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  1. For some reason the north west ant hill, where all the ant eggs are, makes my frame rate drop like crazy! like I'm talking it takes me 5 minutes to get out of that 'zone' (150m radius of that ant hill). Anytime I get close to it I'm basically stuck with that high ping problem until I can get about 200m away from it... I've concluded it must be the epicenter of my problem. Extra Info: I'm on xbox one, and it's been happening since the last update.. I think it may be because of the sheer amount of ants that are in that cave that are causing it but I'm not an expert and have absolutely no idea tbh
  2. Hello.. Is the persistant stuttering and frame drop issues on both the pc version and console versions going to be fixed at ANY point in the future? I mean we barely seem to get a patch to fix minor issues once every three months if lucky and you are not addressing folk like myself who have this issue on the pc and ps4 versions. My pc spec.. Gtx 1080 I7 8700k 32gb ddr4 Game is installed on a m.2 ssd Windows 10 Gsync enabled.
  3. Hi everyone, i hope you're doing ok during this difficult time, please stay safe and follow the WHO instructions. With that said i wanna talk about something that will really improve the game imo and i hope it'll be addressed in the near future. I think the features of the supernova difficulty should be free to choose. Hunger, thirst and sleep should be available no matter the difficulty you chose to play. Supernova combat is more difficult only because it makes enemies more bullet sponge and i really dislike that, not just in this game but in any t/fps really. For me Supernova should be different, it should be a more "realistic" mode where the player and the ai both deal way more damage. This is just an idea, i'm fully aware that could cause problems with companions dying too easily. Still I think and hope that this will be changed in the future, i was looking forward to play on supernova after my first playthrough but i ended up reverting to normal mode wishing to have those features available.
  4. So the status effect window (top left, with all the food/buffs/debuffs etc) wasnt a problem until I hit the undercity....then boom! Multiple status effect like slow/poison etc were stacked on and now it covers the ability bars full left side rendering my abilities newly impossible to see/choose correctly in combat!!! Even with font turned way down it reaches there, please, someone help us console pirates X
  5. The patch did not fix Ellie’s quest on the xbox. I never started the quest and each time I start the quest it shows up as botched. I have uninstalled and reinstalled the game 2 times, but this quest still fails for me. (I’m playing on hard difficulty).
  6. After a lengthy period of gathering players' feedback, theorycrafting and balancing, we have come with a Community Patch Mod - a community based collection of tweaks and improvements. Community Patch consists of the following stand-alone modules: Basic - includes a lot of suggestions from the Deadfire Polishing Poll - a poll made by players for players, in order to pinpoint the possible balance problems and address them. Basic mod - is a conservative patch, it includes only those suggestions that have twice more votes pro than votes against change. (note: in case of suggestion with multiple options - we were aggregating them) Extra - also includes the suggestions from Deadfire Polishing Poll. But only those that didn't make it into Basic package, but still have more votes pro than votes against. Additionally, Extra includes a few fixes for several bug reports that we have found on the official technical forums. Keywords - address the randomness and apparent lack of systematic approach to spell keywords. This mainly affects priest, and to a lesser degree druids, ciphers and wizards. Typos - fixes a wide array of typos found in the English version of the game. Icons - adds a completely unique set of icons for all passive talents and effects. They were handcrafted with being as suggestive, unique and fitting as possible, in mind. For more info, you can check the mod page, or original thread on these forums, here.
  7. So, didn't the devs mention the option to review your class' skill tree at any given moment (and not just at level up) being introduced at some point? Does anyone know what's going on with that?
