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Patch 1.1.0 Updates Thread


David Benefield

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Hello Beta Patch folk!

 

Version 1.1.0 is almost ready for release. The Devs have been working on this patch for quite a while, and our QA team has been doing the best they can, but we would love to get your help again in seeing if anything has snuck by them.

 

You can find instructions on how to opt in to the beta branch on this thread.

 

Due to the quantity of fixes in this patch (there are well over 1000 fixes in this update), we won't be exhaustively listing them all out. Below are all of the features and a small subset of the fixes in this patch. We'll continue adding to this list as we near the patch release.

 

For those who have modded the game

You may have to uninstall or update your mod when you update the game as they may not be compatible with v1.1.0

 


Build 1.1.0.0034 Updates

The following are all of the updates that occurred between build 31 and build 34.

  • Fixed some Digsite Sublevel encounters that were not playing their emerges.
  • Null check fix in NavigationPath.ClearCorners which was occasionally causing transition / load failures booting back to main menu. (Forum log)
  • Fixed some Partial hair for Maia and Eder
  • Fixed all in-game achievement icons no longer displaying in the Achievement UI or the Achievement notification
  • ‘Start and Skip Intro’ localization added
  • Added some missing Korean Localization

 


Build 1.1.0.0031 Updates

The following are all of the updates that occurred between build 29 and build 31.

  • Potential fix for very long start-up time (before the Obsidian logo was shown)
    • If you were experiencing this bug, please let us know if this is resolved for you in build 31.
  • Removed the "Show News" game option, which in turn fixes the Disabled News bug
  • Fixed issue with opening the Options in the Prologue after Character Creation resetting the player's class when arriving to their body.
  • Fix party AI not reconnecting decision trees when dismissed and recruited. 
  • Various Partial hair fixes
  • Fixed the Ability Bar subrows flickering for 1 frame when you hovered over a spell level icon.
  • Hasongo, Ashen Maw, and Ukaizo are now flagged as "Critical Path" for level scaling purposes. 
  • Fixed issue where auto-granted abilities weren't added back when retraining.

 


Build 1.1.0.0029 Updates

The following are all of the updates that occurred between build 23 and build 29.

  • Companions now support Partial hair.
  • Mirke now has eyecolor
  • Dead body loot containers no longer display as unlooted after save / load or area transition.
  • Removed AnimationControllerPlayer leak that was likely causing the game to run slow after 4+ hours of play. 
  • Fixing HD Weapon textures not loading in paper doll.
  • All encounter changes for PotD are now in.
  • Correction! Maia will no longer leave the party right after entering The Brass Citadel, but will do so when the player approaches the Powderhouse.

  • Ship combat balance and combatant count updates:
    • Made Closing to Board less punishing for players by lowering the base damage values for hull, sail, and crew damage.
    • Increased damage for ramming ships (both to the rammer and rammee).
    • Reduced the accuracy given per rank of cannoneer.
    • Reduced Ship health by ~20%.
    • Added opponent deck defender count to ship duel UI.
    • Globally Updated ship combats to have a 1:1 ratio of combatants to crew. Enemy Ship Defenders are now shown separately.

 


Build 1.1.0.0023 Updates

Please note that this is just a fraction of the changes made, we'll be updating this post to be more inclusive of all the changes soon.
 
