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Showing content with the highest reputation on 03/06/25 in all areas
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Character builds forum has been made - https://forums.obsidian.net/forum/178-avowed-characters-builds-strategies-the-unity-engine-spoiler-warning/ Thanks for letting us know; I'm going to go through and see if there are any existing topics that should be there and move them, but if I miss any let me know.4 points
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[Warning: adult language] I like the astrix trailers tweak of the trailer-before-the-trailer silliness.2 points
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If AMD could sort out their supply issues and priced their cards at reasonable prices, they'd take over the GPU market.1 point
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Well, I won't expect anything then I reported the bugs in the official patch thread, both here and on Steam, I hope Obsidian sees it as with some bugs reported in this last patch and at least put solution to the bugs I could consider more serious, the DoT related ones at least.1 point
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It often happens to me, but when it happens : Get out and get in the thread again, go where you would go to write a post and surprise, your lost text is here, waiting to be posted again, this time successfully. Works 9 out of 10 times. Anyway, just copy your whole texte before submitting, just in case.1 point
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I moved this topic to the new "Character Builds" forum as it seemed more on topic there. If that's not correct let me know and I'll move back to general.1 point
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I did a Bow run first and am now doing a dual dagger run. And the latter is significantly more potent offensive-wise but also requires better player skills - it plays very differently. Imo a character build forum isn't just about writing about powerful builds but also about build ideas, mechanics and tricks that are enjoyabl. And there are a lot of different but fun ways to approach the combat and the game in general.1 point
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Hello denizens and trolls, Checkout the new forum: Avowed Characters Builds, Strategies & the Unity Engine (Spoiler Warning!). Thanks to a certain community for the reminder! ;)1 point
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If you are not a Rogue, Love Embrace can replace Gouging Strike1 point
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Judging by official patch notes, none of the fixes from UpMod were included. I haven't played PoE1 for few years, and haven't tried the last version of the game with CommunityPatch mod. It will either load and work fine, or will crash instantly or soon enough. I am not sure yet if I'll have the time for that. If it will be enough to recompile - then maybe. But no promises1 point
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Hi Actually enabling Magran's fires challenge mode (combat doesn't end once started) and take any Rogue combination. Then start combat and use Gouging strike on Dorudugan. Kite him to the north of the map. Go invisible and walk all the way south. Leave PC running for a whole day and congratulations you killed Dorudugan Easiest and longest boss of my life Sincerely Lalolalo91 point
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Completed the main Witcher 3 narrative after about 110 hours and as I have mentioned in previous posts the entire Witcher series is one of my favourite RPG of all time W3 gets a solid 90/100 on the global respected " BruceVC game rating system" I am now busy with the DLC As far as the final endings were concerned I had some interesting outcomes and these were all because of the narrative choices I made and a few I made in error now that I know the outcomes Ciri survived and became a Witcher like Geralt, interestingly this aligns to the W4 narrative where she is a Witcher. But I also supported Ciri like the snowball fights and helping her bury her male friend in Skellige and we destroyed Avallac's lab. I was very happy with this outcome and Ciri surviving Radovid ended up defeating Nilfgaard and winning the war, I wasnt happy with this outcome because of his witch hunts and persecutions of Sorceresses. So I should have assassinated him with Dijkstra but I made a wrong choice in the Phillipa quest Emperor of Nilfgaard was eventually assassinated, I was fine with that because I found him to be insufferably arrogant I ended up not being with Triss or Yen and that was my mistake for saying I loved both of them, oh well. I know for next time and remember " hell hath no fury like a women scorned "1 point
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I had that issue, too. What I'm also experiencing are long loading times. Sometimes it's quick, but then the next page takes over 10 seconds to load. Other websites are fine so I don't think it's a problem on my side.1 point
