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Everything posted by Gairnulf
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[4.0] Essence Interrupter still bugged
Gairnulf replied to baldurs_gate_2's question in Patch Beta Bugs and Support
I came to report the same issue, and I ran into it with the same combat encounter, the Enchanted Armor. -
Pathfinder Kingmaker is bigger then Deadfire
Gairnulf replied to no1fanboy's topic in Computer and Console
No equipment weight and fatigue are quality of life changes IRL, not in a game. In the game, they were just features that were dropped, because no one knew how to implement them properly. -
I'm on my second playthrough, and with three gods' challenges, and it seems that when SSS comes online, I'll still be a long way from the recommended level. As far as I remember this was level 16. Is this correct or is it a different level? I want to get into the expansion as soon as I can without being underleveled, and since I'm playing with gods' challenges, the scale only upwards option is on.
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The PoE "Sinister" which I imported back into Deadfire. The Critical Role voice sets are good if you are aiming for a more light-hearted feeling character. The generic voice sets are pretty bland, lacking character. I also find it very disappointing that they even use the same lines across different voice sets, was it so difficult to come up with different lines for different characters?
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I did it, for 105 hours. It definetly affected my plans for what I want to mod about character abilities in general, and about fighter types in particular. Also, imagine my shock when yesterday I found out that many battles are over faster by just select all and auto attack instead of pausing and using spells (abilities).
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Bugs after last patch?
Gairnulf replied to drbadvibes's question in Pillars of Eternity II: Deadfire Technical Support (Spoiler Warning!)
I have this problem with the Paladin and eternal devotion. Try repositioning him near the enemy until he stops glitching. I also had an issue in some BoW areas when my party would spawn "under" the area plane. I would see their outlines, same as when they are passing behind a building, but otherwise they would be invisible. -
Get ready to bookmark this page because for once, I'll be pouring superlatives. For the last few days I've had an enormous amount of fun with Beast of Winter, far beyond my expectations. Rarely has any cRPG given me this sense of actually roleplaying, like in a PnP game, in the way in which this addon module did in the 20 hours it took me to complete it.* What's the greatest thing about Beast of Winter? Something that Obsidian has been trying to achieve since PoE has been to recreate the feeling of playing a D&D module, same as the Infinity engine games did. And if Obsidian came close to capturing that D&D feeling with PoE and Deadfire, and especially with The White March, in Beast of Winter, for the first time, they absolutely nailed it. Beast of Winter offers an experience which falls in the best traditions of the isometric fantasy RPG classics. This extends both to story, area design and atmosphere, and - if properly configured by the player - hardcore difficulty. Part of the reasons why this feels so much like an RPG module has to do with the size and scope. It's a self-contained adventure, which doesn't drag on too long or become too convoluted, but offers great combat and enough mystery and revelations of the world's lore to keep you hooked on. I played through it in three long sittings, and I haven't felt hooked in this way to a cRPG probably since my first playing of Baldur's Gate II. The story follows the classical epic template which goes down to the Culture Hero myths - there used to be order in the world, but it has been breached by the coming of forces of chaos, but the hero arrives, defeats chaos and restores order to the world so that it will not be breached again. The story structure is nothing pretentious, it's downright traditional, but it is perfectly executed. And this is exactly what I am looking for in a fantasy RPG. Beast of Winter is less of an expansion in the way that The White March is for PoE, and more of an add-on big quest, and that is completely OK. The DLC consists of an introductory area, and a multiple-level "dungeon" whose challenges the player must solve in order to reach and overcome the boss at the end of the dungeon. The story and structure of the DLC remind of the big self contained quests of Baldur's Gate II. The best news is that BoW's overall quality also evokes the same comparisons. BoW is a top tier adventure in the vein of The Severed Hand, The Planar Sphere, Windspear Hills, and other hallmarks of the Infinity Engine games' dungeon and quest design. Here is a list of the things I think were all very important and the Beast of Winter team got right perfectly in making the DLC: - Maintain mystery around the main quest, so that the main quest becomes an investigation - Exploration of areas is hindered in a way that's relevant to the environment and context, so that fully exploring an area