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Found 14 results

  1. Thought I'd posted this yesterday, no sign, so trying again. Bought Obsidian edition from GOG a few days ago, installed yesterday. Install went okay, but options for Trial of Iron and Expert mode are both ON and can't be turned off. Closed and restarted, no change. Rebooted, no change. Thought it might be Razer Cortex messing things up; turned that off, no change. Do NOT want to reinstall - 50 gigs of upping and downing with no guarantee of success. Right now thinking refund, but if there's a fix I'd love to hear of it. There are postings from two YEARS ago with this problem on other platforms, and no sign of a solution. If it helps, possible relevant hardware spec is: Windows 10 Pro AMD Ryzen 7 2700X Sapphire Radeon Ntro+ RX 590 Razer Deathadder Elite Mouse, with Razer Cortex installed ASUS Prime X470-Pro mobo Any assistance gratfully accepted!
  2. POTD difficulty, trial of iron, solo playtrough. This guy started to talk to me as i stepped in the range of his totems in stealth. Didn't notice them before Conselhaut caught me in his best trap ever, made of a deadly totem and a lack of pause during the dialogues. During the dialogue, my character seems to have died from the totem effect, continiously doing whatever it does. After dialogue ended, i have a map full of fog of war, no characters and no game over message. I can save and load this state of the game, and I have a dead save file. I don't think that supposed to happen. To repeat the bug you just need to go to this encounter, get in range of totems while in stealth and talk to Concelhaut. Your character will die while in dialogue and you will get the result. Here is my save file - https://www.dropbox.com/s/9e3nglttwokxvun/Zerral%20%28c70d0256-241e-444b-9489-9879381787d6%29%20trialofiron.savegame?dl=0
  3. Every couple of days I get a game crash (playing pretty much every day), no idea why and for the most part I don't care since this is pretty rare. Today the worst case scenario happened, i created a Triple Crown Solo character and the game crashed after an hour of progress. For a second i thought this is all good, but when I reloaded my game the last autosave was directly after char creation in the cabin on the ship... This is even worse because for very wrong reasons you can't quicksave in this games TOI/TCS. I would assume because of laziness in game design, since in other games like Divinity original Sin 2 a quicksave in Trial of Iron just overwrites the autosave. So whenever an autosave would happen in this game now I have to remind myself to save manually because the game only autosaves on exit? (no not on crash exit, sadly...) While I somehow could live with quicksave not working (even tho it's super unnecessary), I find the combination of disabled autosave and quicksave as signs of lazy implementation of a TOI, that was at least slightly better in POE1 (no quicksave, but at least autosaves worked)
  4. Hello! I have Pillars installed on my laptop and I also play it on my desktop. I have two main campaigns I play now, a Trial of Iron Ultimate run and a non-trial completionist run with a party. The latter gets synchronised with cloud saves and is available on both machines, but the former does not. When I finish a session and exit the Trial of Run game, I can see that steam shows synchronising saves and a 0% progress for a while, then it disappears and the save is never uploaded on the cloud, so I never get to play it on my desktop. Is this intentional or some kind of a bug? Many thanks in advance!
  5. Hello there, Triple Crown has been finished today and I think about Triple Crown Solo. Which class is better? I've already finished Solo PotD ( not Iron/Expert, just PotD ) playing a wizard, wouldn't say that it was very difficult, but there is too much difference between the save/load immortality and Trial of Iron, where one-shot can blow my char away. Wizards are such a "glass" at the start of any battle. I probably would have taken a dual wielding paladin.. but really not sure that I can handle some encounters ( for example, some bounties or lagufaeth and spirit packs in The White March locations ). What do you think? Any advice/suggestion, and also links to special guides will be greatly appreciated. P.S. Sorry for my poor English.
  6. Hello there! Hope someone can help me with this bug. Description: I walked into a new area, right before a cutscene was about to happen. Loading screen goes normally, but when finished - everything is messed up... User interface is completely bugged, can't walk around or interact with anything, but I'm allowed to open C, H, I, J, load and save etc normally. Including save file, as I'm trying hardcore - and it saved when I walked into the new area. Steps to Reproduce the Issue: Walk into a new area right before a cutscene is about to start. Savegames https://www.dropbox.com/s/8stnaux4dq13wnv/d41a15eb7e1b4a6a9401eb9fd4f18c4a%2011022534%20HearthsongDwelling.rar?dl=0 Output Log https://www.dropbox.com/s/6mjd90xsgu2nv33/output_log.txt?dl=0 Screenshots http://imgur.com/bGazwge,PZ9FNee,T0XWzcM#0 http://imgur.com/bGazwge,PZ9FNee,T0XWzcM#1 http://imgur.com/bGazwge,PZ9FNee,T0XWzcM#2
  7. 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?
