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  1. Please for all that is holy in the world, stop the game from moving stuff all over my inventory. While you're there could you add wheel scroll support for the hot bar, this shouldn't even need saying in a modern game. The other issue is that crafting rope one at a time is stupidly slow and takes away from the games excitement, a multiplier or something needs adding. Should also add tooltip support for things like armor/mutation perks instead of having to dig about for the information. Another idea, make it so you can look around you with ALT while running/swimming.
  2. I had an idea for the crafting system that could provide a nice quality of life change. For materials such as crude rope and berry leather or even arrows add a queue for crafting to eliminate button spam. You could queue up like 5 or 10 of a certain item and let it craft that set amount without button spamming.
  3. If the spilled paint could be changed into a gatherable resource, A new mixing machine could be introduced similar to the Smoothie Station but intended for mixing paint. Flower petals of various colors could be used in the Grinding Machine to produce various pigments, which could be mixed with the paint base in the mixing machine to produce colored paint. The paint could then be applied to base walls of various types to customize their color. (Perhaps the spilled paint might need to be changed from red to white to make changing the color more plausible).
  4. Hi, I'm running the new update through Xbox game pass . The console locks up when constructing Base components . e.g Walls or Floors . happens in Creative and Game mode The system will eventually kick me out returning to the Xbox home screen other crafting items work fine
  5. When viewing a structure that you are missing components for, but you do have the components to make, it would be helpful if there was a (hold) button prompt to craft the missing components instead of having to go into a menu to do so. Please see below screenshot for example. https://imgur.com/Z9gUqKj
  6. It would be super helpful if you could flag an item/tool/ETC to alert you when you have gathered all the parts to craft it. That way you wouldn't have to repeatedly check your inventory to see if you've got enough of something to craft it. I imagine you could either have all the needed parts on screen, or a less intrusive system where it just pops up when all the parts have been gathered. Loving the game! Keep up the awesome work! Thank you!
  7. Who else is sick of sleeping on the ground under a leaf? How about a rut sack in one of the future updates. So when after sleep, instead of loosing about 50% each bar, it decreses to 30%. Restore 15% HP just for not being on the ground. It could me made with the following: 8 flowers, 7 woven fiber, 5 gnat fuzz 2 clover Flowers for the body, with woven fiber keeping it together. Then the gnat fuzz and clover to make up the pillow.
  8. Hello guys, These past few weeks I worked on a Crafting Guide for Grounded. It is a work in progress as information is limited, but I think it can help all of us as new players. Other things I am working on and may be of interest: Game Review (will be ready after 25 hours of gameplay) Grounded Gallery (will be adding new things as Obsidian publish) And if you want to take a look at the future projects, here is the link. Have fun #tinies!
  9. Do you ever feel like you really wanted to craft more equipment but you just did not have the gems to do it? Those Blue Diamonds and Beljuril and King's Tears really are in short supply. And while you could use the console to give yourself more, you just don't feel right about it. You want the game to give it to you instead. So here is what you should do. Purchase a magic pouch. Place all of your crafting gems in the magic pouch. Give the pouch of gems to Shandra just before you have her open the way to Ammon Jerro's Haven. When you check Ammon Jerro's gear in Act !!! you will find a surprise. Of course, I go one step further and resurrect Shandra and restore her to my team. Not the zombie Shandra that the Dungeon Master (rs gr_dm) will give you, but the original Shandra Jerro that disappeared at the Haven. And the pouch of gems I gave her. Okay, this may be going a bit too far, but I REEAALLY like Shandra Jerro. [Create a savegame called Shandra in addition to your regular savegame (F12) just before she disappears. After Act III begins and you are able to save again, save your game and create another savegame called Shandra 2. Exit the game. Copy the shandra.ros file from the Shandra savegame folder and overwrite shandra.ros in the Shandra 2 savegame folder. Do not mess your regular savegame folder, you need it as an emergency backup. Now reload the game and load up the Shandra 2 savegame. Use the dungeon master from the console (rs gr_dm) to add Shandra back to your team.] ***Very Important*** - save your game one more time to a Brand New savegame that you have not used before. (I have had occasions where I have tried to save to a prior savegame just to have the game crash and automatically delete that savegame folder.) After that quicksave seems to work fine, but you have the new savegame just in case. Helllooo Shandra! And if I am preaching to the choir here, somebody please tell me. Oh, one last thing ... Hello (knock, knock) ... is any body there? I am posting but nobody is responding. Is this phone line dead? Or is the message of insufficient interest? I know I am about ten years out of date (again) but I really like this stuff. Hey Moderator, what do you think?
