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thelee

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Everything posted by thelee

  1. Nope! As soon as I got the patch I loaded up this game and no more invisible Maia army leaving letters for me. Thanks!
  2. I generally like the ship combat, but the higher-level ship combat (what little exists) really needs some combat tweaking. My biggest gripe is that except in specific situations, there's basically no reason to not lay everything you have with cannonball. In lower-level combat grapeshot can be a way to disable most of the ship, and chainshot can prevent escape or pursuit. In higher-level ship combat, everyone has super-powerful surgeons and lots of people in reserve. Even with a junk ship magically knocking out all above-deck crew in one volley, by the time you jibe to fire with your other cannons, the other ship has already swapped everyone out with reserves, and the surgeon has already healed half the injured crew. Meanwhile, the other ship has just been shooting at your hull, and with 4 or 5 cannons, while you wasted a volley just to get the enemy ship to waste half a round swapping people out, they took out half your hull strength :|. It also doesn't help that the surgeon is a below-deck crewmember, so if you want to take out their surgeon you have to use cannonball anyway... Meanwhile, if you're in a galleon or junk and do just do cannonball and nothing else, you can basically destroy the hardest ships in the game with just a few volleys and it basically boils down to RNG. Anyone else feel the same way? What does the community think of ship-to-ship combat?
  3. Given a caster buffed with Minoletta's Piercing Sigil and an attacker with spell reflect: Apparently there's some buggy interaction where if the attacker successfully spell reflects the triggered effect off of the piercing sigil, it infinitely loops and deals an arbitrarily large amount of piercing damage and stun damage to the caster, resulting in certain death. Fortunately for the player, I don't think enemies have spell reflect. Unfortunately for the fampyrs on the Splintered Reef, Rekke's 10% spell reflect means that each time he attacks a Minoletta's Piercing Sigil-ed fampyr, there is a 10% chance that he insta-gibs the fampyr (see screenshot... the combat log only shows part of the story because there are many, many, many entries of damage and the amount of red numbers that pop up when this triggers is hilarious). Dropbox link to a save in the crypt as well as an output_log follows: https://www.dropbox.com/sh/t8alyjtpe0i54kl/AACbHbZrEPKoz21H2pkdk6U6a?dl=0
  4. NWN has a dedicated modding and module building community that many other games lack, so it comes with a built-in audience and was almost guaranteed to sell at least decently well.This is the big thing. I owned NWN1 for years before I bothered to finish the OC, and I never really did multiplayer. What I did do was sink a hell of a lot of time into user-created modules. I think the visual differences and, much more importantly, the setting's differences and the factors revolving around it, are huge.The Medieval Era was hugely stagnant culturally and technologically and the content we usually get from that giant period of time has boiled down into very generic fantasy It really wasn't, and the misconception that it was is mainly a consequence of Victorian-era historical revisionism, reinforced by political theorists (on both the left and the right, incidentally) with axes to grind and by "medieval" fantasy written by people who don't actually know anything about the medieval period. It is difficult if not impossible to make broad generalizations about hundreds of years of European history - European, not just English and French, but Prussian and Baltic and Finnish and Andalusian and Catalonian and Neapolitan and Venetian and Byzantine and Russian - but it is a modern myth that the period prior to the Renaissance was one of general stagnation or decline.Oh! My bad. I'm interested in history but I'm not an expert (obviously). I should clarify that I knew it wasn't stagnant across the world. I thought it was just true of England, France, and maybe other parts of Europe. Is the stagnation /decline a myth in regards to that too? Why would Victorian historians have an axe to grind about that time period? My understanding is that it was certainly a regression with the end of the western roman empire. I think the characterization that historians tend to try to correct for is one where the fall of the western roman empire presaged 1000 years of dirt-farming and illiteracy until the renaissance happened, which paints a convenient picture of triumphalism and progress for the countries that just so happen to be framed advantageously as hotbeds for the renaissance/enlightenment/industrialization, when in reality a lot of things were still happening in europe (cultural, societal, and whatnot) and even with the decline of the western roman empire, the eastern roman empire (e.g. byzantine) was still basically a superpower for a millennia.
  5. 1.2 was suppossed to have removed all non-skill-based scaling for consumables, but poisons still get power level scaling from the character's power level. See below screenshot for a character with 2 Alchemy but 2 power levels. The potions correctly only have +20% healing (from 2 alchemy), but the poisons incorrectly have +40% damage (from 2 alchemy and 2 from character power level). In addition, a regression in poison behavior appears to be that upon application onto enemy, the poison buff on the character does not clear. It doesn't re-apply the same poison effect upon successive hits, but it does block the character from using another poison until the current poison buff goes away. See below screenshot where character (Topher) still has the poison buff even after affecting an enemy with the poison). Here's a dropbox link that contains an output_log as well as the save used to produce these screenshots. https://www.dropbox.com/sh/mwv665bg1ne6rxb/AACUEjQ8lSmqYJLyCjGOGFwxa?dl=0
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  6. oops, i meant to put this in the general bugreport, not the patch beta forums. mods, please move to the normal bugs forum.
