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Found 38 results

  1. 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.
  2. 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.
  3. 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.
  4. 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
  5. 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!
  6. 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.
  7. 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
  8. https://www.fig.co/campaigns/deadfire?update=436#updates Let's discuss here. City looks ultragreat the least.
  9. What! More fixes, We've fixed a bunch of issues (well mainly BMac). If everything goes alright we will push the 3.04 live for all the enjoy sometime next week. Any other serious issues that come up will be addressed (Kraken having 0 DR) but other than that this will be it for the foreseeable future. A huge thanks to everyone for your feedback and testing, you 'heroes' know who you are. Keep the feedback coming, we will be reviewing the feedback answers up until the patch goes live for the contest. Winners will be announced a few days after. Bug Fixes; - Sul attacking her own pride during 'The Old Queen and the New King' - Cliant Lis traps not functioning - The Unlabored Blade Firebug proc not functioning - Breath VFX originating from adventurers hand - Tooltip for Sabre +20% is missing item mod 468 - Nyry the Deft Hand not granting Cape of the Cheat to base game - Characters sometimes being stuck in Elmshore adra pillar - Stun on crit weapon mod duration is unaffected by graze/hit/crit - Party AI sometimes runs to undiscovered enemies - Chanter, One Dozen Stood... phrase not reducing Frightened and Terrified - Fighter, Clear Out causing Blights to stop attacking Always a pleasure - Sking Build: v3.04.1158 [update: 10/27] - Kraken DR is set to 8 from 0 Build: V3.04 1165
  10. Device: iPad OS: iOS 10.1.1 Model: iPad Air PFID#: 3157 When I start up the game, my login is successful; it then gives me a pop-up notification that the game has been updated, etc, and that I should update to the newest version for full connectivity. Clicking the Update Now button takes me to the App Store page for the game.... from where I have no option to install the newest version. App Store's page for the game doesn't seem to register that I need to update; it just shows that I already have the game installed. The only option button for me there is "Open" the existing installed app, which just takes me back to the same screen within the game of telling me I need to update. I've tried accessing the App Store page on its own as well with the game not already running; it still does not recognize that I need to update to the newest version. It did this at the last update as well; I must have tried dozens of times before it finally gave me the option to install the new version.
  11. Hey guys/gals, We are working on our next patch. We have quite a list of issues that we'd like to address in this patch. That being said, feel free to comment below with any issues you think we might miss and/or should definitely fix. Slap hands - Sking P.S. The current plan has us releasing the 3.04 patch Tuesday of next week (11/1). [Edit: 11/1] Delayed until Thursday 11/3, Total Fixes to Date; - Engagement is now broken when characters are knocked back - Personal 'Total Damage Done' no longer comes up as '-Infinity' - Multiple issues with Glittering Gauntlets - Fixed the Nav around the adra pillar in Elmshore - Cape of the Cheat will now be rewarded to base and px1 players - Charming all enemies in a combat will no longer reset combat - Audio cutting out in the End Slides following the White March - Skeleton Wizard 'Necrotic Lance' set up as a ray - VFX that start from characters heads (breath weapons, etc..) misaligned - Korean Loc issue with text getting cut off during Character Creation - Brighthollow error on transition (this includes Durrance/Hiravius, and Rod of Wind and Thunder issues) Also! This will correct past saves affected by this issue. - Barbarian, Bash hitting multiple times with Carnage - Chanter, Ancient Memory no longer deactivates after casting an Invocation - Cipher, Phantom Foes flanked debuff being removed when the enemy is engaged - Cipher, Pyschic Backlash hitting the Cipher at the start of combat - Druid, Fire Stag *Missing gui* in the combat log - Druid, Infestation of Maggots now does the intended amount of damage per tic - Fighter, Confident Aim doubling on Save/Load - Monk, Torment's Reach no longer procs off every enemy hit - Priest, Seal spells no longer activate twice - Priest, Iconic Projection no longer bypasses DR - Ranger, Twinned Arrow + Driving Flight accuracy issues - Ranger, Powder Burns now works as intended with DR Penetration - Wizard, Wall of Draining no longer increases beneficial spells permanently Bugs fixed during Beta; - Kraken DR raised from 0 to 8 - Sul attacking her own pride during 'The Old Queen and the New King' - Cliant Lis traps not functioning - The Unlabored Blade Firebug proc not functioning - Breath VFX originating from adventurers hand - Tooltip for Sabre +20% is missing item mod 468 - Nyry the Deft Hand not granting Cape of the Cheat to base game - Characters sometimes being stuck in Elmshore adra pillar - Stun on crit weapon mod duration is unaffected by graze/hit/crit - Party AI sometimes runs to undiscovered enemies - Chanter, One Dozen Stood... phrase not reducing Frightened and Terrified - Fighter, Clear Out causing Blights to stop attacking ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- [update 1: 8/24] Fixes so far; - Druid spell 'Fire Stag' *Missing gui* in the combat log - Skeleton Wizard 'Necrotic Lance' set up as a ray - VFX that start from characters heads (breath weapons, etc..) misaligned - Bash hitting multiple times with