Jump to content

Welcome to Obsidian Forum Community
Register now to gain access to all of our features. Once registered and logged in, you will be able to create topics, post replies to existing threads, give reputation to your fellow members, get your own private messenger, post status updates, manage your profile and so much more. If you already have an account, login here - otherwise create an account for free today!




Photo
* * * * * 10 votes

Patch Notes: 1.05

Posted by Darren Monahan , in Patch Notes 21 April 2015 · 195785 views

patch 1.05 pillars of eternity sanitarium ranger new features portraits saved games
This is a big one. Patch 1.05 features hundreds of bug fixes, balance changes, and new UI features. There are many minor fixes that are not listed in these notes.

Please Note: Save games in 1.05 are not compatible with 1.04 or earlier versions. The game will automatically back up your save games in a special folder in the save game directory after converting the saves to the new format.


New Features
  • You can now rename save games.
  • You can now change the portrait and sound set of characters from the character sheet. Click on the gear icon to open the customization window. You can only use this feature on player characters and hired (non-companion) characters.
  • New Stash sorting. You can now sort stash by item type, enchant score, and sell value.
  • Added a news feature on the main menu to keep you informed on patches and Kickstarter updates.
  • Added a new color for unique items in the inventory.
  • Added a new hotkey for switching weapon sets on selected characters.
  • You can now bind extra mouse buttons to Ability hotkeys.
  • There's a new option in the Difficulty settings to reset newly recruited companions to level 1 (without losing the experience) when they get added to the party for the first time. This will allow you to level up companions to your liking.
Balance
  • Reblanced XP rewards of some quests, particularly the bounty quests, to prevent parties from hitting max level before Twin Elms.
  • Ciphers now start with 1/4 max Focus instead of 1/2.
  • Wizard and Cipher's base endurance has been raised from 30 to 36, and per level from 10 to 12.
  • Wizard and Priests health multipliers were raised from 3 to 4.
  • Interdiction range has been reduced from 20 to 10.
  • Tuned down damage on the Retaliation mod.
  • Citzal's Spirit Lance will now do 50% more damage, is faster, and has an increased AoE.
  • Sanguine Plate's Retaliate mod has been replaced with Spell Holding: Frenzy.
  • Wind Blight's Returning Storm is now set to 1/encounter.
  • Earth Blight's Teleport ability is now set to 2/encounter.
  • Sturdy bonus is improved from +20 to +30 vs Prone.
  • Hand and Key's Preservation has been replaced with Loyal.
  • Aru Breaker's Preservation has been replaced with a +1 Speed.
  • Angio's Gambeson's Reflex bonus is replaced with 1/day Deleterious Alacrity of Motion.
  • Rebel's Call Preservation has been replaced with Wary.
  • Lightning Strikes damage is increased by 25%.
  • Fan of Flames damage is reduced by 25%.
  • Minor Arcane Reflection base duration is changed to 60 seconds.
  • Llengrath's Displaced Image gives 50% hit to graze conversion on Deflection and Reflex.
  • Wizard's Double now grants +40 Deflection against a single attack.
  • Mirrored Images now grants a base +30 Deflection. It decreases by 5 after each hit.
  • Ilengrath's Safeguard's bonuses are now unified.
  • Crucible of the Soul, Speaker to the Restless, and Steps to the Wheel ranges have been increased.
  • Arcane Veil now grants +50 Deflection, with Hardened Veil adding +25, for a total of +75 Deflection.
  • Scroll of Paralysis is now slightly weaker and has a higher skill requirement.
  • All Spell Holdings are 2/encounter.
  • Soul Shock radius reduced from 2.5 to 1.25.
  • Blizzard damage reduced significantly and attack speed increased to from 0.2 to 0.8.
  • Overwhelming Wave now uses a range of 30-40 and stun duration lowered from 10s to 8s.
  • Noxious Burst trap damage now is in line with other player trap damage.
  • Reduced the accuracy on higher level player traps.
  • Unbroken is now a per encounter ability.
  • Malignant Cloud damage increased.
