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Showing content with the highest reputation on 05/09/19 in all areas

  1. Could be worse-- it could include the Gorecci Street looters!
    9 points
  2. Greetings, Watchers, It's the 1 year anniversary since the launch of Pillars of Eternity II: Deadfire! We here at Obsidian can't thank you enough for the support and feedback you have given the game since the Fig campaign launched two years ago. Now we're here, a year out from the release of Pillars II, and have one final patch for you all. The time has come for the launch of Update 5.0 for Deadfire! This patch brings some new features and bug fixes to Pillars II and our own Design Director, Josh Sawyer, has made a video to let you know what you can expect from the update. Patch 5.0 Highlights There are a host of bug fixes in the 5.0 update that you can read on our forums, but here are some of the highlights for you: New Ship UI An update to the UI has been implemented that will come up any time you engage with a ship on the seas that brings a more elegant way to perform ship-to-ship encounters. Turn-Based Mode Out of Beta Thanks to feedback from the community, we have made a lot of changes to turn-based mode to account for bugs and balance fixes and it is now in full release with the 5.0 patch. New Story Content Added After listening to feedback on the critical path of the game when it came to reactivity with Woedica and Eothas, so we’ve decided to go in and write new lines and get them recorded by the original actors to add more to that aspect of the game. Anarchist Path Adjustments Some critical path items have been moved out of Neketaka to other locations in the Deadfire to address the difficulty and length that the game had if choosing to not side with a faction at Ondra’s Mortar. The Ultimate The final God Challenge will be live with the 5.0 patch. This challenge, “The Ultimate” will turn on all other God Challenges, Trial of Iron, Path of the Damned, and Solo mode. The Ultimate Challenge In addition to the above changes, Patch 5.0 also introduces the Ultimate Challenge for Deadfire. The challenge is not for the faint of heart, and only the most devoted and erudite of our players stand even a chance in this challenge, but the first twelve players to triumph will be immortalized in Obsidian's studio lobby for all to see. The first twelve Watchers to succeed at the challenge will get their names and their Watchers' names, classes, and levels upon our Deadfire Ultimate Challenge plaque hanging in our lobby. And yes, that means that everyone who comes through our studio will bear witness to the glory of your triumph. Not only that, but the first 50 players who complete the challenge will get a very special patch that not only celebrates your achievement wherever you wish to flex it, but also has Josh's face on it to let the world know you have his approval. The Ultimate Challenge Submission Guidelines and Terms In order to streamline the review and vetting process, please read the following submission guidelines and terms: Cheating, including save-scumming, use of third-party tools or mods, and/or doing anything in a manner contrary to the spirit of the challenge is prohibited. Console commands that do not require the "iroll20s" command be enabled are allowed. Submissions must include a video of the entirety of your run and a save file of the run completed. We reserve the right to disqualify a submission without notice or explanation. If you have completed the challenge and wish to send it in for review and judgment, please send the following evidence to theultimate@obsidian.net: We require full video evidence of your run - acceptable forms of video include: YouTube playlist links, or direct download links via Dropbox. We also require the save game file with the completed challenge. Pillars Pen and Paper Josh has updated the Pillars of Eternity Pen and Paper ruleset and had it playtested with an intrepid band of merry developers - he is now pleased to release it to the general public for play and feedback. You can download it from the front page of eternity.obsidian.net later today. We will also be pushing it live to your backer portals and, for those who have it, game libraries as well. Thank you again for your continued support! If you have any issues with the game, contact us through our support portal to help you on your journey. Cheers, The Deadfire team Reach out to us on our various social media channels (Twitter, Facebook, Instagram, or on our forums) and let us know your comments, your critiques, and what you love about the game. Did you miss our last update? Check it out!
    7 points
  3. Yeah, it's totally ridiculous and lazy to write new dialogue, draw new scenes and doing new voiceover one year after release - and for free.
