Jump to content

Question

Posted

Hello Beta Folk!
 
The Team has been working hard on getting Version 1.2 ready. This is a bigger patch stuffed with a bunch of fixes, some new features, and some balance changes (see notes below). Windows and OSX version are now available on the beta branches on both Steam and GOG. Linux needs to have an issue resolved before we can add that to the beta for Steam.
 
We'd really like your help in making sure that these changes & fixes are not having any unintended effects on your game. Specifically, please keep an eye out for:

  • Cases where click-ables cannot be clicked (related to our Fog of War changes)
  • Class/abilities not working correctly (related to our changes for Mod support)

Thank you so much for your help in testing out these beta patches! 


UPDATE: 6/28

Hello all! 

 

We are placing an updated build onto the beta branches of Steam and GOG.

 

Build 1.2.0.0009 Updates

  • Linux Build is now available!
           If you have any issues with this Linux update, please try restarting your steam client.
  • Deleting mods, using the up/down arrows for load priority, and clicking the refresh button now work properly.
  • Fixed a rare issue where sometimes save games couldn't be loaded.
  • Fugue Spore poison Charm effect has been changed to Confused and its duration has been slightly increased.
  • Resolved an issue where some entries in the Companion Relationship history UI were blank.
  • Sungrazer Flail Extinction Event can no longer trigger off of its own attack.
  • All consumables now have a scaling keyword on their base ability to ensure that each one properly benefits from scaling.
  • Scroll of Circle of Protection will now play VFX properly and end its duration.
  • Scroll of the Helpless Beast is now PL 0 and scales only with Arcana and Power Level bonuses.
  • Potion of Form of the Fearsome Brute no longer scales its Ogre form passive effects based on attributes.
  • Frost Bomb is now properly set to PL 0, so it will no longer receive scaling penalties.
  • Wahai Poraga now has the correct Penetration value from pollaxe data.



Build 1.2.0.0008 Updates

New Features

  • Added mod support for character backgrounds, voice sets, and Classes.
  • Mod Manager added!
    • We have just put in a Mod Manager to work with Nexus Mods. We're still working out the kinks though. Here are some of the known issues we are working on.
    • Known Issues:
      • Unable to delete mods, refresh list or move mods on priority list.
      • View Documentation button leads you to eternity.obsidian.net.
      • Part of UI does not scale properly at low resolutions.
      • Localized text is not yet in.
      • Long titles are displayed in very tiny font.
  • The Player Stash now has a search feature.
  • Holding shift while selling things from your stash will now add items without prompting the player about stack sizes.
  • Reputation screen now displays the player choices that led to changes with the companions's relationship.
  • New UI for Crew Injuries has been Added.
  • Added UI to recommend which companions to bring on quests relevant to those companions.

Major Fixes

  • Fixed an issue where party members who were knocked out during a save state would be dead but still be in the party upon loading the save.
  • Players no longer spiritshift when drinking from the pool at Outcast's Respite.  This was causing issues with equipment missing upon loading a save where the user was spiritshifted.
  • Various CPU performance improvements have been made across the game.

Companions/Crew

  • Players can no longer pickpocket their party members that aren't in the current party.
  • Fixed an issue where Vela would disappear from the player ship when wanting to bark at a party member.
  •   Reveal hidden contents

User Interface

  • The tool tip that breaks down player health in the character sheet now displays the proper amount of health.
  • All active animal companion abilities now properly display on both the Ranger and animal companion ability bars.
  • Fixed problems with the ability bar detecting the active/queued state of modal abilities in no modal group.

