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  1. So my first character in POE 2 is your, typical good guy, he helps everyone and generally tries to please everyone. I'm currently on good terms with all factions, even the Principi pirates and my problem is, I can't find anyone to engage in ship combat. From my understanding, all NPC ships are part of one of the factions, but if I'm on good relations with all factions, no one will attack me? I managed to get attacked by a slaver once but that was it. I don't want to attack pirates either since I want to stay on good relations with all factions (if that is possible).
  2. Is it possible to be close enough for an enemy to be revealed on screen, and still have a chance to stealth? Or is the only way to sneak up to an enemy (without abilities), is to pre-stealth and assume an enemy could come up anytime (which slows the game too much doesnt it?) edit:I realised if you have autopause on when enemy spotted, it gives you enough time. If this is turned off, theres no way you can do it unless youre always walking. However there are still times when you could be walking, have auto pause when enemy detected on and still be in combat before having a chance to stealth. Is there a way that decreases detection range?
  3. I'm not too excited about the whole ships and ship combat lark, I mean i'm glad it's there just for variety but I really want a story that is much more intense than the first game, some good drama parts like with Yoshimo in BG2. I want to see some really hard fights as well. Even in Veteran/Hard or whatever it is called, I want some difficult fights. I remember the early days of BG1 the fights with... Mulahey and Davaeorn were really tough, I want some bosses like that. 'Normal' guys but really tough. I know it's probably because i just sucked at the game they were hard because now i understand it they are a joke, but i want that feeling again. Going into the unknown and getting my arse handed to me. On a side note, one of the funniest lines in the game is Davaeorns apprentice when he says something like 'Yes sir, that's right i'm reasonably sure i'm not going to be getting involved in anything like this again!'. Have we got to a point now where we're not allowed to say we want something like BG1/2 because people get too annoyed?
  4. In 3rd act after kiling dragon in Hylea's temple I continued the "Hunter, Brother" quest. When i got to top of the waterfall i found body of giant skelgaer and engage smaller ones. After killing last one my party stuck in combat mode. I make shure that no enemy is near but I can do nothing to breack combat mode, also ther is no "s" and "d" button function. I cennot continue playing. Is ther some way to fix it or I need to wait for the patch?
  5. Working my way through a tactical battle in the first game, and I noticed something: The auto-pause options in PoE I don't cover every situation where characters are twiddling their thumbs. For instance, when you're done quaffing a potion. Rather than set lots of options for specific things that tend to leave your character idle, why not auto-pause on the idle state itself? As soon as your character has the [...] over their heads, auto-pause. Then I can rest assured Aloth isn't lollygagging after nipping from his purple flask. It also covers "xaurip gibbed" and "finished moving out of the way of a flaming dragon belch".
  6. In PoE, unless you've read a Walkthrough or you have already played the game, you don't know what kind of enemies you will encounter in the next area you explore. So your characters carry around a chest filled with 107 weapons, 23 suits of armor, 2310 potions/scrolls/traps that you could use at any time. Which I feel misses an opportunity. As such, I'd like PoE 2 to offer the ability to ask locals, read notices or hire a scout that can give you information on an area well before you visit so you can pick the appropriate weapons, carry the necessary potions and load in the optimal spells. I'd love for equipment to allow for the bonuses to be changed at certain locations, that way you could choose to Enchant the equipment to allow you to cut through the mass enemies at that site, or be more effective against the few powerful leaders there. I've read the goal by the developers is to make the combat less of a filler and more interesting and I think arriving at a town, talking with the locals find out the area you are going to explore is filled with strong but dim witted Ogres, but lead by a clever Spirit. At the moment, I think most people use the same equipment most of the time. I like in the Witcher you could chat to people to get information about a Contract, Use a Bestiary to gain information on those creatures and then apply an oil to give an advantage before entering an area, same weapon, but correct oils give significant benefits. Instead of ripping off The Witcher, why not allow for replaceable Enchantments?
  7. I was reading JFSOCC's post about why he/she (sorry don't know you gender ) didn't finish the game (here's the link: http://forums.obsidian.net/topic/92127-i-never-finished-pillars-of-eternity/) and at some point he/she complains about hating combat because of its score. Although I liked combat music and didn't got bored of it, I understand why it can become annoying being 3-4 tracks and combat encounters being all over the place. So, wouldn't it be agreat thing if the sequel has unique music tracks for specific encounters and even places? Like if Cancelhaut had his own music only during wis combat encounter or if Raedric's Hold had its own score as an entire area? I believe this is going to make parts of the game more memorable.
