Jump to content

Aramintai

Members
  • Posts

    1423
  • Joined

  • Last visited

  • Days Won

    6

Everything posted by Aramintai

  1. Talking about a wall of text, might wanna put a spoiler tag on it. I've seen what's in those game files too, but they don't help much because they don't show how to achieve those specific ending slides.
  2. Ok, I've managed to convince the Eyeless to temper Abydon: Examples of what sways them towards this compromise are: tell them about the dangers of animancy (if the quest The Hermit of Hadret House was already completed it only works if the duc ruled in disfavor of animancy) bring Aloth to tell them about the Leaden Key machinations (here I encountered a bug - Aloth spilled the beans that he's a Leaden Key member even though I still didn't complete The Hermit of Hadret House quest, still needed to go to the hearings) tell them that the White Forge is too powerful for mortal hands (must free the souls in WM part 1 for this to work) bring Pallegina to tell about the Vailian Republics plot to undermine Dyrwood bring Devil of Caroc to tell about how bad history shaped her life bring Zahua and/or Maneha to tell how history brought misery upon them (only works if you convinced them to forget about their past, but for Maneha I've encountered another bug - if you don't allow her to dive into the Salt Well her dialogue with the Eyeless still plays out as if she did ) The rest of the arguments are pretty straightforward and are available by default, you just have to choose correct options. As for the other ending slide in question - the one about newcomers, Dywoodans and Readcerans alike, being welcome in Stalwart - I'm beginning to think it has something to do with a quest Risk Tolerance. Maybe if you close the fishery so that Stalwart will need to rely on others for food, allow Crucible Knights to patrol the mines and blacksmiths to oversee the White Forge then maybe Stalwart villagers will see that it's beneficial to seek help from outside the village. Th Iron Flail still need to die for this to work, I think. P.S. Dat Devil of Caroc though - badass :
  3. There's a new +4 INT ring to be found in 3.02 (beta) -
  4. Yea, I've built everything a while ago but they still keep at it. Those barks weren't present in 3.01.
  5. As you can see here text overlaps. Also, if I want to bind or unbind soulbound item because of this overlapping bug I can't see buttons properly, even though I can click them at their supposed location. My screen resolution is 2560x1440. It doesn't happen all the time, not sure what is the cause, but if I encounter it once after loading the game it doesn't happen again. And here's a new bug - everytime I visit Caed Nua one of the companions will say the same line about how impressed they are about the keep, even if they've said it before. Here's Hiravias's line, for example:
  6. Good point but he's also half-elf and looks like an elf.
  7. Hmm, maybe smth like this: The Nameless One - human fighter/mage/rogue (whatever you preferred in PS:T) Morte - Dak'kon - wood elf fighter using one-handed sabre with high lore to use high level spell scrolls/ OR wood elf tanky mage using one-handed sabre Annah - human rogue dual-wielding stilettos or daggers (tail can be RP-ed to be hidden under the clothes or cloak) Ignus - fire godlike always naked mage using primarily fire spells Vhailor - death godlike heavily armored fighter using two-handed sword Fall-From-Grace - unarmed human priest (if you can somehow RP the wings out) Nordom - ...well...hmm...let's just skip him and assume he was not recruited
  8. You're wrong in presuming that there were no healthy births during that period. There were, varying in numbers from place to place. In some places though, like Dyrford, Hollowborn were 100% of births for the last few years, probably because it's being located closely to Cliaban Rilag and that infernal machine inside. Same goes for Gilded Vale and Cilant Lis. The way I see it is that some places were far removed from any Engwithan ruins so Hollowborn rate there was not as high. Also, it seems that the Leaden Key had to sacrifice themselves regularly just to keep those machines running - in the game Thaos commanded his acolytes to go and activate it again in Cliaban Rilag exactly because a healthy birth was spotted near the Dyrford village.
  9. It's open for all to see on Steam: http://steamcommunity.com/stats/291650/achievements
  10. We'll see about that. The difference between Triple Crown Solo and this one is that you were not required to do EVERY bounty and kill all the dragons (+2 archmages), which are the toughest battles in the game.
  11. The Ultimate: Complete the White March and Pillars of Eternity, defeat all dragons, all bounties, and both archmages on Expert, Trial of Iron, and Path of the Damned modes without taking any companions after Cilant Lîs. Yeah...right. Did devs actually test this one? Is that even possible without the cheats? Good luck to anyone willing to bang their heads against that one
  12. Also, about Readcerans brewing trouble at the border - maybe that slide will change if you bind souls to defend the Battery. According to this reddit post: https://www.reddit.com/r/projecteternity/comments/49hdo2/white_forge_choices_do_they_matter_spoilers_inside/ if you do that then bound souls will help defend the battery against the invaders.
