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Silent Winter

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Everything posted by Silent Winter

  1. I remember reading that - non-kith could have innate abilities to compensate for the armour - but I recall there's also the weapons needing to fit the rig - all the kith share a rig so getting weapons to stay in the hand(s) works across races. If there's a different rig for (e.g.) vithrack, they'd need to redo all the weapon animations too. ... at least xaurips can already wield a xaurip-spear.
  2. IMP NOT PET, IMP CREW! WHO WORTHLESS NOW ARKEMYR? ~ W.I. ... but yeah, an imp of some kind would be cool - innate imp spells and odours. Would also like a Vithrack or a Xaurip for non-standard communication interactions.
  3. Sweeeet! Thanks for the update and QOL improvements - and thanks for the free beards + hair pack
  4. Is that 1.8 GB the size of the Steam / galaxy patch? The gog standalone patches are usually (much) smaller than the steam/galaxy patches. Edit: Ah, just found it - it is 1.8 GB for the standalone
  5. I have the game on GOG and I have the Rum Runner DLC installed (I use Galaxy). I don't use galaxy and I also have the Rum Runner DLC on gog. 'buy' it for free from: https://www.gog.com/game/pillars_of_eternity_ii_deadfire_rum_runners_pack then find it in your library under the main game DLC section.
  6. Note that clicking on your character's portrait will recover half of your spent abilities (so a wizard, for example, can cast one more spell from each spell level if they've exhausted all their uses by empowering themselves).
  7. it's supposed to put a stop to pre-buffing. it only makes sense as a game mechanic; realistically yeah, it's hard to justify it. but the idea itself is sound i think, since pre-buffing is extremely tedious, but if you as a designer assume no pre-buffing, players who do it will find the game too easy, albeit tedious. with combat buffs only you'll at least have to choose and prioritize them more carefully. Except players already solve this by just plinking someone with an arrow and chugging potions and buffing before combat actually starts. Sure - but that's still vs. plinking someone with an arrow and throwing a fireball/etc at the oncoming enemies.
  8. "..." Konstantin (may substitute other sidekick's name )
  9. First make sure you 'buy' it (for free) https://www.gog.com/game/pillars_of_eternity_ii_deadfire_rum_runners_pack Then it should be under DLC downloads on your game shelf - I've heard that galaxy is having problems with it, but the regular installer is there no problem.
  10. Please don't "just" increase the amount of mobs. This is not what makes combat more fun or difficult... just tedious. It's not the amount of mobs - but the number of enemies in a given mob (though your point stands that simply having more enemies isn't necessarily more fun/challenging - especially if an AOE is taking them out). They also mentioned new level-scaling (so each enemy is tougher) - hopefully that'll make the difference (maybe in terms of abilities used by the enemies from being higher level and not just having more HP / hitting harder). "Mobs" is a term that refers to individual monsters in gaming, separate from the usual definition. It's short for "mobile" and dates back to the earliest days of gaming. Ah, okay - you learn something every day (my earliest days of gaming were pong and space invaders but we just called the space invaders 'baddies' or 'enemies'). I've heard the term 'mob' used but always assumed it was referring to the group. *makes mental note to adjust internal pronunciation to 'mob[ile]'*
  11. Exactly I mean, they sound so awesome they're just begging to be the next setting. Nah - my Watcher left there to go exploring (but seriously - they should make a game there )
  12. Please don't "just" increase the amount of mobs. This is not what makes combat more fun or difficult... just tedious. It's not the amount of mobs - but the number of enemies in a given mob (though your point stands that simply having more enemies isn't necessarily more fun/challenging - especially if an AOE is taking them out). They also mentioned new level-scaling (so each enemy is tougher) - hopefully that'll make the difference (maybe in terms of abilities used by the enemies from being higher level and not just having more HP / hitting harder).
  13. - no rest/injuries (as currently implemented) would work - but I'd still like the option (tie it to 'wait' as it is now - it's only the animation that's different) - resurrection might go against the lore a bit - but having characters stay KO'd until 'revived' might be kosher (and mechanically the same) (though possibly leading to a character being unconscious for weeks depending on how you play LOL) - interesting tying it to CON - I assume we can still heal (but maybe only in combat?) - would probably annoy some gamers but place an interesting challenge for others. -how would empowers replenish in this system? (no resting so...?) - from your next point it'd be per game-hour/day? Again, I'd find that interesting (akin to my earlier comment about health+endurance making for interesting choices on ability use for any given fight). Some people would no doubt hate it because they want all their spells/abilities for every fight.
