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Wormerine

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Everything posted by Wormerine

  1. Giving the body to Concelhaut is ultimate example of Tayin's "Let's see what happens" philosophy, so I'm interested to see if even he thinks that is going too far :D He is somewhat impressed.
  2. When starting up Baldur’s Gate make sure to use the PDF which comes with the game. BG UI doesn’t explain what everything does but the system itself is fairly basic, though the enhanced edition UI at least show how items affect your stats which makes things easier.
  3. They did respond but I assumed that it was a bug. My guess would be that it was fixed.
  4. I don’t think it is out of realms of possibility that Microsoft might be interested in making a game within Pillars of Eternity IP, but I am not sure what form could it take. It certainly won’t be a system seller but a smaller title to expand library is not a bad investment. Even if it would stay isometric, it would need to stop catering to IE fan base, which I don’t think is bad in itself. At this point I am interested in Pillars game which doesn’t have to go through crowdfunding system.
  5. I do get a bit of the "it doesn't work as I am used to therefore it's bad" vibe. Why would monk be able to use his abilities with weapons? As far as "might" i somewhat agree as there is nothing in-game which connects power of magic with physical power. However, it is absolutely possible to create a useful wizard with low might - I don't mind. There was experiment during beta were might became strength and was responsible for physical damage, while magic and healing went to resolve. I though the system had some thinga going for it, but PoE system and classes simply weren't designed for that. PoE has an elegance problem. I consider myself to have a vague idea on how Deadfire works, but the fine details can be too difficult to remember and figure out. At the same time an attempt to simplify things have us commonly dispised penetration. Can't make a snarky comment about Pathfinder. Worrying word of mouth made me wait a bit on this one.
  6. I encountered the destruction thing during the fight with Cristal Spider Queen. If enemy was petrified and she did her scream attack petrified companion would shatter killing him permanently. I managed to avoid it by equipping companions in danger with resistance gear so their addiction would drop to "paralyze". Recent expansions were first time I felt the wound system to actually have some effect. It was normal for my tank to die and get resurrected couple times making the would system actually mean something - neat!
  7. Yes? I would be less positive about it, if it was made for launch - my philosophy is: pick want you want to do and so it well, rather than half-ass many things. However, now when games is well out I don't see it as anything less than positive. I would prefer redesign of ship combat though... Though the ship encounter UI looks nifty. I am curious who is responsible for it, and why it was made. Did someone wanted PoE to be turned based? Did low sales pushed higher ups to add turn based combat hoping to attract wider audience? I wouldnt riot, however, if PoE were turned based in the first place. I do like my RPG real time but I feel this is more of my nostalgia working. There is no decent way of playing PoE (or IE games) without heavy pausing so I do believe that high reliance on stats and hit chances mean that this system is not the most intuitive with real-time combat. So while I prefer real time I curious how well Deadfire will play as turn based.
  8. I didn't play as Wizard, but I would've surprised if you could join the circle, full-stop. They make it clear it takes a long time, so I would expect a complete quest chain to make "circle application" happen. In addition, you didn't really anything which would impress wizards I think (you don't research magic nor create new spells). Making you part of the circle would mean introducing player to bunch of circle secrets. You could of course just give player a "circle member" perk with minor buff, but I feel that would be more disappointing than not being able to join circle.
  9. Once you know he goes there you should be able to find him. He might even go there before you gather clues, I dunno. Just to make sure you look at the right place: If you can't find him there, you might want to send over your save for the devs to investigate.
  10. I wonder if it will be getting inspirations from Josh's tabletop design.
  11. What’s the fun in not playing the game? I have everyone on autoattack (and occasional no AI if I want to time my recovery) and manage every ability use. It’s way more fun that way, than watching figurines smash it out with little imput from yours truly (what can I say - I am a control freak).
  12. Glad to hear it. No worries about my save though - I fixed it soon after posting this issue by replaying the fight and during the conversation with Wael not entertaining the idea of giving Concelhaut his/her body. And I like your writing! Looking forward to whatever is your next project.
  13. Now that is a very good question.Turn time limit, like in Invisible Inc. time trial?
  14. You are not the first to report such issue with this particular area. I think it might be a good idea to to head over to bug section and report it with as a save attatched (I usually use google disk as saves are too big to be attatched). https://forums.obsidian.net/forum/130-pillars-of-eternity-ii-deadfire-technical-support-spoiler-warning/
  15. Curious. I will certainly give it a go. I can’t really thing of anything that would make the system not work as Turn Based, but balancing it to be fun might be tricky. Certainly it can’t be 1:1 translation or combat will go for way too long.
  16. Oh boy. It must have been one of the first two. I am 75% sure it was “go-ahead to chop you to pieces” but might have been the 1st one.
  17. I hope someday we can live in a world where money doesn't matter.
  18. Your amount of casts is character dependant. Grimoires only expand your available spells. There is a grimoire which gives you one additional cast per level.
  19. It seems to be pretty much content complete. Devs are still working on some things (including one extra challange) but if there are any other changes beyond tweaks and patches is unknown. During recent stream they said that they will clearly communicate when game will be completely wrapped up, but Forgotten Sanctum was the last major content.
  20. Well, if I remember well how much HP your character has doesn't really matter in deadifre. The biggest danger of traps is that they grant you "wounds". Stack more than 3 on your character = DEAD. I don't think it is supposed to be possible to disarm traps without detecting them. You can only avoid them manually (not step on them).
  21. I think this is time for Deadfire to get some serious praise and, hopefully, sales. For all the nitpicks that can and have been made, it is still a really well crafted game with a lot of talent behind it. I enjoy playing it every time I return to it.
  22. I did find Eder and Aloth to not really work for me. I suppose I never felt like they belonged in the game beyond being likable faces returning for the sequel. Didn't yet connect with Eder's personal quest, and Aloth's ending up in Deadfire seemed too convenient. Though personally to me, the bigger issue I had is that their PoE1 endings felt undermined in order to allow to have them return without the need to write multiple versions of the same character. Aloth with&without Islelmyr's was in my mind different Aloth, while in Deadfire Aloth without Iselmyr is simply an Aloth with less content. Personally, I think I would prefer to see them as a small cameo but do see a clearer change in who they are though I imagine that properly developing various Eders and Aloths would still take quite a bit of work, even if amount of written words weren't nearly as large.
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