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  1. A Moment's Respite â–º Pillars of Eternity â–º Act 1 â–º Saving Heodan â–º Quest Guide https://youtu.be/lmSEVG_YL9s?list=PLeusrXH_hwph8tkMqpKRX1njMaRY8gbza The Ruins of Cilant Lis â–º Pillars of Eternity â–º Act 1 â–º Dungeon Guide â–º Quest Guide https://youtu.be/kOBIbepM2eA?list=PLeusrXH_hwph8tkMqpKRX1njMaRY8gbza Vengence from the Grave â–º Pillars of Eternity â–º Act 1 â–ºDifferent Outcomes â–º Quest Guide https://youtu.be/Np3-DOw557Q?list=PLeusrXH_hwph8tkMqpKRX1njMaRY8gbza Late for Dinner â–º Pillars of Eternity â–º Act 1 â–º Quest Guide â–º Saving the Dwaft â–º Inn Discount https://youtu.be/NDlBrvbquI8?list=PLeusrXH_hwph8tkMqpKRX1njMaRY8gbza Buried Secrets â–º Pillars of Eternity â–º Gilded Vale â–º Quest Guide â–º Walkthrough https://youtu.be/4fsfnYsv1E0?list=PLeusrXH_hwph8tkMqpKRX1njMaRY8gbza Against the Grain â–º Pillars of Eternity â–º Gilded Vale â–º Quest Guide â–º Walkthrough https://youtu.be/wWaZq-yb41U?list=PLeusrXH_hwph8tkMqpKRX1njMaRY8gbza Pillars of Eternity â–º Character Creation â–º Classes and Characters â–º Abilities and Races https://youtu.be/A_YCUFTjpgQ?list=PLeusrXH_hwph8tkMqpKRX1njMaRY8gbza
  2. 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.
  3. 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.
  4. 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.
  5. [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!)
  6. 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.
  7. 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.
  8. [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
  9. [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.
  10. 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
  11. (I apologize. I've moved this post to the beta discussion forum, here.)
  12. 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 !
  13. 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
  14. [Description of the issue] After teleporting to another location the Rogue´s 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 rouge´s 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.
  15. 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
  16. 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.
  17. [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
  18. Under PillarsOfEternity_Data\data\localized\en\text\quests 01_defiance_bay_coppleane should be 01_defiance_bay_copperlane Under F:\Steam\steamapps\common\Pillars of Eternity - Public Beta\PillarsOfEternity_Data\data\localized\en\text\quests\critical_path Act_4 should probably be Act_3 ?
  19. 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.
  20. As I understand they've said they just want combat to be for the fun of it. Taking away experience rewards from enemies just seems like it will leave the combat a bit unrewarding. I feel like I will skip even trying to get in fights because there's not much benefit and mostly detriment. You risk your characters getting hurt/knocked out/killed for what, beating enemies juts for the fun of it? There's always a balance of risk vs. reward in these kinds of games and it seems that balance has been upset. Sure some enemies may drop items, but that'll be the only reward of combat? I think it's a mistake for them not to give any exp. Perhaps cutting the exp gains from enemies down so that you don't gain a ton, but none? That means the only point of the game is to just grind through quests as fast as you can with no reason to kill enemies and skip all unnecessary stuff. It pigeon holes players into playing one specific way. What if players don't want to do many quests? The only way to play if you want to get anywhere is by questing now. There's no just going out and adventuring around killing things as a form of progression. Let's face it, players want to be rewarded and they want to get that reward via the fastest means possible. That means is going to be skipping unnecessary combat and leaves combat in general feeling like a chore that you must do along the path to grinding out these quests. I haven't played the beta myself so this is just as I understand it from what I've heard and read. Just wanted to get my thoughts out about this.
  21. OK, so I killed the ogre an picked up his head (on BBPriest). It's possible I might not have had quests in my log at that point (see this bug: http://forums.obsidian.net/topic/67460-bug-lost-all-quests-upon-reloading-a-save/) as my quest log does not show him dead (although interestingly it DOES show my having talked to him in regards to the missing elf). Anyway, I have the head in my inventory, but not with my main character. Not sure if that makes a difference. I can't turn in the quest. And when I tried to move the head to my main character, in case that mattered, it disappeared. This is a fully reproduceable bug and I would love to upload the save. Except that it's 868KB which exceeds the amount I'm allowed to upload.
  22. I can't, for the life of me, doing remember anything that gave me XP. Maybe the quest rewards aren't implemented yet, but I feel that whenever you quest XP for doing something, it should be announced loud and clear. I'd post a list of steps to reproduce, but since I don't know any even where you get XP, I can't have such a list except a theoretical one 1) Do something that should give you XP 2) Notice that you aren't notified of it Expected behaviour: You should get some form of notice. My preferred option would be to use those "Quest Updated" scroll, and have something like |-------------------| | Bob's Toothache | | ~Completed~ | | 1500 XP | |-------------------| Accompanied with some appropriate sound / fanfare to celebrate and catch your attention.
  23. 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.
  24. Grappling Hook Non-Detection [Description of the issue] Grappling Hook not being detected by cutscene 1. Load up the attached savegame 2. Open Inventory, note presence of Grappling Hook 3. Open chasm cutscene 4. No prompt available for using grappling hook [Expected behaviour] Presence of Grappling hook should allow completion of cutscene Lockpicking Not Working [Description of the issue] Lockpicking not functioning in Dyrford Ruins - No feedback - success or failure 1. Load up the attached savegame 2. Attempt to unlock door just to the north west using BB Rogue 3. Fail to do so [Expected behaviour] Lockpicking should work on these doors, or some feedback that it is impossible [Other remarks / Comments] I got to this state on my first playthrough of the beta, I autoloaded after a combat wipe and resumed a save more than once. This may be related to savegame corruption? Still, thought I would upload this file just in case Dyrford Savegame.zip
  25. 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.
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