    6 points
  4. New Features Ship Combat UI update - A new UI has been added that pops up when you encounter a ship, allowing for some immediate options. This bestows the ability to interact with ship combat for players that continue to enjoy it, while allowing a way to quickly choose a different options to avoid them such as boarding or parley. Turn-based mode leaving Beta - Thank you to our players that have tested turn-based mode! This will now be set to live with the 5.0.0 patch. The Book Of Woedica: Unfortunately, The Book of Woedica contains a bug that doesn't allow for Woedica's VO to be heard unless the player opens the book on the World Map due to technical limitations. We apologize for this inconvenience! A Note from Narrative Designer Paul Kirsch: After Deadfire's launch and public reception, leadership and the writing team closely scrutinized some of the narrative issues which could have presented better or required some clarification. We distilled the most prevalent issues down to a couple of core factors: a lack of clarity regarding the metaphysics of Eora, and missing connectivity between Deadfire's "god plot" and "faction plot," for lack of a better term. Shortly before launching The Forgotten Sanctum, those of us still attached to the project had some availability to address these concerns. A handful of developers pooled their efforts to execute on a plan that seeks to address these story problems through modestly-scoped, unobtrusive changes to the core game experience. What follows behind the Spoiler gate is a broad outline of the solutions we pursued. We hope you enjoy them. Thanks for reading, and thanks for playing! Expanded Eothas Dialogue - The end game with Eothas has had many new voiced lines added to address some pressing questions from the players. The Ultimate Challenge - The Ultimate Challenge is now available for those adventurers that dare try to brave it. Those that manage to best the challenge may even find themselves with physical rewards! The Ultimate Challenge requires the following to be enabled/completed: Triple Crown - Expert Mode, Trial of Iron, Path of the Damned Level Scaling (Only scale upwards) Solo All 11 God Challenges - Wael, Woedica, Hylea, Rymrgand, Ondra, Skaen, Abydon, Magran, Berath, Galawain, and Eothas. All DLCs - Beast of Winter/ Seeker, Slayer Survivor/ Forgotten Sanctum. All major enemies and boss battles completed. The Ultimate Challenge requires the following to be disabled: Console Command Cheats Mods Beraths Blessings Anarchist Path - Changes have been added to the Anarchist path to allow for more of the game to be experienced before the player can attempt to finish the game. Resolved Issues Afflictions now work as expected for immunities, resistance, and suppression. Players should no longer be experiencing low frame rates due to multiple NPC's being on screen at once. Terrified party members who cannot move will now pass their turn correctly. Effect durations in breakdown tooltips are now displayed in Rounds when turn-based mode is enabled. Caltrops traps will no longer cause the turn-based combat to become stuck in certain cases. Pulsing spells are now displayed throughout their entire duration in the turn-based mode. Resisted Afflictions will no longer progress in real time in turn-based mode. Turn-based Combat Start banner behaves properly on ultra-widescreen resolutions. Party AI can no longer continue to use quick items with no charges left. Firearms users that act last in a round will no longer be incorrectly placed first in the next round. Creature summoned with Berath's Throwing Bones is now correctly queued in turn order in turn-based mode. Attack abilities will now apply their effects to child attacks such as AOEs in addition to the character's primary weapon attack. Characters with unused engagements will now engage enemies that move in range even if they are not the primary target. The description of Berath's Challenge now describes the effects in turn-based mode. Berath's Challenge will now show an effect icon and timer on unconscious party members. Wall spells now apply their effects on the turns of the characters affected by them. Imp Tricksters will no longer become stuck when attempting to use certain abilities in turn-based mode. Characters using Whispers of the Wind in turn-based mode will no longer remaining invisible until their next turn. Beam spells now deal the same damage per second in turn-based mode as they do in Real-Time with Pause. Turn-based movement indicator will correctly show the unreachable segments when targeting an enemy. Turn-based movement indicator