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  1. [Description of the issue] Basically, what the title says. When You level up while in a conversation, which is often the case, the highlighting of the levelup "+" icons is visible through the dialogue's overlay although the portraits are not visible themselves. [DETAILED list of steps to reproduce the issue AND what to look for] 1) Finish any quest that allows you to level up while in a conversation 2) The highlights are visible in the lower left corner of the screen. [Expected behaviour] The highlighting shouldn't be visible. [Other remarks / Comments] Screenshot attached.
  2. [Description of the issue] When trying to put a two-handed weapon over a one-handed weapon you can easily replace it. However, trying to put a two-handed weapon in the empty slot next to the one-handed weapon is disallowed and no feedback is given. [DETAILED list of steps to reproduce the issue AND what to look for] 1) Equip a character with a one handed weapon, leave the other slot in that weapon-slot empty. 2) Try to put a two-handed weapon in the empty slot next to the one-handed weapon. 3) The empty slot turns red. [Expected behaviour] I think some textual feedback should appear to tell the player why he can't put a wepon there, or the one-handed weapon should go to the inventory, same as if you had put the two handed weapon over the one-handed weapon in the occupied slot. [Other remarks / Comments] Screenshot attached.
  3. At least my explanation is that these icons have been exported in a wrong color mode. Probably the issue is something different but here are some examples: The description says this is a copper coin. The same image is shown for the Golden Duc, although I haven't taken a screenshot of that too, it looks the same. Maybe the idea is that it will get progressively closer to gold, as the game gets closer to gold? I suppose this book should actually have a dark-orange or yellow cover as well.
  4. During the creation of your character the text states you can 'Right-click for details' but nothing happens when you do.
  5. For some reason certain areas of the game the fog of war is not reapplied. For example after talking to the giant in the cave and the player returns to the cave this is what they will see if they move their mouse over the area where the giant is/was without having to move to that area. As you can see the area around the giant has fog of war but not his area even thou my party just entered the cavern and haven't re-explored.
  6. If a player is able to level up more then once and they are given the options <previous> <next> if they accidently or purposely select <previous> they are forced to keep the choice that the talent is selected on as the talents menu is no longer available. The only way around this is to reload before selecting the talent to try again.
  7. Some talents don't have skill(s) attached to them; Example Grimoire Slam
  8. Some Talents are blank for text Example Bloody Slaughter:
  9. 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.
  10. Supposedly I have been traveling and in combat for the exact same amount of time.
  11. 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
  12. Here is what my portrait should look like (1st position male) and the 6th character (6th position female). Now here it looks like when I bring up the 6th character in the character screen: Now here it look like when I bring up/switch to my character: As you can see my chosen port and name have been overwritten from the 6th character in the character screen. Also saving and reloading does not fix this issue.
  13. [Description] This happened with the wolves in particular. After killing the wolfpack in the Dyrford ruins it took me about a minute of pixel hunting to get the "hover" mouse pointer to pick up their loot. [Test case] 1) Kill the wolfpack in Dyrford Ruins 2) See if you have any difficulty picking up the loot they leave [Expected behaviour] You shouldn't have any difficulty mousing over the loot containers.
  14. [Description of the issue] The log has two tabs, combat and dialogue. The combat dialogue has its line-height set to a normal value (at least in css, it's called just "normal", hehe), whereas the dialogue tab has a line-height of twice the line's actual height, meaning if you compress the log vertically you can see just one line (or a line and a half, which isn't any better). It's also possible that those empty lines are not caused by line-height but by line breaks at the end of every line, I can't know. [DETAILED list of steps to reproduce the issue AND what to look for] Example: 1) Talk to people around Dyrford Village 2) Check out your Dialogue Log 3) The line height makes it so that for every line of text you have, you have one empty line. [Expected behaviour] Lines should follow one after another without any empty lines, to utilize space. [Other remarks / Comments] I have a few very passionate requests about the message log: 1. It's nice that the dialogue log now shows the texts shown on loading screens, like in BG, but there is some indentation to the lines. I'm sure you've noticed it too and will remove it. 2. The log could benefit from smaller scrollbar UI elements. When at its minimum height, the arrows take up too much of height and the gem hardly changes its position, which position should tell the player how far up/down he is looking in the log. 3. I'm repeating my plea to remove the shading on the top and the bottom of the message log. The message log is meant to be easy to read and that should be the first priority, not showing cool shading effects on its edges. 4. The log should be scrolled down to the bottom by default/when an area is loaded.