  8. Josh Sawyer recently explained what the current combat system looks like: I believe this will be a significant step back in terms of strategic resource management. Even if spells are weaker, making Empowerment a significant boost, or very limited per-encounter uses, I don't think this is enough. You'd still have the problem of the original game in which you'd use the same (per-encounter) spells too often, and even if they are very limited in (per-encounter) uses, it would only create a priority list. I'd love for Josh Sawyer to explain his reasoning in detail and give some example scenarios. That said, I think eliminating having to make a conscious decision of saving spell uses for following encounters would be a huge loss.
  9. Just wanted to suggest something I feel is missing from most RPGs today, and something I know was discussed (post launch at least) with PoE1: one-handed swords as only weapon. No shield, no off-hand, and certainly no two-handed log of a weapon My reasoning is that if you look at most fantasy books (and movies), many of the characters opt for a one- to one-and-a-half (bastard?) handed swords, instead of wielding a huge lumbering claymore. This would be a master swordsman, who strikes with speed and precision, relies on parries and dodge (to some degree), though not neccessarily the "ninja" style of a rogue. Think in the lines of Al'Lan Mandragoran from the Wheel of Time.
  10. I got my hands on the White March 1 & 2 at last (very good expansions, btw, especially the 2nd) and playing the game again after so long, something occured to me that I didn't notice (or didn't care for some reason?) at the first time: humanoid opponents behave like midless beasts when it comes to initiate combat. What I mean: I was walking around some military encampment, trying to find a way to slip in and a lonesome guard notices me an my party of 6 high level, heavily armed adventurers. What does th he do? Charges at us in melee and, naturally, dies in seconds. And I though "what an idiotic behavior!". I mean, shouldn't he run for assistance, trying to alarm the other guards that a group of dangerous looking strangers sneaking around? Of course he should. But the game treats all opponents as "monsters". As soon as green meets red, combat to the death occurs. I'd like to point this as a suggestion for the devs to consider implementing in the sequel. Humanoids should have a way to "measure" situtations. If enemy is way more powerful, maybe they should run, try calling for backup or -if there's nowere to go- have a fear debuff and a cornered buff, or somethings like that. Sorry in advance if this topic has already been discussed somewhere else.
  11. I got the game recently and was really looking forward to playing but I'm having some issue when trying to attack in game. Whenever I select an enemy to attack, my character performs a walk action to the target instead. If I don't have AI turned on, my character just walks up and stop in front of the enemy and not attack. This occurs with a character that has a ranged weapon equipped also, instead of attacking the enemy (that's within range) the order becomes a movement action instead. Eg. I select an enemy to attack, my ranged character walks right next to the enemy and just stands there. It will attack the enemy if I set the AI to be defensive etc. but only after walking right up to the enemy. I've taken a screenshot as an example below: This is at the beginning of the game, I am surrounded by Xaurips. I have turned off the AI (to show the issue). I selected the bottom right Xaurip as my attack target. You'll notice that there is a small green circle underneath that enemy, my character will then try to walk towards that spot (walking around the enemy if needed) and then just stand there not attacking (you'll notice the portrait shows a movement action also). Is the combat supposed to be like this? The way I am playing now, is to set the AI to defensive and then just let my characters attack by themselves. I am unable to choose which enemy I want to target because if I try to, it stops the auto attack AI and my character just walks around the enemy before stopping and the auto attack AI kicks in again. I have the latest patch (bought via steam) and have searched the net for this issue (but only found a few people experiencing this and no fix offered) Really hoping I can find a fix to this as I cannot plan my battles but instead let the auto attack do the work...
