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HozzM

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Everything posted by HozzM

  1. Again those are not Aloth's stats, from the guide. That is the guide's recommendation on what you should put points into if you are creating their suggested 'AOE Control/Damage build' Wizard. I will say that I have been thinking about this a lot and we should not have to choose between a companion with a fleshed out back story and an effective character. In the IE games, while those companions were usually not optimal, the attribute system was not point-buy. It was random. And frankly, if you just took your first dice roll on a character you created in an IE game your stats would be on par with the average IE game companion or, likely, worse. This is a point buy creation system so all of the companions should at least be optimal for a viable build within their class. And I would be a big fan of having the companions be level 1 when they join, regardless of when they join, with an appropriate amount of experience so that you can guide their Level 1 to X advancement.
  2. And...apparently this was not the case. My tracking updated today saying it had finally shipped. Shipping label created last Wednesday...shipped Monday, supposed to arrive this Wednesday.
  3. How is it horrible? The guy was upset he accidentally had sex with a man he thought was a woman and he killed himself. How is that anti-trans? Or anti-anything? Lighten up and focus on actual discrimination. This is fine and it needs to stay in the game.
  4. They are in the print version and strat guide errors pretty much never get fixed in my experience, or if they do its in an online errata post that comes out after you are done with the game. I still buy guides for RPGs because I love offline content and lore for my RPGs. But they are just a bad investment and I need to stop doing it.
  5. Can any of you with some modding experience data mine what the companion builds are at each level? My first game I got Eder at Level 3 and he had Abilities Constant Recovery Defender Fighting Spirit Knockdown Talents Rapid Recovery Weapon Focus Ruffian Which seems to be an extra Talent. Next game I grabbed him at level 2 and he had: Abilities Constant Recovery Fighting Spirit Knockdown Talents Rapid Recovery So I am wondering if the game compensates for 'bad' builds by giving the companions that level up on their own extra talents/abilities or if this is a situation specific to Eder?
  6. Agree. It's not good. And, why do you get access to it before Shadowing Beyond? That makes even less sense.
  7. I don't think there is a way to fix it right now. Obsidian is aware of it and working on a fix but I don't know if its gonna affect existing saves or not. More discussion here
  8. Lol they charge money to register at SA? Who the **** is paying that? I guess they are right, the internet does make you stupid.
  9. Fighting Spirit requires low endurance, so I assume it won't be active out of combat. I just tested Constant Recovery though and it is not listed under active effects unless you are in combat. Shouldn't the racial abilities still be listed under your abilities section (not under the Active Effects)? I don't see Fighting Spirit for Eder anywhere. I see Death's Usher for my PC (death godlike) out of combat. Fighting Spirit shows up under Abilities on the Character Sheet. As far as I can tell, all racial abilities show up under Abilities. Some Racials show up under Abilities, and Active Effects, even when not in combat. Wood Elf Distant Advantage and Island Auamau Armed to the Teeth, for example. I re-installed the backer beta and was able to recreate this issue with Armed to the Teeth. Brand new Island Auamau, double click to replace armor. Armed to the Teeth gone from Active Effects and 3rd weapon set locked. I blame Sensuki
  10. Agreed. This is terrible. You may say it's not game-breaking because you can technically continue, but it's definitely spirit- and fun-breaking! This is the kind of thing many will completely restart the game over, so it might as well be game-breaking. I have to wonder how that bug works. Wish I could help fix it, I love fixing weird bugs. I agree. It seems like something they *might* be able to fix where it would affect existing saves. That said, I will be starting over tonight
  11. I'm wondering this to, but it's in regards to Eder. I don't see his racial passive anywhere in the Character Sheet. Fighting Spirit shows up for my Eder under Abilities, but not Active Effects. Created a Human to test this and Fighting Spirit does not appear under Active Effects for a new character either (out of combat...). I assume it would appear there once it triggered in combat, and then disappear when it expired.
