Everything posted by abaris
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1.05 Patch is Live
You have to deactivate autolevel companions in the difficulty setting of the menus. Otherwise, no dice. So make sure to deactivate before picking up even one of them.
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Possible Bug in Sanitarium
Interesting bug. So far it never crossed my mind to confront Azo after the fight in the lower level. I always went straight to the head warden to report.
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Has obsidian rendered the game unplayable with 1.05
Why not? There are some points that should be rightfully criticized. Such as the level of the nerf on traps, not the fact of being nerfed at all. But simply ranting doesn't solve any of them. The patch introduced some valid extensions too after all.
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So, traps?
So I laid out a chainlightning trap with my 10 mechanics character. I looked what heppened. The trap did 7 damage to a guy wearing padded armor. But, at least in my game, there's that continued nuisance of characters rushing to disarm my laid out trap whenever an AOE spell circle overlaps that thing. I had that with Aloth, whom I commanded to cast call to slumber. Instead he beelined for that trap, already triggered but not yet dissapeared.
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Motivation after the Level Cap
I kind of feel the same. For me playing an rpg has much to do with developing a character or group of characters. I think, the cap should have been set at 14 or 15. That would have been enough for the whole game. More than once I stopped playing when hitting the cap and starting over with a new character or rushing through without doing side quests anymore. Curious how the new nerfed experience system under patch 1.05 pans out. But I fear that the cap will still be reached well before finishing the Twyn Elms Arc. But there you have it. I love my completionist runs. And if you do that, the cap is really an issue. It should have been taken into account. As I said, 14 or 15 would have probably been enough. It was much better balanced in Neverwinter Nights II. In my numerous playthroughs of that game I always hit the cap at the very end of the game.
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So, traps?
It makes a lot of sense for casters too, since I don't need to resort to their per rest arsenal, if I have scrolls doing the same.
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So, traps?
That's not the major problem here. Have you tried traps running patch 1.05? Previously some of them were virtually able to one shot even Eder. I accidentally ran over one of them the other night and they didn't even leave a scratch on my party. Well, yes, they may have been too strong in the past, but now they're definitely too weak to do any damage. I wouldn't go as far as one user saying the mechanics skill is useless right now, since there are about ten times as many locks to pick than traps to disarm, but I liked my traps for some tactical gameplay. It takes a lot of fun out of that approach, if you know that they won't give you any noticeable advantage.
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The missing piece of the game balance equation. (Time value/limit)
I hate these with a vengeance, since if you fail, you usually have to repeat them at nauseum until you pass. Quests like that have ruined many of otherwise good games for me. I always dreaded that one quest I knew I didn't like, since they're that opposed to my usual relaxed playing style.
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The Man Who Waits
Cellar, last office on the right. Pillage the chest that's there in the corner. You get the patient records, which is everything you need to convince the head warden to hand over the key.
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1.05 Patch Beta Live on Steam
I had Aloth switching to secondary weapon again when doing his being charmed by Fampire routine on the endless paths. I thought reading in the patchnotes that this had been fixed.
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An Honest but Harsh Review on the Setting
Well, yeah. Vienna isn't the name of my city either. It's Wien, which again is derived from the Roman Vindobona. There has to be some kind of convention. Especially when it's a game where you don't go through volumes of history books to look up how any name came to be.
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New trap detection in 1.05
abaris replied to a post in a topic in Pillars of Eternity: Characters Builds, Strategies & the Unity Engine (Spoiler Warning!)Yes, I always have this character. In my case it's the Cypher/player character. The problem wasn't the spotting, the problem was the location. Since this is a spoiler forum, it's on the third level of the endless paths. I simply couldn't disarm it with a couple of giants virtually parking their hindparts on the trap without getting a good smashing for my efforts.
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Question about the Expansion
As far as I know it's already in the works. Or so they led us to believe before launch. So our wishes at this point won't change much. But I certainly would rather like an expansion on the current game instead of a new adventure which would be better served with a whole new game instead of just an addon.
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Potential problem with updates
Curious. I don't have that issue or at least I never noticed.
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So, traps?
Traps seem to be absolutely useless as of patch 1.05. I just stumbled into a level 10 trap because I was attacked at the same time as spotting it and the effects were non existing. It seem to have been chainlightning because it sizzled a bit, but that was about all. They may have been too strong before, but now they're definitely to weak to justify their existence.
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New trap detection in 1.05
abaris replied to a post in a topic in Pillars of Eternity: Characters Builds, Strategies & the Unity Engine (Spoiler Warning!)I had these encounters. Problem is, I detected them all right before the fight started. Didn't prevent Eder or some other melee character to make a beeline for the trap, triggering it in the process. If auto attack is on and your attention is otherwise engaged, it's almost guaranteed to happen.
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Change in Steam Depots
Steam downloaded another 560 MBs to update to 1.0567 or something. Is this the final thing or do we get another update?
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New trap detection in 1.05
abaris replied to a post in a topic in Pillars of Eternity: Characters Builds, Strategies & the Unity Engine (Spoiler Warning!)Can't wrap my brain around that new feature either. But it doesn't bother me as much, since I'm in stealth anyway where traps are likely.
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1.05 Patch Beta Live on Steam
What do you mean by "up to full strength"? Do ciphers start at 1/2 max focus at the start of the battle? No, ingame I had a Cypher having a focus of 17 when I quit for the day. When I fired the game up again, she suddenly had 27 focus and the version number of the game had changed. So something had obviously happened.
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Off to See the Wizard
You get Sagani after the first step of the main quest and you get Pallegina in Defiance Bay. It means going out of your way to not recruit them to say, you don't get female companions early on.
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[1.0.4.0540][Bug] Enchantments "Fine" doesn't modify item's appearance.
I never experienced nor did I expect to experience a change in appearance by adding fine to an item. Not with the released version, which I bought on release day and not with 1.05, which I'm running right now. Items always looked the same. Only when you add some elemental damage to a weapon, it shows. And quite frankly, I could do without that effect of my people running around as if being on fire.
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So, traps?
If they worked. But as I said, most of the times, they run over them without triggering or there's absolutely no result. I don't expect them to do the fighting for me, but the least I do expect is for them to be a nuisance for the opponents. And not even that doesn't happen in any way, shape or form. And I guess, a 10 in mechanics should be more than sufficient to get at least some result.
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Is There A Way?
Given the game design, I'm rather glad they're not using their abilities, since that would mean empty spell magazines after each and every trash encounter.
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The rendered environments and load times...
Can't imagine that to be the cause, since 2d should load faster than 3d in any case. 3d implies that every single object in the environment has to be loaded.
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So, traps?
That explains it then.