  8. Hey you bunch of sensatinal gamers, Our update is now live! To gain access to the Backer Beta, visit this (Forum Link) for step by step instructions. This is a Beta and will most definitely contain a few issues. Please report any issues you find here (Forum Link). We spent a long time going over everyone's feedback from the last BB Update and changed quite a few things around. You'll notice this patch is almost entirely system changes. A full breakdown of the changes are listed below. Jump in and definitely keep the feedback coming. NEW CONTENT Please note that older saves will not work on the latest patch! Apologies for the inconvenience. Save File location moved From - %USERPROFILE%/Saved Games/Pillars of Eternity 2 To - %USERPROFILE%/Saved Games/Pillars of Eternity II Action Bar revision - The HUD art has been revised for the action bar. We added a bit of flair to the empower portion specifically. Optimizations - Ongoing performance optimizations for GPU and CPU. Smart Camera - New toggle-able camera mode that has the camera follow the players movements automatically. This option can be toggled 'on' or 'off' in the options menu. Combat Slider - New combat slider added to the center of the HUD. You can now slow/speed up combat at your leisure ranging from very slow/slow to fast/very fast. Fast mode remains the same toggle outside of combat. New item Highlight - Items recently picked up that haven't been inspected by the player now highlight blue in the inventory. BB Content Changes BB character now begins with fine leather, fine mail, and fine plate All Grimoires in the BB now have 2 spells per level SYSTEM CHANGES Expanded Passive Abilities - To address feedback about the loss of Talents from PoE 1, we have added many more passive abilities to class trees and increased the number of abilities that single class characters receive at each power level (see below). Turn-Based ship combat - Ship duels are now conducted turn-by-turn instead of round-by-round. Half and full-sail movement actions are no longer restricted in frequency. Cannon re-balance - Cannon values have been re-balanced to make them strategic choices instead of upgrades Single Class characters gain 2 abilities at PL increase - All single class characters will gain 2 abilities every time they achieve a new power level. This change was made to address concerns that single class characters felt like they didn't have enough options at any given character level. It also allows characters to dip into passive abilities (which have been expanded considerably) more easily. Canceling cast doesn't take resource - Canceling an ability or item use, whether by movement, selecting another action, or simply hitting the cancel button, will not consume the resource associated with the ability. This makes changing actions much less punitive. An Interrupt will still consume the resources of an ability or item it Interrupts. Penetration re-balance - Weapons and spells have been reorganized around two penetration categories - average and high - instead of low/average/high. "Best of" weapons and spells typically have 1 lower Penetrations compared to other weapons and spells in their penetration category. Attribute Cap of 35 - To prevent the effects of Attributes from scaling away into infinity, they are now capped to 35. We chose this number based on both where we wanted the influence of Attributes to max out as well as what we believed was within the reach of aggressive min-maxers. Might/Resolve Change - Strength has been reverted to Might and affects Damage, Healing, and Fortitude as it did in Pillars 1. Resolve has also been reverted to affect Deflection and Will as it did in Pillars 1. We have added an additional benefit to Resolve: reduced duration of hostile effects (3% per point) on the character (increased if it is below 10). This was done in conjunction with capping Attributes to a max of 35. This does not address the primary goal of making Resolve more appealing for casters, but we believe it does make Resolve more generally valuable for a variety of characters. It also integrates into the system using mechanics that are already well-established, which is of importance at this stage of development. Thank you to everyone for your patience as we experimented with the attribute system and for the fans for continuing to discuss and suggest ideas throughout the project. Interrupt added to many rogue abilities - Most rogue abilities that are weapon-based attacks now Interrupt on Hit Weapon re-balance - Across the board weapon balance Druid Bonus Spells/Animist Subclass - Like priests, all druids now receive bonus spells at each power level. To make druids mechanically function like priests, the Animist subclass has been added and the "No Subclass" option has been removed.. Animists have no special modifiers other than access to a list of bonus spells. Martial Tree Unlock Level Adjustments - The levels at which