  15. Seems like ambient volume and movie volume are missing from the sound opeans menu and many sounds in the game like crickets and birds overlap the voiced in the game sometimes.
  16. [Description of the issue] Whn you are in Dyrwood ruins and kill some beetles, or pick up herbs, the ingredients always go to your stash, regardless of what you choose in the interface for picking up the loot. This will not happen in Dyrwood village though, where Medreth's gang's loot always went to the characters' inventory when picked up. I suppose the issue has to do with Dyrwood ruins being an area where the Stash can only be accessed when resting. [DETAILED list of steps to reproduce the issue AND what to look for] Example: 1) Go to Dyrwood Ruins 2) Kill a beetle / pick up herbs from the ground 3) Whatever you choose in the interface for picking up, the loot goes to the Stash. [Expected behaviour] Loot should go to the inventory of whichever character was selected in the pick up interface.
  17. [Description of the issue] When I choose "Stash" from the resting interface, and then click fhe close button, my characters appear to have rested in the "Dragon's Lair" room. [DETAILED list of steps to reproduce the issue AND what to look for] 1) Talk to the innkeep about resting. 2) Instead of choosing a room, just click the Stash icon 3) Click the button to close the stash 4) You have now rested at the inn. It is unclear i which room. 5) hover over your character's icons, it will say they have rested at the "Dragon's Lair" room. [Expected behaviour] Closing the stash should return you to the jnterface for choosing a room to rest in.
  18. Is their somthing im missing? i cant drop itmes on the ground at all and i have no more space i dont want to put all the junk in the stash becase its geting very cluterd and its slowing the game down im hoping this well be fixed in a future update. me and many others are not likeing this.
  19. Step 1: Create two new characters, and create savegames for both of them. Step 2: Exit PoE, then re-run PoE afresh. Step 3: Load savegame for character #1. Step 4: Without quitting the savegame for character #1, bring up the Save/Load/Quit menu, select Load Game, and load savegame for character #2. Step 5: From within the savegame for character #2, bring up the Save/Load/Quit menu, and select Quit Game. Result: You'll return to the main menu, but a Save/Load/Quit menu will be overlaid on it as if you were still within one of the savegames. Closing the Save/Load/Quit menu (i.e., by hitting ESC or clicking X) will expose the main menu, but the main menu buttons will randomly glitch and not function. I've reproduced the error multiple times, and had different buttons glitch -- sometimes New Game, sometimes Exit, etc.
  20. When i try to load my game, the game crashes. Also, when I was in the game, bb mage's health wouldn't return to normal. Each time I healed him with a spell or potion nothing would happen - in and out of combat. Attached are the report files. output_log.txt
  21. Here is a good reference image for what I am about to go over: As you see from my next attachment I picked up and returned the fruit looking icon back to the same spot as I pulled it from. 1) Despite the fact 'Weapons' is selected all object in my wizards inventory lost their haze/fog for not meeting the requirement. 2) The haze/fog effect only returns if the player makes a different selection like 'Armor' 3) If you also notice my 2 handed classed specter the second slot is not hazed/fog here in the image. This is because when I picked it up and returned to the slot the 2nd slot was not reapplied.
  22. If there is only 1 line of text and 2 added bonus stats; one of the stats will display in front of the big main letter. While the bulk I.E. 2 or more lines of text or only 1 bonus stat will display below the large letter. Can we get consistency here where all bonus will always display below the big letter?
  23. When a menu has very little off screen text to scroll around if you use your scroll wheel the slider jumps around a lot. The attached image I have circled the slider I am talking about along with the one that has very little extended text but when you use the scroll wheel here you'll see what I mean
  24. During the creator creation I am given the choice to choose between the male or female. When I click on them ever other time I get this scratching/grinding noise instead of a 'speaking' sound bit
  25. During the character creation I find it odd that if I play a male or vis versa I am given the options to choose from female images as well.. Is this intended?
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