Everything posted by Aarik D
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Pathfinder Update 1.2.9 Rise of the Goblins Deck 2
Hail and well met Adventurers! Today we will be releasing Update 1.2.9 Rise of the Goblins Deck 2! Here are the update notes and what to expect once the update goes live. If you'd like to know more information on the Update and some Pathfinder News, please head over to our blog by Producer Flounder himself! The Goblin Cannibal Upon returning to the tribe after successfully launching an attack on Sandpoint the Anti-heroes find that the tribe is being subverted by a traitor. The source of these evil words will lead the group to new locations, treasures, and eventually to a legendary Goblin witch. Rise of the Goblins Deck 2 - The Goblin Cannibal contains: New Goblin Character: Tup the Terrible 5 New Scenarios 20+ new cards **Requires Goblin Deck 1 "Burn Everythings!" to be owned and completed on Normal Difficulty to be played** Bug Fixes So, here are the things that we took to fixing since 1.2.8.6: Progression Breaks Lock layouts so that the player cannot open the discard/character decks on top of the examine tray Fixed Reporting of multiple game session ends when a user quits or forfeits Force a state change to the current state (start turn) after survivalist character power ends Fixed an event was declaring stateful then not advancing the state because it became invalid during the cycle Fixed an issue where the game sometimes crashed when evaluating a card filter (oddly not 100% reproducible) Post act events were sometimes stuck in the roll state because the state was not advanced Licktoad camp map intro was sometimes crashing due to a missing audio source reference Card filter serialization error was breaking some old save games UI/VFX Moved power description mask to the left a little to keep edge from appearing faded. Moved copied vfx to work better in both 4:3 and 16:9, all lined up Added tooltip for locations (e.g. Temple) Shortened the difficulty vfx poof, pops in faster and fades out sooner Fixed Unicode characters from not saving correctly Fixed continue button in offline mode Fixed Unicode characters from not saving correctly Fixed some sorting errors in the enemies 'win', slash is on top with a new added bokeh effect Updated poison vfx to run more efficiently and look smoother More blunt vfx updates for hitting the enemy Updated blunt weapon effects for melee/ranged (player taking damage) Realigned 'Continue' button on Villain fanfare (moved up too high) Fitted the roles text in the box vertically as well as horizontally Added an informational popup when a scenario power fires at the start of a turn and shades the screen Enlarged scenario helper text for mobile Fixed some difficulty panel sorting issues on phone (sorted forward a little) Location power cure: no longer play any heal animations when there are no cards to heal Refreshed the roster panel on the party creation screen, when characters were in the party at startup Added pips to the scenario list items displayed on the adventure screen On the adventure screen, lock all adventure buttons on phones when the scenario panel is down Increased blessing icon art from 25% to 36% to see it better in that tiny circle on the card decoration Hooked up a long forgotten custom hilite for the scenario power button on phones Improved card layout examine tray animations Removed dice label fade during refresh because it caused blinking text Added tutorial commands to expand/collapse the location panel (used on phones during tutorial #3) Added a decoration to cards which copy blessings; moved the "copy blessings" button Fixed characters not showing up due to not removing deleted characters Properly display character nickname on character sheets Force the ios/android keyboard into secure mode during the asmodee password login We now account for unicode characters when auto-generating nicknames during conflicts Vault/Gallery/Stash Vault character nickname data is now written as unicode bytes Game Play Zuvuzeg now grants an extra explore after the player has used one explore After closing the examine layout sometimes a card back was displayed in the explore position A card power which modified difficulty sometimes "lost" the card so it was never processed into a deck after play Added the magic trait when summoning a monster via Summon Monster boon Fixed recharge/discard character powers not being marked as active so it was never disabled Map move ignoring move restrictions only worked when multiple targets were involved Before act damage which skipped the player had dice applied twice (double damage) Fixed issues with damage reduction effects not being applied during global damage iterators Fixed an issue with card power effect boost not deactivating so the effect was never removed when canceling a card When boosting a combat check, sometimes the dice/check was not refreshed Summon monster card disposed itself without invoking the card's OnPlayed event Added combat state power condition to Merisiel's "Trinket Hunter" character powers Orb of Storms is now buried after failing recharge check Damage state now accounts for cards already discarded (by other characters)
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Update 1.2.9 Rise of the Goblins Deck 2 and Pathfinder Adventures News.