  14. Who's this 'we'? Yeah - the people who complained about health/endurance and per-rest got what they wanted. Those who defended that system...didn't. I liked the long-term health v. endurance thing because every hit you took mattered. You couldn't just heal yourself through a fight as you'd eventually run out of health. Now it doesn't matter if I end the fight on 1HP or 100HP, or take a bunch of hits and heal them up. Was it perfect? No. But getting rid of it entirely was a step backwards IMO. Similar with the per-rest abilities - I didn't rest-spam so that system suited my play-style. Made it more challenging to get through a dungeon. Sure I had some party-wipes at times...but so far in Deadfire...one. I'm sure some people enjoy everything being per-encounter - groovy for them. The rest system as implemented in Deadfire works as intended - it's making me think about and use those food bonuses (v. giving them to the crew for morale). The injuries are...not a big deal but as stated above, simply limit the number of times you can be resurrected in a fight (3 if you've been resting up after getting any injury - less if you haven't). Still - I'm enjoying Deadfire so that's the main thing Are you blind? Have reading problems? Neither, thanks for asking. While we're on the subject - it's POTD and maybe Veteran that are being (complained about for being too easy and awaiting a big balance) worked on. I'm only playing on Classic difficulty. AFAIK, nobody has mentioned this needing a big rebalance. Also - my point was not about how many party-wipes I was getting in PoE (1), and only about the reasons for those wipes. I think only the big optional bosses like Ardra dragon gave me trouble at full strength. But meeting a lesser encounter at less than full-strength could also prove challenging. It was interesting to me to decide whether to use a more powerful ability to reduce the health-loss (by ending the fight faster) v. saving that ability and risking getting hit more. (Again, it was health + endurance and both were important). IMO, the addition of per-encounter 'mastered spells' made the game more boring by making those spells the 'go to' for the lesser fights. YMMV. In any event - what's done is done. I'm still enjoying Deadfire.
  15. Who's this 'we'? Yeah - the people who complained about health/endurance and per-rest got what they wanted. Those who defended that system...didn't. I liked the long-term health v. endurance thing because every hit you took mattered. You couldn't just heal yourself through a fight as you'd eventually run out of health. Now it doesn't matter if I end the fight on 1HP or 100HP, or take a bunch of hits and heal them up. Was it perfect? No. But getting rid of it entirely was a step backwards IMO. Similar with the per-rest abilities - I didn't rest-spam so that system suited my play-style. Made it more challenging to get through a dungeon. Sure I had some party-wipes at times...but so far in Deadfire...one. I'm sure some people enjoy everything being per-encounter - groovy for them. The rest system as implemented in Deadfire works as intended - it's making me think about and use those food bonuses (v. giving them to the crew for morale). The injuries are...not a big deal but as stated above, simply limit the number of times you can be resurrected in a fight (3 if you've been resting up after getting any injury - less if you haven't). Still - I'm enjoying Deadfire so that's the main thing
  16. I'm happy with the walk toggle (even if I had to set it up myself) - works great for indoor business. I remember sitting in NWN, but I think I only used it twice.
  17. Where is the patch? I'm on gog and can only see the normal installer. (not using galaxy). Don't really want to DL the whole 20-odd gigs for every update Edit: Or is the release patch not out yet and this is only a beta available?
  18. My watcher imported from PoE1: Felid is an Animist Druid who spiritshifts into a cat-form, as you can see (ignore the hammer embedded in his knee - minor graphical bug where the weapons stay shown). He's a human (Meadow Folk) hailing from the Living Lands where he was an explorer. He tends towards being benevolent and diplomatic with the occasional foray into rational and passionate. I took his hat off for the photo-op (wish we had a dreads option for the hair, but it disappears under hats anyway)
  19. Well, I finished the game in under 10 minutes (I don't think I got the good ending though ) I'm expecting my current playthrough to take more like 70-90 hours (I like to explore).
  20. Xoti didn't sound like I expected - but as soon as she spoke, I thought "yes, that fits really well." To the general topic - I'm fine with American accents in fantasy settings (I'm British). Though certain accents (and also certain British accents) might not fit (like 'surfer dude' , though that may also be vocabulary choice) It depends on the setting, but I didn't find it jarring in PoE. I agree that some accents in PoE could have done with being more 'exotic' for the setting (I liked Kana's accent, but found Maneha and Sagani's too 'non-foreign' (and I loved Sagani's character))
  21. I beat that. Credits rolled after maybe 10 minutes when I on the first try chose to go back to the wheel because I wanted to see if I could chat up another god, or get a different offer or something. It was kinda funny really.
  22. Add me to "I like the narrator, but I'm glad she's not narrating every description." I find it odd to have the narrator describing the old dwarf's face in a dialogue box. Maybe I'm weird but I like narration for intros and maybe cut-scenes, but not in a dialogue box amidst actual conversation.
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