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Hello devs/others, I just wanted to offer my feedback on the game. I haven't gotten all the way through yet, I'm only about 55 hours in, and level 9 (the next plot quest in my queue is "Undying Heritage"), but I wanted to leave a lot of my initial impressions type feedback now, while it's still fresh in my mind. I normally don't play games on release (I held out until Witcher 2 EE was released to play it at all, despite loving the first), and I'd been planning on waiting till the expansion to play PoE, but my excitement got the better of me. It's been 2.5 years! I've read every kickstarter update, and been checking the forums and dev tracker religiously since last summer, but I almost never post, cuz I'm a Watcher. I was not in the backer beta, and I jumped into the game on hard/expert, without actually reading the manual too much, thinking a modern game should do a fine job of explaining itself. If it helps qualify my feedback, I'm mostly a powergamer, I've spent hundreds of hours in the IE games, and my top 10 RPGs of all time are: ****************** GENERAL FEEDBACK *********************** For starters, I love the game. I think my pledge was totally worth it, and I'm glad I ponied up for the expansion and some playing cards as well. I think you guys delivered on what you promised, and the game deserves the 93 metacritic it has right now, and a 9.5 from users. Seriously. I want to be very clear about this, because I'm going to say a lot of things shortly that might seem overly nitpicky or critical, but I only say them in the interests of making a Perfect Game in the future, via sequel or expansion. AND because Jorge said you like every bit of feedback, so blame him. I like the music, particularly the main title. I know some people have complained about the combat music, but to be honest I just tried to remember what it sounds like, and I have absolutely no idea. After spending hundreds of hours in BG2 the only music I can remember off the top of my head is from character creation also, so maybe it's just me. The slow mo mode is great The fast speed mode is even better, but I really want a 4x option, not just 2x. It's still tedious walking back and forth across maps. In the IE games I just enabled the cheats and would teleport my party around city maps, to avoid having to watch them walk. I miss party AI a lot The graphics and sound are everything I would ask for. The dyrford area is particularly pretty. I've found a number of technical issues (most of which are minor), which I've reported in the support forum, but in general the game has been very stable for me and run very smoothly. I'm generally pleased with the level of technical polish. I do have a background in software engineering, though, so maybe I'm more understanding/forgiving of these things than your average user. I wish you'd stood strong on the locks and traps xp, and left it in the past where it belongs. The things in the chest are the reward. I actually like the bestiary xp, on the other hand. It's a pleasant reward as I fight things (and there are lots of things to fight on hard, apparently), but it doesn't encourage me to wipe every map clean. Plus it makes sense that I gain xp as I learn about a creature, but once I know all of its secrets the xp flow stops. Good good. I like the idea of the "accurate" fonts in the almanac, and the notes in the margins and stuff, but I have to really concentrate to read that gothic font I know this probably isn't your guys' fault, but it's slightly disappointing my physical copy hasn't shipped yet. Not that it really matters, I don't have the collector's edition and I already have a digital version of the game. ****************** USABILITY/UI *********************** I like the general look of the game HUD (I've only used the solid version). Since I'm playing on hard, I've never seen any of the little creature UI bars or anything like that, but I honestly think they're unnecessary. For me, I have all the information I need just looking at my screen. Which is great! I wish there were hotkeys to quick cast abilities and to switch weapon sets It would be nice if the companion quests had their own category in the quest section, because their names are hard to remember and I keep clicking on them looking to decide which quest to do next. If they don't get their own section, highlight them somehow so they're clearly companion quests I like the inventory, journal, and stronghold UIs The buying/selling UI is awful. I have to click like 100 times to sell up all the xaurip **** I picked up (which is apparently my main source of income for a while). There should be an option to select all [level of quality] items, or move every item of a certain type into the sell box. It's also tedious to scroll through the vendor inventory, and the sort buttons should actually remove items from the list, instead of just greying some of them out. I think not showing spell area indicators on expert mode is a huge mistake. I cannot for the life of me understand why someone would want to play without being able to see the exact AoEs of their abilities. It's not like counterstrike where no-scoping makes you a pro, and not having AoE indicators in the IE games was a failure of UI, not something that should be replicated. This game is about pausing and planning exact movements and strategies. Since I never played with the circles, I had to straight up guess at my abilities when I started playing, and as a result I'm completely unable to carefully place area spells amongst enemies I'm engaged with. All 4 of my friends I mentioned that "feature" to thought it was ridiculous also. the links and tooltips to explain game mechanics are very useful When I first started making my character, the game asked me to choose a race before ever explaining the attribute system. It would be nice if the char creation screen featured the same tooltips that the rest of the game does, because I had skip forward to the attribute allocation, read about all the attributes, and then go back and start again. I could've minimized and dug out the manual, but to be honest I didn't trust its accuracy, because I know lots of things can change in the last month before release The enchanting UI isn't super clear. I initially held off on enchanting things at all until i was level 7 because I didn't know if I could later overwrite or remove enchantments. Actually, I'm still not sure if you can remove them. I know portraits are super time consuming, and it's unrealistic to expect a portrait for every 3d face in the game, but the godlike options are quite limited in terms of portraits, at least for death godlikes. Also a lot of the portraits were a little more... happy? than I'd like. I don't make whimsical characters