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Found 12 results

  1. I started POE II a few days ago and I am overall enjoying it a lot, since it feels like a step up from Pillars I in nearly every way. I decided to start with turn based mode because I prefer that gameplay style to RTWP general. I don't understand wizards in turn based mode though. Maybe I'm playing them wrong but the spell cast time in turn based is a very bizarre choice. I have only one spell which casts instantly. Everything else takes an entire 'round'(I'm not sure what it's called) to cast. It more or less takes 2 entire rounds to cast nearly any of the spells I have. What is so useful about spells that it justifies having such a long time to cast? Is the utility/damage output of one fireball or poison cloud so much that a wizard basically has half the speed of everyone else. If I have a fighter and I use the knock down ability. It just works and now the opponent loses a turn, which in turn-based tends to be very useful. Contrast that with a wizard casting say, jolting touch or crackling bolt since jolting touch is close range only, I have to wait a round where the wizard can be attacked, knocked down or interrupted the later of which resets the entire thing. What is there about wizards or even to a lesser extent Ciphers and Priests that make their higher spells worth doing nothing for at least one round, and possibly nothing for two rounds
  2. Version: v5.0.0.0040 LAX123ABCDEFGHI[TB] -steam I am playing in turn-based mode at maximum game speed with manual turn-ending. I have made two attempts at the Neriscyrlas fight in Beast of Winter. The same problem has occurred both times and has caused me to abandon and reload the fight. Both times were due to the game landing in a stuck state when a controllable character was affected by the Terrified affliction. When it is their turn, I am obviously unable to command them to perform any actions, but the End Turn button is simply greyed out with "Waiting..." and neither of my end-turn hot key (Ctrl or Enter) end the turn. In both instances the terrified effect was present on multiple characters: 1. The first instance involved the game getting stuck on the turn of one of the animated weapons summoned by Vatnir using the skill Called to His Bidding, the Ancient Instruments of Death. The weapon was suffering from the terrified affliction. 2. The second instance occurred when two characters were Terrified and Vatnir himself landed in the Waiting... state in his turn. Most of the existing posts I found mentioning this problem seem to state that it has since been fixed, but this happened in v5.0. I do not want to use cheats as a work-around as that will disable my achievements. Is there another way to deal with this problem? Thanks.
  3. Hi all, I've looked everywhere I could think of and couldn't find any PotD solo turn based build so I've decided to ask for one here. I've already finished the game on PotD solo RTwP with a Devoted/Streetfighter and it was a lot of fun. However, this build obviously won't work on TB. I'm really interested in FINALLY trying the new turn based system but I only play solo PotD so here's that. A few points for this potential build: 1. I'm using Berath's Blessings so builds that are very weak at the beginning are still fine (I hope). 2. This build should be able to win against every boss (including expansions), including optionals such as the annoying Fampyr's Crypt. 3. I would very like for the build to be able to win against one of the Mega Bosses (I don't care which one), but I don't really expect to find one which does. :(( 4. Tested builds are preferred. Thanks in advance for anyone who tries to help.
  4. Link to Edér Black Jacket Subclass Mod on Nexus Mods: https://www.nexusmods.com/pillarsofeternity2/mods/302/ Link to Pistol Modal Mod on Nexus Mods: https://www.nexusmods.com/pillarsofeternity2/mods/309 Link to Edér Black Jacket Subclass + Pistol Modal Mod on Steam Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=1662064117 (old, bundled version) New version 1.1 updated 13th March 2019, changelog in new post below and at Nexus Mod page First mod I have published, should work with Pillars of Eternity II: Deadfire version 4.1.2. If you have problems or find bugs with this, please let me know. The mod should work if you enable it and start a new game and choose Edér as Swashbuckler for your party. Compatibility with other mods is not tested. Mod files are separated by function if you are interested in customizing further or sneaking a peek. This mod is made with Turn Based mode in mind, and includes along with the Black Jacket subclass added for Edér a change to the Pistol Weapon Proficiency Modal, now called Fast Draw. The Pistol modal is next to useless in Turn Based Mode, which is why the change is included. Read below for descriptions. Created to be played with the Turn Based Mode (Version 4.1.2. at time of Mod Creation, February 21st 2019). Should work with fresh new start games. Please report bugs and errors and give comments and suggestions! Thank you. Edér as Swashbuckler gains Black Jacket Fighter subclass. Pistol Weapon Proficiency Modal Modified; Fast Draw (-50% Reload Initiative, +10 Acc vs Targets < 3 meters Range, -10 Acc vs Targets > 5 meters Range.) Starting with Escape as Level 1 Rogue ability instead of Crippling Strike. Sabre and Pistol Weapon Proficiencies (Fast Draw), instead Medium Shield Proficiency. Starting gear Sabre and Pistol, ditching War Bow and Medium Round Shield. - Edér gains Black Jacket subclass for his Swashbuckler (Fighter + Rogue) - Black Jacket is a Fighter sub class, that gets +1 Weapon Sets and can swap between Weapon Sets freely but has weaker Constant Recovery passive healing skill - Edér gets a Sabre and Pistol after you recruit him into your party - Edér has Escape as his Rogue Level 1 skill instead of Crippling Strike - Edér has Sabre and Pistol Weapon Proficiencies and no longer Medium Shield proficiency - Pistol Proficiency has been tweaked to be more interesting for Turn Based Mode as of 4.1.2. - Changed Pistol Proficiency Rushed Reload, -50% Reload Initiative, -15 Accuracy to Fast Draw Fast Draw [Pistol Weapon Modal] -10 Ranged Accuracy against targets farther than 5 meters with Pistols. +10 Ranged Accuracy against targets closer than 3 meters with Pistols. -50% Weapon Reload Initiative with Pistols. Drawing the pistol with haste, gain close range Accuracy at the cost of long range Accuracy. Reload Initiative is halved.
