Search the Community
Showing results for tags 'notes'.
-
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
- 69 replies
-
- 30
-
- patch
- backer beta
- (and 5 more)
-
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
- 39 replies
-
- 22