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Osvir

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Everything posted by Osvir

  1. Hah, I think Deadfires Scripted interactions look really cool and fits Pillars of Eternity. Is it possible to do more with them? I don't think pirate combat in games like Abandon Ship, Black Flag, or even Sid Meiers would fit Pillars of Eternity. Though, I'd definately want some expanded options or expanded system. Perhaps something like Battleships, a Minimap, and a game of both wits and prediction. RNG included. Which way is my opponent facing? Which way am I facing? Can I manouver in such ways that I can play a smaller ship, with faster movement and just be a nuisance? Escape? Hardy? Magical? Powerful? Perhaps allowing for ships to go in 8-directions, or maybe even as far as 16-directions. Something slower, more chess-like, Square tiles/grid. With a Minimap and decided/designed movement sequences, you could even insert more ships in the combat sequence, fighting off 3-4 ships at a time. ... and ultimately, own a Fleet. If you have money to buy a new ship, then you should be able to just simply add a ship and crew for it? Trading or Patrolling for economy, some Exploring, Fighting. Fantasy Sins of a Solar Empire/Jagged Alliance, with a touch of Sid Meier's pirates (or perhaps New Horizons?). There should be an option to capitulate your opponents, if you defeat their Captain. Duels, almost like Monkey Island (Scritped Interactions). There could even be scripted interactions where nothing happens, just both parties staying their guns, tension in the air, or perhaps hailing each other as friends or to warn of danger. Scripted interactions during Naval Combat could be Non-Combat encounters even. Traders for instance. Or bandits in disguise. Opposing and Ally factions. Depending on Perception and Mast Scout, Scripted interactions could occur more frequently or less. With a High perception you'd start it sooner, before the enemy ship has even noticed you (Naval Stealth), or avoid Scripted interactions with allies. Or simply have an Enemy Status Indicator (Hover?) and choose what to do with them as soon as you see them? (Questionmark until proven otherwise) Start Scripted interaction from far away, or when getting closer. Touching ships on the World Map always result in boarding. AI having Set radius depending on Level, allowing them to Force scripted interactions from far away, or very close as well. Parts of the above would allow more varied battles, visually. It looks right now like you are in range so quickly, and bouts occur fairly quickly, and you only get a sense of how you are moving through a compass like shape. Right now the Naval Combat looks a lot 1D, with some 2D elements. It looks fun and charming! Just very simple. I really really like the "sort of" 4X inspired(?) elements of resource management for the ship & crew. Also: Are crewmates generic NPC's? Do they have little bits of personality and wills, motivations? Or just Adventurer Party goons following the Watcher around? Do you give crew points or abilities? How do they get better, random or custom crewmate? If I make an Adventurer, can I also make them man the ship? Or are they separate? (Adventurering can't be Crew and vice versa) Finally, I believe Naval Combat would be worth a $ Expansion. Turn-Based but also a little bit RTwP, sort of fading into Turn-Based, and fading out of it into RTwP. Right now it just clips into Turn-Based. TL;DR: 1) More scripted interactions 2) Monkey Island, duels, scrited interactions 3) "Battleships", Minimap, Fleet, 8-/16-Direction movement 4) Crew abilities? Crew Hall? (Adventurer's Hall~) Questions about crew 5) World map engagement 6) Overall variety~ 7) Deadfire Naval Combat $ Expansion Worth Content
  2. Haha, sorry should've clarified. But what about the position of B on the keyboard, then flip your keyboard upside down, remembering the position of B (B = N, t = U etc). I could spell out Nuk6xp. And then some guesswork but... Nuka? Fallout? 6 = A? XP = Expansion? EDIT: I have european/swedish keyboard, so if it is something like this then mine wouldn't show the right one because of åäö.
  3. For some reason when I saw this, I started thinking if the codes are some sort of "Upside Down" keyboard stroke... what is BtF6nW upside down on the keyboard?: https://twitter.com/jesawyer/status/966801001737945088
  4. I'm thinking something like in WarEdit, where you pick a unit, and then you can change its attack property. In short, example, a Footman that still utilizes its own attack animation (melee), but has the properties of "ranged" and "projectile object" of a flying sheep. What I'm curious about is if it is possible to take a Quarterstaff, and make it ranged. Still the same attack animation, melee, but a different/"hit" or "projectile" outcome.
