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Showing results for tags 'user interface'.
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Typo and Minor UI Issues in Character Creation/Level-Up
Litany posted a question in Backer Beta Bugs and Support
In attached screens: 1.) a typo for a cipher power ("bonust") 2.) pop-up tooltips getting cut off in 1920x1080 res. 3.) when clicking between monk subclasses, Nalpazca is cut off with no way to scroll down. Scroll bar then appears on Shattered Pillar but disappears when attempting to scroll. 4.) when creating a wild orlan character, I clicked on the hair button and her hair disappeared with no way to restore it. -
1. After completing one of the scripted "choose your own adventure" interactions on the map (the one to the left of the starting village with large lagufaeth) there was a constant sound effect of using a skill from that scripted interaction. Could only fix it by quitting the game completely. 2. Stormturner cloak's visuals are bugged. EDIT: Tried another enchanted cloak and it's bugged as well, only normal cloaks seem fine. 3. Some popup textboxes are not formatted properly and go beyond the screen area:
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So, the tooltip during character generation indicates the Beguiler's bonus' apply to his/her "Illusion" spells, but the keywords for the spells are Echo, Deception, and Shred. I would assume this is suppose to imply that these bonus' are for the Deception spells (maybe Echo), but it could be that the illusion keyword is missing from the spells themselves (not as likely in my estimate). It could use some clearing up.
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[364] Can't Scroll Savegames If Hovering Over a Button
Gairnulf posted a question in Backer Beta Bugs and Support
[Description of the issue] In any of the game's interfaces, it's impossible to scroll up or down with the mouse wheel, if your mouse pointer is over a button. This can be tested in the Load game screen or in the Controls screen. [DETAILED list of steps to reproduce the issue AND what to look for] 1) Have enough savegames in order for a vertical scrollbar to be present in the Load game screen, or go to the Controls. 2) Hover over a Load or Delete button in the Load game screen, or over the Restore Defaults button in the Controls. 3) Try to scroll the list down or up. [Expected behaviour] The lists should scroll even when hovering over a button. -
[Description of the issue] When viewing a weapon's description window, stats are based not on the currently selected party member, but on the party member in whose inventory the weapon is. [DETAILED list of steps to reproduce the issue AND what to look for] Example: 1) Place a weapon in the inventory of one party member 2) Equip a weapon of the same class in another party member's quick slot. 3) Have the second party member selected in the inventory screen. 4) View the description of the weapon you placed in the first party member's inventory. 5) Click "Compare" in the description window. 6) Notice that the weapon is "compared" with base stats shown as if it was equipped on the character in whose inventory the weapon is [Expected behaviour] I expected the selected party member's skills would have been used as a base for calculating the minimum-maximum weapon damage. A weapon's min-max damage should update according to which character is selected, not which character has the weapon in their inventory. When people click "Compare" and a window pops up comparing to their currently selected character's weapon, they usually expect that the weapon being compared will also use base stats as if it was on the same character. In the current state of the game, the weapon being compared should be in the inventory of the same party member as the weapon it is being compared to. [Other remarks / Comments] The "Resolution" sabre is in Eder's inventory, but although I'm comparing it to my character's sabre, Resolution uses Eder's base stats to calculate the damage - 17-25 instead of 18-27.
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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 Pŵgra - 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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I go to drag select, but my mouse is over an enemy when I push down left mouse button. Rather than drag selecting, it will give a move order to the currently selected unit when I lift up on left mouse button. This causes frustrating situations where a move order is given without the player realizing it, causing a character will die instantly for disengaging combat for no apparent reason. If I drag select multiple characters, and tell them to attack an enemy, I find that often Eder, who is using Melee, will not be given an attack command, and will just sit there for no apparent reason. This may be because he cannot pathfind to the target. This leads to situations where Eder is left not contributing to the fight without me realizing it.
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[Description of the issue] Casting a healing spell for example, by clicking on a party member's portrait will not make the caster cast the spell on the character but on the ground underneath that portrait. [DETAILED list of steps to reproduce the issue AND what to look for] Example: 1) Select a caster character with some healing spell. 2) Select the healing spell. 3) Click on another party member's portrait 4) The caster moves if necessary to get in range for casting the spell and casts the spell on the spot on the ground under the portrait. [Expected behaviour] The character whose portrait was clicked should be the target for the cast healing spell. [Other remarks / Comments] I think I saw this fixed in a previous bb version, or was I wrong?
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[Description of the issue] When you open a category of crafting Recipes in the Crafting interface, the list of recipes and their categories scrolls to the top. [DETAILED list of steps to reproduce the issue AND what to look for] Example: 1) Open your inventory 2) Open the Crafting interface 3) Expand enough categories so that a scrollbar appears 4) Scroll to the bottom and expand another category. 5) The list scrolls to the top. [Expected behaviour] The list should not scroll at all, or if it scrolls it should scroll to the top of the last expanded category (if that is possible within the list's total height). [Other remarks / Comments] If it should scroll, it would be preferable to have some animation to the scrolling.
