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Everything posted by house2fly
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You are the man BMac! I must have been testing with a bugged save or something, I tried the same test again with the same characters but a different save and it worked flawlessly. That's also how I found out the base game companions have vocalizations for abilities outside their class- imagine my surprise to hear Eder doing a wizard chant! Anyway thanks for the info
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I've finished it and would probably have taken at least one other character through by now if I didn't get into modding. Best bits off the top of my head: -the companion quests aren't up to much, but I liked the climax of Pallegina's. You're given a hypothetical trolley problem to answer, and I liked the contrast between the nice clean scenario and the situation it was describing in-game, messed up by personal prejudice and emotions -There are some very cool bits along the main quest. You talk with Eothas a few times and they're all cool -The quest where you get some bounties and they all have fragments of a map. You assemble the map to find ACTUAL BURIED PIRATE TREASURE! -there are a ton of little nice moments, like someone saying something humorously dickish, probably my favourite is when you recruit Fassina, who works at a shop, and she insults her imp coworker who insults her back and then gets worried and tells her to be safe. What a sweetie! -the Necklace Of Unlocked Possibilities is one of my favourite items. Magically summons a unique weapon for you at the start of combat! -from the DLC, the "Bridge Ablaze" quest in Beast Of Winter is the absolute highlight of the game Worst bits: -I don't like the tone, feels way too light compared to the first game. It feels like they're trying to ape Bioware -the main quest is poor. Each step tells you exactly where to go next and gives you the feeling that it's urgent that you go right now. This is a huge step back from the first game, which nailed a main quest with high but not urgent stakes, making you feel comfortable doing side quests. The first game also ended appropriately climactically, while this ends on a flat note. I like the overall structure of the final areas, but in execution there's too little to them and the final areas feel perfunctory -Ending slides music sucks. Why did they change it from the first game?! -lots of one-room pseudo dungeons, very few decent dungeon diving experiences. -I know I'm on a low-end machine but the frame rate is ridiculously inconsistent. Some areas play just fine, other areas are slideshows, for no apparent reason. What's going on in Delver's Row that the frame rate is half of Queen's Berth?!
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I'm trying to make an itemmod that steals spells from an enemy but when testing it it seems kind of inconsistent. There's a couple of things I just want to clarify: 1- it seems like the "spellsteal" status effect gets applied to an enemy, then as long as the status effect is active it can't be applied by anyone else- so multiple people couldn't steal spells from the same person 2- does it apply specifically to kith characters with the class wizard/druid/priest, or could it be used against creatures who can cast spells associated with those classes? I assume the former, but there's also skeleton mages and stuff I'm not sure it would apply to 3- can only casters actually steal spells? I think I've got a chanter and wizard to do it, maybe a druid. Priest doesn't seem to be able to though, or cipher
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The two things aren't related. It's like saying the enchanting system was changed in Deadfire and that's why the writing is worse. Or you sail around in a boat instead of walking on foot, which hurts the writing. Maybe what changed isn't the number of writers, but who the writers were. You think the writing of the dialogue and the voicing of the dialogue isn't related? Your last pt is fair and I've considered it. But my pt still stands - no game is created on an infinite budget. The time, energy, and money should have been spent on better writers, editing, and branching dialogue. It's simply subpar compared to most of the other aspects of the game. And by removing VOs in all instances, it allows the writers to write more without the fear and having to record everything. No game is made on an infinite budget, but in this case the budget was increased specifically for the VO. If there wasn't VO that budget increase wouldn't have gone to the writing, it just wouldn't have happened.
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Eothas's goal was for the Wheel to be fixed. To do this, gods and mortals would have to work together. Gods need the Wheel to sustain them, so they have to prove to mortals that they're worth keeping around. This will result in a new relationship between gods and mortals, one based on truth and mutual support rather than lies and worship. Or maybe it won't. I think it's a bit idealistic of him, but it's nice that he has faith I guess. Basically as the god of rebirth he's bringing the dawn and letting us decide what to do with it
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God Challenges Feedback!
house2fly replied to Aarik D's topic in Pillars of Eternity II: Deadfire Announcements & News
Maybe his armour and weapon were so damaged by the battle that they're unusable -
God Challenges Feedback!
house2fly replied to Aarik D's topic in Pillars of Eternity II: Deadfire Announcements & News
It's not a task, because you don't have to do it -
Patch Notes for 3.1.0.0016
house2fly replied to Cdiaz's topic in Pillars of Eternity II: Deadfire Announcements & News
Thanks for the explanation. I have absolutely no idea how I was otherwise supposed to understand this based on the patch notes. you would have had to use the context clue of the header "new berath's blessings" -
Reused music is something I'm ambivalent on. I don't mind it for generic tracks, and at significant moments a callback can be really cool (eg the first appearance of the Eyeless in WM2 used the biawac music from the start of PoE1 which was great) but I don't like it when music I associate with certain areas gets reused in a more generic way. Burial Isle music at Poko Kahara?! D:<
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Just go sailing; most places you can explore will have some enemies you can take out. For best results use your whole party to get the health bar as close to empty as you can, then have the rest of your party direct their attention elsewhere while your main character finishes them off with a couple of autoattacks. In Neketaka specifically there's the Old City which you can get to via the Gullet, and the Hanging Sepulcher accessed via Sacred Stair. Some of the enemies may be a bit tough for level 8 tho
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Justin Bell is a cool dude so I hope he's doing what he wants to do with his career. I appreciate his willingness to indulge fan requests like playing different tunes at night and boss battles
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Idioms and Lore
house2fly replied to Hawke64's topic in Pillars of Eternity II: Deadfire Stories (Spoiler Warning!)
Yeah but it was named after a guy who famously had a costly victory. Sort of like Bloodborne slightly bugged me by mentioning Gatling Guns and the Hippocratic Oath -
I'm hoping for something fairly significantly bigger than Fort Deadlight if I'm honest. Multiple outcomes and non-violent paths are all well and good but I'd rather have more big dungeons since there's already plenty of dialogue quests in the main game. I hear "Fort Deadlight" and I think of how I tried to use the horn to lure Benweth out but the quest was bugged and I had to just walk into his room and kill him
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Idioms and Lore
house2fly replied to Hawke64's topic in Pillars of Eternity II: Deadfire Stories (Spoiler Warning!)
As Terry Pratchett once said, "However towering the local mountains, however dwarf-haunted the local woods, any character wanting to eat a piece of zorkle meat between two slices of bread probably has no other word for it than 'sandwich'. ... The builder of fresh worlds may start out carefully avoiding Alsatian dogs and Toledo steel, but if he or she has any sense will one day look up from the keyboard and utter the words "What the hell?"" -
I can't figure out at all how to make something happen when you miss an enemy. Someone suggested applying a status effect to an enemy that makes something happen when they miss you, which would be the same thing, but every experiment I've tried with it results in -the thing that's meant to happen to them happens to me -nothing happens, not even the attack that's meant to trigger the effect -I take a ton of damage and die????? I'm presumably just screwing something up, but I don't know how or why and don't really have time to keep experimenting with it. *shrug*
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Mythic is actually part of the base game. You need a special item which I believe you can only get from megabosses. If they don't patch soulbounds to get the higher-level quality upgrades it might be possible to mod them... don't know if you'd really need something higher than Legendary, but there's only a dozen soulbounds even with all the DLC so it'd hardly be gamebreaking to get them to Mythic