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Everything posted by wanderon
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Update #101: Update 2.02 is Live
wanderon replied to BAdler's topic in Pillars of Eternity: Announcements & News
I've consolled in Tidefall and when I save/reload, it loses the Draining enchantment. I just got the flail from the Temple in GV and while it does not say draining it does say 20% of damage restored as endurance (Can't recall if it used to say draining or not) I did not re/download and re-install after getting the error message. -
Update #101: Update 2.02 is Live
wanderon replied to BAdler's topic in Pillars of Eternity: Announcements & News
I wonder if we do? Could it be that it's the new file that was originally called draining that is showing as missing because it was renamed? I don't have a current save with any draining weapons to check... -
Update #101: Update 2.02 is Live
wanderon replied to BAdler's topic in Pillars of Eternity: Announcements & News
I got a message of an error when I patched re: that file.... Pillars of Eternity patch log File not found (for patching): C:\GOG Games\Pillars of Eternity\PillarsOfEternity_Data\assetbundles\prefabs\objectbundle\draining.unity3d Not sure what to do - re-download & reinstall the patch? Not even sure the game will let me do that as my game currently shows as 2.02.0749 PX1 -
2.02 Patching error?
wanderon posted a question in Pillars of Eternity: Technical Support (Spoiler Warning!)
Got this message on Patch log (GOG): Pillars of Eternity patch log File not found (for patching): C:\GOG Games\Pillars of Eternity\PillarsOfEternity_Data\assetbundles\prefabs\objectbundle\draining.unity3d I originally assumed I only needed the WM 2.02 patch and downloaded and installed that first - then read I needed both patches and downloaded and installed the other one - at the end of the installation process I got a message that errors had occured and to check the patch log for details (above). Do I need to re-download/reinstall the patch with the error message? When the game starts it shows 2.02.0749 PX1 -
Update #101: Update 2.02 is Live
wanderon replied to BAdler's topic in Pillars of Eternity: Announcements & News
Yup. From here on out, if you have WM content, you will need to install both patches to get completely patched up. Will it matter what order you install them? I assumed I would only need the WM version and have already installed it.... -
Odd Nua (The Descent)
wanderon replied to Nurgles Socks's topic in Pillars of Eternity: Stories (Spoiler Warning!)
One of the rooms on the first level has a stairway going down - make sure you have actually entered every room on the 1st level. As for how far to go - when the fights get too hard - leave and come back after you have leveled some more. -
In PoE it feels less of a problem. BG2 had to be that way because low level adventures in AD&D are really low level. Wizards can do next to nothing with their one spell per day. PoE flattened that power curve considerably. But if they do stick to Unity and doesn't significantly fix the gameplay much, then it means for PoE2 we have to repeat the level 1-14. I'm not sure that's what I want. Unless they change the protagonist; which I'm also not very sure about. So far I have only seen up to level 8ish and I avoid spoilers so I haven't seen anything about levels higher than that - I know in D&D based games like the IE games the "sweet spot" for me maxes in the low to mid teens - after that it just gets kind of crazy.
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I'm fine with it - I would like it if they don't re-invent the wheel in PoE 2 and carry on with the look and feel of PoE1 so that it's not necessary to figure out a completely new system and I'm actually hoping they don't follow in BG2 style and start us off at close to the level we finish PoE 1 since I'm not a fan of the uber high level playstyle that would likely result if we start PoE2 at level 13-14ish but then that's probably wishful thinking if they are planning to let us import PoE characters.
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Concentration on a weapon?
wanderon replied to maglalosus's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
Looks like on user to me. -
Chris Avellone
wanderon replied to Anaeme's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
It is extremely unlikely that we would get any more information than what we already have. He wanted to pursue other projects and wanted the freedom to pick where he goes. If there is more to it than that, it is unlikely we will find out. Nor should we... -
Some questions on weapons
wanderon replied to panjshirlion's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
I think there is currently a display only issue with accuracy bonus (display is wrong but accuracy is properly given in combat) No idea about #2 -
I seem to recall however if you leave and enter a new map elsewhere (could be a building or separate room that requires a loading page for instance) that once you come back the new difficulty will be in effect (at least according to the difficulty options page) Not really sure about that tho especially for situation at the end of a large area but I think I managed this in the Raedric castle once. (Probably on 1.06)
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"To gib"?
wanderon replied to AnjyBelle's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
It's Gibbs and he's the boss on NCIS! (I'm up to season 10 now on Netflix) -
question about Conversations
wanderon replied to Fierhorn's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
It means that attributtes can influence the number of options you see but it does not necessarily mean it will be the specific option you are looking for - the higher number of options may well be fairly random determined by the mood the writer was in when he created them. There is no rule that X attributte is tied to Y disposition (that I am aware of) -
You need 15 to get through WM. Rogues start with +2. Background of +1. Resting bonus of +2. 10 points. 15. I'm not trying to make any kind of point about this, but I'm pretty sure I've got basic arithmetic down. Well I'm OK with a game design where a few items are unavailable unless you meet certain levels of competence in something even if it's quite difficult to attain and is unlikely to be met by a majority of people - especially a game where you're free to make "throw away" companions any way you wish at pretty much any time (with a trip to an Inn) and enough cash to purchase them.
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Fire Godlike Battle forged?
wanderon replied to wanderon's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
Bug. Odd one, too. But hey, at least it doesn't cause some kind of infinite recursive self-damage loop. Well that could lead to some interesting roleplay - maybe a priest with a hair shirt of misery... -
Well I've never attempted to do so (and never progressed much into Act 3 so far) does it really become a serious drain if you ignore it or just an inconvenience that you think should be avoidable - it would seem to me that if you weren't sinking all that gold into repairing things that your coffers would be overflowing anyway and a small drain would be negligible.
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inorite? The whole setup in Gilded Vale really seemed like it was leading to that. The two should really have been blended together. Josh's argument is logical if you look it from point that they didn't had enough resources to polish every feature in the game and as Stronghold turn out to be much more difficult to implement than they expected, so when they had to look features that they don't polish they probably had bias to look reasons not to polish Stronghold (as they didn't really have resource to do that anyway), which lead them notice anti-stronghold faction much more than they noticed other anti-factions (not including anti-romance) and use that as rationale why it would be wasteful to put resources in the stronghold. Their original concepts for stronghold show that they planned to make it much more interactive than what it become at end. As Tim seemed to have planned whole own mini-game around it. Similarly crafting, skills, resting and cooking become much simpler than what their original plans for them were. Right, I get all of that. What I'm saying is strange is that they made it simplistic and bare-bones, but didn't make it possible to ignore. Caed Nua will actively drain your resources even if you have nothing to do with it. You'd think that if it was minimalist and they knew it was minimalist, and they knew some players would dislike it, they would have made it possible to ignore following the first quest with Maerwald. So if you get the keep and just ignore it (never do anything after opening the way to Defiance Bay) the keep drains your gold anyway through the taxes/bandits etc?