Jump to content

swamp_slug

Members
  • Posts

    26
  • Joined

  • Last visited

Everything posted by swamp_slug

  1. I presume the limitations are to do with multiclassing. If Druids and Priests just learnt all their spells upon gaining a new power level and Wizards could just learn spells by copying them from grimoires then at level up any Wizard, Druid or Priest multiclass would be able to dedicate all their ability points to their other class' abilities. It also helps with learning what the spells do. By having to select known spells at level up it forces you to read and understand the options, while in PoE1 I frequently found myself frantically searching through all the Priest spells to see if I could find a spell that would help. Combat is not the time to learn what your class can do.
  2. Matt is everywhere, sometimes twice! It always amuses me when you are playing a game and you hear a Matt Mercer voiced character bantering with another Matt Mercer voiced character. In Pillars 1 there is an encounter near Cliaban Rilag where Matt as Eder has a conversation with Liam and Sam as looters. Great to hear the rest of the Critical Role gang get in on the action too, although having seen the Critical Role portraits up on versusevil.com/critical role I may have to roll up an ocean folk wizard of some sort for some Gilmore action!
  3. This is why I find it strange that the entertainment industries in the US release things mid-week. It encourages people to take time off/call in sick. Releasing on a Friday would make much more sense, IMO. You would still get people taking the day off, but who is productive on a Friday anyway. As for me, whether I take time off or not depends on the release time. Anything that unlocks at midnight means taking a vacation day. For Deadfire, I think it is supposed to release at 10AM Pacific, which means 6pm UK time. I just need to make sure nothing keeps me in the office after 5. Edit: Got bored so I thought I would Google it. Interesting article from 2012 on Eurogamer website that explains why release dates are Friday for Europe and Tuesday for the US: https://www.eurogamer.net/articles/2012-11-23-why-are-we-stuck-with-games-being-released-on-a-friday.
  4. I'm not sure that means anything other than he likes the quote. Apparently the Critical Role cast have been given the OK to announce which companion character(s) they voice. Liam confirmed on last night's Talks Machina that he voices Serafen and Sam confirmed that he does Rekke. If either of them voiced multiple characters like Matt then I am sure they would have announced it. I expect the other cast members will announce their characters at the start of this Thursday's Critical Role.
  5. I've been able to buy food and water just fine. However, in one transaction I was doing a general restock of supplies; the ammunition, food, drink and repair supplies were added to the ship's stores but the medical supplies were not. I sailed around for a bit and then went back to resupply and could then add the medical supplies.
  6. I've only been playing on Classic difficulty but agree that the developers have overcompensated on the difficulty of this fight. The buffs to the Engwithan Titan have definitely improved the feel of the fight but the spawning of three greater sand blights all dropping Sciroccos within seconds of spawning is a bit too much. Making them normal or lesser sand blights would be enough. As it is the only way I've been able to win this fight in the latest beta is to draw the titan away from the entrance to the ruins. Round by the side entrance should be far enough but I prefer to go to the Xaurip camp. If you do this the blights (and presumably scarabs on PotD) spawn by the ruin's entrance and are not drawn into the fight, turning one very difficult battle into two moderate battles.
  7. Turned "Smart Camera" off as suggested and it didn't solve the issue. Reinstalling the game didn't help either. The only thing that seems to work was to set the camera scrolling speed to x4 or higher. At x2 or above the key controls started working but intermittently (i.e. can scroll up but not down, left or right). At x3.5 the left and right scroll return but with a lag.
  8. This is obviously a reaction to all the comments about the Titan fight being too easy, however, I think they've overcompensated a bit. Playing on Classic with Critical Path scaling up only turned on (so this fight should be unaffected) once the Titan gets down to Near Death I have 4 sand blights turn up, at least one of which (if not 2) are greater sand blights. Their first actions are to cast Sirocco, which is a medium sized AoE that deals an average of 17 damage every 3 seconds for 15 seconds (and applies a debuff). Unless you can interrupt or run away your party is going to die very quickly.
  9. Having explored the Tikawara village, ravine, glade and Poko Kohara exterior maps I've noticed that the camera only responds to the relevant keys on the Tikawara village map. On the other three maps the camera only pans when the party moves to cause it to track or if I click and hold the central mouse button. When opening the controls menu I see that the default assigned keys are the arrow keys and W, A, S and D. Remapping the bindings does not appear to correct the issue.