  10. I often can't craft altough I have the sufficient ingredients. Wanted to post a picture here but I cant... 'cus I have to put a.. URL? Hope this is a known issue. thank!
  11. Hi! Would anybody be interested in trying out some of the Deafire recepies for food in real life and post the "real" recipe (maybe with a photo)? Since I have to cook every day and sometimes really struggle to come up with new ideas (that are not too fancy) I thought Deadfire's stuff like "Mariner's Porridge", "Crusted Swordfish" etc. might be fun to try. I don't want to be too finicky. For example it will be really hard to get real Swordfish and other stuff you don't want to buy - like Wale Meat and so on. And of course kith meat is off the table (pun intended). I think the first thing I'd want to try are Glazed Chops... What do you think?
  12. Due to Fampyrs and their gaze, I was crafting Captain's Banquet when I noticed that upon crafting 5x Captain's Banquets they didn't appear in my inventory. Luckily I had enough materials for three more which did appear in my inventory. Seeing this I reloaded a save and crafted 5x Captain's Banquets again with the same result (not appearing). In an attempt to bypass this apparent bug I reloaded the save and crafted 1x Captain's Banquet, which did appear. Crafting the remaining four resulted in normal behaviour. Has anyone else experienced a similar crafting bug?
  13. Giant air quotes there. New bug introduced into 1.1.0.0034 beta release. Game doesn't prevent you from going all the way to 100 when crafting something, even if you don't have the resources to do so. It even gives you a message that you've successfully crafted them, however, the game doesn't actually add the items to your inventory nor use any resources. So it's not game breaking, just a minor annoyance.
  14. One of the aspects of NWN2 that I really enjoy is the crafting. I have installed "The Complete Craftsman" mod and spend a fair amount of time modifying my (and my team-mates) possessions. I would have liked to have used a special class to enhance this aspect of the game. I was wondering if one of those hobbyist developers out their could make a file that I could stick in my override folder to create an Artisan class (assuming that it would be fairly simple for them to do). These are the parameters I thought looked about right: Artisan 4HP, 6SP, Low BAB, High Will Saves REQ Brd, Clr, Drd, Fav, Sor, Sps, Wiz, DEX: 13+, INT: 12+, Lore 8 L1 Exotic Weapons L1 Scribe Scroll L1 Artisan Spellcasting (selected spell progression continues as normal) L2 Craft Magic Arms & Armor L3 Craft Wondrous Items L4 Craft Wand L4 Skill Affinity: Spellcraft +2 L5 Brew Potion L5 Skill Affinity: Craft All (Alchemy Armor Traps Weapons) +2 Class Skills - Use Magic Device, Open Lock, Set Trap, Appraise, Craft Alchemy, Craft Armor, Craft Trap, Craft Weapon, Disable Device, Lore, Spellcraft Perform is a Cross-class skill.
