Everything posted by Wormerine
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Path through the beta?
There are also console commands....
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Do most people really play the hardest difficulty level?
Wormerine replied to Tattyblue's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)Titan isn’t a pushover anymore either.
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Why no priests of other deities, such as Rymgand, Abydon or Hylea?
Wormerine replied to Stardusk78's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)Probably mostly because that would mean more design and writing.
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Beta IV - General Feedback [The Good // The Bad]
Yeah, I did pull him off. Almost got him. For the next fight I will actually equip blunt weapons and try the barrel trick:-). Cheesing my way thourgh it. I always find the "spawn additional enemies" in boss fights to be a cheap move. While it is something I won't mind on subsequent playthroughs, it is frustrating to see it happen for the first time with no prior indication.
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Let’s make Deadfire UI the bestest it can be
I can understand how it could be annoying, I just didn't even notice the change. Didn't mind previous way of doing it, don't mind this one.
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Unable to buy food and water for the ship
I bought supplies from the town view without a problem. However, couple times when I entered the shop, the "grid" at the bottom of the screen didn't show up. It is possible that transaction wouldn't happen then. You could try buying supplies from the shopkeeper in town, and see if it works.
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Beta IV - General Feedback [The Good // The Bad]
Agreed. That enervating noise needs to die in a fire! ...I like the tik sound. tik, tik, tik, tik, tik, tik
- Graphical bugs
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Pet messing up stealth.
The baby wurm whose family and friends I have mercilessly murdered for some reason seems to work against me: It has its own hearing and sight radious which takes your team out of stealth.
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Concelhaut's Staff disappointing health gain and double item windows.
I created Barbarian/Wizard with an intend of focusing on defence/summoned weapons spells. Concelhault's Staff didn't seem to do much healing. Checked discription and: Wooping +0 health restored. Amazing. In addition items when inspected have a tendency of opening two seperate windows. Edit: upon further inspection the healing from the staff is working. It is just a tooltip that is broken.
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Let’s make Deadfire UI the bestest it can be
Ah! I see. It didn't bother me at the slightest.
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Path through the beta?
I didn't play this beta in its entirety. I heard Titan got some buff. In past playthroughs I went: fruit thief>least experienced ship>storm>cannibals>ship near city>Leng Fruit thief is a quest you can get in the city. On path between beach and upper level there is a man tied to a pole being sentenced. Cannibals can be found on an island to the north.
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Let’s make Deadfire UI the bestest it can be
This. It's the most annoying feature ever. I really dont understand why the devs insist on this. I don't get it. You want to equip armor in quick items slot? Why?
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Combat Speed up&down swapped in control settings
I wanted to tie S&D as slowdown&accelerate combat speed (as it worked in PoE1). To my surprise I had to set it up as seen here: Combat Speed Up in fact means: Combat Speed Down while Combat Speed Down in fact means: Combat Speed Up
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Let’s make Deadfire UI the bestest it can be
WHY DO YOU HAVE IT AND I DON"T. You use steam or gog?
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My big hope for thiis game is that the soundtrack won't...put me to sleep
Wormerine replied to waltc's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)Deadfire isn’t really more modern. In a way it is an “older” setting than Dyrwood was. Dyrwood was already colonised with the conflict being for the most part resolved. Deadfire is in active colonisation.
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Beta IV - General Feedback [The Good // The Bad]
Nope, you just get more stuff to choose from (or spend extra points on passives)
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[Beta4] New Passives are Scams
From what I remember the complain was about lack of generic passives, not request for unique ones (“I want my rogue to use two daggers, why is there no perk for it? What? He can use them and be effective? But I want a perk!”). So that’s what they did. I agree they are not terribly interesting, but so they were in PoE1 too. I am sure some will find a use for a passive +10 boost to defence, but probably not me. But hey, with 2 extra points per power level I will grab some of them, if I know I won’t be using active abilities. As far as unique passives wizards had ones giving a penetration boost to certain type of spells.
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Let’s make Deadfire UI the bestest it can be
I could swear tutorial tab was empty for me yesterday! I will have to check it again.
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New Features Trailer and Preview
Wormerine replied to Infinitron's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)Yen is not terrible. She can be a bit unempathetic but she acts on pretty solid logic. She has good reasons for doing things she does.
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POE to POE2 Transmission, Saves and Characters...
Wormerine replied to Stardusk78's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)Yup, importing save imports decisions but not the character. If you want to recreate the same character it’s cool, but you can import save and go with completely different race/background/class. Hitch makes me wonder if they just gave up and said: “we ain’t care what you do!” or if they kill you in intro ala. Mass Effect2 and you get reborn as potentially different incarnation.
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Do most people really play the hardest difficulty level?
Wormerine replied to Tattyblue's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)Haha. I must say, it really was. I would have lynched you for that couple years ago, but after replaying BGs... well, they can be endearing but It can get really awkward.
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I really dislike ship-to-ship combat
Silly people. I did only one battle yesterday late night, but my initial impressions are very positive. Addition of “advantage result” should make things more clear and making forward movement available at any time seems more natural. “Brace for impact” is a nice addition to minimise damage when hit - hopefully AI will use it well: in previous beta builds I found it too easy to cripple enemy ship by massacring enemy crew with raking hits. A chance for manouvers to take multiple turns is an interesting one and I like a feel of it. My biggest complaint would be tooltips. Some of them are completely immaculate, but even so I would like to be able to know exactly what benefit/downside to the move is. Yes I know “STOP” gives +20 to aim, but only after I have done it. If a turn or jibe has a chance to take two turns, what are the odds of that happening? It seems it is still tricky to figure out what chances enemy has to hit me. Any difference between full sail & halfsail beyond speed? If I remember well both granted +5 evasion.
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Beta IV - General Feedback [The Good // The Bad]
Wait.. you click those? That’s a dedicated for skill based gameplay I am not sure I should admire or pity:-). “Space” is your best friend. I found slider a bit tricky to precisely operate but I am sure there are shortcuts for it. I like the speed of those extra 4 settings.
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First Hour Beta 4 - Bug Report/Suggestions
I can explain ship stuff: 1) the tooltip is a leftover - you indeed can use move forward as much as you want. To compensate its effectiveness got nerfed. 2) Manoeuvres can fail now - it seems that inexperienced deckhand crew can extend length of turning/jibing. It is expressed 8n “flavour text” and is represented by the arrow conecting the two “turn” boxes.