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Everything posted by Wormerine
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Infinite failed casts
Wormerine replied to arkteryx's question in Pillars of Eternity II: Deadfire Technical Support (Spoiler Warning!)
I did happen to me in real-time with pause during a fight in SSS arena (issue limited to that area?). Aloth was casting "Arcana Dumpener" which got transfered to my barbarian, which got stuck trying to cast it until she was killed. -
confusion not working on turn based?
Wormerine replied to tedmann12's topic in Beta Feedback for Turn-Based Mode
Correct. Confused is the lowerst tier of inteligence afflictions. Tier 1: Confused: -5 intellect and all of their abilities are friend and foe Tier 2: Charmed: -5 Intellect. They turn on their allies but uses only basic attack. Tier 3: Dominated: as above but uses abilities as normal. -
Eh... not really. Sort of. I realise this is an ambitious project for a relatively small team, and even smaller one nowadays. And I do know that putting new systems, like the entire turn-based mode, can break many seemingly unrelated things. Still, maybe don't bite more than you can chew? The amount of problems that have been popping up recently is disheartening, as the game was reaching a polished state. I just hope that people who want to buy Deadfire because of turn-based mode will wait till this stuff is fixed, because this is bad first impression of a game that is... what, 8 months old?
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KnockDown Skills Currently Useless
Wormerine replied to Gmeiser's topic in Beta Feedback for Turn-Based Mode
Noticed that the upgraded knockdown (mulekick) adds flanked status. Completely removing movement points or cutting them in half would be a useful feature though. You know what's good? Fighter stance which knockdown enemies on engagement ending Thier turn. -
That's the one! I must have had a major brain fart as I don't think this expression exists in polish:D I was thinking about English expression but couldn't quite nail it, so I assumed I am translating it from Polish. There was something like that in Witcher novels though... (The sword of destiny has two edges. One of them is yuu). Eh. Et tu, Brain?
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After finishing the Modwyr quest, choosing to release her soul and keeping the sword, the new Modwyr appeared in the stash, however, the old Modwyr wasn't removed from my inventory. I can still talk to the "older" Modwyr. I wasn't able to replicate the bug: I went through the conversation couple times choosing the same and different paths as before but Modwyr gets removed properly. Here are save game: Before: https://drive.google.com/file/d/1JVQ3Lgr7yhzOkpCT8mk087_QPhV0BGF-/view?usp=sharing And after with two Modwyrs: https://drive.google.com/file/d/19DOHFKoSvHIZIGjWxr11UNphJ5Qk3Cr2/view?usp=sharing
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Since the recent patch the running speed has been all over the place. Sometimes I press "F" thinking I am in fast mode only for my characters to accelerate even further. Sometimes it seems like I am in a slow mode. Something was broken in the last patch. EDIT: Sometimes they walk all by themselves. Was there some change made to incorporate the walk animation into regular movement without the need of toggling it?
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I think the point about Obsidian's use of language is quite interesting. I consider myself pretty fluent in english but PoE1 was the first game in a while when I had to play with a Dictionary at hand. There were quite a few discriptive words, which meaning I could only guess. Much less so Deadfire. Well, except Serafen. I had to read some of his lines couple times on me first playthrough. Something I noticed about Bioware games is that they stick to a very basic language. I wonder if it's a concious policy and if it something done with non-english native speakers playing games in english in mind.
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I don't remember encountering bugs in Tyranny apart from the Bastard Wound DLC which felt a bit wonky at times. Tyranny is quite a different RPG, but it has some really strong parts. Characterisation, and plot momentum is pretty strong and the story and world is quite engaging. The story has a feel of first season of the tv show, which quite a bit of foreshadowing, and considering we most likely won't see Tyranny 2 its a bit frustrating. I would say worth the go. Really didn't like the combat, and there is a lot of it.
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How about: story-archs? The advantage DLCs have is that they are linear - while stories are more shallow that in the base game the narrative team has an advantage of creating more traditional storyline. Base game is highly unlinear and almost every bit of content can be done in any order. While individual quests do together create a wider tapestry they don't have a focused direction and buildup as a more traditional story would have. Witcher3, while being open world, consists of multiple linear lengthy paths, rather than bunch of individual vinettes. This free design can be done well: see Fallout New Vegas, and I might be wrong, but I think that the difference is that NV has a finally which brings a lot of your precious adventures together. Or I might be off. But yeah, there is lots of good stuff in Deadfire but it doesn't resonate, so to speak.
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And please make my Arcane Archers imbue spell scale with power level. I start feeling lack of penetration catching up. And I stopped using my bow on which I spent all my savings on. Who could have thought that injecting kith with essence and turning them into blobs, imps or xaurips could have such a disastrous side effect!?
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I don't follow. The only result of this mechanic is that swapping characters will make your party have less xp than keeping a set squad. How could that possibly encourage swapping? Or do you mean the point is to encourage people to use a single squad for the sake of replayability? It's a two-bladed sword (hmmm... I don't think this allegory exist in english but let's roll with it). Keeping everyone on the same level doesn't encourage swapping either. What benefit is there to taking other companions, if the end result is the same? But if you keep switching companions on regular basis you will keep them all "up to date". At least it works for me - I tend to swap my team for bounties and individual quest to not have them lag behind. I am not for or against the mechanic. I haven't seen it to be ever an issue - the works case I encountered was Yidwin which I didn't use for entirety of the game until BoW DLC. She was 18 compared to rest of the companions being at level 20. I didn't really feel handicapped at all, and she did reach level 20 really quickly. As others mentions the game has overabundance of XP so there is no reason to worry that someone won't make it to 20. I also don't see the game as difficult enough to punish falling behind in levels. I am playing with mod which reduces XP gain so we will see how it will work this time around. I can see how it can be annoying to some, though. I am a person who would welcome a fatigue system to force swapping of the companions. But that's me.
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I do see Gods sections as their way of doing cutscenes. In the end those are lengthy story bits, over which character has little output. And they are done in an audiobook way (I think? Never listened to an audiobook). I personally had bigger issue with graphics - imagination is always more powerful, and I found PoE1 way ofpresenting Gods much more impactful and intimidating.
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Something I suggested somewhere alse - enemy movement range preview of some kind. Right now there is not way to know how far an enemy can move, and that is quite a staple of Turn-Based games. Now, if @house2fly suggestion (distance of an enemy from currently controlled character) were implimenting, giving a numerical preview of enemy movement (we can see it on UI during their turn only) would be enough, but something more fancy like a "movement range ring" around them when hovered over is something I wouldn't mind having.
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Patch Notes for 4.1.1.0034
Wormerine replied to Cdiaz's topic in Pillars of Eternity II: Deadfire Announcements & News
You don't have to worry about. I think it only happens when boarding in shop2ship combat system. See here: Notice how some enemies jump between the ships, instead of walking on planks? That doesn't happen in Turn-Based right now. I can't recall a place that would take place outside boarding.