  15. Update by Tim Cain, Senior Programmer and Designer I have been working on a lot of different gameplay mechanics since my last update about monks (Update #52). All of the classes are in the game now, along with their abilities and spells up to level 5. This should give us a good basis to test encounters in the game's early maps. So I have turned my attention to some of the non-combat skills, including crafting. Crafting Basics Crafting is the skill that you use to make equippable items like armor and weapons, and consumable items like potions and food. To begin crafting, you must find an appropriate crafting location. Forges – these blacksmithing locations can be used to make all of the equippable gear. From helmets to armor to boots, if you can wear it, then you can make it here. Labs – these alchemical tables are used to make any enchantments, as well as all alchemical consumables like potions, scrolls or figurines (which let you summon a creature that will fight for you). If you want to improve your gear or brew a potion, you need to find one of these labs. Hearths – these cooking spots are used to make food and drink that can give you long-term benefits when you ingest them. Many rest areas will have hearths, so crafting of this sort can often be done “in the field”. When you use the central object at these locations, such as the anvil at the forge, you will enter a crafting interface that displays all of your forge recipes, broken down into categories such as armor, weapons, boots, helmets, rings, etc. You pick a category and can see all of the recipes you know for that category. Each recipe has a set of ingredients needed to make its item (or items, as some recipes will make batches of items). Some recipes will have additional prerequisites, including requiring you or a companion to have a certain talent or ability or even skill at an appropriate level. Higher level recipes have more prerequisites and need rarer ingredients. You may be wondering where you get recipes. You get a few automatically when you level up your crafting skill, and you can also buy them from vendors. Sometimes you will find recipes in the world, as loot on creatures or as rewards for finishing quests. There will be a lot of recipes in Project Eternity for you to find, so make sure you explore every nook and cranny of this world, especially the crannies. Crafting doesn’t take any time. If you have everything the recipe needs and are at the appropriate crafting location, then you can make the item instantly. Usually the ingredients are used up, but sometimes they are reusable. And for recipes like enchantments, the main ingredient is not used up but is instead improved by the addition of a new bonus. For example, you might have a sword with high accuracy and a Flaming Sword recipe that adds fire damage to any sword. If you use that sword with that recipe, you will have the same sword with a high accuracy bonus but also with additional fire damage! Win win! Crafting can also be used to repair items, but first we should talk about item durability in Project Eternity. Item Durability Most items don’t degrade over time. This means that boots, rings, helmets, gloves, amulets, cloaks, and belts are not worn down by use. However, weapons, shields, and armor (that is, chest armor) do have durability values and are worn down by use. Specifically, every attack with a weapon degrades that weapon by one unit, and armor and shields are similarly degraded when the wearer is attacked. Items have lots of units of durability, and they do not suffer any negative effects until those units are completely gone. When an item has reached 25% of its maximum durability, it will become “worn” and appear that way in your inventory, but it will not behave any differently until the last unit of durability is lost. At that point, the item is “damaged” and the following effects will happen: Weapons – damaged weapons do less damage and have less accuracy Armor – damaged armor has lower damage thresholds and the wearer’s attack speed is slower Shields – damaged shields lose part of their defense bonuses Items can never become worse than “damaged”. They will not break or become more damaged. They just stay damaged until you have them fixed. Vendors can repair items for money, so that’s a fast and easy way to keep all of your items in top notch condition. The cost of the repair is proportional to the percentage of the durability lost and the cost of the item, so expensive items tend to be more costly to repair than cheaper ones, especially if you let them lose a lot of their durability before repairing them. However, let’s see how you can save your precious hard-earned money by bringing this discussion back to crafting. A typical Hearth where you can craft food and drink. Durability and Crafting You or any companion can repair items by using the crafting skill at a forge. More importantly, you can use materials instead of money, if you have the right ones. The higher your crafting skill or the more materials you have, the less money it costs to repair an item. Some items might even repair for free! But wait...there’s more! The crafting skill also decreases the rate of degradation on items used by a character. So if you have the crafting skill, when you hit someone, your weapon doesn’t lose a whole point of durability. Instead it loses a fraction of a point. And when you are hit, your armor and shield don’t lose a whole point each either. And the higher your crafting skill, the less durability you lose. We are assuming that if you know how to make an item, you also know how to use and take care of it. So a high crafting skill means your weapons, armor, and shields degrade more slowly and you can repair those items (and those of your companions) more cheaply than a vendor. That is such a win-win situation, how can you afford to NOT take the crafting skill?! I’ll answer that question in a future update about the other skills in Project Eternity.
  16. Descriptions do not appear for ingredients in the crafting section. Rather, text from the previous read book or other text outside of crafting is shown instead.
