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Patch Notes: 1.03

Darren Monahan

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These are the patch notes for patch 1.03. This patch is now available on Steam, and will be available on GOG soon.

 

 

Note: We have hotfixed the problem with adventurer hall-created companions not being able to unlock doors or chests.

 

Second Note: We have also fixed an issue where people were unable to open certain doors due to the Fog of War.

 

"Big Ticket" Items

  • Bears and Cats can now be equipped with hats. This is most likely not a joke... but might be a joke.
  • Double-clicking to equip items was causing passive abilities to get removed from the character. This has been fixed and we were able to retroactively fix the problem for people that have already run into the issue. If you open your saved game in the latest patch, your characters will be repaired.
  • Fixed a problem where attributes on characters could permanently increase by equipping certain items. This will also retroactively fix the problem in saved games that have characters with this issue.
  • The crash in Raedric's Hold has been fixed.
  • Fixed the looping audio sounds that can occur if you play with minimized tooltips.
  • Previously Wizard summoned items could persist after the spell's duration. This has been fixed and it will also retroactively fix the problem in saved games that have characters with this issue.
  • The items Drinking Horn of Moderation and Talisman of the Unconquerable were causing Ciphers to permanently lower their amount of focus gain. We've included a fix to retroactively resolve the issue on Ciphers but the effect is still on the items. Unfortunately the fix will not fix the broken effect on those items, so you'll need to keep those items unequipped until the next patch. If you do equip them, perform a Save/Load to fix your Cipher.

Features

  • Added graphics setting to toggle antialiasing levels. This can improve performance on lower end machines when disabled.
  • Added pro tips to the Glossary.
  • Many new icons for items.
  • Added new voice set reactivity for lockpick, poison, enemy spotted in stealth, spell failure, death, immobilized, and completed task.
  • Added indicators on the loot screen when looting crafting and quest items.
  • Party can now use lockpicks that are in the Stash.
  • You can now cast AoEs on party member portraits and the spell will be targeted at the companion's location.

Balance

  • Monk unarmed attack buffed by 1 point at the top end.
  • Arbalest damage has been lowered.
  • Fast melee weapons do slightly more damage.
  • Slight bump to sabre damage.
  • Tuned down Mind Blades.
  • Tuned ranges of many Wizard spells to be higher.
  • Slicken spell is now a single hit AoE.
  • Chill Fog is now a friend or foe spell.
  • Curse of Blackened Sight is now foe only.
  • Changed reload speed multiplier from 2 to 1.2 for Sure-Handed Ila.
  • Fixed the price on Seal of Faith.
  • Adjusted price on figurines.
  • Adjusted price on rings.
  • Tuned up the Goldrot Chew.
  • Reduced the penalties for Bonded Grief.
  • Tuned up Bulwark of the Elements.
  • Modified attributes of companions and Itumaak.
  • Raised the bonus for having fewer than six party members from 5% per character under the limit to 10% per character under the limit.
  • Added cooldown to NPC Rogue's Escape ability usage so they won't use it back to back.
  • Rebalanced fight difficulty and spell selection for the Old Watcher.
  • Lowered the scale of the Defiance Bay reputation by 15%.
  • Beloved Spirits adds 0.4 Endurance to Ancient Memory instead of 2.
  • Changed duration of the Flagellant's Path defense penalty.
  • Adjustments to the Mantle of the Dying Boar.
  • Reduced the price of the Brighthollow Hearth and Courtyard Pool.
  • Heart of Fury will now apply to all damage types.
  • Tuned damage on Brilliant Radiance down.

Systems

  • Fixed issue with Wizard's summoned magical items getting stuck after save and load. Wizards will be restored to a proper state after loading a game.
  • Changed one of the fatigue status effects to not end with combat.
  • Fixed save game issues with spells and abilities that place down traps.
  • Fixed issue to prevent Ciphers from casting abilities without the required Focus.
  • Restored modal flag for Reckless Assault.
  • Set Transcendent Suffering to not be combat only.
  • Fixed duration issue with Plague of Insects.
  • Fixed companion audio triggers for some status effects.
  • Hunting Bows had the wrong speed descriptor. They are now listed as Fast.
  • Character Hit Autopause option should be working as intended.
  • You can now close the Grimoire and Chant UI with a hotkey.
  • Fixed issue with summoning magic items while unarmed.
  • Fixed delay issue on Knockdown.
  • Fixed a few issues with Dominate and Charm spells.
  • Fixed a bad item mod on the Ring of Protection.
  • Fixed issue with the Terrible weapon mod.
  • Changed bad data in ranger summons.
  • Made Takedown to be consistent with Knockdown.
  • Fixed multiplier on Blooded.
  • Summoned weapons will be removed when Spiritshifting.
  • Fixed issue with bouncing reflected melee attacks.
  • Party members will no longer switch to different weapons after being Charmed or Dominated.
  • Ancient Memory is now Ally only.
  • A summoned weapon will not unequip the grimoire.
  • Fixed Spellstriking mod.
  • Fixed trigger count issue with the Prone reduction mod.
  • DOT spells should clean up properly when combat ends.
  • Fixed Deflection +10 mod.
  • All Exhortations are now combat only.
  • Only play weapon ineffective VO if the attack is hostile.
  • Aggrandizing Radiance will now last until combat ends.
  • Holy Radiance is now combat only.
  • Carnage now works better.

