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Found 54 results

  1. Hello, Just receive the game on DVD! (boxset) The game installed smoothly (v 1.04) but the patch from GOG.com (1.04-1.05) don't recognize an installation. How can I patch a DVD-installed game ? Thanks!
  2. Hello fellow Linux GOGlodytes! As you already know, GOG doesn’t provide patches for their Linux games, so you’re stuck downloading the whole game archive again each time it is updated. It might be problematic if you are behind a slow connection or a capped bandwidth. But an alternative exists: I build custom patches allowing you to patch the GOG-provided Linux version of Pillars of Eternity, bypassing the need for the re-download of the whole game. If you’re interested, you can find them on the GOG forums: https://www.gog.com/forum/pillars_of_eternity/linux_unofficial_patches Please report any bug you might encounter here, and I’ll eradicate it.
  3. Hey, everyone. the 1.05 patch (Build 567) is now live on Steam. We are packaging everything up for GOG and Origin, so those builds should be updated in a day or two. Some highlights from 1.05 include: You can now rename save games. You can now change the portrait and sound set of characters from the character sheet. Click on the gear icon to open the customization window. You can only use this feature on player characters and hired (non-companion) characters. New Stash sorting. You can now sort stash by item type, enchant score, and sell value. Added a News Feed on the main menu to keep you informed on patches and Kickstarter updates. Added a new color for unique items in the inventory. Added a new hotkey for switching weapon sets on selected characters. You can now bind extra mouse buttons to Ability hotkeys. There's a new option in the Difficulty settings to reset newly recruited companions to level 1 (without losing the experience) when they get added to the party for the first time. This will allow you to level up companions to your liking. For the full patch notes on 1.05, please go here. During this patch we needed to change around our Steam depot structure. Most of you should be unaffected by these changes, but if you have problems please report them in this thread. You can also go to that thread for an explanation of the Steam depots and why we needed to change them. Enjoy!
  4. Update by Brandon Adler, Lead Producer Good news, everyone! We have a brand-spankin' new patch for you. This is a big one. Patch 1.05 features hundreds of bug fixes, balance changes, and new UI features. There are many minor fixes that are not listed in these notes. We anticipate that 1.06 will be shipping out later this month. 1.06 will continue the trend of adding in new features, balancing existing gameplay, and fixing bugs important to the community. More Shipping Info Physical discs are being printed for shipping now. One reason for waiting was so we could get the 1.04 patch as the base build on the disc. You should start seeing your discs in the next few weeks. To make sure that your latest shipping information is on record, please go to the Backer Portal and update your address by Monday, May 11th. Documentary We have received the final cut of the Pillars of Eternity documentary and are going through it now. Shortly, we will be able to give an exclusive sneak peek of the documentary to our backers before the general public gets to see it. Be on the look out for an update about it in the next week or two. Patch 1.05 Notes Note: We performed some changes to the game's Steam depots yesterday. Most of you shouldn't notice any difference, but some individuals that may have had non-standard game install locations were seeing some strange behavior where the PillarsofEternity_Data folder in the root of their game directory was getting renamed to EmptySteamDepot. If you rename that folder back to PillarsofEternity_Data, it should resolve the issue. If renaming the folder doesn't work, try performing the Verify Integrity of Game Cache option in Steam to fix the problem. You can do this by right-clicking on the Pillars of Eternity game in your Library, clicking on Properties, clicking on the Local Files tab, and clicking the button that reads Verify Integrity of Game Cache. This will repair any missing or damaged files so you can play the game again. Head to this thread on our forums for more information about the process. New Features You can now rename save games. You can now change the portrait and sound set of characters from the character sheet. Click on the gear icon to open the customization window. You can only use this feature on player characters and hired (non-companion) characters. New Stash sorting. You can now sort stash by item type, enchant score, and sell value. Added a Latest News feature on the main menu to keep you informed on patches and Kickstarter updates. Added a new color for unique items in the inventory. Added a new hotkey for switching weapon sets on selected characters. You can now bind extra mouse buttons to Ability hotkeys. There's a new option to reset newly recruited companions to level 1 (without losing the experience). This will allow you to level up companions to your liking. Balance Reblanced XP rewards of some quests, particularly the bounty quests, to prevent parties from hitting max level before Twin Elms. Ciphers now start with 1/4 max Focus instead of 1/2. Wizard and Cipher's base endurance has been raised from 30 to 36, and per level from 10 