  8. I play with this feature enabled and noticed that you don't have to die at all. Even after all you characters are unconscious there is a few seconds "gap" that is long enough for you to get to options screen and quit to main menu. You can load your save and try again. There should be no option to quit a game during fight. I don't know whether it's possible but this would fix that exploit. Great game
  9. Hi all, I already talked about my experience of playing trial of iron on hard on my first ever playthroughs and the reasons why I did it in the following thread: http://forums.obsidian.net/topic/71530-i-challenge-you-you-only-get-one-chance/page-3 Now, although I loved the experience, I've given up on it because, simply put, I failed and real life time constraints wouldn't permit me too many retries, and therefore I'm playing on hard mode non-trial of iron. I want to write the differences I experience between playing these two modes: 1 - General feeling: first off, although I take the same pleasure playing through the game, there is definitely less concentration and positive stress going into battles and my general attention level during them is lower. 2 - Battle-planning: I'm definitely playing more casually, not thinking too much before engaging enemies and not planning tactics as much as I tried to do in ToI. 3 - Risk-taking: my risk taking and risk aversion are also different. While I played much more safely during my trial of iron, for example by hiring custom chars as soon as I could afford to beef up my party, I don't do that so much now. Also, in my trial of iron playthroughs I was heavy on deflection, hatchets and shields, especially for my main char, while now I'm going two-handed sword on both my fighters. 4 - Now, for the odd thing, although I play by taking more risk and more offensively, I still didn't die, and encounters generally seem to have become easier. So it looks that for me playing offensively rather than defensively made me...survive more easily. xD 5 - Death counter: I still didn't die or load a game in non-trial of iron, which is a little depressing.. xD 6 - Role-playing: for the dialogs, path choices and general role-playing there are no differences. Of course it's a little ironic that now that I'm playing non-ToI I just don't die or load the game...damn logic!! xD
  10. We love giving players options: character build options, personality options, story options -- all the options you might want to play around with. We recognize that many players also want to play the game their way and have an experience that matches their particular RPG tastes. RPG fans share a lot of common ground, but on matters of visible mechanical feedback, complexity, and the overall level of punitive face-punching a game provides, there's a big spectrum of opinions. In a lot of cases, it's not too hard for us to provide options to turn an individual feature on or off, so we want to make that possible when resources permit us to do so. Additionally, even among the ranks of RPG superfans, there exists a subset of players who can't get enough challenge. They want all of the difficulty features set to "I am pro." Collectively, we've worked on a bunch of these challenge modes in the past and enjoyed the results. Project Eternity seems like a very appropriate place to highlight suites of these difficulty options as distinct gameplay modes that players can opt-into at the beginning of any game. We've come up with three modes we'd like to support, which also includes the ability to turn many of their sub-features on and off on an individual level in an ordinary game: Expert Mode, Trial of Iron, and Path of the Damned. Expert Mode will disable all of the common ease-of-use / in-case-you-missed it gameplay elements like the display of skill thresholds, influence/reputation modifiers, and similar "helper" information. In a fashion similar to Fallout: New Vegas' Hardcore Mode, Expert Mode will also enable more punitive and demanding gameplay elements, in and out of combat. We're not saying we're going to have weighty gold (for real, we're not saying that), but if we did, you can bet that would be automatically turned on by Expert Mode. If you guessed that Trial of Iron is like Temple of Elemental Evil's Ironman Mode, you guessed right. When you start a Trial of Iron game, you have one save game that persists for the entire campaign... or until you die. And if you die, your save game is deleted. Enjoy! Path of the Damned is a spiritual successor to Icewind Dale's Heart of Fury mode. In our encounters, we like to turn individual combatants on and off based on the level of difficulty. If you come into an area on Easy, maybe casters are replaced with weak melee enemies. If you come in on Hard, maybe the casters are augmented by a tough melee enemy or two. With Path of the Damned, that goes out the window. All enemies from all levels of difficulty are enabled and the combat mechanics are amplified to make battles much more brutal for everyone involved. The first question you may have is, "Can I enable multiple challenge modes at once?" Yep, you sure can. They have to be selected at the beginning of the game, but if you want to play with two or all three at the same time, you can certainly can do so. If you're not quite sure you want all of the elements that come along with a given mode, this funding level will also cover implementing the ability to enable and disable the individual sub-features. Along with these modes, we also want to introduce the Godlike races. These folks have been described previously as being similar to the humanoid "planetouched" in D&D: aasimar, tieflings, and genasi. That is a good high-level description of them, but they are viewed differently by various factions, faiths, and cultures in the world of Project Eternity. Godlike were "blessed" before birth by one or more of the meddling deities of this world. Though their appearances vary, they are unmistakeably otherworldly when anyone gets a clear look at them. Sometimes, the reaction they get is overwhelmingly positive. Many times, the reaction is overwhelmingly not. For better or worse, the physical "gifts" that mark them as Godlike always come with supernatural blessings (and curses) of their own. The first question you may have after reading this may be, "Hey, what about the other races that have already been funded?" Those races are in the process of being fully designed and concepted -- and they can't be summarized quite as simply as "sort of like planetouched". We'll have more for you on those guys in the not-too-distant future. Thanks again for your support, your patience, and your questions. Update from Josh Sawyer In addition to today's update, we've got a few backer badges for you, including one for the fantastic Obsidian Order of Eternity! @Obsidian
  11. From the IGN wiki for P:E If I could have polled more questions, I'd have asked if there are those with a personally imposed handicap for difficulty. And whether you'd use the ability to change difficulty settings during the game.
