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Just an idea I’d like to throw at ya. If you ever decide to expand the game into the house (Where all the mad scientist equipment is) Have bed bugs and fleas, gnats, a fish tank, grubs in the fridge (spoiled food). Introduce copper and other metals (jewelry, plumbing, utensils) There should be a cat that roams around and if it spots you, you’ll have to run from it and hide. Possibly a gun powder related tool that will scare the cat away temporarily (in order to grind in certain areas efficiently) Sticks its paws through places to get you. Maybe a small dog in a cage that you have to sneak by and grab a key or something (avoid the fleas but if you attack them too close to the dog it will wake up etc). Love the game, it has endless potential
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The game's fun and pretty expansive but it's lacking some quality of life changes that could make a huge difference. For starters being able to customize your save a bit more would be fantastic, more config settings and being able to adjust an existing save would be great. The new siege mechanic is fun, but again more config settings that we can adjust ourselves to change how reactive some of the factions are would make a huge difference. One thing that has bothered me about the game is that all insects have different weaknesses, which in theory is cool and all but it does crowd your inventory with all the different weapons, having some kind of weapons satchel separate from your inventory with a hot swap key to switch between melee or ranged weapons quickly would be nice. I'd also love to see some intelligence from the insects, if each faction all had a purpose and a goal each day for surviving instead of mindless wandering or food gathering the game would have an entirely different feel, also a leader for some factions would be interesting such as a Queen Bee. More air defenses and being able to reinforce walls is kind of a necessity too with sieges in the game now especially since they're pretty spontaneous and sometimes they happen when you're away from your base. As for insect's there's already a pretty good variety but there's a few essential one's that have been left out. I've seen a lot of insect suggestions but I think the most basic of all would be the best addition, the worm, lots of different variations and they'd definitely have a unique attack pattern, also burrowing would be an interesting new addition as flying insects are currently dominating the game right now. Next i'd say a centipede would be a solid addition, we need an interesting large insect and I think the centipede is about as big as they can go without being silly, there's lots of different variations of centipedes so there's lots of possibilities there. My next choice is the scorpion, another large insect I think could really impact the game in a good way if implemented correctly. Butterfly is another great choice, it'd be great if we could use their wings to glide because mobility is really lacking right now. Hornet, Slug, Mantis are my last three.
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Gosto muito de jogar Grounded pelo seu estilo de mundo aberto, um jogo onde você encolheu ficando do tamanho de uma formiga tendo de lutar contra aranhas, formigas, entre outros insetos. Algo que eu quero muito que o Grounded tenha é um lugar frio, assim como exemplo é a caixa de areia, com insetos que vivem em biomas de gelo, com um formigueiro próprio desse lugar, insetos que só aparecem ali, assim como recursos unicos daquele lugar, que irão liberar novas construções e ferramentas. Uma parte do mapa que eu acho que ficaria muito legal para poder fazer esse "bioma" seria no deck da casa, com o formigueiro embaixo dele tendo a entrada meio escondida. Seria legal ter um efeito negativo de frio causado pelo bioma, assim como por exemplo é na caixa de areia referente ao calor causa pelo "bioma". Um novo Boss com lugar próprio que você possa invocar ele varias vezes assim como é a Broodmother. Nesse novo lugar pode ter um laboratório tematizado com um novo chip para o BURG.L que irá liberar itens, ferramentas e construções referente ao frio/gelo.