  5. Is there any way to get character position in-game? (Stand next to Vektor, open console, type in some code, get "X" and "Y" position/location of one selected character or center between selected characters, and use that information to summon custom sidekick/NPC/quest giver with mods). Furthermore, does AI NPC's have "Patrolling"-, "Facing direction"-, "Tasks"-scripts that you can call for and is that scripts you can use in making a custom NPC appear in the world? Would it then also be possible to add "overhead text" that you can see on NPC's. I.E. "Psst! Over here!" or something. "Approach/MoveTowards Watcher/Player/Selected/%NAME%" script into "Start Dialogue" script?
  6. I'm making a Druid(Fury)/Wizard(Evoker) in the Beta, Aumaua, and I'm at Weapon Proficiency, and I feel I lack the tools to complete my character concept (Towering Wizard that is nuking large areas) and a ranged Staff would look cooler than a Wand/Rod/Sceptre. Too late? Is it possible to modify a weapon's attack animation? (And object size? I.E. an arrow object, changing it to be longer and a little bit thicker, then apply that animation to a custom spear/pike, and add ranged/distance auto-attack~ thus creating psuedo-javelin type) Possible?
  7. As I understood it from the same "request"/"wish"/"dream" I did during PoE1 Kickstarter is that animations are costly by themselves and then further introduce new bugs (which would take time to fix and "time = money") and would introduce gameplay changes. New animation frames making other enemies that your characters are not currently "blocking" or "parrying" continuing to attacking you (like in DA:O or similar, IIRC) or just standing still waiting for the animation to finish (like DA:O or similar, IIRC). It's a nice dream/vision/wish, but alas, I think we will not see it until perhaps much later installments and many years to come. My dream is a bit grander, and is something more akin to Assassin's Creed animation, but with RTwP combat, and having your characters block, parry, evade, take damage, damage, several foes at the same time, making combat something of an Action Movie or perhaps even a more realistic take and slower. Point is, that would require so many resources that I can't even begin to realize how much time it would take, but it is just a dream. So much for the AI to consider, distance, and I believe one would have to first design the game to be turn-based somehow, based on distance instead of squares or hexes (fictional "meters", "radius" or fixed "tiles" and have, e.g. an attack animation take place over 2-3 "tiles" fluidly, and then unleash it somehow). It looks like Wasteland 3 is doing something "similar" to what I imagine, but in a Turn-Based environment (it looks freaking sweet). At 1:28 it starts, and you can see the enemy character "Fish-Lips" making an attack that looks like it takes place over several "Tiles", but it is so fluid! Would be chaos and so costly to code in a RTwP environment (think that not only one character would move in Realtime, but all characters, and some encounters can be up to 10-15 enemies at a time, + your party) but the end product would be so muah!
  8. Going back to my original thought xD BtF6nW - T cCedpo - EO 8twCgw - T BMahh7 - AHH RMaM4A - A SHbEXB - SHE Need one more S somewhere and then you can spell out EOTHAS if the rule is only one letter per "code" Unless the result is supposed to be a stuttering commoner, about to be squished! "E-e-ot-t-h-h-h-a-a-a-s"
  9. Yep. GOG accepts random letters. I just closed my eyes and pressed randomly on my keyboard and got Witcher 3: Wild Hunt as a result. askldj~ GOG redeeming is probably not related.