to 12. Wizard and Priests health multipliers were raised from 3 to 4. Interdiction range has been reduced from 20 to 10. Tuned down damage on the Retaliation mod. Citzal's Spirit Lance will now do 50% more damage, is faster, and has an increased AoE. Sanguine Plate's Retaliate mod has been replaced with Spell Holding: Frenzy. Wind Blight's Returning Storm is now set to 1/encounter. Earth Blight's Teleport ability is now set to 2/encounter. Sturdy bonus is improved from +20 to +30 vs Prone. Hand and Key's Preservation has been replaced with Loyal. Aru Breaker's Preservation has been replaced with a +1 Speed. Angio's Gambeson's Reflex bonus is replaced with 1/day Deleterious Alacrity of Motion. Rebel's Call Preservation has been replaced with Wary. Lightning Strikes damage is increased by 25%. Fan of Flames damage is reduced by 25%. Minor Arcane Reflection base duration is changed to 60 seconds. Llengrath's Displaced Image gives 50% hit to graze conversion on Deflection and Reflex. Wizard's Double now grants +40 Deflection against a single attack. Mirrored Images now grants a base +30 Deflection. It decreases by 5 after each hit. Ilengrath's Safeguard's bonuses are now unified. Crucible of the Soul, Speaker to the Restless, and Steps to the Wheel ranges have been increased. Arcane Veil now grants +50 Deflection, with Hardened Veil adding +25, for a total of +75 Deflection. Scroll of Paralysis is now slightly weaker and has a higher skill requirement. All Spell Holdings are 2/encounter. Soul Shock radius reduced from 2.5 to 1.25. Blizzard damage reduced significantly and attack speed increased to from 0.2 to 0.8. Overwhelming Wave now uses a range of 30-40 and stun duration lowered from 10s to 8s. Noxious Burst trap damage now is in line with other player trap damage. Reduced the accuracy on higher level player traps. Unbroken is now a per encounter ability. Malignant Cloud damage increased. Ghost Blades set to foe only. Death Ring damage slightly raised, made foe only. Ninagauth's Freezing Pillar switched over to foe only. Concelhaut's Corrosive Siphon set to foe only. Stag's Horn damaged lowered. Reflex and Deflection penalties cut in half, and reduced duration from 15 to 10. Bracers of Spiritual Power and Archer's Gloves reduced damage from +20% to +10%. Scroll of Revival AoE reduced, range slightly reduced, and restored endurance halved. Marked Prey and Sworn Enemy have been set to 0 recovery actions, so they can be used and the Ranger/Paladin can immediately act again. Winter Wind has had its damage, range, and push decreased. Base interrupt has been increased. Vile Thorns has had its damage increased and range decreased. Petrified has had its damage bonus reduced from x4 to x2. Items, Spells, and Abilities Battle-forged status effect now ends when combat ends. This should prevent it from stacking because of save/load. Fix for Elusive Quarry so its status effects now end when combat ends. This should prevent it from stacking because of save/load. Many spells and abilities will have more accurate and updated stat blocks and improved output in the combat log, tooltips, and character sheet. Modal abilities now have activation and deactivation timers. Fixed an issue where some AOE attacks were not displaying the extra Intellect bonus properly. Added new effect when petrified. Traps can now be passively detected at -4 Mechanics. Added an animation to the Fox and the Hunter ability and removed the damage effect. Second Chance will no longer trigger the defeat screen if the entire party goes down right before the effect fires. Fixed display of the cast UI for Seven Nights She Waited While the White Winds Wept. Tuning Wheel's effect is not hostile anymore. Painful Interdiction is now correctly marked as hostile. Escape should now always prevent disengagement attacks. Seven Nights She Waited While the White Winds Wept will no longer attack allies. Barbarian Threatening Presence will no longer spam the combat log when the Barbarian loses all endurance. NPC Chanters will now resume chanting once they use their invocations. Getting maimed will not clear fatigue. All wall spells should now disappear when combat ends. New Glossary entries for spellbind, spell holding, and spell striking. Switched the ingredients for Freezing and Shocking lashes. Druid's Wildstrike Belt is now working as intended. Marked Prey is now working at intended. Draining Whip is now working as intended. One Stands Alone is now working as intended. Interrupting Blows is now working as intended, and will correctly increase interrupt. Mortification of the Soul is now working as intended, and should only award 1 wound. Scion of Flame, Spirit of Decay, Secrets of the Rime and Heart of the Storm should now correctly increase damage of all abilities. Driving Flight will now work properly with Blunderbuss type guns. The Retaliate mod should not strike allies after using Field Triage. Pet fatigue has been removed. Wild Leech is now combat only and the Leech effect will last until combat ends. This fixes issues with it not working with save/load correctly. Fix to Total Max Focus stat that would reset to the base value if you had the Greater Focus talent after a save/load. This is a retroactive fix that will restore your Cipher with an extra +10 focus if you have the talent. Quests and Companions Party member stats on the character sheet will now show properly if the companion is removed and re-added from the stronghold. Fixed issues