  • Ghost Blades set to foe only.
  • Death Ring damage slightly raised, made foe only.
  • Ninagauth's Freezing Pillar switched over to foe only.
  • Concelhaut's Corrosive Siphon set to foe only.
  • Stag's Horn damaged lowered. Reflex and Deflection penalties cut in half, and reduced duration from 15 to 10.
  • Bracers of Spiritual Power and Archer's Gloves reduced damage from +20% to +10%.
  • Scroll of Revival AoE reduced, range slightly reduced, and restored endurance halved.
  • Marked Prey and Sworn Enemy have been set to 0 recovery actions, so they can be used and the Ranger/Paladin can immediately act again.
  • Winter Wind has had its damage, range, and push decreased. Base interrupt has been increased.
  • Vile Thorns has had its damage increased and range decreased.
  • Petrified damage bonus changed from x4 to x2.
Items, Spells, and Abilities
  • Many spells and abilities will have more accurate and updated stat blocks and improved output in the combat log, tooltips, and character sheet.
  • Modal abilities now have activation and deactivation timers.
  • Fixed an issue where some AOE attacks were not displaying the extra Intellect bonus properly.
  • Added new effect when petrified.
  • A character does not need to be in Stealth/Search mode to detect traps that are 4 Mechanics difficulties lower that the skill score. The detection will happen automatically now.
  • Added an animation to the Fox and the Hunter ability and removed the damage effect.
  • Second Chance will no longer trigger the defeat screen if the entire party goes down right before the effect fires.
  • Fixed display of the cast UI for Seven Nights She Waited While the White Winds Wept.
  • Tuning Wheel's effect is not hostile anymore.
  • Painful Interdiction is now correctly marked as hostile.
  • Escape should now always prevent disengagement attacks.
  • Seven Nights She Waited While the White Winds Wept will no longer attack allies.
  • Barbarian Threatening Presence will no longer spam the combat log when the Barbarian loses all endurance.
  • NPC Chanters will now resume chanting once they use their invocations.
  • Getting maimed will not clear fatigue.
  • All wall spells should now disappear when combat ends.
  • New Glossary entries for spellbind, spell holding, and spell striking.
  • Switched the ingredients for Freezing and Shocking lashes.
  • Druid's Wildstrike Belt is now working as intended.
  • Marked Prey is now working at intended.
  • Draining Whip is now working as intended.
  • One Stands Alone is now working as intended.
  • Interrupting Blows is now working as intended, and will correctly increase interrupt.
  • Mortification of the Soul is now working as intended, and should only award 1 wound.
  • Scion of Flame, Spirit of Decay, Secrets of the Rime and Heart of the Storm should now correctly increase damage of all abilities.
  • Driving Flight will now work properly with Blunderbuss type guns.
  • The Retaliate mod should not strike allies after using Field Triage.
  • Pet fatigue has been removed.
  • About 30 item icons have been updated, including some backer items, such as the Hermit's Hat.
  • Battle-forged status effect now ends when combat ends. This should prevent it from stacking because of save/load.
  • Fix for Elusive Quarry so its status effects now end when combat ends. This should prevent it from stacking because of save/load.
  • Wild Leech is now combat only and the Leech effect will last until combat ends. This fixes issues with it not working with save/load correctly.
  • Fix to Total Max Focus stat that would reset to the base value if you had the Greater Focus talent after a save/load. This is a retroactive fix that will restore your Cipher with an extra +10 focus if you have the talent.
  • More fixes to status effect suppression so it will be more foolproof.
Quests and Companions
  • Party member stats on the character sheet will now show properly if the companion is removed and re-added from the stronghold.
  • Fixed issues where companions could lose their items when assigned to the stronghold.
  • Grieving Mother's Perception and Intellect scores have been switched.