  10. EDIT: That is not actually correct. I looked at it and I can't see how they can be GG and how the small A gets removed or deleted from the string of letters, but your discovery most likely leads down the path that this is actually just a wild goose chase So it's only cCedpo that is not "translated" yet then? I was thinking... by date, first letter does it make any sense? (Nope) I sorted them based on Date published (not on date Discovered): RMaM4A - Broken Sword 4: Angel of Death BtF6nW - Trine 3: Artifact of Power w6Pd2u (Reverse) - Monkey Island 2 Special Edition: Le Chuck's Revenge SHbEXB (Reverse) - Witcher 3 The Wild Hunt Expansion Pass cCedpo - Unknown 8twCgw - 2 free Unknown items 8twCgw (Reverse) - Witcher 3 The Wild Hunt Expansion Pass KFK5Lj - Warhammer 40'000: Chaos Gate KFK5Lj (Reverse) - The Celestian North BMGG7 (Reverse) - Witcher 2 Enhanced Edition XQrdGv - Smuggler's Guild XQrdGv (Reverse) - OlliOlli EDIT: Nevermind. This might be a tad bit too much and I think it might be the wrong path down... I just tried using the this as a code: http://i.imgur.com/ApZsysO.png ApZsysO that is, and the result is "Turok" when I try to redeem it. Seems to me that GOG accepts various random letters for unredeemable stuff. Might simply be one of those "Causation does not equal Correlation" things~ http://i.imgur.com/jxZZCrX.png Wasteland 2 https://i.imgur.com/5GHQhv9l.jpg Supreme League of Patriots http://www.rpgfan.com/pics/Pillars_of_Eternity_II_Deadfire/ss-032.jpg Witcher 1, 2, and 3 https://i2.wp.com/expansivedlc.com/wp-content/uploads/2018/02/PillarsOfEternity2-2018-01-16-16-22-25-87.png God dammit xD so freaking cryptic. Starts of like a date, 2018-01-16 and then what the hell??? xD "PillarsOfEternity2-2018-01-16-16-22-25-87" https://i.imgur.com/rkPCR9J.jpg and this in reverse is Blackguards 2
  11. When I started with the decipher I got the sense that it would spell out "EOTHAS", but I was always missing an A or an S (and only 5 codes then, so it was too short too). Now there is 8 codes, and that the codes are working on GOG is interesting. Was someone able to claim the rewards too? I tried, but it says it no longer works. Regardless, if the titles of the games are somehow relevant, it made me think... could it possibly be hints for something related to Cain & Boyarsky project? Either that or simply "Here's some stuff that's relevant to what you will find in Deadfire". Like, a very very (very) vague announcement of what we can expect in Deadfire EDIT: !!! Turning the code around: "w6Pd2u" Into "u2dP6w" gave the result: Monkey Island 2 Special Edition: Le Chuck's Revenge I'll try it on the others. EDIT: YEP! w6Pd2u (reverse) = Monkey Island 2 Special Edition: Le Chuck's Revenge SHbEXB (reverse) = The Witcher 3: The Wild Hunt Expansion Pass (Expires 17th September 2025, does not work though) cCedpo can't get this one to work BMahh7 not this one either 8twCgw (reverse) = Also The Witcher 3: The Wild Hunt Expansion Pass (Never expires) KFK5Lj (reverse) = The Celestian North XQrdGv (reverse) = OlliOlli
  12. Something I found interesting is the name of the files as well... rkPCR9J.jpg or "https://i.imgur.com/rkPCR9J.jpg" Similar structure. I think there was only one, a GIF, that was harder to discern and I had to go into Javascript to find the actual .gif/.jpg. But are the filenames also involved somehow??
  13. Another code if no one saw it: Look in the lower right corner on the wooden railing. "XQrdGv" What counts, the date the magazine is released, or the date the cover was "shown"/"announced".
  14. What if it is specific placeholders for actual in-game treasure hunting? Codes, passwords, and such. Or maybe even prop names, given how they are positioned and where they are? "AddObject RMaM4A" has anyone tried using some code in-game in the console command?
  15. https://forums.obsidian.net/topic/95988-question-for-people-with-beta-access-about-multiclassing/?p=1977358 That one (Ghost Heart/Priest of Wael) was pretty nasty against the Engwithan Titan. I think it took at most 30 seconds or so to take down the encounter in the Beta. You self-buff and debuff with Marked Prey and then Auto-Attack the enemy down.