will show a better estimate of the character's final position when using ranged attacks. Turn-based movement indicator will now be more accurate when attempting to move through a narrow space between multiple enemies. Invisible characters will no longer block movement. The player can no longer briefly switch weapon sets after hitting with an attack in turn-based mode. Cancelling the animation during a full attack no longer prevents Initiative from being set in turn-based mode. Creatures summoned with Figurines now appear for the correct number of turns. Priest's "Symbol of Eothas" has been adjusted to turn-based mode. Ability tooltips will clearly show "Not Your Turn" when it isn't the selected character's turn. Modal abilities cannot be toggled unless it's the caster's turn. With Berath's Challenge enabled in turn-based mode, enemies will never exit the turn order. Consuming drugs properly sets the character's initiative in turn-based mode. Priest's "Blessing of Wael" has been adjusted to turn-based mode. Camera in turn-based mode no longer moves to dead enemies between turns. Blade Turning now ends early if the monk moves. Monk's "Whispers of the Wind" ability now correctly uses an action point in turn-based mode. Characters that are naturally neutral to the player will no longer drop out of turn-based combat when they are all charmed. Brilliant Tactician's effects will work correctly when there are multiple Tacticians in the party. Fixed the flanked condition rarely persisting after combat ends. The Miss glossary entry now has the correct threshold value in turn-based mode. The End Game Slides "Continue" button will no longer permanently disappear. In turn-based mode, pulsing AoEs no longer pulse in real-time when the caster dies. Cost numbers on the ability bar will no longer occasionally show when the ability bar is hidden. Combats in turn-based mode will more reliably pull nearby enemies. Resurrection's "Cannot Die" effect is now applied for correct amount of turns in turn-based mode. Enemies will no longer lock up when attempting to target destructibles with certain attacks in turn-based mode. Auras are now updated in real time in turn-based mode. Passive abilities will no longer show "Action Type: Free" in the ability tree. Immobile creatures will now switch to ranged weapons if necessary in turn-based combat. Barks of the enemy ships' captains are properly assigned to them instead of to the Watcher. Camera in turn-based mode with Hylea's Challenge enabled no longer moves away from party. Option to disable camera centering on active character in turn-based mode has been added to the game. Characters will play a visual-only flinch animation when they are bumped by allies. Relentless Storm in turn-based mode will now Daze by default, and its Daze attacks that critically hit will upgrade to Stuns. Gaze of Adragan has had it second redundant defense roll removed. "Llengrath's Safeguard" no longer can be cast out of combat. Combat Attack Results tutorial has been updated to reflect new Graze range. Mortification of the Soul is a free action in turn-based mode.
    4 points
  5. It's more than just the book, though - they apparently expanded quite a bit of dialogue during the endgame, including a conversation with Woedica that brings your previous interactions to a conclusion. If you open the book in a current save with most of the story content completed, it's not going to feel the same as consulting it periodically throughout your playthrough as you complete major events (it appears to light up as "new" in your inventory when new conversations become available). Given how expensive new VO is and how break-even the sales apparently were, I think it's pretty remarkable that they added this. My only beef is that the book can be consulted anywhere but the VO only works on the world map - I wish they would've found a justification to restrict its use to the ship if that bug wasn't fixable.
    3 points
  6. Take your time. Seems like easy 'one button' fix. I will look closer and test it on weekend and, if successful, we include this fix in our Community Patch. "PowerLevelScaling": { "ScalingType": "Default", "BaseLevel": 0, "LevelIncrement": 1, "MaxLevel": 0, "DamageAdjustment": 1, "DurationAdjustment": 1, "BounceCountAdjustment": 0, "ProjectileCountAdjustment": 0, "AccuracyAdjustment": 0, "PenetrationAdjustment": 0 - THIS Just give me full list of abilities you want to fix. Fireball... and something else?
    3 points
  7. Hear me, progenitors of the board! Give me your advice, since me and the missus are apparently expecting a hellspawn of our own.
