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Everything posted by AndreaColombo
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Been saying this since the beta: The only way a beard looks like those is if you're trying to grow it for the first time More options are always welcome, though, so I'm happy about the DLC. Now we need a portrait free DLC or twenty! Hope they also do partial hair for those helmets that would let long hair show underneath (and for hoods—Aloth's hair would certainly show even if he were earing a hood.)
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However: Dichotomous Spirits already weren't all that good; now I'm definitely not gonna bother*. Not sure whether this was fixed for release, but in the beta patch Watery Doubles and the Phantoms were just auto-attacking—which, needless to say, made them completely useless. No idea how they plan on making them useful if you can't control what spells they cast, when, and where. Regardless, you're better casting literally any other spell of the same level. *Oh, wait, I actually am gonna bother since I'm restoring 1.02 files to avoid all balance changes. Except it's very sad that I need to resort to this and miss out on all changes I agree with.
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Josh is a very likeable person. Even when I disagree with his design choices (and I've been vocal about my disagreement with some of the nerfs in patch 1.1), I always get the vibe that he's making an honest effort to improve the game and make it the best it can be. After all the venom I've been spewing, I figured it was time to let out some positivity as well (which doesn't mean I'm not bitter at some of the nerfs )
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No matter how hard the game's dialog and Tekehu's portrait say his eyes are pitch black, the model's are green: On a related note, the female aumaua head n. 3 has green eyes as well whereas they used to be red. I believe this is because eyes with a non-lore-friendly color default to green (IIRC aumaua can't have red or black eyes.) Note that I checked this loading one of my saves where my Watcher is using the third female aumaua head; I didn't try creating a new character with the same.
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The list of features and bugfixes is great. However I look at some of the nerfs and just facepalm.
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Are All Item Changes Final?
AndreaColombo replied to Gary1986's question in Patch Beta Bugs and Support
In what way was Keybreaker “broken”? Just because it was good in comparison to other scepters or because it enabled something that trivialized the game? I don’t recall seeing many posts or builds wrt to breaking the game with Keybreaker. -
Clickable main menu bug while still watching intro screens
AndreaColombo replied to Aramintai's question in Patch Beta Bugs and Support
I’m experiencing a similar issue, If I click during the intro screen to skip it, and my click is where a button on the main menu would be, that button operates. Most times, I accidentally hit “options” this way so as soon as the intro fades, I find myself in the options menu. -
Patch 1.1.0 Updates Thread
AndreaColombo replied to David Benefield's question in Patch Beta Bugs and Support
By the way, some helmets would also allow for long hair to show. I hope there are plans to make that happen too. On an unrelated note, why have Tekehu's eyes become green? IIRC, the game's dialog suggests pretty consistently that they are pitch black. -
Well, a point could be made that moons are Ondra's domain and she holds power upon them; the other gods don't necessarily hold sway over rocks, for example. Galawain commands beasts, and in fact he sends a kraken against you if you tick him off. Based on my understanding, the gods exist in the beyond (or are they in the in-between?) and manifesting in the physical realm is something they aren't keen on doing for a variety of reasons. Berath explicitly says that mortal vessels are usually inadequate for carrying the amount of essence that constitutes a god, and things tend to go awry when they try to possess one as Waidwen exemplified. It seems to me like direct intervention by the Engwithan gods is therefore an edge-case last resort—something that cost them a lot and is not guaranteed to grant them the result they want. Indirect intervention via their domain, on the other hand, is something they can do. Ondra can pull moons and see the sea at storm; Galawain can send feral beasts after you; Magran can make volcanoes erupt; Hylea can command pigeons to ****e all over the statue you've just sculpted; and so on, and so forth. As for the Leaden Key, IIRC the first game explicitly traces its origins to the last few Engwithans left behind after the creation of gods, with the purpose of acting like missionaries who bring word of the gods to other people. After all, what use are the newly created gods if nobody knows of them? Granted, from our perspective, the logical thing to do would have been to disband once word of the gods had reached all kith and all eretics had been vanquished—BUT people don't always do the most logical thing, or even see it for what it is. Besides, if the gods have such a hard time manifesting in the physical realm, they might as well leave the Leaden Key to handle their monkey business. On the other hand, a case could be made for the fact that the gods exist and don't owe their power to kith's belief (contrary to, say, the D&D gods.) Even if kith stopped worshiping them, so what? They wouldn't lose their power and they wouldn't cease to exist. Whether or not kith know their secret is largely inconsequential to them, which I reckon is why they have no qualms helping you defeat Thaos the moment he acts against their own interest (no matter how hard he's kept their secret throughout the years.)
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3s is still way too long for summoned weapons. Even at 0.5s / 0.0s (which is where I've always believed they should be) they would barely be worth it compared to unique weapons that don't require you to spend a precious talent point (and one of two precious casts per encounter of their spell level) to acquire.
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^ I agree with everything except the notion that Obsidian are incompetent and lazy. They just happen to have a different approach to balancing than some of us, which is fair. I don’t like the changes but I’ll give them the benefit of doubt since there are many more patches and three DLCs to go still. If all else fails, we can mod the game to iur liking at the end of the patching cycle.
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Patch 1.1.0 Updates Thread
AndreaColombo replied to David Benefield's question in Patch Beta Bugs and Support
By the way, achievements are no longer displaying icons in the achievements menu (this was true of the previous 1.1 build as well.) -
As mentioned in other threads, I believe they went overboard with the nerfs. Some abilities needed nerfing, but not to the extent to which 1.1 nerfed them. Most items didn't require nerfing at all. And what's with making recovery longer every other update? Sitting through recovery time is neither engaging nor fun. Instead of nerfing speed bonuses across the board, they should have gone back to weapon recovery times as they were in early beta builds (IIRC, everything was about 1s faster; average for sure was 3s instead of 4s.)