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Found 36 results

  1. Because of the pinned thread: https://forums.obsidian.net/topic/103029-issues-with-nvidia-graphics-cards/ Still a thing or fixed?
  2. Hello, As I playing Deadfire on Turn based mode, I noticed that every single area randomly reset. As part of a quest, I had to return to where you find Tekehu and he is now sitting there unable to re-recruit and no longer in my party. I didn't save before this glitch so I am unable to continue playing my game I put upwards of 30+ hours in. Very frustrated by this experience. I've attached my save file where this happened.
  3. Description: Not sure if this is the right section for it, but two Fighter abilities / talents aren't exactly working as intended - the Guardian Stance upgrade to Fighter Stances, the Unbending skill, as well as the Unbending Trunk upgrade. Steps to Reproduce the Issue: Guardian Stance reads: "Enemies that disengage from the fighter are immediately attacked and proned, if successful." What it does: It seems to occur regardless of who disengages, and if the fighter actually performs a disengage attack. You could be running in circles and proning everyone that you engage just by moving out of engagement range. Unbending reads: "50% of Damage Taken converted into Healing for 15.0 sec." What it does: It actually converts 100% damage taken to healing, a 1:1 ratio, effectively making the fighter immortal for the duration. Unbending Trunk reads: "75% of Damage Taken converted into Healing for 15.0 sec." What it does: Yeah, it heals more than your damage taken, so not only are you immortal, you actively heal any lost health the more you get hit. I'm not sure about Guardian Stance, but Unbending and Unbending Trunk applies to NPCs as well, so when they hit that button they become effectively unkillable until the ability expires. Important Files: Er, I think this is largely irrelevant, but I'll upload a few videos to showcase it the abilities in question. Guardian Stance: Unbending: Unbending Trunk:
  4. As soon as I enter Port Maje and trigger the first event, my game becomes unplayable, like 3-4 fps. If I move my camera away from the people it stops stuttering, so it must be the NPCs. Any fixes? It was okay until this happened. I've tried every fix I could find. I have a GTX 960 and a i5 4670.
  5. Hi, i would like to report an issue with the focus generation for the beguiler and ascendant subclass. The ratio between damage and generated focus does not match with the anticipated numbers. Here are my results testing the subclasses: no subclass cipher (draining whip): 1 damage point : 1 focus point Soulblade (draining whip): 1 : 1 Ascendant (draining whip): 1 : 1.25 Beguiler (draining whip + non-afflicted target): 1 : 0.5 Beguiler (draining whip + afflicted target): 1 : 0.75 As you can see the beguiler subclass is in comparison to no-subclass cipher and soulblade at a notable disadvantage. The ascendant subclass also gets less focus points than the 150% in the description would suggest. I hope this will be addressed in the future, because i really would like to play a beguiler at full power.
  6. After last patch I've lost all my coins to number 1. I can't really say how much there is was, but ~1000 (minimum) is for sure. To fix that problem in a normal way, I've travelled to the merchant on Crookspur and sold to him trash for 17214, but he gaves me only 14,714. I've been thinking that he was upset about killing his fellows slave-traders (-5 reputation) and loaded the game for a little experiment. On Dunnage (+5 reputation with pirates) was the same story - 20533 instead 22333. Is that normal? Maybe I haven't been noticing before, that they all takes some %. (oh, I think I figure that out by myself. Sorry)
  7. Hi, I've tried searching on this forum but I can't seem to find any post that addresses the issue I'm having. When I'm playing on High settings, after a while, the graphics would start showing artifacts (broken pixels) and then the game would freeze up. Sometimes, I'd still be able to close the window but the graphical artifacts would remain. I would have to shut my computer down then wait a while before I could fire it back up again. I have recently tried re-adjusting the settings to something more manageable. It would work for a while but after some time, the artifacts would show up again. The most remarkable occurrence I notice this happening is when the Messenger was sucked into that portal or when I'm fighting spellcasters that cast spells with a lot of VFX. Rig is as follows: - CPU: Core i5 6600 - GPU: AMD R9 390 8gb - RAM: 16gb DDR4 2133 Is it a limitation on my GPU/CPU/RAM/Computer as a whole? I don't know if this has any bearing on the matter but I'm able to run Witcher 3 and Assassin's Creed Origins and the most intense graphical issue I get is a framerate drop for a few seconds then it goes back to normal.
