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  1. Pressing pause cancels your current mouse cursor, and you have to reselect your action
  2. The combat log text is also cut off after a certain amount of strings, whereas in the IE games you could see every single action that was recorded in the log since you entered the area. I would prefer it if the PE combat log did the same as it's not very useful for checking out any rolls/events that happened more than 5-6 seconds before.
  3. The wording of the Cancel prompt for hiring a new adventurer is a little confusing due to the button captions. "Cancel hiring of new adventurer?" [Accept] [Cancel] I accidentally clicked Cancel, thinking "yes, Cancel it." Of course, [Accept] is what actually cancels it. Possible new wording: "Are you sure you want to cancel?" [Yes] [No]
  4. Bring up the options menu via Esc. Click a category containing items with mouseover descriptions such as Game. Mouse over an item such as the Expert Mode checkbox. Its description appears in the bottom of the dialog. Close the options dialog via Esc. Bring up the options dialog again via Esc. The description for Expert Mode (or whatever you had hovered over) is stlil there.
  5. This has been the case since the first backer beta: You can't actually set the option to pause on Enemy Sighted. The checkbox is grayed out (although interestingly, the dependent checkbox "stop party movement" will check if you click Set All). I'm guessing it's just a TODO?
  6. Posted about this in the BB General Discussion but realized it might be a bug. To copy-paste from there: This may have been mentioned, but class abilities could use some kind of description in their tooltip when creating a class. Creating a monk right now, and under the Class banner, under Monk, there are icons for Transcendant Suffering and Swift Strikes. Transcendant Suffering's tooltip simply says "Passive". Swift Strikes' tooltip says "Requires 1 wound". I can find the descriptions for these abilities in the general Monk description, but shouldn't the ability icons themselves also describe them? Just found it a wee confusing. Edit - Also getting this in the character level up screen. I unlocked "Long Stride", and mousing over it I just see "Combat Only". No description. Bug, or incomplete tooltips? I wasn't sure.
  7. When creating a character, on the screen where you are prompted to enter your character's name, click to activate the textbox (insertion point blinks). Then switch out (Alt + Tab). (I switched out to Google Chrome to look at these forums ironically enough). When you switch back, the character name "vibrates" briefly--like the insertion point is blinking off and on wildly for a few seconds. This lasts longer the longer you are away (maybe it's picking up the keystrokes I was typing while switched out?) Then it returns to normal. I can also type to stop the blinking. Not a big deal, but thought you'd like to know about this quirk. PS - I tried selecting "Character Creation / Adventurers' Hall" for this topic's tags, but the forum told me "Tags incorrect, they must be between 2 and 30 chars."
  8. In Baldur's Gate 2, the TAB key highlighted tooltips and containers when the mouse was in the level. When the mouse was hovering over a UI element such as a character portrait or part of the HUD, it did not show in game tooltips and instead sped up the highlighting of UI tooltips such as portrait tooltips and the commands mapped to buttons. In the Inventory screen it also sped up the speed of tooltips.
  9. In pretty much every RTS game that is newer than Warcraft 1 (including the Infinity Engine games), you can control click select and deselect units, as well as shift click units. Here are the functions working in Icewind Dale: Here they are not working in Pillars of Eternity:
  10. Not a bug, but Interrupt rolls are not shown in the combat log, when they really need to be.
  11. In this video I discover multiple bugs to do with Accuracy Tooltip display, Fist and Off-hand weapon interaction and trying to equip a shield in the main hand with a weapon in the off hand. The combat state didn't end properly and locked the Hatchet into my off hand. Had to quit and reload to fix it.
  12. Steps taken Loaded a save game Travelled to the Dyrford Crossing Fought the Beetles and Wolves Alt-tabbed Tabbed back in Area Map is showing one of the UI texture files instead of the area map
  13. [issue] I somehow managed to break marquee select and item pickup Output log: http://www.upload.ee/files/4284278/output_log.txt.html [steps taken] Loaded a save game Entered the Dyrford Crossing Killed all of the Beetles and Wolves Changed a control (removed action cancel from RMB because it doesn't allow formation rotate for some reason) Alt tabbed Tabbed back in Got a weird area map bug (which I posted in another thread) Went to fight the spider encounter in the exterior Lost the ability to marquee select and pickup items Resetting my controls to default fixed the issue.
  14. The bars well flicker a bit when you click on them it must be left over from when it use to vanish. in the first build of the game.
