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Showing content with the highest reputation on 03/03/26 in Posts

  1. Greetings Watchers! We've updated the Public Beta branch for the Pillars of Eternity Turn-based Mode! It is now live on all available platforms. Thank you for your continued support and feedback! Combat and Mechanics Initiative has been reworked so that the first turn initiative will now always correctly match the displayed initiative value on the character sheet. The new formula for Initiative is: Base RTwP Recovery * 2 + 1 All modifiers to initiative happen after the above calculation. First turn initiative values will now more closely resemble initiative values seen on subsequent turns. The minimum initiative a character may achieve can never be below 1. Initiative now displays positive and negative values of contributing modifiers in its tooltip. Adragan can no longer take multiple turns with 0 initiative between them. Patients in the Sanitarium should now correctly take actions in TBM combat. Changing active modal within a modal group should now update immediately in TBM instead of on the following turn. Second chance should now work correctly in TBM. Guardian Spirit ability on Ancestor Pendant now works correctly in TBM. Pŵgras now properly move into position when casting Autumn's Decay in TBM. Chanter's Chants now go on cooldown as a group when a chant is switched. Resolved an issue where drakes summoned by chanter invocations could sometimes freeze the client when the drake despawned. Summons created by a chanter will now properly despawn any prior summons in TBM. Fixed an issue where repeatedly re-summoning summons in TBM combat could cause them to become unable to move. Master's Call will now correctly break engagement in TBM. Visage of Concelhaut now works correctly in TBM. Cleansing Flame will now jump to a new target it its current target is killed in TBM. Many spells and abilities that deal unscaling damage indirectly (through status effects and other means) now properly receive increased lethality while in TBM. Fixed an issue with Kalakoth's Minor Blights incorrectly granting immediate subsequent turns after attacking in TBM. Fixed an issue that caused enemies with ranged weapons to sometimes become stuck when needing to move closer to their targets in TBM combat. Characters now properly consider their reach distance when moving into range in TBM. Fixed an issue where patrolling characters could sometimes become stuck instead of properly engaging in TBM combat. Using quick items or disarming traps while spiritshifted in TBM will no longer cause the turn to become stuck. Initiative is now accounted for on attacks made from outside of combat. Overlapping Unconscious and Prone effects no longer allow a character to move freely. The Firebrand spell is now a free action. Push/pull spells outside of TBM combats will no longer prevent characters from being responsive. Fixed a case where teleporting creatures could become invisible and untargetable in TBM. Cancelling a cast action and re-initiating it no longer calculates incorrect initiative values. Cast actions can no longer be cancelled outside of a character's turn. Being interrupted while pending a cast action will now properly remove the target icon from the world. Fixed a case where characters knocked out by DoT damage at the start of their turn could cause combat to be stuck waiting. Grimoire swap cooldowns are now respected in TBM. Fixed a case where ranged attacks in TBM would sometimes fail after execution. Many creatures that were not using spells and abilities in TBM should now make greater use of their arsenal. Potion of Major Recovery no longer adds duration to hostile effects instead of reducing it. Delaying a turn no longer triggers pulsing (and similar) effects when starting the delayed turn. Abilities that require a certain amount of time in combat before being available/unavailable now track TBM turns properly. Heart of Fury will now properly consume action points in TBM. Enemies that trigger second chance mechanics in TBM combat will now properly stand back up. Several ticking or bouncing effects no longer focus the camera when triggering. The Fighter's Charge ability now animates and repositions properly in TBM. Engagement now properly breaks when using the charge ability. Delayed Fireball now resolves properly if combat ends before it detonates. Ray spells should now behave more correctly in TBM. Visual and Audio Ground targeted pulsing FX will now display a persistent effect in-between active pulses in TBM combat. Cipher focus HUD FX are once again visible. User Interface and Interaction Added a keybinding and HUD button to toggle TBM freely while outside of combat. Spacebar is now the default key to end turn while in a TBM combat. Added keybindings for Delay turn, End turn, and the Combat Speed slider. Smart camera may now be optionally disabled. Accuracy tooltips can once again be viewed in the inventory screen. Instant speed spells and abilities now correctly display as Free Actions in TBM. Camera will now properly center on the start of a characters turn when pulsing effects are present on the character. Many remaining bugs where spells and abilities mention durations in seconds instead of rounds (in TBM) have been squashed. End turn and delay turn HUD buttons now have proper tooltips. Select All and Scouting UI buttons should no longer be partially unclickable. Burial Isle cutscenes no longer prevent future actions from being cancelled or other strange behaviors. Initiative value in character sheet will no longer overlap DR values in cases where many unique DR values exist. Several enchantment descriptions now display correctly in TBM. Fixed an issue where the combat log would display erratically on certain resolutions. Duration of summoned creatures is now displayed in rounds. Targeting indicators for bouncing spells should behave better in TBM. Added breakpoint markers to combat speed slider in TBM. Displayed endurance pips will now match across different UI. Localization Resolved translation errors with Wizard's Wall of Draining spell on Polish language.
