per tick to 25 per tick and Greater Lay on Hands increased from +7 to +12. Flames of Devotion was given a +20 Accuracy bonus. Spell Holding: Blessing Accuracy bonus reduced from +10 to +5. All Zealous auras set to the same size. This decreased the size of Charge, but increased the sized of Focus and Endurance. Bonus Graze to Hit rate added to Zealous Focus. Bonus Hit to Graze rate added to Zealous Endurance. Sworn Enemy will no longer call a hit reaction when applied. Endurance reduction on the end of Reviving Exhortation was reduced. Suppress Affliction base duration lowered from 15 seconds to 10 seconds. All Exhortations are now set to recover immediately. Reinforcing Exhortation now grants +25 deflection instead of +15. Hastening Exhortation lowered to 9th level (was 11th). Items, Spells, Abilities Arcane Assault and Flagellant's Path have received animation polish. Quests and Companions Fixed an issue where a door in the Stronghold's Great Hall could become locked after the Steward unlocked it. This is a retroactive fix that should fix a saved game on load. Fix for Against the Grain where you were able to convince Trumbel after convincing Sweynur. Players in broken states can speak with Trumbel to complete the quest. Entering Lle a Rhemen will now force an update to The Bronze Beneath the Lake to the proper step if it's somehow been reverted to an earlier stage, allowing the Engwithan weapon container to appear. Fix for cases where hurting a Crucible Knight during the Forge Knight attack on Crucible Keep would cause Lady Webb to assume you had burned the bridges with the knights' faction, thus forcing the invite to the hearings to come from Dunryd Row. This fix is also retroactive for cases where Lady Webb still waits to hear your word about getting an invite - head over Hadret House and speak with Webb to continue with the Crucible Knight's support as intended in your playthrough. Attacking any main faction after acquiring their invite will now properly result in a quest update that asks you to talk to Webb about getting an invite in some other fashion (Dunryd Row support). UI Added the correct icons for items that were displaying an incorrect icon. Fixed a minor issue with Scripted Interaction images not animating correctly at times. When dragging items in the inventory, you can now see their stack counts. UI fix made for some localizations that were seeing text flow over their button's bounds. Highlight shader will now properly render behind objects in the scene. Added notifications on skill level up that lets users know that skill points may be saved for subsequent levels. Spell bars now clear out correctly when users switch party members with hotkeys. Fixed a bug where the second line of an object could get covered by newly gained objectives. Fixed a UI issue where icons on an expanded spell bar could show blue or gold glows behind them. Added notification when a player attempts to target a spell or attack when Paralyzed or Stunned. Reordered spells and abilities on the character sheet UI. This was a fix to abilities being displayed under the spells category. Fixed a bug where placeholder icons might appear in combat tooltips. Suppressed effects on the party portrait icons now show their effects with a "suppressed" qualifier on tooltip. Added a "per X sec" clause to beam spell descriptions to indicate how often they hit. Transition icons will now revert to their non-glowing state if you attempt to transition, but click away before completing the transition. Stronghold upgrade "purchase" buttons are now greyed out when another upgrade is already in progress. General Fixes Fixed a crash that some people were experiencing on startup. This had to do with Unity attempting to load a corrupted font. Fixed slowdowns that could be caused by certain network adaptors or programs like Hamachi. Fixed a problem where interacting with the ability bar in certain ways could disable mouse input. Fixed an issue where SFX were not playing properly on containers. Fixed a bug where Deceptive disposition was gaining ranks too quickly. Wolves now have an ambient animation for knocked-down state. Fixed an issue where grimoires were getting corrupted when sending a wizard to the Stronghold. Fixed Commander Clyver's barkstrings to be hostile if the Keep is hostile.
  10. Here is the updated bug list for the current build. Dear devs and communities, since there are a lot of fixes recently and some are not documented fully. Please let me know if a bug is actually fixed and I can amend the post accordingly. 1. Charmed enemies keep party buffs after charm expires and related bugs. Threads: one; two; three; four 2. Sound cutting from companion dialogue. Threads: one; two; three; four; five; six. 3. Defenses and afflictions don't stack properly bug. Threads: one; two. 4. Status Effect Bug (Especially Blinded): Threads: one; two; three; four; five; six; seven; eight. 5. Monk transcendent bugs or "Noonfrost" bug. (various issues, perhaps interrelated). Thanks to El Zoido for pointing out the correlation to the "Noonfrost" bug. Threads: one; two; three; four; five. 6. Duel wield and unarmed bugs (various issues, perhaps interrelated). Threads: one; two; three; four; five; six; seven. 7. Retaliation procing on friendly spells/abilities bug. Threads: one; two; three; four. 8. Spellbind items bug. Threads: one; two; three. 9. Paladin auras continue to sometimes not display properly or not apply to allies. Threads: one; two; three; four; five; six; seven. There are also various ques bugs littered through the forum. I am not sure what ones are fixed or not. Please post any COMMON and RECURRING bugs in this thread, i.e bugs that you and OTHER people are experiencing. Also to help out the devs if people who are experiencing issues could post their save files then they will able to tackle the issue more efficiently.
