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Wormerine

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Everything posted by Wormerine

  1. That's alright, I will come up with something. Thanks anyway.
  2. I still need to figure out a name for my orlan merchant from Old Valia. Creating my character for the first time and having little knowledge of the Eora lore, I named my orlan in Glanfathan style by digging into old Irish names... Need to find something more italian for the sequel. Having to figure something out for my ship and discovered islands might be too much for my limited creativity.
  3. nervous? not at all. this scavenger hunt is meant to build positive anticipation. if release comes and goes and three codes is missing from the list in this thread, we doubt the obsidians will go moses on you when people plead for hints. HA! Good Fun! So what they will be more like this Moses?
  4. Actually, GOG's former name is "Good Old Games". If I remember well it was rebranded to GOG when site started to sell new games instead of focusing purely on fixing and selling old stuff.
  5. Most of them were for harvesting souls and moving them around toward the big adra machine in Sun in Shadow. Weidwen legacy was result of their use. There was the odd one in Defiance Bay which instead of harvesting souls would bind them to the body, resulting in ghouls if one such were killed. Exact use of such nature is unknown (beside recreating familiar undead infested zone for nostalgia sake).
  6. This would be good - assuming they don't have a level dependence. If my party is near max level and I buy DLC of a whole new subplot where all the monsters are mid-level, it's not much use I'm not starting the game over with a fresh party and leveling them up halfway just to play a new island. Deadfire has a more robust level scaling so jumping into expansion with higher level party shouldn’t be an issue.
  7. Right now you target a spell, but can retarget it (move the "target" icon around as long as it is within your range) if need be. If I understand it right you want to have to keep LMB even while "aiming", which I don't really see a benefit of. Seems just like current system except you have to keep LMB pressed for longer. As you don't drag "spell icons" from a quickbar it feel intuitive to me, and inconsistant with other abilities (those you don't have to target).
  8. 1) Just keep your eyes open. Those codes tend to be fairly visibly (not always, but usually). Check the links in OP post for references. However, according to the earlier tease we missed some. My guess would be that they are somehwere we didn't look at, rather than us not noticing them - but you never know. 2) I would have done the same if I didn't redeem mine on gog already. I much prefer gog, and it has been said multiple times that Obs is working on integrating Scavenger Hunt with gog, so hopefully it will happen. For now, I am collecting the codes anyway:-). steam and gog versions are the same games and they store saves in the same place. You should have any issue when switching between platforms.
  9. As I have written my post, while you were writing yours, I can’t help but notice how far our philosophies of what we want from a sequel differ:-). I am curious to see how well your predictions will be. Another common narrative was Obsidian dumbing down the game in order to appease wider audience of PoE, with removal of health/endurance, smaller party, per encounter casting. It’s a complete rubbish, of course, but unless critics and audience are hardcore fans who want PoE to be as much like D&D2nd I doubt the changes will bother them. Overall, you make it sound as if Deadfire moved a lot from what PoE was - it plays very much the same, from little of what we have seen, the world, characters and quests seem to be very consistent with what PoE1 was. The difference is in finer detail, and while everyone will notice a more tropical setting, I wonder how many people will really see much difference in design changes.
  10. I really can’t predict how much I will be enjoying Deadfire. I expect it to be much better than PoE, but will it be enough? PoE had a benefit of being “the first”, which comes with a lot of forgiveness. I am still shocked how high it was rated - yes, it was a very successful kickstarter (both in funding and delivery), and managed to revive the old genre without feeling stale or dated, but it had many many flaws. It reminds me of Firaxis XCOM situation. The reboot was a broken mess - it was filled not only with bad design decisions, but gamebreaking bugs, many of which survived expansion and patches. Critics loved it, audience loved it - it was fresh, nostalgic, and any faults it had were overshadowed by how refreshing it was to be playing game like that again. XCOM2 is a far better game, specially with the expansions and while reception has been positive, I noticed critics and fans having a bigger reservation - some design issues were left over, many of the bugs were still present, frustrations with the game were easier to recognise this time around. Instead of fixing core issues, new mechanics were added (stealth/timers), which clashed with elegance of the game and made it easier to notice issues that the game has, rather than removing them. My point here is, that to me it depends on how much Deadfire will improve upon PoE. Will factions and companions still ring hollow? Will items and combat encounters be forgettable? Will writing have a better pacing and individual story elements flow better together? Luckily, from what we have seen so far, game has been improved a lot and many mechanics have been reinvented, instead of simply expanded upon. From relation ship system, to ship exploration and combat, the game seems to be filled with fresh ideas, which should give Deadfire its own identity. While I don’t like every change mechanicly Deadfire looks solid. Story wise we didn’t see much, but usually that’s Obsidians the strong suit. I am convinced it is worth a buy, but have no idea if It will end up in my RPG pedestal.
  11. It would be very cool if there were couple “types” for each race. Various idle poses do a nice job in defining characters, but various body types would be nice. With various items and animation, my guess is that it would be ton of work. As godlike come from various races, you can choose what “body” godlike will use.
  12. Josh creativity getting strangled by fear of traditionalists: https://jesawyer.tumblr.com/post/173484553421/how-about-integrating-potion-usage-into-the-new
  13. That's odd. I could see the console UI with what I have written + auto complete suggestions. I would take a screenshot, but I already made space for full release.
  14. I don’t think anyone compiled them just yet, but many are the same as in PoE1: https://pillarsofeternity.gamepedia.com/Console_command Activate command: Iroll20s You can autocomplete commands by using TAB.
  15. Different opening title chord bothers me way more than it should.
  16. With this system, a mage of level 5 will be able to cast "50 bounding missiles" or "50 fireballs" by day !!... It's ridiculous. I understand that Obsidian love the bioware fans (they're numerou$$$...), but as for me, I just sent an email to GOG to cancel my pre-order. Fair enough. There are plenty beta videos so you can check how spell casting system works. While you need to be mindful of what spells you use per encounter, and their power tends to be balanced with casting time (and by that a danger of being interrupted) you will be using spells on regular basis.
  17. News: 1) May 8th is in two weeks 2) framerate still seems to be bad. 3) Ranga Ruanu doesn't sound like I imagined him too.
  18. So... how is integrating Scavenger Hunt with GoG going?
  19. Better: of a more excellent or effective type or quality. Pillars would have been better without crashes Pillars would have been better without every increasing loading times How does nerfing things make a game more excellent? I guess better is subjective. But I would think performance is way higher on the list than making some characters who some people spend a long time to build worse, not better. And keeping an old ruleset would somehow make the game run better and load faster? How did you spend a long time building a character, if Deadfire isn’t out yet? I assume what you mean is that certain character builds which worked in PoE1 wont work in Deadfire. Why is it a problem? It’s a new game, with new campaign, levelling all the way from lvl. 1 and while some old builds might not work anymore, probably a new ones will pop up. That’s the exciting part, no? Discovering the game, and experimenting with classes and abilities.

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