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Patch Notes for 1.1.0.0035


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#121
tinysalamander

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Fighter/Ranger option for Edér, pretty please… :cat:


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#122
dot-borg

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There was an issue with the Linux Version on GOG, that we are working to resolve in the next few hours.

When?


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#123
evilcat

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Fighter/Ranger option for Edér, pretty please… :cat:

It could even be Ghost Heart. Power to summon all animals Eder pet in the past.


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#124
drael6464

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Interesting character changes. These seem primarily concerned with OP class powers, in particular multi-class combinations. 

 

My issues - preist still underpowered. Cipher still underpowered at low levels. Battlecasters/weapon summoners still don't work properly (needs an AI condition - at beginning of every battle, to cast summons) - summoning is too slow, even with the talent, and why did you nerf preists spiritual weapon? 

 

The issue here with weapon summoners and battle casters isn't power, it's that you can't use them without micromanaging them, and by the time you use even one buff, and one weapon summon, much of most battles is over.  

 

Paladin seems like it still might be a tad OP due to all the resistences/immunities. Debuffs and effects like paralyze are what makes combats extra challenging. Paladin should have some immunity to these, but looks like this wasn't addressed. 

 

Restricting cleave to one proc is definately the right move. With the justified rogue boost, a dual wielding fast weapon riposte rouge fighter might be as interesting as a monk/fighter. Or for that matter a monk/rogue. 

 

Ranger companion boost probably isn't enough. Perhaps ranger companions should give a buff like pets and familiars. Just add a bit of flavour to make it seem more fun. 

 

I can say I agree with MOST of that. As much as I personally enjoy min/maxing, you never want it to feel cheap. And some of the combinations this nerf dealt with were 100 percent cheap. 

 

But my misgiving is that you've taken such a hammer to all of this, it makes class selection a bit less interesting - when you could have just nerfed the most OP things, and boosted up the weaker classes. 


Edited by drael6464, 09 June 2018 - 04:14 AM.


#125
drael6464

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i vehemently detest how they handled class balance. Instead of buffing the weak classes up to t1 classes what we got instead of is myriad of builds getting destroyed because obsidian felt thats how they should balance. Fook that. People are already playing this game, you cant make this drastic changes mid-way. You want to increase difficulty, buff the weak classes to have their own niche, let every class "retain" their flavour. THEN you balance the Veteran & PotD. I agree, difficulty should be increased greatly, but you should do that on different medium. I am severely disappointed now, and very discouraged to even continue playing anymore. These guys removed the best aspect of multiclassing, creating unique builds. Now they all the classes i liked feel bland. Priest completely lost the reason i used them :Dire Blessing and Devotions of the faithful. Everything else she can do other classes do it much better. Her niche was her buffs that now you can easily live without. Monk is completely decimated, lost about 45% lash damage (15 from LS, 30 from TW) . I can go on. Every class had whatever made them strong taken away. 

 

I do not want to play bland classes, period. If you want me to deal with Monk's extremely high stat requirement(he literally needs every single stat), his need to take damage, and deal with his attention needs, he needs to give me something.This is a single player game. If you ruin people's fun in the name of balance you'll lose them. In first game classes felt bland, only at higher levels they became different enough from one another. Do not make the same mistake here. I finally was excited to create builds in this game, which you did not even let us have for more than a month. Revert class nerfs, buff weak classes further. Until then, i will never update this game.

 

ps: Again i should mention, i agree difficulty should be increased greatly and items should be nerfed. An item should not have more than 1 gimmick, and some had far too many affixes. Let them have no more than 1 major and 1 minor buff for the most powerful ones.

 

Yeah, I agree with this. Maybe not as passionately as you, but I feel they could have focused more on just the most OP combinations and increased the power of the least, rather than taking a nerfhammer to everything in sight. In the first game class choice did feel bland. It felt like, until you got higher level, like it didn't matter what you chose. 

 

I still think that there will be useful class combinations here, but it does feel a bit like they might have trimmed too much. Multi-cleave definately had to go, and some of the reproc items (and maybe some paladin stuff), but they really didn't need to nerf that much. 

 

On a side note, I always felt like monk and cipher were annoying in that they uniquely had to build up points during combat. It's very micromanagey.  A) it'd be nice to be able to play a cipher as a dedicated spellcaster and B) I'm sure they can come with other benefits to light armour for a monk - like perhaps certain abilities only work in light or no armour. 