  11. Hey, everyone. the 1.05 patch (Build 567) is now live on Steam. We are packaging everything up for GOG and Origin, so those builds should be updated in a day or two. Some highlights from 1.05 include: You can now rename save games. You can now change the portrait and sound set of characters from the character sheet. Click on the gear icon to open the customization window. You can only use this feature on player characters and hired (non-companion) characters. New Stash sorting. You can now sort stash by item type, enchant score, and sell value. Added a News Feed on the main menu to keep you informed on patches and Kickstarter updates. Added a new color for unique items in the inventory. Added a new hotkey for switching weapon sets on selected characters. You can now bind extra mouse buttons to Ability hotkeys. There's a new option in the Difficulty settings to reset newly recruited companions to level 1 (without losing the experience) when they get added to the party for the first time. This will allow you to level up companions to your liking. For the full patch notes on 1.05, please go here. During this patch we needed to change around our Steam depot structure. Most of you should be unaffected by these changes, but if you have problems please report them in this thread. You can also go to that thread for an explanation of the Steam depots and why we needed to change them. Enjoy!
  12. Hello I will try to explain simply what is my head headache. I've bought P.O.E. by website and dowloaded through STEAM. Everythings goes well for download. Game started and I've created one charcater (wizard) . After tutorial "area", Game started to "download" next stage ... but after 30 min nothing ... Picture is frozen... I've restarted several times the game. I've uninstall game and download again but same issue... I've try to change proprierty of P.O.E. application from Win8 to Win7 but same issue. I cannot save party during beginning of game. I'm fed up after several trials to run this game. Perhaps, I've done something wrong or I have issues with my G75V laptop running through Win8.1 but now I have lost 35€.. Is somebody can help me? thx.
  13. Update by Brandon Adler, Lead Producer Good news, everyone! We have a brand-spankin' new patch for you. This is a big one. Patch 1.05 features hundreds of bug fixes, balance changes, and new UI features. There are many minor fixes that are not listed in these notes. We anticipate that 1.06 will be shipping out later this month. 1.06 will continue the trend of adding in new features, balancing existing gameplay, and fixing bugs important to the community. More Shipping Info Physical discs are being printed for shipping now. One reason for waiting was so we could get the 1.04 patch as the base build on the disc. You should start seeing your discs in the next few weeks. To make sure that your latest shipping information is on record, please go to the Backer Portal and update your address by Monday, May 11th. Documentary We have received the final cut of the Pillars of Eternity documentary and are going through it now. Shortly, we will be able to give an exclusive sneak peek of the documentary to our backers before the general public gets to see it. Be on the look out for an update about it in the next week or two. Patch 1.05 Notes Note: We performed some changes to the game's Steam depots yesterday. Most of you shouldn't notice any difference, but some individuals that may have had non-standard game install locations were seeing some strange behavior where the PillarsofEternity_Data folder in the root of their game directory was getting renamed to EmptySteamDepot. If you rename that folder back to PillarsofEternity_Data, it should resolve the issue. If renaming the folder doesn't work, try performing the Verify Integrity of Game Cache option in Steam to fix the problem. You can do this by right-clicking on the Pillars of Eternity game in your Library, clicking on Properties, clicking on the Local Files tab, and clicking the button that reads Verify Integrity of Game Cache. This will repair any missing or damaged files so you can play the game again. Head to this thread on our forums for more information about the process. New Features You can now rename save games. You can now change the portrait and sound set of characters from the character sheet. Click on the gear icon to open the customization window. You can only use this feature on player characters and hired (non-companion) characters. New Stash sorting. You can now sort stash by item type, enchant score, and sell value. Added a Latest News feature on the main menu to keep you informed on patches and Kickstarter updates. Added a new color for unique items in the inventory. Added a new hotkey for switching weapon sets on selected characters. You can now bind extra mouse buttons to Ability hotkeys. There's a new option to reset newly recruited companions to level 1 (without losing the experience). This will allow you to level up companions to your liking. Balance Reblanced XP rewards of some quests, particularly the bounty quests, to prevent parties from hitting max level before Twin Elms. Ciphers now start with 1/4 max Focus instead of 1/2. Wizard and Cipher's base endurance has been raised from 30 to 36, and per level