Quests

  Reveal hidden contents


 
Miscellaneous

  • Sky Dragon Wurmling pet now properly appears when importing Pillars of Eternity 1 saves
  • Fog of War & Line of sight calculations have been made more precise.
  • Player Ship now always displays a World Map icon (addresses rare instances where the game could get stuck in this state previously)
  • Heart of Fury has been removed from the default AI behavior so as not to proc too soon and use rage when enemies are not in melee.
  • Close to Board now deals less damage to player ships to better match a player continuously moving at Full Sail.
  • The in-game year has been fixed to show the year 2828.
  • Enemies affected by Dismissal no longer stay alive and become permanently untargetable.
  • Monastic Unarmed Training now replaces the character's default unarmed attack with the base Monk attack.
  • 2H Melee Weapons have each received +1 additional Penetration.
  • Effigy's Resentment Zahua +15% Buff Duration -> +5%.
  • Effigy's Resentment Caroc +1 Pen While Stealthed -> +1 Weapon Penetration vs Kith.
  • Charmed is now removed if the charmed character is damaged by their new allies.
  • Alchemy Skill no longer affects "Poison" keyworded spells and abilities. (It still affects applied poison consumables)
  • Prices of Galleon and Junk ships have been doubled.
  • FogOfWar now resets its "Disabled" state when OnGameStateReset events are called.
  • Consumables are no longer affected by Might, Intellect, or Perception bonuses.
  • Consumables now only scale up from their respective skill and status effects that modify Power Level (they are longer affected by character level).
  • Consumable effects were also re-balanced to scale from base level 0 upwards (to match skill advancement from 0). This will also prevent penalties from appearing when using higher skill items.
  • Figurine Items are now charged items with an additional limit of 1/Rest use.
  • Class Role entries are no longer hidden in the glossary.
  • Marine Godlike Water immunity now only applies to hostile effects.
  • Removed game data related to cut ability "Gift of Hope".
  • Spoilers:
    • Nemnok's party wide effect now lasts as long as he is equipped.
    • Party members are no longer incorrectly indicating that they want to talk upon arriving in Ukaizo.
    • Achievement "Infamous Captain" should now properly complete as soon as players get into combat with their crew during a mutiny.
    • Arquebus "The Red Hand" is now obtainable in Ermezzo's storeroom.
    • Modwyr's Eager Lover bonus can now only be gained when attacking hostile characters preventing players from exploiting and going into combat with the beneficial effect.
    • Fixed exploit where players could obtain infinite experience by unlocking Castol's office door, then save, load the save, then unlock the door again.
    • Fixed an issue where players could have their party members run past the scene barrier and not be seen in the Old City.
    • Yellow-Eye Three will no longer confront you about sneaking around if you've received Arkemyr's invitation.
    • The hidden door in the Drowned Barrows no longer displays and allows players to transition to the next area without triggering the hidden switch.

Class Changes

  Reveal hidden contents


 
Item Changes

  Reveal hidden contents

 

  • Like 27

Recommended Posts

  • 0
Posted

I've tried the new Whispers of Treason and have some thoughts.

 

Cancelling the charm if you attack the enemy makes sense and is an appropriate change... but, if your companions have already selected a target for an attack, they still attack the same target, even if that target is now on your side. And you can't always tell who a companion is targeting when you are picking your own targets (plus they can change while you are casting). Meaning, at the Engwithan digsite, my companions were regularly cancelling the charms as soon as I placed them (at least until we were surrounded by enough enemies that I could pick one from way in the back). It still worked in the end, but it was more tedious.

 

Re-targeting every single companion before and after casting Whispers of Treason is a little too much micro-management for me. Perhaps the devs could add something so that the companions automatically re-target if their current target becomes friendly, even if they've already selected their action? (They do still re-target after an action completes, of course, but since they are almost always in the middle of one action or another, that's where the problem occurs.)

 

The new range is going to be problematic for squishy ciphers attempting to cast Whispers of Treason from stealth before a battle starts. They'll need higher stealth and maybe boots of speed to run away after casting, before they get surrounded.

 

==

 

I'm kind of sad about Virtuous Triumph, but it was pretty over-powered -- limitless zeal regeneration (given how easy it is for paladins to defeat enemies with full-attack FoD), and available to multi-classes. Better to take the passive that gives you one extra zeal now, instead.

 

==

 

I've avoided any builds based around Alchemy and Arcana since it was pretty obvious they would need to be fixed. But did Arcana actually get fixed? I don't see it on the list, only Alchemy in reference to poison spells/abilities, plus an ambiguous "removed overridden scaling" for potions, poisons, and drugs (I don't see a similar message for scrolls).

  • Like 2
  • 0
Posted (edited)

The update fixed the bad performance in some areas for me.

 

Unfortunately the "Xoti wants to talk but normal conversation happens" bug is still there, if you talk to her the icon disappears but as soon as you select her again the glow behind the icon comes back (the icon itself doesn't).