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Hello everyone! I (41) play grounded with my kids (8, 10) and we absolutely love adventuring. I purchased the game on my PC just so I can play with them (both on xbox). I totally understand this game is a work in progress and the sky's the limit as to what could be added to it. I just wanted to share our experience and possible suggestions from all three of us, to the Obsidian/Grounded team. Really hope this post is seen by the team and I welcome any form of constructive discussion. Thank you! Bugs/Issues 1. Both kids are having and issue on an OG Xbox One and Xbox One X with getting "glitched" and not being able to move when standing on grass boards. We've had to reduce three bases to just one as I think many of these grass boards laying around causes an issue with slowing down the game and eventually freezing both my kids out of it on console. We've had to revert to an old save game in order for this not to happen. I'm not having these issues using a PC (Win10). Suggestions From Boy 8 years old 1. He'd really like to see more additions of animals such as: Frogs, snakes, snails/slugs, praying mantis, earth worms. 2. A lot more weapons/armor including being able to upgrading or improving them. 3. Expansion to the world, make it much larger, more areas to explore. 4. Vehicles (not sure how this would be implemented, but I'm just the messenger). Mainly flying aspect or boating on the pond. 5. More variety in missions. Because "Daddy, we have to kill 5 bees AGAIN?" is what I keep hearing (lol) From Girl 10 years old 1. More crafting, building, especially farming options. 2. Ability to do more with pet(s), such as taking them along on missions, maybe using them as a "loot mule" (her words, not mine). 3. Being able to customize her own character, appearance, clothing etc. From Dad 41 years old 1. Much larger world to explore 2. More RPG elements of upgrading your character, being able to gain experience and unlocking ability/skill points etc. 3. Being able to improve armor or having a matching set bonus. 4. Maybe encountering some NPC's? Aside from BURGL Overall, just wanted to say we love the game, spent countless hours on it and we can't wait for the next update (they make me check almost every other day for news on this). Thank you, as a Dad, for giving me the opportunity to bond with my kids. Sincerely, Lou
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I wish I could sit around the table my friends and I built together! Furniture with purpose
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Game is lagging on the title screen and game is unplayable after the update. The lag during play is crippling. Unable to play now.
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These are some ideas I had for new building items Painting- Paints would be a nice addition to the game You could make 2 buckets of them at a workshop with a piece of something Some examples include: 1 ant piece- 2x red paint; 1 berry chunk- 2x purple paint; 1 charcoal chunk (I talked about this in my previous topic)- 2x black paint; 1 stinkbug part- 2x gray paint; etc. 1 paint would cover one side of a wall (or roofs, stairs, floors, what have you.) Thus, you would have to use both buckets of paint to cover a building piece entirely To use the paint though, you would have to make the spray can Spray can- 1x mosquito needle, 1x clover leaf, 1x dry grass chunk, 1x clay (Or something like that, I'm open to suggestions about what ingredients it should take.) Maybe you could get more advanced paint recipes from Burgl (1 spider chunk- 2x spotty black and yellow paint; spoiled meat- 2x nauseous green paint; etc.) Building- More building items desperately need to be added Ladders- 2x grass planks, 3x woven fiber, 2x thistles Weed stem ladders could be the same, but with weed stems instead of grass planks (obviously) Weed stairs, weed floors, weed corner pieces are a must-have More foundations (someone mentioned a type of concrete in my last topic that could be really cool Maybe super reinforced walls from Burgl Decor- Clay pot- 1x clay, 1x spoiled meat. Could be set down on furniture. Would start growing a plant fiber (non- collectible. Purely decoration.) Clay plate- 1x clay. You could place cooked foods on it (And yes, the foods would still spoil. No trickery here ;] .) An actual painting- 2 random paints, 1x mice leather (which I also discussed previously,) 1x weed stem, and 1x thistle. The paints you choose would show up on the painting as splotches (or maybe there would be some combinations that would produce something, like red and black paint would make an ladybug.) More light sources. It would be so cool to make a slime mold chandelier. There could maybe be a lamp post that uses firefly parts. I find it boring to only be limited to just three light sources for my house That is most of my ideas for how cool some new building pieces could be. As always, I would love some feedback!
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On the XBox live PC version of the game, updates to the game require an entire download and reinstall of the 3+GB game files. This occurred with the update to 0.2.0.2266 and also occurred with 0.2.1. Launching the game multiple times does not force an update, and there are no manual update options in the Xbox client on PC, nor on xbox.com. Do I have to uninstall and reinstall for every update?
