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Patch 1.2.0 Updates Thread


David Benefield

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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.
  • Xoti no longer gain's anti-Eothas disposition when talking to Waenglith.

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

 

  • Hazanui will now properly move to the brass citadel docks to show you the submarine if you return to her at the Rauataian HQ after dealing with the queen/prince.
  • Dispatching Hamuto after intimidating his men will no longer break Bertenno's reaction when the fight ends.
  • Captain Vilami will no longer talk about setting an ambush at the vault if peace has been achieved between the Valeras and the Bardattos.
  • Fixed conversation with Nemnok where conversation would end prematurely and quest would not progress.
  • Pirates loyal to Furrante in Balefire Beacon during Aeldys' release from the tower will no longer remain hostile after Aeldys returns to the Consuaglo to take control of the faction.
  • Undercroft pirates will return to being peaceful, once, if you had run into hostilities with them and then received Goods and Services from Aeldys. The pirates won't tolerate a second attack even if working for Aeldys or Mad Morena
  • Ensured that Lil Woody appears in Dunnage if The Man of Chimes quest is at the appropriate stage.
  • Prince Aruhi won't assume to have given you Trade Secrets if you've found the Undercroft before you talk to him and choose to leave his intro conversation without receiving Trade Secrets.
  • If players chose to siphon Sciorielaphas' soul and set him free, they will no longer improperly see him in the scene after leaving and returning to the Guild Ruins.
  • Ensured that Benweth disappears from the Court if he was summoned there for the party and then to the ramparts after his ship is stolen.
  • Shadow Under Neketaka will now always update properly when arriving to Mairu

 


 
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



Fighter

  • Power Strike and Staggered Strike AOE is now Foe Only.
  • Unbending Discipline Cost 3 -> 2.
  • Unbending Shield Discipline Cost 3 -> 2.
  • Unbending Trunk Discipline Cost 3 -> 2.
  • Refreshing Defense - Concentration bonus now also refreshes duration.
  • Refreshing Defense - No longer caps at +10 seconds (5 hits).

Barbarian

  • Barbarian Frenzy abilities now properly check subclass for visibility, not ability ownership. (Berserkers should now be able to properly select Frenzy upgrades)
  • Leap and Panther's Leap are now Loud on impact, Dragon's Leap is now Extremely Loud on impact.
  • Heart of Fury is no longer included the default Barbarian Aggressive Behavior set.

Rogue

  • Trickster Gaze of the Adragan Guile Cost 3 -> 2.
  • Trickster Wall of Many Colors Guile Cost 4 -> 3.
  • Trickster Sneak Attack penalty -20% Damage -> -10%.
  • Trickster now also acquires wizard illusion spells at PL 2, 4, 6, and 8.
  • Eliminating Blow only applies Shaken to secondary targets, as suggested by its upgrade string.

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.

Ranger

  • Binding Roots now has the Plant keyword.
  • Thorny Roots now has the Plant keyword.
  • Thorny Roots Penetration 0 -> 7.
  • Master's Call and Binding Roots are no longer mutually exclusive with each other.
  • Marked Prey and Marked for the Hunt can no longer be empowered, since they gain nothing from additional PL.
  • Evasive Fire - Base damage from 20 to 36 -> 15 to 20.

Monk

  • Torment's Reach no longer mentions deprecated Crush damage
  • Torment’s Reach now targets Deflection on the primary target
  • Torment’s Reach now benefits from +25% weapon damage.
  • Torment's Reach and Raised Torment no longer Stagger or Stun the primary target.
  • Rooting Pain - 100% Chance on Wound -> 25%.
  • Flagellant's Path now deals only crush damage to enemies in the path, instead of Full Attacks. Launching Kick now also deals the crush damage as well, as intended.

Chanter

  • The Lights Danced Across the Moor summons now use the appropriate wisp character stats (with distract attack).
  • Seven Nights She Waited projectiles destroy after hitting a target.
  • Her Tears Fell Like Rain projectiles destroy after hitting a target.
  • Her Tears Fell Like Rain secondary damage 15 to 23 -> 6 to 12.
  • At The Sound of His Voice The Killers Froze Stiff 6s Paralyze -> 4s.
  • And Their Fear Followed 6s Paralyze -> 4s.
  • And Their Fear Followed Phrase Cost 4 -> 3.
  • Hel-Hyraf and its upgrade now target Deflection.
  • And Evil Turned Away From The Sun now properly grants immunity to resolve afflictions and properly damages Spirits and Vessels, it now also no longer gains additional projectiles from PL scaling.