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[v278] UI issues when running resolutions above 1080p
kujeger posted a question in Backer Beta Bugs and Support
There are some scaling problems when running at resolutions above 1920x1080. 1) 3D models in character creation/levelup or inventory are scaled instead of rendered at the current resolution. The result is very blurry characters. I realize that 2D artwork is by necessity scaled (presumably current UI 2D artwork is only made for <=1080p resolutions. I hope higher resolutions are planned!), but this should not apply to 3D content. Example: 1920x1080: 2560x1440: 2) All text is similarly rendered at a low resolution and then scaled, instead of rendered properly. Results in pretty blurry text. 1920x1080: http://kumini.kujeger.net/dump/2014-09-04_00012.jpg 2560x1440: http://kumini.kujeger.net/dump/2014-09-04_00013.jpg 3) Some elements get (partially) cut off from the screen. Note the quest notification in the upper left, that is clipping both art and text: http://kumini.kujeger.net/dump/2014-09-04_00006.jpg -
The "paper unrolling" sound when tutorial messages show up will not stop repeating in a loop. Even when i turn them off the sound will just randomly start and will not stop unless i exit the game and reload. Any ideas?
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First of all, you forgot to add cyrillic initials. Just like that. Second of all, I guess the font itself you also forgot to make, so the game uses my system font, which looks like **** in game. I can live without ligatures (although I'd prefere not to), but the absence of the decent font is a no-go for me. I'll stick with the english translation for now, but I hope you'll update the font soon.
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[Description of the issue] If an object interaction requires an item to be equipped, any party member can preform that interaction, as long as the player character has that item equipped. [DETAILED list of steps to reproduce the issue AND what to look for] Example: 1) Go to Cilant Lis' the hall with the braziers 2) Equip a torch on the player character 3) Select Heodan or Calisca and click on the braziers. 4) The braziers will be lit, although your party members have no torch equipped [Expected behaviour] I expected the other party members would be unable to perform that interaction. [Other remarks / Comments] I know this isn't a severe problem, but it still looks goofy. BTW, I was against the "every party member interacting equals the player character interacting" logic from the start.
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[480] Some inconsitancies/improvement in combat log
Headbomb posted a question in Backer Beta Bugs and Support
In the combat log, I notice some inconsistencies and improvements that could be made. 1) Many lines do not end with a period. Exemples include ...and hits with additional effect. Petrified (4.3 sec) BB Fighter hits Nridek for 39 Pierce damage. Prone (4.8 sec) This should be ...and hits with additional effect. Petrified (4.3 sec). BB Fighter hits Nridek for 39 Pierce damage. Prone (4.8 sec). Basically, when there's a status effect with a duration, the final dot is missing. 2) Ellipsis are not followed with a space. Exemple ...and hits with additional effect. Petrified (4.3 sec) This should be (also adding the final dot) ... and hits with additional effect. Petrified (4.3 sec). 3) Combined results are not pluralized correctly, nor to they include the final dot. Exemples include Gunketeer: 1 Miss, 3 Graze, 1 Hit BB Priest: 4 Miss, 4 Graze These should read Gunketeer: 1 Miss, 3 Grazes, 1 Hit. BB Priest: 4 Misses, 4 Grazes. 4) Combined results could include the final damage. For exemple Gunketeer: 1 Miss, 3 Grazes, 1 Hit for 43 Pierce Damage. BB Priest: 4 Misses, 4 Grazes for 12 Pierce Damage. 5) Inconstancy between some enemy names and enemy abilities. For exemple Crystal Eater (Crystal-Eater's Freezing Pillar): 2 Graze, 3 Hit, 1 Crit This Crystal Eater should be consistently hyphenated (or consistently unhyphenated). 6) The result of some attacks often precede the attack roll. For exemple BB Fighter hits Nridek for 39 Pierce damage. Prone (3.8 sec) BB Fighter (Knock Down) hits Nridek. or Crystal Eater casts Crystal-Eater's Freezing Pillar. Crystal Eater killed BB Rogue. Crystal Eater (Crystal-Eater's Freezing Pillar): 2 Graze, 3 Hit, 1 Crit or Party gained 250 experience. Bestiary Progress - Crystal Eater 83%. 1200/1440xp earned. Gunketeer killed Crystal Eater. These should be correctly ordered as BB Fighter (Knock Down) hits Nridek. BB Fighter hits Nridek for 39 Pierce damage. Prone (3.8 sec) (or even better BB Fighter (Knock Down) hits Nridek for 39 Pierce damage. Prone (3.8 sec)) and Crystal Eater casts Crystal-Eater's Freezing Pillar. Crystal Eater (Crystal-Eater's Freezing Pillar): 2 Graze, 3 Hit, 1 Crit Crystal Eater killed BB Rogue. and Gunketeer killed Crystal Eater. Party gained 250 experience. Bestiary Progress - Crystal Eater 83%. 1200/1440xp earned. or even better Gunketeer killed Crystal Eater. Party gained 250 experience. (Bestiary Progress - Crystal Eater 83%. 1200/1440 XP earned.) -
