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Showing content with the highest reputation on 10/05/25 in all areas

  1. Already set at 100GB in Nvidia App/CP since mid/late August. I've been using that Shader Cache size as one of the recommended troubleshooting "fixes". I continued to have the GPU dump crash outside of 577.00 until the latest 0.2 update (along with 581.42) on the 7800X3D/5090.
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  2. Ugh, sorry to hear. Seems like there is still some stability enhancements needed. Whatever the reason, the title (which broadly extends to many recent UE5 titles) is a bit of a lottery when it comes to stability (and performance).
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  3. Mandible Enhancements It's hard to believe Ominent wasn't researching ways to militarize the bugs they were trying to tame. This idea could come in great for the kids, as they could find things to lead them to this. Similar to the Omnitool, these would be wearable chomper enhancements that would allow the bugs to do more. I always kinda disliked having to climb on and off the bug to harvest certain things, and this would be a way to allow that. The Ant would get cutting and digging enhancements because pincers, while the spider would get biting or stabbing enhancements because fangs. This would also let buggies specialize into varying things. Barding You know how you can customize your SCAB.E and Omnitool? Why not the bugs too? Add a feature that allows the bugs to be decked out in either decorative barding, or something that provides a little more protection. If protection is also included, there can be bonuses (increased defense, spiky reflected damage, harder stun through helmets) and negatives (slower movement speed, reduced carrying capacity, less jumping ability. Patrolling Ants tend to be steady workers, always roaming about looking for food and other things. This would be a useful addition to the game. When the player has multiple ants, they can set some of them to farm for resources in the area. A dump chest can be added just for them, and they will roam around, hunting Aphids, cutting grass or sticks and stocking the storages and fighting off random invaders in the area. The zone they would patrol would be centered on the dump chest. The same could be set up for spiders, but in a more predatory manner, mostly hunting various bugs to keep your food stocked. Item Deposit Similar to how you can summon and send your buggy to and from the nest, add a command that sends them on a round trip. Once they have enough in their inventory, they can be sent back to deposit that stuff, then return. The trip would have a certain time for them to be gone and come back, based on how far the trip is, during which they would be unavailable. This would use a similar 'dump chest' concept to the patrolling idea... a large storage they would deposit things in before returning to the player. Types of Buggies for the Future Grasshoppers, Jumping Spiders (the cute, friendly ones), Crickets, Moths, Rhino Beetles, Dragonflies, Stickbugs (purely for the meme... 'get stickbugged, lol'; could have it randomly do the back and forth dance they do sometimes)
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  4. I really like the idea to add armor/enhancements to the buggy. Initially I was really hoping the ant buggy would be able to chomp through tier 2 resources when I upgraded my axe. Seemed like a fair progression, my ant can't harvest higher tier resources unless my character has reached that point. It would definitely save a lot of trips on and off the buggy, especially when it gets too close and I end up back on it anyway.
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  5. Hi! Objectively, from the game mechanics perspective, Deadfire is the superior system. One can still dislike the changes from PoE to Deadfire of course - but often that seems to stem from the fact that people don't welcome any changes to something the liked in general, even if the changes are for the better. I felt the same way initially when Deadfire's beta came out (there is still a ranting post from me to be found here in the forums somewhere). I was just disappointed that they didn't keep the rules as they were instead of re-inventing the wheel - but I came around eventually once I got used to the changes and once I got an overall better grasp of the game and its new systems. I would suggest you give it a bit more time. I think it's totally worth it. Here are some changes to game systems which are improvements: power level scaling makes sure that low level abilities and spells scale/progress and stay impactful. For example: unlike PoE's Magic Missiles which are basically useless in the later game, Deadfire's Power Level scaling adds more and more missiles to that spell so that it's still worth casting even in the game the (multi)class system works very well and allows for a lot of interesting and fun to play combos. In PoE we only got some cross-class talents. the affliction/inspirations system is more intuitive and practical than PoE's affliction system which had no solid structure. It's also more tactical because you can counter afflictions with the fitting inspirations (and not only Priests' prayer spells) - and you get resistances and immunities on top While I miss the 6th party member, the endurance/health system and per-rest spells, the new approach (party of 5, only health, per-encounter spells) have their advantages, too. Mainly it made it easier to design and balance encounters - and imo one can feel and see that: a lot less meaningless filler fights for example. the PEN/AR scales much better with your progression than PoE's DR did (even though it's a bit too punishing on PotD imo) stealth in combination with sneaking and pickpocketing is just no comparison to PoE (pickpocket wasn't even possible) the interrupt/concentration system is a lot more tactical and not just an uncontrollable side effect it was in PoE - instead the interrupt is a powerful tool and having concentration is a meaningful protection against it unique item enchantments in PoE were not that diversified, the enchantment system is pretty generic: you put the same enchantments on every weapon/armor. In Deadfire every unique item has a unique enchtantment and weapons and armor have unique upgrade "trees" with interesting effects - many of them lead to cool combinations with certain (multi)class abilities which are fun to explore Deadfire has a nice UI-based AI-"if this than that"-scripting tool which is leages better than anything you can do with PoE's party AI settings pets (not the Ranger's Animal Companion) which were only cosmetic in PoE have useful individual and party-wide effects now in Deadfire the new weapon proficiencies grant you a weapon modal but the system doesn't give non-proficient weapons disadvantages - PoE's weapon focus soft-locked you out of certain weapon choices you can export party members as hireligs for other playthroughs the stacking rules are much less obscure and less "all over the place" in Deadfire the combat log is a lot more detailed and helpful the character info (currect stats, effects etc.) is more detailed And so on and so forth... I personally liked the tone and "vibes" of PoE better than Deadfire, I also liked the main story of PoE more - but the systems design of Deadfire is way, way better than PoE's. While it's absolutely valid to dislike the changes made (initially of forever) - a game has to meet your taste after all for you to be happy with it after all - it's not right to call Deadfire's game system inferior. Mechanically Avowed is nothing like PoE... or Deadfire either (unfortunately). Besides it being a first person, real time action RPG (like Skyrim etc.), it also has more streamlined character creation and progression systems, UI etc. due ot it being developed for gaming consoles (and therefore gamepads) as well. PoE and Deadfire were originally designed for PC only and their mechanics and the UI options are a lot more intricate. Outer Worlds stuff is the same as Avowed in that regard basically. There are lots of mods for Deadfire and they are easy to install and manage (Deadfire has a build-in mod manager - another plus). I took a quick look but cannot find any mod which would introduce a whole bunch of PoE rules into Deadfire - besides some minor things like putting PoE's Riposte chances into Deadfire - or some unique items. Here's an overview: https://www.nexusmods.com/games/pillarsofeternity2/mods?sort=createdAt Cheers!
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  6. Hi folks. As someone who returns to Eora every couple of years for another run of Pillars of Eternity or Deadfire (having completed both games and their DLCs multiple times), I find myself once again deep in another PoE 1 playthrough. I'm not yet a Pillars veteran like a lot of posters here, but I'm an enthusiast of Eora and the genre generally. My curiosity led me to wonder what other fans, especially long-time veterans, are playing these days. In particular, I’m interested in games that share similarities with Pillars in terms of lore, gameplay, or both, as these are the aspects that keep drawing me back to these titles. Over the years, I’ve enjoyed a variety of CRPGs, including the original Baldur’s Gate and Icewind Dale games, the two Pathfinder titles, and several turn-based RPGs like BG3. While many of these have been great experiences, the two Pillars games remain the only ones I return to for just one more run. So, I’d love to hear from others: what are you playing now or recently? What games do you consider spiritually or mechanically similar to PoE 1 and Deadfire?
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