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Lucidbro

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  1. There's also a lot of jankyness with using a rogues "Escape" ability on tight spots, where the ability will get used but the rogue stays in the same spot.
  2. Would like to second this. I found that when a fighters last action in the turn is "into the fray" the character gets stuck unable to end the turn. If available that turn, second wind and weapon swapping (at least through pressing the hotkey) allows you to end the turn. EDIT: Also seems to happen when saving, using watcher power for the last action on a turn.
  3. These are just what I was looking for. Appreciate this a ton 🙏🙏
  4. Anyone able to make an ocean folk version of this guy? Similar to what this (https://www.nexusmods.com/pillarsofeternity2/mods/47) mod did for godlike? And/or if someone could watercolor these portraits (they should already be the appropriate size) 🙏:
  5. Can someone explain to me in a bit more detail how to change the pose of companions? I've tried replacing the "PersonalityID" numbers in characters.gamedatabundle with the ones I want, but that alone doesn't seem to work. Would be much appreciated.
  6. I seem to have run into a bug where Maneha doesn't trigger the conversation upon entering the Salt well. I've done this quest before a couple of times and this is the first time I've run into this issue. Is there a workaround for this?
  7. I tend go for ZE, simply because I find that usually someone in my party will run out of useful talents and Gallant focus begins to look very attractive. And since ZF and Gallants do not stack, I find I get more use out of ZE + Gallants than simply the ZF.
  8. Nvm, I found it. It's "quest_item_rh_disguise", in case anyone will need it.
  9. Does anyone know the item code for Berathian priest robes? I'm trying to change its appearance with unity but can't find it.
  10. A game based on Vampire: The Masquerade, with Brian Mitsoda as a stretch goal.
  11. Well you're really only bringing that same old argument we've been bouncing around for a few pages now. I don't believe anyone here is saying that the suggested system was perfect but the crux of the issue I have is that now, that system is gone entirely. And the reasoning for doing so hasn't in my opinion been sufficiently justified. Mostly I've read how it's been a minor inconvenience for some while others feel it doesn't add anything to the game. But it seems this was enough for the community to rally a big enough of an outcry that Sawyer saw it fit to remove the entire system. You know, I doubt there's ever been a system that no one has had differing opinions on, so all we're left with is reasoning, especially when the community is so evenly split. So in this case you have to decide is it alright to remove a system some people really liked for what they perceived as added depth and preparation before combat, because you think it's tedious to repair your gear while having no idea how frequent or big of a time investment it will actually turn out to be.
  12. There's a few things here that I have differing opinions on but I don't want to seem like I'm out to nail you to a cross, so I'll just leave it at that. It's enough for me that you don't outright dismiss the system out of some unreasonable, assumed personal inconvenience.
  13. Well, there's a pretty good idea actually. Keeping a sharp sword versus the increased innate durability of blunt weapons. I like it (more of a reliable static damage versus a higher damage but deteriorating performance, then you add in the encounter specific weaknesses to further increase the layers of choosing your speciality). So here, you yourself gave a suggestion that would add gameplay depth and choice. But then you proceed to belittle that fact by stating that durability is only there to help with the gold issue.. About breaking multiple shields and such, I think I already stated that I think that's overkill and wouldn't endorse that. But can't you see any middle ground there? Between no durability system and carrying 5 shields out of fear of them all breaking?
  14. I won't bother going through every single quotation. But the jist here is that you assume that there won't be any fine tuning of the durability system. I'll concur on there being little reason to break your equipment on the same enemy numerous times in a single fight, I think it's safe to say none of us want that. But you can make it sensible, by carrying a more durable weapon, adjusting durability rates or adding a 'breaking threshold' so if Satan crits you, your weapon/shield is in tatters, just from the top of my head. And a specific ruleset for magical weapons if need be. Also you should keep in mind you don't have to solo this game, so against trolls, naturally you could use 'fire magic', or a party members weapon, not a big deal. The quote about Knights and Archers was meant to point out the fact that actual real people have used backup weapons to compensate losing or breaking your main one. Not, having different ones for specific occasions (which, of course took place as well.) You have all these classes that do not rely on weapons and armor, which is something that people do not seem to be taking into account at all. How many characters' equipment you believe you'll have to keep in shape at all times? It's of course subjective, but it cannot be as big of a burden as people are making it out to be. As a side note, what is the 'dual spec' you're referring to, because it almost sounds like something taken out of WoW, you having your tank spec and then swapping your spec at will to a different one, for instance? Or do you simply mean something along the lines of spreading your feats into multiple weapons as in DnD?

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