with bright eyes or wide smiles, I make characters that kill whimsical characters with bright eyes or wide smiles. I felt like some of the more serious portraits were kind of over the top with snarling or making angry faces. I actually almost reconsidered my character archetype because I couldn't find a portrait I liked, and eventually chose a helmet with horns that very vaguely resembled my godlike's head. If it helps, my favorite set of portraits from the IE games was from IWD2, by far. Actually, does anyone know if you can import portraits into the game? I'll just copy those over. I wish the game actually did the dps calculations for me, so I could see EXACTLY how changing armor types is affecting my damage output. ****************** COMBAT/MECHANICS *********************** On the whole, I think the new/updated mechanics are great, I think the design team did an excellent job Engagement is good. Third ed D&D had engagement in the form of of attacks of opportunity, and I think the ability to control areas makes this game far more tactical, not less I think the tactical choices between different spells and damages types is pretty good. I always look for which saving throw type an enemy is weakest against, and cast that sort of spell at it. I don't bother to check enemy, DR values for different physical damage types, but I know that I should. I just don't need to. My initial impression of spell diversity is that it's pretty good, in terms of both effects and damage types, but could definitely stand to be fleshed out a bit. A good starting point, though. Thank god there is no ammo. Dealing with ammo is ****ing tedious, and there's no point to it. Thank god for the stash. Filling every inventory with gems and other **** you're just going to sell so you can pack it out of the dungeon is also tedious. I like how some items automatically go to the stash There seems to be absolutely no incentive whatsoever to diversify skill selection. Seems like every character should put points into one skill, and only one skill, with the possible exception of athletics, because damn that priest getting tired is annoying. As far as I can tell, survival is useless and mechanics is super, super, super important. Stealth is useful for stealing some trinkets, but not really important either. Lore lets me use scrolls, which is moderately useful It's tough for me to tell how useful any of the skills but athletics would actually be in conversation, because expert mode doesn't show me dialog options I can't choose, so maybe some of my perceptions are off I wish I could stack bonuses from items. I understand this is hard to balance, but it also lets me customize my character more heavily The rest supplies limiting... I understand why it was put in, but ultimately it doesn't actually keep me from just going to the inn, getting some more, and heading back down. It makes rest spam more tedious, but doesn't actually remove it. It might be an unsolvable problem, though, aside from just removing the ability to rest in dungeons, which is far more realistic, but maybe a little too punitive. I don't know. I think the resting supplies was maybe the best possible solution, but that still doesn't make it a great one. I really dislike the whole "stealth is scouting" thing, it just makes me creep around the map really slowly so I don't miss anything secret. It's tedious I also don't really like how every combat starts with stealthing the whole party in Characters should be able to stealth invidually I think the general combat and game balance are vastly superior to the IE games, as they should be. I'm going to enclose a ranting digression about why I believe this is so in spoiler tags here, because it's not completely germane ****************** CLASSES/RACES/ATTRIBUTES*********************** I think wizards and rangers are by far the weakest classes, just from my experience with the companions The wizard's spell selection just doesn't seem to be as good as the druid's, at least early on. Seems like the druid not only has a bigger spell selection because he's not grimoire-limited, but he also has great untargeted (returning storm, anyone?), and single target damage options. Druids also have the summon, which is amazing. I couldn't imagine beating the game without a priest, which I think is a problem. I think the buffing and healing should be distributed a bit more amongst the other two heavy caster classes, so you don't HAVE to have a priest. I also think the priest should have a little more offensive capability in terms of spells, but that's just me. Every fight he just casts buffs or heals constantly, unless the fight is easy, in which case he just stands and fires his rifle. Ciphers seem to be amazing. I'm totally going to make a cipher as a second character. Three bouncing mind blades at the start of every fight? My cipher OWNS groups of enemies. Not to mention the damage amp spell (hourglass icon, can't remember the name) is fantastic against boss type enemies. She even hits pretty hard with her attacks, thanks to soul whip. I don't think the value of immediately available, limitless, per-encounter abilities can be overstated. The chanter seems to be sort of a reverse version of the cipher in that he has to wait a long time before casting one ability, then wait a long time again, and it's definitely for the worse. I think the idea of the class is really cool, and the passive, customizable chanting is good, but it absolutely pales in comparison to my aforementioned bouncing blade salvo at the start of every fight. My chanter will get off one, maybe two spells per encounter, and while some of them are really good, it's just not as powerful. I think the speed at which he sings should be sped up, so he can cast real spells sooner into combat (the first 10 seconds of combat usually determine how things will end), and I think his chanted verse effects should persist a bit longer. I think the mage desperately needs more per-encounter abilities. I carried the mage companion until at least level 6, and he was the main reason I had to rest. That, and the stupid priest running out of health constantly. He just doesn't have enough spells on demand to compete with the cipher in terms of damage, particularly since all his damage spells I've found also hurt my party, and he can't sustain damage output. I think the wizard should be able to use one free spell of every level he knows, per encounter. That way he's useful and exciting in easy and moderately difficult fights, without completely blowing his load before things get serious, if you know what I mean. I can't speak to the paladin, barbarian, or rogue, because I've never seen any of them. The latter two look good on paper, though. Haven't read much about the pally yet. The ranger seems to be bad. Which