Carnage - Cipher 'Pyschic Backlash' hitting the Cipher at the start of combat - Korean Loc issue with text getting cut off during Character Creation - Brighthollow error on transition (this includes Durrance/Hiravius, and Rod of Wind and Thunder issues) Also! This will correct past saves affected by this issue. - Fighter 'Confident Aim' doubling on Save/Load Note: These are the fixes we have so far, we have a larger list we are still addressing. [update 2: 8/31] Our Wishlist so far; - Chanter, Ancient Memory deactivates after casting an Invocation - The audio cuts out in End Slides following the White March slides - Ranger -10 accuracy loss every other shot while using Driving Flight and Twinned Arrows - Iconic Projection bypasses all DR - Flanked debuff from Phantom Foes is removed when you engage an enemy - Druid, Infestation of Maggots is not functioning as intended - Priest seals activating twice - Engagement not broken by knockback attacks - Characters do not attack after engaging enemies with longer range than their own - Multiple issues with Glitter Gauntlets - Charming an enemy and attacking it resets combat - Wall of Draining increases the duration of beneficial spells permanently - Ranger, Power Burns removes the natural DR penetration provided by guns Note: These are the issue we are considering, some will not get fixed (time, money, etc..) but the majority is our goal. I will be reviewing our forums regularly to add any issues you peeps bring up. [update 3: 9/12] More Fixes; - Chanter, Ancient Memory no longer deactivates after casting an Invocation - Ranger, Twinned Arrow + Driving Flight accuracy issues - Ranger, Power Burns now works as intended with DR Penetration - Cipher, Phantom Foes flanked debuff being removed when the enemy is engaged - Druid, Infestation of Maggots now does the intended amount of damage per tic - Monk, Torment's Reach no longer procs off every enemy hit - Priest, Seal spells no longer activate twice - Priest, Iconic Projection bypasses DR - Wizard, Wall of Draining no longer increases beneficial spells permanently - Engagement is now broken when characters are knocked back - Personal 'Total Damage Done' no longer comes up as '-Infinity' - Multiple issues with Glittering Gauntlets - Charming all enemies in a combat will no longer reset combat - Audio cutting out in the End Slides following the White March Note: There are still a few more we want to hit. Plus any that get brought to our attention on this thread. Also, thanks to all you peeps that have been helping out. [update 4: 9/26] Tim Table Update and Balance Change; - We are about half way through our current test plan for the 3.04 patch, we should be finished by Friday. We will be releasing the Beta on Tuesday of next week. - Sabre base damage will drop to 11-16, and it will have a +20% damage mod. They should still take the 'top damage' slot but this change should lower them enough to encourage other options. Let us know what you think during the Beta. Note: We are looking for lots of feedback during this Beta. There will be amazing, incredible, unbelievable super secret prizes for people who participate. More details on this will be announced soon. [update 5: 10/17] Bugs to fix before release 'wishlist'; - Sul attacking her own pride during 'The Old Queen and the New King' - Cliant Lis traps not functioning - The Unlabored Blade Firebug proc not functioning - Fighter, Clear Out causing Blights to stop attacking - Breath VFX originating from adventurers hand - Paladin, Flames of Devotion becomes unusable after party AI uses it with ranged weapon - Tooltip for Sabre +20% is missing item mod 468 - Chanter, One Dozen Stood... phrase not reducing Frightened and Terrified - Nyry the Deft Hand not granting Cape of the Cheat to base game - Characters sometimes being stuck in Elmshore adra pillar Note: These are the issues we want to hit before pushing the 3.04 patch live. Anything serious found will/can be added to this list until the release. Let me know! [update 6: 10/27] Last Beta update; - Kraken DR is set to 8 from 0 Note: Tuesday (11/1) of next week is the target date for switching the patch from beta to live. Unless something serious comes up over the weekend.
  12. Hey you (bunch of inquisitive gamers) 3.04 is going into Beta tomorrow 10/4. This patch will have quite a few fixes and 1 balance change. We will be having some sweet prizes for people that participate in the Beta. We will announce the prizes and what you can do to get them tomorrow with the Beta. Here are the complete Patch Notes
  13. Hey guys/gals, Patch 3.03 is now live. A full change list will be released shortly. Thanks to everyone who participated in the Beta and wrote up bugs, it really helped us out a lot. Love you nerds (well.. maybe not 'love', but at least 'like, like') - Sking
  14. 3.03 Beta Update 'On Hit' weapon procs now function correctly. Fixed multiple issues with companions auto-level up (thanks Hamskii). Fixed an issue where characters would stay invisible when using Cape of the Master Mystic. Added a missing hatchet (thanks nem0).
  15. Hi there, just wondering if anyone else is having this problem? It's only been happening since the most recent update, but essentially, everything that used to have the New, Load, Options menu and the little buttons down the bottom-right of the menu screen that opens when you open the game are just big pink blocks, as if the image for them is missing. Here's a link to an image I took (the printscreen on my keyboard is broken so sorry about the quality) Funny thing is, if I approximate where the buttons would be, I can still go into the Load, Options, etc. menus by clicking, but when I go in, the menu appears with all the text gone! Here's a link to an image of that (I think this is either the Load or Options menu). Any help would be greatly appreciated!