  7. hang on! i searched a nearby shipwreck (the one on the port maje island) repeatedly, and after several search attempts, Captain Furrante's ship spawned a short distance away and I got the encounter. is this a change to the trigger for the encounter? I could swear that in previous versions of the game (or other poe1 game states) captain furrante's ship was basically already waiting for me as soon as i was ready to sail and i couldn't exactly outrun the encounter. Note that in my OP I mention that this is the second time I am trying this new game based on the same game state, and in that version I got pretty far (level ~8 or so) without ever getting a Captain Furrante/Serafen encounter and so far the only thing I can distinguish it is that I didn't search this shipwreck that first time around.
  8. Started a new game, using a custom-created game data. For some reason, upon getting my ship, I get no Captain Furrante/Serafen encounter. I try sailing around for quite a while, but no go. This is actually the second attempt at creating a new game using the same custom-created data. Here's a save from before I set sail (i just cashed in the quest and am heading to vilario's rest to leave the island), and one afterwards (just after i board the defiant), along with the output_log: https://www.dropbox.com/sh/cxw36fr9hz8qp5a/AACKtriAf7pwUuPDYaKhzwGUa?dl=0
  9. woooooooooooooooooooo i can go back to my abandoned playthrough!
  10. I think by "companions" he means Pallegina and Xoti specifically. They do get a modifier to the base values from *somewhere* -- I've got a screenshot of Pallegina getting +8.9 deflection from Faith and Conviction, and the base value for F&C is +8 flat, so that .9 comes from somewhere, and the above code indicates it's not from dispositions. There appears to be a difference between story companions and hirelings in this regard. Man, this was all in the OP :/ 8 base + .9 neutral disposition bonus
  11. yeah i'm pretty sure that unless you have a second enchantment (either burning burst or enduring flame) or have abilities that add burn damage, the heal effect is really lame. you might want to save and then enchanting it and then attacking a townperson with it to make sure (reloading once you've verified one way or the other).
  12. 1. Street Sweeper 2. Pukestabber For Street Sweeper, in most runs, I don't even enchant it to prefer cleaning only hostile or only beneficial effects, because the versatility of doing both per hit is awesome. (I'm either stripping enemies of their defenses, or I'm using it to save an ally from a hard CC) For Pukestabber I just how hilariously flavorful the weapon is, in addition to really powering up based on using in-game alcohol (which sometimes has pretty muted rest effects compared to non-hangover food).
  13. I updated my OP with my findings from spiritual weapon (they actually have a lash range of 21.25 to 31, not 20 to 30) and added a POSTSCRIPT 2 where I strongly suspect there's a single script function that is either implemented incorrectly or explained incorrectly so designers are implementing these disposition scaling thinking it does one thing when it really does another.
  14. Aggressive and diplomatic are complete opposites ^_^ . By the way, as far as I know Priest and Pal companions have no disposition, their disposition-based abilities improve with level ups. This is not the case. Please see the original post. Priest and pal companions still use dispositions and they register their disposition ranks based on what your dispositions are. (So if you are a kind wayfarer with a bleakwalker companion, your bleakwalker companion ain't going to be doing too well for disposition-scaling stuff. For role-playign purposes imagine that your bleakwalker companion really isn't happy with you being a goody two-shoes.)
  15. mage slayer in deadfire is actually much less onerous than the bg2 version. the bg2 version wasn't just "can't use potions/scrolls" it was "can't use any magical items other than weapons and armor" IIRC. it also had a lame 10% per hit spell failure (instead of 25%) and a really lame spell resistance (something like 1% per level).
  16. Yeah but the Wizard Slayer kit being garbage is tradition. How does uncanny luck provide better spell resistance? Mage Slayer gets 25%. Admittedly it protects against friendly spells, but if you work around that (lay on hands?) it's much better.
  17. The party-killing issue can't be reproduced from loading the save directly. The way I tend to trigger it is to have a save where maia leaves the party. Make another save later. Load that save. And then later load the earlier save. When j do that there is a good chance that after maia leaves my party again, my entire party dies. It makes me think there's some weird interaction with this bug that only happens when I'm loading an older save and some game state isn't being restored correctly.
  18. Nope. Have arrived to the same conclusion. P.S. And do like Boeroer's suggestion of removing +1 rage cost penalty; but reducing max rage pool by 2 instead. If needed, corpse-eater can have a small penalty to deflection and reflex while... consuming. Incendax's suggestion is also nice and looks better than the current state. Problem with reducing max rage pool by 2 is that for PL1 you literally can't use any abilities, and for PL2 you can only use frenzy or shout despite having access to barbaric blow. Yes, I assumed that Flesh Communion allowed you to exceed your starting "max" Rage. I think it's stupid that there's a ceiling. You know, if you kept your max rage the same, but implemented it as a start-of-combat hit of -2 to your rage, that would probably be just fine. for PL1 and PL2 you have to consume a corpse to use an ability, but later on, it just means eating one corpse gives you a "profit."