  13. Well, I tried to be as diplomatic as I could and got all 3 parties to help me - ogre matron gave me a summoning horn, Readcerans helped with siege weapons and Stalwart with cannons. But in the end the slide still gave me that bull**** about trouble brewing at the border. So I've no idea how to get that slide about Stalwart inviting Readcerans. Maybe it's bugged or something. Or maybe to get that slide you need to do the opposite - kill the Iron Flail troublemakers and do everything to ensure Stalwart continues to work with the White Forge, so they'd feel generous and safe enough to invite docile newcomers. Also, that slide about tempered Abydon is definetly connected to what you say to the Eyeless at the end, I saw it in the game files. There are numerous dialogue options that vary in number depending on how far you are in the game with quests. You must present them with enough arguments to prove that holding onto memory and history is not always a good thing. Personally, I've failed to convince them because of some of the choices I made, for example, binding souls to the forge or telling the duc to rule in favor of animancy will make you fail to prove your point. I'm too lazy to replay such a big chunk of the game, but if anybody has a save with proper choices it's worth a try checking out that ending. Seems like the best out there for Dyrwood (and the world, for that matter - untempered Abydon may as well bring another moon down on Eora in the future).
  14. I'd say cipher or paladin, they sure have fun and useful abilities and the rest of your criteria fits. Ciphers were always unique and powerful in this game, put some proper gear on them and they'll truly become a force to be reckoned with. As for paladins, after the patch and some fiddling I now know how to make even Pallegina a good damage dealer/off tank/support, she's my main stay now. And this fun synergy makes it super easy to deal with all sorts of nasty will affecting effects, Radiant Spore was denied all the fun, lol: https://forums.obsidian.net/topic/84869-fun-ability-synergy-sacred-immolation-and-aegis-of-loyalty/ I agree about fighters and chanters though, they're boring, but at least one fighter is good to have around for boring but essential tanking duty. Chanters are good for nothing, there are better classes out there who do more things for the party. The most fun class for me personally though is rogue. Sure you need to manage him cuz he's squishy, but seeing those ridiculously high damage numbers roll is just too hilarious to miss out on.
  15. I think the game also takes into account how you treat your allies before the final battle. I pissed off the ogre matron and she left, and then I got the bad slide about the ogres. I didn't resolve things peacefully with Readcerans so I don't know if you can influence their ending, but I've found this slide description in the game files: "With the Eyeless defeated, Stalwart redoubled its efforts to unlock the mysteries of Durgan steel and create new marvels upon the White Forge. However, the villagers also realized that they would never achieve their ambitions on their own. To that end, they set aside their grievances and welcomed newcomers - Dyrwoodan and Readceran alike - to their town." Worth checking out maybe? Also there was this: "Abydon was restored but tempered, and the compromise that he and Ondra sought played out in the Dyrwood, too. Skilled labor saw a revival in the Dyrwood, and the country's architects, engineers, and masons transformed the broken nation into a modern marvel. Defiance Bay was rebuilt into a grand capital, and the roads that connected the country were paved into broad highways." A compromise? Dunno how to get it either.
  16. I'd say Alpine and Llengrath because there are no cheesy choke points. Adra can block her own adds with her fat ass if you lure her to the nook on the left. Same goes for Concelhaut - you can block the adds at the door.
  17. Does anyone has a video or pictures of all the possible ending slides outcomes for the WM part II? Or is there a way to look them up in the game files?
  18. I haven't tried this, but doesn't making peace with Iron Flail just for this easy battle give you a not so good ending slide? Something about impoverished Readcerans piling on the border of the White March and causing all sorts of trouble for generations to come.
  19. I used Sabra Marie + Gyrd Háewanes Sténes (ridiculous scepter in itself and you get it early) combo with a rogue and a wizard on my last run - it was a ridiculous. Enemies getting confused and dominated left and right and attacking each other was lots of fun to watch. However also annoying, because since they turn friendly so often AI stops attacking them.
  20. I see what you mean, yeah, I usually have fast dual-wielders who kill stuff so fast that Deep Wounds have no meaning. But that DoT stacking ranged build seems nice as well, although even more demanding than melee sneak attacker micromanagement wise.
  21. Do you think Grey Sleeper rogue would be a good idea ? Or 5% Twin Stones is too low to be reliable ? I've tried it on my last run, the chance is rather low. Yeah, that's not the way to go. But a Bittercut with 2* Vile Thorns works and also the White Crest armor with Overwhelming Wave. And scrolls of Bounding & Concussive Missiles and Twin Stones. That is especially nice at the beginning of a fight when you let the mob come to you. I'm thinking about a rogue "wizardlike" build who duplicates Bittercut for a total of 4*Vile Thorns per rest. That's nice but still, if you're not helping Deep Wounds with spells which require rogue to invest in Lore or wear specific gear, on itself this ability is quite lackluster.
  22. Then what about Backstab + Cape of the Master Mystic (Invisibity on being hit by a crit)?
  23. Do you think Grey Sleeper rogue would be a good idea ? Or 5% Twin Stones is too low to be reliable ? I've tried it on my last run, the chance is rather low.
  24. You mean using spell scrolls with a rogue? I usually put points into more useful skills like Mechanics and post 3.0 Survival and Athletics, so there's not enough for too much Lore.
  25. Rogues are awesome, but I agree with most of the original post - some of those abilities should be more powerful, otherwise nobody will take them. The only thing I'm ambivalent about is Deep wounds - sure, it will give you about 30 damage total, but it's wasted on trash mobs who die quickly enough as it is, and bosses usually have too much health to notice those tiny ticks. Personally I think Envenomed Strike is better. And also, what about talents? Backstab+Shadowing Beyond combo anyone?
×
×
  • Create New...