Edit: (BBv480, linux), this report isn't for previous version. Sorry for the wrong version in the thread title. [Problem] There are several issues with spell Suppress Affliction: 1. Description doesn't clearly explain, that only afflictions, which are active at the time when Suppress Affliction is cast, are suspended. 2. Description shows only base spell duration (15 sec), even through this duration scales with Int of character. 3. Spell itself doesn't look like it temporary suspends afflictions, as stated in the description, but cancels them -- tested effects aren't probably reapplied again after end of suppression. 4. Also those cancelled afflictions are shown in the tooltip next to character portrait till end of combat (there is no timer). Icon of one of the tested afflictions - Blinded - preserves even after combat. Tested afflictions: Blinded, Sickened, Hobbled, Flanked, Stunned, Dazed [Examples and how to reproduce] For points 1. & 2. see picture below (BB Priest with Int=20): Add 3. & 4.: How to reproduce: 1. Enter the combat and cast a spell which grants one of the afflictions (eg. Blinding Web -> Hobbled), so that it targets also one of the party members. 2. Use BB Priest to cast Suppress Affliction on the friendly Hobbled target. 3. We can check that it's effect is nullified, Hobbled is erased from character sheet, though it is shown as an icon in the tooltip next to character portrait. 4. After end of Suppress Affliction spell, the effect of Hobbled isn't reapplied again (and timer isn't running). One concrete example: BB Fighter is affected by Dazed & Blinded (Cipher: Eyestrike): Note: Defl. and Refl. defences should be by 1 point lower here. But this is another bug, related to low attributes. Then when Suppress Affliction takes an effect: After end of the spell, no reapplied debuff + persistent icons in the tooltip: [Expected behavior] The spell can better communicate how it's working. Also an actual spell duration in the description would be useful. In case of suppression itself, suspended effects should be probably reapplied after end of the spell with continuing timer. Or in case it works as intended, the description should be changed accordingly and also the icons of afflictions should be cleared from the tooltip. [Comments] Possibly related to the Tanred's report: http://forums.obsidian.net/topic/71006-480-obsolete-effects-dont-disappear-from-the-effects-tooltipcharacter-sheet/
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[Description of the issue] After an enemy has taken some hits it's often occuring that the red dots disappear completely. [DETAILED list of steps to reproduce the issue AND what to look for] I don't know how to reproduce it. I've attached screenshots to prove it though. [Expected behaviour] Red dots should denote correctly at what stage is the enemy's health.
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[480] Click and drag borked in Merchant UI
Headbomb posted a question in Backer Beta Bugs and Support
[Description] When you exchange items between party members when perusing a store, clicking and dragging the item is equivalent to scrolling up and down your party's inventory. [steps] 1) Start new game (any character), or load existing save. 2) Go see Winfrith/Hendyna/Dengler/Any merchant, ask them to trade 3) Click and drag any item from one character to the other. Do this a couple of times. 4) Notice that the inventory scrolls up/down as you click and drag items from one party member to the other. [Expected behaviour] Clicking and dragging items should not scroll the inventory up/down, except perhaps when you reach the edges of your party's inventory. -
(linux, BBv480) [Problem] When a party member has enough experience to level up, the cross/plus icon appears on top of the portrait. In combat mode, this icon isn't present most of the time, but time to time blinks back to it's initial position. [How to reproduce] For example: 1. Start the game with a new character, don't level up, so the this element is visible over the portrait. 2. Start the combat, execute some action, such as an attack, and observe the blinking. Or if you manage to earn enough experience for the next level for the whole party, the party roster will blink like a christmas tree in the subsequent fight. [Expected behavior] The game should either show the level up cross all the time. We aren't allowed to level up in combat and the combat log informs about this. So this probably wouldn't bring much issues. Or make the icon fully disappear in the combat mode, without blinking. [Comments] As it is now, I'm not sure, but I think it's connected to the unit's action. When moving or idle, the cross is visible. It's not shown during recovery or action time. But it very briefly reappears (blinks) on the switch between the states recovery <-> action. Just in case the blinking is going to stay in game, I would like to ask to make it synchronized with the combat music;)
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(linux, BBv480) [Problem] If player reloads the game (F8 key), when an ability/item tooltip is currently on screen, the tooltip persists partially to the loading screen, as well as it's still present no the newly loaded game screen. The persisted tooltip doesn't disappear until the mouse hovering over another ability icon. This happens probably for all the ability tooltips as well as for quick items and weapons in sets tooltips, and also in case of tooltips of special icons of several classes (in the right bottom corner of portraits): Focus (Ciphers), Wounds (Monk), Phrases (Chanters). The loading screen persistence alone happens also for active effects tooltips (icons next to a party member portrait). [How to reproduce] 1. Quick save the game by F5. Select a character and mouse over an ability in the ability bar. 2. Press F8 key and observe the tooltip text on the loading screen. 3. When loaded game, there would be probably tooltip window still on screen. Supplementary screenshots for steps 2 and 3: In case of active effects tooltips, they aren't present in the loaded game any more, but the loading screen text persistent still happens, see picture below: [Expected behavior] No tooltip should persist on loading screen or onto the newly loaded game screen. [Comments] In BBv435, there was a bug of the enemy tooltip persistence, which looks like already solved in BBv480: http://forums.obsidian.net/topic/70363-435-persistent-enemy-tooltips/?hl=persistent Perhaps this issue shares similar roots?