  16. Description: I just updated my GOG version to 3.01 (primarily to fix the "Marshall won't give me the offer to hire mercenaries for 10000cp" bug) Now, I cannot load any saved games I get a windows crash screen, offering me to close the program, search online for fix and close, or debug The second two do nothing more than the first e.g. closing the program I looked at the log, it said that 'sharedassets164.assets' is corrupted, so I downloaded the GOG corrupted saved games hotfix, to overwrite sharedassets164.assets Same problem Steps to Reproduce the Issue: Load any savegame Important Files: Link to dropbox - https://www.dropbox.com/s/8xnn3ujd73jd9iv/crash.zip?dl=0 Savegames In the zip file Output Log This seems to be the problem The file 'C:/GOG Games/Pillars of Eternity/PillarsOfEternity_Data/sharedassets164.assets' is corrupted! Remove it and launch unity again! Rest of the output log is in the zip file System Specs In the zip file Screenshots
  17. Update by Brandon Adler, Lead Producer Hey, everybody. We have lots of cool Pillars of Eternity news for you today. Everything from our Update 3.0 Beta to a last chance to get your very own copy of Lords of the Eastern Reach. Last chance at Lords of the Eastern Reach! As most of you know, Lords of the Eastern Reach is a card game from Zero Radius Games that is based on the Pillars of Eternity license. The game had a successful Kickstarter last year and Zero Radius Games is about to send the game for printing. If you didn't get a chance to put in an order, but want to get your hands on the game in the near future, there is still time. Just head over to its Backer Portal and make a pledge! Even better, if you already have an account made for the Pillars of Eternity Backer Portal it will work with the Lords of the Eastern Reach portal. Update 3.0 Beta In preparation for The White March - Part II launching next month we are putting out a 3.0 Beta on Steam. The 3.0 Update comes with a ton of changes, bug fixes, and new features. We need your help in looking over everything to make sure that the community is happy with the direction of some of these changes. If you are able, we would really appreciate that you opt into the Beta patch and supply feedback in our forums. As always, you guys are what helps to make Pillars of Eternity the best game it can be. Here is a small list of features and changes that we would like feedback on: The value/feeling of Athletics and Survival, both on their own and relative to other skills. Do any of the Survival bonuses feel way out of line with the other bonuses? How do Knockout Injuries feel? Are they too punishing? Not punishing enough? Do any injuries feel way out of line with other injuries? Assuming you like the idea of Story Time, how does it feel to you? Does it make the game more enjoyable for you, or does it just remove combat as an obstacle that you didn't like in the first place? Do you like the new Stronghold Adventures? Do you like the narrative elements of them? How do the unique items you get from them feel? Do any of the unique items seem out of line with other items considering their relative difficulty level (i.e., comparing Minor to Minor, Grand to Grand)? Do you like the presentation and content of the Stronghold Visitor Dilemmas? How do you feel about the setup of the scenes? Are there any dilemmas that you don't like? Do you feel like the dilemmas all give you a good range of options for resolving them? Does the combat in the last third of the main game (from Elmshore on) feel better? Specifically, have we removed enough battles that feel like trash mobs or filler? Have we improved the fights there so they are a) challenging and b) more interesting? The same question, but on levels 7, 8, and 11 of the Endless Paths of Od Nua. For a more in-depth look at some of the changes and fixes, head over here and check it out. Obsidian Tools Localization Builder Hey, modders! Have you been looking for an easier way to translate Pillars of Eternity into different languages? The Obsidian Tools Localization Builder is the answer. With the Localization Builder you can quickly and easily translate Pillars of Eternity and The White March just like we do here at Obsidian. To get more information about the Localization Builder watch the video below. This video will tell you a bit about the Localization Builder and explain how to set it up. Note: The Localization Builder requires a legitimate copy of Excel to work correctly. If you use a pirated version it may not work properly. Note: It is also for Windows only. We have no plans on making OSX or Linux versions for the future. You can download the Localization Builder here. You can download the associated Excel files here. Unofficial Translations With the release of our Localization Builder, the Eternity team wanted to showcase some of the unofficial fan translations for Pillars of Eternity. Everyone here at Obsidian really appreciates the hard work that you guys put in to spread the game to as many people as possible. Here are some languages below: GermanGerman localizations here. (Created by Phobi666) ItalianItalian localizations here. (Created by improbabile) FrenchFrench localizations here. (Created by r-e-d) SpanishSpanish localizations here. (Created by MemnochPSA) JapaneseJapanese localizations here. (Created by fackman and Synctam) If people would like to assist in getting more translation fixes in, they can post here on the forums. GermanGerman localization thread here. ItalianItalian localization thread here. FrenchFrench localization thread here. RussianRussian localization thread here. SpanishSpanish localization thread here. If you would like to perform translations in new languages you can use the Obsidian Tools Localization Builder. Just check out the video above. That's it for this update. Our next update will be about Pillars of Eternity's latest companion, Maneha.