where companions could lose their items when assigned to the stronghold. Grieving Mother's Perception and Intellect scores have been switched. The Man Who Waits: The citizens of the Sanitarium will no longer become hostile if you kill and loot Azo after the Sanitarium riot and then fight flesh golems. Fix is retroactive. Fixed issue with a reputation loss with Gilded Vale when entering Raedric's Hold. Removed disposition exploit with the Records Keeper. A few encounter placement changes. Fixed issues with stronghold hirelings becoming hostile. Retroactive fix to update Sanitarium quest stage to proper state if you already talked to Ethelmoer and then asked for Sanitarium directions from a city guard. Added retroactive fix if you've advanced Heritage Hill quest to Icantha but then asked a city guard for directions to Heritage Hill. Fixed a number of issues with the Winds of Steel quest. This should be a retroactive fix if the quest was already started before working on the second quest with the Dozens or Doemenels, or if the quest was acquired or completed in conjunction with Bronze Beneath the Lake or Changing of the Guard. Attacking any of the main three Defiance Bay factions after having secured their invitation to the hearing will now make Lady Webb give you an invite in the name of Dunryd Row. Fixed issues with the Hermit of Hadret House quest. If Sul or Oernos were defeated before speaking to Desthwn for the first time then The Old Queen and the New King quest will not revert to an earlier quest stage. Hendyna's conversation is fixed up to be properly linked together. Fixed a case where one of Clyver's responses would not appear in conversation if you ask him twice about the hearing. Killing Alwah while she appears in Oldsong now prevents her from appearing alive in Galawain's Maw when you turn in the Prison of Ice quest. Fixed an issue where the Hall of Revealed Mysteries would turn hostile after opening the door to the Elder Archives and then re-loading into the scene (while not in stealth). Rinatto will no longer appear in the Celestial Sapling if you convince him to leave Twin Elms as part of the Hard Bargain quest.) UI Changed the display of most stat multipliers to be percentage based. Added Shift as a default control for multi-selection, in addition to Ctrl. Inverted the Stronghold log. Improved the output in the Bestiary and added beast abilities. Portraits now turn grey if Stamina is being capped by Health or Fatigue. Improved multi-selection. Stronghold adventures will now show the duration before you embark. Added apply button to resolution options screen. Default stealth key on Linux is now Ctrl. Weapon set buttons are now disabled when Spirit Shifted. Fixed several issues with containers and mouse cursor state on hover. Fixed an issue where the Lore requirement on scrolls was always displaying as red text. Fixed an issue where weapon sets were not visually unlocking. HUD does not upscale until 1920x1200. Fixed attack roll formula tooltips so they should now be readable in lower screen resolutions. Expert mode is now hidden on the main menu to avoid confusion about it not being selectable outside of a game. Changed slider bars so that they can slide the entire length of the options menu. Changed the order of the option buttons to make them more user-friendly. Tooltips now include sell price where appropriate. Chanter inspection UI should now display the correct durations. Armors should now correctly display DR in the inspection UI. Adjusted position of the Concentration skill in the Character Sheet. Cleaned up problems with improper ability icons showing if you switch party members with hotkeys. Improved loading screen scaling for resolutions greater than 1920 x 1080. Corrected a tooltip string on the voice volume slider. Fixed issues with tooltips being obscured in the inventory screen. General Fixes Removed exploit of being able to transition into a new area with a dead player character. Sorry speed runners. Spells and abilities stuck in 'Already Activated' state will be fixed whenever a game is loaded. Now camping in a stronghold map when Brighthollow is unlocked uses Brighthollow instead. Party members will no longer switch weapon sets when charmed. Resolved a problem where misses on some secondary attacks were not being reported in the combat log. Camera should center on party members faster. Trial of Iron: Loading a game will now force a save to happen to prevent save scumming. Fixed many issues related to auto pause. Firearms will now reload when combat ends on alternate weapon sets. Poison and interrupted VO now has a cooldown. Allow quick-loading when UI windows, like dialogue, are up. Removed unneeded navigation blockers in the Valewood that were causing animal companions to become stuck. Fixed issue where Guest Hirelings that were available at the Stronghold for hire were not being saved properly into the save games. Fixed additional problems with prestigious visitors visiting the Stronghold after they had been killed. Fixed a problem with Stronghold prisoners showing temp text at times.
  5. Hello everybody First off, awesome to get some patches to my favourite game! Now to the question, will the patches (stat changes, class changes u name it) come in effect even on my old saves? I hope so, im in the middle of my 2nd playthrough and i dont want to start over again hehe!! Thanks for any answers, im sure this has been asked before so bear with me if its annoying.
