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Everything posted by Wormerine
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I would imagine we can download it with release. I really could use it to release an hour earlier. I have to leave home half an hour before I can start a download. Precious 3 hours of downloading lost!https://www.timeanddate.com/countdown/to?iso=20180508T10&p0=137&msg=Deadfire%E2%80%99s+released+upon+the+world.&font=cursive&csz=1
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Maybe they will still be releasing them with weekly gifs... we still have 2 more companions and 4 sidekicks. That’s 6. We need 2 more. That would be cruelt though. But maybe that way steam sellouts won’t get access to Pirate Cosmo before noble GOGgers. :D
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There are couple sites/individuals who can influence whenever I buy a game. I tend to believe that you have to know the reviewer to be able to have a use of their review. I probably won't check reviews indepth, until I am pretty deep into Deadfire - I am buying game anyway, so I will be checking reviews to see what some people think of it, compared to my own experience, not trying to inform my purchase. I generally ignore user reviews. I don't find them useful, beside some potential technical issues.
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You are not alone. No new news. "They're workin' on it"
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A question: Does Obsidian have stream launch party as they did for the end of the fig campaign?
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May I inquire why do you claim that it is an issue with health system (a fan of endurance/health for the record). I didn't watch the stream (spoilers!) but from what you describe it doesn't seem like an issue with health system. The only thing that old system did was force player to take a rest every couple fights - which is not a difficulty. At most its a bother if you need to run back to town for supplies, though from my experience those were generously given to the player easily allowing for one rest per map. It was very unlikely to run out of endurance in one encounter. So my question to you is: are encounters themselves easier, or does the streamer simply rest less? If multitude of healing is indeed a problem, then it's casting system's fault. You can cast all the healing spells you have every encounter. Again, in my experience in beta, it comes at cost of not casting other very beneficial spells. Consecrated Ground is super good if you hold your ground, but many enemies had deadly AoE spells which would force me to move (or move me around with various pull/push abilities). Really? Die in PoE1? If you take a lot of damage in PoE1 and not rest you will die. If you take a lot of damage in PoE2 and not rest you will die. I died once in PoE1 in my 3 playthroughs. I died many more times in Deadfire beta... though mostly to traps.
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So hire mercenaries. The point of companions is that they are created by devs, with defined character, story and background which comes with defined stats and classes. There was an idea to allow you to multiclass them however you want (the base class would be defined but you could choose whatever you want as your second class) but with modifications to how multiclassing works it was simplified due to technical limitations as such. Maybe modding will allow you to do what you want?
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We will see. It wasn't my impression during the beta. I found it more challenging than PoE1, even though I played beta on veteran and PoE1 on PotD. Removal of health/endurance doesn't really change anything - I remember, in PoE1, there was maybe one or two fights early on that I would run out of endurance, and that's before I learned how to play game. The only change is that you might not have to rest almost at all if you play well, but whenever you rest or not, it doesn't influence difficulty. Of course, beta isn't a fair comparison as it's earlier build and not fully balanced (for example we were underequipped). We will see how 1.0 will feel.
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It's not integrated with gog anyway.
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I can but:1) music theory is stupid. I have spent way too much time in aural skills/theory class to ever do it again. 2) there is nothing to be found here.
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Few guesses - you didn't assign crewmember to man the other two cannons (press H on world map). You can easily get 100% chance to hit by getting into good range (press on the compas and left click on cannons to see their stats) and using "stop" before shooting. You can see what each manouver does by hovering over an icon (in beta 4 a lot of those a innacurate). When checking you ship (press on compas) you can see if someone is injured - they will have a "blood drop" icon. By guess is that you were hit and crewmember who manned the only cannon was injured. It is also possible that he didn't reload it in time (it takes on full turn to reload it). Edit: Report to stations moves you to ship management screen. Simply drag around crew members. On bottom left is the reserve/healing area - wounded crew should be moved there to be patched up. “Events” appear in a window in upper left with a bar just under it. It will fill up depending on how many crew will be assigned to it (up to 4). The more, the quicker they will fix it. Once you are happy with the setup confirm, and crew will move to newly assigned places.
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For a while GOG has a bit advantage for me - refunds, and using local (polish) currency. Steam has catched up with both not so long ago. Still I tend to always favour GOG if I can. As much as I complain here about lack of preload or Scavenger Hunt, those are not really that big deals for me. I would rather have them focus on practical stuff than the recent social update of GOG galaxy. But maybe they work on those as well, who knows.
