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Showing content with the highest reputation on 05/11/19 in all areas

  1. https://www.twitch.tv/videos/423242291 I'm on a boat bitch.
    3 points
  2. Penetration fix for AArcher in TB mode will be tha same as in RTwP. And most of other fixes in Community Patch (if not all) will work in TB mode.
    2 points
  3. Well should I ever get banned, my farewell will be "see you space cowboy".
    2 points
  4. A preview stream mentioned stuff like not being reflected by mirrors -personally I glossed over that part and frankly I'm too lazy to rewatch it for just that bit - but it lead to people speculating about Lasombra being playable, but we'll see in a few weeks anyway. In general the previews drop some tidbits about the game already. The clan weakness of the Treme, disciplines being designed around covering at least two of the Fight-Sneak-Talk trinity, etc Also Geek & Sundry has a V5 game running that might tie people over till Bloodlines 2 drops. I'm enjoying it, it's a fun watch/listen.
    2 points
  5. Fixing these is fairly easy. You need to find the typo in game's stringtables, and create an override entry in a new stringtable (inside of the mod, with the same name and file hierarchy location). I have found and fixed around 20 typos from the last 2 pages on this thread. You can try the attached mod. P.S. It seems that typos posted before 15th December have been already fixed. CommunityPatchTypos.zip
    2 points
  6. Found a great band while looking for background music for my Conan tabletop sessions.
    2 points
  7. 21 to go. Here's what I've done so far:
    1 point
  8. Unwarranted Self-Importance: The Thread
    1 point
  9. ... it's a globalist conspiracy!!!!
    1 point
  10. Afaik that's not a bug but by design. The goal is to enable you to spot traps by yourself (as player) and disarm them with mechanics. So high PER is helpful, but not mandatory. Nearly all traps are designed in a way that you can see them without highlighting them. Small graphical hints that show that there's a trap. At least there was a video very early in the beta phase with Josh explaining that you are able to disarm traps without spotting them with PER.
    1 point
  11. I think you don't understand the problem here. The issue isn't about not being able to craft of them, but about not having enough of them for an encounter. You can have at most 30 scrolls per encounter which means you can cover about 20min of a fight. All mega bosses fights last easily twice as long...
    1 point
  12. I never hid the fact that I thought he was a fascist, bigoted prick, but following that martyr's speech I'm even more inclined to say "good riddance".
    1 point
  13. dude I laughed at your twitch boat vid, thanks for that
    1 point
  14. Can't do it via gamedatabundles/json modding, because there is no field/checkbox for that. And can't do it via dll moding either, since it is unclear to me what prevents targeting a launched target. protected bool AllowIncomingThreat() { AIBehaviorType currentBehaviorType = this.GetCurrentBehaviorType(); return currentBehaviorType != AIBehaviorType.PushedBack && currentBehaviorType != AIBehaviorType.Dead && currentBehaviorType != AIBehaviorType.Unconscious && currentBehaviorType != AIBehaviorType.Grabbed; } protected bool AllowOutgoingThreat() { AIBehaviorType currentBehaviorType = this.GetCurrentBehaviorType(); if (currentBehaviorType == AIBehaviorType.Stunned || currentBehaviorType == AIBehaviorType.PushedBack || currentBehaviorType == AIBehaviorType.Paralyzed || currentBehaviorType == AIBehaviorType.Terrified || currentBehaviorType == AIBehaviorType.KnockedDown || currentBehaviorType == AIBehaviorType.Dead || currentBehaviorType == AIBehaviorType.Unconscious || currentBehaviorType == AIBehaviorType.Launched || currentBehaviorType == AIBehaviorType.Grabbed) { return false; } AIBehavior currentBehavior = this.BehaviorStack.CurrentBehavior; return currentBehaviorType != AIBehaviorType.UseObject || !(currentBehavior.CurrentState is InUseState); } AllowIncomingThreat doesn't even check for AIBehaviorType.Launched. P.S. But could substitute the Prone and 1.5s Launch effect, with a 2.5s Prone instead.
    1 point
  15. Don't know about Setites (I think they have more potential as NPCs anyway), but the website says you begin the game as one of many victims in a mass embrace -- which is a signature Sabbat move. Doesn't necessarily mean you'll get to join the Sabbat, of course, much like you didn't as much "join" the Camarilla as simply were press-ganged into service by Lacroix in the first game. But the current story setup probably means they aren't closing the door to allowing Sabbat clans at creation.