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As a veteran No Man's Sky and ARK player and after spending several hours in Grounded, these are some suggestions that I think would improve playability: - Add the ability to increase inventory space over time, and on that same note: add armor and weapon slots to the character tab so that these items aren't taking up general inventory space. - Add dynamic weather, ie: rainstorms, snow, fog, etc. The consistently warm, sunny days get a little monotonous. - Add some sort of character leveling so that players can increase damage delt to NPCs and damage reduction for the player. - Add the ability to prevent plants from regrowing within base boundaries.
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Hey guys, my friends and I have a big issue with playing coop together. At release date, everyone played solo to get the game better known. Yesterday we started a multiplayer session to play together. We realised that its not possible to play with your character you played already solo or even go on at the saved game, if you are not the host. It would be great, if there is the possibility to configurate server based games. 1. - Server based Multiplayer. Host can change the settings, like how dangerous the enemys will be, how hard hunger and hydration will affect you, etc. 2. - Host can set permission to people how join the server. If they can do everything from beginning, if they can build building structures or if they have access to use the storage boxes. 3. - Add the four seasons. One season should at least last for 20-25 ingame days. Different weather options should pop up, when a new season starts and some resources will be only possible to collect in a specific season. Spring: The temperature is normal. Hunger und hydration reduce like normal. Much more plants and flowers are available. Summer: The temperature is higher. Hunger - normal / Hydration - reduces faster. Some water areas loose water and access to new areas is possible/new areas are visible. Autumn: Everything turns into red. Hunger und hydration reduce like normal. Rain appears and overflood some areas, and grants access to new areas, which are reachable per leaf-ships. Much more nuts appear and grants new receipes for clothing, tools or building structures. Winter: Everything turns white, snow appears. Hunger - reduces faster because of the cold temperature and because you consume more energy. You need warm clothing to keep you warm. Its much more easy to collect water and safe it for summertime. 4. - Add more bugs and worms. Woodlouse; book scorpion; rose chafer; stag beetle (smth. like a boss ); earthworms; more snails (alive) ; frogs; etc. 5. - Add a skilltree and vital parameters. Skilltree not to get immortal or to learn fighting skills, but to learn resistances and survive the harder seasons easier. 6. - Would love to get later into the house. For example into the cellar. Thought about something like Counter Strike 1.6 map de_rats . 7. - Add a Labyrinth at a stone garden or at the stone stairs which go up to the house. The stones have to be high and unreachable to go at the top. There is no map to see the arrangement of the stone. Some receipes or items should only be available in the labyrinth. 8. - Of course more story content, but i did not expect something bad from a great studio like Obsidian :) Ps.: Hope you guys understand my bad english... Greets, Rem Karolus
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Things we NEED to be added!
t_shirt_man posted a topic in Grounded: General Discussion (NO SPOILERS)
1. The ability to upgrade existing structures (for example a grass wall to a stem wall) instead of having to deconstruct the structure. 2. More animals and bugs. 3. The ability to tame things. For example you could tame ants and tell them to collect pebbles or wax. 4. The ability to ride animals such as ants and bees etc. 5. Something to change the terrain. For example if you want to build your base in your own deep custom cave or something. 6. Different material tools, (like wood stone and diamond etc in Minecraft) although there might be I'm not too far into the game. 7. Maybe add RC vehicles or buildable sailboats etc. 8. Everytime I build my base a Wolf Spider eventually comes along and doesn't go away, and keeps hitting my base until it's gone. Please fix this. 8. More areas, we want to see the inside of the house, we want the neighbour's garden we want alot. Maybe a sandpit biome or something. 9. Bigger backpacks. That you craft. 10. Maybe this is pushing it but a skill tree. I think this would really make the game boom. For example a skill to see which direction the nearest spider is in for example. 11. A compass at the top of the screen. 12. Saddles and stuff to ride bugs and spiders. Cant think of anything else, this game has been absolutely brilliant and these are my ideas for it. I'm gonna be playing this for a really long time yet.- 1 reply
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Priest spells are currently very weak . some priest spells that were amazing in poe1 (such as consecrated ground) are now useless. consecrated ground (level 3 slow healing) slowly heals 30 hp while restore (level 1 fast spell) auto restores 40 hp. in future updates they need to rebalance priests. i suggest changing some spells (specially those related to healing and defense) and increase the duration of some spells (such as circle of protection). paladins are now way better than priests in almost anything. possibly if they added "practiced healer" talent in a update it would make priest spells less bad.
