-
Posts
361 -
Joined
-
Last visited
Everything posted by PangaeaACDC
-
Pulled an allnighter, and now I need to jump in the shower and go to work. That should tell you something That said, not sure I like the spell selection, like priests needing to choose individual spells, which means they have way fewer than normal. I'm bound to make choices that are not great. The game itself has played very well though, some minor hickups here and there for sure, but nothing major (so far). My by far biggest gripe with POE1 were the loading screens. I noticed it still takes a few seconds between areas, but hopefully this won't increase something wicked by the mid and end game. Here's hoping...
-
T - 5 min
PangaeaACDC replied to EmilAmundsen's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)
Thanks. Went there now and see the DLC. It was missing a couple of days ago. Odd. -
T - 5 min
PangaeaACDC replied to EmilAmundsen's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)
What's this season pass thing anyway? I bought/pledged for the DLC package, presumably the same, but it's not mentioned in my GOG Library. But then the DLCs won't come out for a few months, so maybe that's it? -
An hour left to download so don't know if this problem pops up for me, but do you know if this is a Steam-only solution and what it might be for the GOG release? This is what the start.sh file looks like for the FIRST Pillars game on my end. #!/bin/bash # GOG.com (www.gog.com) # Pillars of Eternity # Initialization CURRENT_DIR="$( cd "$( dirname "${BASH_SOURCE[0]}" )" && pwd )" cd "${CURRENT_DIR}" source support/gog_com.shlib # Game info GAME_NAME="$(get_gameinfo 1)" VERSION="$(get_gameinfo 2)" VERSION_DEV="$(get_gameinfo 3)" # Actions run_game() { echo "Running ${GAME_NAME}" local bin32_name="PillarsOfEternity" local bin64_name="PillarsOfEternity" local bin_path32="$CURRENT_DIR/game/" local bin_path64="$CURRENT_DIR/game/" local lib_path32="$CURRENT_DIR/game" local lib_path64="$CURRENT_DIR/game" execute_game "${bin32_name}" "${bin64_name}" "${bin_path32}" "${bin_path64}" "${lib_path32}" "${lib_path64}" } default() { run_game } # Options define_option "-s" "--start" "start ${GAME_NAME} [default]" "run_game" "$@" # Defaults standard_options "$@"
-
T - 5 min
PangaeaACDC replied to EmilAmundsen's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)
Sadly GOG staff managed to mess up the Linux version and upload the wrong file, which was smaller than the intended 20GB. The correct file is on the server now, and one hour after "release" I'm finally able to download. Takes a while, but at least it's in motion. I'm using LGOGDownloader, see attached. -
T - 5 min
PangaeaACDC replied to EmilAmundsen's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)
Impatient and all that, but the **** at GOG still haven't released it. Not the Fig/Backer edition at least. Keep getting 404 errors when clicking the download links, which is getting rather annoying. Edit: Finally got it download now, but the file is reported in uGet as only 13.9GB while on GOG it is mentioned it should be 20GB :/ -
Is that normal?
PangaeaACDC replied to Wormerine's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)
The Linux version missing on GOG had me concerned, but thankfully a staffer confirmed it will be there. https://www.gog.com/forum/general/pillars_of_eternity_ii_backer_edition_is_windows_only/post10 One hour to go, plus an indeterminate long download time. -
Chris Avellone: The Final Frontier
PangaeaACDC replied to Infinitron's topic in Computer and Console
I think this is really important. Why are people calling Chris Avellone for MCA? What's the M about? Is YMCA next? -
That's actually really interesting. Even in the digital age without the need for shelf stacking (mostly), it make some sense. If there is a serious bug of one type or another, I do hope we get a patch by the weekend (even on GOG.... grumble-grumble). Anyway, if my math is correct and the game is 35GB, it should take around 2.5 hours to download for me. Which means I may actually get in a few hours before bed. Is that smart? Maybe not. Suddenly birds are chirping, I need to go to work, and have slept 0 minutes.
-
Not followed the thread closely, but it must also be possible that a fair few codes are out there but have not been discovered yet.
- 49 replies
-
- Scavanger Hunt
- GOG
-
(and 2 more)
Tagged with:
-
Backed the game long ago, and yesterday I went to pick how to actually get it. Sadly there was only two options, so I had to go with the lesser evil of GOG. Redeemed the generated code, and noticed that there was only an icon for Windows for the game on GOG. I'm on Linux and am never going back to Windows, so this would obviously be a rather huge problem. Hopefully GOG have just ****ed up again, and it will actually come out for Linux (and Mac) there. Currently the game is filtered out when I sort by Linux-only games in my library. If this turns out to be a problem on release day, I hope Obsidian will let them know in no uncertain terms that this is completely unacceptable.