    1 point
  16. I looked a little bit into FF... and the ability doesn't even stack resonant touch... so a SC FF looks like a bad Megaboss killer... i have no clue how to kill Huani O Whe with FF - was thinking about FF+Paladin, unkillable... but after looking into Abydons Challenge shields don't look like fun and i lost all motivation to even think about killing huani with him. Herald it is for me i think, summons for life - summons POE 1, summons POE 2! Summons everywhere!
    1 point
  17. To me, the best tank in turn-based is a Black Jacket/Skald. Skald lets you AoE Paralyze/Stun every other turn, which is very important in turn-based (particularly now with the nerf to Relentless Storm). With Black Jacket, you can swap to a high damage setup when you attack and then immediately swap to you shield setup before you end your turn.
    1 point
  18. I'm currently using a Priest of Magran/Tactician. Have them use a crossbow or arbalest to get some free discipline from interrupts. Disciplined Barrage and Conqueror's Stance help you hit/crit with your spells (along with the fire accuracy ring). I would actually prefer a Druid/Tactician since AoE damage is stronger in turn-based and Druids have more AoE damage options, but I like having the Salvation of Time / Ancestor's Memory combo in my party. Priest of Magran is good enough It was working in the turn based beta; I haven't tried it yet in 5.0 but they didn't mention anything about changing it in the patch notes.
    1 point
  19. With Troubadour, I can sit with a super powerful ghost buddy flanking, and fully resore fighter resources at the end of every encounter, by proxy effectively making fighter resources a per encounter resource.
    1 point
  20. Nah, Troubadour/Tactician. I dont have my game pulled up, but I hard dump dex to minimum and bring res to 6 and pump str, con, per, and to a lesser extent, int. I take a misc blunt weapon to handle skeletons, and medium shield at level 1. get the crew, path the cave beetles>3 skeles>find the dwarf>leave, go to Maje, get Rinco and the Jailer's quest and leave for the Huana village because this quest is time sensative and she wont answer after dark. Go back to Maje at Rico's houseto turn in, talk to the governer, talk to the inkeeper, deal with the drunks, then leave maje by the western exet to go to gorrecci street. Sneak past the dudes there, and then solve the quest peacefully, then collect the dope necklace in the well. leave town without turning in the jail quest. Go to the Ruins, go north, down the ladder, sneak past the three small drakes and then sneak past the big drake encounter. Go west in the ruins and sneak past both of the next encounters. The Adra Ooze requires 2 stealth to sneak past. Sneak back and you're through. The path is prone to RNG failure, but that's just how this mode goes. this is a RNG heavy marathon run. I've created a practice save with all god affixes, path of the damned, solo, without trial of iron, so i can make saves and test areas without needing a 20+ minute reload every time I die. With it I can chew through everything very quickly. I'm considering making a save without Wael as well, because Wael doesnt impact math, just my ability to see whats going on. Having Wael off would make trial and error very much easier. This is a run best broken down into small chunks that can be mastered. A final run will come after tons and tons of practice, so why not expedite the practice using another save as a practice tool?
    1 point
  21. Well, it's not like I'm going to switch to Chrome. Having to browse the internet without any of my addons made me realize how completely terrible the internet is, though. uBlock Origin, Ghostery, Privacy Badger, Canvas Defender, Dark Reader...internet's garbage without all y'all.
    1 point
  22. al green sings gershwin and one more HA! Good Fun!
    1 point
  23. That's very good to hear that you're going to play a religious zealout. But do you have anything to add on the topic?
    1 point
  24. @AndreaColombo We fixed Arcane Archer
    1 point
  25. No hard ETA, but we scope on next weekend for BETA release. And, HOORAY , thanks to the @MaxQuest, we found the solution for Penetration problem, that works for all - existing and newly created - characters. Penetration will be scale with Arcana skill, +0.25 Pen for 1 point = +5 Pen with 20 Arcana. Tested it just right now and it's works with all Imbues.