  12. Namaste. I got an issue with quest-NPCs not turning hostile after dialogues, when they contextually should do so. This problem occurs in every quest, where I need to fight or kill for progress. In this case I run the quest "Built to Last". I enter the abandoned house at Ondra's Gift, traverse through the corridor and open the left door. The quest triggers. I maneuver through the dialogue until it says: "Dodwyna- She raises her flail and rushes at you." She should turn hostile now, i thought. But the circle around her is still grass-green. I can't attack her and she won't attack me. I can talk to Vianna and she acts like I saved her. She says I can now take the quest-item from Dodwyna's corpse. But the undead corpse still ignores me and my needs. Well yeah... and this error occurs in every similar quest. Here I uploaded you some files: savegame right before this issue, at the entrance of the abandoned house https://www.dropbox.com/s/02enbjqcilajpwr/9155b50c-be1c-4bcb-bf37-856ec2545664%20autosave_2.savegame?dl=0 savegame created at the same time as the screenshot was taken/ during the issue https://www.dropbox.com/s/oql77c396k2vd4d/9155b50cbe1c4bcbbf37856ec2545664%2012685446%20AbandonedHouse.savegame?dl=0 output_log https://www.dropbox.com/s/s3f6j0ol17e3hr1/output_log.txt?dl=0 Further informations: The game is patched. The game cache has been verified several times - without success, no files were faulty. Here are some postings from my earlier unsolved issue, where i couldn't fight enemies at all. That is not the matter now. The problem has changed after the patch, it seems. Greetings Warhamster
  13. Another big bug from my single playthrough that I didn't found posted here. So.. I simply entered Galwain's Maw to turn Larha's quest and right after loading into level my party entered combat stance. Some NPCs are also in an attack posture, however no one attacks me. I ran through all hallways but there is no enemy in reach nor stuck in walls or something. I found that it is not a single bug that happened only to me - http://www.rpgwatch.com/forums/showthread.php?t=32573 I almost did all quests possible in the game, also Galwain's with Sul and Oernos before the issue occurred (did it yesterday<?>). It is possible that I picked up the quest from Larha and resolved Sul-Oernos conflict without leaving Galwain's Maw, so it is probably my second visit here. I closed the game without saving it and copied outputlog here: https://www.sendspace.com/file/btugw2 After loading the save the issue didn't occurred again, however it probably may be useful for you: https://www.sendspace.com/file/vmm46z
  14. Anyone every notice, once you use a chanter's summon ability, the enemies instantly stop attacking your party and go directly for the summons? It almost feels as if this breaks combat.
  15. Release Giacco from his cell in Raedric's hold. Then accept Raedric's offer and turn against Kolsc. Go to Kolsc's hut in Magran's Fork and attack Giacco. The rest of Kolsc's crew doesn't react, except for going into combat idle animations. They won't attack you while you fight Giacco. When Giacco is dead and the game shifts out of combat mode, everyone returns to normal idle animations.
  16. The last time I played POE, I died on path of the damned difficulty. I had no idea my ranger wasn't firing her arquebus even though I queued her attacks. Had I known my ranger got interrupted, I would've won the fight by a hair. It turns out the Druid Ogres I were fighting were able to cancel all queued attacks whenever they attack with their spells. It would be great if you could add a feature that auto pauses combat when a companions queued attacks get canceled/interrupted for any reason. Thanks!
  17. Already in the first encounter with the young wolves that guard the berry bush, when I hover over one of them I know its DR and all defenses other than reflex. However, in the bestiary, after killing 2, I only know their DR rating. Is it intentional? Edit: ah I see, it actually starts with ?? but gets unhidden during the fight.
  18. i have to say i for one am very pleased. i was a bit surprised at first at all the disengagements by the enemy, but i think it only makes sense for my opponents to go after the squishy big hitters. after all that's what i am doing, too pallegina (specced as a kind of off-tank/support/dd) seems to do decent en passant strikes and now i am glad i took her along instead of aloth. before she was kind of redundant in my setup. edér is still pretty great: one time i accidentally pulled another group and i would have wiped if it weren't for him. he finished off the last 4 mobs alone with the help of the sanguine plate i needed to kite a little bit with GM, which i didn't mind. i've only done the first crägholdt map so far but i already learned to keep her way back at the start of fights. she probably will switch from robes to padded armor in the future. i am playing on hard btw. but yeah, from my first experience combat seems a lot tougher, more punishing and more positionally dynamic. it's going to take quite a bit longer to get through the game now. what do you think about it? i haven't experimented with the new party AI at all. what are your experiences with it so far?
  19. I have finally sat down, having had some time with PoE and can say without a doubt this is one of the finest rpg's I have ever played. Immediately you start the game you know Pillars is going to be something special when you hear that incredible music, and oh what music it is! At once, chilling, yet eliciting wonder and mythology reflective of all the great English, Saxon and Scandanavian tomes such as Beowulf; story, characterisation, combat, PoE has it all. Thank you so much Obsidian, you have given hope to an old-school gamer who had thought that the suits at EA and Ubisoft ruled unchallenged. Thank the Gods for you, Kickstarter, Bards Tale and Inxile, my gaming time looks ready to be full with the likes of PoE, Torment 2, Bards tale and Wasteland 2. If there is a god he is smiling down on Irvine, ca.