the martial classes access various abilities have been adjusted, both to lower the overall requirements and to make a smoother progression as the characters advance. General Casting changes Shortened cast times of Very Slow and Slow Shortened Recovery of Slow Summon Weapon spells now Average cast Food/meal pricing reworked Cipher Buffs Cipher spells are all faster casts/ many were tuned up Cipher Focus gain rate doubled ('unedited' List of specific systems check ins) KNOWN ISSUES Lagufaeth Broodmother is missing a portrait and speaker tag Ranga Ruanu is missing a portrait Some items contain missing strings World map doesn't have BGM Veen is T-posing Save file thumbnail is incorrect Tikawara is mislabeled on the world map on first load. Abilities and weapon proficiencies are swapped in the character sheet menu (Mac Only) Boarding audio repeats. Restart the client to correct this issue. BUG FIXES Casters no longer passing up martial characters deflections due to Might/Resolve change (see above) Rogue - 'Gouging Strike' now shows appropriately sized numbers Corrosive Trap description now shows damage data Beza's corpse no longer has vision cone to detect stealth All Corrupted Adra Animat now all activate in the Engwithan Waystation Level Two Binding Mouse1 no longer locks character movement Gamma slider now functioning as intended Auto-pause descriptions now appear Assigning food to characters in the resting menu has been made easier Modals no longer duplicate on the action bar Can now target enemies on top of dead allies easier I got your back - SKing
  9. Hey you bunch of affable gamers, Our update is now live! To gain access to the Backer Beta, visit this (Forum Link) for step by step instructions. This is a Beta and will most definitely contain a few issues. Please report any issues you find here (Forum Link). Backer Beta Builds where and when? Mac: Steam and GoG are live now Win: Steam and GoG are live now Linux: Steam and GoG are live now We have some pretty hefty patch notes for you. Below you will find; New Content, System Changes, Bug Fixes, and Known Issues. NEW CONTENT Prepatch (Build 4) saves are not compatible and will not be available in the Save/Load Menu with this patch (Build 21). We are still ironing out some save/load issues on our end and don't want you all to run into unnecessary issues. A new uncharted Island - A new island has been added to the world map. Custom Party AI - Our complete AI system will be available. This system still has some rough edges but should be functional. Hit it and tell us what you think. Mac/Linux versions both on GoG and Steam - These builds are very 'fresh' with many unexplored pieces. We would love some feedback/bugs on these. Walk Toggle - The long awaited walk toggle has been added. RP your hearts out J SYSTEM CHANGES We listened closely to all of your feedback over the past month, and are rolling out some changes to improve gameplay. Injuries: Updated Injuries so that only some Injury types will reduce Max Health. When they do, they'll reduce it by 15%, rather than 25%. Players will still die when gaining their 4th Injury, even if none of the Injuries they have reduce MaxHealth. Here are the Injuries that affect MaxHealth: Fatigued Frail Major Injury Critical Injury Maimed Severe Wound Here are the Injuries that don't: Acute Rash Bruised Ribs Concussion Frostbite Burned Smashed Hands Sprained Wrist Swollen Eye System Shock Twisted Ankle Wrenched Knee Wrenched Shoulder Interrupt: Modified a couple of abilities whose primary purpose is to interrupt targets, so that they will Interrupt on Graze or better, rather than Hit or better. This affects the following abilities: Fighter: Knockdown and Mule Kick Monk: Force of Anguish, Wave of Force, and Skyward Kick Ranger: Concussive Shot and Concussive Tranquilizer Rogue: Sap and Perplexing Sap Other interrupt abilities `either always hit, or applied an Affliction and so already got a benefit for a Graze. They still require the character to have Grazes from another source (Fighter Confident Aim, Aware Inspiration, etc.) Movement: Reducing movement speeds to 85% of their previous amount. Attributes: In Pillars 1 and Deadfire (now), the Might and Resolve attributes affect the following: Might - All Damage, All Healing, Fortitude Defense Resolve - Concentration (Pillars 1 only), Deflection Defense, Will Defense Players have noted the following over the past few years: If you're a caster, there's often not much reason to invest in Resolve (especially in Deadfire). From a *~ roleplaying ~* perspective, it feels weird to have muscley wizards casting high damage fireballs because they can bench 350 lbs. So we are making these changes for the next Backer Beta build: Strength - All Weapon Damage, Fortitude Defense Resolve - All Healing, All Spell Damage, Deflection Defense, Will Defense For ease of use, "Weapon Damage" means anything that's an equipped weapon, from a sword to