  17. First off, just to make it clear: I love P:E. It's a fantastic game. It's the cRPG I've had the most fun with since the Golden Age, no question, and stands proudly among the games that inspired it. 10/10 GOTY and all that commotion. There are three mechanical systems in it however that I thought were weak enough to detract from the experience, and I hope Obsidian addresses these in the expansion and sequels: crafting, the stronghold, and stealth. Stealth needs a complete overhaul in my opinion. It is way overpowered. Being able to sneak with even 0 points in it means you always get the drop on your enemies. With detection circles rather than sight cones there's no real gameplay involved in it, beyond switching it on and off, and with the possibility of double-speed, there's no disincentive to exploring maps stealthed. I believe it would be a lot more fun if: It is individual, not party. Characters with 0 ranks in stealth cannot sneak. (Or, rather, they can try, but there's no advantage to it.) Higher ranks do not change the detection radius, but only the time at which detection trips. Detection is based on a cone + circle rather than a circle. Different types of enemies could have different size cones and circles; oozes for exmaple could have circles only. Rogues get a per-encounter special ability that lets them re-stealth in combat, to replace Shadowing Beyond. Casters get Invisibility spells with the same effect. My problem with the crafting mechanics is that it's too easy. It takes much of the interest out of itemization, and it feels wrong to be able to apply enchantments while dungeon-delving. I've just started Witcher 3, and it has a much more interesting crafting system, and it's more interesting because it's more restrictive. I believe the following changes would make crafting more enjoyable: Require a recipe and an NPC specialist to craft. These specialists could be stronghold hirelings also. Remove the "Fine/Exceptional/Superb" property from "enchantments." Instead, make it a base property of the item, and make it determine the number of enchantment slots the item has. However, also make it possible to craft fine/exceptional/superb items from scratch. Have different NPC specialists have different skill levels (maybe only one legendary swordsmith can craft Superb swords?) know different crafting recipes, and also let us discover recipes as we adventure. As to the stronghold... as it currently stands, it just feels tacked-on and superficial. Sending Kana on a Major Adventure to get 10% XP and a Medium Magic Item just feels dumb. A bit of writing would've gone a long way to fix that -- a descriptive title and a short paragraph. There aren't an unlimited number of these adventures available anyway as the Turn clock is based on quests which are a finite resource. The same applies to most everything else in it: the mechanics themselves are serviceable-enough, but there's just no flesh around those bones. Ideally, all those stronghold events -- the Major Adventures and visiting dignitaries -- need to be grounded in the main narrative. So: Flesh out stronghold events with better descriptions. No more Minor Adventures! Ground them in the narrative. Stage events relevant to the narrative in the stronghold maps. As it is, there really was no motivation to visit at all; even the Brighthollow bonuses were anaemic compared to inn bonuses. I realize that this -- more so than the others even -- is very much a resource issue. However, as it is, the game would IMO have been better off without the stronghold altogether.
  18. Description: Under the "Food" menu in Crafting, right-clicking on an ingredient AFTER right-clicking on any other item will show the latter's item description and a missing graphic. Steps to Reproduce the Issue: 1. Open Stash, inventory, spell-list, etc. and right-click to show an item description (in my case, I right-clicked on a Tanglefoot Scroll). Close out of the item description window. 2. Open the Crafting menu and choose any food recipe. 3. Right-click on one of the ingredients for the recipe. 4. Notice the item description (for Tanglefoot Scroll) listed is for the item you chose previously and the graphic for the ingredient is missing (see screen shot in .zip). LINK TO DROPBOX .ZIP: https://www.dropbox.com/s/wlsmzl6c3x3mt37/BugReport.zip?dl=0
  19. Hi All! Question regarding Enchanting. If I have a Fine pistol (2 anvil 'cost') and want to upgrade it to exceptional (3 anvils), is the anvil cost accumulative, or does it straight override the lower enchantment. I ask because I would like to upgrade Forgiveness, but if taking Kith Slayer prevents me from also taking Exceptional / Superb, then I've got to think about which I'm going to take. Cheers
  20. So, the game sort of fizzled out for me, sometime during act 2. Oh, I am certain I'll pick it up again, but right now, I am on a break. There's a number of details in the game, that are disappointing. Most of them can be overlooked or ignored, e.g. the horrible load-times, the boring run-your-own-castle simulation and the fact that you can't buff up before a fight. But, there are two things that are really preventing me from enjoying the game the way I enjoyed and still enjoy BG and BG2. And that is crafting and companions. So why don't I like crafting and why not just ignore it? Well. That was my plan. Just ignore it. I've never liked crafting. The very idea of a warrior or a paladin or what have we, who is also a miner/herbalist/smelter/blacksmith/weapon-smith, have always irritated me no end, and struck me as silly and contrived. However, the way it's implemented in PoE makes it very hard to ignore. Do any of you remember the ~first~ magical weapon you found in