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If you try to summon a parasitic staff while you reload a arkebuse the summon skill is greyed for ever or until you reload a pre bug save.1 point
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I still don't understand the right's obsession with trans people. Bunch of Mark Robinsons. Ctrl+F trans level of effort1 point
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If there is a way to prolong the buff durations... Soul Blade can stack thousands of it, and one shot any enemy with Soul Annihilation. And as a bonus having thousands of Concentration makes you basically immune to Interrupt. Here's a video by Victor Creed: Unbeding benefits from Healing Done/Taken right? With my change Unbending Trunk would heal 3 times for 15% of damage taken. usually a fighter will have around +30-45% Healing. So that's 58-65% of damage taken being healed back (sans damage from DoTs) with Dawnstar Blessing or Merci and Kindness he can reach +100% Healing, and that would be 90%. In Vanilla, Unbending Trunk at 10 INT description writes that it's duration is 15s, and each incoming damage will heal for 33% over 5s (UseDurationTime) at +0% Healing: that is 20% at 3s, 13% at 5s, and an extra 0s for 20%. Total: 53% of damage taken being healed back (sans damage from DoTs) at +30-45% Healing: 68.9-76.8% at +100% Healing: 106% And even more because of 0s ticks from existing HoT instances is triggered when a new HoT instance is applied --- You have set the HoT Instance to 75% over 12s (fixed) ticking in 1s intervals; instead of vanilla 33% over 5s (unfixed) ticking in 3s intervals But it still benefits from Healing Done/Taken, no? Nooo. It's easy as concept) I don't think we can mod such behaviour. At the very least it would require patchwork changes But Obsidian devs could probably take this into account.. for their next games1 point
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TL;DW: Pure rasterization performance sits, as expected, somewhere between the 4070 TI Super and the 5070 TI, with some outliers where even the 5070 is better and others where it encroaches on nVidia's 80ies models. In RT, at least in titles where RT matters and visually pays off to use, AMD has caught up to, uhm, the 3000 series, posting a pretty good generational improvement. Relative scaling at 4K is hurt by the GDDR6 memory, the 9070 XT tends to proportionally get better the lower the resolutions get. Steve has included FPS per $MSRP charts that don't really mean anything as the 5070 TI can't be found at MSRP and we have no idea if the 9070 XT will be, but the results are generally in favor of AMD, as expected, since they put the 9070 XT at 80% of the RTX 5070 TI's MSRP (for anywhere between 80% to 102% of the 5070 TI's rasterization performance, much less in RT, of course). Yeah, so, uhm, as much es every tech channel seems to like the card, that's probably wishful thinking. I don't think these cards are really going to make a dent in nVidia's market share, but I wouldn't mind being proven wrong.1 point
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Considering Avowed follows Deadfire but does not address the wheel situation, this would not make sense, imo. I think they are simply going yo add one or two regions (as there is place on the map) as dlc, and maybe increase the max character level. Personally, I'd like for more creatures of the fauna and flora variety to be added, as the Living Lands are not living up to their name.1 point
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I only have two Avalon Hill games left—Flat Top and Wooden Ships & Iron Men. I always hoped for good computer adaptations, especially for Flat Top, which had a lot of paperwork. For free PC games, Matrix Games offers Pacific War and War in Russia. They were designed in the DOS era but still worked on Windows 11 last time I played. I used to enjoy SSG’s Reach for The Stars in the 80s. MicroProse made great strategy games back in the C64 and PC days. Now I play older Paradox titles like Crusader Kings 2 and Europa Universalis 3, along with Matrix Games’ War in the East and War in the West. I will check out the SGS games. I still play C64 and Amiga games on emulators, especially SSI titles and an Amiga version of the Battlemech board game. Turn-based on a hex map is still the best.1 point
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Hi MaxQ, this patch of yours, is it still relevant with the current beta patch? i think some of the problems are still unsolved, but some of them have been fixed in the current patch? or can it be used safely? in fact, it will work for the current version of the game? i think the beta patch has changed the version too, and i think that's precisely what makes the patch not working, a couple of comments just above me confirm that it doesn't work currently, could you fix it if possible? it would be a shame to lose a patch that fixes several bugs.1 point