  8. BUG: Solo Rogue "Smoke Veil" Instantly Wins Boarding Combat When going through the scripted dialogue into boarding during normal ship maneuvers, and while playing a solo Rogue, you appear alone on deck. Activating 'Smoke Veil' and pulling out of aggro/vision range ends the combat immediately. No treasure is awarded and the 'Details' box shows incorrect information. It is unclear to me if this affects quest items received like ship triumphs. I did not have a relevant quest while discovering this bug, and I am still investigating. Attached are screenshots of the victory window, the ship I boarded, and my main menu (with version number). Please excuse any pixelation - I had to reduce the file size to fit posting limitations. Pillars of Eternity II: Deadfire v1.0.1.0064 (1153) -steam
  9. My game crashed at the end of the conversation with the gods, after leaving Port Maje for the first time and heading towards the next main quest location. Game recommended sending the crash files to the devs, so here they are.
  10. Before posting: Please do a quick search of our forums to make sure what you have found has not already been reported. If it has, feel free to post your experience on that that thread. If not, start a new thread with the directions below. Please make sure that if you have been using any Mods, that you turn those off before reproducing the issue to be sure that the modifications are not causing the issue. Description: Describe the issue that is occurring. Steps to Reproduce the Issue: List the steps of how to make the issue happen. Important Files: If the files are too large to attach separately, compile them all in a .zip and make a link to Dropbox with the .zip or email us at support@obsidian.net along with your user name and a link to your post so we can quickly find the post. Attach files that will help the dev team figure out and resolve the issue. These include: Savegames Try to include a save file from right before as well as during the issue you are reporting Windows Location: %USERPROFILE%\Saved Games\Pillars of Eternity II MACOS: ~/Library/Application Support/ Pillars of Eternity II Linux: $XDG_Data_Home/PillarsofEternityII Output Log When the issue occurs, close the game client, find this file, then attach it to your post Steam Location: \Steam\steamapps\common\Pillars of Eternity II\PillarsOfEternityII_Data\output_log.txt GOG Location: \GOG\Games\Pillars of Eternity II Deadfire\PillarsOfEternityII_Data\output_log.txt GOG Galaxy: \GalaxyClient\Games\Pillars of Eternity II Deadfire\PillarsOfEternityII_Data\output_log.txt OSX Location: ~/Library/Logs/Unity/Player.log Crash Output This only applies if you experienced a crash. If the game crashes, in many cases it will create a folder containing crash information (including a Crash log, output log, and save file). This folder will appear inside your client next to the game launcher (PillarsOfEternityII.exe). The name of the folder will be of the following format: YYYY-MM-DD_HHMMSS Example: 2018-05-08_081722 System Specs This will give us most of your computer specs to help us diagnose the problem Windows Location: Press (windowkey + R), Type "dxdiag" and press Enter, Click "Save All Information", Attach the file that you create MAC OS Location: Click the Apple icon in the top left corner of your screen. From the drop-down menu, click About This Mac to open the System Information window. Screenshots Attach any pictures or links to pictures that can help us understand the issue
  11. https://streamable.com/c54p3 This happens all the time, it's really off-putting.