  18. Update by Brandon Adler, Lead Producer Hello, everyone. Happy Small Harvest! The Pillars team has been hard at work squashing bugs and finishing up The White March - Part II, but that doesn't mean we don't have time for a little fun on the side. In this update we will talk about the Small Harvest holiday, our brand new short stories, and show off some cool new art from The White March - Part II. We'll also go over the latest update that was released, 2.03, and all of the new stuff that is included. In future updates, we will release more exclusive info on The White March - Part II. The team also has a special Halloween treat for Pillars of Eternity fans... Pumpkinhead Mode? The Small Harvest In past generations, the Eothasian autumn festival of the Small Harvest was celebrated by most immigrants to the Eastern Reach. Farmers and the villages that relied on them came together to share food and drink from the season's earliest crops and give thanks to the gods for their good fortune.Children would bring food to distant farms or to elders who were unable to travel on their own and priests of Eothas would line the roads with small candles. In exchange for the food that children brought, the farmers' families would craft small dolls from corn husks or carve a variety of exaggerated faces into small gourds, leaving them outside as gifts. Poor or elderly families would simply spend time with the children and thank them for their charity. In the years following the Saint's War, the Small Harvest has taken a different tone in the Dyrwood and Readceras. Since the destruction of St. Waidwen, whom many believe was a manifestation of Eothas, most Dyrwoodans have no interest in celebrating the holiday. Those who continue to leave out dolls or carved gourds are generally viewed with suspicion and resentment, often finding their dolls burned and gourds smashed by angry neighbors. If you want to read more about the Small Harvest and how it is celebrated in Eora, check out our Small Harvest lore page. Pumpkinhead Mode For those of you playing Pillars of Eternity on October 30th and 31st you'll get a special surprise if you turn on Big Head mode in your options. Go ahead. Try it. We'll wait. The Ratcatcher and New Short Stories One of Pillars of Eternity's very own Narrative Designers, Carrie Patel, has a brand new short story featuring Sagani and Itumaak. Without spoiling too much, Sagani runs across a foul murder in a small village and is determined to find out what really happened. This is the first short story in a new series of stories that we will be releasing over the coming weeks that will feature familiar characters and some new faces. Here are the release dates for the other stories: Blood Register by Paul Kirsch - November 3rd The Reaping by Eric Fenstermaker - November 10th Until He Started Screaming by Carrie Patel - Released Date TBD To find The Ratcatcher and future stories, head over to our Short Stories page. The White March - Part II We still aren't ready to give many details about the second part of The White March, but the team wanted to share some of the cool work that they have been doing with the backers... ... like some new Vithrack concepts (a.k.a. nightmare fuel). Or some of our new helms that match Pillars of Eternity unique armors. Or a new cave to explore. (First pass render with no paintover yet) Stay tuned to future updates so you can see the latest art and design details from The White March - Part II. Update 2.03 The team has been hard at work continuing to fix bugs and add polish to Pillars of Eternity and The White March. Our latest update has many fixes, some cool new changes to the fighter, and we have even added some new key bindings to help support the Steam controller. Here are some of the changes: Steam Controller Pillars of Eternity now has support for the Steam controller. The default template will be set once the update is live. There is a suggested configuration that can be found on the templates that are accessed in Steam's big screen mode. New key bindings have been added to support additional actions needed for the Steam controller control schemes. Fighter Changes Base Deflection raised up by 5. Knockdown gets a 1.20 damage multiplier (no longer gets bonus Crush damage). Disciplined Barrage raised from +10 to +15 Accuracy. Armored Grace has been scaled from -15% to -20% Armor Recovery Penalty Clear Out base Crush damage increased from 10-16 to 15-22. Scales every 3 levels after 7 by 15%. Into the Fray's damage scales every 3 levels after 5 by 15%. Major Fixes Fixed an issue that was causing certain quests to take experience instead of granting it. Fixed a problem with chanters not being able to set their chants properly after they have retrained. Fixed an issue where retraining was allowing characters to obtain unlimited skill points. Using store filters now only shows the appropriate items instead of graying out other items in the store panel. Fixed multiple issues with the stronghold and how it interacted with DLC content. Fixed an issue that caused the main character to lose his or her background shortly after character creation. Party/Companion AI Can now enable/disable AI on multiple non-pet characters at the same time. Fixed issues where AI would not automatically attack enemies. Fixed issues where AI would engage enemies that were hidden by fog of war. Fixed an issue where AI casters would cast per-rest abilities despite the option being turned off. Fixed an issue that caused AI controlled party members to attack other party members that were charmed or confused. Reviewed and updated what spells/abilities are cast in AI profiles for multiple classes. Monsters/Enemies/NPCs Multiple enemy types have been given immunities to certain afflictions. These enemy types have had their bestiary updated to reflect these immunities. Fixed multiple issues regarding NPC reactivity after completing certain quests. Fixed multiple bugs regarding Enemies/NPCs detecting stealthed characters and how they react to stealthed characters that they detect. Rebalanced requirements for full bestiary unlocks for certain enemies that were not unlocking on easy difficulty. Added additional bestiary information for multiple enemy types. Abilities/Talents Minor Grimoire Imprint has had multiple fixes and now works as intended. Fixed an issue with the Ranger's Stalker's Link ability adding too much accuracy in some situations. Fixed an issue that caused certain buffs and abilities to persist after combat ended. St. Ydwen's Redeemer's Revive the Fallen ability now works correctly. Fixed an issue that allowed Chanters to choose an extra talent. Fixed an issue where the debuff "Bonded Grief" would not be removed after reviving animal companions. Quests Fixed an issue with The Siege of Cragholdt that kept the quest from progressing. Fixed an issue with the Grey Sleeper questline that would cause it fail after completing it. Fixed multiple issues with the "Sacrificial Bloodlines" quest. Fixed an issue that would break game progression after talking to Maerwald. Fixed an issue that didn't allow the player to complete the game after killing Thaos. Achievement Fixed an issue with the Herald of the Old Flame achievement being awarded prematurely. Fixed an issue that kept players from receiving White March Part 1 achievements. Items Fixed an issue that caused enchants to be removed when a character retrained. Fixed an issue that allowed Sentinel's Girdle to be equipped in a ring slot. Fixed enchantment issues with Badgradr's Barricade. Fixed an issue where the draining modification on weapons would disappear. Fixed an issue that caused Sabra Marie to be mis-categorized. Localization Fixed multiple issues with Korean text. That's it for now and have a great Halloween from the Eternity team!