BG? Mine was Silke's +1 quarterstaff. I spend an eternity - no pun intended - figuring out whether to have my own character use it, or give it to Jaheira. In PoE, you put some stuff on a sword, and there you go. So exciting. It makes the treasure you find boring and meaningless. Worse, it makes money equally pointless. Back to BG. Do any of you remember the treasure at the bottom of the Naskel Mines? The first really large treasure with several items and lots of money. Where I am now in PoE's Act 2, my character have got an absurd amount of money, enchanted weapons all around and nothing to spend the accumulated wealth on. Crafting! How I hate it! And on to companions. I mentioned Jaheira from BG. Bossy, irritating, meddling and utterly unforgettable. Her husband Khalid, the stuttering fighter. Viconia the evil drow. Imoen. Minsc. Dynaheir. Edwin. Xan the depressed mage. Xzar. Shar Teel. Well, Obsidian, I am sorry, but IMO you have created a dull, un-engaging and forgettable lot in comparison. PoE is not a bad game. Better than most of the travesties that goes under the name RPG today. But, it doesn't hold a candle to BG or BG2 either. And, IMO, crafting and boring companions must carry a lot of the blame.
  21. Have you tried crafting yet? What do you think about it and enchanting? I think crafting and enchanting shouldnt be done by your adventurers. Food and SOME potions and scrolls are fine since you have wizards, druids, chanters, priests and such but I think some recepies should maybe be tied to the survivalist and lore abilities (make a party-wide check to see what the highest ability score is). I honestly think towns should have an "Enchanter" merchant though. It could be the person selling you the potions and ingredients in the village for example.Sure you have wizards, druids, chanters, priests and such of your own but it would feel weird if a team of fighters, rogues, and rangers would be able to enchant. In games that have crafting and enchanting I always hoard materials first and then in-between quests or locations I sit down, have a good think and craft/enchant. It feels unecessary to be able to do it on the fly. To me it should be a ritual thing done during moments of pause since it tends to be a big deal, and giving a face to those moments via an NPC that facilitates the craft as a service would help flesh out the system and give it more personality and inmersion, imo. This is of course my issue on how the mechanic is implemented and presented, not about the mechanic itself and the metagame of it. Feel free to give your opinions on that.
  22. This is a bit of musing on crafting, but I just thought of some interesting things lately. I've been playing a lot of Minecraft lately, with basically a magical-stuff mod, and you have to research to discover specific recipes, and you craft things with a combination of traditional crafting (assembling physical items according to a recipe) AND magical crafting (almost alchemy; you break things down into fundamental components, called "essentia," and you reassemble these essentia into altogether different materials/objects). Most of the time, it doesn't really have anything to do with physical crafting. For example, you can "invent" the magical-affinity metal, Thaumium, via research. Then, you can make from it anything you can make from any other metal (swords, tools, armor, etc.). So, 2 main things here: 1) Crafting like this could address a lot of the "why would you go from being a nub to being a master armorsmith?" concerns and such involved with "regular" crafting. You could, for example, invent something like Thaumium, then take that, as simply a raw material, to someone who actually is a master of shaping it and crafting actual equipment. And/or, you could get equipment made, then modify it using magical means. 2) Research could be a very nice change from the typical "here are the recipes for things, and you just learn them as you improve your skill" thing. You'd start with basics, and you could advance what you want to advance through research. Want to learn how to make all the best metal/material enhancements? Research metal and materials. Want to make all the best potions? Research the various animal parts and herbs and such. You could still find/acquire any number of recipes through other means (and I sure hope you do, regardless of whether or not anything even resembling research is in as one method of finding out some grouping of recipes). Another notable thing? This gives loot items in the world value, besides just typical loot sale value. Two values, in the case of the Minecraft mod. A) I can use up things to research, based on their various magical aspects (fire, metal/ore, earth/soil, animal/life, etc.), and B) I can break those things down into those essentia if I need to make other things from them. In fact, these things don't even have a sale value in Minecraft. There's not really anyone to sell to. You can barter some things, as far as I know (somewhat random offers), but you can't ever acquire money that you then use to spend universally on any other things. So, it's interesting. I loot all the stuff I need, and the rest? I couldn't care less about it. "I've already researched the crap out of that... don't need it anymore." Or "I've got plenty of stuff made out of fire essentia, so I don't need that." Etc. I'm not saying we copy Minecraft here, and just use the exact same system. But, it did get me thinking. It's not your super-typical, bland "I just make slightly better swords and armor as I go along, out of slightly better and better metals" crafting, and it brings a lot to the table that could, at the very least, be considered and utilized to varying extents. Thoughts?