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Long time lurker, first time poster. Been replaying Pillars 1 since Avowed came out, and I was fiddling around with a 4 gun switching build with Arms Bearer, Quick Switch and Island Aumaua on PotD solo. While I was disappointed by the power of the build, I discovered some interesting properties about weapon set switching in the process. Switching allows you to replace the recovery of any action in the game. I looked through the forums and I don't believe anyone has posted about this in detail before, and certainly not the bug with switching that allows you to skip the reload phase of a reload weapon. First, the recovery replacing property of weapon switching. As you may or may not know, you can switch weapons at any time during combat. You can do this in the middle of any action, whether it be attacking, spellcasting, using a consumable or any other ability. As MaxQuest notes in their post about attack speed, All actions in Pillars 1 is separated into the action phase and recovery phase. If you switch before the action phase is complete, the action is interrupted, and you enter weapon switch recovery. If you switch during the recovery phase, your weapons switching time is added to the recovery. This is by default 2 seconds, and is reduced by 1.5 seconds by quick switch, 1 second by coil of resourcefulness. Here's where it gets interesting, if you switch weapons after the action is executed (not necessarily after the action phase, as the 'effect' of the action happens usually in the middle of the action phase, again refer MaxQuest's post on frame data) and before the recovery phase begins, you effectively 'replace' the recovery of the action with the recovery of the weapon switch. This can be reduced to 0 with quick switch+coil of resourcefulness. All of that was a very long winded way of saying that if you swap weapons quickly after any action, you can skip the recovery entirely. This exploit can lead to veeeery silly stuff, including but not limited to: - A 3 dex ranger in plate armor with penetrating shots and vicious aim firing arrows at faster than 0 recovery (you can animation cancel the part of the attack after the arrow is fired lol) - A 3 dex wizard in plate armor rapid firing spells - A 3 dex... you get the idea In any case, this is already game breaking, if not a bit micro heavy. I have seen some people alluding to knowing about this in the forums, but nobody has explained it in detail. And although this skips recovery, weapons with a reload phase like firearms can't be exploited to rapid fire... or at least that's what I thought, until hours into my run, I found out you could do that too... With reload weapons, such as pistols and blunderbusses, if you switch to another weapon set, then back to the firearm after attacking, it skips the recovery. Then, if your character is attacking an enemy, it starts the reload for a split second before skipping it entirely. With this bug, you could rapid fire any blunderbuss or pistol or any other weapon of your choice. Curiously enough, the crossbow is the only weapon I haven't made work with this bug. Here is a video showcasing the bug.1 point
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Uhm, so, extrapolating the 9070 XT performance based on AMD's own claims it will land roughly at the level of an RX 9700 XT non-second-X, with better RT performance. Makes sense, since the name's almost the same. MSRP - if it holds, that is - would put it at the same street price as the 9700 XT too, at least in Central Europe. And as always, a useless upsell card in the 9070 that no one will buy until AMD drops its price to 500$ or lower. Well, at least they're not trying to sell it for 650 and 700 respectively. Don't think it'll make much of a difference though - 4070 Ti Supers aren't much more expensive, at least if you're happy with buying a cheapo Palit card, which regularily go for ~850€ and will probably have the same performance (and better RT, presumably). Eh. Hey, Intel, where's the B770/B780? Come on.1 point
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Greetings Envoys, A new patch is now live! This update brings important fixes and improvements, so be sure to update your game when it becomes available. We truly appreciate all of your reports and feedback—it’s invaluable in helping us identify and address issues to improve the game. Your support and patience mean a lot to us, and we want you to know that we’re listening. Our team is committed to making Avowed the best experience possible for everyone, and we will continue working hard to refine and enhance the game based on your input. We have a dedicated team focused on making Avowed better and better, and we’ll have more to announce soon. Stay tuned! If you run into any issues, please let us know at support.obsidian.net—your feedback helps us make the game even better! Thanks for playing, and as always, we appreciate your support! — The Avowed Team Crashes & Major Issues Adjusted character settings so that unkillable characters will now respawn if they mysteriously die, preventing blocked quest progression. Quests & Area Design Loot piles will