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IndiraLightfoot

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Everything posted by IndiraLightfoot

  1. Hotfix 1.11: "Hello everyone! Please, be aware that there are plot spoilers in the description below (in the Quest, Areas and Kingdom sections)! Quests The Six Bears Camp was inaccessible during the "Reforged Blade" quest. Resolution: fixed. The game could freeze or crash if the party came to the "A Feast of Feasts" quest area without Ekundayo and talked to Ntavi or Elina. Resolution: fixed. The "Door to Nowhere" quest couldn't be completed under certain conditions. Resolution: fixed. The "Varisian Caravan" area ("By Desna's Paths" quest) didn't appear on the Global Map. Resolution: fixed. Irlene didn't start a conversation about her artisan quest. Resolution: fixed. A dialogue with Tristian didn't work correctly in the Capital after completion of "Betrayer's Flight" quest. Resolution: fixed. The players could get the reward for the quest at the "City of Hollow Eyes" area more than once. Resolution: fixed. Areas It was impossible to talk to Hassuf the vendor at the city-state Capital Square (Neutral Good alignment). Resolution: fixed. The attempt to rest at Capital Square could cause the game to freeze if there were active events in the "Throne Room" area. Resolution: fixed. Poor Bokken could die again after his artisan's quest if players came to the "Oleg's Trading Post" area. Resolution: fixed again. Valerie's quest NPC didn't leave the "Throne Room" area. Resolution: fixed. User Interfaces To change their selected Deity, players had to start customizing a new character from the beginning. Resolution: fixed.Kingdom "Problem with Taxes" and "Letter from Brevoy" kingdom events couldn't be completed in some cases. Resolution: fixed. Specific choices are automatically selected to resolve these events for affected saves files (for characters with good alignment - taxes are not collected twice; project for the road construction is available. Neutral alignment - Oleg's Trading Post moved under the jurisdiction of Restov; project to improve diplomatic affairs with Restov is available. Evil alignment - baron's troops are sent to strengthen Oleg's Trading Post; project to improve fortification is available). Upgrading an artisan's shop doesn't disable the artisan any longer. Classes & Mechanics Players could get two animal companions from different classes. Resolution: the animal companion players got later do not appear any longer. Its levels were added to the first animal companion. Non-Aasimar characters could select Wings as a feat after 10th level. Resolution: only Aasimars can select the Wings feat now. Clerics with Sun domain did not get any domain spells. Resolution: fixed. There were issues with the visualization of critical threat range and critical multiplier bonuses for equipped weapons. Resolution: fixed. Items “Chilly Midnight” was not working correctly, dealing physical damage instead of dexterity damage. Resolution: fixed. The item has to be reequipped. “Gear's Rule” didn't add 1d6 to alchemist bomb damage. Resolution: fixed. The item has to be reequipped. The “Downfall” bow didn't work. Resolution: fixed. Miscellaneous New pack of typo and localization fixes.System Performance improvements for the Global Map with the area names turned on.We know that a lot of players experience a bug with Linzi's "A Bard's Calling" quest - there are no characters near Pitax Academy. Our first attempt to fix the issue didn't work for all the cases, unfortunately. As soon as we find a general solution we will release a fix. Sorry for the inconvenience!" Yay! My Sun domain Cleric (my 2nd character) will get her domain spells. Well, if that is fixed retroactively, that is.
  2. Heh! As I see it, Glenn's just asking nicely to see if they'd consider his proposition, since it doesn't really change the challenge. This is not a court system or some political system with set precedents and dead presidents on the line.
  3. And Glenn's suggested adjustment doesn't change that in any way. It just gets rids of the reflex stumbleblocks, and actually add the quality of life of any such playthroughs (being able to pause).
  4. As someone who's slightly visually impaired, I certainly hope that Obsidian heeds your advice. I'd love to try out Magran's challenge later on, and even that Triple Crown cheevo, and your suggestion of removing the "no-pause" bit is a great one. So, whole-heartedly seconded!
  5. Yeah, some kind of respec option is courteous nowadays in a CRPG, but I'd say it should be restricted and almost a "hidden functionality", and not a simple mainstay feature like in Grim Dawn, D3 or AC:O.
