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Olauron Mor-Galad

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Posts posted by Olauron Mor-Galad

  1. am not seeing anything 'bout edér teylecg which would preclude him possible joining the clergy, though am honest not knowing what is the actual requirements for such admission.  priesthood admission o' formal religions typical also have rules and duties for those who would minister as other than a lay person.  am not knowing the lore o' such to comment.  if is no such lore, then you got a new problem eh?  edér "taking up the cloth" or whatever is the eothasian equivalent, would be significant and noteworthy.  add rogue or fighter or mixture o' both is hardly narrative essential material as difference 'tween two is simple chosen style o' combat skill, neither o' which is mutual exclusive.  however, add priest to edér and have writers not address the spiritual metamorphosis would be more than a little curious.  failure o' the writers to address such a change for edér 'tween  poe and deadfire would no doubt raise the dreaded immersion hobgoblin, albeit with some justification.  sure, writers could complete ignore the priest aspect and have edér address eothas issues same as his lay character, but failure to make note o' his change from lay status would be, at minimum, a curious and salient oversight for many players o' deadfire.

    ...

    if edér became a priest, we would expect mention.  if any o' Gromnir's close friends became a priest, we would have questions for 'em.  avoidance o' such a topic would be a bit unnatural.  if the writers genuine don't feel comfortable writing while pretending to ignore the elephant in the room, such is a good enough reason for 'em to not try.  am hoping for deeper and more complex characters than poe.  if the obsidian writers see priestliness as an obstacle to a well-written character, then am preferring they don't try and force such an alloy into existence. deadfire is not an exercise for undergrad creative writing aspirants.  give us best effort, or don't do.   

    This should already be covered by writers as they are expected to address different endings for Eder including the ending with his strengthened faith.

  2. Well, I guess for the main playthrough I'd have something like:

    Main char - Wizard

    Eder - Fighter (but I would much like to multiclass him as priest of Eothas to became cleric)

    Aloth - Spellblade

    Pallegina - Paladin (not sure what subclass will be available for my game)

    Xoti - pure Priest if it is possible.

     

    Not very interested in others though I'll try Fassina as fury Sorcerer.

  3. Here are all the Companion and Sidekick multiclass options

     

    Sweet that Pallegina gets Herald and Crusader options.

     

    Edit:  Subclasses not included, with the exception of Fassina (whose Conjurer subclass is probably mentioned because he revealed that in a different post earlier today).  We already know that all the new-in-Deadfire companions have at least 1 unique subclass, but they're not mentioned here.

     

    Edit2:  Seemed significant enough for its own thread, so I made one

    So Eder can become a high-ranking Eothasian at the end of the PoE and can't multiclass as a priest of Eothas in Deadfire? Weird.

  4. Stacking rules are inconsistent and counter-intuitive.

     

    As discussed here, here, and here.

     

    Good stacking rules are intuitive and make synergies immediately evident—the opposite of what presently happens in Deadfire. It should be as simple as same source = suppresses; different source = stacks.

     

    It doesn’t help that the UI doesn’t provide any information at all as to what stacks and what doesn’t, to add to the previous point.

    Stacking rules as described in the game journal are rather simple and easy to understand (though I don't know whether they are implemented for all abilities right now). They are the following: "All passive bonuses stack with each other. Active bonuses (from spells, items, abilities including modals that must be activates) use the highest bonus to a statistic". Active and passive stack.

  5. 2) Since you can move once and turn twice, have the first turn be a "tack port / tack starboard" every round that moves you forward half-distance and half-rotates you port/starboard (i.e., 45 degrees); if you pick "turn port/starboard" again you do a full 90 degree turn. Note that tack, turn, fire would then take a full round. Note also that you would be able to tack towards a ship directly upwind of you. 

    You can move once (full sail) or twice (half sail) and you have different number of actions depending on (I guess) captain rank.

     

    4) full and half sail don’t work properly. The tooltip says you get -50% for low deckhand crew, but tooltips seem also broken. Whatever the problem is: full sail and half sail are currently the same thing. They have you same evasion, they move you the same distance. I assume that’s a bug. Right now using “sail” is only useful when fleeing combat and again, it comes down to: halfsail, halfsail, stop and repeat.

     The tooltip is correct, with more experienced crew you can move 100 or 120 m.

  6. 1. Crafting menu in ultrawide has incorrect scrolling bar.

    https://i.imgur.com/CbQtQDv.jpg

     

    2. Unrecognized ship combat action. It may be the result of the destroyed sails of enemy ship. This action was taken by AI several times, it didn't try to sail away, turn or shoot.

    https://i.imgur.com/SXPqAYX.jpg

     

    3. After boarding there is no ability to loot the corpses, the "Loot recovered" menu is also empty. There is loot reward for sinking the ship.