Priest

  • Iconic Projection now extends its attack information to the attack bar tooltip.
  • Suppress Affliction 5m Range -> 8m.
  • Barbs of Condemnation -5 Defenses -> -10.
  • Holy Meditation 10s Duration -> 15s.
  • Repulsing Seal Interrupt (Prone) on Hit -> Graze.
  • Warding Seal Penetration 7 -> 9.
  • Priest of Wael variant of "Gaze of the Adragan" is now defined as PL 7 (the same level it is acquired).
  • Barring Death's Door 10s Duration -> 8s.
  • Triumph of the Crusaders base Healing 200 -> 80.
  • Divine Terror 15s Duration Frighten -> 20s.
  • Magran's Faith Attuned Proc status effect now stacks up to 2 times to support dual wielding weapons with the exact same effect.

Druid

  • Spiritshift will now continue to provide equipment bonuses while in spiritshift form (excluding armor and weapons).
  • Spiritshift no longer scales duration with Power Level (Form Weapons and Armor will still scale).

Wizard

  • Citzal's Enchanted Armory no longer removes all of the Wizard's other equipment.
  • Flame Shield now extends its attack information to the attack bar tooltip.
  • Form of the Fearsome Brute will now continue to provide equipment bonuses while in ogre form (excluding armor and weapons).
  • Confusion Slow Cast -> Average Cast.
  • Confusion Fast Recovery -> Average Recovery.
  • Concelhaut's Draining Missiles now properly returns health for each missile that impacts the target.
  • Gaze of the Adragan Slow Cast -> Average.
  • Substantial Phantom unique progression table now grants the proper wizard spells and wizard AI necessary to cast Minoletta's Minor Missiles, Necrotic Lance, and Arduous Delay of Motion.
  • Essential Phantom and Substantial Phantom now receive copies of the wizard's weapons when summoned.
  • Wall of Force now uses the proper icon for its trap ability.
  • Minoletta's Concussive Missiles 5 Projectiles Base -> 3.
  • Minoletta's Concussive Missiles Base Damage 10 to 13 -> 7 to 10.
  • Minoletta's Concussive Missiles AOE Base Damage 7 to 8 -> 4 to 6.
  • Deleterious Alacrity of Motion to also grant +15% Action Speed.
  • Deleterious Alacrity of Motion effects now all have the same base duration.
  • Wizard Subclass +20% Recovery Time -> +10%.
  • Reordered Wizard Subclass effects to show bonuses before penalties.
  • Wizard Subclass +1PL -> +2 PL.
  • Kalakoth's Minor Blights +20 Accuracy removed from attack.
  • Kalakoth's Minor Blights 5 Penetration -> 7 Penetration.
  • Kalakoth's Minor Blights 10m range -> 8m.
  • Ryngrim's Enervating Terror Average Cast -> Slow Cast.
  • Ryngrim's Enervating Terror Average Recovery -> Fast Recovery.
  • Ryngrim's Enervating Terror Duration 20s -> 15s.
  • Ryngrim's Enervating Terror 2.5m Radius -> 1.5m Radius.
  • Ryngrim's Enervating Terror 20m Range -> 8m.
  • Caedebald's Blackbow Terrify on Hit now vs Will.
  • Wall of Draining's negative effects are now set to Hostile and will properly break stealth if cast on an enemy.
  • Wizard's Double is now overridden to not be able to be empowered, since it gains nothing from additional PL.