  6. I just got this reply from a Ceres Games dev on exploration and level scaling in their game, and it was a fantastic answer: "We don't have any level scaling planned, everything is hand-placed in our game. Of course, there will be a natural progression based on region - the quests in Sabag-Hirar will be overall a little more difficult since it's the last region you're likely to visit, compared to the quests in Cormac which is the region you're starting in. But we don't want to have a world where just due to the order in which you visit the regions, the monsters are weaker or stronger: closer to civilization, you will find less dangerous areas, while deep in the wilderness you will find more dangerous areas. There will be high level dungeons in Cormac, too - the kind of dungeon you remember as being too hard to attempt now, and will return to tackle after you've gained a couple of levels elsewhere. What the freedom of our structure allows for is that the player can tackle a questline that is above his level range if he wants to. It's going to be a lot more challenging, but you can attempt it anyway. The Wildlands is one of the most dangerous areas of the game, for example, and its main questline involves plenty of hard battles. Attempting it at low levels would be suicide, but if you really want to you can travel there right away after starting the game. It's kinda like in Morrowind and its expansions: the Bloodmoon expansion adds a whole new island filled with high level enemies, but the player can go there at any point of the game, even at level 1. He's unlikely to survive, but the option is there. In Fallout 1, there are only three things a player has to do: get the water chip, destroy the military base, confront the Master. It's almost impossible to do only these main quests without doing any of the sidequests, because that will leave you severely underleveled, but if you want to go for a speedrun you can try it. This is the kind of structurally open non-linearity we want to go for. Instead of rigidly forcing the player to do things in a certain order, we allow the player to jump around and tackle the major questlines in the order he sees fit. It will be a lot of work for us to balance it properly, but we won't implement any kind of level scaling. That's completely out of the question since it ruins the integrity of the game world and kills some of the fun of exploring and leveling up."
  7. @Hazmy I get where you're coming from, but one of my favourite games of all time - the NWN2 series - it didn't have any respec option in-game. However, in my scores of playthroughs, there were a few cases pretty early on where I had forgotten 1 skill point for some build or picked a weird feat by mistake. And then I went ahead and used a character editor to adjust so that I keep playing the game the way I liked.
  8. After some rummaging in the Mutant RPG (the rights of which now owned by Paradox Entertainment, which OEI has had ties with, obviously), and especially the later ones I'm not familar with, like Chronicles, I've come cross the concept of inner worlds and inner planets, and then of course, slightly beyond them, the outer worlds. Could this be the setting of the secret game?
  9. @Marceror: Yeah, this is where I am at as well. It's a pity and extremely frustrating that Act 2 and the following acts aren't enough of a (fun) game when I really love what the Pathfinder system has to offer, and they have implemented lots of great features, and they hadn't scrimped on the difficulty either. Hopefully, it will be a gem in like 3 months.
  10. Thx for that, Wormerine! Then I can only hope for a wonderful Christmas break release.
  11. Since I intend to play Deadfire again, when these three DLC pillars have been released, I really want more info than the only thing that I recall: a November release. Which is really soon, actually! What's the latest on Forgotten Sanctum? -Release date -Which patch will the game be in? -How big? -At what level should our parties be approximately? Thx in advance! Indira
  12. The current state of the game? The majority of people over at other forums seem to agree with this, a post, courtesy of PowerSworder: "I love making new characters and min/maxing with the ruleset, but having to plod through that tutorial is a chore. I really enjoyed the combat... but some of the bugs have been very annoying, like finesse training stopping working for dual-wield. But by far the most aggravating thing about the game is the kingdom management. Being forced to waste 2 weeks with your main character every time you want to level up an advisor is probably my biggest gripe. If they ditched that mechanic alone, most of my problems with the kingdom management would disappear. 1) Too strict time limits on... everything. 2) Being unable to deal with opportunities and problems because you're "trapped" training an advisor. 3) Not having enough time to train up all your advisors to the correct levels, which means the increasingly harder DC checks become impossible to meet. I've NEVER savescummed a game as much as I have this one, just trying to deal with all the crap that gets thrown at you in kingdom management. It absolutely sucks all fun out of that part of the game. As I progressed through the acts, it was quite clear how many gamebreaking bugs had slipped through. I don't necessarily blame the QA team for that, they probably reported all the bugs they encountered... " I've mostly played other games after two restarts of this game, which I really love, Act 1, at least, but I'm literally scared of my taking on the rest, Act 2 and Kingdom management, will just slowly frustrate me and wring all the fun out of the game. Those nasty lime limits, and weeks spent on boring kingdom stuff, which in itself seems to be an RNG fiesta . I'd preferred a more lighthearted kingdom managing, and in the shape of something that never interferes with my party's urge to adventure.
