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  1. I'd like to request that hitting the sprint button will automatically take the character out of a crouched state. As it is now, the player has to cancel their crouch in order to start sprinting. Seems minor but small touches make for a nicer play experience.
  2. When in stealth mode, characters will no longer move to assigned location, but instead run in a random direction. This is especially frustrating during combat. Is there any known fix for this?
  3. I've been playing now for several hours, died a few times, and am enjoying the game, learning the skills/perks/etc. Only two issues I noticed both deal with stealth. 1. Not sure when I am hidden. Am I missing an indicator or something on the HUD? When I'm in tall grass it fades so I can see through it. But it's also tough to know when I reach or PASS the edge of that grass and am now visible. 2. I kill a mob. The noise aggros a mob on the other side of a solid building/wall/etc. I run into tall grass and hide, or around another corner and hide. The aggro'd mob somehow knows right whe
  4. Obsidian, please let us finish The Outer Worlds without killing anyone.
  5. I've got a pretty good understanding of how most of the skills work regarding mechanics on consumables. But I'm not 100% sure how Stealth and Sleight of Hand work in depth mechanically. So, We all know that when you increase your stealth, it makes you harder to detect (harder to see in the vision cone, harder to hear in the sound circle). I'm curious as to what exactly dictates this. Is it distance? is it an extended stealth "timer"? is it both? When you put a point in stealth, does it decrease the distance in which enemies notice you? or does it just slow the stealth "timer"? and most
  6. As the title says. If you have one of your PCs talk to someone, they suddenly stop observing you, enabling you to re-enter stealth even while initially being observed. See video below:
  7. If you put a character in stealth mode and move to the shelf or npc you want to steal from, regardless if spotted, you'll easily pickpocket without much effort. How? Just pick another character and start a dialogue with any character in the map. Upon starting a dialogue, the cone of view / range of alertness is reset for any character, not only for the interlocutor, so you can just wait the alertness to drop, end conversation, pause the game, steal. Make sense if this work only on the interlocutor: you distract him/her so the lose of alertness can be a thing, but distracting someone from th
  8. I would greatly appreciate a mod that adds 1 low level wizard invisibility spell. I'm thinking PL 2. And a higher level one with extended duration maybe at PL 4. I always found wizard's lack of such spells very odd. Plus I don't think it will be too OP. Considering we already have ciphers starting with a charm spell.
  9. Anyone knows if this is possible? I haven't seen any table that modify runspeed per class yet but I might have missed something. Only one I've seen is the global function to raise "walking speed" but nothing for stealth. Any insights would be greatly appreciated
  10. I'm just 20+ hours into the game, but this may have the best stealth mechanics and moments I have ever seen in a traditional CRPG. I'm so used to the typical CRPG having rather plain stealth mechanics; go into stealth mode (or sometimes fail in the older Infinity games), to sneak past an enemy with a strong possibility of that action failing, or using stealth to move through a dungeon, helping you to spot traps and hidden items easier. In Deadire, stealth is very straight forward again, but with a twist; I've had moments in the game where I can don a disguise to fool guards, throw a so
  11. Is it possible to be close enough for an enemy to be revealed on screen, and still have a chance to stealth? Or is the only way to sneak up to an enemy (without abilities), is to pre-stealth and assume an enemy could come up anytime (which slows the game too much doesnt it?) edit:I realised if you have autopause on when enemy spotted, it gives you enough time. If this is turned off, theres no way you can do it unless youre always walking. However there are still times when you could be walking, have auto pause when enemy detected on and still be in combat before having a chance to stealth.