is really unfortunate, because I like playing them. I think the issue with the ranger is they're penalized so heavily when their pet dies, and the pet just dies like crazy. That thing lives to die. My experience with the ranger (who I carried with me for 2-3 wilderness maps worth of encounters) was that any time the pet is engaged in melee, it is dead. You really need to attack the target your pet is attacking, which means if the pet is engaged you can't focus the same target as the rest of the party, and disengagement attacks destroy the pet immediately. Also any creature actually attacking the pet destroys it immediately as well. Then the ranger is useless. I think the pet needs per-level bonuses, if it doesn't get them already, and at least needs its tankability increased greatly. Maybe make it so the pet can't engage targets, or at least not without a talent, but make the damn thing hard to kill. I think it needs to be more like a ranger pet in world of warcraft to be viable. I'm happy with the bowman actually doing all the damage in the background, but since the pet is so important to the ranger abilities, it needs to be able to survive much better. I plan to make a custom party next, and carry a tank of some sort, a fighter or barbarian for damage and secondary tanking, a cipher, priest, druid, and maybe a rogue. All the character creation options are great - the backgrounds, abilities, all the little choices In general I like the attribute system, although I'd rename might to power and dexterity to speed Shouldn't interrupt be based on how much damage I do? Having one's arm chopped off tends to disrupt one's casting, after all. Or maybe it could just be based on weapon type, with a % chance to interrupt on the weapon that's checked on every hit, with an increased chance to interrupt on crits I don't really get perception and resolve. Like, if I make a high perception character, what have I just done? I'm good at interrupting? Is that a thing? Will that make me master of the universe? Might, con, int, and dex are all very clear, I could see basing characters around those stats, but perception and resolve I sort of stared at for a while, wondering if I should put points into them. Seems like those two stats could maybe be combined, and the saving throw bonuses be redistributed a bit so everything's even. I do like how multiple stats influence each saving throw type I also like how every stat is actually useful for every character, and I'm not sure how someone could complain about this. No, an int-only fighter isn't GOOD, but it's not ****ing wretched like it would've been in an IE game, either. Sometimes leveling up does feel a little bit empty, even though it's more exciting than than leveling up in the IE games. I think the game should show me what passive stats I gained on the level up screen. It would also be nice if I got stat points occasionally, just to spice things up. Have you guys played Wizardry 8? Best level ups I've ever had. Lots of stat and skill points to allocate every level, new spells, AND new skills unlocked by maxing out stats. Plus you leveled often, which is exciting too. I also really liked how in that game you'd increase skills by using them, it made every combat important and rewarding, even if you didn't get phat loots. I realize that as an IE successor that sort of thing is maybe a little non grata in these parts, but it was still cool. In general, I like how every class can use every item, weapon, and armor, but I feel like maybe they should be differentiated a little more. Maybe certain classes are better with certain armor types, but there's no reason you can't just wear whatever you want. Even after playing all this time, I still have no idea what the best way to build my chanter or cipher would be, partly because the game doesn't nudge me in any particular direction, and their mechanics aren't so straightforward I can just eyeball the best way to increase their dps. Most notably, I'm not sure if they're better in melee or ranged. ****************** QUESTS/ENCOUNTERS/LOOTS*********************** Unfortunately, I think the game is generally too easy. Or maybe just the optional content is too easy (at least so far). I completed all the wilderness areas around gilded vale, then went to Od Nua before completing raedric's hold (cuz I got the bug), so I was without what I have to think was a large chunk of xp. I had 5 chars in my party: my high might, con, and perception death godlike fighter who wears plate and dual wields swords (I call him "the grim reaper" because I took the bloody slaughter trait, I wanted him to specialize in finishing things off), the fighter companion, wizard companion, chanter companion, and priest companion and delved straight down to level 8 of the mega dungeon. I think I was level 4 or 5 when I started? I didn't go to defiance bay at all. I did have to come up and rest and resupply a few times, of course, but there was no point in the dungeon where I ran into something that made me think "ok, I've hit a wall, time to go elsewhere." Which is what I was expecting. Some of the battles were hard, don't get me wrong, but not so hard I couldn't beat them. I'm sure there was no way I could've beaten the whole thing right then, but I expected it to be harder, like I'd only get through 2-3 levels at that point, particularly without a full party. In light of the above, I think enemy leashing should be removed, at least on hard and super hard, and all the enemies in a room should aggro if any one of them is. Or maybe they're supposed to, and it's bugged? Yeah, I know kiting and abusing the leashing is cheating, but killing the same group of ogres 5 times gets tedious. It's just a shortcut to something I could've accomplished anyway. Pulling is too easy, and since my strategies all revolve around choke points, I usually don't even know there were un-aggroed creatures until I've already killed the first half, and proceed further into the room. I think the hardest area in the game for me by far was the temple in gilded vale. I tried to do it first, before I even had any companions, and then again after I got one, but was unable to beat it until I had 3. Even with three, I had to go do some other things first, because there was one shade fight I just couldn't seem to beat. As a result of my doing a lot of the optional content first (I went straight from Od Nua to Dyrford), the critical path is now very, very easy. I can even just run through the encounters with slow-mo disabled, like in the IE games of old. I like the quests so far. I've done all the optional content up until defiance bay, and a lot of the optional content within, from what I've found. I've done 3 of the plot quests in the city, also. The absence of fetch quests is nice, and organizing things