  12. I have a late 2013 13" MacBookPro. IMO Pillars does not run well on it.
  13. I loaded up my Wood Elf Ranger's save...no Distant Advantage and it was definitely lost, not just a display bug.
  14. CON for me is the one that really stands out, as in, no builds really need it and for most builds you can take points from it and not really notice. To me it is clearly the weakest Attribute. I don't think making it better at what it does is the answer though...I think maybe they should take deflection from PER and give it to CON and put Accuracy back to PER? Or something else. Agree with you also that Might feels like the strongest attribute, at least the most useful across all classes and builds.
  15. http://forums.obsidian.net/topic/72983-double-clicking-to-equip-items-can-cause-some-active-effects-to-be-removed-permanently/ Start a game with an Island Aumau. Hit C. Armed to the Teeth will be listed in Active Effects. Hit I, you can see 3 unlocked weapon sets. Now take the armor from the fighter chick that joins you and give it to your PC, swap the armor from the fighter with the armor you are wearing by double clicking it. Close inventory. Hit C. No more Armed to the Teeth in the Active Effects. Hit I, or mouse over your character portrait in the lower left, and the third weapon set slot is locked.
  16. http://forums.obsidian.net/topic/72923-psa-game-breaking-bug-affecting-everyone-including-you-temporary-fix-for-party-members-only-currently/ This needs to be fixed ASAP. Some information in that thread but I can at least confirm it is very easy to duplicate this in-game with the Island Aumau's Armed to the Teeth Racial Passive. Start a game with an Island Aumau. Hit C. Armed to the Teeth will be listed in Active Effects. Hit I, you can see 3 unlocked weapon sets. Now take the armor from the fighter chick and give it to your PC, swap the armor from the fighter with the armor you are wearing by double clicking it. Close inventory. Hit C. No more Armed to the Teeth in the Active Effects. Hit I, or mouse over your character portrait in the lower left, and the third weapon set slot is locked.
  17. Ok I was just able to duplicate this with Island Aumau's Armed to the Teeth. Right away starting a new game, swapped out armor and it disappeared from my active effects and I only had 2 weapon sets, instead of the 3 I started with. Scary ****.
  18. Not all racials and passives appear under Active Effects though. I just made a new moon godlike paladin and neither Silver Tide or Faith and Conviction appeared under Active Effects, at least not outside of combat. So I entered combat, Faith and Conviction appeared in Active Effects. After combat I repeatedly double clicked armor to swap between a Breastplate and Scale Armor. Next combat, Faith and Conviction showed back up in Active Effects. So if this is happening it must be a certain item slot, certain passives/abilities or maybe something else altogether.
  19. I was looking at the Paradox email a little more closely and it seems like these shipments really don't have full tracking but rather just delivery confirmation. It says the tracking may not be updated until the shipment is out for delivery.
  20. Mine is still a shipping label too...created at 6:12pm on the same day.
  21. One thing that plagues me when I play CRPGs, I constantly go back and forth between different games, to mess with different classes and builds. Rogue kind of stalled in CN, as I mentioned earlier, so today I created a Cipher, Ranger, and Paladin and gave them a shot. Only got them to level 2 each. Cipher feels pretty powerful early on. Ranger is ok too. I got a Bear and, early on at least, he is a hell of a tank. It seems like he never takes damage. I hope the pets scale with the PCs level! Paladin, I made a tank so its kind of boring but with the weapon and shield talent is almost invulnerable. Also, hired a dude to fill out the party with myself and the first four recruitable companions, I didn't do that with my Rogue.
  22. I have not really tested in game but I do not exactly understand the mechanics of phrases and chants. Each phrase has a duration and a linger time. Level 1 phrases are 4 second duration with a 2 second linger. So, if I put two level 1 phrases into a chant and combat starts...are both buffs up all the time or is it like this: Start of combat: 0seconds in First Phrase active 4s First Phrase still active, Second Phrase activates 6s First Phrase worn off (4s duration+2s Linger), Second Phrase still active 8s First Phrase starts again, Second Phrase still active 10s Second Phrase wears off, First Phrase starts again etc.
  23. For me personally I have no problem with the Companion attribute selections. My issue is that they are leveling up and taking whatever the **** talents and abilities until you get to them. So they can easily get less effective the longer you take to recruit them.
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