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Things are extremely poorly explained in beta and many tooltips are simply inaccurate. I won't watch any Let's plays as release is just around the corner, so I can't explain how much it has improved. The gist of it is as follows: You and your enemy take turns one after another (exhibit A) Who goes first is determined by advantage (exhibit B). Advantage is a roll, which chance of success is determined by comparing captain level (exhibit C) of enemy captains. If they are if equal level, the roll is 50-50. Roll favours captain with higher captain level, though exact math behind it, so far, is unknown. In addition player with advantage gains minor boost to movement (possibly other stats as well, I am not sure). Compas in the middle (exhibit D) shows distance to enemy ship and players and enemies positions. If you want to move toward/run away enemy ship you have to face him with bow/stern, and you can only fire, if you face your enemy with the side which has cannons equipped (it is confirmed that some ships do have space for cannons on bow/stern side. Port/Starboard sides are easier to hit, while bow/stern sides provides more evasion, but hits become raking hits doing double damage. Every round you give out a command (they should be shows in this space). Among them are full sail move, half sail, stop, turn, jibe (turn 180 degrees), fire!, Report to stations! (order crew around), Brace for impact (50% chance to negate crew damage). Some actions can take more than one turn, depending on ship type (speculation? Ship crew experience? Not sure). Different maneuvers give you different results and boost to stats (stop grants +20 accuracy, Full sail moves you forward and grants bonus to evasion). [side note: playing beta 4 I had a feeling that movement in relation to each other had an impact on evasion/accuracy, rather than an individual move. I wasn’t able to experiment with in enough to confirm that] Different cannons have different range/damage/reload time. In the beta you can’t choose what ammo you want to use (round, grape, chain shot) however, it is supposed to be different in full release. Different ammo will target different parts of the ship (hull, sails, crew respectively.) In the bottom of the screen (exhibit E) you can see your: ammo count, hull strength, sail strength, crew. You need ammo in order to shoot, when hull reaches 0 the ship sinks, if sail reaches 0 mobility is greatly reduced, crew gives an idea if boarding is a sensible option. There was a talk about being able to use repair tools during combat to repair ship/sails. Have no idea if it will be in the game (wasn’t in beta). Injured crew can’t performed their duties. They need to be moved to idle slots to be patched up by surgeon. This can be done using Report to stations! Crewmember will be patched up after couple turns, and can help out again. After combat he/she will still have to heal his/her injury by spending time in the idle slots and consuming healing supplies. With every damage to the hull, there is a chance for a special even to occur (red icon will be displayed here). They can include loose cargo, man overboard, fire etc. Player will have to assign crewmembers to fix the problem via Report to stations! order or suffer consequences (loose items, crewmember dies, suffer damage to hull/sails etc.). It is possible to board enemy ship by closing distance between you and enemy ship. Once distance reaches 0 (see exhibit D) you will have option to board enemy ship. In this case, the game will switch to traditional isometric view and combat will start. Your crewmates will join the battle, and injuries gained during combat will be present for both them and enemies. Killing all enemies will end an engagement. In the full release, it is possible to skip to Boarding, and not engage in ship to ship combat at all, but you will suffer automated damage.
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Refresh the page, try again. All of them work
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Curious: Are Maneha and Zahua bugged (as if the other conversation never triggers) or is it simply impossible to influence their stance on the subject?
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Currently Scavenger Hunt is integrated with steam only. "They are working with gog to solve the issue"
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Keys for the beta and full game are seperate items. If you redeemed your full release game it should be in your library (gog or steam). If you didn’t, do it via backer portal, just as you did with the beta. If steam version is anything like gogs, even if you redeem your key, store might not show Deadfire as bought. Gog’s fig version is a seperate item than the purchasable one, meaning gog will claim forever that I don’t own Deadfire.
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Wormerine replied to ravencrest1985's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)
Yes, both ways actually for good and for bad. Spell opacity reduction on pause works very well. Spells tent to be more snappy and don’t cover the screen in too many particles. The major issue I had, were some of the lasting AOE abilities (or Greater Sand Blight’s siccoro to be precise). It’s an ability which last for a while and does constant damage and interrupts. I had difficult time seeing what it’s radious is, and on my first playthrough I wouldn’t notice it at all, if not for the combat log. It melts with background as both are sandy, and the more subtle effects don’t help.