  13. IIRC, Mutant Chronicles is a Mutant RPG from Target Games, the publisher that took over the Mutant series after Äventyrsspel and started making Mutant R.Y.M.D. (an abbrev. corresponding to "S.P.A.C.E."). To me, though, the only Mutant, the real McCoy, would be the Äventyrsspel-version, for the simple reason that this is the only Mutant I've played and Gm'ed. Hmm, found this little bit of info: The rights to Mutant Chronicles are now in the hands of *drumroll* Paradox!
  14. Indeed. Chinese whispers at its finest. Just watch what happened in connection to Blizzcon now. All the rumours about D4 for months made it basically true, to the point where Blizzard felt the urgent need to kill the hype with an official message saying that it won't be anything fancy like that, but still something Diablo. Perhaps Nintendo Switch, the Netflix comics and a third thingie, and that's all.
  15. It'd probably be a pretty short game if it was an accurate depiction of assassins. I also probably wouldn't be able to climb to the top of the Duomo Di Santa Maria Del Fiore, and then jump from the top and land safely in a haystack. Never let realism get in the way of fun gameplay, I suppose. Yeah. I'm still enjoying the heck of it. I really dig that I get a SP MMO where I may delve light-heartedly into beautiful maps and just do some simple grinding and fetch quests without any hogging co-players or crowding/queues at key-NPCs. I haven't played any other MMOs except like 20 levels of WoW and LotRO, but that was almost enough, so I've stayed away from them, just like usually stay away from MP Diablo, Grim Dawn or Path of Exile. Also, in this case, it seems I have the advantage of never having touched any AssCreed game, since I just view this for what it is, and that is something pretty darn great in my book. It's a perfect time killer/escape for me after a hard day's work. To prevent her to become a suicide blonde...
  16. That's why one of the guys has that T-shirt that says "Äventyrsspel", meaning Adventure Games - the publisher for Mutant back in the day. A friend of mine was one of the guys devising the machines and the weapons in the game. Small world.
  17. Any time I get to play a Duck-related character, I smile wryly. That game, amazingly enough, is based on the Swedish pnp RPG Mutant, a game that I ran during the late 80's as a GM, like three campaigns. It's a bit like Gamma World, but quirkier and more intimate. It's a really good game. I'm just amazed that it will become a CRPG!
  18. Why do I have a feeling, this would be an Xbox exclusive, if this is the case…?
  19. Patch 1.10: Hello everyone! Please, be aware that there are plot spoilers in the descriptions below (in the Quest, Areas and Kingdom sections)! Quests "Assemble a Militia in Varnhold" could be started before the player was able to enter Varnhold. Resolution: fixed. Not all the guards were triggered into aggressive state while completing "Intervene in Varnhold" objective, making the quest impossible to complete. Resolution: fixed. For players, who already encountered this issue, Tirval has a new dialog to complete the objective. Amiri's sword repair didn't count in the companion's quest ("Reforged Blade"). Resolution: fixed. Affected saves files have also been corrected. Valerie's first companion quest was easy to miss - its starting event was active for 10 days only. Resolution: the active period of the starting event was extended. "Search for poachers somewhere in the Narlmarches" objective could not be completed due to the chance that the related special encounter didn't happen. Resolution: fixed. The dialogue with Eimar could be interrupted ("The River's Justice" quest), making the quest impossible to complete. Resolution: fixed. Romance with Tristian didn't continue in some cases after events at the "Abandoned keep" area during the "Betrayer's flight" quest. Resolution: fixed. Unfortunately, the affected saves couldn't be fixed. Those players who want to continue romance with Tristian have to use saves before "Betrayer's flight" quest completion. Players could use the rule posts after the debates ("Inconsequent Debates" quest), which led to Jubilost becoming a frog permanently. Resolution: fixed. Dialogue with Alondi ("A Bard's Calling" quest) was interrupted after the first phrase, making the quest impossible to complete. Resolution: fixed. "Impatient Pirates" quest didn't finish in some cases. Resolution: fixed. Areas Pitax Wardens had their Combat Expertise bonuses multiplied every time players saved the game. Resolution: fixed. Dialogue with Nyrissa could not be finished in some cases at "Abandoned Keep" area. Resolution: fixed. It was possible to do the "Shrewish Gulch" book event more than