  6. I'm confused about Trial of Iron in the new update. It says that "loading a game causes a save to happen." Previously, we couldn't load a savegame in Trial of Iron while ingame at all. We had to quit and then load the save game. Should it have been worded _leaving_ a game now causes a save to happen? In other words, if we quit to main screen or Alt + F4, it now saves the game (even during combat)? Or is it simply a booby trap replacing the non-functional Load button?
  7. Good day everyone! This topic will be about the console and mods. Everyone here have most likely played a game where they have encountered a problem. The npc didn't give you the item, the door is did not get unlocked, the npc actor did not spawn, the trigger for the quest did not activate, you did not get moved to whatever zone and so on. So what i hope is that Obsidian will sit down and make a console that allow people to use commands to get around problems in case they happen. List of commands that should be in the game (with a few tweaks) Spawn NPC actor Spawn item Increase / decrease reputation Move all party members to zone + x,y Trigger script's -Quests -Start actor conversation -Traps -Unlock/lock -Specific events within quests and other encounters Experience, stats,skills, spells, god mode. Features: *If you have the console on then you can mouse over ANY object within the game to get information including the quest journal and get a list of the "important" triggers for it and the quests command line itself, if you mouse over the terrain you will see the zones name and x,y location. If you mouse over a npc you will see its script name also and so on (traps, chests) *Easy to use scrolling and smart function. If you start to write a command: /Spawnactor E Then if you scroll you should have a list of all the "actors" that start on the letter E Same with items and the commands themself you should be able to see and scroll to find the ones you want. Comments? Flames? More commands that might be important? Trolling? Cookies? Lets move on to "mods" We know that we will most likely not get any tools to help us make mods / content for the game. But i still have a thing that i hope Obsidian will think about when they make the game. What is that you might ask? Well most people here have most likely at some point used a "fanpatch" of some kind. What i hope that Obsidian will do is to make it "easier" for people to change, mod and fix problems within the game. They should have a good file structure that is easy to poke around with. It should be easy to "add" things to the game itself by having the game check a folder for any changes to the game (for example a place where you can add a fan patch). Comments? Flames? Anything else that should be added to make it easier? Trolling Cookies? So what do everyone think? Good? Bad? I do hope that Obsidian keep these things in mind as they work on the game to make it easier to fix, easier to make fan patches for and the ability to get around bugs that might happen. Thanks for taking your time to read!
  8. Update by Brandon Adler, Patch Wrangler Hey, everyone. The Pillars of Eternity team is still hard at work in stomping out bugs, balancing gameplay, and adding in some additional polish where needed. Patch 1.04, our latest patch that dropped earlier today, has a good amount of these fixes. You can find the patch notes at the end of this update. For patch 1.05, which we are targeting for a May release, will continue adding these fixes along with some additional new features. For example, we are adding in the ability to change your player's portrait and voice set any time during the game and adding new shaders for Afflictions (like Petrified). Patch Betas After consulting with the community the Pillars of Eternity team has decided to start making patch betas available. This will give players the opportunity to get new fixes faster and it will allow developers the chance to see potential problems in a patch sooner. Due to technical limitations, the patches are only being offered on Steam. We are investigating getting the patch beta process on GOG, but it may not be possible. When we make new patches available for beta we will let the community know on our Announcement and News forum. If you would like to join in the beta fun, please take a look at this post that describes the exact process for getting into the betas on Steam. Patch 1.04 Notes Here are the patch notes for 1.04: Items, Spells, and Abilities AOE indicators should now properly resize if the caster has a sub 10 Intellect score. Fixed an issue with over-time aura spells not applying the correct value on the final tick. Knock Down will now correctly be applied for the full duration of the effect. Mantle of The Dying Boar will now trigger at 33% Endurance with the effect of 5 Endurance a tick. Talisman of the Unconquerable will now give a 1.25 Focus multiplier instead of .25. Blooded should trigger properly in all cases now. Boar Animal Companion bonus damage should now work as intended. Prone Reduction mod should now work correctly. Quests and Companions Fixed Aloth and Kana speaking when they weren't in the party in one of the last levels. Sagani's fox-specific banters now require the appropriate items in the player inventory. Falanroed's dialogue no longer displays a script node. Durance will now properly discuss your dream with you if you've already discussed his staff. Relaxed some constraints on Durance's quest conversation. This allows all characters, regardless of background or stats, to finish his quest. Players can now loot the nest in Oldsong. Fixed an invalid conditional check in one of Pallegina's conversations. Heritage Hill tower will be fully revealed when exploring the map. Fixed spawn issue in a scripted interaction near the end of the game. Fixed an invalid creature spawn in the Ogre Lair in Od Nua. Sagani no longer references the antagonist by name before you know it. A container in the Catacombs of Od Nua will now remember if it was looted. The "Master's Tools" quest will now work if you have