  12. Hey you bunch of affable gamers, Our update is now live! To gain access to the Backer Beta, visit this (Forum Link) for step by step instructions. This is a Beta and will most definitely contain a few issues. Please report any issues you find here (Forum Link). Backer Beta Builds where and when? Mac: Steam and GoG are live now Win: Steam and GoG are live now Linux: Steam and GoG are live now We have some pretty hefty patch notes for you. Below you will find; New Content, System Changes, Bug Fixes, and Known Issues. NEW CONTENT Prepatch (Build 4) saves are not compatible and will not be available in the Save/Load Menu with this patch (Build 21). We are still ironing out some save/load issues on our end and don't want you all to run into unnecessary issues. A new uncharted Island - A new island has been added to the world map. Custom Party AI - Our complete AI system will be available. This system still has some rough edges but should be functional. Hit it and tell us what you think. Mac/Linux versions both on GoG and Steam - These builds are very 'fresh' with many unexplored pieces. We would love some feedback/bugs on these. Walk Toggle - The long awaited walk toggle has been added. RP your hearts out J SYSTEM CHANGES We listened closely to all of your feedback over the past month, and are rolling out some changes to improve gameplay. Injuries: Updated Injuries so that only some Injury types will reduce Max Health. When they do, they'll reduce it by 15%, rather than 25%. Players will still die when gaining their 4th Injury, even if none of the Injuries they have reduce MaxHealth. Here are the Injuries that affect MaxHealth: Fatigued Frail Major Injury Critical Injury Maimed Severe Wound Here are the Injuries that don't: Acute Rash Bruised Ribs Concussion Frostbite Burned Smashed Hands Sprained Wrist Swollen Eye System Shock Twisted Ankle Wrenched Knee Wrenched Shoulder Interrupt: Modified a couple of abilities whose primary purpose is to interrupt targets, so that they will Interrupt on Graze or better, rather than Hit or better. This affects the following abilities: Fighter: Knockdown and Mule Kick Monk: Force of Anguish, Wave of Force, and Skyward Kick Ranger: Concussive Shot and Concussive Tranquilizer Rogue: Sap and Perplexing Sap Other interrupt abilities `either always hit, or applied an Affliction and so already got a benefit for a Graze. They still require the character to have Grazes from another source (Fighter Confident Aim, Aware Inspiration, etc.) Movement: Reducing movement speeds to 85% of their previous amount. Attributes: In Pillars 1 and Deadfire (now), the Might and Resolve attributes affect the following: Might - All Damage, All Healing, Fortitude Defense Resolve - Concentration (Pillars 1 only), Deflection Defense, Will Defense Players have noted the following over the past few years: If you're a caster, there's often not much reason to invest in Resolve (especially in Deadfire). From a *~ roleplaying ~* perspective, it feels weird to have muscley wizards casting high damage fireballs because they can bench 350 lbs. So we are making these changes for the next Backer Beta build: Strength - All Weapon Damage, Fortitude Defense Resolve - All Healing, All Spell Damage, Deflection Defense, Will Defense For ease of use, "Weapon Damage" means anything that's an equipped weapon, from a sword to a bow to a gun to Kalakoth's Minor Blights. This also means there's a benefit to making a high-Strength wizard (i.e., being a psycho melee "gish" wizard). Spells: Slow cast spells will use the Fast (2s base) recovery time instead of Average (3s base). The Very Slow cast spells (typically summons) will now use the Very Fast (1s base) recovery time. Penetration: Modified the Penetration system slightly, along with how Penetration displays in the mouse-over tooltip in combat. When your Penetration is below the target's Armor, there is now a gradual reduction in damage. The current values are (and may be tweaked as we play with them a bit): -1 Pen = 75% Damage -2 Pen = 50% Damage -3 or more Pen = 25% Damage It's still 100% damage up until you are at double Pen, and then 130% damage from there. Along with this change, Penetration will now ONLY display on the combat tooltip when you are either BELOW Pen, or you don't yet know the target's Armor value for the damage type you'll deal. Attack Speed: Updated the attack speed of most 1H weapons to use an Average (3s) recovery time, instead of Fast (previously 1s). Fast recovery times are now 2s, rather than 1s. The overall result of these changes is that combat will