Cipher

  • Mental Binding Cast Speed Average -> Fast.
  • Mental Binding Recovery Fast -> Average.
  • Mental Binding 6s Immobilize Duration -> 10s.
  • Reaping Knives Attack Speed Average -> Fast.
  • Fractured Volition 15s Duration -> 20s.
  • Body Attunement 15s Duration -> 20s.
  • The spell "Tactical Meld" is now available during cipher progression.
  • Tactical Meld +1 Engagement Limit -> +3.
  • Screaming Souls base Raw Damage 15 to 25 - > 30 to 50.
  • Screaming Souls Distract Duration 8s -> 18s. 
  • Secret Horrors Duration 12s -> 15s.
  • Defensive Mindweb Average Recovery -> Fast.
  • Pain Link Duration 12s -> 15s.
  • Echoing Horror Frighten Duration 8s -> 12s.
  • Haunting Chains Duration 18s -> 20s.
  • Tenacious Grasp 15s base duration -> 20s.
  • Eyestrike Slow Cast Speed -> Average.
  • Mind Plague 12s Duration -> 15s.
  • Whisper of Treason 20s base duration -> 15s.
  • Puppet Master 20s base duration -> 15s.
  • Ringleader 20s base durations -> 15s.
  • Whisper of Treason 10m Range -> 4m.
  • Puppetmaster 5m Range -> 8m.
  • Wild Leech Recovery Average -> Fast.
  • Wild Leech Duration 15s -> 30s.
  • Borrowed Instinct Duration 30s -> 20s.
  • Ancestor's Honor is now Ancestor's Memory and now grants the Brilliant Inspiration for 12s instead of +1 Empower Point.
  • Eyestrike AOE Size Small -> Medium.
  • Mind Wave AOE Size Medium -> Large.
  • Defensive Mindweb AOE Size Medium -> Large.
  • Detonate now checks that health is below 25% not that it is below 25 value.

 


 
Item Changes

 