     

    4. All menus during boarding (main menu, interface menu, etc.) have graphic artefacts.

    https://i.imgur.com/DYGwb9B.jpg

     

    5. (possible bug)

    There are no companions on the deck or below.

     

    6. (possible bug)

    Crew members on the deck are not willing to talk at all. It is unclear whether it is intended or it is unfinished content. Even in combat (when boarding) I have no idea what are the level and other stats of my crew members. Is it intended? There is also no interface to upgrade my crew members in terms of their combat effectiveness (armor, weapons).

     

    7. (possible bug)

    I was playing with adding tales to my crew members. It was possible to upgrade their profession to Master level only for those who have only one job trait. Most of them, however, have two traits, and regardless of tales invested their maximum rank was Expert. If it is intended there should be clear warning that it is impossible to level up those multi-job crew members to maximum rank. Even when I have received after-battle notification that some crew members leveled up, there was no change in rank (their tales increased normally). If this message is about their class level but not job level then it is very uninformative because there is no way to see that level.

     

    8. (possible bug)

    Captain level (not character level) is shown only on ship combat interface and has no tooltip.

     

    P.S. A huge number of items lost their icons  (for example, Vailian Clothing and Kuaru Clothing sold by Vektor).

     

    Edit:

    9. It is possible to buy limited resources like medicine or cannon balls in greater values than it is possible to have on ship. The extra resources are just gone. I guess they should appear in stash (like food or water) or it should be impossible to waste gold for nothing.

    • Like 1
  7. It seems to me there is some bug with Marux Amanth or some hidden game update. Some time ago I was able to unlock two first levels of it. Right now if I am loading a game with unupgraded item I see the same "All soulbound upgrades are completed". So I can't say for sure what was the first requirement but it was something like "Kill 3 Kith with the Marux Amanth to unlock the next level". Or 5 Kith. This will give you the Corona of Soul and some abilities (see screenshot).

    On the next level you need to kill 15 Kith (and that saved game is working correctly). This will give you the Worthy Sacrifice ability (see screenshot - spoilers!).

    I was not able to unlock the last level because there are no loyal companions in the Beta. Also this Sacrifice ability is bugged as after killing the companion it makes him unselectable and unmovable but he is not dead (stands idle with zero health).

  8. 1. Strange behaviour of Cloak of Deflection on Mercenary Wizard (and some other characters, but not on my main wizard)
    pfpgcJf.jpg

     

    2. Save Menu on the global map does not prevent appearing of the encounter hints when mouse-over.
    vEhaWBL.jpg

     

    3. When saving on the global map and then loading the portrait of the main character changes to another.
    jSeRqa3.jpg

     

    4. Something has enough experience to level up at Hohina Ravine (centered on it)
    bsaVIOF.jpg

     

    5. The dead body at Engwithan Waystation Level Two has vision when party is in the sneak mode
    IsfvOaB.jpg

     

    6. All ship resources doesn't have icons.
    MarRUtN.jpg

     

    7. Cruelty and Curious doesn't have an icon.
    dRHtBpU.jpg

     

    8. Corona of the Soul doesn't have an icon.
    EEAMLYg.jpg

     

    9. Not sure if it is a bug, but the Insight check appears two times in the dialogue with Broodmother at Hohina Ravine (once with a number and once without a number)
    5yITguH.jpg

     

    10. (warning - big picture) Not really a bug, but in ultrawide the zoom out of The Adra Realm has black areas at the sides (no background)
    https://i.imgur.com/WPaJGoL.jpg

  9. 1. Dialogue with Broodmother at Hohina Ravine
    LTtPCDC.jpg
    2. Dialogue with Himuihi
    IWUhvIf.jpg
    3. Dialogue with Teana
    rj3SdzP.jpg
    4. Dialogue with Vektor (hiring)
    zdj4JJa.jpg
    5. Mercenary Fighter level up screen
    6fuzK8g.jpg
    6. Two Weapon Style description on fighter level up
    h8tQxsW.jpg
    7. Text encounter at Sunepu Beach
    vAJtumm.jpg
    8. Text encounter at Boa Hika Pass (3 hints)
    buEoukq.jpg
    9. Text encounter at Wind-swept Shrine (3 hints)
    stUrIa6.jpg

  10.  

     

    Weren’t there always a second, more numerous but easier to do requirement? Like kill 10 wilder or kill 100 enemies.

