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* * * * * 4 votes

Update Notes: 3.00

Posted by BAdler , in Patch Notes 21 January 2016 · 81493 views

Pillars of Eternity Beta Changelist Notes
New Features
  • New content for the Stronghold that has you, as lord or lady of Caed Nua, decide the fate of your vassals and send your companions on new and exciting adventures.
  • There is also a new quest line that allows you to defend your claim to Caed Nua (will be released in 3.0 final).
  • Knockout Injuries have been added as an option for those that want it. Injuries are added to characters that are knocked out in battle and are only removed by resting.
  • Story Time mode has been added. This difficulty setting is for people that want to experience the Pillars of Eternity story without having to build a party of adventurers focused on combat.
  • Athletics has been revamped so that it allows characters to cast Second Wind. A powerful healing ability. A higher Athletics skill increases the size of the heal.
  • Survival now grants rest bonuses. A higher Survival skill will unlock more rest bonuses or increase the strength of existing bonuses.
  • Many new creatures have been added to the Bestiary.
  • The Action Bar has been reorganized so that it is easier for players to see their Per Encounter, Per Rest, and Watcher abilities.
  • The end of the game (Act 3 and second half of Od Nua) has been revised to remove the number of "trash" encounters and increase their difficulty.
  • A high level scaling option has been included for anyone that enters Act 3 at a high level.
Survival:
  • Damage Reduction bonuses have been halved (was +2/+4/+6, now +1/+2/+3).
  • Heal Multipliers are now +20%, +40%, +60%.
Athletics
  • Athletics now heals a base of 20 + (Athletics*4) Endurance. At 1 Athletics, it will heal base 24. At 12 Athletics, it will heal base 68.
Cipher:
  • Ciphers have been rebalanced so that their powers cost 10 focus per level. E.G. 10 focus for 1st level power, 50 focus for 5th level power.
  • Increased the base amount of Focus gain per point of damage dealt from 0.25 to 0.35.
  • Whisper of Treason changed from long cast time to short cast time.
  • Puppet Master changed from long cast time to an instant cast.
  • Puppet Master base duration increased from 10s to 16s.
  • Soul Shock radius increased from 1.25 to 1.75 (2.5m to 3.5m diameter).
  • Tenuous Grasp Frightened base duration increased from 6s to 15s.
  • Antipathic Field minimum damage increased from 10 to 13.
  • Amplified Thrust damage increased from 30-40 to 40-55 Pierce.
  • Mental Binding AoE Stuck duration increased from 4s to 6s.
  • Mental Binding targeted Paralyzed duration to 8s base.
  • Mind Blades base damage raised from 10-20 to 18-28. Each bounce reduces the damage range by 10% (still 5 bounces).
  • Psychovampiric Shield Deflection bonus from 10 to 25.
  • Soul Ignition from 17 Burn to 22 Burn damage per tick.
  • Mind Lance projectile radius increased from 0.5m to 0.75m.
  • Silent Scream AoE damage raised from 15-25 base to 28-40 base. Target damage raised to 35-50 base, Stunned duration 8s base.
  • Disintegration from long to short cast, 5m range to 10m range.
  • Disintegration Raw damage increased from 30 per tick to 40 per tick.
  • Amplified Wave Prone duration to 8s base.
  • Borrowed Instinct from 15s to 25s base duration.
  • Detonate base damage from 30-50 Raw to 50-75 Raw. AoE base damage from 30-50 Crush to 45-60 Crush.
  • Ringleader AoE Charmed duration from 8s base to 12s base.
  • Tactical Meld base duration from 20s to 25s.
  • Time Parasite from 5s base duration to 12s base duration.
Companions
  • Zahua gained +3 to con (now 17) so he has 75 attribute points like all other companions.
Creatures
  • Added correct audio bank to animal companion antelope so it should play proper SFX now.
  • Dragons will now wait a minimum of three seconds at the start of combat before using a breath weapon.
  • Immunity: Ground added to a large number of spirits, drakes, wurms.
  • Immunity: Prone removed from dragons, replaced with Immunity: Unconscious and Resist: Prone (+20).
  • Removed Prone immunity from spectres, shadows, shades, phantoms, cean gwla, and battery sirens.
Gameplay
  • Drugs have been rebalanced in the following ways:
  • Blacsonn: +3 Perception, +25 Resist vs. Ground, -2 Dexterity, Crash: -3 Might, -2 Dex
  • Carow Golan: +20% Focus Gain, +10 Deflection, +20 Reflex, -4 Intellect, Crash: -5 Might