  • Visage of Concelhaut pet item summon is no longer considered a "Conjuration" spell, and therefore restricted to Evokers.
  • Bardatto's Luxury Nobility and Untouchable are now visible in UI.
  • Chromoprismatic Quarterstaff base penetration and damage increased to match other quarterstaves.
  • Potion of Ascension +1 PL -> +2.
  • Animancer's Energy Blade Base Damage 5 to 8 -> 10 to 14.
  • Engwithan Bracers Petrified Guard once again grants Resistance against Dexterity Afflictions.
  • Potion of the Fearsome Brute no longer fires exception errors when inspected.
  • Removed duplicate Wind, Electricity, Water, and Fire keywords on Scroll of Great Maelstrom.
  • Avenging Storm Scroll no longer references missing game data.
  • Etonia's Signet Ring display string is now updated to reflect +2 All Defenses per stack.
  • Scroll of Major Healing base heal value 60 -> 90.
  • Scroll of Circle of Protection should now properly end and its VFX should display correctly.
  • Scroll of Pillar of Holy Fire Base Penetration 5 -> 7.
  • Scroll of Embrace of the Earth Talon Base Penetration 7 -> 9.
  • Scroll of Embrace of the Earth Talon Accuracy Bonus 5 -> 0.
  • Scroll of Meteor Shower Accuracy Bonus 3 -> 0.
  • Scroll of Meteor Shower Best of Burn/Crush -> Burn.
  • Scroll of Ray of Fire Base Penetration 10 -> 7.
  • Scroll of Rusted Armor Accuracy Bonus 5 -> 0.
  • Scroll of Tornado Accuracy Bonus 5 -> 0.
  • Scroll of Tornado Base Penetration 5 -> 7.
  • Scroll of Torrent of Flame Accuracy Bonus 5 -> 0.
  • Scroll of Wilting Wind Accuracy Bonus 3 -> 0.
  • Scroll of Winter Wind no longer has a duplicate Frost Keyword.
  • Remove double dip scaling from Scrolls of Healing.
  • Removed overridden scaling from all poison effects.
  • Removed overridden scaling from all potion effects.
  • Removed overridden scaling from all drug effects.
  • Dragon's Dowry Blazing Fury only accelerates its own attacks.
  • Final Stand Potion 10s Duration -> 6s.
  • Sungrazer Flail - Extinction Event no longer chains off of its own kills.
  • Sungrazer Flail - Extincting Event Base Damage 20 to 30 -> 15 to 25.
  • Sungrazer Flail - Meteoric only procs off of Sungrazer attacks.
  • Potion of Imperfect Arcane Reflection 75% Chance to reflect -> 50%.
  • Potion of Impediment 45% Chance to interrupt on hit -> 30%.
  • Gosha Pet 10% Crit to Hit Party Wide -> 5%.
  • Whispers of Yenwood - Reliable 50% Miss to Graze -> 25%.
  • Grimoire of Vaporous Wizardry is now marked unique.
  • Healing Hands - Lesser Lay on Hands base Heal/tick 8 -> 12.
  • Fugue Spores Poison has been changed from Charm to Confusion and its duration has been increased.
  • Implosion Charge Base Damage (per pulse) 20 to 25 -> 5 to 10.
  • Implosion Charge Hobbled Duration (per pulse) 20s -> 12s.
  • Sparkcrackers Attack Distance 10m -> 8m (in line with all other bombs).
  • Lightning Bomb Paralyze Duration (per pulse) 6s -> 3s.
  • Lightning Bomb Base Damage (per pulse) 15 to 25 -> 10 to 15.
  • Immolator Bomb Base Damage (per pulse) 10 to 20 -> 8 to 12.
  • Cinder Bomb Blinded Duration (per pulse) 12s -> 8s.
  • Blister Bomb Weakened Duration (per pulse) 15s -> 8s.
  • Blister Bomb Base Damage (per pulse) 10 to 20 -> 7 to 10.
  • Frost Bomb Base Damage (per pulse) 15 to 30 -> 6 to 14.
  • Frost Bomb Base Penetration 5 -> 7.
  • Frost Bomb Immobilized Duration (per pulse) 12s -> 8s.
  • Frost Bomb Attack Speed Duration (per pulse) 12s -> 8s.
  • Ball and Chain Subjugation Interrupt on Crit now properly applies a Prone Interrupt (vs Fort), rather than deprecated Knockdown effect.
  • Ball and Chain Subjugation effect will now properly trigger with barbarian Brute Force attacks.
  • Mohora Tanga Harpooning Penetration bonus now correctly only affects Mohora Tanga.
  • Scepter Destructive Channeling +2 Penetration -> +1.
  • Aloth's Armor Structurally Stable - All AR bonuses to +2 AR. (Some were +3).
  • Aloth's Armor Causally Fixed Bonus Defenses +5 -> +10.
  • Aloth's Armor Causally Fixed Pierce/Slash AR +2 -> +1.
  • Blightheart Tainted Being Corrode Proc now only applies to spells.
  • Mantle of the Seven Bolts - Storm of Seven Bolts now has the Electricity Keyword.
  • Mantle of the Seven Bolts - Storm of the Seven Bolts no longer scales number of projectiles.
  • Mantle of the Seven Bolts - Final Storm AOE now has the Electricity Keyword.
  • Soul Strike is now also 1/Rest (as is Soul Smite).
  • Shout of hosts on Heaven's Cacophony is now properly set to 1/Rest.
  • Deltro's Caged Helm now uses longest duration effect, instead of stacking.
  • Mohora Tanga Gaff ability is now usable once per rest.
  • Accuracy bonus removed from Bounding Strikes AOE on Eager Blade.
  • Nemnok's Party effects now last as long as Nemnok is equipped and no longer display on the party portraits.
  • Acolyte's Frostbite Vengeful Cold ability is no longer hidden from the inspect UI.
  • Modwyr's Eager Lover bonus can only be gained when attacking hostile characters.
  • Lord Darryn’s Voulge:
    • Corsairs AOE now strikes only hostiles.
    • Now has the Electricity keyword, as does Static Charge effect.
    • Static Charge now only applies to those that have charged stacks on them.
    • Static Charge trigger effect no longer deals extra damage in addition to the charged stack damage.
    • Static Charge no longer uses Resonant Touch VFX and instead displays Shock VFX on affected targets.
    • Static Charge is now considered a hostile effect.

 

 

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No nerf to Greater Maelstrom scroll? Aight :D

 

All consumables are not scaled with charater levels, that's a big nerf imo.

 

So scalin by PL then Single classes are preferred consumers now?

That is weird design.

Could we expect a marketing  posters in port Maje focused at proper target group ?

"Magnificent potion of luck for single class fisherman. Catch your gold fish Now." lol

 

When statue has charges its consumed?