into quests and tasks is great. It's GREAT that there are different solutions to some quests, and a lot of things are not what they initially seem On the whole, I'm a bit disappointed with the loot in the game. The fine/exceptional/superb progression is clear, but kinda boring. There seems to be a huge shortage of boots and belts in the game, and I kinda miss having a separate cloak and necklace slot. The unique items are cool, but I feel like there aren't that many of them, and the abilities they give are largely... soulless? I'm not expecting every weapon to be a Lilarcor, of course, and some of the items are really cool, but there's a lot of +1 to a stat, or +25% frost damage, and the like so far. Things that are good, but I haven't seen anything like a vorpal weapon, or a crom faeyr, or a wave halberd, or a belt of inertial barrier, tansheron's bow, heartseeker, blackrazor, the answerer, psionicist's blade, etc. Things with cool extra effects or abilities. I do really like the items that improve specific class abilities I feel like I have a ton of money, but can't find anything good to buy with it. I've already cleared out the shops in the stronghold, defiance bay (that I've found, and I've been to 4 of the areas), and dyrford village The shops in the stronghold are disappointing, also. They didn't sell much I was interested in; I expected them to have some really high level things. Maybe the really cool loot is waiting for me down the road, but I'd rather have it available now, just really expensive. One of my biggest pet peeves in a game is not giving me the loot I feel like I deserve. For example, I see that this drake in od nua has a room STACKED with gold and treasures, and I go to an awful lot of bother to kill him. I think to myself that I am now in the money, and rub my palms together with glee. Except the giant pile of gold turns out to be what I'd refer to as a "pittance" of coppers when I actually loot it. Somehow, a group of people in another area whose whole thing is that they're slaves, serfs, and the homeless downtrodden are considerably more wealthy than 7 levels of mega dungeon combined. On average I'd say I got maybe one usable item per level? Some of it was pretty good, don't get me wrong, but I felt like I didn't get much out of some of the levels, except the ability to go to the next level. The enchanting system is cool, and I think the crafting system has potential, even though I haven't used it (I'm level 8 now, I think) For the mega dungeon, I kinda wish there were more levels that were purely diplomatic, or at least, not super combat-heavy. It gets to be a bit of a slog wading through darguls room after room. I even wouldn't mind some levels that were just one encounter. One unique, tactically different encounter, maybe bookended with some dialog. I love a good hack and slash as much as the next guy, but I think a little bit more level to level diversity would've been a plus. Or maybe just weaving more of a story from level to level? I really liked finding the pages of the journal from the expedition, it would've been cool to have the journey downward be a little bit more of an exploration about what the endless paths actually are, and who the master is, as well. If I didn't say it already, I do really like how different all the od nua levels feel, in terms of aesthetic and enemy types. Also the giant adra man is still cool ****************** COMPANIONS/PLOT *********************** I like most of the companions (although I've never had the paladin in my party), but I don't think there's a Minsc, Jan, Morte, or Dak'kon in the group. Meaning the companions are good, but I don't think there are any super-memorable standouts, at least for me. The plot is good, but not great, from what I've seen. In BG2, Torment, the kotors, and the Witchers, some of my all-time favorite plots, I felt a lot of personal investment in the story. There are big things happening to my character, that I can identify and/or empathize with, and I want to figure them out, get revenge, whatever. The bastard stole my soul. I'm going to hunt him down, tenaciously, because I hate him. "You... you live *yet*! You possess less than a fraction of your soul, and yet you continue to oppose me?!" I'll oppose you all the way to hell, in fact, you sorry son of a bitch. Give me back my soul. I need it, for doing things with. In Pillars, I know that the hollowing is a Big Bad, but I don't feel that personally connected to it. My character isn't even from the Dyrwood, he's from the White that Wends, where I don't think the Problem exists. Yes, the one guy accidentally made me into a Watcher, but I didn't actually really realize that that was apparently another Big Bad until much later, even after the important convo in Od Nua (which I thought was very well done, by the way). I actually thought it was kind of a good thing. Or at least a mixed thing, like being a Bhaalspawn. Maybe I haven't gotten far enough in, and it picks up, but for me I don't feel quite as drawn into the story as I did in some of those other games. Again, the plot isn't bad by any means, I like the writing and I think the plot is interesting, but some of that might be because of the rich history of the world, and the mystery surrounding the gods, etc. I also like the whole idea of souls being important. I think the world was built very well. I really liked the ranger companion, but I didn't take her because I thought her class wasn't good enough the wizard companion was fine, I didn't get to know him too well before I replaced him the druid companion is sort of irritating, but also funny sometimes. I mostly take him because I think druids are good, not for his personality I like the fighter companion the cipher and priest companions are interesting, I've talked to them and I like their hidden depths (were they the Avellone characters?) I was a huge Kreia fan too, though, and I was always really disappointed I didn't get to find out more about Fall-from-Grace. I think the chanter companion is a bit of a boof, even after doing his class quest (his is the only one I've finished). I've not been super motivated to talk to him for fun a number of the companion interactions have been pretty funny I'm sure some of this is a little unclear or verbose, because it's late and I'm very tired, but hopefully it's helpful to the devs. I guess this turned into kind of a labor or love, but I like this game, and I want to see sequels and expansions that build upon the success established here. I'd be happy to clarify or expound on any points, should it please the court. tldr - I think the content in the game is good, and the systems in the game right now are a great jumping off point to creating more content in the future, either in this game or in sequels/expansions.