  2. Over the weekend, after seeing a video of "The Catch", I somehow ended up down the rabbithole of watching full, 80's 49er Superbowls, then 49er championship rounds etc. That I haven't seen since they aired. I remember watching that '81 season/SB with my father, good memories. Edit: the SB XXIII vs. Bengals was one of the most nail-biting/fun to watch live, too. After all that, I decided to look up NFL 2025 highlight videos. I probably have watched zero US football for 20+ years (maybe a few news highlights here and there). The outfit designs/patterns seem even more weird/garish then before and in the wide shots those current helmets make players look like short bobbleheads. I chuckled. I'm sure one gets used to it (and hopefully those helmets are better protection), but 1st-sight caused amusement. :D It was interesting tho because I guess rules have changed a lot - the stuff I was seeing in the 2025 seemed a lot more gentle, so to speak, vs 1980's. I mean the tackles/hits. More safety reasons I presume. The long run catches or long scoring drives are still exciting tho.
  3. If you're using mods, I'd reccomend the Arcanist. It can raise DC and caster level on demand which is pretty great for a caster, but you need a mod that adds Quick Study for it to be where it needs to be. There's also Ley Line Guardian Witch as an alternative to the Sage Sorc, imo it's got a better early game with hexes and by the time you start spellbook merge stuff you're just ****ing everything up with busted Lich spells and not needing the better sorcerer spell list.
  4. Draining Whip is very good in general - Biting Whip's original dmg bonus is a joke in comparison. CP just brought Biting Whip up to the power of Draining Whip. For a Beguiler I would always pick Draining Whip.
  5. Unless one actually buys into my idea that all of Rebuild is Anno's piss take on the NGE fandumb - which I don't even fully do myself - then the answer is yes, because it can't get any worse from here. Granted, I am almost completely unfamiliar with Yoko Taro's body of work except for NieR: Automata, which I didn't enjoy all that much, but not for reasons related to the game's writing (except maybe trying to have this big reveal that was kind of obvious the entire time, but I can see that working for a lot of people). I know the game has many fans on the forum here, but the gameplay was just cra..., ah, let's just say not for me.
  6. The combination Unbroken/Wizard is especially fun imo if you are able to cast Ryngrim's Repulsing Visage and Ryngrim's Evervating Terror*. Illusionist covers that (sine both spells are Illusions), but the Enchanter subclass will make you lose access to all Illusions spells, including both Ryngrim spells. Besides that there are also several Illusion spells which provide nice defense bonuses. So I personally would not pick Enchanter. Illusionist would be cool with me, but honestly I would rather pick the Bloodmage subclass because the combination of Constant Recovery and later Unbeding with Blood Sacrifice (get back spells, pay with health) is pretty neat. You cannot use the Empower mechanic then, but in my experience players new to Deadfire forget about Empower anyway (or don't forget about it but try to save its uses for the perfect time - which seldomly comes because you have no meta knowledge yet). ;) Your attributes could be pretty balanced. I woudn't go below 10 with any and put a focus on INT, PER and RES. PER mostly because if you play with official companions, most of them have not very high PER - and PER is what determines whether you discover traps and secrets in Deadfire (NOT Mechanics like in PoE - in Deadfire Mechanics is only for opening doors and containers and disarming traps). INT for your spells and RES for more dialogue options and higher deflection as well as shorter hostile effects on you. If you pick a Bloodmage there's benefit in picking the human race - because you can regain spells with health (Blood Sacrifice) you might get bloodied in the process. You can use that to unlock the human "Fighting Spirit" passive (higher accuracy, more damage output). If you pick Illusionist it's not that important which race you pick imo. There's a cool and rel. early large shield for a Battlemage spoiler: name of item which scales some of its defensive enchantments with Athletics (active skill) and Metaphysics (passive skill). It's best to skill those two from the beginning if you plan to use that shield. But you could also retrain with some money when you find it and decide to use it. )* the reason is that both spells terrify enemies. And terrified enemies will crouch down and move around randomly, potentially triggering free disengagement attacks (if you had engaged them in the first place). The Unbroken has paritculary strong disengagment attacks to that's a nice synergy.
