March 31, 201510 yr Charm/Confuse/Dominate Duration ends after 1-3 seconds if there are no valid enemy targets. Spiritshift is not a modal and has a duration, so there are some information that's missing on that ability. Spiritshift has 5 DR penetration and Wildstrike Proc Damage is calculated differently than normal damage (it onlty takes 1/4 amount of the enemy's DR). If you are consistently getting the Spiritshift issue where you get both models, please attach your save file as we are trying to narrow down what's causing that issue. 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\Saves Mac Location: Library/Application Support/Pillars of Eternity/Saved Games
March 31, 201510 yr The double-model bug happened to me twice, both times as I was trying to use a potion while spiritshifted. The bug is really hard to reproduce, and I overwrote the saves I had when the bug occurred.
March 31, 201510 yr I did some more testing with Charm Beast. - as long as at least one hostile beast remains uncharmed during a combat scenario, the duration works properly - if every beast gets charmed, the duration is less than a second, regardless of missing/grazing/hitting/critting For example, if you're fighting two bears: - charm both bears - duration is less than a second - charm one bear - duration lasts as advertised - charm one bear and kill the other while the Charm effect is still ongoing - the effect ends immediately It seems that the game, for some reason, requires having at least one enemy in a combat scenario. Basically, it doesn't let you charm/dominate every foe. I don't know if this is intended or not. EDIT: I believe I know what might be causing the problem: - Charm Beast is a combat-only spell - if you charm every beast, the combat state ends (since there are no more enemies (charmed beasts count as allies)) - because the combat state ends, the spell stops working (because it's combat-only) Thoughts? My thoughts are that way too many spells in this game are tied to 'must be in combat'. This is stop pre buffing before a fight, as we know we all did in Baldurs gate etc and was expected you would stand just a small way from a big boss and cast every protection spell you pretty much had before entering the fight, they have balanced POE against this and to be honest it works way better. Some Ai for companions is a huge thing needed for expansion/Sequel but apart from that I quite like the combat. Edited March 31, 201510 yr by axan22
April 1, 201510 yr This is stop pre buffing before a fight, as we know we all did in Baldurs gate etc and was expected you would stand just a small way from a big boss and cast every protection spell you pretty much had before entering the fight, they have balanced POE against this and to be honest it works way better. Some Ai for companions is a huge thing needed for expansion/Sequel but apart from that I quite like the combat. Exactly. Buffs, "weapon" spells, and summons are combat only to prevent the pre-fight buff fest that happens in a lot of RPGs. I can understand HoT heals falling into this category, but any healing spells that don't affect enemies are also combat only (moot point because of OoC endurance regen). There are some attack/debuff spells which are unusual in that they can't be cast out of combat for whatever reason (crucible of the soul, returning storm), but they are rare.
April 2, 201510 yr http://www.nexusmods.com/pillarsofeternity/mods/21/? I managed to fix the stag defence bug. It will now properly turn off after the battle. Mod comes in two variants - one is the regular stag defence +7, second one is boosted version +30. http://www.nexusmods.com/pillarsofeternity/mods/19/? I also created another mod - one that removes the spiritforms timer. Normally when we shift into our spiritform it ends after 12s. I removed that limit so the transformation stays for the whole fight or untill player turn it off manually. Other properties are untouched, its still per encounter ability and combat only.
April 2, 201510 yr It seems the bug still stays on, my fix just disable it during non-combat phase. I have to dig deeper into this file, maybe i will fix it permanently xD @edit Ok i managed to upgrade the fix. The passive ability will still stay till the end of combat, even if we shift back to regular human form, but it will not stay during non combat phase and it wont trigger up in next combat phases before we switch again to spirit form. This is just a temp fix, but its better than having it stays on for the whole time imho. I upgrade my mod as soon as i end hex-editing it Edited April 2, 201510 yr by Zekzt
April 28, 201510 yr 1.04 Spiritshift duration is not displayed anywhere in the game!!! I've checked Spiritshift ability description, character screen (active effects - only boar regeneration), hovering mouse over my character's portrait. Nothing. To reproduce: 1. Start a new game 2. Choose Druid 3. In the fight with young wolves, use spiritshift. Try to find any way to display how many seconds remain. In particular, I have no clue if Intelligence affects the duration of Spiritshift or not. Character backgrounds explored (Callisca)
August 20, 20223 yr I don't know if I'm using the right field to post in this topic, but it was the only one I could find, ("Answer this question") I think I just found a bug? I'm not sure if someone has mentioned it, I read through the comments but didn't see it so here I am. I used my druids shapeshift form to turn into a wolf, he had a bronze sword equipped, one of the gold quality items... and I just now noticed, in humanoid form, he has his wolf teeth equipped and the sword is just gone... I can even unequip them (the teeth... lol) and stow them in my inventory as if they were a normal item... but the sword has *poofed* from existence. Quite upsetting as I have the adra shield, and the sword gave a bonus ability when equipped with shields. Tried reloading the game, and restarting from desktop to no avail. I'm assuming the only way to get my sword back is to reload a previous save from before the bug and who knows how far back that is. Edited August 20, 20223 yr by Uden
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