Hail and well met! A few months ago we set up a few options for additional content for Pathfinder Adventures that would leverage more of the Rise of the Runelords campaign. We had a few choices available. It could have been another "Tale" to follow up what we were doing with Valeros (I believe the unofficial poll had Ezren in the lead to be the next adventure), a side quest hub (really popular idea internally especially since I suggested it), and a follow up Goblin Deck to Burn Everythings! The team actually put in the infrastructure for the side quests which would have supported 25-30 one-shot missions that would have been a great retention feature BUT that opened up a new can of worms. Some examples of things that needed to be properly fleshed out were about leveling up, randomly assigning rewards, skill ups, creating those rewards, etc. The list got long but it was filled with a bunch of cool ideas. Having just released A Fighter's Tale: Valeros we were hyped about how many more of the backgrounds we could flesh out for the Iconics with more Tales and at the same time add additional characters to be used in Rise of the Runelords. Before we started production, we looked back and saw this entire other campaign from a few months before that we put a lot of work into making its own thing. Doing two newer things didn't make sense when we could add content to a framework that was due for more. Goblin Deck 2 was decided upon and we figured that future production would be something like Gob Deck 2 > Hub > Tale 2 > Gob Deck 3 > More Hub > Tale 3... and so forth until the Goblin campaign got wrapped up and we ran out of Iconic characters. You'll also be able to find the update notes here Here are some screenshots from Rise of the Goblins Deck 2! You may have noticed I didn't mention another box set like Skull & Shackles, Wrath of the Righteous, or Mummy's Mask. Rise of the Runelords pretty much handles only content created for it and if we tried to implement Ships, higher power levels, or even curses, it would very likely bring the whole thing down. Not to mention RotR is getting to be a pretty large game that is taking up more and more memory. Adding 20-30 cards per deck is a small increment compared to adding a thousand more cards from a new boxed set. It would have had to be a sequel with all the different ways that we currently present things and going through our wish list while making a solid foundation would have taken a better part of a year. Other features we wanted to expand on was a better use for gold which included more gold exclusive boons as well as a Stash size increases but we also had a metric ton of bugs that we had to fix. I definitely owe the awesome fan-base and folks familiar with Pathfinder Adventures for helping to explain how things work and how to deal with known issues. So, a big "Thank you!" from the team. However, I don't want to just talk about all the things we were working on. I think it is only fair to share what we are working on next and the answer is a very vague, "We don't know." There were plans in place to potentially even work on a Switch version that would be standalone and not require any interaction with PlayFab. It would have basically been a straight port of all of Rise of the Runelords without any of the special content we created, then we could have done DLC packs (or whatever) with the additional treasure cards and scenarios. Imagine seeing Seelah in a Princess Peach skin. (/faints) *Note: This wasn't approved to be done by anyone, this is just me typing some crazy possibilities -F* Alas, we couldn't get the timing to work out so as not to clash with other Obsidian releases, and most of the Pathfinder team was farmed out to help with other projects while that was being determined. The danger of that is that often teams that get split up don't often reform back on their previous project because they have become essential to their current project. Luckily for Pathfinder, we kind of broke that tradition and got the band back together for Goblin Deck 2, but we still don't know what the future holds. There are still talks going on with the publisher as to what they want us to work on but nothing concrete at this time. Finally, if you guys had awesome customer support (besides just Aarik) it was because the actual Pathfinder team members were working to help you guys directly. We are still going to be working on some of the more serious issues directly but overall that will be transitioning to Asmodee. Take it easy on them, they know not what they asked for and aren't as familiar with PlayFab yet. Thanks again! We aren't gone yet. -Flounder (aka OES), MrBishop, and Rrodriguez By proxy: Andre, Hannah, and KSmith (and of course Nathan!)
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Welcome to the Deadfire. Backer Beta!
Hey owie! The pre-order version of the game does not include the beta. The backer beta is only available to those who help crowdfund the game during our Fig and Slacker Backer campaign. Apologies for the confusion!
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Plural of eoten
Aarik D replied to omgFIREBALLS's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)Love the use of Psy!!!
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Backer Beta Update 2 Patch Notes
Yup!
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Can Korean gamers play POE2 in Korean on April 4?
Aarik D replied to Gyo-Chul Jin's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)Hey everyone, We want to update our backers on Korean-language support for Pillars of Eternity II: Deadfire. As promised, backers will receive a Steam or GOG key directly from Obsidian (through the Backer Portal) for the Korean language version of the game. We expect that this translation will be available either on release day, or shortly thereafter. Retail purchasers of the Korean version of Pillars II can get it directly from our Korean-language partners, H2 Interactive. Apologies for taking so long to respond to you guys.