the required items before starting the quest. The "A Two Story Job" scripted interaction will not require a second grappling hook to climb down from the window if one was already used to climb up. General Fixes Fix for camera movement problems when the game is paused or in a cutscene. Fix to retroactively restore party movement in saves that display movement speed problems. Made some fixes to movement speed problems that were being reported with some items. Optimized Save/Load game system for better performance. Optimized how scene transitions are handled for better memory usage on 32-bit machines. This may allow players to transition to new areas without running out of memory. Sound Sets from hired companions will now be properly restored when adding them to the party from the stronghold. "All Stronghold Upgrades" achievement now checks 25 upgrades instead of 26. This will properly reward the achievement if you already have fully upgraded your stronghold. The "Kill All Dragons" achievement will now properly fire if they are killed indirectly (like by a trap). This is a retroactive fix and will be rewarded if the dragons are already dead. Fixed issue where store prices were getting exceptionally large after receiving a discount. Fixed issues with gaining infinite XP from bad Stronghold data. World time will not get very large in some cases after Save/Load. Modelling offset with Durance's head has been adjusted. Icon scale is now correct on Hearth Harvest and Reghar Konnek. All shaders will now compile properly under DirectX 11. Restored all the missing effects in the intro cutscene. Removed Blunderbuss item from an early game loot table. Changed the cursor type on the blood pool in the Temple of Skaen to conversation. Fixed a few save game issues with dead summoned creatures. Fixed issue where occasionally a crash would occur when initializing the Steam API. Draggable windows are now handled properly when running at very high resolutions. Swamp Lurker's animation wont spaz anymore when the game is paused. Fixed an issue to prevent binding mouse buttons to window controls. Game will now pause if you alt-tab during a cutscene in full screen mode. Audio will now resume properly if the game loses focus. Fixed an issue with infinite load screen if you transition while hovering over a container. Characters will now wait for their idle animation before trying to reload which fixes an animation sync issue. Damaged characters performing AoE attacks will not overload their AI state stacks anymore.
  9. I have been playing POE for several days now and have noticed a few shall I say discrepancies? The Rolling Flame spell does not work. Instead of going in the direction of the red path when you choose it the flame goes to the left or the right at almost 90 degrees from the path. This I also noted with another spell that shows a red path but forgot to note it down. In the Eothasian temple in Gilded Vale the silver key that opens the door to level two does not always show up when scouting. I have had two out of four parties find the key and the other two nothing shows up when scouting the room the key is in despite having the same mechanics score. This will be my running log of bugs as I find them with the various parties I'm running. Some of the traps in the game require either a very high level to disarm or cannot be disarmed as they don't show up as red (the chest in the two-story job, one of the sarcophagi for example) Had the "already activated" message on one spell also but after casting a different spell with the same character it went away. It did not prevent me from casting a different spell but just couldn't cast that spell until the message cleared. I also lost the deep pockets talent after fighting the thugs in the Valian embassy even though it remained listed in the talents section. Until this is fixed I just won't give that talent to any of my characters. Summoned earth blight in lighthouse by druid and after fight the blight remained on screen whenever I went indoors anywhere in Ondra's Gift. Summoned rain blight in lighthouse by druid and it kept raining on every level of the lighthouse. Armed to teeth for Kana showed active but only two positions not reddened out. Took item out of red slot and put it right back in and slot returned to normal. Happened several combat episodes (even when only fighting beasts) then stopped happening after exiting game and going back in. Aloth stuck in fireball cast when using last fireball of amulet. Fireball icon over his head but he did not respond to any commands even after combat over and the fireball never occurred but the amulet disappeared. Had to save, exit game and reload to get him back to normal.
  10. I just registrated to say thank you to the developers for patch 1.04, because in my case PoE runs on a Win XP 32bit machine with 2 GB Ram only. Before the patch the game crashed on leaving the tutorial area, but now I can proceed a little further ) I know that XP is not supported and 2 GB Ram aren't either, but so far it works (because XP doesn't need so much ram space like other win versions). Loading times are very short compaired to eg. Divinity Original Sin (that actually still suffers from the saving bug on 32bit systems) and overall performance is really good. Keep up the good work *thumbs up*
  11. As the image implies "This patch does not support your version of the game please download a new installer" My version of the game is 1.0.3. And I am trying to install the 1.0.3 to 1.0.4 patch. I've deleted and re-downloaded the patch several times to the same effect. Please advice
  12. Patch Notes Update from Brandon Adler: "Just so everyone knows, I am going to start a special beta branch in Steam tomorrow so people can start playing the beta build if they would like. I will post more info about it tomorrow, then link it to this post." _______ No fix on Rogue's Reckless Assault ability that stacks and can't be turned off (Patch 1.03 didn't do jack for it ok...). My rogue does 1000 dmg and gets 1 shot so I still can't play. Yay.