  • Goldrot Chew: +3 Might, +1 Movement, -2 Perception, Crash: -4 Dexterity
  • Ripple Sponge: +10% Max Stamina, +25 Resist vs. Poison and Disease, - 4 Resolve, Crash: -1 Movement
  • Snowcap: Confused Immunity, +40 Resist vs. Charmed, +20 Resist vs. Dominated, -5 Perception, Crash: -2 Constitution, -2 Intellect
  • Svef: +15% Attack Speed, +0.5 Movement, -4 Resolve, Crash: -6 Resolve
  • Whiteleaf: Frightened, Sickened Immunity, +25 Resist vs. Terrified, Weakened, -10% Attack Speed, Crash: -15% Max Stamina
  • The following equipment mods have been tuned up: Preservation, Defiance, Fenwalker (resistance mods), Freedom, and Healing Bonus.
  • Fixed an issue where you could cast "ally only" spells on party members before they joined your party.
  • Animation for picking locks now plays whether or not your character uses lockpicks.
  • Fixed an issue where talent-granted abilities were not being removed correctly on retraining.
  • Put a retroactive fix for fighter made before Update 2.03 so they now properly receive a +5 buff to base Deflection.
  • Fixed inflated Accuracy calculations when the player placed traps or cast certain spells.
  • Fixed a problem where some status effect usages didn't take trigger adjustments into account.
  • AI will now choose more appropriate actions if they are unable to move.
  • Fixed redundant immunity listings on animated weapons.
  • Added the "Ground" keyword and associated it with a whole bunch of spells and abilities that are ground-based: Tanglefoot, Web, Slicken, the various priest Seals, etc.
  • Fixed a problem where some equipment would disappear after a shapeshift but still provide its bonuses.
Spells and Abilities
  • Suppress Affliction base duration reduced from 10s to 5s, AoE radius reduced from 2.5m to 1.75m.
  • All Prayer Against _____ spells, scrolls, and abilities now grant immunity rather than resistance.
  • All Prayer Against _____ spells now have a base 20s duration (was 30s) and radius increased from 2.5m to 3m.
  • Constant Recovery, Rapid Recovery, and Veteran's Recovery now all heal more Endurance per tick and all scale with level.
  • Ancient Memory now heals double the Endurance and scales with level but has a 45s duration.
  • Beloved Spirits now also heals twice as much and scales with level.
  • Removed an unnecessary restriction on stacking Weapon Type Specialization abilities. This should fix issues like Flick of the Wrist being suppressed by Prey on the Weak.
  • Fixed some stacking inconsistencies with Cipher powers that caused some spell effects to suppress other valid effects.
  • Holy Radiance now heals base 15 Endurance.
  • The Sword and the Shepherd (Kind Wayfarer talent) now scales with level (+7 every 3).
  • Shielding Touch deflection bonus increased from +8 to +12 (Shieldbearers of St. Elcga talent)
  • Renamed Duty's Bond to Aegis of Loyalty and the talent now grants 15s of immunity to confused/charmed/dominated instead of a +20 defensive bonus for 20s.
  • Sworn Enemy range dropped to 10m, set to 1/encounter instead of 3/rest.
  • Added the paladin talent Wrath of Five Suns (modifies Sworn Enemy). It is only available to Pallegina.
  • Flagellant's Path attack is now more likely to place the character between him and his destination instead of off to the side.
  • Set the duration of Dichotomous Soul to base 15s.
  • Fixed a few abilities (Like Crippling Guard) that improperly claimed to apply effects to Self.
  • Faith and Conviction now scales for NPCs, +1 def and +2 to all other defenses at 5th, 10th, 15th level. Base Faith and Conviction bonuses reduced from +5 defenses, +10 to all other defenses to +4 def, +8 to all other defenses.
  • Knock Down is now a full attack (was only a primary attack previously) meaning that dual-wielding characters will now perform two attacks.
  • Play Dead should be be removed correctly when you retrain.
  • Miasma of Dull-mindedness penalties reduced from -10 to -6 and duration from base 20s to 12s.
  • Arkemyr's Wondrous Torment adds perception penalty. Penalty against subsequent targets increased and jump range increased from 5m to 8m.
  • Arkemyr's Capricious Hex now has variable durations for each of its afflictions.
  • Chanter skeleton summons set to 2nd level (were previously 1st).
  • Reny Daret's Ghost duration from 20s base to 12s base.
  • Clear Out base damage increased from 15-22 to 30-40.
