Hackaloken

Hackaloken



23 Jun

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Thanks, I’ve confirmed this and we’ll look into it. The Wild Path node does work as expected, however.

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Thanks, I’ve made a note of this.

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I’ve just tried this and the totems targeted the enemy after it revived. Do you know what kind of enemy it was?

In addition, a screenshot of your Thorn Totem tree would be helpful, as well as a log file of when this happened, if possible.

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Thanks, this is a bug. We’ll look into it.

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Thanks, I’ve confirmed this and we’ll work on a fix.

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I’ve just tried this on Ubuntu 20.04 and did not have any issues-- my graphics settings correctly updated while ingame, without having to restart.

Are you running the game natively on Linux? If so, please upload your system information and a ...

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Thanks, I’ve confirmed this and we’ll look into it.

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I believe this is working as intended. Generally, modifiers on a skill tree only apply to that specific skill, unless stated otherwise. However, I do see how the interaction is unintuitive, so perhaps it could be improved in the future.

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I believe Great Vine’s interaction with Bine is intended-- you’re replacing all the vines with a single one, so you just don’t take Bine. Potentially it could grant an additional damage bonus instead or something, but I think we’re happy with it for now.

I also think that it’s intended for Vines from other sources to not be affected by Great Vine, as they’re outside of Spriggan Form’s skill tree. Those modifiers generally only apply to the skill tree they’re on, and we state if that’s not the case (i.e. converting Fire Aura’s element).

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Thanks, currently the node is just reducing the Initial Cost, where it should be reducing both the initial cost and channel cost. We’ll fix this for a future update.

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Thanks, I’ve confirmed this and made a note of it internally.

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It seems like the visual effect for Ground Slam is the problem here, it’s bigger than the area the skill hits. I’m not sure if the visual is too big or the hit area is too small. We’ll look into this, thanks!

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Thanks, I’ve confirmed this and we’ll look into it.

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I’ve noticed this as well and believe this is a bug. It’s being tracked internally, just a developer hasn’t looked at it yet. Thanks!

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Unfortunately I haven’t been able to reproduce this issue. What character/build were you playing? Is this log file from the first or second time this happened, and did you fully close the game after it happened or did you just leave to character select?

If you run into this issue again it’d be helpful to get another log file. Thanks!

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Thanks, I’ve confirmed this and we’ll look into it.


22 Jun

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Sorry about this! Can you upload the files mentioned here as a .zip? I can see a bit of an error message, but the files in the crash directory have more info.

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Remaking the thread isn’t necessary. I’ve been doing what I can to look into this and do have some ideas, but that’s about all I can say. I realize that you can’t really play the game right now, but any progress we can make on this is slowed down by the fact that we aren’t seeing this problem in our internal testing.

The Windows client only supports DX11, while OpenGL is used on Linux/Mac. We don’t have any plans to change this, largely due to the amount of testing/support overhead it could introduce. We don’t currently release any builds with Vulkan.


20 Jun

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Unfortunately I don’t see any information in the log file regarding what caused the freeze for you. We’ll do our best to look into it. Thanks!

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I haven’t encountered any issues like this. If it happens again could you post screenshots and your log file? Thanks.