has to be "achieved" by solving mini puzzles where you must find a path through an area, in addition to clearing it from enemies in your way. And this area design feature fits the character of the areas which should be difficult to traverse, such as the frozen temple or the sunken city. - There is a good balance between hand crafted combat encounters, exploration and inching forward feeling your way for laid down traps. - The story and purpose of an area is revealed through details in the environment. - The player is given the sensation of descending into further and further depths of a dungeon, with further levels feeling progressively more surreal than the ones before - An out of place iceberg in the corner of the map, then a village built by a cult sharing an irrational and self-destructive worldview, followed by the wild parts of the iceberg outside of the settlement, then the mysterious frozen temple, and finally another dimension into which the player is sent by one of the gods. It's a technique of gradually building up the player's perception of progression into danger and adventure, in spaces where the normal rules don't apply and anything can be expected. The classic example of this technique can be found in the novel "Heart of Darkness" by Joseph Conrad. - The storytelling manages to give the feeling that time is of the essence, through both dialogue and graphics - once you arrive you have to talk to a character named Vatnir. Once you talk to him, you have to go outside immediately. Once you go outside, you have to get back to him at once. Once you get back and speak with him, you have to continue the pursuit right away. Every next step feels urgent. - Beast of Winter provides all the party-companion reactivity you may wish for. If it makes sense for one of your party members to take notice of something in the course of your quest, they will comment on it, and either express their opinion, or share their more in-depth knowledge of the situation and environment you find yourselves in. This contributed much to the feeling of immersion, and of leading those characters through an adventure with real stakes. One issue I had, and something I would have liked to see would have been for the newly introduced party member to still be recruitable after the adventure ends, but I am sure this can and will be patched in, if there is enough demand for it by players. Overall, my hat is off to the team of junior developers who totally stole the show with the Beast of Winter DLC. I am anticipating with the greatest interest what will they produce next, and also further into the future. I wish they just kept on working and working on more Deadfire expansions, because for me they started on a great note, and with their first work wrote a golden page in the history of isometric Infinity engine-like RPGs. * - I play on Veteran with level scaling only upwards, and I turn the combat speed at least one grade slower, so you may complete it faster, depending on your difficulty settings and on how thorough you are.
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Crash at quit
Gairnulf replied to rone's question in Pillars of Eternity II: Deadfire Technical Support (Spoiler Warning!)
It happens to me too. I even reinstalled once. I should have checked here first. -
It is possible, but I doubt I'll ever get to doing such a feature, because there are so many free programs that can do the same. Here is one for example. It's just a huge luxury when you are coding something in your free time I have other QoL features in mind though, which will be unique and will make editing a lot easier. There is an online JSON editor which is also available as a Chrome extension. It's great for searching and for quickly formatting the gamedatabundle files.
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In reply to the OP - PoE was equally lacking challenge with its rest system, unless the player instituted some house rules regarding resting and backtracking. For example, I would restart combat on a knocked down party member, or abstain from resting until a character's health bar turned red. In Deadfire, we have the effect of every ability being per-encounter, which I like to call "the game rest-spamming for you", because after every fight where you had no KO's, all your resources are replenished as if you've just rested. I will play Deadfire on Veteran with scaling only upwards, and with a no KO's house rule (at least when I'm not too frustrated to break it), but if it's still too easy, my answer is - modding. Any ability can be turned into a per-rest one by just editing its data. This alone would make the game much more interesting and force the player to conserve abilities, unless he is ok with resting after every encounter.
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I'll test this out, it could be some error on my end. I don't think there is a tool for that yet. I'll make a section for items.gamedatabundle objects, though that will come after I'm done with other tasks - global.gamedataobjects, revisiting abilities to add forms for specific ability types, adding a sort field on object lists, possibly some layout improvements for better readability. I also have stuff to fix on the upload screen.