  13. There is a range of "hidden" Talents in the game, that were cut during Beta, and isn't normally assignable during levelups. However, they were addable through the AddAbility command. However, 1.03 seem to have broken them. Not removed them, just broken them. And I'm asking why. I was using them to get around what I consider to be design flaws, and adding raw Skill Points is far from a workaround. I realize that they are not meant to be used, but breaking them just seems senseless to me. Unfortunately, I wasn't smart enough to do a backup of my ObjectBundles before patching, and I can't restore functionality. Guess I'll just stop playing, I'm tired of fighting the game at every turn. Edit: Actually, this is only broken for pre-existing characters, and re-adding the Talent creates a duplicate talent that actually works, so this is a legit bug after all.
  14. so by now ive read about at least 5 diff. large quests that cannot be completed because of simple scripting bugs! i personally have encountered at least 2 of them in my playthough already and im maybe 50% in. one is the quest where you defend the trader from house doemel - eventhough i defended him and he still lives the quest is simply stuck at "kill danna" (shes llying dead on the floor) the other one is the masters tools on endless depth lvl 12 where you are supposed to take the quest from the vitrachs but instead they auto attack you, then the dialogue starts, you get the quest and then are forced to kill them all since they will still attack no matter what. this is game breaking since you cannot progress further down qwithout getting past them, forcing you to kill a whole npc faction and miss out on the quest and exp for no reason but buggy scripting!
  15. Steam is downloading a 579.9 MB patch. I thought I already had the latest beta patch. Anyone know what this is? I don't see any announcements about it or anything.
  16. Hi, Please post whatever is on your mind that may further balance the mechanics and gameplay. You don't have to agree with mine, and a objective discussion is always welcomed. Here are 4 I can think of: 1. Remove pet collision (Quality of Life improvement) - Pets can still block the way from time to time; when the party is out-of-combat it is possible for the characters to trigger traps due to pets. Taking off pets and then putting it back on kind of defeats the purpose of having something that "passively" observes your progress. 2. Buff Constitution (Mechanics Balancing) - Right now, I believe the consensus is that constitution is the most effective "dump" stat out of all the other stats due to its low negative/positive effect on character health. This drastically makes the joinable companions weaker than hired adventurers even though they have the early advantage of higher exp (2k exp or higher, depends on how fast the player hires the adventurers) Punish the player even further for having low constitution characters, and award those that commit points into it. 3. Allow minimal customization on post-hired Adventurers (Character Portraits, voice sets, perhaps even biography) - I loved the Icewind Dale series, and I dare say the series are held in higher regard to other IE games (for me) due to the fact that I get to fully customize all 6 characters to my heart's fullest extent. Though if I made a mistake on or disliked the character portrait or voice set, I can always change it via character sheet in IWD. Of course, the choices I made on the classes and leveling will still be stuck. 4. "Annoyed" Voice-overs (Quality of Life improvement, not urgent) - Icewind Dale had the best player character voice-overs out of all the IE games, I dare say. And as of now only 5 selection of voices for each gender is simply not enough! I really missed how if you click the characters enough times, it will voice its annoyance over the player's selection. "I know a druid who can hook you up with some good stuff" - Unknown male rogue
  17. [bug description] Hello, I have the GOG version of PoE, after installing the GOG patch 1.0.3.530 I encountered a bug: I can't open any container in game. Combat loot containers, normal containers and hidden containers too are broken, I can hear the opening sound but no container GUI menù appears so I can't pick up any object inside them. Loading a previous savegame doesn't solve anything; loading a savegame created from a previous PoE build doesn't solve anything. [steps to reproduce it] - Install the GOG version of PoE (first build, non patched); - Start a game; - Verify that you can open containers like chests, corpse loot containers, hidden containers; - Save the game; - Patch PoE with GOG 1.0.3.530 patch; - Load the game; - Verify that you can't open containers anymore, seeing no container GUI menù to appear. [Expected behavior] Containers should open as it was like in the previous PoE build. [PC specs] - OS - Windows 7 Ultimate 64-bit SP1 - CPU - AMD FX-9370 - RAM - 8GB DDR3@1600MHz - GPU - Gygabyte AMD Radeon HD 7860 [savegames] BeforePatch_1_0_3_530.zip This is from April 5th, 2015, Eothas Temple; AfterPatch_1_0_3_530.zip This is from today April 8th, 2015, in the Bear Cave. [output_log] output_log.txt EDIT: [possible workaround, post here if this works or not] - Close PoE; - Restart PoE; - Load a savegame. Verify if you are able to open containers again, if yes, problem "solved". ATM I don't know if the issue might reoccur.