     The problem is that "kill" means "make killing blow", not "make some damage contributing to killing by whole party". This essentially means that the one with such soulbound weapon should remain alone for each enemy he wants to kill while the rest of the party does nothing (except occasional healing) not to steal the kill.

     

    That would be true if combat were sparse. and I am pretty sure the example I gave was from a two handed sword. The more "supprty" weapons had other requirements. 

     

    This is correct for the soulbound items that are available more or less early in the game. If you are in the Act 3 already (and why would you go to the White March earlier?) you have a feeling that the remaining combat encounters are not enough for unlocking all item levels by normal play.

  11. Weren’t there always a second, more numerous but easier to do requirement? Like kill 10 wilder or kill 100 enemies.

     The problem is that "kill" means "make killing blow", not "make some damage contributing to killing by whole party". This essentially means that the one with such soulbound weapon should remain alone for each enemy he wants to kill while the rest of the party does nothing (except occasional healing) not to steal the kill.

  12. Dunno about Polish, but for Russian what they could do is to work only with one word and change it depending on sentences instead of changing all sorts of names - they could put a word 'Корабль' (Ship) or 'Cудно' (Vessel) before the ship's name, put ship's name in quotation marks and color the words with a different color for better readability. Ships' names can stay constant this way and would be grammatically correct. It's still a bit of a hassle, but much less so if there is only one word you need to work with.

    I'd say that if a word "корабль" or "судно" is used in a constant string it can be changed without problems. Also I'd mark only ship's name with a color. For example,

    <player_shipname> fires its cannons at <enemy_shipname>.

    The crew of <enemy_shipname> braces for impact as <playershipname> rams into the hull.

    may be localized as 

    Корабль "<player_shipname>" стреляет из пушек по кораблю "<enemy_shipname>".

    Команда корабля "<enemy_shipname>" готовится к столкновению с идущим на таран кораблем "<playershipname>".

    and then displayed to the player as

    Корабль "Дерзкий" стреляет из пушек по кораблю "Черная жемчужина".

    Команда корабля "Черная жемчужина" готовится к столкновению с идущим на таран кораблем "Дерзкий".

    • Like 1
  13. I disagree entirely. This change does very little mechanically and actively makes roleplaying worse for me. My bodybuilding pyromaniac wizard character I beat PoE1 with is now extremely ineffective with his favorite tool (fireballs).

    I disagree. It is quite possible to create bodybuilding wizard in the new system by investing points in both Strength and Resolve. On the other hand in the previous system in was mechanically impossible to create a wizard with good damage output without also making him a bodybuilder because it was a combined stat.

    • Like 2
  14. Dual wielding is supposed to reduce recovery time; it’s always been its perk since the first game.

    Ah, I see, thanks. It is somewhat counterintuitive: for a mere Accuracy penalty I'm getting both more damage (from one hand and from another) per attack and more attacks.

     

     

    While we’re at it, though: font ligatures weren’t working on the first beta build. Haven’t had a chance to try with the new one—could anybody confirm whether they do?

    They are not working in the current build as well.

    • Like 1
  15. 1. Character creation, level up and character screen attribute descriptions.

    Some words are autotagged wrong:

    sVdumeG.jpg

     

    2. Character creation.

    Pale elf face is absent:

    ivco4WH.jpg

     

    3. User interface and options.

    When selecting Solid HUD in options the UI is made of different parts. When deselecting Solid HUD in options the UI is one block:

    oIPsfYh.jpg

     

    4. Level up screen.

    It is possible to get wrong numbers (UI only, real numbers are not changed) when using Previous button. Example:

    - selecting Athletics and Diplomacy skills (screen 1a)

    - clicking Next till summary screen (screen 1b), Athletics and Diplomacy are 1

    - clicking Previous and rearranging skills, selecting Alchemy and History (screen 2a)

    - clicking Next till Summary screen (screen 2b), Alchemy is 1, History is 2, but Athletics and Diplomacy are still 1

    - clicking Previous and rearranging skills, selecting Arcana and Survival (screen 3a)

    - clicking Next till Summary, then Previous till skills and not changing them, then Next again, then Previous again, etc. Summary screen (screen 3b) has Arcana 5, Survival 4, Athletics 1, Diplomacy 1, Alchemy 1, History 2.

    cUmBgfG.jpg

     

    5. Skill descriptions.

    Survival is +0% or +20% (see previous screen). What percent?

     

    6. Grimoire.

    Apprentice Enchanter's Grimoire has Transmutation spell (other school grimoires have only relevant spells):

    SAUTTYd.jpg

     

    7. Dual-wielding

    Dual-wielding decreases Recovery time:

    WlDuDPm.jpg

    • Like 1
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