New Features & Updates
  • Intro Skip Added
    • There is now a Start & Skip Intro button that brings the player directly to the second level of the game.
    • This feature becomes available after you have played through the intro once, or loaded a save (after getting the update).
  • Veteran & PotD Balance Improvements (Still in Progress!!)
    • Armor and Penetration now scale up on PotD.
    • Many encounters have had units swapped out for tougher versions.
    • Some encounters have had units added or set to ambush the party during the encounter.
    • In Progress: Build 23 does not yet contain our updates to the following areas, these should be in our next update to the beta
      • Hanging Sepulchers
      • Hasongo
      • Cliffside Temple
      • Drowned Barrows
      • The Ashen Bridge
      • The Jagged Keep
      • Lair of the Ancient
      • Poko Kahara
  • AI support and updates:
    • All Conditionals have now been categorized in the Custom AI menu
    • The AI Toggle button on the ability bar now supports cycling through: Attacking while using Abilities, Attacking while not using Abilities, and Not using AI
    • The following actions can now be conditionalized in Custom AI: Using Consumable quick slot items, Activating Modals, Switching Weapon Sets, and Basic Weapon Attacking
  • Ship Resupply
    • A  new "Refill Ship Supplies" button can now be used to conveniently purchase ship supplies from any storefront that sells Medical Supplies, Cannon Shot, and Repair Supplies
  • World Map Legend Added
    • A new Map Legend has been added that allows all icons on the World Map to be filtered by category
  • Character Appearance Improvements
    • Character Appearance can now be changed in-game via the Appearance button on the Inventory screen (Player and adventurers only)
    • Character Hairstyles are now rendered naturally with some Hats (Player and Adventurer only for now, companions coming before we launch the patch)
    • Eye Color customization has been added.
  • Graphics options expanded
    • New Toggles have been added to the Graphics menu to enable/disable certain visual features.
  • News Feed Updated
    • The News Feed on the Main Menu has been revamped to include links to the latest articles, DLC, and social media

Major Issues

  • Leveling up characters with bonus weapon sets no longer causes a black screen
  • Resolved an issue that blocked users with certain permissions from loading saves.
  • Creating a multiclass character with spells and non-spell abilities no longer blocks character creation.
  • Many edge case crashes (reported by users) have also been resolved.

General Issues

  • Retraining a character (Respec) will no longer remove learned talents & abilities such as watcher abilities nor purchased skill bonuses
  • Ships on the world map no longer move while time is stopped (If the player's vessel is not moving)
  • Watcher's can no longer purchase more supplies than their ship can hold
  • Eder & Xoti no longer repeat the same banter over and over.
  • And many many others! (We will continue to add the most prevalent ones to this list)
Quest Issues (Potential Spoilers!)
  • Sealed Fate now fails if Degnos dies before the quest is completed.

Edited by David Benefield
Updating spoiler that said the bug instead of the fix.
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  • Character Hairstyles are now rendered naturally with some Hats

 

Only works for the Watcher, companions are still bald headed when wearing hats.

 

 

Thanks! Companions are being worked on at present. We plan to have them in before the patch goes live, but I'll update the original post as well.

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When I finish character creation, the window closes but nothing else happens. I can wander around Berath's table and open the ESC menu, but none of the buttons do anything so I can't leave (or quit the game without an ALT-F4).

 

Character: https://imgur.com/a/bzfPJda

 

Mods: one, which changes up some of the class skills for Rogue and Cipher.

 

This bug wasn't present with a single-class character. (This might actually be the character creation bug listed above, "Creating a multiclass character with spells and non-spell abilities no longer blocks character creation.")

 

***I removed my mod and character creation proceeded normally. When I made it I didn't bother removing anything else so the entirety of characters.gamedatabundle (from 1.0.0) was getting loaded. Might be worth adding a warning about mods somewhere.

Edited by Cheston
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I'm definitely on version 1.1.0.0023, but I don't have the "start and skip intro" button. I actually have a blank space between "start game" and "cancel" where the button should be when I try to start a new game.

 

Looks like you have to play through the intro at least once after installing the patch. I played through the intro once, and the button to skip appeared the next time I started a new game. (I'm fine with this, would be a good addition to the patch notes though.)

Edited by Cheston
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  • Veteran & PotD Balance Improvements (Still in Progress!!)
    • Armor and Penetration now scale up on PotD.

 

Flat bonus + 2 to Armor and Penetration on PotD now. Not sure if it does scale on top of that.