  • The Man Who Waits: The citizens of the Sanitarium will no longer become hostile if you kill and loot Azo after the Sanitarium riot and then fight flesh golems. Fix is retroactive.
  • Fixed issue with a reputation loss with Gilded Vale when entering Raedric's Hold.
  • Removed disposition exploit with the Records Keeper.
  • A few encounter placement changes.
  • Fixed issues with stronghold hirelings becoming hostile.
  • Retroactive fix to update Sanitarium quest stage to proper state if you already talked to Ethelmoer and then asked for Sanitarium directions from a city guard.
  • Added retroactive fix if you've advanced Heritage Hill quest to Icantha but then asked a city guard for directions to Heritage Hill.
  • Fixed a number of issues with the Winds of Steel quest. This should be a retroactive fix if the quest was already started before working on the second quest with the Dozens or Doemenels, or if the quest was acquired or completed in conjunction with Bronze Beneath the Lake or Changing of the Guard.
  • Attacking any of the main three Defiance Bay factions after having secured their invitation to the hearing will now make Lady Webb give you an invite in the name of Dunryd Row.
  • Fixed issues with the Hermit of Hadret House quest.
  • If Sul or Oernos were defeated before speaking to Desthwn for the first time then The Old Queen and the New King quest will not revert to an earlier quest stage
  • Hendyna's conversation is fixed up to be properly linked together.
  • Fixed a case where one of Clyver's responses would not appear in conversation if you ask him twice about the hearing.
  • Killing Alwah while she appears in Oldsong now prevents her from appearing alive in Galawain's Maw when you turn in the Prison of Ice quest
  • Fixed an issue where the Hall of Revealed Mysteries would turn hostile after opening the door to the Elder Archives and then re-loading into the scene (while not in stealth).
  • Rinatto will no longer appear in the Celestial Sapling if you convince him to leave Twin Elms as part of the Hard Bargain quest.)
  • Fixed the top floor of the Sanitarium so "The Man Who Waits" quest is now working for those that were having problems.
UI
  • Changed the display of most stat multipliers to be percentage based.
  • Added Shift as a default control for multi-selection, in addition to Ctrl.
  • Inverted the Stronghold log.
  • Improved the output in the Bestiary and added beast abilities.
  • Portraits now turn grey if Stamina is being capped by Health or Fatigue.
  • Improved multi-selection.
  • Stronghold adventures will now show the duration before you embark.
  • Added apply button to resolution options screen.
  • Default stealth key on Linux is now Ctrl.
  • Weapon set buttons are now disabled when Spirit Shifted.
  • Fixed several issues with containers and mouse cursor state on hover.
  • Fixed an issue where the Lore requirement on scrolls was always displaying as red text.
  • Fixed an issue where weapon sets were not visually unlocking.
  • HUD does not upscale until 1920x1200.
  • Adjusted position of the Concentration skill in the Character Sheet.
  • Cleaned up problems with improper ability icons showing if you switch party members with hotkeys.
  • Corrected a tooltip string on the voice volume slider.
  • Fixed issues with tooltips being obscured in the inventory screen.
  • Fixed a problem with Stronghold prisoners showing temp text at times.
  • Improved loading screen scaling for resolutions greater than 1920 x 1080
  • Tooltips now include sell price where appropriate.
  • Chanter inspection UI should now display the correct durations.
  • Armors should now correctly display DR in the inspection UI.
  • Fixed attack roll formula tooltips so they should now be readable in lower screen resolutions.
  • Weapon sets should now show the proper weapon rarity coloring.
  • Expert mode is now hidden on the main menu to avoid confusion about it not being selectable outside of a game.
  • Changed slider bars so that they can slide the entire length of the options menu.
  • Changed the order of the option buttons to make them more user-friendly.
General Fixes
  • Removed exploit of being able to transition into a new area with a dead player character. Sorry speed runners.
  • 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.


