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Update Notes: 2.00


BAdler

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Major New Features

  • Companion AI - You may now set your companions to use AI. For those of you that do not want to micromanage your party, you may now choose to have the AI perform basic commands for you. You can activate and deactivate the AI control at any time, so you can still have ultimate party control when you need it. Each class has specialized AI packages and we will be adding more in the future.
  • Improved Creature AI - Creatures and NPCs will now act more intelligently and make better use of their abilities and spells.
  • Character Retraining - You may now retrain your character and modify their stats for a small fee.
  • Individual Stealth - You may now place individual party members into scouting mode. If some of your party enters combat you will no longer have your entire party leave stealth.
  • Range Indicators - There are now range indicators to let you know the casting range of spells and abilities. Now you will know if your wizard is going to move before he casts that Fireball. 😃
  • Accuracy Indicators - You are now shown the chance to hit on all attacks, abilities, and spells by mousing-over a potential target.

Fixed Issues

Areas

  • Fixed issue where Calisca was not being teleported after resting in the Ruin Interior.
  • Put in new checks to make sure Raedric wouldn't automatically go hostile if you happened to attack his bodyguards right as the quest dialogue triggered.
  • Fixed contradiction in Kestorik's dialogue in level 12 of Od Nua.
  • Fixed a problem where Incantha could become permanently hostile causing a progression break.

Attributes, Abilities, Spells, and Skills

  • Changed Perception bonus from Deflection to Accuracy.
  • Fixed crash that could happen if a Wizard had the Blast ability and targeting many targets.
  • Increased Constitution bonus to Endurance and Health from 3% to 5%.
  • Changed lockpicking so that it now uses three lockpicks if the lock is above your level, one lockpick if the lock is equal to your level, and no lockpicks if the lock is below your level.
  • Antipathetic Field no longer originates from the caster's feet.
  • Amplified Wave VFX have been toned down to be less distracting.

Audio

  • Polished many sound effects around the game.
  • Fixed weapon ineffective voice over that was playing at incorrect times.
  • Fixed a problem where pausing the game could cause VO and/or barkstrings to finish early.

Gameplay

  • Fixed a problem where friendly auras could grow in size after a save and load.
  • Fixed an issue where chant effects were considered item effects for stacking purposes. This was causing incorrect bonus calculation.
  • Suppressed "Target Destroyed" autopausing if target was the last target in the combat. This will prevent automatic pauses at the end of combat.
  • Figurines now have summon durations.
  • Chanter invocations now have durations.
  • Speed item mod now works correctly.
  • Improved resting bonuses from the Stronghold.
  • Noble's Rest Intelligence bonus lowered to +2.
  • Scroll of Missile Barrage to be combat only.
  • Fixed a problem where stealing part of a stack wasn't registered as stealing.
  • Stealing now only loses reputation once per container.
  • We now have immunities in the game. Some creatures have been updated to make use of them. I'm looking at you blights and dragons...
  • Changed amount of Health that are healed with Wound Binding and Field Triage.
  • Looting equipment off of enemies unequips it from their dead body.
  • Autosave system now uses 3 rolling autosaves instead of one.
  • Improved quality of font text when the game is at a higher resolution than 1920x1200.
  • Vanity pets no longer trigger the bonus from Mob Justice.

Korean

  • The Korean font was changed to something more legible.

OSX

  • Fixed issue where switching resolutions in windowed mode on the Mac was not working properly.
  • Attempted fix for Mac where game crashes on saves at times.

UI

  • Fixed issue where spells with summons could display incorrect info at times.
  • Fixed issue where sorting depth of some UI elements were being changed over time. This was causing some UI screens (like tooltips) to render under active UI screens.
  • Changed formatting of item mods to remove the item mod title and only list the effect. This was to clean up the UI.
  • Added range indicators for Wizard's Blast.
  • Added range indicators for Paladin auras.
  • Added range indicators for Barbarian's Carnage.
  • Fixed a problem where the spell casting cursor didn't refesh its image at times.
  • Fixed issue where inspecting ingredients when crafting could show improper descriptions and icons.
  • Fixed issue where Party Formation UI could overlap with Looting UI.
  • Level up screen background has been updated.
  • Resting bonuses from inns now display the length of time they are active.
  • Moved Skills before Active Effects in character sheet.
  • Stopped scroll position from reseting when changing characters in the character sheet.
  • Made options in the language dropdown always use their native font instead of the font for the current language.
  • Fixed an issue where it was possible to mess up spell selection in Character Creation by moving between stages.
  • Fixed issue where secondary AoE effects were not properly displaying qualifiers. For example, Holy Radiance's Burn AoE only affects vessels, but the description made it appear as if it damaged all enemies.
  • Fixed UI issue where all chants were being labeled "A" after a save and load.
  • Fixed issue where chants could get moved out of order after loading a saved game.
  • Examinable descriptions will no longer disappear while the game is paused
  • Fixed checkbox and numeric widgets on message boxes sometimes showing for a frame
  • Fixed problems where sometimes UI wouldn't differentiate between auras and hazards in descriptions.
  • Fixed a problem where some long titles were being cut off in the UI.
  • Fixed stuttering issues with scrolling text.
  • Fixed an issue where status effects applied by enemy equipment wasn't being shown in the UI
  • Like 18

44 Comments


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Awesome patch!

 

Josh mentioned on Something Awful that Rangers were getting a balance pass. Are there any information available about that?