  • Into the Fray base damage increased to 22-30 and damage type switched from crush to pierce. Into the Fray base dazed duration increased from 5 to 12.
  • Constant and Veteran's Recovery reduced from base 90s to base 45s duration.
Miscellaneous
  • Updated Watcher Vision VFX to reduce chances of blowout on a light background.
  • Adding a melee attack for pigs <--- This is important
  • Fixed a problem where game camera control could be renabled when moving from a conversation to a store directly. This should prevent zooming-in while scrolling in the store.
  • Fletcher's Stay rest bonus from The Goose and Fox now removes correctly.
  • Fixed issue where you could duplicate cloaks on corpses using quick loot.
  • Fixing big head mode on Sky and Alpine dragons.
UI
  • Fixed a problem where immediate effects from characters with high Intelligence could show a duration in the short combat log.
  • Fixed an issue where aggregated effects in the combat log could overlap if longer than the width of the combat log.
  • Fixed grammatical errors in some ability and spell descriptions. (Master's Call, for example)
  • Fixed issue where unarmed accuracy wasn't being shown properly in the accuracy breakdown.
  • Fixed problem where players were not being notified when a guest hireling leaves the Stronghold.
  • Keywords (such as Poison or Disease) have been added to ability tooltips and affliction descriptions that require them.
  • Fixed problem where a stack of food would drop if you attempted to feed Devil of Caroc the food. The proper use case is that she cannot eat the food, but the stack should not be dropped.
  • Bestiary percentage notifications in the combat log are always green now.
  • Items can no longer be dropped on the paperdoll from the stash if it's forbidden. For example, you cannot drop food from the stash on a player's portrait.
  • Spells and abilities that have bounces now properly communicate that information in their descriptions.
  • Added an action icon on party portraits and an option for it (default on).
  • Fixed world map button icon not depressing in the Area Map.
  • Adra Beetles no longer render on the Area Map.
  • Fixed problem where icons on a trapped container incorrectly displayed a looting icon.
  • Added an ingredients filter to store UI.
  • Fixed a bug where Stronghold log dates and times would show up incorrectly.
  • Fixed a problem where Resolve was not calculating Deflection correctly due to a rounding error.
  • Reformatted the action bar so that abilities are split up by usage.
  • Fixed some issues with summoning spell description formatting.
  • Expanding entries in stronghold UI lists now works when clicking anywhere instead of on the little arrow.
  • When opening the stronghold UI, the report for the last completed adventure will automatically show.
  • Changes to some Chanter Phrases so their effects will collapse properly in the UI.
  • Stronghold adventures in UI can now expand if they have long descriptions.
  • Ability descriptions will use a special line when different targets duplicate the same effect text.
  • Debuffed and buffed values in ability descriptions now use different colors.
  • Added "if successful" as a prefix to secondary attack effects in the inspect UI
  • Changed Ctrl+Drag to deselect instead of add to selection.
  • Arcane Veil piercing attacks are now identified in descriptions.
  • You can now see the full breakdown of Defenses in the Character Sheet by mousing over them.
  • Added damage threshold breakdowns to the Character Sheet and Inventory.
  • Steam Keyboard should now be integrated for those that are playing the game with Steam controllers.
  • Fixed some animal companion character sheet errors.
  • Text in Character Sheet now formats correctly after changing text sizes.
  • Weapon Specialization damage multipliers now work in the damage breakdown.
  • Added immunities and resistances to character tooltips.
  • Added level scaling information to the tooltips for scaled values.
  • Fixed an issue where the Fighter's abilities could be listed as Barbarian in Character Creation.
  • Item mods with effects that are complicated to display now have a name with a link to the mod in a new window.
  • Immunities are now hidden in Expert mode.
  • Fixed an issue where hidden loot stashes would sometimes highlight before they were discovered.
  • Passive status effects with durations now show on the party bar.