    3 points
  8. Hey everyone! As it's been a year since the release of Deadfire, we have come to the point of moving on to newer projects and ramped down the Deadfire staff as a result. We will no longer be fixing any issues we deem to be non-game breaking. At the moment, we are only aware of a few potential issues for some users that can prevent player progression and have come up with solutions to these issues. If we find that there are any progression breaking issues going forward that prevent gameplay, we will look into finding workarounds or potentially hot fixing them and adding those to this list. The following are the known issues and their workarounds. Players with general performance issues, freezes, or crashes, we have compiled a list of diagnostic steps that have worked to varying degrees for other users. You can find the list with some instructions listed below. Reduce graphics settings Restart game Delete or move excessive saves Disable Unity Console mod - if applicable Remove Unity Console mod - if applicable Verify Integrity of Game Files - Steam - GOG Reinstall Deadfire Change PhysX settings to GPU instead of Auto Install the Special K mod with recommended settings Update graphics drivers Update operating system Check for faulty RAM - Steps to do this can be found here Roll back graphics drivers Reinstall operating system Mac users who are having graphical issues where large sections of the map are white, it has been found that if you save the game and load the new save file, the map will go back to normal. Players have reported Nungata disappearing from Serpent's Crown and being unable to turn in quests. This is not a bug as she leaves the area during the quest The Final Maneuver and will return to her normal location when that quest is resolved. If you run into an issue different than the ones listed above that prevents you from being able to continue your adventure through the Deadfire, please feel free to let us know in an email and attach any screenshots, output_log.txt files, save files, and crash logs that may assist us in helping to resolve the issue. Should you need information on how to obtain those files, you can find instructions here. Please send these emails to support@obsidian.net and we will do what we can to get you back on track. We at Obsidian want to send our heartfelt thanks to this wonderful community for being so supportive of Pillars of Eternity II: Deadfire! We hope you will continue to enjoy Deadfire for many years to come and hope to see you in the next great Obsidian adventure!
    2 points
  9. Hello guys, There is a delay when an ennemy is KNOCK UP. During this delay, the ennemy becoming untargettable. (red circle disapear and reappear few seconds after).All the orders of others companions are cancelled because during a brief moment = no presence. It is pretty annoying. I tell you this because I have recently created a team with a lot of Fighter and Mule kick. And each micro cancelled add a lot of new micro for each action cancelled. Eg : 1. Mule kick 2. Mule kick 3. Flame of devotion 4. Flame of devotion 5. Mule kick The character ONE (1) will touch. Ok. Because it is Mule kick (and knock up more exactly) Characters 2, 3, 4, 5 will have cancelled orders. (It is like Knock up make a target invisible for few seconds) Ok... So I must give them orders again. (Micromanagement +++++) You see ?^^ It's so annoying, that the best strategy with a lot of 'knock up" in this kind of case, is to give a different target to everyone, to avoid crossing attacks! More ! Sometimes with a bad luck, the action of OTHERS members of the team occurs just DURING the knock up^^ and here, there is no effect at all (doing in the wind like we said in french). So... The solution ? Make targetable/damaging the ennemy even during the "knock up" animation. There is no RP reason to make a target less accessible during this moment. On the contrary, it is the moment when he is the most vulnerable.
    2 points
  10. Any changes to how int and dex work in turn-based, considering that they are total dump stats at the moment?
    2 points
  11. For me those are things not intended or exploits - using Gouging Strike and hiding for 1 hour until the boss is dead without fighting is probably one of them. But I think Obsidian should clarify that.
    2 points
  12. I quickly crit & then killed Nomu the Marauder (drops unique loot) with Essence Interrupter. He turned into a Xaurip AND his whole loot dropped. Seems this was fixed. :dance: Edit: did it six times now (crit then kill) and the loot dropped in all cases.
    2 points
  13. You guys are so lucky Rogue Factor is slow going bringing out Necromunda.
    2 points
  14. The ability The Last Megaboss seems to add these: +9 Accuracy +9 All Defenses +1 AR x1.25 Damage x1.25 Healing +1315 Max Health +1 Pen I haven't fought the boss yet, but it sounds like each of the above is multiplied by the number of megabosses you haven't beaten. Whew!