from 10 to 12. Wizard and Priests health multipliers were raised from 3 to 4. Interdiction range has been reduced from 20 to 10. Tuned down damage on the Retaliation mod. Citzal's Spirit Lance will now do 50% more damage, is faster, and has an increased AoE. Sanguine Plate's Retaliate mod has been replaced with Spell Holding: Frenzy. Wind Blight's Returning Storm is now set to 1/encounter. Earth Blight's Teleport ability is now set to 2/encounter. Sturdy bonus is improved from +20 to +30 vs Prone. Hand and Key's Preservation has been replaced with Loyal. Aru Breaker's Preservation has been replaced with a +1 Speed. Angio's Gambeson's Reflex bonus is replaced with 1/day Deleterious Alacrity of Motion. Rebel's Call Preservation has been replaced with Wary. Lightning Strikes damage is increased by 25%. Fan of Flames damage is reduced by 25%. Minor Arcane Reflection base duration is changed to 60 seconds. Llengrath's Displaced Image gives 50% hit to graze conversion on Deflection and Reflex. Wizard's Double now grants +40 Deflection against a single attack. Mirrored Images now grants a base +30 Deflection. It decreases by 5 after each hit. Ilengrath's Safeguard's bonuses are now unified. Crucible of the Soul, Speaker to the Restless, and Steps to the Wheel ranges have been increased. Arcane Veil now grants +50 Deflection, with Hardened Veil adding +25, for a total of +75 Deflection. Scroll of Paralysis is now slightly weaker and has a higher skill requirement. All Spell Holdings are 2/encounter. Soul Shock radius reduced from 2.5 to 1.25. Blizzard damage reduced significantly and attack speed increased to from 0.2 to 0.8. Overwhelming Wave now uses a range of 30-40 and stun duration lowered from 10s to 8s. Noxious Burst trap damage now is in line with other player trap damage. Reduced the accuracy on higher level player traps. Unbroken is now a per encounter ability. Malignant Cloud damage increased. Ghost Blades set to foe only. Death Ring damage slightly raised, made foe only. Ninagauth's Freezing Pillar switched over to foe only. Concelhaut's Corrosive Siphon set to foe only. Stag's Horn damaged lowered. Reflex and Deflection penalties cut in half, and reduced duration from 15 to 10. Bracers of Spiritual Power and Archer's Gloves reduced damage from +20% to +10%. Scroll of Revival AoE reduced, range slightly reduced, and restored endurance halved. Marked Prey and Sworn Enemy have been set to 0 recovery actions, so they can be used and the Ranger/Paladin can immediately act again. Winter Wind has had its damage, range, and push decreased. Base interrupt has been increased. Vile Thorns has had its damage increased and range decreased. Petrified has had its damage bonus reduced from x4 to x2. Items, Spells, and Abilities Battle-forged status effect now ends when combat ends. This should prevent it from stacking because of save/load. Fix for Elusive Quarry so its status effects now end when combat ends. This should prevent it from stacking because of save/load. Many spells and abilities will have more accurate and updated stat blocks and improved output in the combat log, tooltips, and character sheet. Modal abilities now have activation and deactivation timers. Fixed an issue where some AOE attacks were not displaying the extra Intellect bonus properly. Added new effect when petrified. Traps can now be passively detected at -4 Mechanics. Added an animation to the Fox and the Hunter ability and removed the damage effect. Second Chance will no longer trigger the defeat screen if the entire party goes down right before the effect fires. Fixed display of the cast UI for Seven Nights She Waited While the White Winds Wept. Tuning Wheel's effect is not hostile anymore. Painful Interdiction is now correctly marked as hostile. Escape should now always prevent disengagement attacks. Seven Nights She Waited While the White Winds Wept will no longer attack allies. Barbarian Threatening Presence will no longer spam the combat log when the Barbarian loses all endurance. NPC Chanters will now resume chanting once they use their invocations. Getting maimed will not clear fatigue. All wall spells should now disappear when combat ends. New Glossary entries for spellbind, spell holding, and spell striking. Switched the ingredients for Freezing and Shocking lashes. Druid's Wildstrike Belt is now working as intended. Marked Prey is now working at intended. Draining Whip is now working as intended. One Stands Alone is now working as intended. Interrupting Blows is now working as intended, and will correctly increase interrupt. Mortification of the Soul is now working as intended, and should only award 1 wound. Scion of Flame, Spirit of Decay, Secrets of the Rime and Heart of the Storm should now correctly increase damage of all abilities. Driving Flight will now work properly with Blunderbuss type guns. The Retaliate mod should not strike allies after using Field Triage. Pet fatigue has been removed. Wild Leech is now combat only and the Leech effect will last until combat ends. This fixes issues with it not working with save/load correctly. Fix to Total Max Focus stat that would reset to the base value if you had the Greater Focus talent after a save/load. This is a retroactive fix that will restore your Cipher with an extra +10 