Edited by Daled
  • 0
Posted

Great patch, thanks. You are in the right track.  Kudos for chanter changes, specially. A few points:

 

1. I cannot understand how hard it would be to show skill trees on demand. I mean, it's been a thing since at least diablo 2...

 

2. Are illusionists getting more dough in the future? I remember director talking about Trickster and Illusionist both.

 

3. Can you please explain exactly how Alchemy/Explosive scaling works atm? I believe 99% of the players have no idea, myself included.

  • Like 4
  • 0
Posted
  On 6/28/2018 at 4:23 AM, jww said:

Was the Defiant Apparel's Captain's Eye effect changed to no longer give -5 deflection when flanked? Previously, you had to click on "Captain's Eye" to see that (it wasn't in the basic item's description). Now, I don't appear to be able to click on Captain's Eye anymore, so it seems like it only has the perception resistance, but I don't see it on the list of item changes.

 

Just to follow up on my own post, Captain's Eye still gives you -5 deflection when you are flanked, but there no longer appears to be any way in the item description to learn about that (you can no longer click on Captain's Eye to get more details). It seems problematic to have detrimental effects completely hidden from the user in the item description, particularly on equipment you are given when starting the game.

  • Like 2
  • 0
Posted (edited)
  Quote
  • Ancestor's Honor is now Ancestor's Memory and now grants the Brilliant Inspiration for 12s instead of +1 Empower Point.

 

hmmm brilliant as a pl7 cipher ability... level 13 single class, level 19 multiclass... Huge buff for pure cipher, and I'm very glad to see that status effect come back in some form

Edited by Redicular
  • 0
Posted (edited)

Ah, I had missed that pearl.

 

Was the Brilliant Inspiration at all changed?

 

If not, I don’t get why PL7 for Chanters was a no-go but PL7 for Ciphers is ok. The Chanter’s invocation was nerfed into complete uselessness and now another class gets Brilliant at the same PL and that somehow makes sense.

Edited by AndreaColombo
  • Like 2

"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

 

  • 0
Posted (edited)
  On 6/28/2018 at 7:56 PM, AndreaColombo said:

Ah, I had missed that pearl.

 

Was the Brilliant Inspiration at all changed?

 

If not, I don’t get why PL7 for Chanters was a no-go but PL7 for Ciphers is a ok. The Chanter’s invocation was nerfed into complete uselessness and now another class gets Brilliant at the same PL and that somehow makes sense.

 

near as i can tell brilliant is still its stupidly overpowered self

 

at a guess? ciphers are(were? haven't tested all the changes) considerably weaker than chanters, ciphers have much worse MAD syndrome - meaning harder to min/max durations, cipher resource requires you to stop casting(so you can weapon attack) to regen whereas chanter could regen 2 phrases during the cast time of an ability(if troubador and the ability is slow enough)

 

all told, ciphers cast much rarer making it much harder to keep brilliant up on everyone all the time.  It might still be possible but that would be the entire build for the cipher(massive action speed+ recovery- to get focus back as fast as possible, stupid amounts of INT to get decent duration, stupid amounts of PER/acc, again to get focus back, and even then the cipher probably can't afford to cast anything else).

 

Still would like the status to be available on at least one other class - priest level 9 spell maybe?, most of  those suck, maybe ranger since their level 9 still remains a joke... xoti gets withdraw for free at pl2, rangers get a worse version at level 9

Edited by Redicular
  • 0
Posted

Ascendant with max DEX/PER/INT can use Reaping Knives on the party's DPS characters for steady focus gain, Time Parasite for extra speed, then Brilliant on everyone. May not be able to keep it on all the time, but certainly a lot.

 

 

All the while Form of the Fearsome Brute, I am told, still has +100% recovery on its armor (along with other issues, all of which persist from the beta days)...

"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

 

  • 0
Posted
  On 6/28/2018 at 3:31 PM, Shake Appeal said:

 

  On 6/28/2018 at 3:10 PM, Dr. Hieronymous Alloy said:

 

  On 6/28/2018 at 2:49 PM, Insolentius said:

You'll end up using them when you're overwhelmed in combat as a limited (but highly powerful) resource 

 

 

 

 

 

That's how I play with them already anyway. The real change will be that now I'll fret a lot about "wasting" charges etc.

 

It's similar to the way some people hoarded per-rest resources in the first game. It's a psychological thing. I don't use figurines that often but when I do use them I don't want to fret about maybe needing them worse later in the game.