  16. Yeah I was very surprised when I open the character sheet. It was like "Woah! All this? o.o" Here's the party I used (I removed Sorceror and Battlemage though), but you can also compare damage output. Fighter/Paladin (Crusader) Also a Battlemage statistics (not the same encounter as the Crusader or the Ghost Heart) Fighter/Wizard (Battlemage)
  17. I'm testing it out, but I believe Ghost Heart/Wael to be a pretty interesting concept, with Rod Weapon Proficiency (Wael has Rod Spiritual Weapon), or Magran (Pistol Spiritual Weapon, shorter range). Also testing out Druid/Chanter (Never tried), whilst I'm at it. Will update shortly. Druid is very versatile in many ways, and your choices will matter. For instance, Lifegiver is a great Healing sub-class, and Fury is a good offensive caster sub-class, and if you wish to be melee, you have Shifter sub-class. With Melee, you'd probably want a Shifter/Trobadour, or at range it'd be a Fury/Trobadour. EDIT: Okay, Druid/Chanter (the one I made) wasn't that strong in the Records Tab on the Character Sheet, but during the encounter it was a really strong summoner that contributed a lot. The Ghost Heart of Wael (if I can call it that) was insane. This is damage output from two encounters. - Total Damage 2252.2 - Target Damage: 274.4 - Hits: 17 - Crits: 0 I used Holy Power, Rod Proficiency, Warbow Proficiency. Just self-buff and then unleash Auto-Attack. Marked Prey, Wounding Shot etc. etc. Kablamo! It is quite significant.
  18. You will be very tanky yeah, but I'd doubt it that it's a God Tank. First of all, the engagement range is limited, once you've already engaged like 3 or 4 enemies, the rest will just pass by without engage your tank. Secondly, if the enemy AI is smart enough, they will just break engagement as your tank damage is not so high even with Unbroken bonus. In summary, you are very tanky yeah, but you won't contribute too much to the team, specially without the late game abilities like Charge and Sacred Immolation. Natural = 1 Engagement (I presume?) Unbroken = +1 Engagement Shield Bearer = +1 Engagement Guardian Stance = +3 Engagement So, 6 potential Engagement targets. Many times it's like you are putting up an indestructible wall (especially in choke points). Try it out
  19. It's not a solo character. I've tried it multiple times in the Beta in several different parties and it is just simply strong *shrug* of course, don't have a clue what's it going to be like in the late game. I might even do a playthrough with adventurers and only have Companions sit back at the ship and only recruit when side mission maybe. Having so much fun with: Crusader (Unbroken/Shield Bearer) Endurance Crusader (Devoted/Bleak Walker) Focus Battlemage (Devoted/Conjurer) ~I kicked the Warlock Universalist (Eothas/Lifegiver) Sorceror (Evoker/Fury) Very tanky, very stronk. Only worry I have is reputation for the Shield Bearer, and the same for the Bleak Walker. I believe they clash a little bit, making the Bleak Walker most likely to suffer some penalties later (because of Eothas too). Unless I try to tread a very Grey line. Just took down the Engwithan Titan, these are the stats only against the Engwithan Titan(+2 scarabs) because Battlemage wasn't there for the first encounter above Tikawara (I just subtracted previous posts stats). Fighter(Devoted)/Paladin(Bleak Walker) Godlike Death Aumaua-Crusader (Shifting between Cleave and Warrior stance) - Total Damage: 804.1 - Target Damage: 170.7 - Crits: 3 - Hits: 15 - Damage Taken: 128.8 Fighter(Unbroken)/Paladin(Shield Bearer) Human-Crusader (Shifting between Defender and Warrior) - Total Damage: 156.6 - Target Damage: 54.8 - Crits: 2 - Hits: 15 - Damage Taken: 60.5 Fighter(Devoted)/Wizard(Conjurer) Dwarf-Battlemage (Same as Devoted Bleak Walker Crusader) - Total Damage: 721.6 - Target Damage: 56.6 - Crits: 2 - Hits: 18 - Damage Taken: 175.7 Wizard(Evoker)/Druid(Fury) Orlan-Sorceror (Nuke) - Total Damage: 335.7 - Target Damage: 31.2 - Crits: 10 - Hits: 31 - Damage Taken: 26 Priest(Eothas)/Druid(Lifegiver) Godlike Nature Elf-Universalist (Massive heals and some buffs) - Total Damage: 466.6 - Target Damage: 24.2 - Crits: 1 - Hits: 35 - Damage Taken: 42.8 Massive survivability. I even think I might toss the Sorceror and make another Priest/Druid or -/Druid and