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Christliar

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About Christliar

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  1. I managed to reproduce the bug with another character I rushed through on Story mode. Basically, what happened is that I killed Mokeha in Satahuzi, which prompted the Storm Speaker to attack me, but I didn't kill her, I sneaked past her. Which means she couldn't be on the beach, but I'm also thinking since I didn't kill her, any failsaves about the ship relating to her death don't trigger. I'm going to try to kill her with my main character to see if this will jolt the proper triggers. EDIT: When I killed her, the NPC which is supposed to spawn instead of her spawns and I can continue. Maybe look into her spawning if the Storm Speaker is hostile and not only dead for a later patch or something.
  2. The new patch didn't fix it. Is there a console command I can use to skip this dialogue? I really don't want to restart and maybe run into this bug again.
  3. Since GOG Galaxy's verify/repair has never worked for me and I have to uninstall, download and reinstall the game for that to happen, here's a link to the output log. If nobody can recreate the bug, I'll do it of course. EDIT: Tried removing Eder from the party and his dialogue still triggers, even though he isn't there, but I'm not given the choice to set his class. I tried this using an earlier save before going to Vilario's.
  4. When I completed everything at Port Maje and the governor told me to go back to the ship so his men can get it repaired, the dockworker triggers Eder's intro dialogue and I get the option to set his class again. This loops and I can't continue. I only have 2 mods installed, Enhanced UI and less xp. I don't think they should affect it this way, but who knows. EDIT: Disabled them and loaded an earlier save, same thing. Couldn't upload my save game using the forum uploads, so here's a Google Drive link
  5. Pretty much what it says on the tin. When I enter combat, at one point the drivers crash, the screen flickers black, then they recover and I have to close PoE2. The game is obviously unplayable like this. This is a new problem, as I didn't experience this before patch 1.2. My video drivers are up to date. The output log says "d3d11 has failed to create a buffer". The game doesn't start at all if I try to force d9 from the shortcut, trying to force it through GOG Galaxy starts the game, but it still crashes with the same error message in the output log. EDIT: Turns out it's not only combat, it crashes randomly with graphics set to low with the same error message, but also with "d3d11: failed to create staging 2D texture" in the output log. My graphics card is an AMD rx460 if that makes any difference. EDIT2: So, after extensive googling, I found what the problem was. I also had an unrelated problem that made this issue worse. If anyone else is having the same issues with d3d11 in any Unity engine game, you should enable V-Sync, that is what fixed it for me. output_log.txt
  6. "Sub-classes don't have unique passives" is kind of a cop-out, though, if that's what they are thinking. Why shouldn't sub-classes have unique passives? I was already skeptical of the whole sub-class thing and now I'm even more so. Yeah, sure, it's a slippery slope after that with arguments like "why doesn't MY sub-class have uniques?", but that's not very serious and a bit whiny. It's much worse that they are removing options that were already there, especially ones as interesting as the Skaen Priest one, rather than adding some more for specific sub-classes. I would've made the sub-class effects passives that you can pick up along the level-up process, but eh, that's neither here nor there.
  7. Prey on the Weak can be a passive that you can pick up on level 3 and can be greyed out if you are a multi-class Rogue, like when you pick a passive from another class and the same one is greyed out on the other. The solutions are endless, the desire just has to be there.
  8. Why would it be bad? If you mean bad for newbies, the game clearly states that multi-classing is an "advanced technique" when choosing whether you want it to multi-class or not.
  9. Like I said, they can just apply the highest sneak attack bonus, not have them all stack. I'm disappointed in this because a lot of cool combinations are not available. Like a Devoted/Skaen Priest would be essentially a Rogue/Fighter/Priest triple-class-like build. I tried a Devoted (Stiletto)/Skaen Priest in the beta, but it doesn't work very well, while the reintroduction of the baby sneak attack would be a step in the right direction. A Skaen Priest/Rogue multi-class has a lot of overlapping abilities and it just seems a waste to do it. I really don't see a problem with just not stacking the Skaen and Rogue sneak attack bonuses.
  10. Like the title says, it seems like the Skaen baby Sneak Attack has been removed. Why? I waited until this update to see if it wasn't some sort of bug, but it seems it isn't. If the concern is stacking it with the Rogue's Sneak Attack, then make it so only the highest Sneak Attack bonus is applied.
  11. I wouldn't say Baldur's Gate was hardcore, it was considered a watered down system trying to cater to a wider audience even back then. It was still good in its watered down state, however, even if I personally would've made it turn-based, and is now plaguing gaming 20 years later with devs trying to emulate its style, but distinctly even more watered down. There is no chance Obs will turn Deadfire into a hardcore game, so I say let them make the best game they can on their own terms. This is why I don't bitch about resting anymore, I recognize that it's pointless and is there for no reason, but surrender myself into the calming waters of acceptance and not caring. They want to make a game without any strategic thought whatsoever? Go, do it, make the best damn game ever with as many watered down elements as you please, but it better be really good.
  12. The difference is that there isn't a very specific damage threshold that you have to reach or else it will make your characters useless. Unless you slippery slope it and say "the damage threshold is downing the mobs to 0 HP" which is lol. Dealing damage is also not as limited as Pen buffs. Penetration forces every build that wants to do damage to stack Penetration as high as the highest AR enemy in the game, making every build the same in this regard and leaving very few opportunities to deviate, and automatically shooting subclasses with free access to Pen (like Devoted) up. There is no such thing with dealing damage. It also uses up the very few spells per encounter casters have on buffing Pen or debuffing armor. If there is some spell or mechanic that you have to automatically use in every encounter, it should be removed or baked into the spells/abilities.
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