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Backer Beta Update 2 Patch Notes
(EDIT) Updated this post with Systems Changes, Known Issues, and fixed formatting Ahoy Backers and Watchers! Get ready to set sail and venture into glory! We're happy to announce that we have a big update happening for the Backer Beta! We are now introducing Ship Combat, Crew Members, Items, and Enchanting/Crafting into the beta! As always, we would really appreciate on getting as much feedback as possible and have fun! Please note that older saves will not work on the latest patch! Apologies for the inconvenience. NEW CONTENT Ship Crew - Crewmembers specific to Ships and Ship Combats have been added to the Backer Beta! Ship Crew will manage your ship and man specific roles during ship combat, so they're essential to your seafaring adventure. Proper crew management is the key to an effective crew. Ship crew is accessed through the Ship Management [H] Menu. Ship Items - Items to aid you in combat such as cannons have been added to the Backer Beta as well. This includes components to the ship, as well as Food, Equipment, and Cargo. Ship Items are also accessed via the Ship Management [H] Menu. Ship Combat - Ship Combat has been added to the Backer Beta. Ships will now sail around on the world map and can attack or be attacked by your ship. Clicking on any ship will allow the player to engage in Ship Combat in our unique Ship Combat system. We would love feedback on this! Enchanting/Crafting - Enchanting and Crafting system has been added! You can access Crafting from the Inventory Menu, and with the correct recipes will be able to craft specific items to aid you in game. Enchanting will be possible with unique weapons, and Right-Clicking on any item that is able to be Enchanted will display a button that will give access to the possible enchants available Inventory on World Map - A quality of life change we hope you all will enjoy, Inventory is now accessible when on the world map. This is something we feel will benefit the player greatly as you travel on land or sea! SYSTEMS CHANGES General Changes: Very Fast, Fast, Average, and Slow Recovery times have been increased by 1s each Slow and Very Slow Cast Times have been reduced by 1s each Dual Recovery bonus has been reduced from -50% to -30% Recovery Armor Recovery Penalty changed across all three armor typesHeavy Armor changed from 67% to -38% Medium Armor changed from -82% to -45% Light Armor changed from -50% to -30% KNOWN ISSUES Ship management 'Voyager' Ship Name is a Missing String Veen combat has multiple NPCs without equipment (happens after boarding them) Helmsman is not placed correctly on the ship deck Healing the Boars in the encounter can be attempted by all character with incorrect abilities BUG FIXES Thanks to all you wonderful gamers providing tons of feedback/bugs. We have been able to address those tons of bugs over the past month; here are some of the highlights. Be aware that the following list contains possible spoilers to some Backer Beta content for Pillars of Eternity 2: Deadfire. General Issues: (FIXED) Quicksaving and Loading on the World Map causes Character Portrait to change (FIXED) Gains 3 levels per multiclass rather than 2 (FIXED) Chat Scroll bar is reversed (FIXED) Interacting with the Windswept Shrine (FIXED) Monk Shattered Pillar's Wound ability is not clear to the player (FIXED) Desert Wurm Hatchling active effect displays twice in Character Sheet (FIXED) Desert Wurm Hatchling has the incorrect icon (FIXED) Killing Broodmother and Himuihi triggers a Quest Failed pop up (FIXED) Vektor has multiple duplicate barks after completing Poko Kohara (FIXED) Post level up skills are incorrect from what character spent in level up (FIXED) Battle Axe modal has temp descriptions in status bar (FIXED) Blunderbuss modal has temp description in status bar (FIXED) Godlike Body time has Temp description in Character Creation (FIXED) The Edit Grimoire button has been changed to View Grimoire (FIXED) Resting on a mat in Tikawara shows an inn cutscene (FIXED) Rod's Blast Weapon modal does not grant any bonus Class Specific: (FIXED) Ghostheart subclass has some abilities that don’t work on level up (FIXED) Corpse Eater and Flesh Communion now state that the barbarian must consume "deceased" corpses, unconscious does not suffice (FIXED) Chanter Troubadour ability has missing strings (FIXED) Druid shapeshift forms have incorrect attack icons (FIXED) Multiclass characters can spend their additional point on one class (FIXED) Trickster subclass does not learn Dazzling Lights inherently (FIXED) It is possible to avoid the Devoted subclass penalty (FIXED) Druid's Storm Rage ability is missing Penetration bonus from Fury Subclass (FIXED) Nature's Resolve buff does not show the correct icon (FIXED) Get Over Here's ability has [TEMP] text in Character Creation (FIXED) Ascendant's Soul Whip does less damage when not at max focus UI: (FIXED) Portrait and Voice set integers are very dark on the Character UI (FIXED) Characters can appear extremely large in the UI. It is hilarious (FIXED) Character