
IanTheWizard
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Everything posted by IanTheWizard
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I inquired about a bounty and the bounty giver asked me to kill someone because she bends nature to her will and pursues her foes with relentless fury, as the attached figure shows. I don't understand. What kind of crimes are those deeds? The quest is not clear about that. I do not do a bounty quest unless the target has been confirmed crime-doing. If Fleet Master Wakoyo were a druid, I would understand his reasoning regarding the nature, though I still wouldn't consider the deed a crime. But he is not a druid, so the quest does not make any sense to me.
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My party is currently a level 10 party and has 5 characters. And the title of the quest Hunting Season in the Journal does not have a level indicator, which it should have. Those druids were not easy to deal with, and each of them had a level indicator of 1 or 2 skulls (for my level 10 party). It look me three tries with the uses of two figurines to defeat them. The quest title's lacking a level indicator can be misleading because it makes players think the quest is designed for their current levels.
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In the quest A Matter of Import, after the fleet master said those words of appreciation (shown in the attached figure), you can choose to inform her of her smuggler charging double of the amount of money which was agreed beforehand. She would then say some words of understanding and compensate you. But then she immediately repeats those same words of appreciation. That apparently is a bug. By the way, there is an unnecessary "a" right after "I've".
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There is a delightful background music being played when you're exploring the Hall of the Unseen and the Subterranean Temple. It completely ruins the immersion in those dungeons and needs to be removed. In those dungeons, you can also barely hear an eerie background music being played at the same time, and I think that should be the only background music being played. It's weird that the two completely different-themed music being played at the same time. Not sure if that's a bug.
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I chose Old Vailia as my meadow folk wizard's culture in both POE1 and 2 because it gives +1 Intellect and also because its description text in POE1 made me think that the "humans" it refers to are meadow folks. But after I made some progression in POE2, I realized that humans in Old Vailia were dominantly ocean folks. I think the description text is unclear in this respect and can easily cause players to choose mismatched cultures for their characters, like my case. The issue can also result in illogical conversations with NPCs. For example, there is a quest-bestowing NPC who is a ocean folk woman, and during our conversation she welcomed me saying "a face from the motherland is a welcome sight" (there is an Old Vailia icon at the beginning of that sentence of hers). And that's totally illogical. To players who take role playing seriously, the aforementioned issues can be unpleasant. Therefore, I suggest that the race names be changed to subrace names in the description text of cultures, or at least adding a solution so that it's easier for players to know a subrace is the dominant one in a specific culture.
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This console command creates 10 scrolls of Ethereal Jaunt: giveitem n2_it_spdvscr008 I guess 10 is the default number of scrolls in a stack. But how do I create just 1 scroll? The giveitem command on the wiki is not clear about that. It says: I tried the following commands and they don't work: giveitem n2_it_spdvscr008[1] giveitem n2_it_spdvscr008[#1] giveitem n2_it_spdvscr008[:1] giveitem n2_it_spdvscr0081 giveitem n2_it_spdvscr008:1
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I'm re-playing Mysteries of Westgate, and I cannot scribe scroll of Ethereal Jaunt. As soon as I click the icon of Ethereal Jaunt, my wizard starts casting the spell on himself without letting me choose a target. But I could scribe scrolls of Ethereal Jaunt in Storm of Zehir. It looks like the two games behave differently in this respect. Is there a solution? I don't mind using console commands to create a scroll of Ethereal Jaunt and then deducting the costs of the scroll and a blank scroll from my money, but I forgot how much scribing a scroll of Ethereal Jaunt costs. == Update == I tested it in Storm of Zehir by using console commands and found that the cost of scribing a scroll of Ethereal Jaunt is 3150GP.
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I haven't started playing POE2, so I'm incline to avoid any spoiler. But through the trailer, I already knew one of the recruitable companions is a firearm-using ranger whose animal companion is a bird. That's not the type of ranger I want. Therefore, I would like to know whether it's viable to build a hired adventurer as a single-class ranger and an off-tank. I would also like to make him an expert lock picker and trap remover. And I'll make his animal companion an antelope.
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Never heard of that in game. From what I have learned, those mercenaries were having a conflict with an archmage and showed no hostility towards Caed Nua. I don't like to kill people who are not ill-intentioned against me. Therefore, even if I had the chance to do the remaining side quests, I would not do this one.
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1. Does multiple Chill Fogs on enemies, either casted by the same wizard or by multiple wizards, yields separate damages ticks and interrupts rather than the last fog suppressing the previous fogs? That means the more fogs, the more damages ticks and more frequent interrupts? 2. Does the Burn damage of Combusting Wounds work with every damage tick of Chill Fog? That means every damage tick of Chill Fog triggers the Burn damage of Combusting Woulds? I just tested it. It seems to work like that, but I'm not very sure because the combat log didn't reveal much information about that.