  18. I bought game from Origin and i cant upgrade POE to 1.3 beacuse there is absolutely no support from Origin towards this matter. NO ETA, no info, no answer on their forums, can we do something to adress this matter? I realy dont want to play the unpatched version, and im tired of waiting for the miracle for 5 days now, because it wont coming. Thank you for your help.
  19. Changed reload speed multiplier from 2 to 1.2 for Sure-Handed Ila. Ok, so there will be a nerf.I admit that im using my chanter for nothing more that summoning, chanting this phrase and shooting along with other gun-crazed team members.4 people with guns...Thats a lot of reloads.And it is realy effective.I dont say that this will broke chanters.But it will move them down in class tier... What about you?Will you still include chanter in your party?Will you respec him into off tank? Personaly i think i will give druid a try
  20. I was fighting a troll + mushrooms in catacombs(?) of Defiance Bay first area. The troll knocked down two of my party members who got permanently stuck on knocked down position. I tried resting in the location, but it didn't fix it. There are no knocked down debuffs or anything to signal me if they are still knocked down or not, they are unable to move and use skills. You can order them around and the "move to" marker appears, but they are still on the ground and unable to do anything. Screenshot (if it helps): Save game: https://dl.dropboxusercontent.com/u/238567/Bugs/Pillars%20of%20Eternity/082f45a4-4793-4e31-86a4-3ee8f0a239dd%20quicksave.savegame Bonus: https://dl.dropboxusercontent.com/u/238567/Bugs/Pillars%20of%20Eternity/Screenshot%202015-04-03%2021.47.50.jpg After the patch, flame axe thing (I don't saddly remember what it was) is shown as full size item art instead of the scaled / square cut icon
  21. Any official word on at least an estimation? This week? Next week?
  22. How will be handled the game updates for the owners of the DRM-Free CD? Will there be any possibility to update the game without needing it to register anywhere (something along the lines of standalone NWN1 or NWN2 updater), or you have to register the game on GoG or Steam to be able to receive updates? Thank you.
  23. EDIT: I forgot to add that the Mac build is now available for download from Steam! The Linux build still has a problem with loading and unloading asset bundles. Unity knows about the issue and we will release the Linux build once they post a fix. Thanks for the patience. Hey, everyone. The latest Backer Beta update is now live. We hope you enjoy. I have included some patch notes. Thanks for all of the help in testing the game and providing useful feedback. Talents and Core Abilities Over a hundred Talents have been added to allow more options for class customization during the level up process. We've adjusted how the core class abilities are granted to allow for more flexibility within each class. Revised Skill Progression You can no longer spend points to upgrade skills during level up. All skill advancement is now done through Talents, and thematically grouped Talents will award additional skill points if chosen during level up. Your background choice during character creation will also reward additional skill points. Fog Of War The Fog of War has been upgraded to obey the sight visibility for the party members. No more cheating by looking over walls and closed doors in dungeons! Experience Points We decided to add a few more ways to gain experience points to increase the regularity that XP is rewarded throughout the game. We've added minor bestiary, exploration, lock, and trap XP rewards. Bestiary XP is rewarded when new entries are unlocked in the Bestiary page in the Journal, and will stop being rewarded if the entry is complete. Exploration XP is given out when new areas and landmarks are discovered in the world. Glossary An in game glossary has been added with explanation and definitions of game and combat rules. These entries are hyperlinked so you can easily find information on what you are looking for. You can click directly on keywords in the combat log, or open up the Journal's Glossary page. Hotkeys Hotkeys can be assigned to any ability on the hot bar and additionally be access through a quick hotkey menu. We still intend to revise how this system works, but please provide feedback if you like or dislike our direction. Additional Fixes Improved 2D trigger rendering. Added new targeting indicators. Added a tab menu to quickly change between full screen UI. Update the stash UI with separate pages for ingredients and quest items. Revised lockpick UI for better clarity. Fixed many save and load inconsistencies. Fixed issue with perception not effecting the range of spells. Characters with reach weapons should now attack at a proper distance. Many fixes to placed traps. Many, many fixes to spells and abilities. Added more hairstyles. Added more icons. Fixed Issues Save/Load/Persistence BB Wizard's Cape is no longer rendered white, this was caused or fixed by Save/Load depending on the situation - Thread Link Loading saved games while in combat or with factions turned aggressive no longer persists into the loaded game - Thread Link Fixed issues with game options not persisting throughout gameplay and closing and opening the client Save/Loading in Lle a Rhemen 02 (the lower area) will no longer cause you to be unable to access certain areas - Thread Link Save/Loading no longer causes enemies in the scene to be reduced to 0 DT Area Design Backer NPCs no longer have Missing Strings for their Soul Memory descriptions - Thread Link Examinable objects are no longer losing and/or duplicating their icons - Thread Link Spells/Abilities/Classes/Gameplay Dead party members are now