  19. Update by Brandon Adler, Lead Producer Hey, everyone. The Eternity team is currently hard at work on the second part of The White March, but that doesn't mean we don't have time for updates and fixes for Pillars of Eternity and the first part of The White March! In this backer update we will share some of the fixes that have gone into 2.02, show off some cool swag, and let you know about some novels by a couple Obsidianites. In future updates we will discuss some of the things we are doing for the second part of The White March. Update 2.02Not only does Update 2.02 introduce some important fixes for the game, but we have even added in GOG Galaxy achievement support for you achievement hunters. The update is currently live on Steam and will be live on Origin and GOG within a day or two. Check out some of the changes below: Major Fixes GOG Galaxy achievements now work. A party member using a movement speed modifying item now should walk at the same speed as the rest of the party outside of combat. Added more optimizations for save and load. Fixed an issue where some players were not able to talk to the Steward of Caed Nua to start The White March quest lines. Fixed issues with Respec not working correctly with some edge case abilities and talents. Fixed some problems that were being reported with self-targeting abilities (Like Frenzy). Fixed problems with chanters not being able to set their chants properly after they have retrained. Abilities All Summoned weapons are now considered universal weapon type. Fixed a number of issues with Nature's Bounty. Items Soulbound weapons are properly unbound when the bound soul dies. Fixed issue where weapon switching recovery could go negative. Ambush Item Mod should only drain 15% attack speed now. Shadowflame from Ninguath's Grimiore is now 4th level. Removed enchantment cost of the Cumbersome item mod. Lowered the enchantment cost for Spellstriking Confuse and Spellstriking Thrust of Tattered Veil. Quests Small Balance changes to the Alpine and Sky Dragon attacks. Fixed a number of issues with the Devil of Caroc's reactivity in the soul awakening quest. The Hunter's Favor should properly resolve if Thyrsc and Suldrun are killed before completion. Stronghold attacks can now happen if the player level is over 13. Caroc and Zahua now have a place in the stronghold. Alpine Dragon is now set to never gib. Vamrel's conversation will only fire once now. Miscellaneous Notes Quick items on the ability bar are now sorted by slot. Afflictions display like other status effects on the party bar. Fix a number of hotkey binding issues and bugs. Accuracy for Bestiary entries now account for stances and shields. Fixed a problem with Accuracy being reported incorrectly until the party enters combat. Hey, where'd you get that shirt? As some of you saw in our last update, DRKN has produced some cool Pillars-inspired shirts and sweatshirts. Recently, Obsidian's order came in from DRKN and we had some fun posing for the camera. If you didn't get a chance to grab one last time there is still hope! Just head over there and grab yourself some of that Pillars swag. Novels by Obsidianites A while back we introduced you guys to some novels by Carrie Patel (Narrative Designer, Pillars of Eternity) and Andrew Rowe (Systems Designer, Armored Warfare). If you enjoyed those books we have some really good news, Carrie's second book in her Recoletta series is now available. Cities and Thrones: Recoletta Book 2From Carrie: Revolution transforms the city of Recoletta. The new leaders dethrone the old oligarchs, open up the secret archives, and establish a new government based on change and transparency. Months later, Recoletta is in shambles, the farming communes have revolted, and neighboring cities scheme against the crippled behemoth. Inspector Liesl Malone, now chief of police, must protect her city from black market barons, violent insurgents, and the excesses of her new government. Meanwhile, Jane Lin has fled to the city of Madina, where she learns of a plot to crush Recoletta. Jane must decide whether—and how—to save her old city from her new home. Cities and Thrones is the sequel to the critically acclaimed novel The Buried Life, and it's available in bookstores now. If you are interested in the series you can also find the first book here. Forging DivinityIf you didn't get a chance to pick up Andrew's book, Forging Divinity, the first time, now's your chance. From Andrew: Some say that in the city of Orlyn, godhood is on sale to the highest bidder. Thousands flock to the city each year, hoping for a chance at immortality. Lydia Hastings is a knowledge sorcerer, capable of extracting information from anything she touches. When she travels to Orlyn to validate the claims of the local faith, she discovers a conspiracy that could lead to a war between the world's three greatest powers. At the focal point is a prisoner who bears a striking resemblance to the long-missing leader of the pantheon she worships. Rescuing the prisoner would require risking her carefully cultivated cover - but his execution could mean the end of everything Lydia holds dear. If you are interested, head over to Amazon and pick up a copy. That's it for now. Look for our next update that will talk a bit more about The White March: Part II.
  20. Hey, everyone. Update 2.02 is now live on Steam. If you would like to see some of the fixes for 2.02, please check them out here. Due to a last minute fix, we were a bit late in sending builds to Origin and GOG. They should have their updates live within a day or two. Be on the look out for a backer update later in the day that will have some additional info for you.
  21. Hey, everyone. 1.06 is now live on Steam. The build is being sent over to GOG and Origin shortly so they should have the update ready in a couple of days. If you would like to read through the update notes check them out here.
  22. Hello guys, Any sign about improvements on soloing play? I mean, as far as I see, a lot of players are soloing the game or already did/tried it. But I think things are a little unbalanced for soloing, obviously, the game was designed for a small group of heroes, but, if we have a tendency here of liking to solo (or at least try it), why not think to do some improvements in the soloing playing? One of them, I think would be great with the leveling up while solo was effectively faster. If you want to play Path of the Demned, Expert Mode and Trial of Iron, AND SOLO, that turns the game a little not fun for some character classes... I find viable to solo as a Fighter and as a Monk, but with other classes (I'm still testing), that's just doesn't work. Even as a Monk I was needed to take Éder as a tank in some moments. What do you think, would be great to also improve some aspects of the game soloing in White March or any other updates? Cheers.
  23. Update by Brandon Adler, Lead Producer Hey, everyone. We have two bits of news for you today. One is about Zero Radius Games' Pillars of Eternity card game and the other is about updates for the DVD copies of the game. Pillars of Eternity Card Game: Lords of the Eastern Reach A quick note to let everyone know the Pillars of Eternity card game is in its last 24 hours. They've opened up 13 Stretch goals adding 82 more cards, solo rules, a wooden Pigeeple of the Spectral Pig, better cards, bigger dice, and are coming up on adding the Chanter troop type to the game. Plus, they just added a Campaign Book for people to be able to play through a whole series of scenarios that tell a story. Yeah... they've been busy. Check it out, and if it looks cool the guys at ZRG would be very appreciative of your backing. DVD Updates We have good news for everyone that has a DVD backer copy of the game, but would like the latest 1.06 update. You can now head over to our Backer Portal to download an update to the latest version of the game. Updates and installation instructions for all three OSes are on the page. When a new update is released in the future, we will add the new patches in this location.