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Can not proceed with two side quests in Defiance Bay
Oasis3307 posted a question in Backer Beta Bugs and Support
At all costs:When it had been revealed that Verzano was manipulating me, I returned to his place and killed him with Doemenel's men. Then the quest would not continue. And the journal appears: "Return to Verzano in Ondra's Gift" even though the house is empty. Missing sentries: I encountered the four missing guards in the tomb, but had to kill all of them along with the ghost as my resolve was low. Nothing happened on journal after I cleared the tomb, and nothing happened when I returned to Wyla. -
A Moment's Respite âș Pillars of Eternity âș Act 1 âș Saving Heodan âș Quest Guide https://youtu.be/lmSEVG_YL9s?list=PLeusrXH_hwph8tkMqpKRX1njMaRY8gbza The Ruins of Cilant Lis âș Pillars of Eternity âș Act 1 âș Dungeon Guide âș Quest Guide https://youtu.be/kOBIbepM2eA?list=PLeusrXH_hwph8tkMqpKRX1njMaRY8gbza Vengence from the Grave âș Pillars of Eternity âș Act 1 âșDifferent Outcomes âș Quest Guide https://youtu.be/Np3-DOw557Q?list=PLeusrXH_hwph8tkMqpKRX1njMaRY8gbza Late for Dinner âș Pillars of Eternity âș Act 1 âș Quest Guide âș Saving the Dwaft âș Inn Discount https://youtu.be/NDlBrvbquI8?list=PLeusrXH_hwph8tkMqpKRX1njMaRY8gbza Buried Secrets âș Pillars of Eternity âș Gilded Vale âș Quest Guide âș Walkthrough https://youtu.be/4fsfnYsv1E0?list=PLeusrXH_hwph8tkMqpKRX1njMaRY8gbza Against the Grain âș Pillars of Eternity âș Gilded Vale âș Quest Guide âș Walkthrough https://youtu.be/wWaZq-yb41U?list=PLeusrXH_hwph8tkMqpKRX1njMaRY8gbza Pillars of Eternity âș Character Creation âș Classes and Characters âș Abilities and Races https://youtu.be/A_YCUFTjpgQ?list=PLeusrXH_hwph8tkMqpKRX1njMaRY8gbza
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[392] Dragon Egg party members re-incarnate
Starwars posted a question in Backer Beta Bugs and Support
I wiped out the Dragon Egg hunters after intimidating them so there were three party members left when I fought them. Looted the corpses except one which I couldn't target After I went back to the village, and went back to the Dragon Egg cliff, the two characters who I had killed and looted had re-appeared though you can't interact with them. The guy who I couldn't loot had turned into a loot bag though I still couldn't target it.- 2 replies
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There appears to be a few sequence related issues to this quest/task. -Decided to not talk to Medreth first. -Talked to Nyfre at the Inn instead. -Going back to Medreth, you can say "I know where Nyfre is hiding" but there is no attack option, or option to say "screw you Medreth, I'm working with Nyfre instead" at this node (I believe you probably have to go back to Nyfre again and talk with her a second time). There should in my opinion be such an option there at this point. -I decided to attack Medreth's party manually instead, and wiped them out. But when going back to Nyfre, there is no option to say that Medreth is dead, so the quest (probably) broke when I attacked Medreth's party manually.