  • kirottu, tarasis, Tanred and 11 others like this



Quite the list! I'm quite looking forward to the melee attacking Pigs :)

 

Does 3.00 fix the disappearing Accept/Cancel buttons from the save dialogs?

    • crimeinall, tukai and Kaliban99 like this

"Chanter skeleton summons set to 2nd level" -- did the skeletons also receive a buff? Asking because they're rather totally useless compared to Reny Daret's Ghost as it is. I wouldn't take it at 1st level in its current state, never mind 2nd.

    • Irenicus000, Spam101, SkySlam and 4 others like this
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HelloCthulhu
Jan 21 2016 11:22 PM
Will any of this affect current saves?
I sure hope so. Would prefer to not start over.

Quite the list! I'm quite looking forward to the melee attacking Pigs :)

 

Does 3.00 fix the disappearing Accept/Cancel buttons from the save dialogs

I don't think they did, just cheked 3.00 and it's still there...unbelievable =(

    • tarasis likes this
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drunetovich
Jan 22 2016 12:19 AM

Still no counters for stun locking?

    • Spam101 likes this

Constant and Veteran's Recovery reduced from base 90s to base 45s duration

 

Constant recovery was close to irrelevant at high levels already due to the lack of scaling.

With the level cap increase this seems like a further, unwarranted nerf.

As it is, it's already straight up worse than active healing abilities because you can't really control when it's used, so some of the ticks are often wasted; furthermore, a 45s base duration means that the total amount of the heal is now 45 endurance, tops, while Veteran Recovery now heals for 30.

That's quite unimpressive compared to most healing abilities.

I get that with the change to athletics they might prove redundant, but why don't you guys just remove them already and give fighters something worthwhile instead of just crippling it into uselessness?

Also, is there a reason an ability with a set duration (and one that gets shorter ad shorter, it seems ) is still called Constant Recovery?

The rest of the changes look good.

Aside from that, I've been wanting to play a pig fighter watcher for awhile, so I'm glad that they're getting a melee attack :D

    • Suen, AndreaColombo, HawkSoft and 2 others like this
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Nicholas Steel
Jan 22 2016 08:02 AM

These patch notes seem pretty sparse/don't meet my expectation of the amount of things changed. lots of bug fixes seem to be missing! Edit: The list is getting better...

Still no performance optimizations although some areas (Defiance Bay) work at 20 fps for most people. Nice.

v3.00.929 PX1-Steam, contrary to the above notes traps are visible and do trigger (Eder got smeared).

v3.00.929 PX1-Steam, contrary to the above notes traps are visible and do trigger (Eder got smeared).

The bug above applies to when your party tries to use traps and seals. The traps that trigger against your party are working as intended. 

 

v3.00.929 PX1-Steam, contrary to the above notes traps are visible and do trigger (Eder got smeared).

The bug above applies to when your party tries to use traps and seals. The traps that trigger against your party are working as intended. 

 

OK, thanks.

(I deliberately put Eder at risk as I wanter to clear the Temple in Gilded Vale and move on.)

I was hoping for some kind of buff for Devil of Caroc...