once. Resolution: fixed. Party could be teleported to a random area after the Book Event at "Castle of Knives" area. Resolution: fixed. There was a chance to get the second copy of Briar at Pitax King Palace. Resolution: fixed. There was incorrect entrance into "Empty Skull Rock" area. This area couldn't be found by perception check on the Global Map. Resolution: both issues are fixed. There was incorrect entrance into "Middle of Nowhere" area. Resolution: fixed. Dialogue with Salim Ghadafar was triggered every time after loading at "Castle of Knives" area. Resolution: fixed. There were several issues with navigation at "Castle of Knives" area (some loot chests were unreachable; no collisions for some models). Resolution: fixed. Players couldn't loot dead Darwen at "Brineheart". Resolution: fixed. There were two areas for Amiri's companion quest with the same names ("Six Bears Camp") which confused players. Resolution: fixed. The outdated area changed its name now. Under certain conditions, quest NPCs could not appear at "Flintlock Grasslands" area infused by the First World (the last chapter). Resolution: fixed. Bartholomew could be missing at "Wizard's Laboratory" area when players tried to return his whip. Resolution: fixed. Amiri could keep immortal state after completing events at "Flintlock Grasslands" area. Resolution: fixed. "Shallow Gulch" area doesn't require perception check on the Global Map anymore. One of the areas had incorrect type and visualization on the Global Map. Resolution: fixed. The dialogue (Merchant in Distress) didn't work correctly if players resolved the event with fey-pranker peacefully. Resolution: a new dialogue option has been added. Dialogue with goblins located behind the Lamashtu statue was not available. Resolution: fixed. User Interfaces Characters in Inventory could become black-and-white in some cases. Resolution: fixed. HP-bar is improved to indicate correctly Hit Points left. Interaction and exit area markers got stuck in the game frame sometimes. Resolution: fixed. Kingdom Pitax final kingdom event didn't start. Resolution: fixed. Brevoy councilor didn't appear at "Throne Room" area and Kingdom development couldn't progress. Resolution: fixed. The project to get rid of Lander Lebeda's spies was not available. Resolution: fixed. Kingdom could be destroyed without triggering the gameover dialogue in some rare cases. Resolution: fixed. The kingdom event "A Mysterious Letter has Arrived at the Castle" (the letter from Linxia; "Deal With the Devil" quest) didn't finish correctly. Resolution: fixed. Building tooltips have numbers of the kingdom stats which are upgraded by the specific building now. Classes & Mechanics Players who strayed from their prescripted alignment as divine classes and lost their spells asked us to provide them with a way to atone for their transgressions. Resolution: Jhod Kavken and Arsinoe sell Scrolls of Atonement now. Using that scroll returns you to the alignment you selected during character creation at the start of the game which in turn should help characters if they lost their spells. (This is pretty neat!) There was empty description for the buff that caused 50% chance of a spell failure due to the First World influence in some areas. Resolution: fixed. Warpainted Skull of Duthica disappeared after use and did not summon two barbarian spirits. Resolution: Warpainted skull can be properly used once per day and summons two barbarian spirits. There could be two copies of Grimoire in Blakemoor's inventory. Resolution: fixed. Companions who died from the Disintegrate spell disappeared from the party. Resolution: fixed. Jaethal and Linzi became invisible if they died from the Disintegrate spell. Resolution: fixed. Vital Strike inflicted extremely low damage. Resolution: fixed. Bokken's masterpiece didn't work. Resolution: fixed. Lawful Neutral Inquisitors and Clerics of Torag could not cast spells. Resolution: fixed. Enchanted shields no longer give double bonus when equipped (some extraneous enchantments may still remain in older saves). Animal Companions that Druids got from Animal Domain did not scale properly off druid level (while the animal companions that Inquisitors and Clerics got from the same domain were doing just fine). Resolution: fixed. Hospitalers and Empyreal Sorcerers could not select Selective Channel and Extra Channel. Resolution: fixed. The Energy Source ring did not give additional Channel Energy charges to Hospitalers and Empyreal Sorcerers. Resolution: fixed. Miscellaneous There was an issue with one of Nyrissa's animations. Resolution: fixed.System Zip library is upgraded to fix some rare save corruption issues. Unfortunately, affected saves files can not be corrected.