-
Impossible to disagree with this. It's by far the most frustrating part of the game, at least for me. Even with an SSD, it easily takes 15-20 seconds on area transitions (like just out of small house to the area you were in previously). This is *the* area of the game I want improved for Pillars of Eternity II. And I'm actually worried that there has been barely any word about it so far. Is this much better in the beta?
-
Sword of Awesome
PangaeaACDC replied to PangaeaACDC's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
Special quest reward for being Awesome 1. Get your cheating pants on. 2. Enable the command console (think it was ~ by default, but as the game refused to accept it due to my foreign keyboard, I had to re-map it) 3. Enter "iroll20s" for enabling cheats 4. Pop up the console again, and write "AddItem swordofawesome 1" 5. Have fun -
Sword of Awesome
PangaeaACDC posted a topic in Pillars of Eternity: General Discussion (NO SPOILERS)
Have anybody played through the game with this toothpick? -
Project Eternity: Wiki
PangaeaACDC replied to Tigranes's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
If somebody can help me out with https://forums.obsidian.net/topic/95081-valuesids-from-game-files/, I'd greatly appreciate it Looked around for hours yesterday with ILspy, and found some lists, but of course not the one I was looking for, that defines the values for "AffectsStat". This is used just about everywhere for items, and figuring it out manually is slow and imprecise. If somebody could help me with this, it would make my work faster and more accurate. As an aside, I wonder about what to do with data that is slightly imprecise from display in the game vs code. For instance, the game probably uses one decimal, so the crit damage multiplier for arquebuses show as -0.3. The code, however, says the factor is -0.25. Should I show what the game does, or change it to 0.25 from the code? Maybe the latter would be a little confusing for players, so not quite sure what the best approach is. Also many thanks to Tagaziel who is doing a marvellous job updating content for quests, NPCs, locations and just about the whole darn lot :D -
Values/IDs from game files
PangaeaACDC replied to PangaeaACDC's topic in Pillars of Eternity: Modding (Spoiler Warning!)
Very early as I've just looked at a few items I wonder about, but it looks like ID 134 is "Crits can inflict Prone" or something to that effect. ID Stat/effect ------------------------------------------ 101 Crit damage multiplier 107 Hits converted to Crits 134 Crits can inflict Prone If it's possible to get at this list somehow by other means, then by all means, do tell Ages ago I put a game file through some kind of online tool which got out some variables like this, which we could use for modding. But of course I have no idea what it was now. Having access to this would make it a great deal easier to understand what's what, and shed some light on spells/abilities/weapons/enchantments/etc. -
Is there an overview somewhere of what some of the values or IDs from the game files refer to? I don't mean strings and such which is fairly easy to find, but more like e.g. int AffectsStat = 134 int DmgType = 8 int AttributeType = 6 int DefenseType = 5 I'm working on the Wiki and trying to get to the bottom of what some of the abilities/talents/enchantments really do, at least some troublesome ones with not enough info, and an explanation or overview of code like the above or similar would really help
-
For fear of getting myself shot and torn to pieces, I think the current system with health only is quite good at its core. It worked fine for the god amongst gods, after all: Baldur's Gate. I've not played around a lot with combat since I'm on a Linux system, so don't have a clear idea of how harsh the injury system in its current implementation is. However, it seems better to me to stick with the health-only system and fine-tune injuries instead. Perhaps tuning frequency of injuries from traps, a chance to doge it (reflex). Change percentages of health loss, maybe amount of injuries before death (though 4 should be plenty really). I liked the POE1 system too, but I also do recall it took a little to get used to. I'm more worried about the dearth in spells and such, and the flow of combat.
-
how does the penetration mechanic feels like?
PangaeaACDC replied to Ancelor's topic in Backer Beta Discussion
The advantage with the POE1 system is that it was easy to understand what was going on, and when you checked the combat log it was easy to see it as well. Once you introduce percentages, it gets more "muddy", and it's not as easy to quickly do the math in your head. The (current) POE2 system of percentages is more versatile in terms of high damage though, where for the most part the POE1 system didn't do much. Of course there were exceptions, with creatures with 30-ish DR, and outright immunity. Hopefully the new attempt of gradual percentages will work better balance-wise, as it was pretty harsh to only get 30% damage if you lacked one point of penetration. I'm a little worried about everything handling about penetration though. May not be the best idea if people are 'forced' into overwhelmingly considering penetration in termso f what builds are good/viable. Some of us may actually care a little bit about the R and P in RPG too, and not min-max and special build so heavily. -
Walking Part 2
PangaeaACDC replied to Osvir's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)
I want a duckwalking toggle. :guitar: Seriously, though, it's nice of them to implement this.