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Great patch, but slightly bugged here and there - understandable since it's a beta patch. Here's what I found so far:

  • character sheet menu: desaturated portraits, "class" line is half-invisible (as stated in minor bugs topic)
  • level-up "+" glowing doesn't go away after leveling up (got some weird bug when this glow became blue instead of gold for Xoti but I can't recreate it)
  • can't buy more than 2 of items from the infinite stacks, at least at the "supply" shop at Neketaka. Works more or less fine for ship supplies (you have to scroll it to the left first, and then it'll let you buy more than 2), but doesn't work for food (rice, lager, etc.) - I can buy only 2 of them. It works if you manually type in the number of items you want though. I've attached the image for a clearer idea of the bug.
  • Eder's beard becomes invisible with Winged Helm (unplayable) (not unique for this patch)
  • Pearlescent Rhomboid Helstone stops moving after save-load. Starts moving again after re-equipping or pressing hide helmet button. (not unique for this patch) "Hide helmet" button doesn't work for it as well (doesn't hide it).

Also moving around reputations menu isn't really comfortable - you have to guide your mouse carefully from the picked companion to the right to avoid switching to the different companion/disposition/faction. Some kind of fixation would be nice.

And the last thing about gui that is unfortunately not fixed yet is that color menu closing when you misclick the color and click on the blank space of the window instead (character palette window and ship palette window).

Looking forward to the next patch!

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Big changes i noticed:

 

- +1 pen all two handed weapons

- DAOM now adds 15% action speed

- all cipher charms down to 15 sec

- they fixed the alchemy bug

- new spell tactical meld added for ciphers

- figureines now have charges

 

Im completely stunned they nerfed rangers and paladins even harder. They are both very weak classes and i though they where due for a buff. Especially rangers

 

Also i cant find the in game MOD support where is it?

 

I don't understand the figurines charges meaning? Is that means it can be rechargable?

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Does Sky Dragon Wurmling appear, if the Oathbinder's Sanctum has been visited in this playthrough?

Would it be possible just to add the pet to the inventory, if the related quest (Lost Dues in Good Faith) has been completed?

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  • Magran's Faith Attuned Proc status effect now stacks up to 2 times to support dual wielding weapons with the exact same effect.

I don't know if this is fixed already and just not mentioned, but this is also a problem with Skaen's Faith Attuned proc (which produces a club and stiletto) -- currently, only the stiletto (the main hand weapon) has the faith attuned piercing damage lash, and the club doesn't do anything.

 

In case it's not known yet I'll file a bug in the main tech support forum.

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any chance the difficulty for POTD in 2nd half of the game and ALL bounties and sidequests will be reworked the same way the first few levels got reworked?

 

They are reworked, you are just overleveled for all of them. We'll have to wait for more high-level content from DLCs at this point I think for challenging end-game stuff.

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Really like what you did for the Trickster Rogue. Everyone was taking Streetfighter (or just plain rogue), the damage malus on trickster was just too high (and most spells not THAT useful). With that change, the Trickster is on the board again. Still not as good as Streetfighter, but viable...

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Ancestor's Honor is now Ancestor's Memory and now grants the Brilliant Inspiration for 12s instead of +1 Empower Point.

 

Wowowowow has Brilliant been nerfed at all or is a single-class cipher now a must-have for any power party?

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I am a pirate, I like to attack ships. I have not seen a MOD list that totally fixes the invulnerable merchant who sails around Port Maje.

An attempt seems to have been made but it only makes things worse. You can now select to attack the ship and the combat drum music starts but the combat screens never appear.

The combat music continues to play until you save and restart. Entering an island does stop it but returning to the map restarts it.

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Wowowowow has Brilliant been nerfed at all or is a single-class cipher now a must-have for any power party?

No nerf, and I believe that’s PL 7 which multiclassed Ciphers can also attain, albeit much later.

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"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 chance the difficulty for POTD in 2nd half of the game and ALL bounties and sidequests will be reworked the same way the first few levels got reworked?

 

They are reworked, you are just overleveled for all of them. We'll have to wait for more high-level content from DLCs at this point I think for challenging end-game stuff.

 

There is a check button, "scale up" so you actually cant be overleveled.  Or it doesnt work?