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[364] Completing Cat and Mouse Quest bug
Hormalakh posted a question in Backer Beta Bugs and Support
[Description:] When completing the Quest "Cat and Mouse", if you kill Nyfre and tell Medreth about it, he'll give you something, and then walk off. However, if you leave the area and return, Medreth is again back at his post as if nothing has happened. You can select the dialogue options to complete the quest again (without the loot and xp rewards) and Medreth will walk off again. [steps to reproduce:] 1- Start quest as Vailian rogue. 2- Get quest from Medreth 3- Talk to Myfre and kill her party. 4- Return to Medreth and tell him that Nyfre was found and tha you killed her. Medreth and his crew will now walk away. 5- Go to another map or enter the dracogen inn. 6- Exit the inn. Return to where Medreth was. 7- You will find that Medreth is there again. You can initiate dialogue. 8- Tell him you found Nyfre again. Tell him you killed her. 9- Medreth will again walk away. 10 - Repeat 5-9 again. [What should happen:] Medreth should leave and not return. (He should take his stinky boar with him too!) -
[Description of the issue] When you return to the Dyrwood Crossing area after having chased away the two bandits and defeated the other three, once you return to the area or load a savegame, Norgar and Raolf have returned. [DETAILED list of steps to reproduce the issue AND what to look for] 1) Have a main character that can pass the Resolve 16 check in the conversation with the bandits. 2) Meet with the bandits and select the option which uses the Resolve check. Norgar and Raolf will run away, and you get to fight the rest of the enemy party. 3) After defeating them, save your game. 4) Load the savegame or exit and reenter the area. 5) Raolf and Norgar at where they were before they ran off, and they don't react to dialogue. You can still kill them by force-attacking. [Expected behaviour] Raolf & Norgar shouldn't reappear, or if they do, some contextual dialogue with them should be possible.
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Culture points are not applied during character creation. Not only that they are actually taken away during conversations. For example: During the creation of my wizard I chose these stats: When I get to the culture selection screen my resolve should have gone up 1 if I picked Aedyr. But instead it remained at 13 and if I make a selection that increases another stat my resolve drops by 1. Funny thing thou on the character screen (when you get in game) reports the correct value but doesn't apply it. More later. Now how do I know it subtracts it instead of adding. When you talk to the giant one of the conversation tree requires a resolve of 13 in order to select it but the option stated I did not meet the requirement to use that conversation tree. Sorry I did not take a screen shot of that. I should have been able to select it since I already had a base of 13 and a +1 for Aedyr should have given me a 14 but instead according to the conversion I only had a stat of 12.
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As title states: Using the return dragon egg as an example for a quest that does not give exp: This image I have 16633/21000 before I turned in the egg Here as you can see from the log entry I was supposed to get 9000 exp for the turn in I should have leveled up with that much exp but as you can see here there was no change and I did not level up
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[Description] Killing Medreth without talking to him after deciding to double-cross him in favor of Nyfre doesn't give you the line you need to tell Nyfre to complete the quest when you get back to her in the inn. [Test-case] 1) Take the quest from Medreth or Nyfre 2) Kill Medreth and his gang without initiating conversation with Medreth to tell him you'll be killing him. 3) Try talking to Nyfre. You can't tell her you've dealt with Medreth. This was a valid way to finish the quest in v333, but it isn't now. [Expected Behaviour] Talking to Nyfre after Medreth has died should finish the quest, possibly with different text depending on whether it was the player that killed him or some natural disaster
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Understanding Experience Points and Difficulty
Endarire posted a question in Backer Beta Bugs and Support
(I apologize. I've moved this post to the beta discussion forum, here.)-
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It seems that every time I enter the temple in the Ruins, the game puts me in combat mode, and does not stop until every single enemy in the dungeon is dead. Thus, I cannot save, cannot leave, or have my party members who are down get up. Does anyone else have this problem? Output log is attached (no save game, for obvious reasons). Have a very nice day. -fgalkin output_log.txt
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I'm sure there's been topics about this but I figured we could use another one. A huge part of the forums is about discussing the mechanics (understandably so), so let's have this one for the other stuff. Overall, I'm very pleased with this part of the beta. I quite like the ratio of conversations for one thing. I like the "flow" of the town if that makes sense. I also like that you can "shortcut" your way into the Skaenite dungeon if you're persistant, I hope there's a lot of stuff like that in the full game. The Blood Ties quest is the best quest as is. Excellent writing overall which doesn't really feel "forced grimdark" even though it is very grim indeed. I've only played through the quest twice but it feels like there's a good amount of options there. I guess I would always like an "Attack option" from *all* nodes in the Skaenite conversation in the dungeon, though you can manually attack him outside of the convo. The quest with the Orlan in hiding is nice but it also feels really short. Hopefully there'll be some sort of follow-up in the full game, it doesn't really feel like you can "dive in" enough in the details of it. The pig quest has a boring premise but it's made interesting by the Ogre. Again, it's great that we can actually talk with it and come to an understanding if we wish. And I love that it kinda ties in with the Blood Ties quest (well, the currier tries to make it that way at least). The dragon egg quest is the most boring one I think, it's just not very exciting. I like the adventuring band near the cliff. I like that there's a scriped interaction there also, but I'm not quite sure what is needed to bring the egg down safely? Athletics and something else, or Survival? I managed it once but I don't remember what skills I had (or what character I used if I used a different one). I like that there's a Bard in the Inn to tell some lore, but it feels weird in that it's her *only* purpose. You can't ask her at all about the other stuff going on in town which I found pretty weird. Her conversation also feels odd in that it doesn't have much (if any?) descriptive text compared to other conversations.
