Jump to content

Patch Notes: 1.05


Darren Monahan

403587 views

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.
    .
  • 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.
  • Like 56

145 Comments


Recommended Comments



Was the bug that causes members with items or talents that increase spell count to have a permanent increase in spell count when going from area to area fixed in 1.05? I sort of posted this in an old thread but I am not sure if it's been addressed in the beta as one of those hidden fixes.

 

http://forums.obsidi...t-level-spells/

 

For me it's being caused by

 

1. Not having the members in my active party

2. They were equipped with either the rings that give a spell cast bonus OR the talent that gives you an extra spell cast

3. Within my stronghold, (from the room where you rest on your bed for rest bonuses) every time that I descend the stairs I find that the spell cast count in the tier boosted by the talent or item increases pernamently. So if Hiravias can cast say 40 tier 1 spells and is not in my party, descending those stairs would increase it to 41 since he has that bonus tier 1 spell cast talent mentioned.

 

Interestingly enough I went to the Gilded veil inn, entered and exited through the front door, returned them to my party and noticed the spell count went up for one for Aloth who only has the bonus forth tier spell talent but not Hiravias who has the bonus first tier spell talent.  Went to the dyrford village inn and did the same but nothing happened. Not sure what's causing this but it's definitely involved with entering and exiting/moving from certain areas. Here's my save and log. Also if the party member is on some minor/average/major adventure and is busy, the glitch doesn't seem to affect them for the time being.

 

https://www.dropbox....e.savegame?dl=0

 

https://www.dropbox....ut_log.txt?dl=0

 

I suppose it's more beneficial than not but it feels kind of cheap to be walking around with 20-40 spell casts in the categories that have that skill since I switch my party members around often.

 

No, this has not been addressed.

 

Here are some more instances of the problem:

 

http://forums.obsidian.net/topic/78732-104-hiravias-has-ten-1st-level-spells/?hl=spells

 

http://forums.obsidian.net/topic/78458-aloth-has-gotten-additional-spells/?hl=spells

 

http://forums.obsidian.net/topic/78186-bug-number-of-spells-per-rest-increasing-for-no-reason/?hl=spells

 

http://forums.obsidian.net/topic/75209-103-hiravias-still-has-multiple-bonus-lvl1-spells/?hl=spells

 

The second link has save files attached.

Link to comment

Wow, this one is rather dire. I thought this was fixed and was getting ready to resume my playthrough.

 

Are there any workaround ? Removing +x spells items before switching off party members doesn't seem to be enough since the bug also triggers with the "Bonus 1st level spell" talents.

Link to comment

Can someone confirm whether the bug with Deprive the Unworthy removing passive talents was fixed or not? I know it hasn't been mentioned in the patch notes, but I was wondering if it was fixed stealthily.

Link to comment

 

 

  • 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.

 

While this is great news for another playthrough or new players it does not seem to remove the current stacks of Battle-Forged.

 

Unfortunately that means it is still impossible to fix currently broken characters. And especially if you enjoy the callenging encounters, it basically makes the character unplayable since it trivialises almost all of the combat.

 

It's not really possible to go back to the last unbroken safegame, since it probably takes a while until you notice something is wrong.  When you notice your getting tankier, checking your passive for whether you racial bugged out is not generally the first thought.

 

So it would be awesome if there was a way to fix this retroactively.

Link to comment

Can someone confirm whether the bug with Deprive the Unworthy removing passive talents was fixed or not? I know it hasn't been mentioned in the patch notes, but I was wondering if it was fixed stealthily.

Should be fixed

  • Like 1
Link to comment

 

 

 

  • 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.

 

While this is great news for another playthrough or new players it does not seem to remove the current stacks of Battle-Forged.

 

Unfortunately that means it is still impossible to fix currently broken characters. And especially if you enjoy the callenging encounters, it basically makes the character unplayable since it trivialises almost all of the combat.

 

It's not really possible to go back to the last unbroken safegame, since it probably takes a while until you notice something is wrong.  When you notice your getting tankier, checking your passive for whether you racial bugged out is not generally the first thought.

 

So it would be awesome if there was a way to fix this retroactively.

The dev team is working on it, but the retro-active fix is looking to be a much more complicated issue than it was to fix it from happening in the first place. We're sorry for the inconvenience, and we'll let you know when we make progress on fixing it.

  • Like 1
Link to comment

"Draining Whip is now working as intended." I thought it did work as intended before. Can someone tell me what the problem was?

Link to comment

Is it safe to play with the beta now ? Seems like it's actually ready for release but you guys are holding it some more for reasons that likely don't apply to me.

 

My free time of this week vanishes in 4 hours and I don't know when I'll find a new opportunity to play properly (i.e. in 2 hours sessions), so if beta is safe now I should take it :)

 

 

@peddroelm: Petrified damage dropped from x4 to x2.

Link to comment

 


  • Petrified damage bonus changed from x4 to x2

 

It is realy good! Thanks! Petrified was very strong before. 

Link to comment

Wow, this one is rather dire. I thought this was fixed and was getting ready to resume my playthrough.

 

Are there any workaround ? Removing +x spells items before switching off party members doesn't seem to be enough since the bug also triggers with the "Bonus 1st level spell" talents.