have a slower pace as recovery times for 1H weapons is increased. Here are the 1H weapons that will have a Fast (2s) recovery time. All other 1H weapons are Average recovery: Stiletto Hatchet Dagger Rapier Club Flail Monk Fists As part of this change, we also looked at the overall damage ranges of weapons, with the goal of making 2H weapons a viable choice compared to 1H weapons. Recovery: Base recovery time for a Slow recovery attack is now 4s, instead of 5s. Very slow is now 7s instead of 8s. More importantly, we updated the recovery penalty from armor, as follows: 20%: Light Armor (Leather, Hide, Padded) 35%: Medium Armor (Scale, Breastplate, Mail) 55%: Heavy Armor (Brigandine, Plate) Graze: All attacks can inherently Graze. We updated the Aware Inspiration to grant 50% Graze to Hit conversion, and fighter Confident Aim also grants 50% Graze to Hit (meaning Fighters who have both will hit a lot more). Grazing will reduce damage and status effect / affliction duration by 50%. We might consider having graze downgrade Tier 3 & Tier 2 afflictions, like an inherent Resistance. Rogue: Rogue Escape ability. It now costs 1 Guile to use (previously it was 2). It is no longer removed when you choose Shadow Step/Shadowing Beyond, but it is a requirement in order to gain either of those abilities.Ranger: Ranger abilities Wounding Shot, Accurate Wounding Shot, Hobbling Shot, Concussive Shot, Concussive Tranquilizer, and Stunning Shots will now work with melee weapon attacks.Priest: Priests will now receive an automatic spell when they reach every new Power Level. For a single-class Priest, that's at levels 1, 3, 5, 7, 9, 11, 13, 16, and 19. Updated Priests so that they no longer lose access to spells based on type. IE: Eothas Priests no longer lose access to Protection spells. Fighter: Mule Kick is now a standalone ability, not a Knock Down upgrade. It requires Knock Down to learn, but doesn't replace it. It now does bonus damage and will Disorient the target, and will cost 3 points to use.Ranger: Wounding Shot - Since Wounding Shot and its upgrades were reduced to 1 point, tuned down the bonus Raw damage a bit. Marked Prey - As with Sworn Enemy, Marked Prey will now work correctly w/ ranged & AoE attacks. Paladin: Paladin Orders like Priests, players were required to pick a Paladin Order during character creation. We've removed the drawbacks from picking the various Orders. Lay on Hands -Greater Lay on Hands and Hands of Light are no longer upgrades to Lay on Hands. They require Lay on Hands, but do not replace it. Their effects remain the same. Sworn Enemy - has been updated to work correctly with ranged & AoE attacks BUG FIXES Thanks to all you wonderful gamers providing tons of feedback/bugs. We spent this past month addressing as many of it as we could; here are some of the highlights. General Issues: (FIXED) Mild to severe drop in frame rate on first load. We are still in the process of optimizing our game. (FIXED) Some machines may crash on a black screen on first 'New Game' (FIXED) A few different creatures (Imp, Beetle, etc..) are missing audio (FIXED) Some NPCs will have abilities that activate after each transition (FIXED) Party will spawn halfway below the ground after destroying the Adra Pillar in Poko Kohara Class Specific: (FIXED) Chanter phrase count is not updating after Save/Load (FIXED) Multiclass Barbarian/Priest (Shaman) lose passives (FIXED) Wizard/Druid/Priest 'aggressive' AI preset will mainly auto attack (FIXED) Mercenary Wizard is currently listed as a dwarf and gains 'Hale and Hardy' but visually is a Human UI: (FIXED) Some menus are cut off in certain resolutions (FIXED) All tooltips regarding Action Speed, Recovery Time, and Reload Time are incorrect (Don't trust them) (FIXED) HUD elements may flicker/phase out of existence after a save/load cycle (FIXED) Adra Pillar in Poko Kohara disappears after Save/Load (FIXED) Player character portrait doesn't fill red to show damage after Save/Load (FIXED) Loading Error that kicks to the Main Menu transitioning after Save/Load Spells and Abilities: (FIXED) Spell Levels in Ability Trees and Grimoires do not match (FIXED) Bull's Will Passive can be obtained twice for Multiclass Players Miscellaneous: (FIXED) Off screen Character Position Portraits all display the 5th slot party member (FIXED) Animation controller issue with Blights and Spores. If you Knock Down/Up either of these enemies they will be put into a bad state and combat will not end. (FIXED) Players can obtain infinite money or debt by buying hammer and chisels from Vektor Combat: (FIXED) Mule