Quests

  • Fixed issues with factions and super friend quests with Lady Webb's dialogue.
  • Adjusted trigger in front of the Salty Mast to fix a possible way to skip a required cutscene.
  • Fixed issue with the Winds of Steel quest line.
  • Fixed a trigger outside the First Fires Keep that could have been avoided.
  • Many fixes to music, audio, and VFX to a scene near the end of the game.
  • The prybar should now display the correct image in the Raedric's Hold moat scripted interaction.
  • Changed faction on the Hall of Warrior's containers.
  • Fixed scripted music for the forge knight combats in the keep.
  • Visual effects in the introduction cutscene should now be triggered properly.
  • Fixed conversation of the guards in Raedric's Hold to not repeat.
  • Added cape and armor to the loot for the Fampyr boss.
  • Fix to Osrya's starting timer not being attached to the trigger in the area.

UI

  • Fixed sound issue when collapsing the tutorial UI.
  • Fixed issue with double clicking items to equip. This is a retroactive fix and will restore characters with proper stats.
  • Fixed issue where camping supplies were disappearing when added to Stash.
  • Cage Cursor setting should not turn off after loading a scene or cutscene and is now on by default.
  • Fixed cropping on a few portraits.
  • Fixed issue with highlighting dead bodies and containers in the fog of war.
  • Fixed item stacking issue that was stacking items inappropriately.
  • Reduced the intensity of the explored fog of war on the area map, and fixed an issue where the shadow layer was causing the area map to be darker than it should be.
  • Small UI updates to the journal screen.
  • Reworked the enchanting UI to work better with multiple lines.
  • Fixed UI sorting issue in store.
  • Fixed UI sorting in crafting menu.
  • Fixes to Capitular glyphs in end game slides.
  • Fixed issue with stronghold alert widgets not hiding properly.
  • Fixed an issue with weapon mods were incorrectly being displayed in some cases.
  • Drag select should work properly when starting the drag over an enemy.
  • Fixed a few issues with drag select and formation rotation causing issues when the mouse goes over UI elements.
  • Fixed some control issues with holding down keys.
  • Shot on the Run recovery value should be now displayed correctly.
  • Fixed issues to how the HUD fades out during conversations.
  • When the party receives or loses items, those log messages now go to both logs.
  • Cleaned up the character sheet formatting and made more items clickable.
  • Store item names can now take up two lines.
  • Spells now show DT bypass in the description.
  • Consumables now show per-Rest and per-Encounter usage limitations.

Other Fixes

  • Fixed stats issue with saving and loading on the same map where a companion is found. This is a retroactive fix and will restore companions and characters to the proper state.
  • Fixed issues with save games in Raedric's Hold, causing the game to not function correctly or freeze.
  • Ranger Animal Companions should not disappear anymore and broken animals will be restored after loading and saving the game.
  • Fixed possible issues with disappearing items and weapons.
  • Minor fixes to a few select voice over lines.
  • Fixed size issues with equipped capes on Godlike characters.
  • Changed Explorer achievement to check for 152 maps rather than 160.
  • Fixed many issues where combat would not end properly.
  • Updated credits with more backer names.
  • Updated paperdoll level up lighting.
  • Scripted music should now be restored properly after loading a game.
  • Updated Temple of Eothas render.
  • Fixed some rendering issues with Fog of War on some areas.
  • Fixed sounds on movie that plays near end of game.
  • Reduced antelope feet sliding.
  • Fixed issue with weapon caching causing issues when weapons are swapped.
  • Interstitial music no longer loops.
  • Fixed issue where party members could take damage in cutscenes.
  • Fixed voice cues during looting for full inventory.
  • Fixed transparency on ghost characters.
  • Fixed issues with cutscene pathfinding if the game's process is halted.
  • Fixed issue with Expert mode settings getting saved improperly.
  • Fixed issue where characters were not properly stopping at the last waypoint of their path.
  • Adjusted Skuldr scream vocals.
  • We now handle some edge cases in resolution management on some hardware configurations.
  • Fixed issue with the party member Knockout achievement not reporting the correct numbers.
  • Like 188


166 Comments


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HYPE : Update - April 3 @ 9:45 AM: The team is having a meeting shortly to discuss how testing has gone and barring any issues will release the patch today. Please stay tuned.