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Guest FlorianGh

Posted

Is the ui fixed when running 1366x768 and it resets the combat log size every time after loading?

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This build should mirror the same changes that are currently in the expansion, so any of those changes you heard about should be in this Update. The big difference is that most of the expansion content is not in the base game patch.

  • Like 3
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Question for Steam people who are playing with the beta: Have the following been fixed?

 

They are not in the patch notes but they might.

 

Graphical

Weapon offset issues (link and link)

Hiravias' head offset issue + coloring issue (link)

Able to see Druid + Spiritshift simultaneously (link)

Lash visual effect doesn't show in inventory when enchanting weapons (link)

Able to see adjacent room through FOW (link)

3D models are upscaled at level up at higher-res than 1920x1080 (link)

Modal abilities' effects don't show after loading game (link)

 

Gameplay

Weapon enchantment bonus applies to Monk's special abilities (link)

INT affects DoT inversely (high INT worsens DoT) (link)

Killing them with love: Your buffs apply to enemies, and theirs to you (link)

Party members switch weapons when charmed (link)

 

Roleplaying

Characters won't acknowledge completed quests in Act II (link)

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Hey guys, this is a very nice, albeit, unfinished list of fixes, would you suggest starting a new game with all of these?

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I am on STEAM, and none of the issues listed here for me to check are affecting me, except one.

My main character was charmed and she is a Ranger, she switched from her Bow, to her two melee weapons, Flail/Axe, which was a boon for me, as she would have turned us into Swiss cheese if she started shooting us with the bow. 

 

Maybe the charm didn't really affect her to bad..she could somehow, have a little bit of control...she is the Protagonist of the game after all... =)

 

Unfortunately, I didn't know it was an issue or I might have taken a screenshot of it. I will if it happens again.

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Lash visual effect doesn't show in inventory when enchanting weapons

Confirmed for 2.0 patch.

Weapon enchantment bonus applies to Monk's special abilities

INT affects DoT inversely (high INT worsens DoT)

Don't you think it's working as intended?
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Hi lameover,

 

Confirmed fixed or confirmed still happening? :)

 

I don't think high INT should bestow a penalty as that is counterintuitive: If you invest points in an attribute, you should get benefits from it.

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Confirmed fixed or confirmed still happening?

Confirmed still happening.

I don't think high INT should bestow a penalty as that is counterintuitive: If you invest points in an attribute, you should get benefits from it.

You still benefit from higher debuff duration original.gif

But, yes, 100damage DoT during 10sec with high target's DR gives you 20damage overall :|

 

EDIT: is there any more update notes coming?

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Any chance Capes will be fixed for Mac and Linux users? They've been invisible for all of the retail version, but they were present in the earlier betas (but rendered floating above the characters).

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Tried to respec a woodelf wizard, 2 problems:

1) the wood elf racial bonus (+5 accuracy against distant enemies) duplicates afte the respec

2) the money for the respec isn't removed and stats/spells/etc are not reconfigured

 

I tried this with my 1.06 saves and it was broken, then made a brand new 2.0 character and ran him to the Black Hound and had the same exact problem.

 

Can't reassign attributes for companions, only for main character.

  • Like 1
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Tried to respec a woodelf wizard, 2 problems:

1) the wood elf racial bonus (+5 accuracy against distant enemies) duplicates afte the respec

2) the money for the respec isn't removed and stats/spells/etc are not reconfigured

 

I tried this with my 1.06 saves and it was broken, then made a brand new 2.0 character and ran him to the Black Hound and had the same exact problem.

 

Can't reassign attributes for companions, only for main character.

Yeah have the same problems.

+ Wizards can only choose one level 1 spell.

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[...]

Hiravias' head offset issue + coloring issue (link)

Lash visual effect doesn't show in inventory when enchanting weapons (link)

[...]

This is still the case.

  • Like 1
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Thanks for this info guys. I am passing it along to QA and programming to investigate.

  • Like 1
Link to comment

 

Tried to respec a woodelf wizard, 2 problems:

1) the wood elf racial bonus (+5 accuracy against distant enemies) duplicates afte the respec

2) the money for the respec isn't removed and stats/spells/etc are not reconfigured

 

I tried this with my 1.06 saves and it was broken, then made a brand new 2.0 character and ran him to the Black Hound and had the same exact problem.

 

Can't reassign attributes for companions, only for main character.

Yeah have the same problems.

+ Wizards can only choose one level 1 spell.

 

Hey guys, quick update on this. You are unable to respec a companions level 1 data. So if you are trying to respec Aloth you cannot change his level 1 spells. You will start at level 2 if you are respecing a companion, but level 1 if an adventurer or player character.

  • Like 1
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Hey guys, quick update on this. You are unable to respec a companions level 1 data. So if you are trying to respec Aloth you cannot change his level 1 spells. You will start at level 2 if you are respecing a companion, but level 1 if an adventurer or player character.

Stats for main character doesn't reconfiguring, money for respec isn't removing.
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That explains alot - thank you. But still... dont know if I like this solution regarding companions.

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Hey BAdler quick question. Now that we have a release date (25th August) when will we see the expansion on sale on steam?

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Hey BAdler quick question. Now that we have a release date (25th August) when will we see the expansion on sale on steam?

 

Probably not until much closer to the release. The business reason behind this has to do with trying to get as many sales at the same time as possible. The more people that purchase the expansion at the same time, the more exposure we are able to generate (which is a loop that starts to feed itself).

  • Like 1
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