 

From a flavour perspective though, this doesn't gel with me the same way the cat people, and people with glowing blue skin don't gel with me. It's a bit "big, bright and colourful", and I don't really like my fantasy like that. It just feels like throwing colourful stuff at a wall rather than something coherent and compelling. 


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#126
Aov7.NATREZIM

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Where three crowns?



#127
E.RedMark

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hey..whatta mean with this ? 

 

  • Spoiler

I mean 

 

Spoiler



#128
Night Stalker

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how the author suggested also a check on the status effect should work but i am not able to set that (and idk if him has suggested me to try cuz it is doable or if it was just a consideration about a next add-on)

That status effect (the one when the cipher becomes "ascended") is a unique status and doesn't have a check in the conditionals page, but that would be a much easier way to make a mod for that condition.

Indeed, it seems like somebody did just that.
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#129
kilay

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how the author suggested also a check on the status effect should work but i am not able to set that (and idk if him has suggested me to try cuz it is doable or if it was just a consideration about a next add-on)

That status effect (the one when the cipher becomes "ascended") is a unique status and doesn't have a check in the conditionals page, but that would be a much easier way to make a mod for that condition.

Indeed, it seems like somebody did just that.

 

 

Yep, already translated to Italian , after a little time should be available on Nexus



#130
linzlotus

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There was an issue with the Linux Version on GOG, that we are working to resolve in the next few hours.

When?

 

I would like to know too...


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#131
Blades of Vanatar

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I stopped my current run mostly to try a new character idea, and only waited for the patch because it happened to be coming out soon. There was really only one bug that bothered me in my playthrough and I was wondering if anyone knows if this particular bug was fixed.

Does Serafin's quest still not resolve?


No. It’s as bad a situation as the BG Dagger quest that Beams can’t seem to fix.

#132
AndreaColombo

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Could someone put into spoiler tags what the issue is with Serafen’s quest? I don’t recall running into an issue but maybe I just overlooked it.

#133
Psychovampiric Shield

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There was an issue with the Linux Version on GOG, that we are working to resolve in the next few hours.

When?

 

I would like to know too...

 

Apparently it is going to be a few lengthy hours.


Edited by Psychovampiric Shield, 10 June 2018 - 06:59 AM.

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#134
ThacoBell

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Could someone put into spoiler tags what the issue is with Serafen’s quest? I don’t recall running into an issue but maybe I just overlooked it.

There aren't any spoilers there. When you "finish" his quest there is no close. No banter like, "Thanks for the help", no confrimation from the game that you did it, it just quietly cloeses in your journal and the game acts like it never happened.

@Blades of Vanatar Its not that bad. At least you can DO the quest. With the dagger, Beamdog introduced an interesting plot hook that felt like it was going somewhere before effectively saying, "Oh you wanted resolution to that? Nah, we changed our minds."



#135
AndreaColombo

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Did you speak with Serafen of your own volition afterward? I got a final dialog about Remaro and Serafen gave me a magical hat. Granted, it would have made more sense for Serafen to “want to talk”, instead of waiting for me to do it... but still.

#136
Abbadon

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Good stuff! 



#137
ThacoBell

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Did you speak with Serafen of your own volition afterward? I got a final dialog about Remaro and Serafen gave me a magical hat. Granted, it would have made more sense for Serafen to “want to talk”, instead of waiting for me to do it... but still.

I can't seem to figure out spoilers on this forum. But what about what happened when you next left port? Remember the circumstances around Remaro.



#138
M4xw0lf

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Does Soul Blade suck now? Focus to damage conversion reduced by 50%... no more soul annihilation AoE (with Wotep)...


Edited by M4xw0lf, 10 June 2018 - 12:25 PM.


#139
evilcat

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Does Soul Blade suck now? Focus to damage conversion reduced by 50%... no more soul annihilation AoE (with Wotep)...

Well, you can play SoulBlade and never use Soul Anihiliation at all, but nosub or Ascendant would probably be better.

YOu may play SoulBlade /Assasin, and use backstab Anihilitaion is some boss fights.



#140
Xaratas

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[qoute]The "Stash" glossary entry is no longer parented under "Damage Types". "Slashing" glossary entry is now parented under "Damage Types".[/quote]

Nope, does not work. Now only the damage type “raw damage” is linked.






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