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I finished the game today. And the White March region was left unexplored. I think it's a waste of an expansion that, storywise, I didn't have sensible reasons to go to that region before finishing the game. By the time you are given the first quest of White March, the disasters caused by Thaos and the Leaden Key have become more prominent. It would make little to no sense that, storywise, your Awakened state is becoming more and more troublesome day by day and also Thaos and the Leadon Key are endangering the world, yet you leave those issues behind and go to explore White March instead. The Master Below, despite being an optional quest, too, I had sensible reasons to do it first. That's because the steward told me that the Master Below would strike me sooner or later if I don't take action. I'm not expecting you to modify the story for the aforementioned reason. I'm just letting you know this feedback of mine so that maybe there wouldn't be such a regret for any players in your future projects. Alternatively, you could consider modifying the game mechanism so that after you defeat Thaos, you can choose to not retire yet and continue to do the remaining quests, just like how you designed it in Neverwinter Nights 2: Storm of Zehir.
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The dialog of a task in Ondra's Gift is slightly bugged
IanTheWizard replied to IanTheWizard's question in Patch Beta Bugs and Support
Yes. The conversation was like that. "I-if you've a moment? You're... not from around here, right?" is supposed to be used as the opening words when you want a passerby to come to listen to you. It is not supposed to be used when you already have conversation with the passerby for a while. Also, after he said "S-say, you're the one they're talking about, right? The one helping people? I... I could use some help, as it happens. Please.", it makes no sense that one of my options of response is "What makes you think I'm not from around here?" -
The dialog of a task in Ondra's Gift is slightly bugged
IanTheWizard replied to IanTheWizard's question in Patch Beta Bugs and Support
Maybe I wasn't clear enough. He re-started the conversation suddenly after having some conversation with me and our conversation seemed about to end and I was about to embark on the quest. Therefore, it's clearly a programming issue. -
The dialog of a task in Ondra's Gift is slightly bugged
IanTheWizard replied to IanTheWizard's question in Patch Beta Bugs and Support
Excuse me, but it looks like a programming issue rather than an intentional thing. -
My party currently consists of five level 9 characters and one level 8 character. I descended to the very bottom floor of the Endless Path to confront the Master Below, only to have my party wiped out very quick. I was surprised that the dragon is a lot harder to damage than the mobs I dealt with in the rest of the fourteen floors above. I searched on the internet and found that I'm not the only one who was puzzled by the difficulty of the dragon, and advice I saw in the search results recommend doing it at lease when you're level 12. In fact, some even recommend doing it at level 15 or 16. My opinions is that the difficulty of the dragon is supposed to be communicated to players in advance. And monster difficulties from floor 1 to floor 14 are suppose to have noticeable changes; in their current states, they were a lot easier to deal with and did not make me hesitant in descending to the final floor. So my suggestion is that the quest needs to let players know that level 9 is not an appropriate level to confront the Master Below. And monster difficulties from floor 1 to floor 14 also need to be re-adjusted so that players actually feel that every deeper floor is noticeably harder and would reconsider going deeper when their levels probably are not good enough.
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If your reputation in Defiance Bay is major positive, then your dialog with Marceno (a young sailor in Ondra's Gift) will start with him saying something like "You're the one they're talking about...... I could use some help......" But in the middle of the dialog, he suddenly re-started the dialog and greeted you with something like "If you've a moment...... You don't look like you're from the docks......" Fortunately, the task itself works. I finished it.
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In my opinion, the warning is not clear enough to make players being under the impression that the quest is a high level content, and the area being available for players to travel to right after the quest is bestowed further suggests that players can go to do it now. I'm not alone in seeing this issue, so I believe the dialog or the journal can really use some adjustments so that no more players would have to undergo the same thing.
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My 4 story-related characters are level 9, and my 2 hired adventurers are just level 8. And the Siege of Crägholdt quest is already available to me, which it shouldn't be. Those mercenaries are noticeably tanky and slaughtered my party. I was frustrated that my party was slaughtered by them easily, and the difficulty of the quest also puzzled me. After doing some searches on the internet, I found that I'm not alone. The quest is a high level quest and is not meant for a level 9 or 8 party. I find it disappointing that there is no warning or hint about the quest difficulty. It's a waste of time to travel to there and then have to travel back because of the difficulty. Please reconsider the time of bestowing this quest, or at least add some warning so that players know that this is a high level quest. We play the game to enjoy it, not to get frustrations. Besides, the field outside the mercenary encampment, which is the lower-left portion of the map, is not large enough. My party was at the left edge of the map and was trying to stealth their way through the encampment, but the patrolling gunman discovered them and triggered the battle. In a real-life scenario, my party was supposed to be able to keep moving leftward when they saw the approaching gunman to avoid being discovered by him. But in the game, my party is already at the left edge of the map and could not move any more leftward. Please also reconsider the map design.
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I agree with khango and Merina. I'm doing this quest and find it resulting in negative reputation if I choose not to lie, so I searched on the internet and found this thread. It's true that the looters suffered from the storm and were poor. But does not mean it's fine for them steal other people' goods. The design of this quest is not well-considered and needs be improved. Currently, after the looters ask you to lie to the goods owner, "I will not lie to cover your thievery." is the only "no lie" response and it triggers the battle. It could be improved so that there is one more "no lie" response letting you decline with understanding words such as "I cannot lie to the goods owner, but I can offer you some coins to help you start a new life."