  12. First of all, the Project Eternity wiki source for Modes. In a discussion on Xenonauts forums (great game by the way, it's still Early Access but I recommend it to anyone who enjoys tactical turn-based games) I'm discussing an Ironman suggestion and what it means to me. No one agrees with me over there lol, partially because I'm probably intruding on their established community circle regardless... it made me curious to see what people stand on the subject of "Ironman" over here. What is Ironman to you? To me, in fact I didn't really know what Ironman really was up until 7 or 8 months ago. I had seen it but I had stayed away from it, or played it and not fully understanding it. I researched it and got excited about it and now I always play it whenever the option is available. Only 1 Save, Permanent Death, Save File gets deleted and so and so forth. In a sense, in terms of risks, it is the most realistic mode as there is no "turning back" when or if you make a mistake, in a way a la "in real life you can't ever save". To me Ironman means this: - No Auto-Saves (No Checkpoint Saves) - Only Save & Quit (Single Save File) - When you load the game, the Save File is Deleted - Save Scumming = If you Copy the Saved File and put it somewhere safe - Only 1 Life (If you make mistakes you tread on and do the best out of it), Rogue-like-ish - A true incentive for tactical, careful, strategical and slower paced gameplay because of real risks - Arcade-like-ish (Get to the final boss, die, start over from the beginning) What ticks me off about Xenonauts Ironman is, it is not the Ironman I researched or that I have experienced in other games. Death of my units is not permanent because I have a save file from an earlier state. It Auto-Saves after every mission you do, and you can Load the Save file whenever (And when you Load it, it isn't deleted). So Xenonauts is using a sort of "Light Version" of Ironman in my opinion. It is not too much of a big deal really, as I can manually delete save files (alt+tab and save file folder) to get the real Ironman experience I am looking for. The topic makes me curious though: Is this what "Ironman" is today? Auto-Saveman? How will Eternity play on Ironman? Will it Auto-Save every now and then like Xenonauts? Does Save Files get deleted when loading? When can I Save? Could I get more insight into this from anyone of the Devs? I'm also curious what the community thinks about Ironman here. The suggestion is as follows: If Obsidian feels uncomfortable at putting "No Auto-Saves", "Save & Quit" and "Delete Save File Loading" in the game, could it be possible to at least add it as an optional "switch" thing in a text config file? Default values (if Obsidian feels uncomfortable about it, which the Xenonauts developers seem to be): Auto-Saves = 1 Save & Quit = 0 Delete Save when Loading = 0 Ironman values (to me, which would have to be manually adjusted by opening the config file): Auto-Saves = 0 Save & Quit = 1 Delete Save when Loading = 1
  13. Something I haven't seen much discussion on is the aspects of Death in Project Eternity. What is your opinion on death mechanisms? Would you prefer a Baldur's Gate style? or a more forgiving style? This is something I'd be interested in hearing about in an update (if Josh and the team have made any decisions on which angle they're going to go for the death system). I'd like to know whether it will be a brutal death system like Baldur's Gate or a more forgiving KotOR-like style. Perhaps they're going to use different systems on different difficulties? For example, on Expert or Heart of Fury mode, the BG style death? I think I'd enjoy the game if it used a KotOR style death system with party-joinable NPC deaths related to the story or as consequences of my choices in the game (but with some degree of avoidability, for instance, not a if you pick this option, Ashley Williams dies a la Mass Effect). if they're going that route that would be fine. However I wouldn't mind a harsh system like Baldur's Gate as well, that would also be fine. Do you think death should be permanent in Project Eternity? Should a Raise Dead or Ressurection spell exist?
  14. The 2.3mil stretch goal is my favorite so far, because I'm an Infinity Engine junkie and mastered all of the hardest BG/IWD challenges (mods included) on the highest difficulty. I *really* enjoy RTWP combat of yore and am very okay with fiddling around the same combat situation dozens of times until I get it right. Now... I will probably cry many tears because I won't be able to resist ticking all of the +difficulty checkmarks right off the bat. I'm the "challenge for the sake of challenge" person those options likely are intended for, BUT... How about attaching a 5% experience bonus to each of the game modes? It's not a straight up "You're missing out if you're not doing this" kind of thing, but it's an added incentive to face challenges one might otherwise not and surely preferable to the notion of giving people better equipment for playing a certain way. This is highly egotistical, since, as I said, I'll check Expert/Path of the Damned/Iron Man anyway, but 15% more EXP would make it SO much more rewarding.
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