focus if you have the talent. Quests and Companions Party member stats on the character sheet will now show properly if the companion is removed and re-added from the stronghold. Fixed issues where companions could lose their items when assigned to the stronghold. Grieving Mother's Perception and Intellect scores have been switched. The Man Who Waits: The citizens of the Sanitarium will no longer become hostile if you kill and loot Azo after the Sanitarium riot and then fight flesh golems. Fix is retroactive. Fixed issue with a reputation loss with Gilded Vale when entering Raedric's Hold. Removed disposition exploit with the Records Keeper. A few encounter placement changes. Fixed issues with stronghold hirelings becoming hostile. Retroactive fix to update Sanitarium quest stage to proper state if you already talked to Ethelmoer and then asked for Sanitarium directions from a city guard. Added retroactive fix if you've advanced Heritage Hill quest to Icantha but then asked a city guard for directions to Heritage Hill. Fixed a number of issues with the Winds of Steel quest. This should be a retroactive fix if the quest was already started before working on the second quest with the Dozens or Doemenels, or if the quest was acquired or completed in conjunction with Bronze Beneath the Lake or Changing of the Guard. Attacking any of the main three Defiance Bay factions after having secured their invitation to the hearing will now make Lady Webb give you an invite in the name of Dunryd Row. Fixed issues with the Hermit of Hadret House quest. If Sul or Oernos were defeated before speaking to Desthwn for the first time then The Old Queen and the New King quest will not revert to an earlier quest stage. Hendyna's conversation is fixed up to be properly linked together. Fixed a case where one of Clyver's responses would not appear in conversation if you ask him twice about the hearing. Killing Alwah while she appears in Oldsong now prevents her from appearing alive in Galawain's Maw when you turn in the Prison of Ice quest. Fixed an issue where the Hall of Revealed Mysteries would turn hostile after opening the door to the Elder Archives and then re-loading into the scene (while not in stealth). Rinatto will no longer appear in the Celestial Sapling if you convince him to leave Twin Elms as part of the Hard Bargain quest.) UI Changed the display of most stat multipliers to be percentage based. Added Shift as a default control for multi-selection, in addition to Ctrl. Inverted the Stronghold log. Improved the output in the Bestiary and added beast abilities. Portraits now turn grey if Stamina is being capped by Health or Fatigue. Improved multi-selection. Stronghold adventures will now show the duration before you embark. Added apply button to resolution options screen. Default stealth key on Linux is now Ctrl. Weapon set buttons are now disabled when Spirit Shifted. Fixed several issues with containers and mouse cursor state on hover. Fixed an issue where the Lore requirement on scrolls was always displaying as red text. Fixed an issue where weapon sets were not visually unlocking. HUD does not upscale until 1920x1200. Fixed attack roll formula tooltips so they should now be readable in lower screen resolutions. Expert mode is now hidden on the main menu to avoid confusion about it not being selectable outside of a game. Changed slider bars so that they can slide the entire length of the options menu. Changed the order of the option buttons to make them more user-friendly. Tooltips now include sell price where appropriate. Chanter inspection UI should now display the correct durations. Armors should now correctly display DR in the inspection UI. Adjusted position of the Concentration skill in the Character Sheet. Cleaned up problems with improper ability icons showing if you switch party members with hotkeys. Improved loading screen scaling for resolutions greater than 1920 x 1080. Corrected a tooltip string on the voice volume slider. Fixed issues with tooltips being obscured in the inventory screen. General Fixes Removed exploit of being able to transition into a new area with a dead player character. Sorry speed runners. Spells and abilities stuck in 'Already Activated' state will be fixed whenever a game is loaded. Now camping in a stronghold map when Brighthollow is unlocked uses Brighthollow instead. Party members will no longer switch weapon sets when charmed. Resolved a problem where misses on some secondary attacks were not being reported in the combat log. Camera should center on party members faster. Trial of Iron: Loading a game will now force a save to happen to prevent save scumming. Fixed many issues related to auto pause. Firearms will now reload when combat ends on alternate weapon sets. Poison and interrupted VO now has a cooldown. Allow quick-loading when UI windows, like dialogue, are up. Removed unneeded navigation blockers in the Valewood that were causing animal companions to become stuck. Fixed issue where Guest Hirelings that were available at the Stronghold for hire were not being saved properly into the save games. Fixed additional problems with prestigious visitors visiting the Stronghold after they had been killed. Fixed a problem with Stronghold prisoners showing temp text at times.
