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Can't quite recall seeing another game where localisation issues could cause gamebreaking problems like this
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Can't quite recall seeing another game where localisation issues could cause gamebreaking problems like this
Okay, tried deleting and reinstalling the game, and I even made sure to delete all ini files etc to get "default" settings. Sacred Grove never ran very well, but I was getting minimum 25 fps on all ULTRA except shadows on HIGH. Now I get 10 (!!!!!)-25 on the same settings as Patch 2, 15-45 on all HIGH, and (LOLZ) 18-45 on all LOW. [...]
Man, this is discouraging to read, especially with my shitcomputer. I hoped for 2-3fps more, but any fps less is death. If I had known that, I had downloaded Version 2 instead. But now it's too late, because download for Version 3 is already at 2/3 and it takes half a day on my connection...
Technical breakdown of compatibility issues
The game wasn’t well optimized at launch. We received a lot of feedback that things were running slowly and during Patch 1, we implemented a hardware auto-detect on load feature that would set your default quality level based on hardware. There were a few issues with this. First is that the Nvidia Control Panel defaults to optimal and not performance. This will lead to it reporting a lower score from the autodetect unless the user has manually changed to performance mode. Second is that since we weren’t optimized great, we further reduced the scores to choose a lower quality setting that would run at a decent framerate.
The second major issue is that when it did auto-detect and select a quality setting that was not Ultra, the lower quality settings had turned off things like anti-aliasing (which makes the game look jaggy) and also applied a resolution downscale (which makes things look blurry). Some objects on lower quality settings didn’t render or looked bad when they did (hair, beards…). Our non-ultra quality settings were less than desirable visually.
As we’ve been making performance and optimization gains, we’re starting to increase the visual quality of the non-ultra quality settings. Adding a sharpness filter to the post process helped quite a bit too as it clears up some blurring caused by Temporal Anti-Aliasing and makes the normals “pop” a lot more on objects.
Probably fighter, rogue, 2 practitioners. Add a bard when your party expands to 5, and a second fighter when your party expands to 6.Not considering playing much further though, only a little bit. I'm currently at the Adventurers guild and can create a party of 4, but undecisive what party to build...
Can't quite recall seeing another game where localisation issues could cause gamebreaking problems like this
Hello everyone,
We have just released a hotfix to solve the following issues:
In addition to the fixes, enemy difficulty on hard mode was increased to +60% enemy difficulty over normal mode, up from +40%.
- German - Fixed the issue where cogs were unintentional stacking as a single type versus three different types. The tool tips isn’t localized at the moment, however, all new German players will not be blocked. For German players with previous save games, please adventure to Boar Temple and Skyhenge to find additional cogs waiting for you so you can progress your adventures.
- Fixed players having a small chances to suffer odd behaviors, including crashes, when using a practitioner’s dragon breath & conjurorer’s mark on groups of skeleton enemies.
- Fixed an issue with fairy powder bomb would cause hangs with multiple wave combats
- Fixed an issue with the Zanta fight in regards to killing multiple skeletons in the first turn of combat.
- Fixed a crash during combat when stacks of ‘On Fire’ are damaging Yadis and Primeval are also on the grid
We apologize for the inconvenience. Please keep letting us know if you are still having any issues with The Bard's Tale 4: Barrows Deep.
Can't quite recall seeing another game where localisation issues could cause gamebreaking problems like this
IIRC it was impossible to finish the potato version of Wizardry 8 back in the day.
Actually that save that is created when you exit out of the game, is deleted when you die and need to reload a game
Btw. I just wondered if a solo run is possible:
Probably not. The first couple of levels you are forced to have premade companions, which reduce the amount of XP your character could get. The second problem is, that you have only 4 skill slots, which would cause you to run out of attacks and hindered by cooldowns immediately. You'd need a dozen skillslots instead. Oh well... whatever
No no. That additional actionpoint is helpful, but it wouldn't help much if you wanted to play through the whole game with a 1-character-party only (like that Faerie Ninja in Wizardry). The skills already used and which require a cooldown are still blocked despite that additional action point, but if you have a larger party, some members might have some skills left to use and could use that additional action.
Letting that special case of solo run aside, I was intrigued by that comment who suggested a full Trow party. Which might give you constantly opportunity points (which is said to only happen once per turn), but some speculate it happens as often as different Trows make the kills. Not sure if true though. But could be funny.