You can't be serious about the cipher nerf. I mean it - you just can't. 

    • AndreaColombo, lameover, Blades of Vanatar and 1 other like this

Seriously - that's way too much. Nobody complained that ciphers are too strong or something like that. I mean nobody whom we should take serious. brindle88 with his "Amplified Wave is god mode lol" is gone - so we can all agree that this WAS a balanced class. If you listen to brindle88 you also have to nerf rogues. Lets nerf Sneak Attack so that is does -50% damage instead of +50% and you have to cause an affliction in order to avoid that... Sounds stupid? Well so does 10 focus * cipher power level...

 

And I'm not even a big cipher fan and normally don't rant - but this time I could make an exception.

 

Really I just can't stop... 70 focus? I think I'll get a stroke. No wait - that will cost me too much focus...

    • tarasis, AndreaColombo, lameover and 7 others like this

Some toughts about 3.0:

 

Positive :

- Stunning shots finally works also melee! hurray!

- Dilemmas are a great idea

- Good resting bonus for the survival ability and for athletics, maybe the healing can be over time insted that 1 shot but is cool anyway

- Thanks for rewrite the drug's effects, now i will try to use them

- new action bar feels confortable, is ok

- new spell mastery system is ok, caster's deserve a bit of nerf

 

Negtive:

- Seals and traps don't work, but is already known issue

- I condivide Boeroer point about excessive nerfing of chipers. High lvl powers cost way too much for the effect

 

Requests:

- I like a lot to play solo, can you please change amplified wave and soul shock power of cheaper for target also self instead of only allies? so i don't need to use figurines or charme mobs for use them... if you play with a normal party is not difficult to have a friendly target anyway and the AOE of amplified wave is so huge that you hit everything in the sceen anyway, so i don't think that this change will give chipers too much power .

- Can you rebalance the bash ability of shield? (i.e. more dmg, or fasted speed, or stunning effect , or interruption?) At the moment it is just a very weak attack between 2 normal attacks, so slows down dmg output whitout any real benefit 

    • Boeroer likes this

I noticed there were no Quest fixes listed... are there none planned or do you not normally report on those?  Just wondering...

 

http://forums.obsidi...the-wild-quest/

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AndreaColombo
Jan 24 2016 03:05 AM

Actually the drugs balance pass includes another Cipher nerf. Prior to 3.0, Ciphers could get +2 PER and +20% Focus gain from Blacsonn, or +4 Focus gain from Carow Golan. Now they can only get +20% Focus gain from Carow Golan if they also suck up a -4 INT penalty that massively shrinks their powers' AoE and shortens their duration.

 

Ciphers really got the hate in this patch, for some reason...

    • Carados, Boeroer and zenonplazmos like this
Yikes, I'm glad I haven't had time yet to try the beta yet. I play a cipher as my character and the coming rebalance doesn't sound good for her. Now I need to doubly make sure I finish WM Part 1 before the final patch & WM Part 2 drops.
    • Boeroer and zenonplazmos like this

Some Chanter changes I've noticed:

  • Phrases have been significantly shortened, to the point where a 1, 1, 3 chant can complete 5 phrases fairly quickly.
  • The Dragon Thrashed phrase's base damage has been increased to 50 for each type.

There's no change to the Seven Nights She Waited Level 5 invocation however, which does a lot of damage. 

 

Put all of the above together and these changes may be overpowered. I understand that the amount of time it took to complete phrases made high-level phrases and invocations less useful but if you can complete phrases a lot faster, surely invocations need to be nerfed.

 

Would be good if a full list of the Chanter changes was provided. 

Truly, what was the rationale behind the Cipher nerfs? Although they have some spells that were very effective, they still had to juggle between physical attacks and spellcasting. Beyond specific combos, Ciphers already have some issues with keeping up with spellcasting in boss fights as focus generation have to be dependent on weapon attacks on bosses with good defences especially on higher difficulties. And facing that, it is now even harder to cast spells during boss fights?
    • tarasis, Carados, boffmoffet and 2 others like this

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