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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.
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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

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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

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Item Changes

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  • Like 27

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  • 0
Posted
  On 6/28/2018 at 12:56 AM, David Benefield said:
  • Modwyr's Eager Lover bonus can only be gained when attacking hostile characters.

Alright, fess up. Which sick **** necessitated this change. If it were anything but Modwyr I would merely think creative use of game mechanics. This is much darker.

  • 0
Posted (edited)

subbing.

Edited by AndreaColombo

"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

The best undocumented change (surely a bug):

substantial phantom can cast.....

  substanstial phantom

And both summons stay on the field. Ooh and they can summon kalakoths minor blight

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Posted (edited)

A lot of those cipher changes are positives BUT

 

Haunting Chains [tier 9] is single single-target-only and thus objectively worse than Wizard's Ryngrim's Enervating Terror [[Tier 5]
 
Defensive Mindweb still breaks on any damage taken, i.e., including grazes, rendering it useless on higher difficulties (unless you are munchkin-building your whole party to an absurd degree)
 
Wild Leech is still tier 1 / tier 1 and thus not worthwhile ; it needs to be tier 3 / tier 3
 
Body Attunement [Tier 4] is still single-target and thus objectively worse than Hel-Hyraf's [Tier 1] or Expose Vulnerabilities [Tier 3]  (And no, the "spirit shield, but weaker" self buff does not balance this out; I'd suggest bumping the effect to -3/+3)
 
Cipher high-level power roster is still dramatically shorter than any other casting class
 
Cipher abilities still lack appropriate keywording (i.e., "Acid" on antipathetic field; "fire" on Soul Ignition); alternatively, where are the items with bonuses to "Shred" etc?
Edited by Dr. Hieronymous Alloy
  • Like 11
  • 0
Posted
  On 6/28/2018 at 2:37 AM, Gary1986 said:

"Figurine Items are now charged items with an additional limit of 1/Rest use"

 

Why do the have charges? It's a single player game, surely a nerf like this doesn't need to happen?

It's about balance in order for the content to be interesting to everyone. That's hard enough to do with the wide range of levels a character might have in any given encounter, especially late- and mid-game.

the_ultimate.png
 

Done with Moon Godlike Wizard

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Posted

I agree with most of the changes, BUT:

 

- I echo Dr. Hieronymous’ sentiment re Ciphers.

- Virtuous Triumph and Rooting Pain are over-nerfed. Why isn’t it obvious that going from 100% to 25% is too radical? Now those abilities aren’t worth spending a point on unless there’s literally nothing else to take.

- I was hoping to see some of the previous gratuitous over-nerfs revised but alas, was I mistaken.

 

Been a while since I last checked Form of the Fearsome Brute. Do its armor and weapons scale with level now? Does its armor have recovery penalty consistent with other armors (as opposed to the 100% leftover from the early beta days)?

 

- Aspect of Galawain and Citzal’s Enchanted Armory are still underwhelming for tier-9 spells. Really not the kind that makes you wish you went with single class.

  • Like 3

"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

Man of Chimes quest is fixed?  

Hurrah, means I don't have to lose out on achievements by spawning in npcs. :)

Thanks Obsidian devs. 

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Posted

Good, I personally agreed with all changes

Big nerf for explosion/consumable based builds 
Big nerf for Druid builds

Hello  better spiritshift builds

> Deltro's Caged Helm now uses longest duration effect, instead of stacking.

> Lord Darryn’s Voulge

Bye lighting builds :(

 

Solo PotD builds: The Glanfathan Soul Hunter (Neutral seer. Dominate and manipulate your enemies), Harbinger of Doom (Dark shaman. Burn and sacrifice, yourself and enemies for Skaen sake)

  • 0
Posted (edited)

Spiritshift still has the completely uncalled-for nerf to Wildstrike, though. That completely puts me off playing a shifting-based build regardless of the fact that they now retain item bonuses.

 

I also see absolutely no reason to remove power-level scaling from Spiritshift duration. Really an unnecessary nerf to something that wasn’t OP in the first place.

Edited by AndreaColombo

"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

Can someone explain what overridden scaling means?

 

Does it mean that drug potency no longer scales with the Alchemy skill?

 

For example, at 12 Alchemy "Taru Taru Chew" used to give (+6 Might, Constitution, Dexterity) but now only gives (+3 Might, Constitution, Dexterity) in game.

  • 0
Posted
  On 6/28/2018 at 10:10 AM, AndreaColombo said:

Spiritshift still has the completely uncalled-for nerf to Wildstrike, though. That completely puts me off playing a shifting-based build regardless of the fact that they now retain item bonuses.

