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Everything posted by blotter

  1. I'm not sure if this is intentional or not, but given the degree of clipping that's involved, I figured it's possible that you didn't actually mean to give death godlikes access to at least some of the different beards. Here's a screenshot of an orlan death godlike with his beard and mustache poking through his carapace: The only facial hair-styles that don't clip for them are the chin curtain beard and the mustache, highlighted below:
  2. Whenever I load my game on the Poko Kohara island (missing string *186), my Death Godlike's portrait changes to a smiling female boreal dwarf portrait. The issue can be resolved by switching to another portrait, but saving and loading again seems to revert back to the boreal dwarf lady. You should be able to replicate the issue by loading the savegame file in question; I couldn't upload it here, so I'll link to it instead - https://www.sendspace.com/file/wd2dj1 DxDiag.txt output_log.txt
  3. One of the first things I did as a Shattered Pillar/Soul Blade was slap around my party members to see if I could generate focus/wounds outside of combat (I couldn't, unfortunately) and I can confirm that you can kill random villagers and Chieftan Ruanu, at least.
  4. I've added/updated information on the list based on the answers from Q&A 7. For the time being, I'd rather play the beta than write about it (I'm not sure why I didn't see that coming on the 14th), so I'm just adding a couple links to videos others have made of the Deadfire beta.
  5. I bought Pillars 1 through GOG the Deadifre DLC Pack's available as a free download, though you'll also need to download the latest patch for PoE/White March (if applicable). If you use Steam, the Deadfire DLC Pack is here.
  6. Today's Q&A has provided more information that would definitely be worth adding to the original post. That said, I'm planning to wait on two things before updating the initial post: 1) the beta, which will provide us with a lot more information starting tomorrow, and 2) (hopefully) Fereed's transcript, so I don't have to work as hard lining up sources for everything I jot down.
  7. You're right. To get the souls you need, completing the gods' quests (e.g., the Nest Above the Clouds, A Servant of Death, etc.) is enough. You don't have actually make a pledge to any of the gods to deal with the souls the way they want you to. I've completed a playthrough back in March or April this year without making any promises to any of them and thus without gaining any boons.
  8. That is a fair point, but even so, I think there is some room for compromise between totally generic shared multiclass abilities and hyperfocused multiclass abilities that are possible only for specific class combinations. For example, subtle variations in ability mechanics based on the classes used to qualify for them might be possible, similar to what we see with some soulbound items in Pillars 1. A mix between multiclass abilities which have varying specificities is another possibility if more than one ability per combination is considered (and having only one per each would also mean there
  9. I like the idea of multiclass abilities, but as others have said, there's no indication that they'll be introduced into Deadfire and there are good reasons not to expect them. Some that haven't been mentioned are questions as to which power source applies to the ability (if that matters), whether a sufficient range of these abilities could be introduced without encroaching on the features of other classes (as per the example I provide below), how the existence of multiclass abilities might exacerbate balance issues where class combination synergies are concerned, and whether adding them into t
  10. I've always favored animancy being tied to skills (and possibly a background) and equipment rather than tying it to the class format so I'm glad there aren't any plans to make it one aside from the pet-based approach, which doesn't seem to have gained much traction. Here's some potentially good news for would-be modders out there: Sawyer expects the process of making custom subclasses to relatively easy (compared to BG II, at least). Edit: Looks like Sawyer also posted a dialogue sample.
  11. Yeah, the closest I've seen to any dictate for fair play among the order is the fact that they condemn Deceptive/Shady behavior. Given that the game obviously doesn't make your Watcher count as more Deceptive/Shady when you have them attack creatures while they're vulnerable to sneak attacks, that's obviously a weak link anyway. I had assumed that rather than representing a stringent code of honor per se, the Kind Wayfarers' drawback was related more to empathic hesitation when faced with weakened targets. That's pretty nonsensical as well, of course, given that a Watcher of any other subc
  12. Probably not. The Shattered Pillar subclass generates Wounds based on damage you deal to enemies, but it requires you to damage enemies with melee weapons/fists. Actually, if you have her gain proficiency in Scepters and use them for Dangerous Implement (I think that was its associated modal), then you might be able to get the Helwalker monk subclass to work in your favor; your Might would increase with each Wound, and according to the , each Wound increases your incoming damage by 5%, making it easier to get new Wounds via Dangerous Implement and thus raise your Might even higher. That
  13. I'm referring to different time zones. It's November in Australia right now, for example.
  14. This was discussed on pages 2 and 3 of PugPug's Rundown of Companions/Sidekicks thread. To summarize, multiple past updates and Q&A responses explicitly state that relatively open multiclassing is intended to be an option even for characters, like Pallegina and Aloth, who have only one choice in regards to their single class progression; for example, Aloth would have to be a Wizard, but he could be a Wizard/Barbarian, Wizard/Cipher, or whatever else. However, there is some current dispute as to whether that still holds true based on more recent updates: some people argue that Sawyer's
  15. For damage and control, Paladin/Cipher (probably Soul Blade) may be the way to go. I had previously wondered whether Flames of Devotion would generate Focus. If the ability still just adds burn damage to a full attack, it might generate increased Focus even if the burn damage itself doesn't apply to its generation since it may still work like it did in Pillars 1: granting an accuracy bonus that'll amount to more damage by virtue of fewer grazes/more crits anyway. Even if FoD itself doesn't facilitate cycling between it and the Soul Blade's Soul Annihilation ability as smoothly as we might like
  16. Yeah, I think it is a mask. More specifically, it looks a lot like the hooded masks that you can lift from the bodies of Leaden Key members in Pillars 1. But then again, it could also be a construct, seeing as what's visible of the shoulders and chest appear to be the same color as the face.
  17. I think that what Lephys is saying is that in many games, even when dwarves are nominally distinguished from humans on the basis of race and culture, the differences are so minuscule in practice that they tend to seem more like little, stocky humans than a truly distinct species. In the Pillars games, that might even be deliberate insofar as the setting's emphasis lies more on differentiation through cultures (which typically cross racial lines in Eora) than races, but by the same token, dwarves would hardly be the only ones affected by this approach. Edit: Upon rereading his post, I'd
  18. Thanks for bringing that to my attention, I'll update my initial post to link to it and the reddit AMA for good measure.
  19. Yeah, but the execution of that encounter would probably depend a lot on the buildup, I think. Perhaps it would involve an extended preamble in which you first investigate a series of bizarre murders and track presumed culprits. When you finally do come across it, maybe you wouldn't even recognize it as being alive until it stirs after you kill the person who seems to be the true suspect (who seemed poised to become an Effigy in order to throw you off the scent of the real one behind the scenes, perhaps barring a successful Religion check). What would be even more epic is the option to bec
  20. Fair enough. I actually think that the Readceran (Adaryc) denies being plagued by memories the way the Watcher is, but I'm not sure and even if he did, I wouldn't put it past him to deny it out of shame or fear if it was true. While it is the Awakening itself that is the source of the Watcher's impending doom in the game, it's also true (if memory serves) that being a Watcher makes Awakenings more traumatic and invasive. Playing the game, I didn't get the feeling that memories and experiences from Awakenings were often so devastating - even a fairly severe case like Freyol (the pale elf la
  21. No. The Watcher is still a Watcher at the end of Pillars 1. The cause of their descent into madness wasn't their abilities as a Watcher but rather unresolved conflicts from past lives that their Awakening brought back to the surface.
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