Jump to content

Lucinius

Members
  • Content Count

    17
  • Joined

  • Last visited

Community Reputation

9 Neutral

About Lucinius

  • Rank
    (1) Prestidigitator

Profile Information

  • Location
    Alberta, Canada
  1. The XP system, imo, is not very well done. Here's what I wrote in a different thread on the subject in the Character Builds forum; Honestly, I must admit the idea of people simply rushing through the main story line and avoiding/neglecting most, or even notable chunks of side content didn't occur to me. It is a valid worry, especially given my proposed solution in the quoted text as players who rushed the main quest line could find themselves a level or two lower when trying to beat the game. I'm just used to the idea of everyone who plays these kinds of games hitting most (if not all
  2. With a full-ish party you can do the first level of Caed Nua at level 3. Personally, when I was rushing my last party through the stronghold to get a couple companions past that, I did the first level at level 3 (full party), and found getting to the Main Hall harder than the old man himself. Raedric's Keep can also be done at level 3. Both, however, I believe are balanced/intended for level 4 parties. On Normal, however, it shouldn't be a huge issue so long as you're careful and don't just rush head-long.
  3. Elusive Quarry is one of the abilities she picks up. It grants specific bonuses under certain (combat) circumstances and no bonus the rest of the time. Just go to her character sheet, scroll down to the bottom and you'll see it listed. Clicking on it will bring up the description of what it does (which, if I remember correctly, is +10 deflection from ranged attacks, +3 Percpetion while her Endurance is below 50% and +10 Defense when disengaging when her Endurance is below 50%. As for your first question.. I don't recall. I would assume (and might be wrong) in that they include the racial b
  4. Right, as others have said there was no real level cap in BG, but instead an experience cap. While they net the same result if the experience cap coincides with the level cap, they are vastly different, as we've seen, in a game like Pillars. The experience cap in Pillars far exceeds that of the level cap, even if you run a full party from the earliest moment possible. That is a sign of poor design, honestly. I understand why they used a level cap instead of an experience cap, however, as it makes encounter design a lot simpler and a lot less prone to the majority of players either face-ro
  5. I never said only 1-2% want a challenge. I said only about that many would enjoy/survive on a difficulty level made for those who find PotD a cakewalk. Is that low? Maybe. There are, however, people who already struggle with Normal and Hard. Also, I don't think people backed Pillars to have a challenge. They backed it because they wanted a game that harkened back to the days of BG, Torment and others. As someone who's played those games almost obsessively I can say that in my opinion.. they weren't that hard. Tedious and yet great? Sure, but hard? Only in comparison to the paint-by-numbers dif
  6. The solution isn't to just reduce the level cap, however. That only exacerbates the problem of gratification. Whether you like it or not, a major reason for games to hold the appeal of the player is the feeling of becoming more powerful over time. It is a massive part of game design and creating a game that is not only "good", but "enjoyable" and a commercially successful franchise. The obvious solution, imo, is what I detailed earlier; you keep the level cap the same (12), but you reduce the rate at which you level (by increasing the amount of experience it takes to attain each level). T
  7. Imo, the problem isn't that level 12 is too low of a level cap, but that the experience required per level is too low. Currently, the formula is very simple, every level adds 1000 experience to a growing number tacked on, starting at 2000 when you hit level 2 and is added to the experience required to hit the previous level as shown here; Level 2: 1000 Level 3: 3000 (1000+2000) Level 4: 6000 (3000+3000) Level 5: 10000 (6000+4000) Level 6: 15000 Level 7: 21000 Level 8: 28000 Level 9: 36000 Level 10: 45000 Level 11: 55000 Level 12: 66000 The problem is fairly clear; the amount
  8. You could use the Cheat Engine table made for this game. Just google; Pillars of Eternity cheat engine and it should be at the top. Using the table you can change rep, stats on your player character and so forth. What the game really needs is Shadow Keeper. Ah, the things you could do in BG2 with Shadow Keeper.
  9. On a U.S. keyboard, the tilde key (`, ~) is located to the left of the 1 key, right above the Tab key.
  10. Is "disable achievements" permanently to a profile or just while console commands are unlocked? I have no idea. I've heard some say that it flags the save when you use the iroll20s command and achievements are then disabled for the entire playthrough, but I've also heard some say that if you save and reload you can get achievements. I'd be happy to test it out and see except achievements aren't working yet for Steam (there are no achievements visible; game is improperly categorized on Steam, I believe). So, until they get those working there's no real loss from cheating even if it does fl
  11. That works. Testing it out I was able to add a few talents to my main. Some I wasn't able to, however, but I'm certain it's a name id issue and not a syntax issue now, thanks.
  12. AddAbility is what is used for talents. I don't get it either, but that's how it is. I used the following two to test and they both worked; AddAbility Lucinius Field_Triage AddAbility Lucinius Wound_Binding In lieu of "Lucinius", of course, you would use whatever the name of your character is. However, in testing most others didn't work and I assume because I didn't know the name the game uses for id. For example, I tried AddAbility Lucinius Sanctifier and nothing happened. I'm guessing that's because while the talent name is Sanctifier, the game adds something else onto it. Addit
  13. This thread doesn't have any info on console commands? Where can we find a list of the commands? Commands are; AddAbility playername nameofability (i.e.; AddAbility Lucinius Field_Triage will give the player named Lucinius the Field Triage ability) AddItem itemname stackcountamount AdvanceTimeByHour numberofhours AttributeScore playername attributename amount (i.e.; AttributeScore Lucinius Might 18 will give the player named Lucinius a base Might score of 18) SetTime timewanted (with 24 being midnight) Skill playername skillname amount (i.e.; Skill Lucinius Athletics 6 wil
  14. I tried both shift-# (which is ~) and just the key that~ is on (i.e. #) on it's own, but no console opens Unless you're using a non-U.S. keyboard the tilde key (`) is indeed what opens the console. Should be able to just hit that key, hit enter and type iroll20s to activate console commands. I have no idea what the non-U.S.-standard key equivalent is, sorry.
×
×
  • Create New...