  20. I am currently working my way through the Endless Paths and it occurred to me how nice it would be to see a replay of my most recent battle or even the most epic battles of my 'campaign'. As players we spend all of our combat time micro-managing the scenario with very little time to sit back and enjoy the show. Imagine, at the conclusion of a long and draining battle being able to watch the encounter again at a preferred speed and, do I dream too much, perspective. There could be a site where players post their encounters for other players to rate and comment on, glory beckons! Food for thought anyway. And yes, I do know about You Tube.
  21. Alright, so, first off, I backed the kickstarter and I've been following it since the beginning, I love the setting and the story so far, the plot's great, and aside from being unable to get through the doors in the mad lord's keep I've not run into anything particularly glitchy. The problem is, I'm playing a monk, and I have no idea how. The game told me to put a lot of points in Dexterity and Constitution, which I did, then suggested Might. So I put those points in, and the problem I've run into is that a standard combat is thus: Walk into room Get seen by Xaurip Skirmisher Get hit by single, unbuffed arrow Take 102 points of damage, fall over and die Rest of party wipes the floor with the encounter Rinse and repeat, replacing "Xaurip Skirmisher" with any archer, mage or priest. What am I doing wrong? If I use the fighters to aggro the enemies, I don't take any damage, meaning I don't take wounds, meaning I can't deal damage. If I charge in ahead, every enemy in the room gangbangs me to death or an archer/gunner blows me away before I even reach combat. I'm level six at this point, so I'd really appreciate the help.
  22. I really hope there are resources and the will from the developer's side to address these two, major issues present in PoE's combat: -Enemy AI We've been informed during development that there was not enough time to properly develop enemy AI, as a result enemies take simple decisions and act in a similar fashion despite their type. Combat will be a lot more colourful and challenging if this would be to be taken care of. -Option to Escape Combat A rare few parties may manage it, but certainly not the majority of them and since PoE is a game where you may end up fighting enemies tougher than you, the option to escape should be there. It could be done via an 'escape button' (not unlike scouting button) that enables the party to run at an increased mv rate, albeit applying a penalty on defenses, so as to outrun enemies and get out of the aggro zone. It will be risky, having to suffer from disengagement and all, but the option should be there. Thoughts ?
  23. Hi all! Really liking PoE so far. Only 20-something hours in, about half way through Act 2 & I've got a question regarding my party's damage output, specifically why it seems so low. Whole party is level 6. Eder (Heaviest armor i can find, shield, fine sabre) Aloth (leather armor, fine wand) Durance (fine robe, fine wand) Kana (heaviest armor available, shield, fine hatchet) Pelligrina (Heaviest armor available, shield, fine pike / spear thing) Cipher [me] (fine leather armor, fine war bow / lead spitter, key spells used are Mental Binding & Mind Blades) recently been doing some quests around Defiance Bay, and I've noticed that my damage output seems really low. like, each party member is only doing 2-5 damage per hit. without spoilers, the enemies i've been facing recently all have a DR of about 10-15 & I'm hitting for the MIN damage value more often than not. Have I done something wrong gear or skill-wise? should I be hitting harder at this level? most fights at the moment are drawn-out wars of attrition. my casters drop before too long coz I cant defeat anything quick enough & my front line just sit there slowly hacking away. most of the time, they get the job done, but it takes ages & I cant help but feel I'm doing something wrong. any advice would be greatly appreciated.
  24. So, been wondering this for a while: does the One-Handed Style talent negate Weapon & Shield Style, or vice versa? I honestly don't think it does but just wanted to check.
  25. And I think the Magic Missile spell is a good example of what I don't like about magic in Eternity. (For those who don't know, Magic Missile is a D&D level 1 spell that most wizards or sorcerers start out with). The Magic Missile spell was awesome in the old IE games because it scaled with your level--the higher your level, the more missiles you could shoot, the more missiles you could shoot the more damage you could do. It was great. That made the Magic Missile spell useful even at high-levels. It was also a great visual indicator of character growth. When I hit level 2 in Baldur's Gate, for example, I don't feel like I'm getting stronger because I can do slightly more damage and have slightly better stats--I feel stronger because instead of shooting out one dinky missile, I shoot two. And then hours later when my wizard is blasting 10 missiles from each fingertip--that feels truly badass. Which brings me to Pillars of Eternity. None of the magic (that I've seen so far) scales with the player, so low-level spells very quickly lose relevance. There are also no visual or mechanical changes to the spells... and that's really disappointing to me. I love Pillars of Eternity, don't get me wrong: it's almost everything I'd hoped it would be. But I always play a wizard/sorcerer character in games like this, so it's disappointing to see that Pillars of Eternity is yet another in a long list of CRPGs that simply fails to (even try to) reach the same level as the old IE games.
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