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Everything posted by Insolentius
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The passive effect persists even when a character is no longer using the weapon (not equipped at all). The duration is stuck at 59.3 seconds.
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Dominating Gaze affected Serafen the moment he hit the fampyr with Death of 1,000 Cuts (the creature didn't even use the ability, i.e. there was no 'gaze' animation). Another problem here is that the regular fampyrs only have Charming Gaze available. I think that the others have reported similar problems regarding Dominating Gaze being used to retaliate against single-target abilities.
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Can I just thank you guys for the awesome patch?
Insolentius replied to Cylion's question in Patch Beta Bugs and Support
I just hope that they made the same changes to 'Veteran' as well. I'm not a fan of the PotD buffs to enemy stats (which encourage cheesy tactics and abuse of OP combos). -
Patch 1.1.0 Updates Thread
Insolentius replied to David Benefield's question in Patch Beta Bugs and Support
"iroll20s" if you can't handle OP toys being taken away from you. It's not so much the sword being OP, as there being absolutely no reason to take it now. It does half of normal greatsword damage, but attacks twice. Now, it just does half of normal greatsword damage. What's the point in keeping it, again? Did they remove the AoE? If not, then there's your answer. -
Patch 1.1.0 Updates Thread
Insolentius replied to David Benefield's question in Patch Beta Bugs and Support
"iroll20s" if you can't handle OP toys being taken away from you. -
Can I just thank you guys for the awesome patch?
Insolentius replied to Cylion's question in Patch Beta Bugs and Support
Did you notice any significant changes to the encounter designs in your new playthrough? -
My medicine supply is maxed out and I have a surgeon, but one of my crew members (Vektor) can't seem to recover from an injury he got from one of the scripted events (while hunting one of the gigantic sea creatures). Additionally, there's no 'injury' symbol on his portrait, but the tooltip shows that he's injured. Visiting a city (which normally heals crew members immediately using the available med supplies) does nothing - neither does sailing around and letting the time pass.
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The game is isometric, not 3D; and all modern video cards are optimized for 3D rendering. This should not be surprising. You gotta be kidding, right? The perspective doesn't change the fact that the models are three-dimensional (with dynamic lighting and shadows). The problem with the performance only manifests itself when there are a lot of NPCs and/or creatures on the map (just like Defiance Bay in the original). Obsidian can't handle Unity. The models may be 3D, but they're certainly not using the same triangle count as other titles, nor is the majority of the scene changing all the time. The background art is mostly static with some effects like moving water, wind, weather. You are not seeing the type of scene changes you get in, say, Witcher 3 or Fallout 4, which needs to render things with large z-spaces. Dynamic lighting and shadows have been going on for a long time, too. Hardware T&L has been standard on graphics cards since 2001. Obsidian may not be doing well with Unity, but it's also incorrect to fault them for your high-powered graphic card not making a huge difference; it's just not what the manufacturers are building and optimizing for. My GTX 1060 shows fairly effective use; it runs around 50-75% during most gameplay. The 1060 is not the newest generation, so the newest ones should work fine. My i5-4690k hasn't exceeded 70% on any cores during game play. I'm not even sure what we're arguing about at this point. I'm fully aware that the 3D models in Deadfire don't even come close to the assets used in modern first- or third-person games, but since the (large) presence of those models in a map directly causes a drop in performance and gets my CPU fans spinning like literally no other game I play (e.g. Fallout 4, Witcher 3, Dragon Age: Inquisition, Starcraft 2 etc.), the engine (or the way Obsidian uses it) doesn't do a good job of offloading the processing demands onto the GPU.
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The game is isometric, not 3D; and all modern video cards are optimized for 3D rendering. This should not be surprising. You gotta be kidding, right? The perspective doesn't change the fact that the models are three-dimensional (with dynamic lighting and shadows). The problem with the performance only manifests itself when there are a lot of NPCs and/or creatures on the map (just like Defiance Bay in the original). Obsidian can't handle Unity.
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I did some testing - it seems that Aeldys is more important when dealing with A Shrewd Proposition than Furrante. Killing Furrante doesn't end the quest, while killing Aeldys leads to an auto-failure. The quest shouldn't fail if one of 'em remains alive, and it especially doesn't make sense for the quest to end with Aeldys' death (and not Furrante's) since he's the one that gives you the quest in the first place (with her involvement being optional).
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I received A Shrewd Proposition before going to Ashen Maw, but didn't complete the quest then. After Ashen Maw, I received Honor Among Thieves and completed it by killing Aeldys. Once I handed the quest in, A Shrewd Proposition disappeared from my quest log and there was no option to discuss it with Furrante.
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If you complete Bekarna's Folly after He Waits In Fire, there's no option to inform the magi that Ukaizo is the final destination for the flow of souls (which you learn from Eothas in Ashen Maw - i.e. that Ukaizo is where Berath's Wheel is located). The game doesn't acknowledge the fact that the Watcher already knows this and only provides dialogue options that paint him/her as an ignorant buffoon who has no idea what's going on. This is either a bug or just rotten design that doesn't react to the player's activities.
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Paladin's auras persist on the active party members when you remove the paladin from the party (in taverns or on the boat). You can get rid of it by switching out the afflicted party members (while leaving the paladin in the reserve). Sadly, this doesn't work on the main character because there's no way to switch him/her out. Alternatively, you can use the Unity console mod to get rid of the aura.
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The 'judged' effect doesn't get applied after hitting an enemy. Additionally, the 0.2 value for the bonuses to penetration and armor doesn't sound right because no other ability/item provides only a fraction of the two (and the game doesn't take that into consideration when calculating bonus damage from armor penetration). I don't know if this is just a tooltip bug.