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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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Cheers for the info BAdler.

 

Two quick questions.

 

Can we get a little spoiler on how many Soulbound weapons will be in the expansion?

 

Also is it true that there are new portraits in the expansion? If so, how many male portraits and how many female portraits are there?

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Did you guys manage to make skills scale with level, like the Druid's Spirit shift or the Mage's Arcane Blast?

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BAdler.  Are we likely to see part 2 of the expansion this year? Or does it look like a 2016 release?

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@BAdler, will we have to purchase part 2 of the expansion separately or both parts will be included in the purchase?

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Did you guys manage to make skills scale with level, like the Druid's Spirit shift or the Mage's Arcane Blast?

I've just leveled my druid to 12lvl and there is the stats:

R2cj.png

 

I think now we can make a pure spiritshifter-damage dealer :)

  • Like 2
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BAdler.  Are we likely to see part 2 of the expansion this year? Or does it look like a 2016 release?

 

Can't talk about release dates for the second part of the expansion just yet.

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Cheers for the info BAdler.

 

Two quick questions.

 

Can we get a little spoiler on how many Soulbound weapons will be in the expansion?

 

Also is it true that there are new portraits in the expansion? If so, how many male portraits and how many female portraits are there?

 

The soulbound weapons are very powerful and they are more difficult to get than a normal magic weapon. As such, there aren't a large number of them in the world.

 

Also, there will be more portraits included in the expansion. I don't know the exact amount, but it is a good number of extra ones.

  • Like 1
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@BAdler, will we have to purchase part 2 of the expansion separately or both parts will be included in the purchase?

 

It depends. If you backed the expansion during the Kickstarter you will get both pieces of the expansion for the one price. Otherwise you will have to purchase both pieces separately. We are making a bundle, though, so it is cheaper for people that want to buy both at once.

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As always happens you fix some bugs making new ones at same time:

 

 

2015_08_13_00001.jpg

 

What is the "zero" displayed in the main character icon?

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I just wanted to see INT, the HIGHLY RECCOMENDED stat for chanters....do stuff. I pumped my int up to 18 and I dont notice any difference in durration and the AOes are barely bigger.

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Hey,

 

Would it be possible to allow the disabling of AutoSave ? It would decrease durations for area transitioning noticeably.

 

 

Very nice patch. I'm particularly interested in that new Monster AI, monster resistances, and tiny but useful things such as item speed modifiers working.

 

I also hope that monster buffs don't apply to players anymore :)

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@Adragan - IE Mod can do that for you (but it is not compatible with the beta patch so if you're using it, you'll have to wait until the official release and subsequent mod update.)

 

 

I've had QA confirm that monster buffs applying to party members have been fixed.

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BAdler, do you know if the developers are rethinking/changing the nerf they made to Defender/Wary Defender? As you can see from the thread in the link, nobody really likes the change.

http://forums.obsidi...er-20-beta-nerf

 

Not many people posted in that thread though. Kind of a leap to equate that to "nobody".

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There is 1 silly bug wiht cipher and 2h i think. Dunno how exactly it works but when i cast X spell my next ~6 hits will duplicate that effect. So if I cast eyestrike every hit does NO dmg but applies eyestrike. When I cast Desintegration... yes, every hit applies desintegration. Same with Mind Plague and so on :p

 

Kinda silly when I had every swing of the sword do ~40-60 aoe dmg with knockdown with screen wide effect XD

 

 

Also text is blurry at 1920x1080 unlike before.

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