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I think the nerf to Minoletta's Concussive Missiles and Ryngrim's Enervating Terror is a bit harsh.

I hope Obsidian think to buff the summon weapons in Wizard and Priest. For a solo run are useful weapons in Poe1.

 

The nerf to Figurines is excessive too for solo run. For group run you dont need summons.

 

The changes of ciphers are good. They need some love.

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There is a check button, "scale up" so you actually cant be overleveled. Or it doesnt work?

It works, but it is bracketed. Going by memory, it’s +4/-4 for “generic” enemies and +6/-6 for “named” enemies.

"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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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.

 

Yup, I hate consumables for this reason. I do end up using some, but only in the very hardest fights, and only if I'm confident I can craft more.

 

Now I'll probably never use figurines; items with limited charges, without any way to get the charges back, are incompatible with my brain.

 

- 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 agree.

 

Especially since changing from a guaranteed 100% chance to 25% is a much more impactful change than just changing the magnitude of a flat number.

 

You're taking a reliable ability you can plan around and replacing it with an extremely unreliable one. That sucks, a whole lot.

 

I really dislike when abilities are too random, and this is an example of that, how many enemies do you realistically expect one character to kill in a fight?

 

Even if they kill 4, there's still a roughly 30% chance that it will never proc.

Even if you kill 6, there's a roughly 18% chance it will never proc.

Even if you kill 10, there's a roughly 6% chance it will never proc.

 

I really hate stuff like that, making a cool ability you can plan around into something that just happens randomly and has a good chance of never happening when you need it. Please don't do this kind of thing.

Edited by Answermancer
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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.

 

Yup, I hate consumables for this reason. I do end up using some, but only in the very hardest fights, and only if I'm confident I can craft more.

 

Now I'll probably never use figurines; items with limited charges, without any way to get the charges back, are incompatible with my brain.

 

- 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 agree.

 

Especially since changing from a guaranteed 100% chance to 25% is a much more impactful change than just changing the magnitude of a flat number.

 

You're taking a reliable ability you can plan around and replacing it with an extremely unreliable one. That sucks, a whole lot.

 

I really dislike when abilities are too random, and this is an example of that, how many enemies do you realistically expect one character to kill in a fight?

 

Even if they kill 4, there's still a roughly 30% chance that it will never proc.

Even if you kill 6, there's a roughly 18% chance it will never proc.

Even if you kill 10, there's a roughly 6% chance it will never proc.

 

I really hate stuff like that, making a cool ability you can plan around into something that just happens randomly and has a good chance of never happening when you need it. Please don't do this kind of thing.

 

 

I understand and am sympathetic to the general sentiment of not liking random chance abilities, but there's also a design difference. 100% magnitude at 25% chance means you have a 25% chance of doing something meaningful. 25% magnitude at 100% chance means you always do something mediocre. While on a long enough timeline the odds average out, and in general variance favors the enemy, a 25% chance of something meaningful means that every so often the stars can align in a way that greatly benefits the player, whereas that is actually impossible for a 100% chance of something at 25% magnitude.

 

Imagine if e.g. Marux Amanth was like 100% chance of doing 1-2 aoe damage, versus 10% chance of 10-20. While in the long run they average out to be the same, there would be many people who would think the latter is more exciting and makes for more exciting events during combat (it would also mean that there would be occasional rare events where it would proc very rapidly in sequence which can be extremely powerful, arguably much more powerful than the power loss of long stretches of it not proccing at all).

 

From a character design standpoint, just average out the odds. I think you're focusing too much on the downside and not enough on the upside. I mean, in the long run it all balances out to the average, but instead of solely focusing on "even if you kill 10, there's a roughly 6% chance it will never proc" also think about the times where it'll proc multiple times.

 

EDIT: personally speaking, i think it's painfully clear that rooting pain as it was was way too good because it was basically an automatic pick ever since pillars 1.0. i don't know if 25% is a good level (time will tell), but I think a proc rate of anywhere between roughly 15-50% is justifiable to some degree.

Edited by thelee
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There is a check button, "scale up" so you actually cant be overleveled. Or it doesnt work?

It works, but it is bracketed. Going by memory, it’s +4/-4 for “generic” enemies and +6/-6 for “named” enemies.