  14. I have been playing POE for several days now and have noticed a few shall I say discrepancies? The Rolling Flame spell does not work. Instead of going in the direction of the red path when you choose it the flame goes to the left or the right at almost 90 degrees from the path. This I also noted with another spell that shows a red path but forgot to note it down. In the Eothasian temple in Gilded Vale the silver key that opens the door to level two does not always show up when scouting. I have had two out of four parties find the key and the other two nothing shows up when scouting the room the key is in despite having the same mechanics score. This will be my running log of bugs as I find them with the various parties I'm running. Some of the traps in the game require either a very high level to disarm or cannot be disarmed as they don't show up as red (the chest in the two-story job, one of the sarcophagi for example) Had the "already activated" message on one spell also but after casting a different spell with the same character it went away. It did not prevent me from casting a different spell but just couldn't cast that spell until the message cleared. I also lost the deep pockets talent after fighting the thugs in the Valian embassy even though it remained listed in the talents section. Until this is fixed I just won't give that talent to any of my characters. Summoned earth blight in lighthouse by druid and after fight the blight remained on screen whenever I went indoors anywhere in Ondra's Gift. Summoned rain blight in lighthouse by druid and it kept raining on every level of the lighthouse. Armed to teeth for Kana showed active but only two positions not reddened out. Took item out of red slot and put it right back in and slot returned to normal. Happened several combat episodes (even when only fighting beasts) then stopped happening after exiting game and going back in. Aloth stuck in fireball cast when using last fireball of amulet. Fireball icon over his head but he did not respond to any commands even after combat over and the fireball never occurred but the amulet disappeared. Had to save, exit game and reload to get him back to normal.
  15. Here are a few more bugs that I've encountered as I've played. I'm sure some have already been reported, so I'm sorry for any unintentional repostings. -Looting containers or corpses in the Burial Isle section of Twin Elms stopped being possible, although gathering plants was still possible. Restarting the game fixed the bug. -A barbarian using jolting touch procs carnage attacks that do jolting touch's damage, making it brokenly OP. -The Adragans and Xaurips surrounding the Adra Dragon can be killed without pulling the Adra Dragon. This is on PotD and after alerting the dragon hunter to the Adra Dragon's ploy to take over her body... if that's the result of its soul not being in its body it makes the fight way too easy. -If a Shadow Drake is killed with one hit its death doesn't update the bestiary. -During a conversation with Aloth in Breith Eaman, before heading down to Sun in Shadow, Durance interjects but it doesn't show his portrait or even his name in the dialogue box. -During the battle with Thaos, combat doesn't pause once the dialogue is over. In addition, tab doesn't show any information. It's also weirdly laggy in that scene in general. -During the conversation with Hiravias after defeating Thaos, the bottom half of the text in the second section of his speech is grey instead of white. -After slaying Thaos and reloading a save with him slain, his body is gone but his name tag still persists when the tab key is pressed.
