Jump to content

Daled

Members
  • Content Count

    176
  • Joined

  • Last visited

Community Reputation

170 Excellent

About Daled

  • Rank
    (3) Conjurer

Profile Information

  • Location
    Italy

Badges

  • Pillars of Eternity Backer Badge
  • Deadfire Backer Badge
  • Deadfire Fig Backer
  1. Same here, I picked Ocean Folks as racee and now i find myself as a spirit, the bonus seems to be correct and the description is for Ocean Folks with an added snippet from Spirit.
  2. Finally I'll start my second playthrough with SSS and Forgotten Sanctum. I think I'll go rtwp mode since the action economy in TB is still the same as beta.
  3. I don't know if you are talking about this somewhere else but Avellone working on a SW game (from Respawn) is pretty interesting. He also mentions some kind of announcement for a game next month. https://twitter.com/ChrisAvellone/status/1101372911502319616
  4. Thinking about initiative (and bearing in mind that I don't actually know completely how it works since I've only seen low level combat) I was asking myself why they had the initiative "reset" in each round (or better said set on the weapon/ability initiative stat) instead of having initiative add up round after round, this way a fast character in the long run would get more actions. Is it something wrong with that system that I can't see? Am I bad at math? (not that I need someone to answer "yes" to this :D) Edit: If rounds are actually resolved within a predetermined amount of initiative points aren't our worries about having only one action for both fast and slow characters unnecessary? I mean, a very slow character would "skip" a round.
  5. I have noticed that prone moves the enemy at the end of the round order, it's also possible that it adds some initiative so it moves him further down the list with the possibility that he may or may not be last. Anyway, I don't feel initiative to be as important as recovery is in main game, especially for martial classes, but it may be important for casters as it allows the cast to end earlier. Edit: The less relevance of recovery/initiative seems to affect really bad the fast weapon with low damage plus dual wield, that was already quite good, now is even better since you attack twice every round. There's even less of a point going with only a single-hand weapon like a duelist would.
  6. PCGamer now also posted the news and most people in the comments expressed the willingness to play or buy Deadfire now that will have TBC. The "sample size" is small but it may have a significance among RPG's players.
  7. In the techraptor's article posted by infinitron the turn based mode have a "beta" tag on it. So I suppose they're still not sure about how much they are done with it.
  8. Apparently from the 24th of January we'll be able to play turn based mode. https://www.pcgamesn.com/pillars-of-eternity-2/pillars-of-eternity-2-turn-based Edit: A quote from the article
  9. Ahem, line 3 in the first list of the OP... Wow, I really am blind :D
  10. Pc Gamer also have awarded a "Best RPG" to Deadfire. https://www.pcgamer.com/best-rpg-2018-pillars-of-eternity-2-deadfire/
  11. Sorry for the misunderstanding I'm on regular too https://i.postimg.cc/JnmS5tYL/Untitled.jpg
  12. My game on galaxy is on this version, have you checked if you are in the default branch instead of the beta one?
  13. I'm really happy for this and eager to try it out but to make it work a lot of changes are needed to the rules and even after fixing that many combat encounters would strech for an unbearable amount of time if the number of NPCs (most of the time enemies) stays the same, I find unlikely that they'll rebalance all encounters for this mode. Edit: I don't know if someone already posted this somewhere else but it seems something else might have been slipped out https://old.reddit.com/r/projecteternity/comments/a82h4r/new_ship_combat_ui/
  14. Bits of gameplay on PCGamer https://www.pcgamer.com/obsidians-the-outer-worlds-blends-firefly-and-fallout-into-a-bold-open-ended-sci-fi-rpg/ Have to say I'm a bit underwhelmed by the setting, I expected something less futuristic and "Neon". Also the clothing and armors look a bit out of place. I have to say that while I'm confident about the gameplay and RPG aspect of the game I'm also concerned about the gunplay/shooting mechanics, it's hard to get it right (even more in RPGs) and not feel stiff and clunky.
×
×
  • Create New...