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Blackwood Hull
Hawke64 posted a topic in Pillars of Eternity II: Deadfire Stories (Spoiler Warning!)
What was the reason behind removing the ship upgrade from Neketaka and placing the materials for it in random locations, such as lich's cave? The critical path was perfectly fine and adequately long before the last update. Is there a way to rollback to v.4.1.2 on Steam (I see this version available on GOG)? -
Hi, I've already sent mail the Microsoft Store support team about this, but I wanted to write it here too. Microsoft Gaming Services opens when I press the Play button. I can't update The Outer Worlds. Error code: 0x87E00013. I've already tried restart my store, PC and download.
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Why in the world did Obsidian make a completely stunning game but give it a disgusting interface that the player cannot adjust in any way? Besides turning it on or off; but thats the kicker. When I found a cool hunting rifle, while I had my HUD disabled, I found that there is no crosshair on the scope. I would love an update that adds more customization for the interface plz and thank u
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My right joystick is drifting when I'm trying to look still at something. It's really annoying when trying to pick up small objects, or looting enemies. The crosshairs keep drifting just a little bit. Iv tried playing other games and it doesnt seem to be my controller. With THAT being said. Wow what a great game! My experience so far has been %100 awesome otherwise. Hope this post helps resolve the issue. Looking forward to an update in the future.
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I just started a new playthrough using a cipher on POTD. Through whisper of treason my charmed enemies are randomly shedding their charmed effect during its duration without any other effect from other enemies or themselves(timer will go from like 10 sec left to disappearing). It has happened on xaurips, wolves, and bandits so far as I am only in the first act. I have not noticed this before and I can't find any information about a patch changing how it works.
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Hey you bunch of faithful gamers, We decided to slip one more patch in! The patch will be available on the Beta Branch of Steam for a few days. Please jump in and let us know what you think. The patch will go live soon after that. Patch contains; - Fixed an issue with the Company Captain's Cap confusing party members when they cast a buff/heal spell. - Realized we went a little overboard on the Deadfire Uniforms. We knocked the defenses they granted from +20 to +9. - Added optional analytics. This is just simple data collection (where parties wipe, which classes players choose, etc....). A pop up will trigger as soon as you launch the game after patching, asking 'would you like to enable analytics.' We'd love it if everyone did, but feel free to just click 'no' and forget it ever happened. So, how do I get started? It's actually pretty easy. Completely quit out of the Steam client. Restart the Steam client and navigate to the Library tab. Right-click on the Pillars of Eternity entry and click on Properties. ​ Navigate to the Betas tab in the Properties menu. Enter in the code "BETAPASSWORD" (remove quotes) and click on the Check Code button. Click on the dropdown list and select the "beta" branch. Once selected, close out of the Properties menu. You should notice that your Pillars of Eternity game will now have "[beta]" after it. This means that your game is in the beta branch. Steam should queue an update for this branch. You can now play the new beta branch of the game. If you would like to switch your branch back to normal follow steps 3 and 4 to get back to the Beta tab in the Properties menu, then choose "NONE" as your branch. This should revert you back to the release version of the game. Thank you to all of the folks that decide to play the patch beta and help report issues. Your help is invaluable and we really appreciate your dedication.