 

Veteran vs. PotD (btw. values are moddable now):

 

 

"Difficulty": "Hard",

       "HealthMultiplier": 1,

       "AccuracyBonus": 0,

       "DefenseBonus": 0,

       "ArmorBonus": 0,

       "PenetrationBonus": 0,

       "LevelMultiplier": 1,

       "RecoveryTimeMultiplier": 1,

       "DisengagementAccuracyBonus": 0,

       "HostileEffectDurationMultiplier": 1

      }, {

       "Difficulty": "PathOfTheDamned",

       "HealthMultiplier": 1.25,

       "AccuracyBonus": 15,

       "DefenseBonus": 15,

       "ArmorBonus": 2,

       "PenetrationBonus": 2,

       "LevelMultiplier": 1,

       "RecoveryTimeMultiplier": 1,

       "DisengagementAccuracyBonus": 0,

       "HostileEffectDurationMultiplier": 1

 

Edited by Tanred
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Hey Mr moderator

 

Thanks alot for the patch

 

Did you fix the rogue bug where DOT ends Invisibility. Ive been waiting for this to get fixed so I can play the game. 

 

Would be great if you can let me know so i can start playing

 

thanks

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I'm definitely on version 1.1.0.0023, but I don't have the "start and skip intro" button. I actually have a blank space between "start game" and "cancel" where the button should be when I try to start a new game.

 

Looks like you have to play through the intro at least once after installing the patch. I played through the intro once, and the button to skip appeared the next time I started a new game. (I'm fine with this, would be a good addition to the patch notes though.)

 

I saw the intro and said fk that before even going halfway, then I loaded another save (which was obviously way past the intro) and went back to the main menu and then the skip button was there.

 

I say it doesn't skip far enough though. Should seat us with Berath right away.

My Deadfire mods
Out With The Good: The mod for tidying up your Deadfire combat tooltip.
Waukeen's Berth: Make all your basic purchases at Queen's Berth.
Carrying Voice: Wider chanter invocations.
Nemnok's Congregation: Lets all priests express their true faith.

Deadfire skill check catalogue right here!

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Great stuff about A.I. conditionals and hair styles while wearing hats! Looking forward to the patch’s release. :)

 

In the final patch notes it would be great if you could specify which fixes will NOT affect saved games.

"Time is not your enemy. Forever is."

— Fall-From-Grace, Planescape: Torment

"It's the questions we can't answer that teach us the most. They teach us how to think. If you give a man an answer, all he gains is a little fact. But give him a question, and he'll look for his own answers."

— Kvothe, The Wise Man's Fears

My Deadfire mods: Brilliant Mod | Faster Deadfire | Deadfire Unnerfed | Helwalker Rekke | Permanent Per-Rest Bonuses | PoE Items for Deadfire | No Recyled Icons | Soul Charged Nautilus

 

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Any rough idea on an ETA for the non-beta version of the patch? I'm trying to decide whether to wait on that, or run with the beta and take my chances...

 

Likely either late next week or the week after that. We want enough beta testing to ensure nothing catastrophic was introduced. We also have a few additional small things we will be adding in as they are finalized (companion partial hairs with hats, etc.). We also just found one of the bad memory leaks today and fixed that up so that will likely be added as an update to the beta patch Monday or Tuesday.  

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Twitter: @robyatadero

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Any rough idea on an ETA for the non-beta version of the patch? I'm trying to decide whether to wait on that, or run with the beta and take my chances...

 

Likely either last late next week or the week after that. We want enough beta testing to ensure nothing catastrophic was introduced. We also have a few additional small things we will be adding in as they are finalized (companion partial hairs with hats, etc.). We also just found one of the bad memory leaks today and fixed that up so that will likely be added as an update to the beta patch Monday or Tuesday.  

 

Kudos guys. We appreciate all the hours you're putting in. Take care of yourselves, and have a good weekend.

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"Art and song are creations but so are weapons and lies"

"Our worst enemies are inventions of the mind. Pleasure. Fear. When we see them for what they are, we become unstoppable."

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Just wanted to ask, the difficulty tunning as you mentioned is still in progress. Does it mean, that whenever new changes in this area will be introduced, they will be present in my game in progress? Or does it mean, we will have to start over? Another option I saw was that it will take effect in areas that were not loaded yet. Thus does it mean, that If I get into a big area (the city) I will be playing the whole area without changes?

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Are the character dispositions and the influence system fixed or should I wait for the actual patch? :)

 

eta: They seem to be fixed, at least Aloth no longer has both autonomy and benevolent stewardship. But then again, now he only has five dispositions to Edér's eight and Xoti's seven for example. But I guess that's just how it should be.

Edited by Osra
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