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I had already created a topic about my xp problem here: http://forums.obsidian.net/topic/68258-v278-xp-problem/?do=findComment&comment=1501849 I made a new test yesterday, but still the same problem... The new patch (301) hasnt changed anything, unfortunately. When I finish a quest, I never get xp reward. I'm stuck at level 5. I tried to play to the beta on another computer and it worked perfectly. I don't understand why ! I tried to unistall and install again, but it doesn't change anything. You can find my savegame here if you want : https://www.wetransfer.com/downloads/5fc8bff8267feea8dc74a3841ffc627020141003103710/23f6907412bd92995c6729d2d2f8698b20141003103710/905755 thanks !
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[v278] Inmortal Inmovable Incapable Rogue after escape.
Fiebras posted a question in Backer Beta Bugs and Support
[Description of the issue] After teleporting to another location the RogueÂŽs model becomes invisible and takes no damage from enemies, not even poison. [DETAILED list of steps to reproduce the issue AND what to look for] 1) Bring roude to a large group of enemies (Spiders in thsi case) 2) Once combat has started and the Rouge is being engaged, make her jump/escape to a point across the mob of enemies (we are taling about 10 or so meters) 3)Repeat until bug is achieved. Having the rest of the party dead may help. [Expected behaviour] The rogue apearing on the targeted spot and operating as norma. [Other remarks / Comments] I was fighting the Spider Queen on Hard difficulty. Party was nearly dead and the Rouge was engaged by one or two spiders. Made her jump to the other end of the mob. She re-apeared a few meters from her starting position with an invisible model being unable to attack or move, still being attacked by every spider and the damage registering in the combat log but without the rougeÂŽs health going down. Employed heavy use of the pause. Heres a picture: Waited for a while and her stamina never went below 28. Incidentally I had just reloaded a save before the fight and noticed my barbarian had extra visibly unused skill slots: I cant think of what is causing this bug. I might have experienced the same bug with the wolves but since I won that encounter the rouge probably re-apeared while in the spider encounter since it was a TPW and combat didnt end, the Rogue stayed glitched. Thats all I can think off.- 2 replies
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I have a very annoying bug since the beginning of the beta : When I finish a quest, I never get xp reward. I'm stuck at level 5. The new patch hasnt changed anything, unfortunately. I tried to play to the beta on another computer and it worked perfectly. I don't understand why ! I tried to unistall and install again, but it doesn't change anything. Does anyone have the same problem? EDIT : my save game : https://www.wetransfer.com/downloads/3daf02454a2ce6d7cf51d84230d7706820140904103310/363d41b3a2d3154d89f3cc23c1d2d65520140904103311/80e6de
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Oftentimes, there will be a piece of text that overlaps with the dropped capital. Take for instance It's a bit hard to decipher, but it shows the issue. This one I got by 1) Create game, preferably with low-strength character 2) Head to Skaen temple 3) Try to push the cover open with a low-strength character and fail the check 4) You should have overlapping text on the dropped capital Expected: No overlap Note: I've noticed this often seems to happen on skill checks / stats checks. I recall seeing this on the successful "climb down" check at the Dragon's den as well.
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[DESCRIPTION] Peacefully resolved the Ogre quest by talking the Ogre into leaving. Returned to Rumbald and told him we convinced the Ogre to leave. After that, chose the convo option to give him 400 cp. Combat log notes thta Rumbald gives the party Lead Spitter and a piglet. As well, it noted the 400 cp lost. Finally, it notes that the party receives 1500 XP. However, no XP are actually awarded. [DETAILS] Save game can be accessed through link at bottom, where this can be tested, but: 1) Solve the Ogre quest peacefully by convincing him to leave. 2) Return to Dyrford and note your XPs before speaking to Rumbald. 3) Talk to Rumbald and tell him you convinced the Ogre to leave (convo option 1) 4) In the next dialog box, choose option 4, where you elect to give Rumbald 400 cp. 5) Note the awards in the combat log, which includes the items listed above. Note also that your XPs are not increased. Not sure if this is specific to these particular options or if you just don't actually get XP when talking to Rumbald when resolving the quest peacefully. [EXPECTED BEHAVIOR] Well, if the game tells me the party is gaining XP, I'd expect to receive said XPs. Save game: http://www.upload.ee/files/4239189/aeee5e2859064bd581301c4644fa8609_DyrfordVillage_7709942.savegame.html Output log also attached. output_log.txt
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Old thread. In the red corner, we have people who want to stick with the tradition of Infinity Engine games. Over in the blue corner, the wide eyed idealists who want fair XP distribution for all players regardless of playstyle. And apparently there's a few people who lept in and started painting another corner yellow advocating for learn-by-doing. Still have plenty of corners in this ring, it's not a triangle. So give your feedback. But I want a nice clean discussion, no low blows or personal attacks.
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I know many people have reported disappearing items, so it's nothing new. However, I want to report this one specifically because in every run I've tried in the game so far, while I can pick up the Ogre Head and it goes into my Quest Items inventory, I have not yet been able to get and keep the Ogre Blood. No matter what character I've tried with, when I pick up the Ogre Blood, it disappears from my inventory for good. I've not yet been able to keep it.