focusing on debuffs. In Tyranny, the strongest build (but very repetetive) was to have one Super Saiyan Tank, and then 3 spell casters behind him. 1 Nuke, 1 Debuff, 1 Heal. Also, all of them having various flexibility. So I would start a fight with double buff and single debuff. Next action would be buff, debuff, nuke Third would either be final action (debuff, nuke, nuke) or just a set up for final action (fourth) That was against most grouped enemies, bosses were a bit longer and slower, because healing and tank never dying. You pretty much Level Dropped the enemies, gave yourself Level Power every encounter. Easy mode. I kind of want to try that for Deadfire :D Maybe invite the idea of having two Crusader - Unbroken/Shield Bearer, engaging like 6-12 enemies, and then three Spellcasters to melt the enemy with xD
  20. Single Class Wizard. Make the Wizard you deserve, not the one you need... xD or pick the Sub-Class you want to play (to get the Talents), and then use Cheat Codes to learn whatever spell you want. I think that's possible? (Isn't there a "LearnSkill" string somewhere? I've only used it for Gold and Experience in the Beta, to try out various features and also potential strength). Wizard/Wizard ("Specialist Wizard", "Focused Wizard"... full title, or "Arcane Wizard") Would be cool if Wizard could Multiclass with themselves. Illusionist/Evoker for instance. A) No restrictions. B) Can only pick and cast spells from those 2 Schools (A Sub-Class Wizard can still cast spells from 3 Schools). Maybe possible to mod in. This. Then again, would you really want to spend 2 levels of points just to be able to cast a Spell outside your characters preferred School (being specialized in those spells with talents and such)? Seems like a bit of waste mechanically. Roleplaying-wise, many applications
  21. Fighter(Unbroken)/Paladin(Shieldbearer of St Elcga) 'Nuff said. Equip with Medium- to Large Shield, Plate Armor, all of the Engagement talents, and you get a God Tank. EDIT: A Devoted/Bleak Walker Deathlike (Melee, Aumauan), with Two-Handed sounds strong. I haven't tried. Just sounds like it would be. Or maybe a sort of Sten playstyle (From Dragon Age Origins, Main Tank MC, Sub-Tank Alistair or Off-Tank Sten, Wynne, Morrigan, was pretty good combo). EDIT2: Just tested it out and it is even stronger than a Batltemage (Fighter/Wizard). Although, I did optimize this one a little bit more (+custom party). Same fight/encounter: Fighter(Devoted)/Paladin(Bleak Walker) Godlike Death Aumaua - Total Damage: 520 - Target Damage: 69.1 - Crits: 5 - Hits: 7 - Damage Taken: 81.8 Fighter(Unbroken)/Paladin(Shield Bearer) Human - Total Damage: 260.8 - Target Damage: 54.8 - Crits: 2 - Hits: 8 - Damage Taken: 33.1 Barbarian/Wizard(Enchanter) Dwarf - Total Damage: 308.1 - Target Damage: 48.4 - Crits: 17 - Hits: 55 - Damage Taken: 99.4 Wizard(Evoker)/Druid(Fury) - Total Damage: 389.5 - Target Damage: 31.2 - Crits: 10 - Hits: 25 - Damage Taken: 26 Priest(Eothas)/Druid(Lifegiver) - Total Damage: 216.6 - Target Damage: 24.2 - Crits: 3 - Hits: 31 - Damage Taken 42.8 Really like this combo. Very "hulky" with high survivability. Would probably change Warlock for Battlemage though.
  22. Hi! I was thinking, albeit a bit late, wouldn't sometimes be nice to enter the ship right away on the world map when entering a town (with a harbor)? Sort of, getting a two choice option ("Enter Town" and "Embark Ship") either a small window with an X to close, or just simply clicking anywhere around the town. Just to get out on the seas right away instead of having to run through town just to embark.
  23. BtF6nW w6Pd2u SHbEXB cCedpo 8twCgw BMahh7 BFWPSHEXBCCBM 1234567654321 tnwdubcedpotwgwahh 123456789987654321 6 6 2 8 7 H H F e E X X B o c b b n t w w h I dunno xD https://nrich.maths.org/2197
  24. I can't quite shake the thought pattern so I have to vent it out: Trending now! "Headphone listeners outraged by speaker listeners" Coming up! In-depth analysis! "Are speaker listeners left in the dust? Find out more here*!" * I couldn't resist, sorry xD EDIT: For anyone who hasn't played the Backer Beta, there is absolutely nothing to worry about about the console announcement. It won't affect how the game is running or playing on PC
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