
hugin7
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Everything posted by hugin7
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Thank you, are all of these areas meant for a lvl 20 party? I’m testing Sea-Lashed Crypt at lvl 16 and Gorecci Street at lvl 4, though I’m not certain which levels are appropriate (PoTD, upscaling up only). Ideally, I want to verify the party at several key junctures of the game with the toughest level-appropriate encounters.
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I’m testing builds and looking for an easily accessible, story spoiler-free, and difficult high-level encounter. Having played around with the AreaTransition command, the following location (Sea-Lashed Crypt) appears to be a good candidate: AreaTransition AR_2007_Ship_Graveyard_Dungeon_Entrance 0 0 What is the expected party level for the encounter at the entrance of this area (completionist game)? If there is a better encounter to push the party to the limit, please let me know the area ID.
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The thread linked below has a lot of interesting commands that I’ve been using for my personal test lab. Like you, I will not play the story until everything is thoroughly tested. Page 2, specifically, lists a lot of creature codes for importing: https://forums.obsidian.net/topic/94470-spoilers-interesting-console-command-finds/page-2 Example: SpawnPrefabAtMouse cre_dragon_sea The above command spawns a sea dragon. Of course, you can summon a horde of them to test your party. Other opponents useful for testing include cre_dummy (stationary opponent with a lot of health), cre_boar_elder, and CRE_Bear_Giant. I’m about to try the new Unity Console teleportation feature you mentioned, which allows for more realistic testing against actual enemy parties. I’d love to hear about easily accessible locations with no plot spoilers where one can find challenging, diverse encounters (melee + mage opponents) to test party builds.
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Obsidian, I understand that you are currently swamped with issues, many of which are more pressing, but a simple confirmation that this is under review and/or entered in your bug database for future evaluation would be greatly appreciated and serves as a great way to motivate additional bug reports and community feedback.
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I noticed that a number of monk abilities don’t respect auto-pause settings. For example, Dance of Death, Swift Flurry, Torment’s Reach, Raised Torment, and Thunderous Blows never trigger auto-pause, while some abilities, such as Blade Turning, do. For other classes, similar abilities, such as Flames of Devotion, generally trigger auto-pause. In addition, I found several issues with Swift Flurry’s critical strike procs. When triggered by Flames of Devotion, the extra burn damage is not triggered. Also, Torment’s Reach, Raised Torment, and Rooting Palm never trigger Swift Flurry despite generating many AoE critical strikes. While it’s possible that it’s not intended for the latter, since it’s passive, I would expect the torment abilities to trigger additional strikes, as with all other active abilities.
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Looks like changing the class keeps all of the abilities of the previous class, even if the destination class is not a subclass of the original. For example, changing a high-level chanter to a fighter leaves a large collection of chants and invocations, which have to be removed manually. It is surprising that changing to a different class doesn’t automatically clean up old abilities. Most certainly not pickier. Where capitalization mattered in PoE I is whenever you were putting in Player_XXX from findcharacter command and that is the same for PoE II. Certainly didn't see other cases. Not yet anyway. So, i have tried and it seems to work but regular abilities seem to overlap with subclass ones. I tried to give trickster subclass to eder and after the level up he ended up having both Version of sneak attack. I reloaded, manually removed sneak attack before giving him a subclass again and leveld him up, and all seems good now That's the spirit! The base abilities are replaced in some cases, and obviously so. Yours is a fine example, another would be Frenzy and Frenzy(Berserker) - two different abilities where you need to remove the ordinary one - luckily its name for console is "Frenzy".
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Tavern Recruitment bugged
hugin7 replied to Kragtor's question in Pillars of Eternity II: Deadfire Technical Support (Spoiler Warning!)
Thank you for investigating this issue. Others have reported similar problems: https://forums.obsidian.net/topic/98785-hired-adventurers-start-at-level-2-messing-up-their-leveling-progression/?hl=%2Binn+%2Badventurers+%2Blevel+%2Bbug https://forums.obsidian.net/topic/98958-leveling-only-low-level-abilities-available/ The console command OpenCharacterCreation also suffers from these issues. -
I reached Kraken’s Eye Inn in hopes of gaining the ability to hire henchmen and respec my character. The idea is to set up a lab ASAP where I can experiment with builds and game mechanics via console cheats without spoiling too much of the story. To my surprise, the “Recruit Adventurers” option states “No adventurers available,” while “Retrain Character” shows an empty screen and appears to do nothing. Do I have to reach a certain point in the story or level up in order to unlock the options I’m after?
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In PoE 1, changing companion classes is easy with IE Mod (http://rien-ici.com/iemod/console/). The command ChangeClass <name> <Class> allows this – I used it to change companions into custom characters of my choice. The advantage of doing this instead of hiring henchmen is that you don’t have to choose between having interactive companions and optimized party members. In my case, I carefully adjusted the stats of my companions to match that of henchmen I could’ve hired at an inn, so it’s not technically a cheat, just a way to have the best of both worlds. I’m hoping the same capability will be available in Deadfire.