a bow to a gun to Kalakoth's Minor Blights. This also means there's a benefit to making a high-Strength wizard (i.e., being a psycho melee "gish" wizard). Spells: Slow cast spells will use the Fast (2s base) recovery time instead of Average (3s base). The Very Slow cast spells (typically summons) will now use the Very Fast (1s base) recovery time. Penetration: Modified the Penetration system slightly, along with how Penetration displays in the mouse-over tooltip in combat. When your Penetration is below the target's Armor, there is now a gradual reduction in damage. The current values are (and may be tweaked as we play with them a bit): -1 Pen = 75% Damage -2 Pen = 50% Damage -3 or more Pen = 25% Damage It's still 100% damage up until you are at double Pen, and then 130% damage from there. Along with this change, Penetration will now ONLY display on the combat tooltip when you are either BELOW Pen, or you don't yet know the target's Armor value for the damage type you'll deal. Attack Speed: Updated the attack speed of most 1H weapons to use an Average (3s) recovery time, instead of Fast (previously 1s). Fast recovery times are now 2s, rather than 1s. The overall result of these changes is that combat will have a slower pace as recovery times for 1H weapons is increased. Here are the 1H weapons that will have a Fast (2s) recovery time. All other 1H weapons are Average recovery: Stiletto Hatchet Dagger Rapier Club Flail Monk Fists As part of this change, we also looked at the overall damage ranges of weapons, with the goal of making 2H weapons a viable choice compared to 1H weapons. Recovery: Base recovery time for a Slow recovery attack is now 4s, instead of 5s. Very slow is now 7s instead of 8s. More importantly, we updated the recovery penalty from armor, as follows: 20%: Light Armor (Leather, Hide, Padded) 35%: Medium Armor (Scale, Breastplate, Mail) 55%: Heavy Armor (Brigandine, Plate) Graze: All attacks can inherently Graze. We updated the Aware Inspiration to grant 50% Graze to Hit conversion, and fighter Confident Aim also grants 50% Graze to Hit (meaning Fighters who have both will hit a lot more). Grazing will reduce damage and status effect / affliction duration by 50%. We might consider having graze downgrade Tier 3 & Tier 2 afflictions, like an inherent Resistance. Rogue: Rogue Escape ability. It now costs 1 Guile to use (previously it was 2). It is no longer removed when you choose Shadow Step/Shadowing Beyond, but it is a requirement in order to gain either of those abilities.Ranger: Ranger abilities Wounding Shot, Accurate Wounding Shot, Hobbling Shot, Concussive Shot, Concussive Tranquilizer, and Stunning Shots will now work with melee weapon attacks.Priest: Priests will now receive an automatic spell when they reach every new Power Level. For a single-class Priest, that's at levels 1, 3, 5, 7, 9, 11, 13, 16, and 19. Updated Priests so that they no longer lose access to spells based on type. IE: Eothas Priests no longer lose access to Protection spells. Fighter: Mule Kick is now a standalone ability, not a Knock Down upgrade. It requires Knock Down to learn, but doesn't replace it. It now does bonus damage and will Disorient the target, and will cost 3 points to use.Ranger: Wounding Shot - Since Wounding Shot and its upgrades were reduced to 1 point, tuned down the bonus Raw damage a bit. Marked Prey - As with Sworn Enemy, Marked Prey will now work correctly w/ ranged & AoE attacks. Paladin: Paladin Orders like Priests, players were required to pick a Paladin Order during character creation. We've removed the drawbacks from picking the various Orders. Lay on Hands -Greater Lay on Hands and Hands of Light are no longer upgrades to Lay on Hands. They require Lay on Hands, but do not replace it. Their effects remain the same. Sworn Enemy - has been updated to work correctly with ranged & AoE attacks BUG FIXES Thanks to all you wonderful gamers providing tons of feedback/bugs. We spent this past month addressing as many of it as we could; here are some of the highlights. General Issues: (FIXED) Mild to severe drop in frame rate on first load. We are still in the process of optimizing our game. (FIXED) Some machines may crash on a black screen on first 'New Game' (FIXED) A few different creatures (Imp, Beetle, etc..) are missing audio (FIXED) Some NPCs will have abilities that activate after each transition (FIXED) Party will spawn halfway below the ground after destroying the Adra Pillar in Poko Kohara Class Specific: (FIXED) Chanter phrase count is not updating after Save/Load (FIXED) Multiclass Barbarian/Priest (Shaman) lose passives (FIXED) Wizard/Druid/Priest 'aggressive' AI preset will mainly auto attack (FIXED) Mercenary Wizard is currently listed as a dwarf and gains 'Hale and Hardy' but visually is a Human UI: (FIXED) Some menus are cut off in certain resolutions (FIXED) All tooltips regarding Action Speed, Recovery Time, and Reload Time are