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About Kinowek

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  1. While that pet is cool, I'm sure, please don't support annoying promotions like this that deliberately spread content out and take it from the base game(possibly??). If this pet is achievable/included in the normal base game, disregard this post. If it is NOT included in the base game, I'm sure it'll be available via mods about 1 hour after the game is out.
  2. Sweet! I'm torn between not spoiling any details about the game, and reading up on all the new mechanics... only a few months more to wait though! Hand mortars seemed like the logical progression for the sequel, I'm glad some version made it in. I'm thinking at least one of my characters will be an AoE fiend, between those weapon(s) and the grenades.
  3. Some quick googling indicates that apparently you are right, although the mechanics of a Hand Mortar could be a lot different than a one use item. Well, maybe that will be good enough.
  4. It's a little late now, of course, but I felt that their should have been some sort of single shot grenade launcher in Pillars 1, and thus Pillars 2, with an exceedingly long reload time. It'd give Rangers for example a nice AoE to use, basically once per fight because of the reload time, then they could switch over to their bows/crossbows/etc. for normal combat. The AoE targeting mechanic is already in P1 and P2, and very well done, just tie that style of spell/projectile to a mortar/launcher weapon. Before somebody complains, yes there was a historical precedent, Hand Mortars: https://
  5. Sweet, now if I can just finish my two runs in Pillars 1 before April 3rd... who am I kidding, we can probably add a few weeks or a month to that, for patches. :| Seriously though, I'm looking forward to Pillars 2 with great anticipation. I'm also expecting some launch day build issues, as par for the course, but I'll probably start a playthrough the second the download finishes anyway.
  6. Each of the Soulbound items has 3 tiers, as far as I know. So Unlock 1(usually not terrible), Unlock 2(somewhat harder), Unlock 3(depends on the item), for the most part. As I said, they are doable. For my first playthrough, I unlocked them all, just so I'd know what each one does, and so I could get to use it in game. Unfortunately it may be Obsidian's intent to have players NOT unlock them all, which I think is a mistake, but clearly you can just avoid the ones that don't seem interesting at first, or read an out of game website to see what each one does( I usually avoid spoilers! ).
  7. as the topic says, Deadfire Soulbound items appear to be broken with this new patch, in a game(Chanter group) I had started a few weeks ago. They definitely WERE working, as another run (Ranger group) has some of the unlocks done, for the Club and Crossbow, and Hat/Belt. Now, After the January 3rd patch (GOG version the war club is stuck at 9/10 in spite of Eder hobbling about 20 people today alone, and the hat/belt/crossbow refuse to increment their counters (Chanter group). Anybody else had this recent issue? For the record, does anybody have the Deadfire Hat
  8. In anticipation of Pillars 2, I've been running through Pillars of Eternity 1 again, with two different parties. With the Deadfire DLC, there's a Soulbound captain's hat (?) that you can get fairly early in the game. The first level of unlocks just require taking some hits. Fine, this is doable, even in normal play. The second level requires getting Critical Hit to trigger the Confuse Proc... okay, a bit more difficult, but doable. However there is the added wrinkle that it can only happen once per Encounter!? Hopefully the next unlock of the hat is extremely powerful, because that is
  9. Speaking only for myself, I think this is a mistake by Obsidian to go with just 5. I prefer no party size cap at all, honestly, but that's another design path beyond the scope of this game. Less party members means less flexibility objectively, and in my opinion, will lead to less enjoyable, less tactical combat overall. But, this topic has been discussed to death already though, so at this point I'm just hoping the game is moddable enough to allow for more party members for those that want them. At least Obsidian realized the mistake it was to go with 4 in Tyranny, hopefully the
  10. I'd prefer that Obsidian just keep the Pillars 1 system at this point. Their proposed injuries system sounds annoying, especially if it ends up like the Tyranny system. Pillars 1 had something of an injury system anyway, although most injuries seemed to be from game events or actually being knocked out in combat? It's been awhile since my last Pillars 1 run.
  11. Well, you have the better part of a year (probably more, knowing Obsdian) before Pillars 2 is released. Then perhaps several months after that of patches. Plenty of time to play Pillars 1 through from scratch, let alone from your Twin Elms save. If you don't even WANT to reinstall at this point, don't? It sounds like you disliked quite a bit of Pillars 1, although to be fair it has been patched quite a bit since, several mechanics are revamped entirely.
  12. No. This isn't a multiplayer focused game, and Obsidian is not going to have the resources to spare trying to tack on multiplayer. Sorry.
  13. There's a small, aluminum foil covered portion of my mind(metaphorically!) that wonders if Obsidian didn't go with 5 companions on purpose, just to troll Baldur's Gate/Icewind Dale fans for some inside joke. I would definitely prefer 6, and hopefully this spurs the modders to really delve into Pillars 2 and open it up to allow for more companions at once in the party and bigger encounters, post release. That said, I'm still interested in the game even if 5 is all we ever get, and yes I did already Fig Pledge for the game. *sigh* I bought Tyranny also, without doing much research o
  14. I disliked the Camping mechanic, but supposedly Obsidian is mostly getting rid of Vancian casting (yes/no?) in Pillars 2, so hopefully they scrap the Camping supplies along with it. If Vancian casting is gone, just allow resting out of combat, no limits. If you don't want to rest, don't. I'd prefer rest anywhere, with a chance to get attacked in dungeons, unless you get to a defensible spot or something, but even just resting without risk would be fine with me. Camping supplies in Pillars 1 were a band aid. Somehow being able to only fit 2 piles of logs in your infinite storage ches
  15. I've actually played Tyranny, where the combat was indeed more simple than Pillars 1. Generally I don't do betas, simply because I don't have the time anymore. I mentioned Numenara mostly because that game was altered due to console influence, whether you want to call it simplified or not is up to you at that point. Your point about a single character in Pillars 1 is flawed, no offense, because Pillars 1 combat was based around having the full 6. In that game, if you take fewer people, you are stacking the deck against yourself in difficulty since each encounter was based around 6, but o
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