  5. The ranger's ability of Evasive Fire is something that can be easily abused in the turn-based mode. With 8 bond a Ranger can get off 9 shots in the opening round (1 from their Action point, and 8 from using Evasive Fire). I think a simple solution to this would be to make the shot gained from using Evasive Fire only occur on the first usage of the ability each round. This way you'll gain the benefit of 1 extra shot and the mobility aspect, but you can't just kill off a bunch of guys by spamming it
  6. I have reached Fyonlegc and have engaged in the fight on PoTD in the new turn-based combat mode. The security beams do not match the visuals on stream. The security beams seem to trigger where they previously where shown, and are inconsistent where the graphic was displayed as character quite far from the security beam, or at least where I think the security beam, is going to hit, actually hits. Many turns also provide no chance to react to the security beams. I think this fight requires some balancing and changes for turn-based combat. For Reference: https://www.twitch.tv/videos/381159892?t=01h30m07s
  7. I was very excited to play the turn mode, after some quick quests, I arrived at one of the first challenging fights, Gorecci Street. In the Questlog appeared to be at the same level as mine, 3. At this point i have 3 characters. I started the fight, I noticed the astronomous amount of enemies, 7. I ignored mathematics and went up, got good damage and some few cures, but after several frustrating attempts I realized that it would be impossible by the mere fact of enemies ranged did not miss any attack, always giving more than 30% of my total health damage. In the flood, u cant reach in time the backline with big damage on your neck. Completely unbalanced for one of the first missions!!!
  8. This is admittedly a very minor thing, but it can be misleading to annoying. While using the Turn-Based combat, just about every time I mouse over a target to check the chance to hit the character makes their comment about it not going to work. They'll say this even in cases where there's a 100% chance to hit and they'll be doing 130% damage. Not sure what the criteria is for them to say their comment, but it doesn't seem to make sense in a lot of the cases.
  9. Loving the turn-based combat. I put 16hrs into yesterday!! There seems to be promblems in the Brass Citidel area. Ive had the game crash on me severals times today. Cant get in over 5mins of play time in the area. Theirs also an issue that animations during conversations freeze and you cant choose dialog options, but the space bar will make the characters say random things without knowing what they are responding to. If someone could post a Dropbox link.. Along with easy instructions I can send the error report. Or tell me what files to attach below.. Thanks
  10. Realms Beyond: Ashes of the Fallen just launched today. It's a party based CRPG with turn-based tactical combat on a hex grid and using the OGL ruleset (i.e., 3.5e D&D). They're also releasing the game with the editor / toolset so it will hopefully have many user created mods. It looks absolutely fantastic to me. I much prefer TB to RTwP. I only hope the story will be better than ToEE. The KS is raising funds in part to help hire a lead writer so that's a good sign
  11. Anyone backed/playing it? The game was made by a small studio from Belarus. They did a Kickstarter, spend quite some time in Early Access on Steam and now it's finally released. It's a tactics/strategy/rpg hybrid in the vein of games like the Heroes of Might and Magic series or Disciples. The main story has you battling and questing through a series of individual maps while commanding a small squad of various troops (divided in melee, ranged and casters). As your troops get more experienced, you can upgrade them in different ways (e.g. a noble can be developed towards a knight or a duelist) and equip them with different armors, weapons and trinkets, which offer additional upgrading/individualisation options. On each map you are relatively free in where you are going and what you are doing first and many quests offer you different options in how you can resolve them, so there's some non-linearity to the game, too. One of the strengths of the game is the writing, imo. The setting is low-fantasy, in a (fictional) part of the Holy Roman Empire during the late middle ages. The main story is interesting and there are a ton of small stories to be found in the form of fairytales, fables or rumors, many of which tie into quests. Combat system is fairly unique and interesting, if a bit simple at times (although that depends a lot on how quickly you go for the difficult battles, or how you compose your party). Battles so far don't require too much tactics (I'm only playing on normal, though), which is to some degree probably because individual battles play out relatively fast and mostly revolve around how to knock out as many enemies as fast as possible. There are some exceptions, though. I do definitely recommend to check it out to anyone who enjoyed games like the aforementioned HoMM or Disciples. There's also a fairly detailed tutorial series on youtube by a guy called Joe Fowler that explains the basic gameplay. And lastly, the (in)famous rpgcodex.net has a review of the game...
  12. Only a couple of days in and looks like a really passionate project by two guys - check it out:
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