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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

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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.

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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...

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  • 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.

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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?

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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$, then tell the dude he's evil, kill him too, and loot his body for another 1000$.

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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.

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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.

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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.

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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.

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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 ) .. 

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For those of you worried about Cipher focus, there's a few things that the patch notes don't mention:

- Draining whip now increases focus generation by 33% instead of giving +2 focus per hit (according to the ingame description. Haven't checked). That means no more blunderbuss-cheese, but at the same time it got nice synergy with Biting Whip (more damage = more focus).

- Greater Focus now increases your "base" focus by 10! Tooltip still only says it increases Max Focus and I assume it still does that, too (haven't checked the max).

 

It's still less focus overall and adds another talent that you might "need", but Ciphers will still be very powerful. Especially since their strongest abilites haven't been touched at all.

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"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."

 

 

Am I missing something here? In my game it is *impossible* to acquire or complete any of the 2nd faction quests "in conjunction with one another". Once one is accepted, the other factions will not work with you further. Is this a bug, or intended?

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Also, kudos on the balancing. I know there's bellyaching every time something is nerfed, so I figured I'd provide a bit of opinion from the other side - the game is much more fun for me when things are balanced. I may actually use ciphers now since it won't feel like cheating. Thanks for that. :)

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Would be nice if identical items would stack in shop/stash. When trying to find somehting in a shop where I've sold dozens of identical armors/weapons it's not much fun.

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I may be dumb but this kinda confused me:  " 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." 

 

This does not mean that I have to start a new game, does it ?

 

From what i understand it just means that the file format of save game files will be changed, but automatically updated.

 

Just for confirmation please.

 

Thank you

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I may be dumb but this kinda confused me:  " 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." 

 

This does not mean that I have to start a new game, does it ?

 

From what i understand it just means that the file format of save game files will be changed, but automatically updated.

 

Just for confirmation please.

 

Thank you

You can load a 1.04 save to 1.05 beta and keep playing with the new changes. You'll get the UI improvements, the class balances, etc. Some changes aren't retroactive, like the PER <=> INT switch from the Grieving Mother, the Personal Records lost when swapping characters, or the ability to respec companions when you first get them. In fact, there is a game breaking bug going on right now that will prevent you from properly recruiting any 1.04 companion in a 1.05 beta save due to Character Sheets getting bugged. This might get fixed in the final 1.05 release.

 

It's up to you to apply the patch or not. Personally, I'm going to wait to make sure everything is in order then start a new fresh game.

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Wizard and Cipher's base endurance has been raised from 30 to 36, and per level from 10 to 12.

 

- Cipher is already OP. Doesn't need this buff.

 

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

 

- Now worthless. Please reconsider this change, you've already nerfed Retaliation!

 

Otherwise it seems pretty cool.

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Yeh, I would like to have a reason for wearing the Sanguine plate besides its looks. I mean—I really want my main to wear it because of the looks, but now picking the Sanguine plate over the funky adra plate would be shooting myself in the foot.

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"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."

 

 

Am I missing something here? In my game it is *impossible* to acquire or complete any of the 2nd faction quests "in conjunction with one another". Once one is accepted, the other factions will not work with you further. Is this a bug, or intended?

The way you experienced it is the way it is intended; only 1 2nd faction quest should be able to be accepted and completed. However, there was a very specific way of progressing through the quests that allowed players to accept 2 of the 2nd faction quests, which also made it impossible to complete any of them. This issue should now be resolved.

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Ninagauth's Freezing Pillar switched over to foe only.

 

I can't tell if this (and other similar changes) are nerfs or buffs. On the one hand, I can see it being easier to use, but on the other my absolute favorite thing to do was drop this on a batch of confused enemies and watch them die, which is no longer possible with foe-only targetting.

 

EDIT: also, increasingly fewer and fewer wizard spells are general AoE spells, which in my mind greatly diminishes some of the tactical flexibility (and challenge) of using them. if these changes were intended to be buffs, they should have been made more directly powerful rather than changing how they work :-/

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Also,

 

Trial of Iron: Loading a game will now force a save to happen to prevent save scumming.

 

how does this prevent save scumming? Isn't the game you're loading already saved, so to speak?

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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.

 

 

We are going to put together a short video showing off the new features and how to access them. This will go out when we send out our next backer update.

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Which changes are not retroactive to saved games?

 

There are too many fixes for me to list them all. If you have a question about a specific one, please ask.

 

Most systems changes are retroactive. For example, if we changed a spell it will appear changed when you use it next. Most completed quests (or quests that are already in a broken state) will not be fixed automatically and it requires us to make a retroactive fix. Depending on the problem we may or may not be able to make that retroactive fix available.

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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.

 

 

Currently, It will only work for newly recruited companions.

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