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Hey you bunch of sensatinal gamers, Our update is now live! To gain access to the Backer Beta, visit this (Forum Link) for step by step instructions. This is a Beta and will most definitely contain a few issues. Please report any issues you find here (Forum Link). We spent a long time going over everyone's feedback from the last BB Update and changed quite a few things around. You'll notice this patch is almost entirely system changes. A full breakdown of the changes are listed below. Jump in and definitely keep the feedback coming. NEW CONTENT Please note that older saves will not work on the latest patch! Apologies for the inconvenience. Save File location moved From - %USERPROFILE%/Saved Games/Pillars of Eternity 2 To - %USERPROFILE%/Saved Games/Pillars of Eternity II Action Bar revision - The HUD art has been revised for the action bar. We added a bit of flair to the empower portion specifically. Optimizations - Ongoing performance optimizations for GPU and CPU. Smart Camera - New toggle-able camera mode that has the camera follow the players movements automatically. This option can be toggled 'on' or 'off' in the options menu. Combat Slider - New combat slider added to the center of the HUD. You can now slow/speed up combat at your leisure ranging from very slow/slow to fast/very fast. Fast mode remains the same toggle outside of combat. New item Highlight - Items recently picked up that haven't been inspected by the player now highlight blue in the inventory. BB Content Changes BB character now begins with fine leather, fine mail, and fine plate All Grimoires in the BB now have 2 spells per level SYSTEM CHANGES Expanded Passive Abilities - To address feedback about the loss of Talents from PoE 1, we have added many more passive abilities to class trees and increased the number of abilities that single class characters receive at each power level (see below). Turn-Based ship combat - Ship duels are now conducted turn-by-turn instead of round-by-round. Half and full-sail movement actions are no longer restricted in frequency. Cannon re-balance - Cannon values have been re-balanced to make them strategic choices instead of upgrades Single Class characters gain 2 abilities at PL increase - All single class characters will gain 2 abilities every time they achieve a new power level. This change was made to address concerns that single class characters felt like they didn't have enough options at any given character level. It also allows characters to dip into passive abilities (which have been expanded considerably) more easily. Canceling cast doesn't take resource - Canceling an ability or item use, whether by movement, selecting another action, or simply hitting the cancel button, will not consume the resource associated with the ability. This makes changing actions much less punitive. An Interrupt will still consume the resources of an ability or item it Interrupts. Penetration re-balance - Weapons and spells have been reorganized around two penetration categories - average and high - instead of low/average/high. "Best of" weapons and spells typically have 1 lower Penetrations compared to other weapons and spells in their penetration category. Attribute Cap of 35 - To prevent the effects of Attributes from scaling away into infinity, they are now capped to 35. We chose this number based on both where we wanted the influence of Attributes to max out as well as what we believed was within the reach of aggressive min-maxers. Might/Resolve Change - Strength has been reverted to Might and affects Damage, Healing, and Fortitude as it did in Pillars 1. Resolve has also been reverted to affect Deflection and Will as it did in Pillars 1. We have added an additional benefit to Resolve: reduced duration of hostile effects (3% per point) on the character (increased if it is below 10). This was done in conjunction with capping Attributes to a max of 35. This does not address the primary goal of making Resolve more appealing for casters, but we believe it does make Resolve more generally valuable for a variety of characters. It also integrates into the system using mechanics that are already well-established, which is of importance at this stage of development. Thank you to everyone for your patience as we experimented with the attribute system and for the fans for continuing to discuss and suggest ideas throughout the project. Interrupt added to many rogue abilities - Most rogue abilities that are weapon-based attacks now Interrupt on Hit Weapon re-balance - Across the board weapon balance Druid Bonus Spells/Animist Subclass - Like priests, all druids now receive bonus spells at each power level. To make druids mechanically function like priests, the Animist subclass has been added and the "No Subclass" option has been removed.. Animists have no special modifiers other than access to a list of bonus spells. Martial Tree Unlock Level Adjustments - The levels at which the martial classes access various abilities have been adjusted, both to lower the overall requirements and to make a smoother progression as the characters advance. General Casting changes Shortened cast times of Very Slow and Slow Shortened Recovery of Slow Summon Weapon spells now Average cast Food/meal pricing reworked Cipher Buffs Cipher spells are all faster casts/ many were tuned up Cipher Focus gain rate doubled ('unedited' List of specific systems check ins) KNOWN ISSUES Lagufaeth Broodmother is missing a portrait and speaker tag Ranga Ruanu is missing a portrait Some items contain missing strings World map doesn't have BGM Veen is T-posing Save file thumbnail is incorrect Tikawara is mislabeled on the world map on first load. Abilities and weapon proficiencies are swapped in the character sheet menu (Mac Only) Boarding audio repeats. Restart the client to correct this issue. BUG FIXES Casters no longer passing up martial characters deflections due to Might/Resolve change (see above) Rogue - 'Gouging Strike' now shows appropriately sized numbers Corrosive Trap description now shows damage data Beza's corpse no longer has vision cone to detect stealth All Corrupted Adra Animat now all activate in the Engwithan Waystation Level Two Binding Mouse1 no longer locks character movement Gamma slider now functioning as intended Auto-pause descriptions now appear Assigning food to characters in the resting menu has been made easier Modals no longer duplicate on the action bar Can now target enemies on top of dead allies easier I got your back - SKing
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The most important part of POE II for me is the music, and since the audio stretch goal was met last February 2017, i.e. a year ago, it seems fitting we should hear some new music this month! What do you guys think? So, if you see this, Justin Bell, when can I hear some new tunes? Please and thanks!