  16. First, congratulations for the great game you have delivered. I am enjoying it a lot and can't stop playing. Second, I am playing a druid with cat affinity and I have found 2 bugs that are annoying. 1. The charm Beast spell is not working properly. Its durations says 9.6sec (8sec base). It is charming for about 2 seconds, maybe less. That make it useless and It should be a signature spell of a druid. How to replicate the bug: Just use the spell in any animal. 2. This is a graphic bug. When I shapechange, sometimes (like 1 in 3) it shows the human form AND animal form, making it a mess. It happens randomly, often when I use Flurry attack. How to replicate the bug: This one is tricky. I have tried myself to replicate it and dont get it. Even loading again the file and doing the same things it does not happen. This is the print screen: http://cloud-4.steamusercontent.com/ugc/34115347319209648/31AA92461F67BBBCD502AD92BCCBBC85DAFCFD79/ Thank you for everything and good luck fixing these issues. I really like the druid and this can discourage people who wants to play it (not me for sure). oh, the dxdiag upload have failed twice, so I will paste the first block: ------------------ System Information ------------------ Time of this report: 3/28/2015, 07:50:10 Machine name: GERARDO-PC Operating System: Windows 7 Ultimate 64-bit (6.1, Build 7601) Service Pack 1 (7601.win7sp1_rtm.101119-1850) Language: Spanish (Regional Setting: Spanish) System Manufacturer: Gigabyte Technology Co., Ltd. System Model: GA-A75-UD4H BIOS: Award Modular BIOS v6.00PG Processor: AMD A8-3870 APU with Radeon HD Graphics (4 CPUs), ~3.0GHz Memory: 16384MB RAM Available OS Memory: 16382MB RAM Page File: 5893MB used, 26867MB available Windows Dir: C:\Windows DirectX Version: DirectX 11 DX Setup Parameters: Not found User DPI Setting: Using System DPI System DPI Setting: 96 DPI (100 percent) DWM DPI Scaling: Disabled DxDiag Version: 6.01.7601.17514 32bit Unicode ----------------------------------------------------------------------------------------------------------------------------
  17. Here are some more bugs that I've encountered as I've played. I'm sure some have already been reported, so I'm sorry for any unintentional repostings. -'Cail the Silent', a dragon, doesn't give a bestiary entry. Both the Sky and Adra dragons do. -When upgrading an item from 'exceptional' to 'superb' quality, the required enchanting slots is shown to be insufficient (red instead of white), although it is still possible to enchant the item. -'Songsmith Roska' didn't spawn upon initial entry to the Clîaban Rilag map, however, the 'Readceran Standard Piece' associated with Eder's quest line did... despite that quest being completed. Re-entering the map did spawn Roska. -The 'Personal' records section of the character screen is completely reset every time a character is removed from the party. -The endurance healed by items with the 'Regeneration' enchantment doesn't show up in the combat log. -The level 6 cipher spell 'Amplified Wave' has rendered enemies permanently prone on multiple occasions. -When a potential hireling shows up at the stronghold they frequently don't appear in the 'Hirelings' section until the 'Status' section has been checked.
  18. Having just finished PoE, and havign waited for a good Infinity enginge style game for many years I wanted to put down my thoughts on how things went, and my thoughts on the journey. I hope this is of some interest or use to someone. Disclosure: I am a huge Infinity Engine fan. In the interest of providing a full appreciation for what you are getting in to I will break this down in to several sections, if you only want information on a certain area just skip ahead! Story/Plot: Yea: Some difficult choices to be made. Generally a lack of a binary good or evil setup. The world is huge and the lore in depth. Nay: The main story is generic fantasy fair. Revolutionary it is not. Sometimes hard to role-play certain types of character due to the lack of consistent options in conversation. Quests: Yea: Meaningful and substantial, throughout the games. Side quests are plentiful and offer a good reason to explore the world and get the most out of the setting. Nay: The pacing is a little off in places, potentially leading to a lack of drive to finish the story. Characters: Yea: Very developed back stories. A lack of one dimensional characters. Nay: Limited inter-party banter. Party has no bearing on your actual conversations. Bordering on blind followers. Seems like you could slap their Mother with a wet fish and they wouldn't bat an eyelid. Script/Writing: Yea: Phenomenal writing. Voice acting: Yea: Some very impressive voice work, including some fantastic stand outs. Plenty of voiced conversations; there can always be more, but for me there was oodles. Nay: During conversations there are written descriptions to bring the conversation to life. The voice acting does not pause for this, even when it says that the character paused! This can be jarring. Art /Design: Yea: Art and aesthetics are always personal, but I loved it. Nay: Some random, extremely low resolution assets that would have looked old fashioned in the original Infinity games. Infrequent, but they stick out like a sore thumb Impact of decisions: Yea: It was sometimes difficult to tell the result of your actions and sometimes it was obvious as a sword to your enemies gut. You traverse the world