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Showing results for tags 'Bug?'.
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All at 100 morale, well fed, not injured. Well, they randomly disappear. I already lost a cook and a surgeon. They just vanish. I am doing some melee ship combat, but I got no injured crew either. What is this? O.o
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- bug?
- ui problems
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Upon obtaining the Bee armor I have noticed that the pollen shot set perk procs from my character instead of the arrow I shot. Not sure if this is intented. If it is does the effect linger like a gas arrow? Or is it actually bugged and should instead happen where the arrow lands much like gas arrows do. I personally don't understand what good pollen shot does if the intended effect is supposed to proc at the players location instead of the arrow as currently it just makes visibility a pain when it procs. Especially when it procs on multiple arrows in a row.
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I've been getting a few raids that end up as a win for the bugs raiding, after 2 rounds of bugs appearing at my base then on the 3rd round nothing appears and then I get the "Payback delivered..." message. Am I doing something wrong or is this a bug?
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Hi, so last night I finished playing and logged off. This morning I went to hop back on and continue my exploration. Well when I went to load my game the save was gone. It still has a world my friend shared with me and a save from early access but my current one is gone. I had an immense amount of time into this save and was at the last mission for the story, so this really really is a drag. Any help would be amazing.
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I joined the public test branch and noticed crashes on pre test saves, also crashes on new games that seem to mainly happen when using the peeper mode and panning over insects. Also red and black ants and ladybugs are aggressive at all times. The red ant armor doesn't even seem to curb the rage of the red ants. I assume this isn't intended. Anyone else having these issues?
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In my base all the grass I chopped down regrew in a instant and is very annoying to get rid of.
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Alright, so I've been having this bug since the release of the Public Beta Test. Whenever I load the game up, the top portion of grass / mushroom walls re-appear through the walls / floor above it. This is what it looks like after reloading a save : As you may have noticed, the top portion of the walls have respawned through the wall above it. Not sure what to do about this, it's infuriating
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grounded Grub no longer drops Grub hide.
Guest posted a topic in Grounded: Technical Support (Spoiler Warning!)
hello. i have had a problem with the latests patch on the public test realm. i don't know why but when i kill grub's they don't drop grub hide anymore, i have killed about 20 now and not a single grub hide. i am not sure if it is intended or a bug, or if it is happening for anyone else. kind regards Sarrius The Tiefling Penguin- 2 replies
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- public test
- 0.7.0
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Was curious if the leaches were needed for sunken bones to spawn ive joined the test server I love the game but being as leaches arent in the game I had theorized that leaches were hence required for the sunken bones to spawn if so I understand was just looking to see if it was a glitch or intended
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Found a couple of the new chips for Burgl. It seems they only unlock the new Status effects? I thought they'd unlock more building content, but I have nothing new to purchase with all my R.S. Could this be a bug?
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So, i noticed the second a enemy is out or range it instantly regenerates health at a fast pace. this can be annoying when trying to fight a tough enemy like a spider, a way to fix this mabye is to have like a minute delay or something before it can regan all its health. please fix it somehow
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so i am on the quest, "radio free monarch" and it is stuck, it tells me to speak with nyoka, but when i do the only option to say to her is "actually, nevermind ill catch you later" and i cannot progress due to this being the main quest. i cannot reload a previous save as i wandered around town looking for something i missed and the autosaves wrote over all previous ones before talking with her, i cannot go any further in game....
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I am playing PoE1 with mods. I am getting some strange behavior. Potions fail to be drank, often but not always characters fail to engage the enemy (even while not stunned/paralyzed/unconscious), and occasionally characters stay idle and don't attack. Here is my patchwork mod list: Any ideas as to the problem? Or is this just pillars behavior?
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Does anyone know if Predator's Sense is triggered by Stalker's Torc? I know that the latter was bugged and was supposedly fixed by a patch, but I am not sure how both of those items and Stalker's Link interplay. If this was a tabletop game, I would assume if you Stalker's Link you get "+10 accuracy when attacking the same target as animal companion". Stalker's Torc should says it modifies Stalker's Link to do "+20% Damage per 3.0 sec", which I assume also triggers when attacking the same target as animal companion. The question is whether "+20% Damage per 3.0 sec" counts as damage over time, which if so would give the Animal companions of Rangers with Predator's Sense "+50% damage against targets affected by damage over time". Can anyone confirm whether this is the case?
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Hi there, I just wanted to share a bug that I'm experiencing with Felix's personal quest. I got prompted to talk to Harlow, and once I did and gave him Thrask's ring (which I got from his dead body around other outlaws before I even went to see Harlow), it won't let me progress to the next step. I spoke with Felix, I got exp from "completing" his quest, but it is still telling me to bring Felix to talk to Harlow. Any ideas what to do? I also did bring Felix back to talk to Harlow, but all he says is "take care of the kid for me". EDIT: I should note that this is for xbox
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- personal quest
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I modded a weapon to have N-Ray damage. Whenever I equip this weapon, the damage (shown on tooltip) from ALL my weapons is reduced by 50%. I can't find any reference to this phenomenon in the codex, on any of the wiki sites, or on this forum or with a google search and I believe this is a Bug. It worried me at first and it took some time to figure out it only happened when I was holding the N-Ray weapon. I have attached 2 screenshots taken seconds apart the only difference is in one I am holding the N-Ray weapon and the other one I am not. The tool-tip being displayed is not for the N-Ray weapon. It's for a different weapon from my inventory. The issue applies to every weapon in my inventory. Note: I had to resize & convert both screenshots to .jpg because of the 512KB attachment limit. I am actually playing at 1080p resolution. Thank you, Robert
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When I go into the inventory, I can equip and unequip head gear for my main character with no issues. However, when I go to a companion's inventory, I can find no option to unequip head gear for companion characters. This seems like a miss. This forces companions to wear some sort of head gear at all times (goggles, hat, helmet, etc). Please consider fixing.
