We’re working on a fix.
We’re working on a fix.
So does it only happen with a controller?
We’re still working on it, folks Some bugs are not easy fixes even if they appear to be. We’ll have an update very soon actually.
If I could get a list of affected zones that would be super helpful then.
We for sure don’t want to change every instance of added damage type to the generic added damage as that would remove a lot of flavor and thematic from certain builds. We still have some weapons, skill nodes, passive nodes etc., granting specific added damage types, and want to keep it that way.
There’s a point in making this feedback that some nodes should be changed to the generic kind, but that’s a different conversation then.
Hello Mcastelo,
- Better character and mob models.
We are currently in the stage of updating enemy models! We are slowly working out way to replace all old or models that don’t meet our standard level of quality.
- Better combat animations.
Is there certain combat animations that are you are not happy with? If you provide examples, I bring it up with our animation team. Bringing specific examples is the best way we can address these problems going forward.
- A well made tutorial on the crafting system and all the itemisation, not a brick of a text wall but a ingame tutorial.
This is something that we have talked about internally. This problem has been brought up by multiple other players as well. We hear you, we will discuss ways to address this problem in the future.
Thanks for bringing this up Trikster. I completely agree with you that our auto-aim is something that needs to be reworked to feel better. I personally have run into many situations where I was frustrated as well, particularly for melee and bow skills. One of the problems is I believe auto-aim only currently takes into account the player position relative to enemy targets. That is why the aim redirection feels so snappy when an enemy happens to step a tad closer than other. This can create for awkward situations in combat like your image above and other situations where your character is twisting unnaturally to target something completely behind them.
I have poked the team about my personal complaints with the system. It’s going to be tough squeeze it in with all the other cool stuff we want to do for 1.0 but I will do my best to get a discussion going about this problem. We can possibility find a short-term solution till we have more time to give the system more direct atten...
Read moreSorry to hear that. It always sucks when a character gets lost.
The offline characters are stored locally on your device and I'm not sure where the steamdeck stores them but I think it's a different location when you switch to proton. This would account for why the character was missing when you switched. As far as I know it should come back on switching back but I'm really not sure.
The Steamdeck is still an unsupported platform. We haven't done anything on it at all. It working as well as it does is a by-product of our work on a Linux client and partial controller support.
Steam sync can also possibly back it up. This means that sync could have overwritten your saves with empty saves on proton.
Yes, all stats work for things they don't have a conflict for.
So increased damage works for everything but increased cold damage doesn't work for fire damage.
A spell would have a conflict with increased melee crit chance so it wouldn't work.
We've got a fix for this coming soon. Your stuff isn't gone.
Im 71
once you hit 75 it will get to 20 way faster.
Could you post the repro steps?
Can you post your player log from this session please?
Cool idea! I’ll share it internally and see if that conversation leads anywhere.
Thanks for the report! We’re looking into it.
When you restart the game, does this bug stop occurring for that character?
"999 should be high enough right?"
"yea, nobody will get that many"
"cool"
Good spot, I can only assume it’s a bug.
Yup, I also saw someone working on it so it should be returning at some point.