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Everything posted by AndreaColombo
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Pretty amazing stuff Makes me even more bummed that the proc from Scordeo's Edge is the only way to get 0 recovery in Deadfire. No matter how many speed bonuses you go out of your way to cram together, you'll always lag behind the tedious effort of wielding a different weapon until it procc'es, then switching... Unnecessarily tedious.
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This is a side effect of Josh's "no trap builds" philosophy. If you want to make most—if not all—builds viable, the game must be designed around the capabilities of the most mediocre builds to ensure they can win. This inevitably leads to smoother spikes in each direction when it comes to mechanics; if a high MIG was significantly better than a low MIG, then low-MIG builds would have a much greater potential of qualifying as "trap builds." I like both the Infinity Engine games and Pillars of Eternity games, but just like the play very differently, I also enjoy them in different ways.
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I have to agree with Boeroer on this one. Just because psychologically a score of 7 appears to be more reasonable than a score of 3, that doesn't mean it has to be so. It's an arbitrary system rooted in the mind of the designer and in that of the player, after all; real-life people don't measure their strength or perception with a set score from 3 to 18 assigned at birth A score of 3 in Pillars of Eternity can, for all intents and purposes, be the same as a score of 7 in Pathfinder: Kingmaker if the system is designed around that notion. It all boils down to the design goals and the designer's interpretation of the numbers. Pillars of Eternity was, as stated in this very thread when referencing Josh's words, never meant to be a purely simulationist system—and that's OK. A system doesn't have to be simulationist (or anything else) to be good; the true measure of a system's goodness is the extent to which it is fun to play.
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@thelee since you've been running a Priest, could you confirm whether the Faith Attuned lash from spiritual weapons still scales with the Watcher's disposition scores? It's supposed to follow the pattern you described here, however the lash is marked in the spiritual weapons' description as a fixed +20% (dynamic values usually can be hovered upon to reveal the variables influencing them.) Your post also mentions companions' spiritual weapons scaling with the Watchers' dispositions, but in my current playthrough Xoti's lash is 20% even though I maxed out on both Benevolent and Honest, and only have one rank in Eothas's disfavored dispositions.
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Patch Notes for 5.0.0
AndreaColombo replied to Cdiaz's topic in Pillars of Eternity II: Deadfire Announcements & News
Same here, and I believe that's exactly the reason. -
Typo thread
AndreaColombo replied to rone's question in Pillars of Eternity II: Deadfire Technical Support (Spoiler Warning!)
Fixed the above and a number of others I've run into. @MaxQuest I'll keep going until the end of my current play through but if you're ready to release the community patch (even as a beta) at any point, PM me and I'll send you the latest text fix package. -
Ah, I didn't know you already had these out! I'm going to try a few of those out
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Typo thread
AndreaColombo replied to rone's question in Pillars of Eternity II: Deadfire Technical Support (Spoiler Warning!)
Interesting; this thread is no longer pinned. I'll keep reporting typos here for the sake of the community patch. @MaxQuest if you need/want help integrating typo fixes into it, I'm happy to lend a hand (may need a wee bit of guidance to get started.) Missing "a": Should be "Nicese": -
@Ivanfyodorovich mentions the Blights and Rot Skulls were using the Wand proficiency in the first game, which I recall @MaxQuest confirming too during the backer beta days. I would be fine with using the same proficiency in Deadfire. As for the TreatAsWeapon flag, we could check how other summoned weapons are setup. For example, Concelhaut’s Parasitic Staff correctly uses the Staff proficiency and behaves correctly; we could mirror its setup for the Blights and Skulls, except with the Wand proficiency instead.
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Precisely. For example, right now it’s impossible for a Devoted/Wizard to benefit from the Devoted’s class perk while using the Blights, for the Blights aren’t using any proficiency and therefore there is no proficiency they can pick at CC that would enable that.
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Couple extra thoughts for the community patch: Assign a weapon proficiency to Kalakoth's Minor Blights and Rot Skulls. IIRC both spells had a proficiency assigned in the first game, but they don't in Deadfire—meaning that all talents and abilities that rely on weapons with which the character is proficient can never work with them. Would it be possible to include a component that restores the original PoE proficiency for these? (Quite sure this isn't possible but I figured I'd ask) Is it possible to change Gaun's spiritual weapons so that, if Xoti's lantern has been enchanted with Threshing Aura/Light of the Dawnstar, the summoned lantern also has the enchantment? The spiritual version looks pretty rad but there's no way I'd spend a spell slot on it to get rid of Threshing Aura.
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Patch Notes for 5.0.0
AndreaColombo replied to Cdiaz's topic in Pillars of Eternity II: Deadfire Announcements & News
Over 90% of the fixes are for TB mode; not much for us RTwP players -
I would probably buy any games in the Pillars of Eternity universe (provided they were made available through GoG), but if it's any genre other than RTwP isometric party-based RPG, there's a good chance I'd get bored of it before I'm halfway through (speaking from experience.) That said, I would be delighted if the upcoming patch were not to be the last for Deadfire.