  10. This is also not working for the Dank Spore scripted event either. I can understand that there may be some scenarios where the Stealth capabilities of all party members are checked individually but both of the scenarios in the beta are perfect examples of where you would send a scout first to recon the area and then report back.
  11. Sounds like you need to get a breakfast/laptop tray with fold down legs designed for use in bed.
  12. I like the system, it seems like it could be fun but there are too many bugs/problems with the current version of the system for me to vote anything more than "middle" at the moment, many of which were apparent and or mentioned in Zotbot's stream with Josh. Hopefully the next beta update will address at least some of these issues and we can get a better idea of the system's potential.
  13. Thanks, but that's not what I was looking for. He said via game files. Within the PoE2 install folder is /PillarsOfEternity2_Data/exported/design/gamedata. This contains a number of .gamedatabundle files, these are just JSON files. Notepad++ can open these and you can get a plugin to restructure the data into a human readable format from here: https://sourceforge.net/projects/nppjsonviewer/ Create an 'override' folder in /PillarsOfEternity2/ and create a 'gamedata' folder within your 'override' folder so the filepath is now /PillarsOfEternity2_Data/override/gamedata. Copy the game files you want to modify into this new 'gamedata' folder, to modify attributes you need the 'bb_characters.gamedatabundle' file. Open this in Notepad++, use Ctrl+A to select all and the JSON viewer plugin to restructure the file to be human readable. Delete any GameData entry that you do not want to modify, leaving just the entries you want Make your changes and save
  14. No. Most companions have their own unique subclasses they have to be. Eder and Aloth seem to be the exceptions, in that they have to be the base class (and potentially all the Ys in X+Y have to be the base class too). Maia's a gunhawk, Teheku's got a unique subclass for both his base classes, Pallegina's presumably either a Five Suns Palladin or a Kind Wayfarer, Serafen's a wild mind if you make him a cipher (not sure about whether he also has a unique barbarian subclass), Xoti's either a priest of Gaun or a sister of the reaping moon. I don't think we know about the sidekicks beyond Fessina. The game files for the beta suggest that Konstanten is a Skald, Ydwin is base class for both Rogue and Cipher and Rekke is base class Fighter. Not sure what combination of companions I'm going to use for my first playthrough. My last Watcher was a Pale Elf Cipher so I might go Psyblade or Inquisitor just so I don't end up with 2 Pale Elf Ciphers/Mindstalkers if I bring Ydwin along. Xoti being the only Priest seems to make her an auto-include for me and I also like that so many characters have Chanter as a multiclass option. I will definitely have to have Xoti and Eder in the party together at some point just to hear their dialogue (Dyrwoodan Eothasian vs Readceras Eothasian (Gaun)). It could give some interesting perspective to the Saint's War.
  15. I don't know about ALL ship battles because I don't think it has been stated anywhere. When you engage in a ship battle the first option is to fight or run. Haven't tried it but the run option should take you out of the minigame. From what I've heard and read I believe the intent is for it to be optional and Josh has said that you should be able to complete the game with just the starter ship, which probably means avoiding ship combat by avoiding ships on the world map and/or flying false colours. For more information on the ship combat system I would recommend watching the latest twitch stream (https://www.twitch.tv/videos/229121722) where Zotbot interviews Josh while playing through the ship battles in the new beta update. [Note: stream may contain spoilers]
  16. I'm not sure I would read too much into the placement of the companions with respect to the dispositions. They could just be arranged in the order you meet them (in a clockwise direction) or could match the order you place their portraits in the main GUI. The dispositions are also arranged alphabetically in a clockwise direction. I do like the inclusion of the numbers in the display giving you an overview of your standing with all factions at a glance. I think that may have more to do with the Watcher's level than anything else. By level 4 it is possible that you have not traveled enough to encounter the other companions. Remember that in PoE you had to progress into Act 2 before you could meet Pallegina, Hiravias and Grieving Mother.