 

Yep, I struggle intensely with using anything consumable in RPGs, and always end up with an endgame stash flooded with items I was saving for "a harder fight."

 

 

I just want to say to you guys: YOU CAN BEAT THIS!

You don't have to live your life this way!  :grin:

 

I managed to beat this problem myself. The only way forward is through. Use those items. Use 'em. Keep using 'em. For an entire playthrough, SPAM CONSUMABLES. It'll hurt, but you'll survive, and you'll be like "Wow, this is actually okay!" and it won't bother you in future.

  • Like 1
  • 0
Posted
  On 6/28/2018 at 7:56 PM, AndreaColombo said:

If not, I don’t get why PL7 for Chanters was a no-go but PL7 for Ciphers is ok. The Chanter’s invocation was nerfed into complete uselessness and now another class gets Brilliant at the same PL and that somehow makes sense.

I think they give it to ciphers because they can't use it on themselves...

  • Like 1
  • 0
Posted
  On 6/28/2018 at 9:17 PM, Kaylon said:

 

  On 6/28/2018 at 7:56 PM, AndreaColombo said:

If not, I don’t get why PL7 for Chanters was a no-go but PL7 for Ciphers is ok. The Chanter’s invocation was nerfed into complete uselessness and now another class gets Brilliant at the same PL and that somehow makes sense.

I think they give it to ciphers because they can't use it on themselves...
They also gave it to them because chanters could do it in an aoe to the whole party at once. Ciphers could do it to everyone but themselves and they have to cast it on each party member one at a time. Huge difference between the two.
  • 0
Posted (edited)
  On 6/28/2018 at 12:56 AM, David Benefield said:

Paladin

 

Shieldbearer LoH prevent death Duration 5s -> 4s.

Virtuous Triumph 100% Zeal on Kill -> 25% Chance on Kill.

Hands of Light Zeal Cost 1 -> 2.

Greater Lay on Hands Zeal Cost 1 -> 2.

Enemy Paladin AI now shares AI cooldowns between different Lay on Hands types.

 

I really don't like the zeal cost nerf on lay on hands..... I run Pallegina as a single class paladin for my healer in group and nerfing LoH to cost 2 zeal is really going to kill her as my main healer. This realllllly hurts her as a solo class party healer and I hope it gets changed back. I really want her in the party as healer as I dont want xoti or tekehu. Here's hoping the message gets through.

 

Please reconsider this change!

Edited by Gunnaku
  • Like 1
  • 0
Posted (edited)

Thanks for boost wizard sub-classes. Now the specialist wizard in multiclass compete with true wizard in chosen area. Nice way differentiate single to multi-class. :yes:

///////////////////////////////////////////////

 

+1 PEN for 2handers is great news, although

compare PEN of two-handed sword vs blunt light stick (staff)

staff should get rather recovery 4s -> 3s and keep PEN as it was

staff is very fast and agile weapon, also good for defense. Staff is definitely not an penetration expert.

Thanks for consideration

Edited by gGeorg
  • 0
Posted
  On 6/28/2018 at 4:31 PM, AndreaColombo said:

Weren’t scrolls scaling with Arcana and potions with Alchemy? If that’s no longer the case, neither are worth using at all anymore.

 

Poison scale with Alchemy. 

  • 0
Posted

Hey-

So the fish merchant in Queen's Berth - the items that he sells an infinite amount for purchase only allows me to click the up arrow to the amount of "2" then I have to manually type in the remaining amount.

 

Not sure if intended or was introduced with a previous update.

 

That being said, would still love to see more balance in regards to enemies too - game could be tougher still.  I mean, I remember pre-BG2 games that really made you have to work for those levels to pass certain stages - like Pools of Radiance, but that was so long ago who knows if I am remembering correctly ... :)  I mean I always used Ultima V as my standard for RPGs ...

“How do you 'accidentally' kill a nobleman in his own mansion?"

"With a knife in the chest. Or, rather, a pair of knives in the chest...”

The Final Empire, Mistborn Trilogy

  • 0
Posted
  On 6/28/2018 at 2:44 PM, Dr. Hieronymous Alloy said:

I'd have preferred to see figurines just per rest rather than per-rest AND charged. 

 

I hate using charged items of any kind  in games like this, it makes me feel like the item is "damaged" as there is no way to replenish charges.