and cause waves of action and interest. Nay: Sometimes a little too unclear or obtuse regarding what would happen when making the choice. Combat/AI: Yea: Clever, nuanced classes without thematic considerations. Strong variety of moves. Several options to support style of combat desired (e.g. turn based, slow mode etc). Some challenging combat, with consideration and calculation being necessary. (Though of course a little luck never hurts.) Nay: Classic issues of not auto-attacking and getting caught on allies. It is not obvious what move the hero is using until you actually select them (i.e. no overhead display of move selected for use). Bugs: Yea: Not as many as expected, does that count? Nay: Voice cuts to halfway through sentences sporadically. Voice cut out/became muted. Some events fail to trigger. Steam achievements didn't update for me. Features/Options: Yea: Lots of customisable options, such as hiding meta information (e.g. possible conversation options you lack requirements for). Regular, helpful tooltips. Nay: Tooltips don't always relate to what they pop-up for (seems to be on a keyword search so damage may bring up the "damage" tooltip, though it refers to "mitigating damage"). Some options don't seem to work as intended or implied (e.g. show relative defense values, limit stash). Pets that add almost nothing. Some locked slots on the inventory that never unlock (did I miss something?) Noticeable omissions: When in main team location you have to swap out characters to be able to look at their items. Humour - other than the odd comment (and maybe one particular character) there is very little of the light-heartedness or amusing comments as seen in other Infinity games. Meaningful differences in loot. Each new weapon tends to be a small, numerical difference from the others. The few that seem to have potentially interesting differences are poorly explained. Explanations of the enchanting system. Overall: Loved almost every minute of it. To anyone who enjoyed the Infinity games, anyone who has enjoyed a party based cRPG I would recommend this. I would also recommend it to anyone who has a passing interest in roleplaying, or immersing themselves in a new and fantastic world. Some improvements are definitely available for the developers, but they are not needed to make the game feel whole and substantial. The game is polished and fulfilling and it is only a matter of time before I play it again.
  19. I have been playing POE for several days now and have noticed a few shall I say discrepancies? The Rolling Flame spell does not work. Instead of going in the direction of the red path when you choose it the flame goes to the left or the right at almost 90 degrees from the path. This I also noted with another spell that shows a red path but forgot to note it down. Several of the conversation choices noted in the strategy guide do not appear in the game even if you have the requisite points indicated, e.g. Intellect 15. This causes some of the encounters to end only in combat and not peacefully. A prime example is the Missing Sentries task. Irregardless of what dialogue choice you make Leyra ends up attacking you and you have to fight her and the knights. The knights do not stop fighting you once you have killed her. Per the strategy guide not only are the knights supposed to stop fighting so you can save a few of them combat is triggered but per guide "[Resolve 13] Continue the conversation, offering the Clever answer and asking her how long she’s been stuck here, waiting for orders. She realizes she’s dead and fades from existence, freeing the enthralled men without bloodshed." I know that the guide was put together before the final version of the game was finished and that changes probably were made in the gameplay too late to put in the guide. I just want to alert fellow players to both bugs still in the game and differences if they are following the guide. If you know what to expect it is hard to get disapointed when things don't work out quite like the guide says they should. Other than that it is a great game and a very good guide.
  20. I've noticed that when Hiravias casts the Firebug spell, it consistently does about twice as much damage as the in-game description says that it should (see screenshot in Dropbox). So, for example, my build of Hiravias is supposed to do 48-61 points of burn damage according to the spell description, and yet when it hits enemies (I don't mean crit), it always does at least 100 points of burn damage. This often kills a lot of otherwise difficult mobs, and makes the spell over-powered. Is this a bug? Dropbox link with screenshot and save game (attack the mobs in the room): https://www.dropbox.com/sh/curm1fsga3vvyds/AADWG2x21fAfII5K0Pz7Awcqa?dl=0