  24. By Tim Cain, Senior Code Wizard and Systems Designer Hello! I have spent much of my time for the last few weeks devoted to making the game’s stronghold system, which was one of our Kickstarter project’s biggest stretch goals, into one of the best systems in the game. Josh has created an amazing and detailed stronghold design, with lots of upgrades and activities and random events that really make owning a stronghold fun and exciting. I want to spend this update explaining what we have made in the game, but first, let’s talk about the stronghold itself. First, a caveat: I am going to describe the stronghold as it is currently designed. This design is mostly programmed already too, but as with all development, it might change as we finish the art and audio, fix any bugs, and tune the game play. So please view this as a snapshot of the stronghold development as it exists today. You will be offered the stronghold early in the game, before you finish Act 1. But the stronghold itself is old and dilapidated, and you will want to upgrade it as soon as you can. These upgrades will, in turn, open up new activities and events that can happen, which will make the stronghold a dynamic and fun place to own. So let’s go through the many reasons why you will want to have a stronghold. Bonuses There are five bonuses you will receive for getting and upgrading your stronghold. Resting bonuses. Some of the upgrades to your stronghold will grant temporary bonuses to your attributes or non-combat skills when you rest there. As examples, you can build Training Grounds to improve your Strength or a Library to improve your Lore skill. Some of these upgrades are expensive, but you’re worth it. Adventures for idle companions. You will eventually have more companions than will fit in your party, so you will have leave some of them behind. While they are idling away at the stronghold, they can take part in their own adventures, earning additional experience for themselves and extra money, items and reputation bonuses for you! Ingredients. Many of the stronghold upgrades will generate ingredients used by non-combat skills. For example, Botanical Gardens create Survival ingredients over time, and a Curio Shop produces ingredients for use by both Lore and Mechanics. Special offers. Sometimes visitors to your stronghold will have rare items for sale, or perhaps they will offer you items in return for something else. Pay attention to these visitors. Some of these items may be nearly impossible to find any other way! Wealth. Don’t forget that by owning a stronghold, you also own all of the surrounding lands and impose a tax on all of the inhabitants. It will feel nice for a change to have someone recognize your high standing and give you the money that you so richly deserve. These bonuses all sound great, right? Well, they are great, but they are just the passive benefits from owning and upgrading a stronghold. There are a lot of activities you can do too, once you take possession of your stronghold. Tim in his typical Stronghold creation attire. Activities First and foremost, when you get your stronghold, you are going to want to upgrade it. Upgrades are improvements to various parts of the castle, usually to add to the security or prestige of the place. Security affects how much taxes you collect as well as helps reduce the number of “bad” random events, while prestige increases the number of “good” random events as well as increasing tax collections, too. Upgrades can also serve as prerequisites for other upgrades. For example, you cannot build your Training Grounds (and get your Strength bonus after resting at the stronghold) until you have repaired the inner bailey of the stronghold. Every upgrade costs money and takes time to build, but as long as you have the prerequisites completed, you can have as many upgrades building simultaneously as you can afford. And you don’t have to wait at the stronghold while they are built, either. You can continue adventuring, and you will be notified when they are built. You can begin collecting taxes from your populace as soon as you gain the stronghold. The amount of taxes you collect increases with your prestige (because people know of you and like you), but the amount also increases with higher security, since some taxes are lost to banditry. You will want to keep both of those values high. You can also employ hirelings to stay at your stronghold. These people will provide bonuses to your prestige and security, but they cost money to employ. Some will leave your castle if you stop paying them, but others will wait around to get paid again (but not provide any bonuses until they are). If you have cleared the dungeon and built a prison under your stronghold, then when you are fighting some of the named NPC’s in the game, you will be given an option to take them prisoner instead of killing them. Prisoners are kept in a cell in your prison, where you can visit them and talk to them, and occasionally use them as leverage later in the game. But you will need to keep your security level high, or you might suffer from a prison break! Finally, several upgrades will produce ingredients used by non-combat skills. This feature, along with upgrades that can improve your skills, makes your stronghold a great place to craft and store items. You can stop by your castle occasionally and make food, potions, scrolls, armors and weapons, and any that you don’t need immediately can be stored in chests and other containers in a variety of places around the stronghold. You know, in case of an emergency. Which brings us to random stronghold events. Random Events As you play the game after getting the stronghold, whether or not you are physically there, you will be told if a random event happens at the stronghold. Sometimes, you will need to deal with the event immediately, but usually you are given some time to decide what to do. The most common event at your stronghold is having a visitor arrive. There are all kinds of visitors, but they all share one thing. They can adjust your prestige and/or security just by being at your stronghold. Some visitors are wonderful and give good bonuses, and you will want them to stay as long as possible. Some of these visitors can even be employed as hirelings and will stay on as long as you pay them. Others are not so great, and you will want to offer them one of your companions to act as an escort to their next location, or perhaps simply pay them to leave. Some visitors will offer rare items for sale, and some might even offer a very rare item in exchange for one of the prisoners in your dungeon. As you can see, visitors require some decision making on your part. As mentioned above, your idle companions can take part in adventures as those events arise. You will be informed of what adventures are available, how long they will last, and what the rewards will be (in general terms). If you send a companion on an adventure, he or she is unavailable until they complete it and return with the rewards. You can recall any companions early, but then they earn nothing. Why would you ever want to recall them then? Because your stronghold can get attacked! Attacks are the most potentially dangerous of all stronghold events. Occasionally troublemakers (of various sorts) will decide to attack your castle. You will be warned ahead of time of any such attack, so you can return to the stronghold and take part in it directly, if you want. Otherwise, the attack is simulated and you are told the results. A well-defended stronghold can repel any but the most concerted attacks, but there is always a chance of damage which can destroy upgrades, kill hirelings, and cost money. The threat of attacks is the most important reason to keep your security level as high as you can afford. I hope you have enjoyed this sneak peek into the world of Project Eternity and the role your stronghold will play in the game. No matter how you play the game, your stronghold is certain to provide many benefits and also be a lot fun too!