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Preload comes with the caveat that you have to wait for decryption when the game unlocks. With a big game such as Deadfire (40GB), again thank you Feargus for the full VO, the decryption can take about as long as the download did. I am for GOG all the way because I like the luxury of being able to just download, install and start my game from the desktop and run nothing else but my game. But that's me. I have the impression that an unusually large proportion of Deadfire's sales are on GOG, I'd love if someone from Obsidian could confirm. Regarding the waiting for patches - check out the steamspy stats on Average Time Played (Total), and you'll see that nearly everyone is waiting for patches. The average playing time is about 12 minutes and that's the average across 100k+ steam owners. Personally, I'm considering waiting for the first DLC in July, if the 1.1 patch takes a lot of time to come out. Mid-June or mid-July isn't much of a difference to me. And since I'm on GOG,I can't use the beta patch, so I have to wait for the full 1.1 version.
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Yep, what Seroster says. I'm pretty sure I answered this question once, though I think it was on the Codex. It's also explained as a "Tip" in How-To #1 - Simple Edit & Export I am still planning to make a search feature. It's pretty simple with Angular's patterns, but I want to enable Global.gamedatabundle objects for editing first.
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The quick answer is, depending on the mod file you want to edit, if the modded objects all belong to the same vanilla file, renaming the mod file to the respective vanilla file's name will let you load it into the editor. If the modded file contains objects which belong to different vanilla gamedatabundle files, you should either split the objects into different files and load them separately, or load the same file into multiple Load Data screen forms. The editor currently checks the filename of the file you are loading and determines which database to fill with the file's data. I know this shouldn't work like that. When I fix it, there will be just one Load Data form, which will take all kinds of files, and will recognize the objects inside by their $type property, and load them in the right place automatically. When I began work on the editor, I didn't yet know that the game doesn't care about the name of the mod file, nor that it isn't required to separate changes into different mod files, if these changes apply to different gamedatabundle files, i.e. that you can group changed objects that belong to a few different vanilla files in the same mod gamedatabundle. I thought modded objects were required to be separated in their own properly-named gamedatabundle files which match the vanilla names. Due to this confusion the Load Data screen works the way it does now. I will rework it, but I have a pretty big roadmap of changes I'd like to make first. The general order of priorities is: things that currently can't be done with the editor, then things that can be done, but require some manual work, then quality of life features, then improvements to the styles and layout, which also need more work. I'll repost this in the dev blog, because it's probably a question a lot of people have.
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I've updated the GameDataObjectTypes class to reflect the different types of objects in abilities.gamedatabundle. Here is a relevant excerpt: // Abilities.gamedatabundle types LINKEDEFFECTABILITY = 'Game.GameData.LinkedEffectAbilityGameData, Assembly-CSharp'; PHRASE = 'Game.GameData.PhraseGameData, Assembly-CSharp'; // Doesn't have a GenericAbilityComponent Component ATTACKLOWESTDEFENSE = 'Game.GameData.AttackLowestDefenseAbilityGameData, Assembly-CSharp'; // needs additional form controls AURAABILITY = 'Game.GameData.AuraAbilityGameData, Assembly-CSharp'; // needs additional form controls CHANT = 'Game.GameData.ChantGameData, Assembly-CSharp'; // needs additional form controls COORDINATEDPOSITIONINGABILITY = 'Game.GameData.CoordinatedPositioningAbilityGameData, Assembly-CSharp'; // needs additional form controls DEATHBLOWS = 'Game.GameData.DeathblowsGameData, Assembly-CSharp'; // needs additional form controls FINISHINGBLOWABILITY = 'Game.GameData.FinishingBlowAbilityGameData, Assembly-CSharp'; // needs additional form controls FOCUSTRAIT = 'Game.GameData.FocusTraitGameData, Assembly-CSharp' // needs additional form controls ABILITY = 'Game.GameData.GenericAbilityGameData, Assembly-CSharp'; // the basic ability SPECIALABILITY = 'Game.GameData.SpecialGenericAbilityGameData, Assembly-CSharp'; // needs one more form control WEAPONATTACKABILITY = 'Game.GameData.WeaponAttackAbilityGameData, Assembly-CSharp'; // needs additional form controls WOUNDSTRAITABILITY = 'Game.GameData.WoundsTraitAbilityGameData, Assembly-CSharp'; // needs additional form controls SHAREDTARGETABILITY = 'Game.GameData.SharedTargetAbilityGameData, Assembly-CSharp'; // needs one more form control I can add all these types to the editor, but their specific properties will not be accessible for now. I'll have to add the respective ability type-specific form controls for each of these types.