  21. Some more bugs that I've encountered as I've played. I'm sure some, if not many, have already been reported, so I'm sorry for any unintentional repostings. -When assassinating Marshall Wenfeld for House Doemenel a Justiciar walked into the chapel and saw the fighting but didn't go hostile. -When in stealth mode the green highlighting of stealth icon on the center HUD is visible behind the 4th PC portrait when the HUD is collapsed. -'Pain Block' (level 4 cipher spell) doesn't list its base duration in the tool-tip when leveling up. Also, when casting Pain Block on a PC wearing an item that grants retaliation, retaliation is triggered, injuring the cipher. -After making a note and closing the journal all functionality is lost, e.g., can't unpause if paused, party wont move, etc. The only way to regain functionality is to press escape to bring up the main menu then closing it. -After completing the quest 'The Final Act' in Defiance Bay the journal showed that I had turned in both Lumdala and Lord Gaderman even though I killed both of them. -The Justiciar outside the Heritage Hill gates has bugged dialogue. After the little girl is saved and the other Justiciar takes her away he still references the guard being there and won't tell you what is happening inside the gates... even though he's already let you in and you've saved the area. -Traps recovered from different areas seem to have trouble stacking. -Paralysis occasionally becomes bugged making the enemies no longer appear paralyzed even though they are. Other times the animation flies away from the targeting circle off the screen. -Elder Stag is missing its description in the bestiary. -The pop-up following quest completion doesn't highlight that quest in the journal when clicked on, it just opens the quest log. -Upon fixing the elemental forges (wind,fire,earth,wind prisms) on level 7 of Od Nua I received no experience. -Upon giving 'The Theorems of Pandgram' to Nedyn to complete the quest of the same name, Nedyn acts as if all the inhabitants of the temple of Wael were slaughtered even though they weren't. In addition, the quest log references 'the bloodshed at the Hall of Revealed Mysteries' as if all the people inside were killed. -Lore requirement on scrolls is consistently incorrect. Also, it doesn't change depending on which character is selected. -Level 5 druid spell 'Cleansing Wind' doesn't list what the foe effects are. -Picking up an item when in the vending screen makes the slider go crazy. -The developer commentary tab doesn't close when the commentary is finished. -Multiple prones have stacked on occassion. -Equipping many spell-bound items doesn't grant the spell until after resting or changing zones. -The 'Animat' pet frequently gets stuck moving around zones. Less frequently, it also multiplies. -Retaliate stacks... I hope this is a bug as its way too powerful.
  22. Up until today everything has been fine, today while attempting the quest with the dragon spark (can't really recall the name right now), iv'e noticed that resting in or outside the cave does not remove fatigue, nor does it heal my party members. i tried loading the game again, moving to a different map and back and it still doesn't work dxdiag and savefile attached here: https://www.dropbox.com/sh/2b4quvg9ufnvjzu/AABABZlGvhKdfSLlG8pjy0q1a?dl=0
  23. Hi there, after playing around 60+ hours, I encountered not so many bugs, but a few which forced me to reload (and, I'm pretty lucky I didn't play in Trial of Iron) - Character stucked, after combat, (or even, once, IN Combat) down, without any possible action. In combat, I won but couldn't unstuck the priest. It seems to happen when prone + paralysed. - Typo in one of the loading screen : Disengagement is written Disenengement or something close (I forgot, may edit) - Castle completly BAD : -> The hireling attacked me when my caslte is attacked -> Even at max defense, with 8 hirelings, auto resolve means ... Loosing ? WHAT? -> Hireling seems to be unpaid, even if I got the message, and ... I can't do anything to change it ! -> It becomes pretty fast something quite boring, as it doesn't work ... Would have loved to see it expand, who knows, make us the leader of the North (GOT reference intended), we may be able to change the tax level (as we don't get anything ... I mean, less than 1k when I am maxed ... Youpi...) -> Prisoners are useless ... And evade even if you have a full upgraded castle -> No Castle related quest EXCEPT the Master Below Here they are.
  24. so by now ive read about at least 5 diff. large quests that cannot be completed because of simple scripting bugs! i personally have encountered at least 2 of them in my playthough already and im maybe 50% in. one is the quest where you defend the trader from house doemel - eventhough i defended him and he still lives the quest is simply stuck at "kill danna" (shes llying dead on the floor) the other one is the masters tools on endless depth lvl 12 where you are supposed to take the quest from the vitrachs but instead they auto attack you, then the dialogue starts, you get the quest and then are forced to kill them all since they will still attack no matter what. this is game breaking since you cannot progress further down qwithout getting past them, forcing you to kill a whole npc faction and miss out on the quest and exp for no reason but buggy scripting!
  25. Itumaak (and I assume the other animals) seem to have the equivalent of 0 athletic skills and gets fatigued extremely easily. My lvl 9 party has a minimum of 3 athletics and after a few fights none of my party is tired while Itumaak suffers critical fatigue. Critical fatigue = -15 all defense, -30 accuracy, 50% max endurance It makes him useless in combat after a few fights and I suspect most people don't know this is happening because the only indicator is buried at the bottom of the hunters stat sheet. I even tried to cheat and give him 10 athletic skill and it didn't help. My guess is that animal_companions don't use skills and they don't ever increase their fatigue resistance.
×
×
  • Create New...