  25. Update by Feargus Urquhart, CEO and Brandon Adler, Lead Producer Backer Content It's come to our attention that a piece of backer-created content has made it into Pillars of Eternity that was not vetted. Once it was brought to our attention, it followed the same vetting process as all of our other content. Prior to release, we worked with many of our backers to iterate on content they asked to be put into the game that didn't strike the right tone. In the case of this specific content, we checked with the backer who wrote it and asked them about changing it. We respect our backers greatly, and felt it was our duty to include them in the process. They gave us new content which we have used to replace what is in the game. To be clear, we followed the process we would have followed had this content been vetted prior to the release of the product. We appreciate the faith you have all given us into making Pillars of Eternity the great game that it has become, and we appreciate the strength of conviction all of you bring to every conversation we have together. Sincerely, Feargus Urquhart, CEO Obsidian Entertainment, Inc. Shipping As some of you may have seen already, the game has started shipping out. When your shipment is sent, you should get an email sent to your email on record in the Backer Portal stating that it is in transit. People in the United States should be seeing their physical items coming in very soon - if they haven't gotten them already. Our shipments going out to Europeans should be landing in the U.K. early next week. At that point the shipments will start going out to folks. The best estimate that we have currently is that people will start seeing their shipments arrive around the middle of April. For those people who only have a standard physical copy of the game and no additional physical goods, the box will ship once the discs are finished being pressed. You shouldn't be hindered from playing the game as we have made sure that all physical copies of the game were also given a digital copy. You can go to your Products tab in the Backer Portal to redeem your key if you have not done so already. One last note, if you were late in confirming your pledge and placing your order your items will be sent in a later shipment. We appreciate your patience as we try to get your rewards to you as fast as we can. Patch 1.03 Hello, Backers. The Pillars team has been hard at work collecting feedback and fixing bugs for our upcoming 1.03 patch. The focus of this patch was to quickly identify issues that were causing the biggest problems for the community and work to getting those fixes out as soon as possible. Note: We have hotfixed the problem with adventurer hall-created companions not being able to unlock doors or chests. We are going to have a list of fixes below, but some of the big ticket items that we have fixed include: Bears and Cats can now be equipped with hats. This is most likely not a joke... but might be a joke. Double-clicking to equip items was causing passive abilities to get removed from the character. This has been fixed and we were able to retroactively fix the problem for people that have already run into the issue. If you open your saved game in the latest patch, your characters will be repaired. We have fixed a problem where attributes on characters could permanently increase by equipping certain items. This will also retroactively fix the problem in saved games that have characters with this issue. The crash in Raedric's Hold has been fixed. We fixed the looping audio sounds that can occur if you play with minimized tooltips. Previously Wizard summoned items could persist after the spell's duration. This has been fixed and it will also retroactively fix the problem in saved games that have characters with this issue. The items Drinking Horn of Moderation and Talisman of the Unconquerable were causing Ciphers to permanently lower their amount of focus gain. We've included a fix to retroactively resolve the issue on Ciphers but the effect is still on the items. Unfortunately the fix will not fix the broken effect on those items, so you'll need to keep those items unequipped until the next patch. If you do equip them, perform a Save/Load to fix your Cipher. We released this patch earlier today on Steam. You can start downloading it by quiting out of your Steam client and starting Steam up again. The patch should download at that point. For those of you that have Origin and GOG, we are working with them to patch their platforms as soon as possible. We are hoping for all platforms to be up-to-date within a few days. Comprehensive Patch Notes Features Added pro tips to the Glossary. Many new icons for items. Added graphics setting to toggle antialiasing levels. Added new voice set reactivity for lockpick, poison, enemy spotted in stealth, spell failure, death, immobilized, and completed task. Added indicators on the loot screen when looting crafting and quest items. Party can now use lockpicks that are in the Stash. You can now cast AoEs on party member portraits and the spell will be targeted at the companion's location. Digital soundtrack now includes track names, track order, metadata/tags, and album art. Balance Monk unarmed attack buffed by 1 point at the top end. Arbalest damage has been lowered. Fast melee weapons do slightly more damage. Slight bump to sabre damage. Tuned down Mind Blades. Tuned ranges of many Wizard spells to be higher. Slicken spell is now a single hit AoE. Chill Fog is now a friend or foe spell. Curse of Blackened Sight is now foe only. Changed reload speed multiplier from 2 to 1.2 for Sure-Handed Ila. Fixed the price on Seal of Faith. Adjusted price on figurines. Adjusted price on rings. Tuned up the Goldrot Chew. Reduced the penalties for Bonded Grief. Tuned up Bulwark of the Elements. Modified attributes of companions and Itumaak. Raised the bonus for having fewer than six party members from 5% per character under the limit to 10% per character under the limit. Added cooldown to NPC Rogue's Escape ability usage so they won't use it back to back. Rebalanced fight difficulty and spell selection for the Old Watcher. Lowered the scale of the Defiance Bay reputation by 15%. Beloved Spirits adds 0.4 Endurance to Ancient Memory instead of 2. Changed duration of the Flagellant's Path defense penalty. Adjustments to the Mantle of the Dying Boar. Reduced the price of the Brighthollow Hearth and Courtyard Pool. Heart of Fury will now apply to all damage types. Tuned damage on Brilliant Radiance down. Systems Changed one of the fatigue status effects to not end with combat. Fixed save game