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Everything posted by Wormerine
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Doing Bounty in Town - all guards attack me?
Wormerine replied to tedmann12's topic in Beta Feedback for Turn-Based Mode
Yeah, annoying bug. Essentially every time I attempt city bounty guards stare for a while before getting agreasive. -
Bug in turn-based with enemies weak to intellect afflictions
Wormerine replied to Cherudek's question in Patch Beta Bugs and Support
Noticed stuff like that happening but didn't manage to pinpoint the problem. -
BS skeleton fight
Wormerine replied to Kilburn's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)
This - after everyone complained, they did another POTD pass - most of the game got way better (esp with scaling on), but there's a bunch of broken ass fights on the first island that are just incredibly dumb unfortunately Stuff that I found so far that is completely out of whack with the recommended level on POTD: - grocery street - street fight after luminous bathhouse messenger bag - the skeletons at the digsite from this post - some of the mobs and the boss (if you fight him) of the Berath temple dungeon thing in Nekataka. There were some skeletons there that were 3 red skulls and remained 3 red skulls after I got 2 more levels. Most of it is really well done with scaling on and remains very challenging. To be honest, the difficulty level offered in the opening isle, is something I would expect from PotD. I don't think it's too difficult - it's what the name and discription suggests: for people who played through Deadfire, know what's coming and will abuse the systems to push through impossible odds. -
New action type: "Minor" actions
Wormerine replied to Scais's topic in Beta Feedback for Turn-Based Mode
Considering how powerful some spells are, that might be a cool idea: having to be in position to cast them. -
I do feel that a lot of challange of Baldur's Gate comes from obfuscation of the mechanics. It's quite easy if one reads the manual and understoods how game works. BG has a lot of "immediate death" scenarios which I don't believe is a good design, which are not hard to defend against, the player just needs to know that they are coming. However, BG has a more consistant challange curve, while Deadfire (and PoE1) definitely suffer from powercreep. Expansions and bosses brought it back to the level I found satisfying. though there is a major gap between core and later added content. It is a valid complaign if Veteran is too easy: it is described as for players experienced with this kind of game, so it is a fair assuption that it should provide an enjoyable challenge for someone who plays those kind of games. One just needs to see how difficulty drops after first couple hour of play to see there is an issue. Early stages of each difficulty delivers on the promise (both for Veteran and Path of the Damned) but later gets easier and easier.
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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!?