  • kirottu, ShadySands, nikolokolus and 54 others like this



No fix for Iconic Projection??

Not a fan of the huge Cipher nerf, I'd have to say. While 1/2 may have been perhaps too easy, I can't imagine having played the class up to this point with such a low, low, low starting Focus. Cipher is only fun right now because I'm at level 11 and I can start off being able to play around with abilities... Any chance of this changing to 1/3 instead of 1/4 as it currently stands? :(

 

I'm borderline looking for ways to reverse this in the game code! Not super fun.

 

On the other hand, thank you guys for fixing the Companion item loss bug, at least on my end!

So on my cipher playthrough my focus is halved but I seem to miss out on the endurance / level.

 

Is it possible to make patches fix things a little more retroactively next time? I can't seem to finish the game because every patch i feel compelled to start over because I'm missing half the cool stuff.

 

And now I'm scared to start a new game cause it might be the same next time...

    • jferd likes this

in 1.04 Stun from ranged weapon like Borresaine only stops enemies from acting. It doesn't allow Sneak Attack, reduce stats etc.

Ok, so the devs have said that the inventory bug is fixed and so it the difficulty level bug:

 

Quote from cRichards

http://forums.obsidi...on-steam/page-2

 

"Oderisson, on 01 May 2015 - 07:34 AM, said:

snapback.png

Was the inventory bug fixed as promised in http://forums.obsidi...ing-them/page-2 ? This one is preventing me from playing (and not only me judging from the comments), because it is impossible to retrofix.

This issue should indeed be fixed. Please let us know if it occurs again."

 

Quote from cRichards

http://forums.obsidi...on-steam/page-2

 

Adragan, on 01 May 2015 - 10:13 PM, said:snapback.png

What's with the bug where difficulty gets decreased silently by the game ? You guys said it was fixed in 1.05 before the beta, but it isn't present in the patch notes.

 

Since this is the one thing that makes me wait instead of play, I'd be happy to know original.gif

From what I've seen, this issue should be resolved in patch 1.05. I'll try to get it added to the patch notes. And please let us know if you manage to reproduce the issue in the latest version. Thank you!"

 

 

 
So from the list I compiled if common bugs, the following remain:

 

1. Sound cutting from companion dialogue.

 

http://forums.obsidi...um#entry1654194

 

http://forums.obsidi...-over-gets-cut/

 

http://forums.obsidi...n-voice-acting/

 

2. Reckless Assault bug. (Still)

 

http://forums.obsidi...already +active

 

http://forums.obsidi...already +active

 

3. Defenses and afflictions don't stack properly bug.

 

http://forums.obsidi...stack-properly/

 

http://forums.obsidi...tribute-scores/

 

4. Status Effect Bug (Especially Blinded)

 

http://forums.obsidi...nently-blinded/

 

http://forums.obsidi...tly/?hl=blinded

 

http://forums.obsidi...con/?hl=blinded

 

http://forums.obsidi...ear/?hl=blinded

 

http://forums.obsidi...ter/?hl=blinded

 

http://forums.obsidi...oss/?hl=blinded

 

5. Monk Transcendent Suffering Bug.

http://forums.obsidi...-damage-broken/

https://forums.obsid...ering-disabled/

 

6. Battle forged bug

https://forums.obsid...even-after-103/

 

6. Duel wield and unarmed bug

http://forums.obsidi...n-related-bugs/

 

 

Apparently something was fixed with Reckless Assault in patch 1.03:

 

  • Restored modal flag for Reckless Assault.

https://forums.obsid...atch-notes-103/

 

But apparently people still face issues. Is this something that needs further investigation or is it fixed 100%?

    • TrueMenace, Musashi1596 and Taelon like this

Anything on adding the beard option for Aumaua when creating a character?

The size of the combat/dialogue log windows gets reset every time I launch the game. Other then that great patch!

Photo
Lord Vicious
May 02 2015 05:49 AM

Again with the nerfs!!?

 

Why?

 

Why can't you just buff the weak instead of nerfing the strong?

 

Screw this patch.

    • Gunnar.Maluf likes this
Photo
Musashi1596
May 02 2015 06:09 AM

Again with the nerfs!!?

 

Why?

 

Why can't you just buff the weak instead of nerfing the strong?

 

Screw this patch.

 

So things like

  • Citzal's Spirit Lance will now do 50% more damage, is faster, and has an increased AoE.
  • Lightning Strikes damage is increased by 25%.
  • Wizard's Double now grants +40 Deflection against a single attack.
  • Malignant Cloud damage increased.
  • Ghost Blades set to foe only.
  • Death Ring damage slightly raised, made foe only.
  • Ninagauth's Freezing Pillar switched over to foe only.
  • Concelhaut's Corrosive Siphon set to foe only.

