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Patch Notes: 1.05


Darren Monahan

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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



Thanks for the bugfixes!

 

I'm wondering though, what's the reason behind making several wizard spells foe only. In my opinion not being able to cast them amidst companions added a nice tactical challenge, as one had to try to keep the foes' movement under control, in order to efficiently use these AoE effects.

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Two of my party characters got stuck next to a wall with this update. What can I do now? Do I have to start again? Do I have to reinstall the game? Because I do not want to, I just want to continue where I left it.

 

And an option to not update automatically would also be thanked. Let us update when we want to.

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I am still experiencing severe lag + choppiness on my Mac.  The game was running fine up to 40 hrs of gameplay then all suddenly it gets choppy.  Anyone else experiencing this?

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Unfortunately it seems that the 1.05 patch has made the 32 bit crashing even worse. I previously had to avoid going back to Copperlane, which was only unfortunate because I couldn't do a required bounty...now I can't load my current game, which was a save in Northweald.

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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.

 

You're missing an obvious point: how is the monk supposed to hit a fighter with his bare hands? Fighter wears heavy armor and shield. Bare hands vs shield or armor = broken hands, bare hands vs sword = no hands at all. ;) Such class like a monk shouldn't have place here, but it's just my opinion.

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i am thankful for the bug fixes, even though not all of them were fixed.

But so far in each of my characters all I am experiencing is nerf kingdom.

why nerf so many skills?  its not like 'balance' was needed.  (we don't pvp)

This patch should have affected only New Games created and started.

I have spent hours upon hours playing happily and spec my characters a certain way, now its ruined each of my games and I no longer can play them the same way.

/thumbs down

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Here is the updated bug list for the current build.


 


Dear devs and communities, since there are a lot of fixes recently and some are not documented fully. Please let me know if a bug is actually fixed and I can amend the post accordingly.


 


1.  Charmed enemies keep party buffs after charm expires and related bugs.


 


Threads:


 


onetwothreefour


 


2. Sound cutting from companion dialogue.


 


Threads:


 


onetwothreefourfive.


 


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


 


Threads:


 


onetwo.


 


4. Status Effect Bug (Especially Blinded):


 


Threads:


 


one; twothreefourfivesixseveneight.


 


5. Monk transcendent suffering bugs (various issues, perhaps interrelated).


 


Threads:


 


onetwothreefourfivesix.


 


6. Duel wield and unarmed bugs (various issues, perhaps interrelated).


 


Threads:


 


onetwothreefourfivesixseven


 


7. Retaliation procing on friendly spells/abilities bug.


 


Threads:


 


onetwothreefour.


 


8. Spellbind items bug.


 


Threads:


 


onetwothree.


 


9. Paladin auras continue to sometimes not display properly or not apply to allies.


 


Threads:


 


onetwothreefourfivesixseven.


 


 


11. Stronghold-hirelings-currently-unpaid-and-treasury-bugs.


 


Threads:


 


onetwotheefourfivesixseveneight.


 


12.Against the Grain Quest Bug


 


Threads:


 


onetwothree.


 

13. Inventory items disappearing. Still an issue.


 


Threads:


 


here.


 


There are also various ques bugs littered through the forum. I am not sure what ones are fixed or not.


 


Please post any COMMON and RECURRING bugs in this thread, i.e bugs that you and OTHER people are experiencing.


 


See here for the thread:


 


http://forums.obsidi...list-patch-105/


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Thanks for the bugfixes!

 

I'm wondering though, what's the reason behind making several wizard spells foe only. In my opinion not being able to cast them amidst companions added a nice tactical challenge, as one had to try to keep the foes' movement under control, in order to efficiently use these AoE effects.

 

I think that at least in the case of Ring of Death the reason is to make the spell actually usable.

RoD covered a huge area, making it pretty much impossible most of the time to not also target most of your party. Also for a high-level spell the effect wasn't that large either, most of the time.

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Maybe I'm missing something....seems like Aloth now l.5 has his endurance at 84 (36+12*4) and health at 336, while my main character (also a wizard l.5), with Con. 4 and a -18% penalty is still at endurance 58 and Health 187...which unless I'm calculating this wrong, it should be a quite a bit higher with the new specs (at least endurance at around 68 and health above 200). Any insight?

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Guys, you're awesome, but the main game crushing bug is alive.

I'm talking about the inventory bug - when you open inventory in combat, right after you've made a swing with the weapon - the attack phase resets, so you can swing with the weapon without any delay.

I think it's crucial.

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I didn't see the (Intellect = time bonus often reversing the benefit) issue listed?

 

Will load it up now.. Was it just misdescribed and damage was actually increased or is this still on the list?

 

It's not just a straight swap either... each spell would have to be dealt with individually

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Guys, you're awesome, but the main game crushing bug is alive.

I'm talking about the inventory bug - when you open inventory in combat, right after you've made a swing with the weapon - the attack phase resets, so you can swing with the weapon without any delay.

I think it's crucial.

 

Hm, it's an obvious bug, but at the same time an issue that will ever only be encountered by people wanting to actively exploit it, so imo the severity is less than certain other bugs (e.g. the Noonfrost issue, if that still exists, or the enemy AoE buffs affecting your party issue).

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Unfortunately i haven't gotten to see anything new. It still crashes nearly everytime I save/transition (on Macbook Pro).  It seems to happen the more inventory i have.  As much as I love watching the opening credits every 5 minutes.....I'd rather get addicted to the game.

 

Devs...feel free to contact me! 8-)

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I feel like I am missing something important, where can I download and install that patch? Insects are not letting me continue the game . . . need some insecticide patcher.

I only installed the game as I downloaded it from the page, its virgin, HELP ME !!

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  • Party members will no longer switch weapon sets when charmed.

     

     

  • Hey guys, this is still happening.

v 1.0.5.0567 here

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