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When creating a character recently, the tooltip of intelligence showed me that my will safe would increase by only +1 per point of intelligence, while all the other stats properly displayed a bonus of +2 per point. The value displayed in the charsheet in the game seemed to be actually +2 per point of intelligence.
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[480] Unintentional assignment of Hotkeys to abilities
Rymosh posted a question in Backer Beta Bugs and Support
If there are customized key bindings using Shift or Ctrl modifiers it may happen that an ability gets assigned to a hotkey unintentionally. Example: 1) Customize key bindings and define CTRL-N for "Next Character" 2) Hover the cursor over an ability 3) Switch to the next character using the key CTRL-N Observation: The ability is assigned to the Hotkey "LeftCtrl " Expected: The character shall be switched to the next character without assigning an ability to a hotkey. Suggestion: I would suggest to make the hotkey assignment more explicit using an explicit key to initiate Assignment-Mode. While in Assignment-Mode the UI shall indicate it clearly and allow to switch characters and assign hotkeys to abilities. Use the same explicit key to leave the Assignment-Mode -
[480] Probably too long names for the player's notes
ushas posted a question in Backer Beta Bugs and Support
[Problem] a) When creating new notes the entry window doesn't force the text into the text box area. I think there is a limit like ~32 characters regardless how those are wide. b) When the note is already created, the game lets us to change it's name on the sheet. However, one can then generate much longer names, inconsistently with the initial box limit. I'm not not sure whether it's intended. c) There is only portion of the long entry name shown on the sheet, always one line regardless of the font size. For all the points, see image below: [Expected behavior] This doesn't happen when naming character or animal companion. So perhaps making it behave similarly would be a solution. If we are allowed longer names the UI should provide the right formatting for it, also for different font sizes. But I guess the easiest would be to unify the log entry text box limit with the initial text box, so it fits into the sheet line. -
This is not a bug new to [480], but I did not recognize with a cursory glance through the known issues lists. I'm using a 1680 * 1050 resolution - not sure if that matters. (Also appears on 1280 * 720) When (in-game) clicking on a selected portrait, there's a white border at the top and left side of the portrait inside the frame. Also, when depressed, the bottom of the portrait punches through the bottom frame. When clicking on an unselected portrait, that white border is transparent, which isn't very noticeable. Likewise, I can't really tell if the portrait bleeds through the bottom frame. The transparency is noticeable when you're dragging the portrait to another location, though. There's also some transparency on the left of the Health bar. To make it a little clearer, have another 1017 words: Expected behavior: Black or Dark Wood background instead of White or Transparent. No bleedthrough at bottom of frame when clicking on a selected portrait.
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[480] Long item names in shop overlap with price
Headbomb posted a question in Backer Beta Bugs and Support
See how item name in the 5th entry in store UI (The Dyrwood, Part 1: Early Colonial History) overlap with the price (some unknown ammount of cp, because you can't make it out). Long item names should either be truncated, or rendered in smaller font. -
[435] Items/interactables highlight in fog of war
Headbomb posted a question in Backer Beta Bugs and Support
Not sure if this is a bug or working as designed, but if you press tab, you can highlight items and other interactables that are beyond your party's line sight. This is particularly jarring in Dyrwood, where you can see what's happening on the other side of town without ever having been there. This was done in build 435, but I don't recall the behaviour being any different in b480. Edit: Confirmed in 480 too.