  12. Hey guys, I just wanted to ask if, other than the vision cones and stealing from shops, combat-related stealth is getting some love. Specifically, rogue stealth in PoE was very unsatisfying and unintuitive. You were punished for using "rogue" weapons, such as daggers and stilettos, and instead incentivized to use heavy 2-handers to deliver backstabs. This I could understand. In a way it's the legacy of old D&D titles and staff of the ram days in BG2. On the other hand, the 2-handers didn't deliver nearly much of a blow from backstab as even 1-handed weapons from BG2. You could never exp
  13. I've just completed my TCS Speedrun (2:18h, No Glitches), so I thought I would share the build I have used. It's reliable, but not without risks. If you want to reproduce the run, I would suggest studying my video. There is also quite a bit of additional information on my strategies in the video description: Pillars of Eternity - TCS Speedrun (2:18h, No Glitches, Solo, Highest Difficulty, Triple Crown) https://youtu.be/ZtGppK4gWkE (I've just realized that I got the Relative Pacifism achievement for the run, so fewer than 175 NPCs and Creatures are killed!) Concept Push for ma
  14. Hello, sorry if this is something oft repeated. I'm just curious if I need to be doing something differently. So I have a lvl 7 Rogue whose skill level in stealth is at 9. Which seems like it should be adequately high enough to be able to sneak up and backstab enemies. I haven't been able to figure out why I can sometimes sneak up on enemies and sometimes I can't. Are some area's beyond my level or is everything scaled? Enemies have a perception skill and some enemies are just unsneak-up-behindable? My stealth level isn't that great? I am currently in an area where I haven't been a
  15. One of my rangers' pets stops moving in stealth mode. Send pet somewhere, pet goes. Enter stealth mode, pet stops moving. Drop stealth, pet resumes movement. Every other char and pet continues moving normally in stealth. I run 4 rangers and currently also Sagani. Other 4 pets are fine, 1 is misbehaving, Duk's pet. This was happening before 2.0. Was hoping it will be fixed in 2.0 so I waited a few days but the issue persists in 2.0 as well. I tried removing from party and readding, changing formations and so on but doesn't help. It is super annoying as I always move in stealt
  16. Description: Detection circle isn't showing up for my Ranger's animal companion. The detection mechanic is still working, and I hear the 'ping' when the AC is detected and combat starts. Didn't notice at first because Calisca/Heodan was always at the fore. Since Valewood, the lion's been leading and no yellow/red detection timer has been showing for it. Have since tested with 3 different companions at start of game - none show a detection circle. Steps to Reproduce the Issue: Start a new game, normal difficulty. Create a Ranger with Lion, Wolf or Stag (haven't tested the others) ani
  17. First off, just to make it clear: I love P:E. It's a fantastic game. It's the cRPG I've had the most fun with since the Golden Age, no question, and stands proudly among the games that inspired it. 10/10 GOTY and all that commotion. There are three mechanical systems in it however that I thought were weak enough to detract from the experience, and I hope Obsidian addresses these in the expansion and sequels: crafting, the stronghold, and stealth. Stealth needs a complete overhaul in my opinion. It is way overpowered. Being able to sneak with even 0 points in it means you always get the drop
  18. I absolutely love this game! I'm just having one issue: how in the hell are you supposed to use stealth? What strategy does everyone use for it? Here's my problem: I have invested stealth points in my rogue, but this is starting to be pointless for two reasons: if I want to engage a target with the rogues stealth attack bonus, he is immediately put in a tough spot as the main target. This makes his stealth attack bonus absolutely worthless. I have the skill vanish skill, but using this only twice per rest means it's very limited. The second problem is stealth puts the entire part
  19. When scouting with Sagani, ordering her to use Wounding Shot, and then proceeding to a quicksave before the ability landed - or as it was being cast - resulted in Wounding Shot becoming permanently unavailable upon reload of save file. The ability was therefore marked as ¨already being used¨, and could no longer be used in combat. Link to Dropbox file
  20. First, let me start off and note that there is most likely going to be some spoilers mentioned as I write this. The reason I'm still posting it in General Discussion is because this is a very general topic, but if someone is feeling particularly stingy today, a mod can feel free to move this thread to Character Builds, Strategies & the Unity Engine, despite the thread likely having nothing to do with any of that. Second, before I start, I expect to get some flak on at least some of the points, or possibly because of the entire thread, because I'm overly critical, and maybe some accusat
  21. Can someone please explain to me the purpose of the skill system? I understand the basics, meaning I understand that you can pick locks with high mechanics or you can receive extra dialogue options with high lore, but are these skills class specific? Should I focus on certain skills when I play with certain classes or should I develop all the skills simultaneously? The athletics skill for example doesn't appear to be useful beyond a certain point. If my fatigue is already reduced by 90% what's the point of developing the skill even further? My barbarian won't become stronger from athletics
  22. For those of you unhappy with the need to walk slowly to be able to detect hidden objects, I've just made a mod to "fix" this. With the mod, Stealth Mode uses the normal run animations. Currently only supports Windows and not compatible with the IE Mod. When I get more time, I'll figure out how to incorporate it into the IE Mod. Get the mod from Nexus.
  23. If your characters are in stealth mode and you switch weapons with someone who's wielding a shield in the switched-to weapon slot, the shield isn't transparent. Obviously not a big deal - but I figured I'd report it anyway. Still in that "Beta" mindset I guess. Is this the right subforum for bug reports? NCarver, you still around?
  24. Level 3 Rogue with Stealth 4, Mechanics 4 At the beginning of the game, slow mode would allow for trap detection and sneaking up on enemies, with the circle under the character filling up to indicate stealth status. But now no traps seem to get detected at all, and more importantly, the character gets spotted instantly whenever he comes within sight of an enemy. No GUI circles filling up or anything. This happens with xaulips and small spiders and any kind of enemy, so I don't think their perception is so much higher than my stealth to warrant an instant detection, hence why I suspect a bug
  25. These topics were brought up at some point around the start of the beta, but seem to have been totally forgotten. Either that, or people are happy with them now. Or maybe Obsidian promised to fix them, I don't know. Whatever the case, I wanted to bring them up again since they really bother me. Why can I not put only one of my characters into scouting mode? Why does my whole party have to come with me through every screen transition? I'm sure there are plenty of situations when you'd want to have your entire party sneaking around, and obviously a certain amount of 'gather your party' is ac
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