True. I use them because i can use them again. I don't like charged items. But i do like the summons. And they are expensive enough to buy anyway. I don't want 5k gold gone in 5 summons.

  • Like 3
  • 0
Posted

I was using summons in alternative to the usage of charme.

 

Now you also need to go back to the city to buy the figurines from time to time, dejavu regarding the changes to the rest system.

CzSyX91.jpg

  • 0
Posted

Hello all,

 

I'm updating the original post as well, but wanted to let you all know we've just placed a small update onto the Beta Branch :)

 


 

Build 1.2.0.0009 Updates

  • Linux Build is now available!
           If you have any issues with this Linux update, please try restarting your steam client.
  • Deleting mods, using the up/down arrows for load priority, and clicking the refresh button now work properly.
  • Fixed a rare issue where sometimes save games couldn't be loaded.
  • Fugue Spore poison Charm effect has been changed to Confused and its duration has been slightly increased.
  • Resolved an issue where some entries in the Companion Relationship history UI were blank.
  • Sungrazer Flail Extinction Event can no longer trigger off of its own attack.
  • All consumables now have a scaling keyword on their base ability to ensure that each one properly benefits from scaling.
  • Scroll of Circle of Protection will now play VFX properly and end its duration.
  • Scroll of the Helpless Beast is now PL 0 and scales only with Arcana and Power Level bonuses.
  • Potion of Form of the Fearsome Brute no longer scales its Ogre form passive effects based on attributes.
  • Frost Bomb is now properly set to PL 0, so it will no longer receive scaling penalties.
  • Wahai Poraga now has the correct Penetration value from pollaxe data.
  • Like 2
  • 0
Posted
  On 6/28/2018 at 7:09 PM, Camonge said:

 

 

3. Can you please explain exactly how Alchemy/Explosive scaling works atm? I believe 99% of the players have no idea, myself included.

 

 

Yeah, thirding this, I am extremely confused and I do not believe I am the only one.

  • Like 1
  • 0
Posted (edited)
  On 6/29/2018 at 1:16 AM, Dr. Hieronymous Alloy said:

 

  On 6/28/2018 at 7:09 PM, Camonge said:

 

 

3. Can you please explain exactly how Alchemy/Explosive scaling works atm? I believe 99% of the players have no idea, myself included.

 

 

Yeah, thirding this, I am extremely confused and I do not believe I am the only one.

 

I don't know Explosives well, but here's how I understand Alchemy in 1.2b:

 

Drugs and Potions duration is increased by 5% per Alchemy rank.  Nalpazca counts as +10 ALC for Drug effects.

 

For Healing Effects:  Amount healed increases by 10% per Alchemy Rank.  (This is new with 1.2-- previous builds did not include an ALC effect on basic healing potions.)  Other adjustments (e.g., items that boost Healing Done) are multiplicative.  A simple Potion of Minor Healing (base 40) with 18 ALC (+180%) and wearing the Physicker's Belt (+10% healing done) heals 123.2 HP ((40*2.80)*1.10). 

 

Whiteleaf is unique-- it's the only drug for which Alchemy now affects more than duration.  The per-tick healing is affected just like healing potions are (i.e., +10%/ALC), and the Nalpazca bonus counts.  (This sounds huge, but the base heal is only 1 HP per 3 seconds.  For Nalpazca, that's 2.  For Nalpazca with 20ALC, it's 4.)

 

That's all pretty tame, and, with the exception of healing potions, significantly weaker than they were in 1.1.  Poisons, on the other hand, are nuts.  Duration is increased by 10%/ALC, damage-per-tick is increased by 20%/ALC , and Accuracy is increased by 2/ALC.  The cheapest poison you can make, Fungal Bile, does a base 7 Corrode damage per 3 secs for 30 secs (and Weakens and lowers Armor by 1).  At 20 ALC, that's 35 Corrode per 3 secs for 90 secs (plus those same other effects) with an Accuracy of ([base class] + [standard Level modifier] + 40 + any other enhancements, such as Zealous Accuracy).  And that's the cheapest poison. 

 

None of this is affected by Attributes.  INT does nothing for Durations, MIG does nothing for healing or damage, PER does nothing for Poison Accuracy. 

Edited by Enoch
  • Like 4
×
×
  • Create New...