  7. itch.ioNo ICE in Minnesota by jesthehuman and 651 othersNo ICE in Minnesota: 1439 items for $10.00 There are a few interesting titles, though also surprisingly many TTRPGs. https://hempuli.itch.io/baba https://hthr.itch.io/extreme-meatpunks-forever - beat 'em up action + VN, which I liked. https://peachykeengames.itch.io/calico - boring, but functional https://bucketdrumgames.itch.io/bitrat https://tngineers.itch.io/mudborne https://linker.itch.io/elephantasy - played the sequel, it was a somewhat difficult platformer-Metroidvania https://pd-cgt.itch.io/somnabuster2024 https://knifedemon.itch.io/brush-burial - my Steam wishlist, im-sim/stealth-action https://rocketadrift.itch.io/psychroma - my Steam wishlist, horror-puzzle https://devonwiersma.itch.io/lofty-quest https://zorkie.itch.io/quality-dreams-reasonably-priced - my Steam wishlist, management VN https://standing-cat.itch.io/nekomancer-of-nowhere https://glitch-creative.itch.io/optica https://crawlabeegames.itch.io/ale-aftercare
  8. A sequel showing how 3.0+1.0 was actually the prequel to Berserk.
  9. If the americans actually believe that they're fricking bonkers. The Houthis effectivedly closed the Bab al Mandab despite literally not having a navy nor 5% of the resources Iran has; nor even physically holding the coast near it- Hodeidah is around 200km away. And the Bab al Mandab is far less constricted than the straits of Hormuz. Absolute lolz. The largest anti Iran faction of Kurds that is active in Iran is PJAK, a sister organisation to the YPG in Syria. The same YPG Trump stabbed in the back barely a month ago to utter silence from the same media who trumpeted their bravery at Kobani 12 years ago. Unlikely to get the backing of the PUK either, whatever platitudes they may make. So, he'd be relying on bribing Barzani Iteration to use the same Kurds that ran away from the Iranian backed PMUs at Kirkuk in 2017 instead. Sums up Trump's shambolic foreign policy about as well as their incoherent messaging has*. Also one of the best indications that Netanyahu got him on side by spouting bollocks about how easy it'd all be. *I mean really, the Trump admin has been disorganised and messy before with messaging, but this has been absolute next level.
  10. https://www.axios.com/2026/03/02/trump-iran-war-kurds-iraq Going to use Kurds as their proxies ?
  11. Creatures of Ava You can pet the lizard-dog.
  12. French publisher Nacon files for insolvency (they own devs like Spiders [Greedfall]) https://www.vgchartz.com/article/467121/nacon-files-for-insolvency-as-it-assesses-all-possible-solutions/
  13. Prepare to chase the stories through a raid in Final Fantasy 14, a collectible card game where you need 17 super rare cards placed in a particular order and a stage production of Le Miserable where part of the story is played through the intermission (and a manga series)
  14. OMG! But what would be the story at this point? Prequel? I guess there is that multiverse scene near the end, so they could just follow that thread and do a different take on Eva. To be honest, to me EVA always went hand in hand with Anno, but I am open to being surprised.

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