  17. The half sail/full sail issue seems to me to be a major problem for ship combat. From what I can see the equal speeds issue only seems to affect the player's ship. In all the ship combats I've been in my ship seems to full sail at 60m but my enemy full sails at 120m. It took me a couple of rounds to realise I could close faster using 2 half sail actions since each half sail action is 50m. This issue has caused problems in combat vs a fleeing ship. I've had a target at 1 hull and 0 sails that was fleeing, using both of its actions to half sail. Because of the full sail issue, I have to use 2 half sail actions to maintain pace, but as it is ahead of me I have to use 3 actions to turn, fire and turn again, giving it an opportunity to escape. While losing the full sail action is a detriment, it also seems to me that having 0 sail should also negatively impact your speed for each action. In this sort of combat, having your masts and sails completely broken should put you at the mercy of your opponent. In this instance my target ship did escape, bringing me back to the world map with the target ship directly ahead of me. Reengaging the ship from the world map I reenter the ship combat screen to find that the target is now at full hull, sails and crew. It is basically a brand new ship! With this "new" ship I decided to board instead. After winning the fight I found that I couldn't interact with the loot screen. It appears that the loot screen is behind the arrow overlay indicating where characters can jump between ships (see screenshot). Overall, I find the ship combat system enjoyable, although firing cannons could do with fewer mouse clicks. Currently firing the cannons requires a minimum of 5 clicks: one to select "Fire the cannons", once more on the next screen, two more clicks to get the results of firing cannons and a final click to return to the order screen. It seems to me that at least one of those clicks could be removed with its information auto-populated.
  18. With the exception of Stealth in the narrative encounters on Tikawara island, Intimidation vs Rongi (also needs Intellect 14) and Mechanics to shortcut Poko Kohara I don’t think I’ve seen any of the other skill checks in the beta require a bonus greater than 5 and most of them are group challenges. In my playthroughs I’ve passed all of the alchemy, metaphysics and religion checks on the group bonus alone. I would like some means of getting more skill points though as I find it really odd that if I want to max Stealth on the Rogue I have to rely on the group bonus for Mechanics and have no Sleight of Hand. My personal view is that Intellect should grant more skill points per level, +1 utility skill point per odd score value and +1 interaction skill point per even score value so an Intellect of 13 would give +2 utility and +1 interaction skill point per level. With group bonuses that should be more than sufficient.
  19. Either reduce the casting time of long cast spells so you run into this less often and/or don't reduce the available power point pool until after the spell is cast if the player cancels/interrupts the casting.
  20. It's not just the long cast times that annoy me, it's also the loss of the cast if I have to readjust caster positioning. The combats in the beta are over so quickly that you will probably only get one long cast off and in most cases you have to retarget the spell before it is cast because the original targets are dead. This is great if the new target is still in range because you retarget and continue casting. If the remaining targets are just out of range then you either have to let the spell go off where no enemies are or you have to move the caster then you lose the spell entirely. If I'm dedicating one member of the party to spend 90% of a fight casting one spell I expect it to have a big effect and to be able to move the caster without losing the spell.
  21. IMO the problem with loot drops in PoE1 was the non-stacking of identical items, this made selling a hassle especially if like me you sent everything to stash and only really sold things when you were naturally near a merchant, you could spend 5 minutes mindlessly clicking on items to add to the sale area. With stacking implemented for PoE2 this should make inventory management and selling easier, however, what I would like to see is a way to mark items for sale and a "sell all junk" option in merchant screens, much like you can do in Divinity: Original Sin 2 or Dragon Age: Inquisition.
  22. I think in POE2 you will want to collect them because they will give various bonuses, sort of like another trinket. Also, I believe Concelhaut's Skull will return. And thankfully, like hats and capes you can equip them and turn visibility off.
  23. He appears in the bottom left of the village map at midnight under the rock arch. I usually use the Wait feature and adjust the slider so that it puts me in the first hour of midnight. Alternatively with an Intellect of 14 on the PC and a party Intimidate of 8 you can get him to confess when you ask him about the evidence you find by the storage shed.
  24. Does this also include the font scaling on the level-up screens that seems to be tied to race size? On the summary screen the font size is smaller for Orlans and larger for Aumaua than it is for Humans or Elves. Screenshots: https://www.dropbox.com/s/r6ktgcewguldcb5/Mercenary%20Fighter%20Elf.jpg?dl=0 https://www.dropbox.com/s/yxkgiprg6nqblv7/Mercenary%20Priest%20Aumaua.jpg?dl=0 https://www.dropbox.com/s/kou5g3skcgxyc80/Mercenary%20Rogue%20Orlan.jpg?dl=0
×
×
  • Create New...