 

 

It works, but level scaling can only do so much. Even going up +6 for a named xaurip still leaves you with a xaurip with lame abilities (this is my go-to example). The xaurip isn't learning powerful new spells or martial abilities or anything. It just stays a little harder to hit and has a little bit more health and its lame spear abilities will still be able to hit you reasonably.

 

So even with level scaling enabled, going in at level 16 for a level 12 encounter is still going to be a roflstomp fest. More encounters tuned for levels 13-20 is needed. (If you go look at quest levels, it is clear that the vast majority of stuff is tuned for like levels 1-12).

Edited by thelee
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Re: Rooting Pain and Virtuous Triumph.

75% would have been enough of a nerf. If it still felt too powerful, it could be brought down to 50% in another patch (though Virtuous Triumph at 50% I would probably never spend a point on; Rooting Pain maybe.)

 

Re: scaling

I agree. It would be good if scaled enemies had more skills or better abilities. Or if they were swapped for harder versions of themselves where applicable.

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"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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Re: Rooting Pain and Virtuous Triumph.

75% would have been enough of a nerf. If it still felt too powerful, it could be brought down to 50% in another patch (though Virtuous Triumph at 50% I would probably never spend a point on; Rooting Pain maybe.)

 

Re: scaling

I agree. It would be good if scaled enemies had more skills or better abilities. Or if they were swapped for harder versions of themselves where applicable.

Give this one the helm before things get further out of control. If you're a dev I'm buying your game no questions asked. Rational balancing and quality enemies FTW.

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any chance the difficulty for POTD in 2nd half of the game and ALL bounties and sidequests will be reworked the same way the first few levels got reworked?

 

They are reworked, you are just overleveled for all of them. We'll have to wait for more high-level content from DLCs at this point I think for challenging end-game stuff.

 

No they are not. Only about 1/3rd of the game (predominately the early main quests and sayuka as well as beraths temple) are reworked. You notice this by seeing the special enemies that are always displayed red (with upscaling, not sure if its the same without). Nevermind the fact that these enemies have a massive difference in power compared to the ones that didnt get added after the rework.

 

I also finished the game pre rework and post rework on POTD so you can be sure i know what im talking about. The mid/lategame and pretty much all sidequests have had no changes.

Edited by Zelse
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I don't understand why people so much complains about figures, alchemy, items, classes nerfs ? Because they can't play on PotD or because their strategy may become useless on next patch ? 

I like PoE and I see that easier way to balance game is nerf broken/overpowered abilities and skills, and then step by step add new features
 

Maybe Obsidian can create something like trello boar for further changes in the game (roadmap), to helps players understand what will be fixed, changed in next patches, which things obsidian threat as bug (something like this https://trello.com/b/K0C0i8wF/neverwinter-nights-enhanced-edition)

 

Edited by mant2si

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)

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Re: Rooting Pain and Virtuous Triumph.

75% would have been enough of a nerf. If it still felt too powerful, it could be brought down to 50% in another patch (though Virtuous Triumph at 50% I would probably never spend a point on; Rooting Pain maybe.)

 

I think this is a reasonable perspective, but Obsidian (JE Sawyer specifically) has made it clear that they want to err on the side of overshooting and then ramping power levels back up. I think this is also a reasonable perspective, because you might overestimate how effective a nerf was and you'll spend the next few patch cycles ramping the ability further down and pissing players off each time. So from a want-to-balance-the-game-but-minimize-players-getting-pissed-off perspective, getting players mad once and then making them slightly happy as you adjust back up is probably better than getting players mad repeatedly as you keep ramping down to find the sweet spot.

 

I think even at 50% I would always pick Rooting Pain. At less then that, it becomes more of a decision, and to me that feels "right" where a skill or passive isn't an automatic pick but something that is actually worth weighing against other skills. But I don't play monks that much, so I totally concede that the right number could be anywhere under 100%; I just know that 100% was broken.

 

I'm actually happy that power levels for some abilities and classes are climbing up in this patch because hopefully it demonstrates to players that Obsidian doesn't just want to nerfhammer/bash everyone's favorite stuff but is legitimately interested in leveling the broad playing field (thinking of how wizard subclasses, trickster, etc. got buffs).

Edited by thelee
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