no longer be placed in unexpected locations when created while the player is far away. Previously affected saved games will now have the loot pile back where the owning character died. Players who killed will no longer experience a dropped conversation when speaking with the leaders of the Living Lands during (Players with affected saves can now simply walk in and out of the meeting space to retrigger the conversation.) Bounty Masters in Dawnshore, Shatterscarp, and Galawain’s Tusks now correctly allow players to turn in bounties, even if they have acquired more trophy items than expected. Vemas now allows players to turn in Debt of Blood, even if they had already spoken to him upon returning. The player will no longer become stuck with no objectives active during An Untimely End. Fixed an issue where the player could become stuck in the environment near Dehengen's Cottage. Enemy loot will no longer disappear if the player killed Ygwulf and the assassins in the Cistern, saved their game, and then reloaded that save. Ambassador Hylgard can no longer die from drowning in The Strangleroot while following the player, which was preventing him from appearing at the embassy in Paradis. The player will no longer be blocked from finishing Ancient Soil if Fior mes Iverno becomes inaccessible. Systems & Gameplay Improvements Godless chests and sarcophagi now have currency in their loot lists. Upgrade materials (metal, wood, leather) are now more consistently available across stores in each region. Upgrade materials now properly refresh when store stock updates. Autosave frequency has been changed from 5 minutes to 10 minutes by default. (This can still be adjusted in player settings.) Autosave slots increased from 3 to 5. The ability Bleeding Cuts now applies Bleed Accumulation more reliably. Logging into Xbox Network on Steam no longer resets the player's selected language setting. Kai is now less likely to teleport inside a wall while using Leap of Daring. Companions now assist in combat more reliably. Visual & Art Fixes Militia Guard patrolling Claviger's Landing now has the correct neck texture. Adjusted health bar position for the enemy Putrid Skeleton Wizard. Fixed jittering of player hair and armor when afflicted by Poison Accumulation. Reduced opacity of a water fountain inside Ondra's Temple. User Interface (UI) & Controls Companion abilities bound to the Quick Slot menu no longer become undone after reloading a save. Added new settings for controller users to adjust gamepad look acceleration strength and ramp-up time. Corrected typos in the Encumbrance tutorial and on the Compiling Shaders screen (now correctly states “a few minutes” instead of “a few moments”). Miscellaneous Launching Avowed with DirectX 11 is now disabled, as the game does not support it. Some players have been using a DirectX 11 launch parameter as a workaround for various crashes, performance problems, or compatibility concerns. However, this can introduce additional problems that we cannot troubleshoot or resolve, including unexpected visual or performance issues. If you're encountering startup crashes, we recommend updating your drivers, verifying your game files, or reaching out to our support team at support.obsidian.net for assistance.1 point
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I forgot the link https://avowed.th.gl/1 point
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No, just proof that the average American is even dumber than our stereotypes make them out to be.0 points
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The internet trolls have won. What a time to be alive.0 points
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As I said before elsewhere: A near perfect RPG for me would be Avowed's (and Skyrim's etc.) first/third person exploration, map/area design and interactions with NPCs - but with the more sophisticated and well balanced RPG and combat mechnics of Deadfire. As soon as combat starts, the game zooms out into top-down perspective and it's either turn based or rtwp (I don't mind which one). I guess the camera cannot be fixed then bc. of the area designs etc., but I think I could live with that (I usually prefer a fixed camera). I think this isn't super difficult to make (speaking from the technical perspective). Now that I think of it: the top-down combat could be an option besides the current combat style, couldn't it? I believe those two could coexist in the same game. You will stay in the same 3d environment and use the same game objects, not matter the perspective and whether you have turns, pauses or real time action. Changing the camera angles and introducing turns/pause and point+click mechanics and switch between different UI features, indicators etc. should be possible (and not too expensive given how it could expand the potential player base)? That way Obsidian could please players like me (who find the combat and also the RPG and ability options are a bit shallow) and also the action crowd. It could be the successor for Avowed and Deadfire within the same game.0 points