issues with spells and abilities that place down traps. Fixed issue to prevent Ciphers from casting abilities without the required Focus. Restored modal flag for Reckless Assault. Set Transcendent Suffering to not be combat only. Fixed duration issue with Plague of Insects. Fixed companion audio triggers for some status effects. Fixed issue with Wizard's summoned magical items getting stuck after save and load. Wizards will be restored to a proper state after loading a game. Hunting Bows had the wrong speed descriptor. They are now listed as Fast. Character Hit Autopause option should be working as intended. You can now close the Grimoire and Chant UI with a hotkey. Fixed issue with summoning magic items while unarmed. Fixed delay issue on Knockdown. Fixed a few issues with Dominate and Charm spells. Fixed a bad item mod on the Ring of Protection. Fixed issue with the Terrible weapon mod. Changed bad data in ranger summons. Made Takedown to be consistent with Knockdown. Fixed multiplier on Blooded. Summoned weapons will be removed when Spiritshifting. Fixed issue with bouncing reflected melee attacks. Party members will no longer switch to different weapons after being Charmed or Dominated. Ancient Memory is now Ally only. A summoned weapon will not unequip the grimoire. Fixed Spellstriking mod. Fixed trigger count issue with the Prone reduction mod. DOT spells should clean up properly when combat ends. Fixed Deflection +10 mod. All Exhortations are now combat only. Only play weapon ineffective VO if the attack is hostile. Aggrandizing Radiance will now last until combat ends. Holy Radiance is now combat only. Carnage now works better. Quests Fixed issues with factions and super friend quests with Lady Webb's dialogue. Adjusted trigger in front of the Salty Mast to fix a possible way to skip a required cutscene. Fixed issue with the Winds of Steel quest line. Fixed a trigger outside the First Fires Keep that could have been avoided. Many fixes to music, audio, and VFX to a scene near the end of the game. The prybar should now display the correct image in the Raedric's Hold moat scripted interaction. Changed faction on the Hall of Warrior's containers. Fixed scripted music for the forge knight combats in the keep. Visual effects in the introduction cutscene should now be triggered properly. Fixed conversation of the guards in Raedric's Hold to not repeat. Added cape and armor to the loot for the Fampyr boss. Fix to Osrya's starting timer not being attached to the trigger in the area. UI Fixed sound issue when collapsing the tutorial UI. Fixed issue with double clicking items to equip. This is a retroactive fix and will restore characters with proper stats. Fixed issue where camping supplies were disappearing when added to Stash. Cage Cursor setting should not turn off after loading a scene or cutscene and is now on by default. Fixed cropping on a few portraits. Fixed issue with highlighting dead bodies and containers in the fog of war. Fixed item stacking issue that was stacking items inappropriately. Reduced the intensity of the explored fog of war on the area map, and fixed an issue where the shadow layer was causing the area map to be darker than it should be. Small UI updates to the journal screen. Reworked the enchanting UI to work better with multiple lines. Fixed UI sorting issue in store. Fixed UI sorting in crafting menu. Fixes to Capitular glyphs in end game slides. Fixed issue with stronghold alert widgets not hiding properly. Fixed an issue with weapon mods were incorrectly being displayed in some cases. Drag select should work properly when starting the drag over an enemy. Fixed a few issues with drag select and formation rotation causing issues when the mouse goes over UI elements. Fixed some control issues with holding down keys. Shot on the Run recovery value should be now displayed correctly. Fixed issues to how the HUD fades out during conversations. When the party receives or loses items, those log messages now go to both logs. Cleaned up the character sheet formatting and made more items clickable. Store item names can now take up two lines. Spells now show DT bypass in the description. Consumables now show per-Rest and per-Encounter usage limitations. Other Fixes Fixed stats issue with saving and loading on the same map where a companion is found. This is a retroactive fix and will restore companions and characters to the proper state. Fixed issues with save games in Raedric's Hold, causing the game to not function correctly or freeze. Ranger Animal Companions should not disappear anymore and broken animals will be restored after loading and saving the game. Fixed possible issues with disappearing items and weapons. Minor fixes to a few select voice over lines. Fixed size issues with equipped capes on Godlike characters. Changed Explorer achievement to check for 152 maps rather than 160. Fixed many issues where combat would not end properly. Updated credits with more backer names. Updated paperdoll level up lighting. Scripted music should now be restored properly after loading a game. Updated Temple of Eothas render. Fixed some rendering issues with Fog of War on some areas. Fixed sounds on movie that plays near end of game. Reduced antelope feet sliding. Fixed issue with weapon caching causing issues when weapons are swapped. Interstitial music no longer loops. Fixed issue where party members could take damage in cutscenes. Fixed voice cues during looting for full inventory. Fixed transparency on ghost characters. Fixed issues with cutscene pathfinding if the game's process is halted. Fixed issue with Expert mode settings getting saved improperly. Fixed issue where characters were not properly stopping at the last waypoint of their path. Adjusted Skuldr scream vocals. We now handle some edge cases in resolution management on some hardware configurations. Fixed issue with the party member Knockout achievement not reporting the correct numbers. Crowfall Our friends at ArtCraft Entertainment just finished up their Kickstarter for Crowfall, a really cool MMO being made by some serious industry vets. In Crowfall, players each get their own personal Kingdoms that they own and that other players can visit. Kingdom owners have full control over who can enter, trade rules, and taxes. It has the potential to be really amazing. Mix in the Campaign Worlds, limited time campaigns that players can play through, and you have a recipe for a great time. If you missed out on the Kickstarter campaign, you can still pledge now. Just head over to their website for more details.
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