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Was thinking that a future Update could be set around : Most of the Feedback you've received from the Community & how it is regarded by the Devs.Like : "We've seen your concern about [X], here's what we think of your proposals". About [Y], we think you're right, here's what we intend to do to adress it". On [Z], we don't believe anything needs to be changed, here's why". Just to share, where you're at, what is being regarded, Etc. What are you thoughts on Community proposals, be it right or wrong. I don't really know how difficult it would be to do this but, answering everyones concerns by hand on each individual Forum Threads, seems unfeasible. Better off setting up a Stream or an Update & "globalize" All/Most of the informations you've gathered & what you can share. Just my two-cents. If I had to point most of the things being discussed : Pace of Combat / Spellcasting. Difficulty. (PoTD seems to be the most discussed around various Threads) Classes. (Paladins Order, Wizards, Shifter Subclass, Etc. What people wanna see changed) Resolve vs Strengh/Might. (Devs State on this) Anything Devs wanna brought on the table. If it's possible to give us a sense of what is : A Priority at the moment. B & C priority, as far as you can think about it.
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Hey you bunch of affable gamers, Our update is now live! To gain access to the Backer Beta, visit this (Forum Link) for step by step instructions. This is a Beta and will most definitely contain a few issues. Please report any issues you find here (Forum Link). Backer Beta Builds where and when? Mac: Steam and GoG are live now Win: Steam and GoG are live now Linux: Steam and GoG are live now We have some pretty hefty patch notes for you. Below you will find; New Content, System Changes, Bug Fixes, and Known Issues. NEW CONTENT Prepatch (Build 4) saves are not compatible and will not be available in the Save/Load Menu with this patch (Build 21). We are still ironing out some save/load issues on our end and don't want you all to run into unnecessary issues. A new uncharted Island - A new island has been added to the world map. Custom Party AI - Our complete AI system will be available. This system still has some rough edges but should be functional. Hit it and tell us what you think. Mac/Linux versions both on GoG and Steam - These builds are very 'fresh' with many unexplored pieces. We would love some feedback/bugs on these. Walk Toggle - The long awaited walk toggle has been added. RP your hearts out J SYSTEM CHANGES We listened closely to all of your feedback over the past month, and are rolling out some changes to improve gameplay. Injuries: Updated Injuries so that only some Injury types will reduce Max Health. When they do, they'll reduce it by 15%, rather than 25%. Players will still die when gaining their 4th Injury, even if none of the Injuries they have reduce MaxHealth. Here are the Injuries that affect MaxHealth: Fatigued Frail Major Injury Critical Injury Maimed Severe Wound Here are the Injuries that don't: Acute Rash Bruised Ribs Concussion Frostbite Burned Smashed Hands Sprained Wrist Swollen Eye System Shock Twisted Ankle Wrenched Knee Wrenched Shoulder Interrupt: Modified a couple of abilities whose primary purpose is to interrupt targets, so that they will Interrupt on Graze or better, rather than Hit or better. This affects the following abilities: Fighter: Knockdown and Mule Kick Monk: Force of Anguish, Wave of Force, and Skyward Kick Ranger: Concussive Shot and Concussive Tranquilizer Rogue: Sap and Perplexing Sap Other interrupt abilities `either always hit, or applied an Affliction and so already got a benefit for a Graze. They still require the character to have Grazes from another source (Fighter Confident Aim, Aware Inspiration, etc.) Movement: Reducing movement speeds to 85% of their previous amount. Attributes: In Pillars 1 and Deadfire (now), the Might and Resolve attributes affect the following: