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Everything posted by Insolentius
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I was really wondering how to get this ending for Tekehu? --- Tekēhu convinced that he doesn't have to guide his people, secrets of Watershaping revealed to Tekēhu Tekēhu distances himself from the problems of the Deadfire, giving the tribes a reprieve from godlike omens. Ngati's silence speaks volumes. The Huana grow to rely on each other, paving a new way forward divorced from their traditions. Soon after his departure from Neketaka, sailors report of mountainous water sculptures rising from the open sea - entrancing and salacious. These works are celebrated everywhere from the brothel to the palace, though the identity of the artist remains an open question.
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Patch 1.1.0 Updates Thread
Insolentius replied to David Benefield's question in Patch Beta Bugs and Support
How's the performance in the beta? Any improvements? Does the performance still degrade over time? -
Tax too much, or just uses CPU? There is a difference. If it simply gets your CPU to high percentages without overloading your system then there's nothing wrong with the programming. There's nothing wrong with a CPU that gets used to full effectiveness. It's what it was made to do. Just now, as I was ambushed by the enemy fleet on my way to Ukaizo, the CPU usage spiked and the fan went nuts during the 'text adventure' section when there was literally nothing going on (and I have to stress this again - I have never heard my CPU fan so goddamn loud no matter what game I play). So yes, the game taxes the CPU too much since there's no way a static image and some text that popped up after the enemy boarded me should push the fan to the limit). If a maxed out Novigrad during a heavy storm and dozens of NPCs milling around in and out of buildings (that don't require any loading) taxes the CPU less than staring at a couple of low-poly models in Deadfire (with everything set to low at 720p - I tested it to see whether there'd be any changes), then the problem is with the game. Honestly, I'm no longer interested in the excuses some of you guys are peddling.
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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.