incorrect (Don't trust them) (FIXED) HUD elements may flicker/phase out of existence after a save/load cycle (FIXED) Adra Pillar in Poko Kohara disappears after Save/Load (FIXED) Player character portrait doesn't fill red to show damage after Save/Load (FIXED) Loading Error that kicks to the Main Menu transitioning after Save/Load Spells and Abilities: (FIXED) Spell Levels in Ability Trees and Grimoires do not match (FIXED) Bull's Will Passive can be obtained twice for Multiclass Players Miscellaneous: (FIXED) Off screen Character Position Portraits all display the 5th slot party member (FIXED) Animation controller issue with Blights and Spores. If you Knock Down/Up either of these enemies they will be put into a bad state and combat will not end. (FIXED) Players can obtain infinite money or debt by buying hammer and chisels from Vektor Combat: (FIXED) Mule Kick makes enemies untargettable and stuck in combat (FIXED) Enemies sometimes duplicate on save/load (FIXED) Weapon Recovery speeds are inconsistent (FIXED) Skeleton Sorcerers attack themselves in Poko Kohara (FIXED) Weapon Focus Barbarian ability is combat only (Currently being worked on) (FIXED) Kith (humanoid) enemies will sometimes attack themselves KNOWN ISSUES IN THE CURRENT BACKER BETA These issues are still a priority for us, but there is only so much time in a day and we didn't want to keep you all waiting any longer. All Platforms: Mercenary Priest level up summary has much larger text than other characters Items can be duplicated in rest menu 'Broodmother's Fury' Loading an autosave before starting the quest will block the quest from turn in at end Some machines may crash when quitting to the Main Menu from within the game The Game doesn't boot in native resolution after installation Ranger 'Ghostheart' summoned spirit companions will sometimes blend into the background Chanter will not have audio for their abilities (Chants or invocations) Linux: Loading a save outside of Tikawara and returning to Tikawara will open Character Creation Encounter between Ravine and Tikawara reappears New Game takes forever to launch character creation Mac: Crash when loading an encounter autosave from a different scene New Game takes forever to launch character creation
  10. Hey you bunch of faithful gamers, We decided to slip one more patch in! The patch will be available on the Beta Branch of Steam for a few days. Please jump in and let us know what you think. The patch will go live soon after that. Patch contains; - Fixed an issue with the Company Captain's Cap confusing party members when they cast a buff/heal spell. - Realized we went a little overboard on the Deadfire Uniforms. We knocked the defenses they granted from +20 to +9. - Added optional analytics. This is just simple data collection (where parties wipe, which classes players choose, etc....). A pop up will trigger as soon as you launch the game after patching, asking 'would you like to enable analytics.' We'd love it if everyone did, but feel free to just click 'no' and forget it ever happened. So, how do I get started? It's actually pretty easy. Completely quit out of the Steam client. Restart the Steam client and navigate to the Library tab. Right-click on the Pillars of Eternity entry and click on Properties. ​ Navigate to the Betas tab in the Properties menu. Enter in the code "BETAPASSWORD" (remove quotes) and click on the Check Code button. Click on the dropdown list and select the "beta" branch. Once selected, close out of the Properties menu. You should notice that your Pillars of Eternity game will now have "[beta]" after it. This means that your game is in the beta branch. Steam should queue an update for this branch. You can now play the new beta branch of the game. If you would like to switch your branch back to normal follow steps 3 and 4 to get back to the Beta tab in the Properties menu, then choose "NONE" as your branch. This should revert you back to the release version of the game. Thank you to all of the folks that decide to play the patch beta and help report issues. Your help is invaluable and we really appreciate your dedication.
  11. I am having issues with playing NeverWinter Nights 2. I bought the game a long time ago when it was still on GamersGate, and played the base game with no real problems. I did not install the MOTB despite buying it as well. When I went to install it finally I ran into an issue where Gamersgate needed to send me a CD key, and they did eventually. Since the installation I've had a major problem and a minor one. First I can't leave the starting area anymore. I don't understand why, but whenever I click on the door I can no longer exit it, nor can I skip the tutorial. Furthermore, the installation seems to have somehow undone patches. Before the expansion I was on the final patch, however after I was somehow rolled back to 1.10. This isn't a major issue, but I can't get the auto updater to work.