    1 point
  26. Ye i have a priest of berath on a later run that will loose their faith between 1 and 2. going from obey the gods to screw the gods kinda thing
    1 point
  27. Icons for Fighter, Barb, Monk, Rogue and Paladin subclasses finished. Cipher and Druid next...
    1 point
  28. While I can't compare to how it was before, as this patch was the first time I played it, it's just not very good. That's not to say it isn't enjoyable, it benefits from many of the strengths that Pillars of Eternity II already has as a game, but it also undermines many of those strengths with the mechanical approach it decided to take. The attribute system is way more rigid than a Pillars attribute system should be, focusing the system around min-maxing alike to other games. You're almost completely limited to one action per turn (since there's no AP system or ability to trade your movement for an action), preventing many characters from taking advantage of effects they themselves inflict and overall just making the combat far less dynamic than it is in real-time. Health and damage values are clearly tuned for real-time play, which causes combat in even easier encounters to drag (as you just straight up output less damage in turn-based than RTWP), and I imagine would massively increase the game's run-time. I have to agree with Wormerine's assessment that it's just a straight up inferior experience. I'm sure there are people out there who can and will enjoy it, so I'm glad it's in the game, but if you're choosing between the two or don't plan to go through the game multiple times, just play real-time. Turn-Based, for as much as I usually really enjoy Turn-Based games, is not worth the loss in the complexity of Pillars buildcraft, the slog of the longer encounters, or the reduced depth of many of combat's core mechanics.
    1 point
  29. I liked TB mode even in beta. I didn't play too much of 5.0, but I feel a bit disappointed by how little it has changed. It's been polished (some abilities rebalanced, tooltips work properly etc.) but underlying issues with the system haven't been addressed. I would say, it is good enough for a playthrough, if you prefer TB, over RTwP, or like me, don't want to deal with stutter during RTwP combat. Depending on how deep you engage with mechanics one might not even be bothered by issues TB combat has. I do consider it, to be inferior however, as it breaks some of the core principles of PoE system.
    1 point
  30. Conan Exiles is on sale on Steam right now. I might have bought it. I blame Keyrock.
    1 point
  31. I see this both on the left and the right side (and whatever side) of the debate on youtube, but every time I see a video with the words "destroy", or "wrecks" or "shames", written in CAPS, I just tune out.
    1 point
  32. Yes, i tested it right now. Penetration bonus, scaling with Arcana - just like Acc bonus. Unfortunately, it works only with new created chars. Simple passive Pen bonus (without Arcana scaling) also works only for new chars.
    1 point
  33. That is an intentional change. Great question - that feedback was very common and we definitely agreed with it. In this patch, Dexterity now grants a bonus to Stride in turn-based mode in addition to its other bonuses. Stride is a very useful stat in TBM, so this should make Dexterity more attractive once again. I have no idea how this missed the patch notes; I'll see what's up there. Yes, now that TBM is out of beta we won't be making any more content or balance changes. The pen-and-paper game is entirely separate from the video game; they don't share any systems.
    1 point
  34. Time restriction with Woedica's challenge force players to pick class with infinite resources and protecting Vela can be really painful problem. The good part of first ultimate was that players could at least try it with any class. I know it was possible to win as mage, priest, rogue or even druid (there was one succesful druid run?) not only those classes like monk, cipher or chanter. Josh said that playtesters wrote many pages about why it may be impossible to finish new UC. I know that PoE1 Ultimate was in the "impossible" state for some time. This time it actually may be impossible.
    1 point
  35. Could be worse-- it could include the Gorecci Street looters!
    1 point
  36. Sorry to Necro this thread but it happened to me as well just now and I am on the latest patch. i have tried all the possible fixes others have posted (deleting temp folder/registry keys/verifying game files in Steam) and nothing worked. in the end, I've loaded an earlier auto-save which should be created when you are first entering the halls. I then immediately went out of the maze to the overland map without completing it and i was able to load the map properly and get the "name the Island" prompt (which is for the exploration quest). after that, I went in again and completed the maze. I was able to get out of it without any issues afterwards. it might be that completing the maze and then trying to transition to the map where you have to name the island causes some sort of a conflict, so naming the island first and then completing the maze solves it. hope this helps anyone, Belegc
    1 point
  37. Die Ventrue scum. Remember Carthage.
    1 point
  38. Belfetto! That is awesome. Agracima, Aimico.
    1 point
  39. Here you go!! I think I have hit a wall ... I can only go so far with Photoshop ... this one was tough as the colors were very muted, let me know what you think.
    1 point
  40. Could someone make watercolors of these, please?
    1 point
  41. Everyone knows it's best to be an early access male.
    1 point
  42. The first one turned out to be really ugly & unmakable, but still, did this one :
    1 point
  43. Great idea rone, thanks! Ill get this bugged for the devs to fix. Best, -Caleb
    1 point
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