Kick makes enemies untargettable and stuck in combat (FIXED) Enemies sometimes duplicate on save/load (FIXED) Weapon Recovery speeds are inconsistent (FIXED) Skeleton Sorcerers attack themselves in Poko Kohara (FIXED) Weapon Focus Barbarian ability is combat only (Currently being worked on) (FIXED) Kith (humanoid) enemies will sometimes attack themselves KNOWN ISSUES IN THE CURRENT BACKER BETA These issues are still a priority for us, but there is only so much time in a day and we didn't want to keep you all waiting any longer. All Platforms: Mercenary Priest level up summary has much larger text than other characters Items can be duplicated in rest menu 'Broodmother's Fury' Loading an autosave before starting the quest will block the quest from turn in at end Some machines may crash when quitting to the Main Menu from within the game The Game doesn't boot in native resolution after installation Ranger 'Ghostheart' summoned spirit companions will sometimes blend into the background Chanter will not have audio for their abilities (Chants or invocations) Linux: Loading a save outside of Tikawara and returning to Tikawara will open Character Creation Encounter between Ravine and Tikawara reappears New Game takes forever to launch character creation Mac: Crash when loading an encounter autosave from a different scene New Game takes forever to launch character creation
  13. Hello, My problem is that I have deleted all my saves files prior to the boss fight at the end of Pillars of Eternity and this makes me unable to play the DLC that I have bought. The problem is that after the final boss fight the game ends, credits roll and I'm I'm unable to play after this point. Unfortunately I was unaware that I can't leave the final dungeon once I enter it and without the save games that I have deleted (without knowing the impact of it) my only choices is killing the boss and ending the game. Without your support the only way I could play the DLC is by starting a new game and playing it through countless hours until I reach a point (almost at the half of the campaign) where the DLC location/quest would become available. Is there any way to restore the deleted save files? Can you offer me a solution please where I don't need to start playing the whole game again? Not that I don't like it, more so because I've grown attached to my character. (I rather not download a random save file rom the web because by doing so my main character wouldn't be my own neither the choice made during the game) Thanks in advance, Sz. I'm using: MacBook Pro (Retina, 13-inch) 2,7 GHz Intel Core i5 16 GB 1867 MHz DDR3 Intel Iris Graphics 6100 1536 MB
  14. Hi. I began to play with wizard. On fist level up I chose rhymer's summon talent and after next load it disappeared. I have no talents now in character profile. What's going on?
  15. The exceptional pistol which is looted from one of the theives pretending to be Giftbearers of Ondra is in fact not Exceptional. It says that it is, but when equipped, the accuracy is that of a normal pistol.
  16. This is just so bizarre. I know that I pledged $287 at the $199 level, but I can't find any record of it. When I log into Fig, it does not show up under my pledges. I got no confirmation in my email from either Fig or Stripe or Obsidian. But, yesterday, when I navigated to Fig from my phone, it showed that I backed it at $287. But I was not logged in! After I logged into Fig, that pledge disappeared and there was no more record of it. I cannot get back to that page, even after logging out of Fig. I wish I had taken a screenshot. What the heck is going on? Can anyone point me in the right direction on this? I will re-pledge if need be, but I don't want to accidentally get charged twice.
  17. Hello, i've decided to get back on Pillars, on Steam? Bought Pillars of Eternity - Hero Edition on MArch 2015 What a disappointment... Rigs : Windows 10 Intel Core I7 4930k (6 cores) 16Go RAM GTX 1070 Even this monster which run ANY game on Ultra settings, i get *Drum Rolls* 22 Locked FPS (yes locked, any resolution, any game options, any compatibility mode, any power management) My CG is used at 10% Is it a joke ? Exe details : 12/07/2016 version : 1.3.2.1047 thanks to help me understand
  18. After the latest update all my experienced characters disappeared except the two locked in an adventure. Is this supposed to happen? I evolved all 11 characters through all the possible adventures and now everything is lost, this is insane. Does anyone else is having the same problem or know if this wipe was informed by the devs?
