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house2fly last won the day on January 25 2019

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About house2fly

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    (9) Sorcerer

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  1. That's the name given to all final saves, so far as I know. It's almost a complete game save; it saves right before the final dialogue where you choose what to do with the souls (you may remember the game seeming to freeze for several seconds when you interacted with the machine--that was it creating the save) so what you do with the souls won't carry over, but everything else will. Dialogue options implying you don't know/remember Eder are for new players who didn't play the first game. When you get to the beach and he joins your party, check his equipment. You'll see he has a medallion, and
  2. each DLC gives you a unique Neck item at the end; at some point after getting at least one you'll be ambushed by cultists in Neketaka, after which you can meet a new character at Marihi's Metalworks and get a crown
  3. So far as I know the crown and burned book don't have ending slides. Wiki looks complete now
  4. The TT2 mod adds items to a tavern, they do kind of stick out. They're powerful items but they cost a lot to balance it out. FG Soulbound Upgrade is a great mod; in the main game soulbound weapons can be upgraded to Superb quality, and FG makes them go up to Legendary. You can upgrade regular uniques to Legendary, and the soulbounds in the DLC go up to Legendary as well, so really it just brings them up to speed. I never play without it.
  5. Well, there are extra bosses on the world map since you last played- one in the northeast, one in the northwest, one in the southwest, and one between Dunnage and Fort Deadlight. They're designed to be a challenge above and beyond anything else in the game, so feel free to avoid them until level 20. The only other thing of note that occurs to me in terms of a continuing playthrough is: check in with The Burned Book after every faction-related or main quest you do; there's a surprising amount of dialogue.
  6. I want to do an ability that, whenever you kill an enemy, gives you a bonus for say ten seconds, and it stacks so if you kill two enemies you get double bonus, three enemies triple bonus etc. Problem is, when I tested this, all of the stacks wear off at once- after the first ten seconds is up. I was hoping to get them to wear off one at a time. Is it possible to do that with this game? The workaround I'm considering is, killing one enemy gives you StatusEffect1 for ten seconds- it does not stack at all. Killing an enemy with StatusEffect1 active gives you StatusEffect2, which is identica
  7. I'm making some soulbound items to get some use out of the unused sketches in the game files- a soulbound Greatsword that looks like Burden, a Large Shield that looks like Cadu Scalth, and a helmet that looks like the Mask Of The Weyc. I took notes on the classes available to the existing soulbounds and I'm balancing the class restrictions on these so that every class in the game ends up with the same number of soulbounds available to them. I kind of went a bit overboard and started each one at Fine, gaining a quality level at each soulbound level until they end up at Mythic, with a unique eff
  8. I was vaguely disappointed when I found out Helig was part of a quest. When I first played I went straight to the sewers as soon as I got to the city and stumbled on him, and his dialogue was basically "Yeah, I'm an evil necromancer. Go away." I enjoyed that he seemed to be just hanging out there doing his thing
  9. From the monster description, there's enough liches to be plural. Apparently also void seers are the remains of liches, and Concelhaut had a few of those floating around
  10. It does, you should be able to run straight to the inn and buy your new weapons
  11. In my experience they both work the same, but the new row is much better for being more readable
  12. Where did you buy the game from? Steam, Gog, Microsoft store, somewhere else? Is your computer giving you an error message when you try to play the game?
  13. The way Deadfire is set up, you can mod a lot of stuff to do with numbers and text and so on, and if you can draw you can mod in custom icons, but when it comes to models you can't add anything that isn't already there (that I know of) without having access to the actual development tools. Sadly, as there isn't a skull helm in the game, you wouldn't be able to get a modded one. Your evil undead could always be maybe an evil Death Godlike...
  14. I've tried a few things and I think the spiritshift forms may just be plain unable to have weapon proficiencies. The status effect which changes you (Spiritshift_Stag_SE_ChangeForm) includes a section where you add abilities to the spiritshift form, but adding the proficiency in there does nothing. You can just add a passive Haymaker ability to the spiritshift but I don't think it could be turned on or off
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