  12. 3.05 patch is now live on Steam (GoG, and Mac stores will be early next week.) This is a baby patch, just 2 changes (listed below.) I cannot confirm/deny this will be our last patch. We will still be checking in on the forums and making sure nothing serious comes up. Only one fix: Stalwart auto-save no longer jumbles up creatures statsOnly one change: Dropped The Unlabored Blade 'Firebug' proc from 10% to 3% Keep on, keeping on, - Sking
  13. I have posted This in regards to the current bow bug which is in pillars of eternity. This has been brought up before, but from what I can see Zero results from the DEVs on getting it fixed. This bug is not just limited to me but others as well - and not just on this site (steam for example). Here are the pictures: Information: Windows 7 professional 64 Bit Service pack 1 Installed Memory 8GB I5-6500 3.20 GHz Processor Geforce GTX 960 373.06 8GB Direct X version 6.01.7601.17514 From what I can tell this bug normally appears when switching weapons in combat (I pause to switch weapons). Reloading the game or restarting the game fixes this issue until it happens again. So I assume that the bug is not going to be part of the save game file but perhaps in the way the game is using the graphic assets. While this is not a game breaker - it is most annoying and breaks immersion. From what I can see from other post around the web - this bug has been here since the game was released.
  14. Hey everyone! We are going to send out a Hotfix, either later today or early next week. We will be fixing the save/load issue in the Statwart auto-save (this would also effect the Stronghold attacks) and adjusting one item (nerf .) We are dropping the proc chance of 'The Unlabored Blades' Firebug from 10% to 3%. "It's all for you" - Sking
  15. Hey you (bunch of inquisitive gamers) 3.04 is going into Beta tomorrow 10/4. This patch will have quite a few fixes and 1 balance change. We will be having some sweet prizes for people that participate in the Beta. We will announce the prizes and what you can do to get them tomorrow with the Beta. Here are the complete Patch Notes
  16. Hey guys/gals, We are working on our next patch. We have quite a list of issues that we'd like to address in this patch. That being said, feel free to comment below with any issues you think we might miss and/or should definitely fix. Slap hands - Sking P.S. The current plan has us releasing the 3.04 patch Tuesday of next week (11/1). [Edit: 11/1] Delayed until Thursday 11/3, Total Fixes to Date; - Engagement is now broken when characters are knocked back - Personal 'Total Damage Done' no longer comes up as '-Infinity' - Multiple issues with Glittering Gauntlets - Fixed the Nav around the adra pillar in Elmshore - Cape of the Cheat will now be rewarded to base and px1 players - Charming all enemies in a combat will no longer reset combat - Audio cutting out in the End Slides following the White March - Skeleton Wizard 'Necrotic Lance' set up as a ray - VFX that start from characters heads (breath weapons, etc..) misaligned - Korean Loc issue with text getting cut off during Character Creation - Brighthollow error on transition (this includes Durrance/Hiravius, and Rod of Wind and Thunder issues) Also! This will correct past saves affected by this issue. - Barbarian, Bash hitting multiple times with Carnage - Chanter, Ancient Memory no longer deactivates after casting an Invocation - Cipher, Phantom Foes flanked debuff being removed when the enemy is engaged - Cipher, Pyschic Backlash hitting the Cipher at the start of combat - Druid, Fire Stag *Missing gui* in the combat log - Druid, Infestation of Maggots now does the intended amount of damage per tic - Fighter, Confident Aim doubling on Save/Load - Monk, Torment's Reach no longer procs off every enemy hit - Priest, Seal spells no longer activate twice - Priest, Iconic Projection no longer bypasses DR - Ranger, Twinned Arrow + Driving Flight accuracy issues - Ranger, Powder Burns now works as intended with DR Penetration - Wizard, Wall of Draining no longer increases beneficial spells permanently Bugs fixed during Beta; - Kraken DR raised from 0 to 8 - Sul attacking her own pride during 'The Old Queen and the New King' - Cliant Lis traps not functioning - The Unlabored Blade Firebug proc not functioning - Breath VFX originating from adventurers hand - Tooltip for Sabre +20% is missing item mod 468 - Nyry the Deft Hand not granting Cape of the Cheat to base game - Characters sometimes being stuck in Elmshore adra pillar - Stun on crit weapon mod duration is unaffected by graze/hit/crit - Party AI sometimes runs to undiscovered enemies - Chanter, One Dozen Stood... phrase not reducing Frightened and Terrified - Fighter, Clear Out causing Blights to stop attacking ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- [update 1: 8/24] Fixes so far; - Druid spell 'Fire Stag' *Missing gui* in the combat log - Skeleton Wizard 'Necrotic Lance' set up as a ray - VFX that start from characters heads (breath weapons, etc..) misaligned - Bash hitting multiple times with Carnage - Cipher 'Pyschic Backlash' hitting the Cipher at the start of combat - Korean Loc issue with text getting cut off during Character Creation - Brighthollow error on transition (this includes Durrance/Hiravius, and Rod of Wind and Thunder issues) Also! This will correct past saves affected by this issue. - Fighter 'Confident Aim' doubling on Save/Load Note: These are the fixes we have so far, we have a larger list we are still addressing. [update 2: 8/31] Our Wishlist so far; - Chanter, Ancient Memory deactivates after casting an Invocation - The audio cuts out in End Slides following the White March slides - Ranger -10 accuracy loss every other shot while using Driving Flight and Twinned Arrows - Iconic Projection bypasses all DR - Flanked debuff from Phantom Foes is removed when you engage an enemy - Druid, Infestation of Maggots is not functioning as intended - Priest seals activating twice - Engagement not broken by knockback attacks - Characters do not attack after engaging enemies with longer range than their own - Multiple issues with Glitter Gauntlets - Charming an enemy and attacking it resets combat - Wall of Draining increases the duration of beneficial spells permanently - Ranger, Power Burns removes the natural DR penetration provided by guns Note: These are the issue we are considering, some will not get fixed (time, money, etc..) but the majority is our goal. I will be reviewing our forums regularly to add any issues you peeps bring up. [update 3: 9/12] More Fixes; - Chanter, Ancient Memory no longer deactivates after casting an Invocation - Ranger, Twinned Arrow + Driving Flight accuracy issues - Ranger, Power Burns now works as intended with DR Penetration - Cipher, Phantom Foes flanked debuff being removed when the enemy is engaged - Druid, Infestation of Maggots now does the intended amount of damage per tic - Monk, Torment's Reach no longer procs off every enemy hit - Priest, Seal spells no longer activate twice - Priest, Iconic Projection bypasses DR - Wizard, Wall of Draining no longer increases beneficial spells permanently - Engagement is now broken when characters are knocked back - Personal 'Total Damage Done' no longer comes up as '-Infinity' - Multiple issues with Glittering Gauntlets - Charming all enemies in a combat will no longer reset combat - Audio cutting out in the End Slides following the White March Note: There are still a few more we want to hit. Plus any that get brought to our attention on this thread. Also, thanks to all you peeps that have been helping out. [update 4: 9/26] Tim Table Update and Balance Change; - We are about half way through our current test plan for the 3.04 patch, we should be finished by Friday. We will be releasing the Beta on Tuesday of next week. - Sabre base damage will drop to 11-16, and it will have a +20% damage mod. They should still take the 'top damage' slot but this change should lower them enough to encourage other options. Let us know what you think during the Beta. Note: We are looking for lots of feedback during this Beta. There will be amazing, incredible, unbelievable super secret prizes for people who participate. More details on this will be announced soon. [update 5: 10/17] Bugs to fix before release 'wishlist'; - Sul attacking her own pride during 'The Old Queen and the New King' - Cliant Lis traps not functioning - The Unlabored Blade Firebug proc not functioning - Fighter, Clear Out causing Blights to stop attacking - Breath VFX originating from adventurers hand - Paladin, Flames of Devotion becomes unusable after party AI uses it with ranged weapon - Tooltip for Sabre +20% is missing item mod 468 - Chanter, One Dozen Stood... phrase not reducing Frightened and Terrified - Nyry the Deft Hand not granting Cape of the Cheat to base game - Characters sometimes being stuck in Elmshore adra pillar Note: These are the issues we want to hit before pushing the 3.04 patch live. Anything serious found will/can be added to this list until the release. Let me know! [update 6: 10/27] Last Beta update; - Kraken DR is set to 8 from 0 Note: Tuesday (11/1) of next week is the target date for switching the patch from beta to live. Unless something serious comes up over the weekend.