Might - All Damage, All Healing, Fortitude Defense Resolve - Concentration (Pillars 1 only), Deflection Defense, Will Defense Players have noted the following over the past few years: If you're a caster, there's often not much reason to invest in Resolve (especially in Deadfire). From a *~ roleplaying ~* perspective, it feels weird to have muscley wizards casting high damage fireballs because they can bench 350 lbs. So we are making these changes for the next Backer Beta build: Strength - All Weapon Damage, Fortitude Defense Resolve - All Healing, All Spell Damage, Deflection Defense, Will Defense For ease of use, "Weapon Damage" means anything that's an equipped weapon, from a sword to a bow to a gun to Kalakoth's Minor Blights. This also means there's a benefit to making a high-Strength wizard (i.e., being a psycho melee "gish" wizard). Spells: Slow cast spells will use the Fast (2s base) recovery time instead of Average (3s base). The Very Slow cast spells (typically summons) will now use the Very Fast (1s base) recovery time. Penetration: Modified the Penetration system slightly, along with how Penetration displays in the mouse-over tooltip in combat. When your Penetration is below the target's Armor, there is now a gradual reduction in damage. The current values are (and may be tweaked as we play with them a bit): -1 Pen = 75% Damage -2 Pen = 50% Damage -3 or more Pen = 25% Damage It's still 100% damage up until you are at double Pen, and then 130% damage from there. Along with this change, Penetration will now ONLY display on the combat tooltip when you are either BELOW Pen, or you don't yet know the target's Armor value for the damage type you'll deal. Attack Speed: Updated the attack speed of most 1H weapons to use an Average (3s) recovery time, instead of Fast (previously 1s). Fast recovery times are now 2s, rather than 1s. The overall result of these changes is that combat will have a slower pace as recovery times for 1H weapons is increased. Here are the 1H weapons that will have a Fast (2s) recovery time. All other 1H weapons are Average recovery: Stiletto Hatchet Dagger Rapier Club Flail Monk Fists As part of this change, we also looked at the overall damage ranges of weapons, with the goal of making 2H weapons a viable choice compared to 1H weapons. Recovery: Base recovery time for a Slow recovery attack is now 4s, instead of 5s. Very slow is now 7s instead of 8s. More importantly, we updated the recovery penalty from armor, as follows: 20%: Light Armor (Leather, Hide, Padded) 35%: Medium Armor (Scale, Breastplate, Mail) 55%: Heavy Armor (Brigandine, Plate) Graze: All attacks can inherently Graze. We updated the Aware Inspiration to grant 50% Graze to Hit conversion, and fighter Confident Aim also grants 50% Graze to Hit (meaning Fighters who have both will hit a lot more). Grazing will reduce damage and status effect / affliction duration by 50%. We might consider having graze downgrade Tier 3 & Tier 2 afflictions, like an inherent Resistance. Rogue: Rogue Escape ability. It now costs 1 Guile to use (previously it was 2). It is no longer removed when you choose Shadow Step/Shadowing Beyond, but it is a requirement in order to gain either of those abilities.Ranger: Ranger abilities Wounding Shot, Accurate Wounding Shot, Hobbling Shot, Concussive Shot, Concussive Tranquilizer, and Stunning Shots will now work with melee weapon attacks.Priest: Priests will now receive an automatic spell when they reach every new Power Level. For a single-class Priest, that's at levels 1, 3, 5, 7, 9, 11, 13, 16, and 19. Updated Priests so that they no longer lose access to spells based on type. IE: Eothas Priests no longer lose access to Protection spells. Fighter: Mule Kick is now a standalone ability, not a Knock Down upgrade. It requires Knock Down to learn, but doesn't replace it. It now does bonus damage and will Disorient the target, and will cost 3 points to use.Ranger: Wounding Shot - Since Wounding Shot and its upgrades were reduced to 1 point, tuned down