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On the mission brave new world every time I try to walk into some room with a man and cameras the game freezes and shuts down
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In order from most to least severe: - Are the Factions that the player has assisted throughout the game supposed to infiltrate Tartarus on the final mission even while you are disguised? Unsure if this is intended or not but i found it strange that the triggers for the factions (Groundbreaker , MSI, and the Iconoclasts in my case) to come and shoot up the place activate even while I was disguised and hadn't started any combat. So there i was, walking around the resulting fight that was taking place. My immersion was somewhat broken at this event so I assume that this was an oversight on the devs' part. Maybe the disguise system was implemented after these flags on the final mission were set and were forgotten about? - there's a typo in one of the player responses when talking to the iconoclasts standing outside the raptidon infested printing building. It's a missing word, something like "Glad you ok." rather than "Glad you are ok.", though the details elude me and I'm not gonna go back to check. - The ash pile that formed from killing a Mantisaur Queen appeared on top of the "pre-placed corpse" (meaning a corpse already present in the world) it was feasting on and it became inaccessible despite the pile being visible over the corpse. I never encountered this event again. The second time an ash pile landed on top of a corpse (unsure if it was pre-placed that time); it didn't have this issue. Literally unplayable.
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As you can see on the screenshot taken prior to combat Xoti's Dismissal targets every undead in AoE except for Fampyr (same thing happened minutes ago during first encounter with local inhabitants, pointing out that this Fampyr named Zulka is not some kind of boss that should not be affected by spell, diary says that Fampyrs are lvl 8 creatures therefore lvl 18 Xoti should pop em in industrial scales with that spell). Even if we assume that upscaled Fampyrs are equal or higher lvl than Xoti they still have to take true damage on cast. https://drive.google.com/open?id=1eKsdraCyVicvBdj63TRfUN5YykekXPxY ^^ Save link However on this next screenshot in combat log there is no entry for DIsmissal hittin (or missing => no entry of spell targeting that Fampyr) Zulka In russian Zulkas name will look like Зулка written in blood red, as you can see there is no entry of Xoti performing anything against her.
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With the help of some fellow watchers, now I know how the game calculates lash damage. Suppose "PhyDMG_mid_stage" is the calculated physical damage only without penetration factor. For example, with +60% might, +60% legendary, +60% sneak attack, -50% Graze, the PhyDMG_mid_stage would be Roll*(1+0.6+0.6+0.6-1)=1.8*Roll. (-50%: 1-1/0.5 = -1, you can check this <a href="https://forums.obsidian.net/topic/98679-mechanics-attack-speed-recovery-time-reload-time/">mechanics-attack-speed-recovery-time-reload-time</a> for explanation) The baseLashDMG = PhyDMG_mid_stage * coef The reason I am calling it "mid_stage" is that when calculating the final physical damage, we need the penetration factor. So far, we only have 5 values, -75%(-3) -50%(-1) -25%(-0.33) 0 +30%(0.3). The number in bracket is the covereted value for damage calculation. And the example continues, suppose we have an Overpen, our final physical damage for the above would be Roll*(1.8+0.3)=2.1*Roll. Whats next, suppose we have +50% fire damage (turning wheel). What would be our total combined damage? The baseLashDMG would be 1.8*0.5*Roll = 0.9*Roll. Now we need to consider the fire damage penetration. If we also have an Overpen, then the finalLashDMG = baseLashDMG * (1+0.3) = 1.3*0.9*Roll = 1.17*Roll. Well, the inconsistency comes. The intuitive value would be 2.1*0.5=1.05*Roll, but the actual value in the game is 1.17*Roll, which is higher. In the above example, the difference is not that obvious, but in the game, with the help of many skills and items, that difference could be much higher. The current game system would magnify the physical damage bonuses. I am not gonna call it a bug, but at least an inconsistency. The penetration factor for physical damage is an additive factor, however for lash damage, a multiplicative factor. Also, raw damage would be much worse than normal elemental lash when you have high enough pen. On the other hand, raw damage could be extremely good against enemies with very high AR. For example, the Aztec style obsidian blade(I forgot the name) has +10% raw lash. For example, +60% might, +60% legendary, +60% sneak attack, -75% noPen, the coef_sum = 0.6+0.6+0.6-3=-1.2, and the final physical dmg = Roll*(1/(1--1.2))=Roll/2.2=0.45*Roll. The raw_lash = 0.1*1.8=0.18*Roll, which would be 4X as a normal elemental lash.
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