  17. Hey guys/gals, Patch 3.03 is now live. A full change list will be released shortly. Thanks to everyone who participated in the Beta and wrote up bugs, it really helped us out a lot. Love you nerds (well.. maybe not 'love', but at least 'like, like') - Sking
  18. 3.03 Beta Update 'On Hit' weapon procs now function correctly. Fixed multiple issues with companions auto-level up (thanks Hamskii). Fixed an issue where characters would stay invisible when using Cape of the Master Mystic. Added a missing hatchet (thanks nem0).
  19. The 3.03 patch is now available for Beta. Be wary while playing in Beta, bugs may be present (back up your saves.) Slap hands -Sking Full Patch Notes found here (Forum Link)
  20. My "News" in the top right corner is still only reporting that Patch 3.0 is out (2/16/2016), even though I'm running 3.02.1008 PX1 PX2. I purchased it through GOG.com and installed it manually (not through GOG Galaxy). I can just turn off the "News" of course, but that defeats the purpose and I would like to be informed of actual updates. Is there anything I can do to get this fixed/updated? I have uninstalled and removed all folders/files/entries I could find, reinstalled, and update is still showing as the older 3.0. Thanks for any help
  21. Hello fellow penguin lovers! You probably noticed that the patches for the DRM-free backer DVD have a tendency to lag a bit behind the patches for the Steam & GOG versions… Well, not anymore I now build custom patches allowing to update your game installed from the DVD to the latest stable version, so you don’t have to wait for the official builds anymore. You just need to go to the following page for download links and instructions: unofficial patches for Pillars of Eternity Your feedback is welcome here, as well as your thanks, calls for help, reminders I’m late for a patch, etc. I hope your bandwidth will like the work I put into these patches
  22. Description: I just updated my GOG version to 3.01 (primarily to fix the "Marshall won't give me the offer to hire mercenaries for 10000cp" bug) Now, I cannot load any saved games I get a windows crash screen, offering me to close the program, search online for fix and close, or debug The second two do nothing more than the first e.g. closing the program I looked at the log, it said that 'sharedassets164.assets' is corrupted, so I downloaded the GOG corrupted saved games hotfix, to overwrite sharedassets164.assets Same problem Steps to Reproduce the Issue: Load any savegame Important Files: Link to dropbox - https://www.dropbox.com/s/8xnn3ujd73jd9iv/crash.zip?dl=0 Savegames In the zip file Output Log This seems to be the problem The file 'C:/GOG Games/Pillars of Eternity/PillarsOfEternity_Data/sharedassets164.assets' is corrupted! Remove it and launch unity again! Rest of the output log is in the zip file System Specs In the zip file Screenshots
  23. Yesterday I saw that the patch had been released and saw steam downloading the patch. When the patch was done I decided to start the game. For a few seconds, a white window opened that said Pillars of Eternity and then the whole computer froze. I restarted the computer and tried it again. Same result. I verified the game cache, same result. Today I decided to re-install the whole game to see if that fixes the issue. I clicked play, the white window came up again. And then it froze. I can't get any dxdiag from what I know but I have a speccy screenshot of my computer specs.
  24. Hello fellow GNU/Linux GOGers! As you most probably know GOG does now provide patches for Linux games. Which is great, they’re quick to download and easy to apply so you might think it would be the end of my work on unofficial patches. At least that’s what I thought… As you most probably noticed, especially if you have a poor Internet access, GOG does *not* provide patches for The White March, Part 1, and you’re stuck downloading the whole ~2.8 GiB each time it gets updated. Well, you don’t need to do it anymore Like I did previously with the base game, I’m now building patches for its extension, and I’ll keep doing it until GOG takes care of this themselves. So you just need to go to the following page for download links and instructions: unofficial patches for Pillars of Eternity Your feedback is welcome here, as well as your thanks, calls for help, reminders I’m late for a patch, etc. I hope your bandwidth will like the work I put into these patches
  25. I'm trying to patch from 1.0.6 up to 2.0 and when I just run the script (pillars_of_eternity_patch_2.5.6.9.sh) it asks for a directory. So that's fine, but whatever directory I give it I get an error: ERROR: Folder doesn't contain any game The game is in "/home/me/Pillars of Eternity" and I've tried that and "/home/me/Pillars of Eternity/game" and just "/home/me". Same thing every time. So I tried just extracting the patch myself, but it isn't obvious to me what to do with it. There's a script there called patch_it.sh, which doesn't seem to do anything when I run it. At any rate, any help would be appreciated.
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