  23. Across the various forums (Here, RPGCodex, SomethingAwful etc) there seems to be a fair divide about the existence of Item Durability in Project Eternity. Here is a response from J.E. Sawyer to give context. The purposes of it as described in this post seem to be: A money sink in case players don't invest in the Stronghold and to prevent non-optimal placement (or waste) of skill points when investing points into Crafting on two or more characters. Do you think Item Durability has a place in Project Eternity? If you do not 100% agree with the proposed mechanics, what do you suggest that they change?
  24. This intends to provide a streamlined mechanic to make magic items useable throughout the game within pre-decided boundaries (also, a money sink). The short version: Every magic weapon can be attuned to a character's soul (PC's or NPC's) for a fee, which unlocks the ability of the weapon to increase its usefulness over time, only for that specific PC/NPC. Increase of usefulness happens over time from use. Tiered, as to spread the cost and rewards of the attunement over the duration of the game. Costly, to make the item feel more special. Also, very important, increases usability of weaker items more than it does for stronger items. And longer version: Every magical weapon could be attuned to the soul of one person. A very specific process, it needs to be done by a master. It is costly. Attunement of higher quality items is more difficult and requires more gold. Attunement does not degrade over time. Further attunements are possible. How it works (Using DnD-like numbering): A very cool (likely unique, but not necessarily) Cool Sword +1 is attuned to the PC for a fee. The sword has the same damage as it did before the attunement: let's say 3 to 6. However, over time, with use, the sword's basic damage increases to 3.1 to 6.1 (only when being used by the PC). Then, after more use: 3.2 to 6.2. And so on until it goes through 3.9-6.9 to 4.0-7.0 basic damage. It turns into Cool Sword +1 +1 for the PC through the attunement. Let's say that the highest enchantment for the game is +6. Each individual weapon can be given specific maximum values for the total achievable attunement. The Cool Sword +1 could get attuned to up to 4.0-7.0, attuned again to max of 5.0-8.0 and so on for four attunements when the total is equal to Cool Sword +5. A NotSoCool Sword +1 might be allowed five attunements to become NotSoCool Sword +6. Another UniqueButQuiteAverage Dagger +4 could be attuned two times to a max of the equivalence of UniqueButQuiteAverage Dagger +5.5. If an items is found as UberCool DreiHander +5, then for a huge pile of gold it could be attuned so that it would take ages to get to +5.1. Maximum from the first attunement could be only +5.2. And another very expensive attunement could be possible for a maximum of +5.3. And no more. An item's utility could counterweight the maximum allowed attunement. This could be just one streamlined mechanic to make a unique item continually usable. Forging items like in BG2 could be another present system: anything forge-able cannot be attuned (recipes, this should probably be for the "best" items, done by a master blacksmith). Item upgrades by crafting (recipes, done by PC) is yet another. Also, the items do not sell for more after attunement - they are only more useful to the person they are attuned to and nobody else. They are exactly the same as in the beginning, with just one more effect "+x basic damage while used by ..." Also, they could be attuned to a second adventurer, losing their current attunement and starting from beginning with the new person. What do you think? How does this stack against or alongside the other upgrade systems?
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