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Mages are already powerfull, just use your priest well to save your mage, the mage just need the spell range fix.

if you played BG series or ANY d20 series you ill now what is a fu**** bad starting mage.

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Nerfs in a single player game are inacceptable. Good patch besides this.

If certain abilities/talents/skills/classes trivialize the game, the nerfs are more than acceptable.

 

It's funny how you claim that PoE is not a "freaking MMO" and then proceed to complain about "builds."

 

Well yeah, it's an rpg, so if a spell is too powerful, it's up to you to decide if YOU want to use it, or not. Not somedy else.

 

And yes, again, it's an rpg, you build the character you want, the way you want it. Builds or templates or whatever arn't born fromm MMOs dude. You're playing it alone, you don't care about what other think, it's you and you alone.

 

Why nerf some ? Because it's too powerfull ? Don't use this spell/talent/ability then, you're not competiting against anyone here. Or maybe because you don't need to use other spells because there's this one who work better ? Up to you, once again.

 

You want to use those ? then use them, but don't make it on others because you think it's acceptable or needed, once more, this is a solo game; builds are made through various means and aiming to various goals, each personal, and not because of the sake of "balance" or "having the best you can get", like Mmos do.

 

It's their game and their IP. They decide how powerful they want skills, abilities and spells to be so it fits their vision of how they want their game to be. If you don't like it, look for future modding opportunities that will let you cast spells that one-shot the entire screen.

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Are you still reset the statistics companions  during the rotation of the team

What I mean is that when we remove a companion, and then again join forces in recruiting him, his achievements to reset statistics

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What a shocking amount of fixes, now I see why this patch took so long to arrive...

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Great! I hope my weapons sets will now work as intended, since they've fixed the summoned weapon bugs.

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So i just spent 30k on rings around the map so a lower price is super great... also already killed the fampyr boss so him having more loot is just great. Nerf city for stuff that really didnt need it. Did you guys add character portraits for all your games specific races yet? think you said that your working on that at the beginning of feb it must still be feb i guess. Also work on crafting the amount we're able to do do is terrible. All these exceptional named items in the game made for chants but we cant add anything good to them? why? Would think this game was a mmo with the amount of nerfs and bs restrictions :/

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Nerfs in a single player game are inacceptable. Good patch besides this.

If certain abilities/talents/skills/classes trivialize the game, the nerfs are more than acceptable.

 

It's funny how you claim that PoE is not a "freaking MMO" and then proceed to complain about "builds."

 

Well yeah, it's an rpg, so if a spell is too powerful, it's up to you to decide if YOU want to use it, or not. Not somedy else.

 

And yes, again, it's an rpg, you build the character you want, the way you want it. Builds or templates or whatever arn't born fromm MMOs dude. You're playing it alone, you don't care about what other think, it's you and you alone.

 

Why nerf some ? Because it's too powerfull ? Don't use this spell/talent/ability then, you're not competiting against anyone here. Or maybe because you don't need to use other spells because there's this one who work better ? Up to you, once again.

 

You want to use those ? then use them, but don't make it on others because you think it's acceptable or needed, once more, this is a solo game; builds are made through various means and aiming to various goals, each personal, and not because of the sake of "balance" or "having the best you can get", like Mmos do.

 

It's their game and their IP. They decide how powerful they want skills, abilities and spells to be so it fits their vision of how they want their game to be. If you don't like it, look for future modding opportunities that will let you cast spells that one-shot the entire screen.

 

 Did you read anything about what I said ? Seems not since you didn't understand what I was saying, and I won't explain it again, so use your brain and learn to understand when someone say anything, before talking back ... Disapointing man.

 

Thanks for the patch, hope I'll be able to play 2h straight without having to stop again this time.

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Seems since patch when i click on a locked item nothing happens.

None of my party members respond to them. It's almost as if they don't register that I am clicking anything at all.

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Thank you, Obsidian, for your swift and hard work in getting this update out the door. Congratulations are in order!

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"Double-clicking to equip items was causing passive abilities to get removed..."

 

Most importent for me, thanks a lot. Hope, there won't be any new troubles ))

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Cant find it in the list (unless the "Some Edge Configurations is it) but: is the 32-bit Loading=Crash Bug fixed too?

 

Otherwise: impressive work for such short notice!

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Even I can't see anything about it in the patch notes, 1.03 solved the "Group Change Bug" (http://forums.obsidian.net/topic/73471-group-change-bug/) for me. Also I can now visit the 2nd floor of Brighthollow (http://forums.obsidian.net/topic/73635-cant-enter-second-floor-of-brighthollow/).

Funny thing. Although I already built all extensions for the stronghold, after 1.03 I had to build Main Castle, Western and Southern Walls (don't know if this are the correct translations) again.

 

Oh... and even a built all extensions before and after 1.03 I never got the "Build all extensions"-achievement. ;)

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