    2 points
  15. i asked on twitter. basically if it looks like a boss, it has to be dead (no diplomacy/pacifism). according to devs, once you start the ultimate, you'll get a special quest that lists and tracks your progress in killing all the major enemies, so there should be no ambiguity once you start. edit - i think the hardest part will just be managing the eothas timeline. nothing about the challenge suggests that you get extra time in the DLCs, and wael prevents you from getting concrete knowledge of how much time you have left. i posted the amount of time you have per act elsewhere (it's also in my gamefaqs guide), so you probably have to count the days yourself. from past experience, act 1 is pretty tight, but if you can frontload all the nekataka quests in act 2 and are efficient with main path, you can buy yourself quite a bit of breathing room in act 3 and 4, so with what is basically a no-rest run (woedica plus rymrgand basically means you can't rest outside of an inn anyway) you can clear out DLC so long as you just do the main DLC paths (e.g. skip straight to the final dragon fight in BOW, even SSS is pretty fast if you don't try to do *all* the treasure-hunting and *all* the challenges). edit 2 - ondra also makes it harder to take advantage of ship bounties early on for leveling, even if eothas didn't already provide a huge time constraint on sailing around.
    2 points
  16. I've been collecting me some Wyrdstone... Gotta man up and finally get through that Sisters of Sigmar campaign (yups, still, my middle name might be "procrastination", maybe. I'll check, later.), but easing into it as I'm a wee bit rusty and I'd rather not wipe out my Warband at this point.
    2 points
  17. I could write alot about, but my english wont allow me to write it so much, so well. I just found plenty of negative reviews of some part of the game i do not agree So I falled in love in PoE for this combat system. I didnt liked the story, characters. There was to much informations and game is very long, so i had to start twice again to finish it. I hated Durance. I didnt seen diffrence between anymancy and necromancy However after meeting with Ondra(WM2) i started to really like it (and with some help of wiki) i started understand universe and "god's story". In my understanding it was like "Abyndon is a cool guy, but Ondra is b..." I started to think "most of gods are ****, like ondra, wael(scroll mission), magrana(cuz of godness of war) It was epic nearly ending, when i knew the true about gods origin. I was like "it would be cool to destroy them...(maybe make some exceptions like for abyndon or Hylea) When Durance story(finally) ended(just before battle with thanos), it was my best moment in PoE1, it was SO cool moment for me when this rude ****y priest who was talking how good(and bad) his godness is, changed completly and with fury and anger he promised to take revange on his godness using her own power DeadFire Havent finished yet, just before ukaizo. Party members for me: Eder, pellagina, aloth + Xoti as a new durance and its like story continue (i like serafen and takehu, dislike maia, but respect her for good-made character) Main plot is amazing. Every meeting with gods is just epic moment for me, and for all of them i have my own opinion: Eothas is a best god with (big stone) balls who want to just make things right(sadly no interactions with him in PoE1 due to his story) I like Berath however i do not know yet if hes good or bad. I think hes good Ondra is a b... and even if shes nice sometimes i know she rude stupid egoist b... Wael is just... wael. EEEEYES. "Wael is that you? give me back my scrolls" Magrana is like Ondra I miss Hylea at PoE2, however i belive shes Eothas Ally Rymgrand is just wolf i wanna have leather from(after i kill him ofc) Galawain is retarded, however neutral No much of Abydon, but i like him for what he did. Woedika & skaen - like main enemies. Skaen looks for me like he had to betray Woedika Female narrator is AMAZING, i EXPECT to hear her in POE3, it just suits so perfectly here I like the universe and i would be happy to see more games of this universe(espiecially Watcher 3:Gods Hunt) I can understand some people may not like the story, its hard, and crpg players become older and older, and dont have time for complicated story I heard PoE2 was not big financial success. I can understand reasons(most of players didnt finish PoE1 yet) Basically i want to say that i love PoE for great combat system(for me much better than DD) and FOR STORY i havent seen in other games. For betray of mankind(and others... elfind, dwarfkind?), for Engwitan who(in my opinion) put people in chains, to be ruled by gods. This game is exciting and every meeting with Eothas / Berath is unforgetable moment for me. Basically thanks for: Story Durance, Eder Eothas, Berath and rest of Deities Narrator of PoE2 Combat system There is more i like(artwork, multiple dialogue options etc), however these few made it for me Thank you obsidian!
