Jump to content

AndreaColombo

Members
  • Content Count

    5,572
  • Joined

  • Last visited

  • Days Won

    44

AndreaColombo last won the day on November 11 2018

AndreaColombo had the most liked content!

Community Reputation

5,067 Excellent

About AndreaColombo

  • Rank
    Arch-Mage

Profile Information

  • Location
    Budapest (HUN)

Badges

  • Pillars of Eternity Backer Badge
  • Pillars of Eternity Kickstarter Badge
  • Deadfire Backer Badge
  • Deadfire Fig Backer

Recent Profile Visitors

1,658 profile views
  1. IIRC from another thread, Caedebald's Black Bow also lacks the Bow proficiency. Also, subbing thread. Keep up the good work
  2. Speaking of—doesn't the community patch address that (i.e. add proficiency to weapons that don't have any)?
  3. Summons like Watery Double were a lot better when they were player controlled; alas, that was taken away shortly after release (though it shouldn't be too hard to mod back to the way it used to be.) Tekehu is good, though, IMO: He's got a pretty decent Spiritshift, whose immunity to Dexterity afflictions comes in especially handy against those pesky Lagufaeth, and Chillfog is not the only party-friendly spell he's got that can turn the tides.
  4. Community Patch fixes this, though, right? If I recall correctly. Granted, not everybody's playing with the community patch installed.
  5. The paladin's thing's actually rather nice. Though wouldn't it work better with Fighter owing to Constant Recovery (plus, potentially, Voidward) to offset the raw self-damage from Sacred Immolation? Though I guess you could technically do Paladin/Blood Mage to get regeneration (albeit at the cost of the improved Rapid Recovery.)
  6. Heh, my passion for audio has been stealing the show of late Now I'm toying with the idea of another Deadfire playthrough, if nothing else to finally play SSS and FS...!
  7. Shyla, may I ask you to check what the latest official word is on the Deadfire novella that was promised during the Fig campaign? It hasn't been released yet and there have been no updates since the end of the campaign. I understand there can be any number of perfectly valid reasons for being unable to deliver the novella—it's just that being in the dark doesn't feel particularly amazing. Thanks!
  8. Haven't been active over here in a long, long time—but I just had to login and give you props for another fantastic build! Makes me want to play again ... and right when I was thinking, if I play again, I'm probably gonna ditch Xoti! If you're not using it on your main, you could give her DoC's breastplate until you get Furrante's. Looks really good with the helm and the sword (which by the way is also mid-to-late game because it comes in Beast of Winter.)
  9. Yes and no. I'd be all for the graphical updates, but as there are spells (possibly also monsters?) that do not reappear in Deadfire, they'd have to redo them specifically for the port—quite a bit of work for a re-release, so I'm not holding my breath. I would not be as enthusiastic about mechanical changes. The first game was balanced around no multiclassing (which by the way would render the multiclass talents utterly redundant), no subclasses, per-rest spells, six skills, and DR mechanics. Changing all that to Deadfire's rules would require extensive, painstaking rebalancing of every in-game area and encounter, which I doubt would happen (much like it didn't happen in BG:EE; I can excuse Tutu/BGT as they were developed for free by modders who contributed their free time to the project.)
  10. Would be nice to have a few extra sources of Energized, Intuitive, and Courageous, though. They’re fairly limited compared to Robust and Swift (though the latter is also limited and Energized is limited more so than Brilliant.)
  11. If you have a Druid in your party, you can have them stand in the middle of the party at the beginning of combat and cast Nature’s Balm, which gives everyone the Robust Inspiration. I do that all the time.
  12. Think the icons that were uploaded to the nexus are missing those for subclasses.
  13. This is amazing and wonderful! Finally Tekehu's eyes are back to the color his portrait shows and his in-game text describes (it helps that he also looks a ton better with black eyes than he does with green.) When Obsidian released the patch that let us choose our characters' eye color, Tekehu's eyes weren't the only ones who changed to green. Before that patch, female aumaua head 3—the one I had been using for my Watcher—had red eyes. Like Tekehu's black, red was also a "non-kosher" (i.e. non-lore-friendly) color for aumaua eyes. Enter the patch that enables the selection of eye colors, and non-kosher eyes are suddenly defaulting to one of the selectable colors (in this case, the same green for both Tekehu and female auamua head 3.) This is the reason why I thought the choice not to be deliberate, but rather a side effect of the feature: Because red and black are not selectable eye colors for aumaua, they are not in the table of possible colors, therefore they no longer show. Either way, it's great that I can finally enjoy Tekehu in his full black-eyed splendor once again. Thanks again a ton or a million!
×
×
  • Create New...