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Quest log appears to be empty after fight with Medreth
sendaran posted a question in Backer Beta Bugs and Support
Description of the issue: All entries in quest log, both quests and tasks, were wiped after fight with Medreth. Quest log restored only after full game exit. Expected behaviour: Quest log stays intact and updates appropriately. Steps to reproduce: I am unsure if this is repeatable, but this is what I did to the best of my recollection. 1) Quick saved near Medreth after letting Nyfre leave. 2) Talked to Medreth, lied about Nyfre leaving north but did not meet the requirements to pull that off. 3) Combat started, straight away quick loaded to see differences between conversation options. 4) Honestly told Medreth about Nyfre, combat again. 5) BB Rogue got maimed during the fight (anything could be relevant...) 6) Opened quest log, appeared to be empty. 7) Went to inn, rested, created new save. Tried loading the earlier quick save, quest log still empty. 9) Full game exit. 10) Loaded the save from after resting at inn, quest log is now restored and seems to have progressed as expected. -
Loaded up save file from last night, old save new bugs. all Quest/tasks disappeared from log, tried picking restarting quest by talking to person who originally gave it to me but conversation options where as if I had the quest. Odd symbols over all of the premade BB characters. when moussing over symbols tooltip was "BB X attack" where X was the characters name. tried going through area transfer, no change to symbols. After area transfer I attacked lions, after combat my priest would still play attack animation over and over an over tell told to move. many known ranger bugs (stam/health issues) that are already known. uploaded output log but forum said I am not permitted to upload save files. output_log_1.txt
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Hello Backers, So it appears that we have a large amount of missing string data in various locations throughout the beta. Since these issues need to be resolved individually, I am building a master list of the missing strings. This is both to organize the data in a way the developers can easily fix and to relieve pressure on the forums from these bugs being posted multiple times. Please post any findings of Missing Strings in this thread and I will come through periodically and update this post with the full list. Screenshots are still great for this, as it gives us a clear visual of the location of the issue. So please attach any screenshots of the missing string to your posting. I'll be starting the list with an example of some known strings. In an effort to keep the list readable, a primary location where or on what the string was found followed by a short description will be how I will be listing them. MISSING STRINGS Races Character Sheet - Human's Fighting Spirit description (when clicked) Character Sheet - Coastal Aumaua's Towering Physique description (when clicked) Character Sheet - Island Aumaua's Long Stride description (when clicked) Character Sheet - Boreal Dwarf's Hunter's Instincts description (when clicked) Character Sheet - Mountain Dwarf's Hale and Hardy description (when clicked) Character Sheet - Pale Elf's Elemental Endurance description (when clicked) Character Sheet - Wood Elf's Distant Advantage description (when clicked) Character Sheet - Hearth Orlan's Minor Threat description (when clicked) Character Sheet - Wild Orlan's Defiant Resolve description (when clicked) Character Sheet - Death Godlike's Death's Usher description (when clicked) Character Sheet - Fire Godlike's Battle-Forged description (when clicked) Character Sheet - Moon Godlike's Silver Tide description (when clicked) Character Sheet - Nature Godlike's Wellspring of Life description (when clicked) Classes Character Sheet - Chanter's Chant descriptions shown in the character sheet (when clicked) Character Sheet - Rogue's Deep Wounds Ability (when clicked) Inventory - Druid's Spiritshift weapons for all forms (Bear, Boar, Lion, Stag, and Wolf) when moused over or right-clicked Wizard Spell - Thrust of Tattered Veils has missing string in its description and debuff tooltip Talents Character Sheet - Hold the Line description (when clicked)Items Item - in Winfrith's Shop named Missing String purchased for 90cp also has missing description Item - Weapons with Reach show a missing string in their description Item - Weapons with 10% Graze to Hit effect show a missing string in their description Bestiary PƔgra - lacking flavor description when selected in the cyclopedia/bestiaryOptions Options menu - Missing String shown when selecting Polski language Controls menu - Missing String shown under Cancel Action key binding Graphics menu - Missing String shown when mousing over resolution Misc. Loading Screen - from front end "Did You Know? : Missing String" Party Records - Various enemies display their names as Missing String Lle a Rhemen - Staircase inspectable displays Missing String when clicked Thank you all for your tremendous support !!
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Hi everyone, first post here and just wanted to start by saying its exciting to see how the game is progressing. Had an issue with all of my quest/journal entries disappearing and therefore not being able to continue with any quests. Unfortunately i only noticed this when I went to turn in the ogres head and there was no dialogue option for turning in the head. Opened my quest log only to find that there were no entries! This took me by surprise as I had three active quests: searching for the daughter, the ogre and looking around town for the thief (nyfie, nyfle, whatever her name was). I am not sure what sequence of events caused this to happen, only that it happened at some point after exiting and reloading the game. Has anyone else had this issue?
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I had these invalid objects message in the conversation in the Inn. Do not think I have seen it reported elsewhere. I would not be able to remember what dialog options I had chosen before.