Creation portraits are misaligned for the first row (FIXED) General Companions have a Wants to Talk icon that does not fire any dialogue Spells and Abilities: (FIXED) Essential Phantom is casting an empty character model or bugged character (FIXED) Reflexive Mirror trigger can duplicate pets (FIXED) Arcane Veil causes weapon model to go missing (FIXED) Living Surge is not clear to user (FIXED) Reverse Pickpocket has no difficulty Combat: (FIXED) Concelhauts staff uses modal damage. (FIXED) Summoned Weapons appear to be missing some bonuses for weapon types (FIXED) Dual wielding Pistols does not reload as intended (FIXED) Corrosive damage is calculating incorrectly (FIXED) Swapping Modal allows for ranged weapons to have no recovery reload time (FIXED) Skeletal Sorcerers are attacking themselves in Engwithan Station (FIXED) Concelhaut's Parasitic Staff model disappears in combat (FIXED) Skeletal Enemies are not weak to Crush damage (FIXED) Engwithan Titan has very low deflection. Linux: (FIXED) LINUX - Character Creation appears when loading or re-entering Tikawara (FIXED) LINUX - Encounters do not disappear macOS: (FIXED) MAC - Game will no longer crash on launch
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Launch Date For Pillars of Eternity II: Deadfire Announced, Pre-Orders Now Live!
Backer items and Pre-order items are separate. So Backers will be getting Fig rewards as well as the pre-order items! For those who are only purchasing by pre-order will only get those 3 items.
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Backer Portal closing to new pledges on 1/24/18
Hail Watchers! We just wanted to inform you all that we will be closing off the Backer Portal to new pledges on January 24th, 2018 at 11:59 PM PST. If you haven't redeemed your Fig pledge, no need to worry, you can still finalize your order! We'd like to thank you all so much for the support you have given us, this game wouldn't be possible if it wasn't for your passion and generosity. We look forward to seeing you guys in Deadfire!
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Saved Games Missing
Hey n19htz, Unfortunately the Steam cloud does not work cross-platform for Pillars. If you still have access to your Windows PC, you can manually transfer the saves over via email, online storage, or thumb drive. Hope that helps!
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Saved Games Missing
Hey Dracco, Typically when save files goes missing, its due to a anti-malware software preventing the game from reading the sames. Just disable or update your software and that should work. But if you save files are going complete missing (C:\Users\username\Saved Games\Pillars of Eternity) Then we have never heard or seen that before. Do you recall doing anything to your computer during the time you last played and the time you booted up the game that could have caused this? Thanks.
- Audio defects when moving multiple units [Video of issue]
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Game crashes during startup
Aarik D replied to Julius Nepos's topic in Pillars of Eternity: Technical Support (Spoiler Warning!)Hey Julius and amazingxmovil! It looks like your game is running of the intergrated graphics card. Please make sure that your graphics cards are updated and run your PC Performance on High Performance to ensure you are using your Nvidia card. Hope that helps!
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Help! Stuck in Breith Earman (pre-dungeon safefile is gone)
Hail Sumerset! Since you have deleted all previous saves, the only way to get out of the pit would be to use console cheat commands. Open up the console and type "iroll20s" without the quotations and then hit F11 and you can teleport out of the pit. Then open up the console again and type ReactivateStronghold to regain assess to the stronghold, since it was disabled going down the pit. Hope that helps!
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Portraits
Aarik D replied to iscalio's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)Wow, you guys are absolutely amazing! Love everything I'm seeing here! Keep it up!
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Portraits
Aarik D replied to iscalio's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)Greetings friends! We absolutely love what you guys are doing with creating your own watercolor portraits and we want to help out! Our amazing and talented Matt Hansen created a PSD doc with instructions on how to create a watercolor portrait to match the style of the game! We've also included the texture as a separate file in you aren't using Photoshop. Enjoy! WatercolorTemplate.zip
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Patch 3.07.1318 Is Now Live!
Correct, it typically takes a few days for GOG.
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Patch 3.07.1318 Is Now Live!
Hail Watchers! The Beta Branch has been pushed to the live branch and is now live on Steam with the fixes above! Cheers!
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Huge Bug! Background all white characters transparent!