  19. thanks for all the research. looks like carnage is pretty weak compared to poe1. it seems like in general with end-game gear, the add'l damage from carnage is going to be a really minor contribution to your net damage output (since they're not benefiting from better weapon enchants). given my own thoughts about the state of the corpse-eater, i wish i had voted barbarian most underpowered instead of ranger in that informal poll. PS: any mod feel like stickying this thread? (and the power level compilation thread) i feel like [MECHANICS]-labeled deep-dives should be easily findable. EDIT: maybe carnage is not too bad. 33% of base weapon damage scaled by might and PL when you're hitting two additional enemies with it is basically like getting an additional legendary enchant on your weapons (discounting a bit for the fact that focus-firing is better than an equivalent amount of total damage spread out). it's just not the massive aoe dps monster that carnage was in poe1. it also means might is super important for a barb (though it was in a way for poe1 too since it additively combined with the carnage damage penalty in poe1).
  20. Nope. Have arrived to the same conclusion. P.S. And do like Boeroer's suggestion of removing +1 rage cost penalty; but reducing max rage pool by 2 instead. If needed, corpse-eater can have a small penalty to deflection and reflex while... consuming. Incendax's suggestion is also nice and looks better than the current state. Problem with reducing max rage pool by 2 is that for PL1 you literally can't use any abilities, and for PL2 you can only use frenzy or shout despite having access to barbaric blow.
  21. Well, now there are ten of them and counting. Honestly this might be a bad enough bug (mostly the party death) that I have to abandon this particular run until it gets fixed. It's such an utter waste of time to deal with.
  22. Simplest way to explain this is with pictures. I have the following set up on one of my characters: If I cast spiritual weapon (summons pistol and sword) while using weapon set #1, the moment the spiritual weapon appears the axe is replaced with the special magran priest sword (as expected) but also all the "copied" versions of the axe disappears. when the spiritual weapon wears off, the axe comes back, but not the copies. Notably, if I have weapon set #3 active and cast spiritual weapon, then I only lose that one, the copy in weapon set #2 is still intact. I still don't get the copy back when the spiritual weapon wears off. See below: (Similarly, if I have weapon set #2 active and cast spiritual weapon, I lose that one and the copy in #3 and I don't get any of them back when the spiritual weapon wears off.) This has been an issue since 1.0 and is connected with any summoned weapon. Optimally, it would be best if the "copies" that currently get erased after summoning a weapon were left untouched and then the copy that gets replaced by the summoned weapon is restored. Here's a dropbox link to an output_log as well as an autosave where one can play around with my CHARNAME setup and spiritual weapon to see this in action. https://www.dropbox.com/sh/osoffzyzj8b4fs6/AAA5lgkBGi4M8G71NAkkc967a?dl=0
  23. There's already a thread in the patch beta bugs forum that the level up/character creation screen is broken, but I want to point out that the problem is more pervasive than that. Exhibit A: just look at this screenshot: (Done by right-clicking a spell while in the ability selection screen of the AI script editor) Exhibit B: when you refill ship supplies, you can no longer click to change the amount on the scrollbars (I always would refill and click on the left arrow a bit on the supplies to make room for stuff I would find while exploring; can't do that now, I have to manually enter a number or drag the scrollbar itself)
  24. Well... that was weird. Just now I reloaded an older save, got the "Maia has left the ship" message, and then I took a few more steps and... my entire party died???? This is actually the second time this has happened with this Maia leaving the ship bug, but I had hoped the first time was a one off.
  25. This might be a hotfix regression or it might have been an issue since 1.2. Basically, I'm siding with the VTC, I blew up the powderhouse, and then when in the palace, I admitted it was me and murdered both the Hazanui and Prince Arahui. I left Neketaka by sea and Tekehu and Maia left my party. OK, that's fine. I do a bounty, come back to the world map and walk a bit... Maia left my party. Huh? Maybe I misremembered Maia leaving my party earlier. Enter an in-game encounter, finish it, come back to the world map and sail a bit... Maia left my party. OK, now I'm pretty sure things are weird. I checked my inventory (I kept selecting "put in stash" for the notice) and see three Maia's farewell letters. This is pretty ridiculous. I'm up to five letters and it doesn't appear like it's going to stop (I tried exiting and restarting the game, since that tends to clear up some weird issues). Below is a screenshot showing five (!!) of Maia's Farewell letters. Here's a dropbox link containing an output_log and a save where this issue is occuring: https://www.dropbox.com/sh/0olp2ei5fjo8e3j/AAD0eP93AS09MKKcwjC3beP2a?dl=0
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