being removed from the party - Thread Link Perception now properly affects the range of attacks and spells Placed Traps are now working properly Missed attacks in combat are no longer causing hit reactions and hit SFX - Thread Link Characters with reach weapons are no longer moving into melee range when commanded to attack from a distance - Thread Link Druid Spirit Shift forms are now attacking properly - Thread Link Stone Beetles will no longer stay underground when in combat - Thread Link Spells already in BB Wizard's or a looted Grimoire can no longer be inscribed a second time into the Grimoire - Thread Link Large parties, especially with Ranger pets or summons, should have an easier time with transitions - Thread Link Loading games no longer clears the resting bonus gained from an Inn Spiders no longer "teleport" past your front line or moving towards a character they could not have reached - Thread Link Art Rocks near the east side of Dyrford Crossing have had navmesh adjusted to prevent clipping - Thread Link Navmesh near the ruins in the southwest of Dyrford Crossing has been cleaned up - Thread Link Scouting Circles have new art - Thread Link Items Pollaxes are now being treated as best of Slash/Crush, instead of just Slash The BB Wizard's Cloak item is no longer floating significantly out of position Minor Stamina potion is now valued less than Major Stamina potion User Interface Abilities shown in character creation update immediately as different classes are selected - Thread Link Holding the Tab Key while transitioning no longer places Backer Icons on the screen permanently You can now split stacks of Potions, Scrolls, Traps, and other Quick Items - Thread Link Steps can no longer be skipped in Character Creation Paperdoll models are no longer disappearing from the Level Up and Inventory UI Other Changing keybindings in the control options will now unbind the key you assign from its previous assignment The Cyclopedia Bestiary values are now accurate - Thread Link Known Issues Save/Load/Persistence Save/Load causes the inventory paperdoll not to show weapons and shields until another character is selected - Thread Link Fog of War does not persist on Save/Load and transitions - Thread Link BB Fighter sometimes becomes invisible after Save/Load - Thread Link Uninstalling the game does not remove all files that the game created - Thread Link Save/Load causes character shadows to disappear on the East and West sides of Dyrford Village - Thread Link Saving a paused game, closing and reopening the client, then loading that game via the Continue causes the game to load in paused - Thread Link Memory usage increases after loading the game (closing the client and opening it resets this) - Thread Link Memory usage increases after transitions (closing the client and opening it resets this) - Thread Link Area Design Hendyna wanders off to the forest at times and is not at her shop - Thread Link The Water Wheel in Dyrford Village seems to be rotating in the wrong direction - Thread Link The Temple Skaen entrance is visible on the area map without first moving the statue - Thread Link Boar companion is left behind when Medreth leaves - Thread Link Spells/Abilities/Classes/Gameplay Best of Weapons are not showing the proper damage type in the combat log - Thread Link Talents Resilient Companion, Faithful Companion, and Painful Interdiction are not working properly Charmed/Dominated creatures will attack themselves - Thread Link Crystal Eater Spiders, Crystal Eater Spiderlings, and Widowmaker Spiders are bypassing 10 DT Art Hendyna's home has a visual shaking effect when entered and zoomed in - Thread Link The Health bar indicators feel somewhat unpolished and appear to overlap the portrait - Thread Link Morning Stars (of the non-Fine Quality) are transparent in game and character creation - Thread Link Items The Sabre will sometimes strike for 0.0 damage negating the attack entirely - Thread Link User Interface Paladin's description is missing the word "Health" after the health multiplier - Thread Link Savage Endurance tooltip is showing too many decimals - Thread Link Accuracy shown in the Inventory and Character sheet do not reflect the bonus for single 1 Handed weapons and Enchant/Mod accuracy effects Character Creation buttons can have a significant delay when clicked Character Creation attribute allocation arrows continue to make SFX sounds if clicked after they have disappeared - Thread Link White damage values in the combat log only display whole numbers and not decimal values (Makes DoT effects misleading) Time stamp font is small in when viewing saved games - Thread Link Traps and Hidden Secrets change the mouse cursor when hovered over (before they are discovered) - Thread Link Saved games are not ordering properly and are sometimes resetting their play time Opening and closing the Area Map shifts 2D UI elements (Including character circles) - Thread Link Temp Status icons are sometimes appearing during combat (White Squares with Green Circles) Stash access in the Shop UI needs to be switched to page format
  24. Hey, everyone. We are still working on the next patch. There is a weird problem with the build right now where load times have gotten much worse. The programmers are on it and we are hoping to release the patch sometime this week.
  25. I have a concern about the physical media being planned for this game. If the master disk is based on the bits from the initial release of the game, then it is likely to need patching. However, if Obsidian waits until there is a generally stable version (say after 3 months), then the media should be good to use without requiring any network access. What is your preference?
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