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Everything posted by Insolentius
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Then you've stuck your foot in your own mouth, as you've already demonstrated that Alchemy does indeed boost poison effects. Just because the UI does not reflect it, doesn't mean that the effect itself is not affected. I believe it was you who even commented about items/weapons working properly despite incorrect UI displays. I really shouldn't have to say this, but you can keep the snide comments about your personal opinion of me to yourself. This part of the forum is for bug reporting and game related issues, not proposed flame wars. Cheers! I immediately rectified my position after testing the effect of Alchemy in combat (by clearly stating that it was simply a UI issue). I incorrectly assumed that it wasn't the case because the tooltips accurately reflect the effect of Alchemy on potions (and the effect of Explosives on bombs). It's nice to see how you completely failed to address your ludicrous 'party assist' explanation. Crippling narcissism is a helluva thing.
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That's not how any of those things work. The 'party assist' system is only in effect during skill checks, and it has no effect during combat. Furthermore, that's not the formula used for 'party assist' calculations. (https://pillarsofeternity.gamepedia.com/Pillars_of_Eternity_II:_Deadfire_skills)... it's very easy to test The values shown in my screenshots reflect the poison values for 'Alchemy = 0' (which you can easily test with only a single character with zero Alchemy). Besides, it's only an UI issue (that doesn't affect bombs/potions etc.), as the Alchemy skill does improve the potency of poisons when used in combat. I still can't believe you thought the 'party assist' mechanic worked that way... and you assumed you were 'clearing things up' for me. Such arrogance.
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One of the problems with enchanting in this game is that certain abilities aren't marked as prerequisites for others (or that they're locked until a specific quest is resolved). To make matters even worse, some enchantments are mutually exclusive (with no information indicating it), forcing us to save-scum.
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Then there's something wrong with my game, because the merchants usually sell only or two at any given time (on the off chance that they actually have it in stock), while Pyrite is even harder to find. For the sake of convenience, these types of merchants should be selling larger numbers of crafting and food ingredients.
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Exploring locations such as ruined towers, old battlefields or abandoned villages (locations where you mash 'continue' for a random chance to get loot) removes rest bonuses (and actually counts as resting). This happens even if you explore the location only once (causing only 2 or 4 hours to pass), but even then it's a bug because rest bonuses last much longer than that. Save file - https://drive.google.com/file/d/1buO_-P2NZyi95688r3rUvDvInBLnmze2/view?usp=sharing Explore the location and notice how the rest bonus from Tikawara expires afterwards.
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Restarting the game fixes the frame rate problems (temporarily) on its own. For example, if I go to the Sacred Stair after playing the game for an hour or two, the area runs at 30 FPS or lower - but if I save and restart the game, the same area (with the same weather conditions) runs at 60. This smooth performance persists until I start exploring and getting into combat.
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Low-level gems (like Ta Ondra Tara or Pyrite) that are used for low-level crafting recipes are incredibly rare (which doesn't make sense considering their low cost of like 80cp). After scouring about 70% of the map and thoroughly ransacking every dungeon, I have found less than 10 total. Some merchants occasionally sell one or two, but that's not nearly enough for regular crafting and enchanting. Similarly, I have found only a single Amber. Is this intended? Unlike the original Pillars of Eternity, Deadfire doesn't feature an option to automatically procure crafting materials over time. To compensate, merchants and alchemists in the Deadfire should stock larger numbers and variety of crafting ingredients in general.
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Aloth Phantom spell bug?
Insolentius replied to Hamzalj's question in Pillars of Eternity II: Deadfire Technical Support (Spoiler Warning!)
Tekehu's spell creates an unarmed clone (that tries to punch others to death). I believe it's the same bug. -
- after offering 400 copper to betray Remaro, Malnaj repeats the same introductory line (which doesn't make sense in the context) - once the combat starts, all of Malnaj's allies immediately attack her (even though none of them were confused/charmed/dominated) - once the combat ends, none of bodies are lootable and there's no dialogue with Serafen
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Is a new patch on the way?
Insolentius replied to andoli's question in Pillars of Eternity II: Deadfire Technical Support (Spoiler Warning!)
The point about Torment wasn't about its lack of DLC (I have no idea how you came to that conclusion) - it was about the glaring problems that still remain after the post-release development was officially canceled. They did that to focus on the new Bard's Tale and Wasteland (instead of wasting time/money on a game that sold like crap), hence the parallel with Obsidian and their new multi-platform RPG. -
Is a new patch on the way?
Insolentius replied to andoli's question in Pillars of Eternity II: Deadfire Technical Support (Spoiler Warning!)
... we've had 2 major patches fixing bugs since release a little over a week ago. We've had ONE hotfix that primarily dealt with the issues related to importing save files (which is a pointless feature anyway considering that PoE 1 choices don't affect the plot of Deadfire in any meaningful way). Pillars 1 received significant updates (2.0 and 3.0) with tons of QoL features and bug fixes, while the planned DLC for Deadfire and another pointless sidekick don't inspire confidence. After all is said and done, this game is gonna end up abandoned like Tides of Numenera - a broken mess.