Aarik D replied to stabbingwest00's topic in Pillars of Eternity: Technical Support (Spoiler Warning!)Hail Stabbingwest! I have responded to your email! Apologies for the lateness, we were off on vacation break! Cheers!
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Definitive Edition Upgrade Missing on Steam
Aarik D replied to corrosivefrost's topic in Pillars of Eternity: Technical Support (Spoiler Warning!)Greetings friends, We have spoken with Paradox Interactive and they have told me that the issues should now be fixed. Please check your installation folder where Pillars is installed and you should find your loot there! \Steam\steamapps\common\Pillars of Eternity Keep on rocking!
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*Missing String xxx* Mega Thread
Greetings Watchers! Thank you all so much for participating in the Backer Beta! There are quite a bit of abilities and text in the game that may have some Missing Strings and we'd like to consolidate those to keep the forums nice and tidy! If you ever come across and UI/text issue where you see *Missing String xxx* take a screenshot and post it here! Example: Thanks a bunch!
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Welcome to the Deadfire. Backer Beta!
You can still add it to your account as an add-on!
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MUST READ: How to Report an Issue!
Before posting: Please do a quick search of our forums to make sure what you have found has not already been reported. If it has, feel free to post your experience on that that thread. If not, start a new thread with the directions below. Description: Describe the issue that is occurring. Steps to Reproduce the Issue: List the steps of how to make the issue happen. Important Files: If the files are too large to attach separately, compile them all in a .zip and make a link to Dropbox with the .zip Attach files that will help the dev team figure out and resolve the issue. These include: Savegames Try to include a save file from right before as well as during the issue you are reporting Windows Location: %USERPROFILE%\Saved Games\Pillars of Eternity 2 Output Log When the issue occurs, close the game client, find this file, then attach it to your post Steam Location: \Steam\steamapps\common\Pillars of Eternity II\PillarsOfEternity2_Data\output_log.txt GOG Location: \GOG\Games\Pillars of Eternity II Deadfire\PillarsOfEternity2_Data\output_log.txt GOG Galaxy: \GalaxyClient\Games\Pillars of Eternity II Deadfire\PillarsOfEternity2_Data\output_log.txt System Specs This will give us most of your computer specs to help us diagnose the problem Windows Location: Press (windowkey + R), Type "dxdiag" and press Enter, Click "Save All Information", Attach the file that you create Screenshots Attach any pictures or links to pictures that can help us understand the issue
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Patch 1.2.8.1 Hotfix is Under Way!
Hail Adventurers! A couple of goblins was causing havoc in the latest build and we finally got them under control! Here are the fixes coming in patch 1.2.8.1 Gameplay The "nickname" bug is fixed. When deleting a character with a nickname the server was repairing the local version of those missing characters every time the game was launched. This quickly caused more duplicate characters to fill up the roster of playable characters.Note: Characters nicknamed in Chinese should still not be visible. There is no official support for special characters yet. We are working on that support so they won't have garbled text in the near future. Jorgenfist 's Stone Giant henchmen in Sandpoint Under Siege will now properly prompt the player to close the scenario. Cards with the Owner Trait (i.e. Old Friends) will no longer be automatically granted to characters. Once earned they will appear in the character's stash.Note: cards will an Owner Trait will return to the character's build/repair lists after a completed scenario even if banished. These lists are only accessible during the repair phase of deck management. Spells and locations with the ability to move characters to other locations out of turn could occasionally run into a progression break. We believe we fixed all instances of where it won't let you do anything after a move. We're looking at you Temple + Stride.Note: We have NOT fixed an issue where movement spells could bypass the damaged taken when moving to a new location in the Bar Brawl. Ranzak's Hornswoggle could be activated for an explore when no Blessings were in the blessing discard pile. Store The pricing for six chests in the store is 2500 Gold and will be reflected properly. Rise of the Goblins will now mark itself as owned in the store when purchased outside of iOS then linked to iOS. The Master Dice bundle was being purchased and not properly showing up even if they were in the user's inventory.Note: The following dice are part of a bundle, special event, or limited time only and are not included in the bundle: Red, Obsidian, Haunted, Jingle, Nathan's Tribute, and Goblin. Other iOS and Android achievements should properly show up.
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Windows - Game will not launch.
Aarik D replied to SandboxQuint's topic in Pillars of Eternity: Technical Support (Spoiler Warning!)Hey guys, I noticed you have an on-board graphic card along with your GTX 980. Check to see if the game is running the correct graphics card and see if that is the issue. Also, head over to the Control Panel and in Power Options, make sure High Performance is checked as well. Let me know if that works! Thanks a bunch!