the bonus Raw damage a bit. Marked Prey - As with Sworn Enemy, Marked Prey will now work correctly w/ ranged & AoE attacks. Paladin: Paladin Orders like Priests, players were required to pick a Paladin Order during character creation. We've removed the drawbacks from picking the various Orders. Lay on Hands -Greater Lay on Hands and Hands of Light are no longer upgrades to Lay on Hands. They require Lay on Hands, but do not replace it. Their effects remain the same. Sworn Enemy - has been updated to work correctly with ranged & AoE attacks BUG FIXES Thanks to all you wonderful gamers providing tons of feedback/bugs. We spent this past month addressing as many of it as we could; here are some of the highlights. General Issues: (FIXED) Mild to severe drop in frame rate on first load. We are still in the process of optimizing our game. (FIXED) Some machines may crash on a black screen on first 'New Game' (FIXED) A few different creatures (Imp, Beetle, etc..) are missing audio (FIXED) Some NPCs will have abilities that activate after each transition (FIXED) Party will spawn halfway below the ground after destroying the Adra Pillar in Poko Kohara Class Specific: (FIXED) Chanter phrase count is not updating after Save/Load (FIXED) Multiclass Barbarian/Priest (Shaman) lose passives (FIXED) Wizard/Druid/Priest 'aggressive' AI preset will mainly auto attack (FIXED) Mercenary Wizard is currently listed as a dwarf and gains 'Hale and Hardy' but visually is a Human UI: (FIXED) Some menus are cut off in certain resolutions (FIXED) All tooltips regarding Action Speed, Recovery Time, and Reload Time are incorrect (Don't trust them) (FIXED) HUD elements may flicker/phase out of existence after a save/load cycle (FIXED) Adra Pillar in Poko Kohara disappears after Save/Load (FIXED) Player character portrait doesn't fill red to show damage after Save/Load (FIXED) Loading Error that kicks to the Main Menu transitioning after Save/Load Spells and Abilities: (FIXED) Spell Levels in Ability Trees and Grimoires do not match (FIXED) Bull's Will Passive can be obtained twice for Multiclass Players Miscellaneous: (FIXED) Off screen Character Position Portraits all display the 5th slot party member (FIXED) Animation controller issue with Blights and Spores. If you Knock Down/Up either of these enemies they will be put into a bad state and combat will not end. (FIXED) Players can obtain infinite money or debt by buying hammer and chisels from Vektor Combat: (FIXED) Mule Kick makes enemies untargettable and stuck in combat (FIXED) Enemies sometimes duplicate on save/load (FIXED) Weapon Recovery speeds are inconsistent (FIXED) Skeleton Sorcerers attack themselves in Poko Kohara (FIXED) Weapon Focus Barbarian ability is combat only (Currently being worked on) (FIXED) Kith (humanoid) enemies will sometimes attack themselves KNOWN ISSUES IN THE CURRENT BACKER BETA These issues are still a priority for us, but there is only so much time in a day and we didn't want to keep you all waiting any longer. All Platforms: Mercenary Priest level up summary has much larger text than other characters Items can be duplicated in rest menu 'Broodmother's Fury' Loading an autosave before starting the quest will block the quest from turn in at end Some machines may crash when quitting to the Main Menu from within the game The Game doesn't boot in native resolution after installation Ranger 'Ghostheart' summoned spirit companions will sometimes blend into the background Chanter will not have audio for their abilities (Chants or invocations) Linux: Loading a save outside of Tikawara and returning to Tikawara will open Character Creation Encounter between Ravine and Tikawara reappears New Game takes forever to launch character creation Mac: Crash when loading an encounter autosave from a different scene New Game takes forever to launch character creation
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https://www.fig.co/campaigns/deadfire?update=436#updates Let's discuss here. City looks ultragreat the least.