  15. When you go into the screen it just stops suddenly. Its a little weird.
  16. Hey. So, first thing I noticed on starting up the latest beta was that all the little info points around Dyrford have disappeared. The mill, the alters in the temple, the pictures in the inn, all of them gone, they don't show up when you mouse over where they should be, they don't appear when you hold down Tab. That's a lot of lovely descriptive text missing! Second thing I noticed was that on the levelling screen where you put points in skills, sometimes the text of those skills disappears or becomes garbled, like the pic attached. Oddly enough it happened the very first level up I did, but didn't happen for any of the others. These both seem to be unique to this build, never encountered them previously.
  17. This is about as nitpicky as it gets but the new health bar display has a lighter shade of green in the separating line in the top and bottom corners, which make the health bar look like it's spilling into the separating line and looks untidy Don't know if that's automatic or a hand drawn error. Might need to download the image and zoom in in mspaint to see what I mean, it's pretty noticeable at the top left corner though.
  18. In the old Baldur's Gate games if you double clicked a stack of potions you could select the number of potions you wanted so that you could split your potions among party members. Currently, you cannot split the potions that you have by either double clicking them or right clicking them. Start a new game. Click on inventory. Try to double-click the potions in BB Fighter's inventory. Fail.
  19. When enabling the stealth mechanic, the UI cuts off the bottom of the boots and it looks like the circles are just placed a little too high. Image below to show. I really like the stealth animation. I'm not sure if that's new or was in the previous versions, but it looks awesome. Now just let us stealth individual characters and you'll be set. Cut-off most obvious on orlan and dwarf.
  20. Walking into the Herbalist's house, there's a weird graphical glitch for me. The area kinda "vibrates" in a disconcerting way. Also, there is a backer NPC in there. When I exited the location, the "eye" icon that the backer NPCs have was "stuck" to my screen afterwards at the same space where the NPC had been. This is playing at 1920x1080 resolution with Vsync on.
  21. Examples: Number 7 displayed for Skill points is not centred, but rather semi-right-aligned. Also, Sensuki’s very sensible suggestion of making these numbers emphasised much more has not been heeded. Please, make them a little bigger and put a guilded circle around them, change their colours. The Accuracy number is off-centre to the right on its plaque on the character screen.
  22. [Description] With the "Weapon Ineffective" auto-pause option turned on, pause occurs when it should not (when DT has not reduced attack to minimum damage) [Reproduction] Turn "Weapon Ineffective" auto-pause on Have one party member attack another Note that game frequently pauses even when DT did not reduce attack damage to minimum [Expected Behavior] Auto-pause should only occur when DT has actually rendered an attack ineffective (i.e. minimum damage). If minimum damage is not currently the criterion, it should be vastly clarified in the Options menu as to what the criterion actually is. [Notes] N/A
  23. [Description] The savage endurance tooltip has way too many decimal places: [Reproduction] Start a New Game with a Barbarian Charname Level them up to receive Savage Endurance Mouse over Savage Endurance [Expected Behavior] Should only show 1 decimal place at most [Notes] N/A EDIT: Should be Savage Defiance!! My bad.
  24. [Description] When opening the character sheet, Charname's character sheet is part her own and part BB Fighter's. It has her attributes, her skills, his portrait, and his talents. [Reproduction] Start a new game Make Charname start hitting BB Fighter* Open character sheet Observe that it's all jumbled Switch characters to BB Fighter by clicking the arrow Switch back to Charname's sheet Observe that BB Fighter has taken over part of the sheet *Don't know if this is actually necessary or not. [Expected Behavior] Charname's character sheet should show her own full sheet. BB Fighter can stick to his own sheet. [Notes] What Charname's sheet first looked like: Switching over to BB Fighter's: Switching back to Charname's: ... BB Fighter.... that bastard. EDIT: My Charname is a Barbarian. So those are definitely BB Fighter's talents.
  25. It really throws off a lot of the description texts at the lowest and highest settings. At 130%, for example, I can't read the description of Trial of Iron when creating a new game. Furthermore, at least in character creation, the font size adjustment doesn't necessarily adjust font sizes globally. There may be other locations where this is also the case. Playing game in 1360x768 @ 60 Hz windowless mode. --------------- Display Devices --------------- Card name: AMD Radeon HD 6670 Manufacturer: Advanced Micro Devices, Inc. Chip type: AMD Radeon Graphics Processor (0x6758) DAC type: Internal DAC(400MHz) Device Key: Enum\PCI\VEN_1002&DEV_6758&SUBSYS_E195174B&REV_00 Display Memory: 2551 MB Dedicated Memory: 1016 MB Shared Memory: 1535 MB Current Mode: 1360 x 768 (32 bit) (60Hz) Monitor Name: Generic PnP Monitor Monitor Model: M190VA Monitor Id: VIZ0067 Native Mode: 1360 x 768(p) (60.015Hz) Output Type: HDMI
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