  19. Hello, I played the game yesterday and everything was fine, the next day i tried to start it up and all i get is a black screen and music. The mouse is turned into the glove and i can move it around, even clicking on the now hidden menu, i veen managed to load a game but everything stayed black. i tried reinstalling and verifying the cash, but it didn't work. my drivers are updated too. I was really looking forward to playing the game, can anyone help?
  20. So I began playing the game yesterday and really got into it in no time at all. I am really pleased with the intricacies of the game logic and love the narrative writing. The visuals and music are also absolutely stunning. The one little glitch-type issue I am running into, which is rather disorienting after getting immersed in the game, is that sometimes the character voice overs start part-way through their dialogue. This has happened from time to time both in legitimate dialogue as well as when characters speak to comment on something while just wandering around. An example of this is would be if a character were to say something like: "We should be careful in this place." the text will display just fine (thank goodness) but the audio voice over might start somewhere like: ". . .ul in this place." Although I often read subtitles and such, it is still really bothersome. I have not seen any other posts about this issue and thought that if anyone else was experiencing they could comment, suggest fixes, or get Obsidian's attention to patch it.
  21. When you tell the head priestess that she has been rejected by Magran because she sent someone else to do her trial for her, you receive the worst reward. From listening to Durance and everything we've learned about Magran, that is the correct answer. The other answers are merely blowing smoke up her ass which Magran would not appreciate. At first I loaded and went with one of the fluff answers just to get the better reward but then went back and did it the first way and just decided to eat the negative reputation. It just seems bizarre and frankly wrong that the only Magran quest in defiance bay would reward dishonesty/weakness since everything we hear and know about Magran has her prizing brutal honesty and strength of character over all else.
  22. I bought Pillars of Eternity: Champion Edition from Amazon.com because it came on a DVD instead of a download. I have very limited bandwidth, so the DVD media was a paramount issue. I tried to install from the DVD, but the installation immediately switched to a 6GB download. I ran it overnight and it is only 30% downloaded. I tried doing this, but to no avail. Is there a way that I can install from the media instead of a download? Steam is supposed to do the DRM, no be a stumbling block for installation. Please respond with a resolution to this issue.
  23. There's lorem ipsum text in the first room in the catacombs. When I enter the catacombs and go into the first little room there's a "Memorials" sign. I looked at it and it showed lorem ipsum text. I looked at it again and it had the expected text. When you look at the memorials sign there are a bunch of options, the first one says "Theferds of Wollongong" Happy Hunting! Josiah
  24. Description: Problems with the management of my fortress. 1)1) I have accumulated more than 10,000 coins, the game ceased to pay salaries to my mercenaries as if I have no money. I think this problem appeared after I accumulated more coins 6000-8000. Dismissal and hiring them again dont solved the problem. 2) All the adventure in the fortress (large, medium adventure) do not work. Game writes that adventure need 22 hours or any other time. When you start the adventure time varies on record - 9 strokes. That's all. I missed a few weeks, but the adventure never ends. 3) After I returned hero from the adventure, he lost a melee weapon. Steps to Reproduce the Issue: Dont know. Savegames https://www.dropbox.com/s/m9ey0dmk4uecwv0/b54a795c-d5c9-42e3-b07b-f119e7af257d%20quicksave.savegame?dl=0 Output Log Attached the log. https://www.dropbox.com/s/97zek12csfrrwlb/output_log.txt?dl=0
  25. I really hope there are resources and the will from the developer's side to address these two, major issues present in PoE's combat: -Enemy AI We've been informed during development that there was not enough time to properly develop enemy AI, as a result enemies take simple decisions and act in a similar fashion despite their type. Combat will be a lot more colourful and challenging if this would be to be taken care of. -Option to Escape Combat A rare few parties may manage it, but certainly not the majority of them and since PoE is a game where you may end up fighting enemies tougher than you, the option to escape should be there. It could be done via an 'escape button' (not unlike scouting button) that enables the party to run at an increased mv rate, albeit applying a penalty on defenses, so as to outrun enemies and get out of the aggro zone. It will be risky, having to suffer from disengagement and all, but the option should be there. Thoughts ?
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