    2 points
  18. This is a list of changes from v4.1.0.0011 to v5.0.0.0040 that specifically affect modding the game. The patch notes for other changes to the game can be found here. Check the documentation for more details on the functionality of added data properties. Modding Patch Notes for v5.0.0.0040 Looping AttackBaseVisualEffects are now supported for all events rather than just AnimEvents. The effects are stopped on Impact. Added ExperienceTableComponent.TrapLockXPIncrements Added HostilityType.HostileEver Added TacticalModeSettingsComponent Added CombatSettingsComponent.MinimumRollToGrazeTactical, MinimumRollToHitTactical, MinimumRollToCritTactical Added AttributeComponent.TacticalOverrideBonusesFormatString Added CharacterStatsSettingsComponent.AttributeTacticalStrideMultiplier Added DamageData.TacticalMinimumOverride / TacticalMaximumOverride Added GenericAbilityComponent.ShowStatusEffects Added StatusEffectDurationType.UseDuratonUnadjusted Added GenericAbilityComponent.RandomizeStatusEffect Added AIBehaviorDataComponent.CanEngage Added AICombatMoveComponent.AbortIfImmobile Added AIMoveComponent.AbortIfImmobile (Community Request) Added IsAnyWeaponEquipped conditional (Community Request) Added IsAnyWeaponEquippedInSecondarySlot conditional Fixed a problem where oei_this was not properly initialized when checking soulbound advancement conditionals. (Community Report) Fixed a problem where ModScriptHooks sometimes did not work correctly when loading very old savegames Fixed a problem where scripts or conditionals that were called recursively would not receive correct values for special GUIDs Thanks for working with us to make this game even cooler and more fun! I'm looking forward to seeing where you take it in the future.
    1 point
  19. i just tried a Blinding Strike with hand mortars: Blinds in an AoE. --> Fixed!
    1 point
  20. 1 point
  21. Arcane archers imbue spells, so their penetration scales the same as spells to keep,the, useful. Imbue: Missles/Fireball/Death.
    1 point
  22. It also forces the game to the hardest difficulty and turns on trial of iron. edit: Boereor gave a more in depth answer on the end of the last page. Cheers mate!
    1 point
  23. You tryin' to make melkathi relapse?
    1 point
  24. As far as I know u cannot use LoH on Vela, so a shieldbearer try failed.
    1 point
  25. Based on the screenshot of the journal entry provided in the Ultimate thread, the mega bosses are all required fights.
    1 point
  26. I'm also surprised that this is not addressed. This is a bug that makes the whole subclass unplayable imo, and based on Phenomenum's comment it is one button fix, i mean why not add it to the patch if it is so easy to fix.
    1 point
  27. Thanks, I found it! It wasn't hidden, which I think ironically made it harder to find (because when you find hidden things the game pauses and the person who discovered it says something). I had to use tab to find the hotspot.