Would any of you guys know if the bug that increased spell count permanently on members not in the active party when transitioning from certain areas was fixed in this patch? It was the one caused by the bonus spell tier talent.

 

Here is the thread

 

http://forums.obsidi...s/#entry1685193

QA said that this should be fixed for 1.05. Not sure if the fix is retroactive, though.

 

Quote from BAdler

From here:

 

https://forums.obsidian.net/topic/78824-105-patch-beta-live-on-steam/page-4

 

Also this is fixed:

 

6. Battle forged bug

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

 

  • Battle-forged status effect now ends when combat ends. This should prevent it from stacking because of save/load.

 

Link to comment

Im getting a data folder not found error with the restructure.

 

There should be 'PillarsOfEternity_Data'
folder next to the executable
 
I reckon its just a matter of moving the right folders to the right places?
Link to comment

Went to continue my playthrough and I can definitely say ouch for my cipher. Was near done with the game too. But wow thirty focus is bad ouch. Very bad ouch. (no greater focus taken) Played with it for a little bit, but can feel the sting on that nerf. Able to pull off one spell of fourth and fifth, one third level (then another after a couple attacks) and that's about it. Relegating use to only second and first level spells. (for me anyhow) My character does not feel so fun now.

  • Like 1
Link to comment

The ability to level the story party members is amazing! Unfortunately, I'm half way through the game and already got everyone. Any chance you could make a way to respec the picked up party members? Maybe make it a feature for the Training Grounds. I only need to do it once!

Link to comment

Thanks for the great patch and all the hard work!

 

It looks like I've found a (new?) bug:

wielding a 1H weapon in the off-hand now gives both main-hand fist and the off-hand weapon full accuracy.  Eep!

 

Experiencing this on characters from a new game started ~5? revisions ago in 1.05b.  I'm assuming it's a problem in the full release but I guess it could be an artifact from the beta versions.

 

Thanks again!  Keep on rockin, you beautiful sassy unicorns.

Link to comment

 

 

  • Sanguine Plate's Retaliate mod has been replaced with Spell Holding: Frenzy.

At least in my current game, Sanguine Plate now has both Retaliation and Spell Holding: Frenzy, both in the tool tip and as tested in combat.

Link to comment

I was hoping to see monk unarmed accuracy increased, or at least not decreased 'cos of dual wielding. since playing an unarmed monk is by default dual wielding your fists, you do not get to choose, and i do not understand why it is treated the same as a barbarian wielding an axe in one hand and a sabre in another. i mean its your natural limbs after all and you are a monk trained with them all your life and you cant even enchant them in terms of damage or accuracy. it does not even feel right in terms of flavor to get peasant weapon focus for a monk to learn how to swing his/her fists accurately. also when using torments reach(or similar abilities) accuracy is calculated with the same dual wielding setting, but by default and animation torments reach is a kicking attack done with only one leg. the last thing i would like to add is an attack per round or attack speed info would be nice in character sheet, we can see the damage there but it is not viable since we do not know how frequently the character attacks. i mean there is the speed info on weapon to give an idea but with all the other modifiers coming from two weapon style, swift strike and buffs etc. it is hard to perceive your characters attack speed, we cant even understand if there is a bug preventing these effects from stacking or if there is a cap for attack speed. I know this is a unique setting, not a D&D copycat, which is why i am too bold in my suggestions. thank you in advance for reading and for your comments fellow gamers and developers (i am also in software development business) and pardon my language if i have any mistakes since i am not a native speaker.

Link to comment

Holy hell guys, this is a GREAT update! Thanks a lot for it, really good job here, as always!

My personal favorites are New Stash Sorting Options, Trap Detection Without Stealth and of course Companion "Respec".

One flaw seems to stay: german localization. Haven't checked it for a little while, but when I last played it, there still were some weapon types named after stat bonuses (bows named "intellect +2" etc, both in inventory and some skill descriptions). Please fix this as soon as you can, it's the (only) one thing that really bothers me.

Link to comment

 

Wow, this one is rather dire. I thought this was fixed and was getting ready to resume my playthrough.

 

Are there any workaround ? Removing +x spells items before switching off party members doesn't seem to be enough since the bug also triggers with the "Bonus 1st level spell" talents.

Would any of you guys know if the bug that increased spell count permanently on members not in the active party when transitioning from certain areas was fixed in this patch? It was the one caused by the bonus spell tier talent.

 

Here is the thread

 

http://forums.obsidi...s/#entry1685193

QA said that this should be fixed for 1.05. Not sure if the fix is retroactive, though.

 

Quote from BAdler

From here:

 

https://forums.obsid...on-steam/page-4

 

Also this is fixed:

 

6. Battle forged bug

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

 

  • Battle-forged status effect now ends when combat ends. This should prevent it from stacking because of save/load.

 

Is the level 1 spells fix confirmed?

 

I can't see it in the patch notes.

Link to comment

Congratulations on the Patch 1.05 Release. The main menu now keeps you informed on patches? That means a 1.06 Patch is mandatory, right? ^^
 

I think i will still delay a bit more so i can enjoy a bug-free Adventure :)

Link to comment

really nice one! rename savegames, change portraits, been waiting for that two since launch day!! 

Thanks!

Link to comment

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
×
×
  • Create New...