  20. I've become almost eager for a turnbased take on a D&D CRPG or any other CRPG with a similar system, and this may very well be the answer to my little prayers. A surefire backing on my behalf.
  21. Hehe! That's more like your emergency brakes.
  22. Yup, like I said, it's like a fantastic beloved mod, which warts and all. I'm just so happy to see them so committed.
  23. And Bethesda bought Arkane Studios, the brilliant makers of one of the best games of all time IMHO: Dishonored, and Dishonored 2 is extremely good as well.
  24. I've played Assassin's Creed Odyssey for just shy of 50 hours, and my view on it differs a bit from Tale's. First of all, it must be said that I have only Skyrim and Kingdoms of Amalur as a reference point, since these are the only SP games that remind me of this. Also, I almost love grinding, and I have a high tolerance for same-same in games like Diablo or Grim Dawn. And yeah, there's a lot of scaling going on, but in certain cases, the scaling stops, or the scaled enemies get placed one or two levels below yours (than when you first encountered them). And not to forget, I absolutely love the setting, and already have a tonne of knowledge of Athens, Sparta, Korinth, etc, during this time period in Greece, and I also know quite a bit about most historical or mythological individuals, gods and monsters that appear in the game. So, rose-tinted glasses? Yeah, you can say that again. One big reason for me to play the game is to experience this stuff, lovely rendered into a computer game. I still really like the game. The story is full of Greek tragedy and soap opera plot twists, and even cooler, measly side quests and the choices you made, sometimes just a dialogue choice, will come back and bite you in the ass later. And the side quests can be either grim dark or very lighthearted and naughty nudge-nudge. Very cool! The story takes off after Chapter 2, and you're in for a few surprises, and some weird baddies as well, some of myths and legends. There are plenty of secret places, and the landscapes are stunning (and very useful - I've garnered crafting resources pretty hard. They are hard to come by, while gold is never really an issue). I prefer to walk around on land, and only use my Phobos occasionally. And I rarely use my boat (while still fun). Instead, I use the fast travel points I've unlocked to cross the seas. I only take on the quests I like to do, and I pretty often just say no to NPCs asking for my help, if what they're asking doesn't sound like fun (ship battles, for instance), or if it doesn't fit my character ("Kill my husband, he has been cheating."). Also, I'm something of a Mercenary hunter. For some bizarre reason, I stumbled on a staff already on the first island, tried it out, and really liked the fighting style with it. It felt like the monk using staff in Diablo 3 or like a few characters in Avatar: the Last Airbender, wielding staffs. Quite a bit into the game, I had 20 orichalcum, went to a certain Sargon (Oikos merchant), and opted for a secret gift, and whammy! I got some weird legendary fire staff, so I started building my character around that. Otherwise, my character is a hunter, using her bow from afar, I played very sneakily (takes time), almost as if I was in Dishonored. You can vary your combat style a great deal using your abilities, and when you reach level 16, you get even more oomph, since cooler abilities gets unlocked, and one level before that, you can have another weapon in your loadout as well. As for the factions, I view them as part of the atmosphere. There are Spartans fighting Athenians everywhere, and I am a mercenary, so I play the game as my character, and use and abuse the factions I see fit in each and every context, but my character is reasonably kind and always on the weaker party's side, but she doesn't hesitate to kill to pursue her goals. A funny story: Since I'm not very used to using a controller, when in an important fight versus a strong character in Phokis, I finally pounded him so he fell into a river, and then I accidentally pushed some button that recruited him instead of killing him. And it turned that it was a legendary lieutenant for my boat, enhancing fire damage!!! I mean, what are the odds? I also had some flirting going on for a long time with a chick, but in the end I turned down the option of anything more intimate. Still, the game let me recruit her on my ship, and she turned out to be an epic lieutenant.
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