 

I also see absolutely no reason to remove power-level scaling from Spiritshift duration. Really an unnecessary nerf to something that wasn’t OP in the first place.

does spirit shift still scale with level in terms of damage done and armor rating ect?

  • 0
Posted

I would expect so, since no change to that was listed.

"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

The Wildstrike nerf was in patch 1.1.

"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)

Nice balance changes. Do like most of class related ones, especially fighter, trickster, druid and cipher.

 

There are a few questionable updates through:

  • Ryngrim's Enervating Terror - cast time (average->slow) and aoe nerf (2.5 -> 1.5)

    - this is a plain overnerf

  • Triumph of the Crusaders - healing nerfed by x2.5

    - is also a bit too harsh. It belongs to tier 4 which contains the beacon and devotions. It was already hard to justify taking and using triumph over them.

  • And Their Fear Followed 6s Paralyze -> 4s

    - this also feels like a little bit overnerf. It's hard to justify taking cc with such low durations unless they have a decent bonus to accuracy.

  • Whisper of Treason - range nerf.

    - tbh I'd prefer it to keep it's original range, get it's duration nerfed even more (down to 12s), (optionally) move it to tier 2 powers, but (!) have a +10 bonus to accuracy or make it benefit twice from character perception bonus.

  • Greater Lay on Hands Zeal Cost 1 -> 2.

    - I find that it was very good at 1 zeal. While at 2 it is too costly. The upgrade bonus needs to be buffed slightly to compensate for the practically doubled cost.

P.S. It would be also nice to see the Draining Whip nerfed from +100% focus gain -> +80% or +70%, but have the base damage of cipher powers buffed by ~20%.

At the moment, you have plenty of focus as cipher, but the damaging powers are not worthy enough.

The idea is to shift the situation a bit towards what we had in PoE1: if you have figured out how to optimize the focus gain, you are rewarded with ability to cast powerful stuff.

 

P.P.S. I also echo Dr. Hieronymous Alloy remark about the need of keywords on ciphers powers (fire on Soul Ignition, acid/corrode on Anti.Field, etc).

Edited by MaxQuest
  • Like 5
  • 0
Posted (edited)

Looks good, ciphers are substantially more useful now (hello Mental Binding). Still think Mind Wave should have a drop in cast or recovery time.

 

Flagellant's Path now deals only crush damage to enemies in the path, instead of Full Attacks.

The description no longer labels it a Full Attack but it still appears to do so to the target? Might be a bug with the text as one of the upgrades still lists it as a Full Attack. 

 

Two bugs I came across:

  • Portraits on the character page seem to be higher contrast and de-saturated.
  • Level Up indicators (glowing yellow) seem to stay once you've leveled up even when reloading.
Edited by nostalchic
  • 0
Posted

Why do you hate Minoletta's Concussive Missiles so much? This spell is decent at best already, and you're nerfing it again. Come on.

 

Virtuous Triumph nerf is ridiculous, at least make it 50%, don't just make the skill completely worthless. A bunch of nerfs and no consideration for the fact that most mid-to-high tier Paladin abilities are garbage? Sure, I guess nerfing is easier.

 

Fortunately, there are some good things here. DAoM is now a decent buff. And Ciphers feel like auto-include in any group now due to Ancestor's Memory.

  • 0
Posted
  On 6/28/2018 at 2:37 AM, Gary1986 said:

"Figurine Items are now charged items with an additional limit of 1/Rest use"

 

Why do the have charges? It's a single player game, surely a nerf like this doesn't need to happen?

One approach encourages mindless spamming, whereas the other encourages careful planning. Which of these do you find preferable?

 

Figurines were OP. If it's just a 'single-player game', and you don't mind overpowered items/abilities, then just use the Unity console mod and cheat like your life depends on it. 

  • 0
Posted
  On 6/28/2018 at 11:00 AM, MaxQuest said:

 

  • And Their Fear Followed 6s Paralyze -> 4s

    - this also feels like overnerf. It's hard to justify taking cc with such low durations unless they have huge bonus to accuracy.

Paralysis is a tier-3 affliction that Chanters gain access to (with a large cone AoE) early on in the game. A high-INT Skald could keep entire groups of enemies perma-paralyzed. I nerfed it personally a couple of days after the game's release (lowered the cone AoE, and reduced the duration to 3s). The invocation (in its current state) is still way too powerful for such a cheap low-level ability.

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