TT1 Posted May 30, 2015 Share Posted May 30, 2015 (edited) Hey guys, this is still happening. Really annoying. It happened twice with me, fighting the Fampyrs in lvl 8 of Od Nua . Almost always the wizard, switching from wand to pistol. v 1.0.5.0567 here Link to savegame: https://drive.google.com/open?id=0B4vbh7mQxjDZfmVPbDJVRi1FQTJfQ1NfUFZUbTk0UkYwM1o1T0Z4VTd2Y0UxX1VCZTk3RjA&authuser=0 Edited May 30, 2015 by TT1 Link to comment Share on other sites More sharing options...
0 AndreaColombo Posted May 30, 2015 Share Posted May 30, 2015 Already reported. 1 "Time is not your enemy. Forever is." — Fall-From-Grace, Planescape: Torment "It's the questions we can't answer that teach us the most. They teach us how to think. If you give a man an answer, all he gains is a little fact. But give him a question, and he'll look for his own answers." — Kvothe, The Wise Man's Fears My Deadfire mods: Brilliant Mod | Faster Deadfire | Deadfire Unnerfed | Helwalker Rekke | Permanent Per-Rest Bonuses | PoE Items for Deadfire | No Recyled Icons | Soul Charged Nautilus Link to comment Share on other sites More sharing options...
0 Idleray Posted May 30, 2015 Share Posted May 30, 2015 why do you think this is a bug? Wouldn't a dominated party member logically switch to the best weapon to turn on you with? If it was me and I wanted to avoid charmed/dominated party members turning on me I'd equip them with nothing but fists before the fight Link to comment Share on other sites More sharing options...
0 AndreaColombo Posted May 30, 2015 Share Posted May 30, 2015 why do you think this is a bug? Because they don't do it intelligently and with a purpose. They just do it all the time regardless of circumstances. If they swapped weapons intelligently based on what is best to turn on you, it would be a killer A.I. feature. "Time is not your enemy. Forever is." — Fall-From-Grace, Planescape: Torment "It's the questions we can't answer that teach us the most. They teach us how to think. If you give a man an answer, all he gains is a little fact. But give him a question, and he'll look for his own answers." — Kvothe, The Wise Man's Fears My Deadfire mods: Brilliant Mod | Faster Deadfire | Deadfire Unnerfed | Helwalker Rekke | Permanent Per-Rest Bonuses | PoE Items for Deadfire | No Recyled Icons | Soul Charged Nautilus Link to comment Share on other sites More sharing options...
0 TT1 Posted May 30, 2015 Author Share Posted May 30, 2015 why do you think this is a bug? https://forums.obsidian.net/blog/7/entry-183-patch-notes-105/ General FixesRemoved exploit of being able to transition into a new area with a dead player character. . Spells and abilities stuck in 'Already Activated' state will be fixed whenever a game is loaded. Now camping in a stronghold map when Brighthollow is unlocked uses Brighthollow instead. Party members will no longer switch weapon sets when charmed. Resolved a problem where misses on some secondary attacks were not being reported in the combat log. Camera should center on party members faster. Trial of Iron: Loading a game will now force a save to happen to prevent save scumming. Fixed many issues related to auto pause. Firearms will now reload when combat ends on alternate weapon sets. Poison and interrupted VO now has a cooldown. Allow quick-loading when UI windows, like dialogue, are up. Fix to enemy encounters sometimes decreasing in difficulty without the player changing the option. Fixed additional problems with prestigious visitors visiting the Stronghold after they had been killed. Fixed issue where Guest Hirelings that were available at the Stronghold for hire were not being saved properly into the save games. Removed unneeded navigation blockers in the Valewood that were causing animal companions to become stuck. 1 Link to comment Share on other sites More sharing options...
0 Mygaffer Posted May 21, 2017 Share Posted May 21, 2017 why do you think this is a bug? https://forums.obsidian.net/blog/7/entry-183-patch-notes-105/ General FixesRemoved exploit of being able to transition into a new area with a dead player character. . Spells and abilities stuck in 'Already Activated' state will be fixed whenever a game is loaded. Now camping in a stronghold map when Brighthollow is unlocked uses Brighthollow instead. Party members will no longer switch weapon sets when charmed. Resolved a problem where misses on some secondary attacks were not being reported in the combat log. Camera should center on party members faster. Trial of Iron: Loading a game will now force a save to happen to prevent save scumming. Fixed many issues related to auto pause. Firearms will now reload when combat ends on alternate weapon sets. Poison and interrupted VO now has a cooldown. Allow quick-loading when UI windows, like dialogue, are up. Fix to enemy encounters sometimes decreasing in difficulty without the player changing the option. Fixed additional problems with prestigious visitors visiting the Stronghold after they had been killed. Fixed issue where Guest Hirelings that were available at the Stronghold for hire were not being saved properly into the save games. Removed unneeded navigation blockers in the Valewood that were causing animal companions to become stuck. You know what is funny? This still happens as of 3.0x. I bet this could be abused, if you know you're going up against enemies that can charm put either a very weak weapon or even fists in our second slot and watch the effectiveness of the charm be reduced. Link to comment Share on other sites More sharing options...
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TT1
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