    1 point
  28. I love that FAQ and things like that are why I miss gamefaqs. I used to read BG1/2 class analysis for hours.
    1 point
  29. Yeah, I was struggling to get my head round it myself until I realised. I could NOT get the maths to work, until I realised that @thelee had put 1-1(1+x), which is right; but the maths only works if it is explained that x is the modifier expressed as a probability* NOT as a percentage E.g. for a graze, the formula should be 1-1(1+(-0.5)) i.e. x is -0.5. I, and I suspect Wormerine, was reading "where x is your negative modifier" as x = -50 (percent). (So 1-1(1+-50), which is why I could not work out why the maths was coming out so wrong.) I suspect that what you need here, thelee, is just to tweak that wording and add an example (see aforementioned graze). Just, as they say, a bit of idiot proofing! I imagine to you it was bleedin' obvious, but this sort of thing is quite easily done if you don't have a feesh set of eyes that goes "'ere, that ain't right, are it...?" *I.e. for the less maths adept, as a fraction of 1, so -50% => -0.5
    1 point
  30. Congrats TN, you slipped one past the goalie!
    1 point
  31. Take care, some nazi is probably going to report you for circumventing the profanity filter through pictures.
    1 point
  32. There will be. Because that's how it goes with any piece of software. Hopefully as few as possible and hotfixes will be out quickly.
    1 point
  33. so eroa have a josh sawyer constellation is that what wael doesn't want player to see?
    1 point
  34. great changes, though i'm worried that the "item losing enchantment" bug is still in 5.0 (not mentioned in patch notes) and may be stuck with us forever...
    1 point
  35. I know what I'll be playing every single time
    1 point
  36. Heroes of Might & Magic 3 with my friend on LAN
    1 point
  37. even if your recollection were accurate, it would be yet another argument in favor o' doing ship combat as 'posed to boarding actions. party ordinary levels is a complete non-factor in resolving ship combat. and we may say with certainty that recruited sidekicks who is not added to the party proper after joining your roster will fail to "bounce" to the watcher's level the first time they is added to the party and level'd, if such leveling occurs remote from whence they is recruited. tried this just yesterday in response to the genesis poster's query. as we noted, 'bove, we recruited sidekicks at 'bout level 11-12 range... perhaps a bit later for rekke. our watcher is level 20 and the sidekicks we level tested were all level 18, with the dwarf extreme close to level 19. am an obsessive game-saver, so we could check to see how sidekick xp languishes if is something folks is genuine interested in discovering. at the very least, during this more recent run, we kept a save everytime we level'd in the game, other than tutorial portion. as we noted already, after recruiting, we never level'd any o' the sidekicks-- they are all technical level 1 'ccording to our ship's roster... 'til we level 'em 'course. is difficult to imagine a more tedious exercise, but perhaps we will check sidekick levels at recruitment (or close) and then perhaps level 15 and level 20. am knowing we checked at level 20 already, but such were level 20 after considerable additional gaming. "screw your courage to the sticking place, and we'll not fail." give us a bit. HA! Good Fun! ps we may only do this experiment with sidekicks as such were the joinables we never bothered to level... evar. if regular companions have a slight different xp progression, we will have no way o' gauging accurate. pps *sigh*seems we were more cautious with sidekick recruitment for the character we were running in january 'cause none o' the sidekicks were recruited into our crew previous to level 16... which is interesting in itself as 4 additional Gromnir levels resulted in 2 sidekick leveling opportunities. will nevertheless look to see what happened 'tween level 16 and 20. have a couple earlier characters, but we retained far fewer saves for such. ppps ok. so at some point between level 16 and 17 we recruited all sidekicks and never level'd any. we used our level 16 save (immediate save 'pon attaining level 16) and then added konstantine and level'd him. sure enough he were within a thousand xp o' our watcher character and were also level 16. as we said, somewhere betwixt 16 and 17 we recruited all sidekicks, but at our level 18 save, konstantine were beginning to fall behind-- were level 17.5. at our level 20 save, konstantine were level 18.5.
    1 point
  38. aw shucks, yeah that's mine. i don't pretend to be 100% accurate or claim that it's 100% my work - I hope I credited everyone who helped contribute it to it (there's some more updateds pending phenomenum's contributions, but i'm waiting on 4.2). but if people get good mileage out of it, that's all I can hope for
    1 point
  39. 1 point
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