They just don't count, do they? You know, you can buff the weak at the same time as nerfing the strong. It's called balance.

    • Taelon likes this
Photo
herostratus
May 02 2015 09:58 AM

Fire godlike bug... Still not fixed.

It's just that changing the Cipher focus balance this late in the game cycle shifts playstyles quite a bit, especially for low-level Ciphers who essentially are going to be crappier Rogues for a few early levels until they can get some level of useful starting Focus. (I haven't experimented with Focus generation yet, but I do wonder if that renders some already-made builds less favorable than they used to be, while boosting other builds). I'm always a little loathe about changes like this in single player games--it's not like this is a multiplayer game where balance is superbly dicey because players are collaborating with or fighting/competing with other players.

So on my cipher playthrough my focus is halved but I seem to miss out on the endurance / level.

 

That's bad--none of the additional staying power with less of the offensive power...

    • Slowriffs likes this
  • There's a new option to reset newly recruited companions to level 1 (without losing the experience). This will allow you to level up companions to your liking.

 

So how will this work in current games. If i already recruited them and than install the patch, can i than use this feature one time on them?

 

Best feature I wished it was present on launch. I hated it so much that I had to look so deep into the companions, it made really feel the need to rush for them and thus spend much more time researching on websites and ingame instead of enjoying the world created. This is especially true for the zones before Caed Nua.

    • Jazou likes this

Hello! Any chance of doing anything with Bloody Slaughter to make it worthwhile? Between my self made player rogue and the party members wizard and druid, I have my 3 killers in party with it because it sounded so cooool, but watching the combat log like a hawk, I see it trigger maybe once every 3 fights or so.

 

Barring that, any chance to have a de-trainer somewhere to fully respec any party member to get rid of super unfun junk like Bloody Slaughter?

Also, I hope you reconsider the area change on cypher soul shock, that's a pretty huge difference!!

 

Also also, bug report: in the quest with nyfre, it's possible to kill her, complete the quest for the 1000$, then tell the dude he's evil, kill him too, and loot his body for another 1000$.

So how will this work in current games. If i already recruited them and than install the patch, can i than use this feature one time on them? [...]

 

I'm interested in this as well! Hope it is possible.

Also I think the cipher focus nerf is a bit harsh. Maybe it could be a bit less lowered. If you've optimized your cipher build for the fact that he will start with 1/2 of his focus, the build will probably suck when suddenly starting only with 1/4 focus. I guess this nerf will force me to begin a new savegame.

    • jferd likes this

So I signed in with steam's beta program because I wanted to test that patch.

 

Can anyone tell me, how I reset companions to level 1 when meeting up? I desperately looked for some button in the character window, but didn't find one.

Photo
OmniscientOne
May 03 2015 01:31 PM

So I signed in with steam's beta program because I wanted to test that patch.

 

Can anyone tell me, how I reset companions to level 1 when meeting up? I desperately looked for some button in the character window, but didn't find one.

It's in the Options menu, under the Game tab I believe.

    • abaris likes this

 

So I signed in with steam's beta program because I wanted to test that patch.

 

Can anyone tell me, how I reset companions to level 1 when meeting up? I desperately looked for some button in the character window, but didn't find one.

It's in the Options menu, under the Game tab I believe.

 

 

Ah, that's probably the last place I would have looked for it.

Lightning strike doesn't do 25% more damage (than before)  0.1 * 1.25 = 0.125 (great buff :p

 

It now does 25% lash damage  (previously it did 10% )... Still not a huge improvement (IMHO) but an actually significant buff to at least get people to try it again (and probably find it wanting again).. 

 

//////////////

Also if marked prey is working as intended - you might want to change its description to match .. (not 20 flat damage per swing - gogogo fast dual dagger but +40% lash ) .. 

March 2019

S M T W T F S
     12
3456789
10111213141516
17181920 21 2223
24252627282930
31      

Recent Entries

Recent Comments