David Benefield Posted June 29, 2018 Posted June 29, 2018 Below are the Patch notes for the v1.2.0 Update, now live on Steam, GOG, & Origin. Thank you so much for your feedback and reports of these issues! And thank you to the Beta branch testers in making sure this patch was stable and ready for everyone to enjoy! Patch Notes for 1.2.0.0017 New Features Added mod support for character backgrounds, voice sets, and Classes. Mod Manager has been added to the settings on the Main menu. 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. Fixed a rare issue where a companion would die, but display as knocked out, keeping the player in combat indefinitely. Fixed an issue where users could not pick up triumphs from ships that are a target of an active bounty mission. 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. Fixed an issue where players were not being prompted to add Tekehu into the party if Rekke is in the party. Shrines no longer allow for Maia and Pallegina to farm infinite negative reputation. 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. UI windows related to Pillars I Histories are now layering properly. The options menu and News Feed are now layering properly. Fixed an issue where journal entries could be sorted incorrectly. Fixed an issue where clicking a crew member's name in conversation would open an inspection window for the crew member. 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 Aruihi 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 meeting Guildmaster Mairu Attacking RDC leaders after receiving The Final Maneuver quest will properly close off RDC progress and start The City Lost to Time. Fixed an issue where players could start the quest, Hunting Season, twice. Fixed an issue where players could start the quest, Bekarna's Folly, twice. Onekaza can now properly give you Fruitful Alliance after the events of Magran's Teeth and blowing up the Rauataian powder house even if players choose to reject accepting the quest twice. It's now possible to inculpate Furrante even if A Shrewd Proposition had never been given before dealing with the slavers of Crookspur. Not saving Chitupec and then having other crew members killed in Vilario's Rest while keeping at least one alive will no longer result in the quest Helping Hands not completing as expected Audio Fixed an issue where unfinished bark VO would continue after loading a save. 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. Fixed more obvious issues pertaining to partial hair and hair clipping with head slot equipment. 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. Arteiro the Avenger can now be interacted with. Rannig's Wrath no longer loses Thrusting or Flurry mods when enchanting. Fixed an issue where the player ship would heal to full at port regardless of if the player had enough supplies. Trap spells that deal no damage will now properly break stealth. Marine Godlike Water immunity now only applies to hostile effects. Fixed an issue where some abilities were displaying as dealing 0 damage over time. Fixed incorrect or missing icons. Fixed Wall of Many Colors description to say that it affects anyone who passes through it. Nemnok's party wide effect now lasts as long as he is equipped. Jadaferlas now properly drops 1 Gizzard Stone instead of 2-4 stones. Basseti will appear as the captain of the first ship encounter if the player squares against the Principi during the clash at Ondra's Mortar. Increased the difficulty of the Rust encounter 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 Ernezzo'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. Snake Eyes Condwen no longer can be asked about Ancret's debt unless Mirke reveals this information. Other Changes 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". 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 -> 33%. Flagellant's Path, Launching Kick, and Shared Pain now deal crush damage to enemies in the path, instead of Full Attacks. 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. Skaen'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. Rannig's Wrath no longer loses "Thrusting" or "Flurry" mods when enchanting. Stalker's Patience now has the Spear Accuracy Mod. Kahua Hozi now has the Spear Accuracy Mod. 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. 21
David Benefield Posted July 3, 2018 Author Posted July 3, 2018 Hey! For all of you Modders out there, be sure to check out the Modding Patch Notes from BMac (one of the programmers on the Eternity team ) 7
Zelse Posted July 3, 2018 Posted July 3, 2018 (edited) One of the other threads has discussed feedback on difficulty and in your twitch stream you specifically asked for it Feedback: Everything that hasnt been adjusted is too easy. All Bounties, all dragons, all other sidequests, all major storyfights everything (i.e. the faction quests that make you kill some of the bigshots, the Naga, just everything starting with Hasongo (although you can pretty much bypass Hasongo anyway, so everything after that in particular i guess) The fight against the drakes + Imps at the large rondell in the area with the magran worshippers was fine (and had also been adjusted if i remember correctly) (i.e. there are very few exceptions but they do exist, such as the animals in sayuka, those were fine too) Everything that hasnt been adjusted is too easy. You know the things you already reworked better than anyone individual fights on the island southeast of the map were challenging most importantly the content mentioned on top was BORING compared to dealing with the added pressure that all the revamped enemies bring with their bonus abilities which is just such a huge gamechanger and actually forced me to do more things that just slap down a heal and nuke easy to kill priority enemies. All difficulty that is currently there, which isnt much, (in the areas that werent adjusted) is based on inflated armor, defenses (especially against all spells that dont target deflect or will) and gunners doing stupid amounts of damage. It feels about as engaging as the surprise paralyze spam in WM. So feel free to fix those and add more interesting mechanics. ( on that note this: " Hel-Hyraf and its upgrade now target Deflection" .is my favorite change in 1.2 by far. Just a great QOL improvement for POTD and might fix inflated armor by itself) the Fight against the MenPwra (with a ton of added cleaving constructs, and a slime) or whatever their name is in the area where you cleanse the corrupted adra pillar was the best fight in the game. It had interesting mechanics that forced me to play smart. Keep the cleaving dudes busy, interrupted prioritiy spells, huge slime that blocks and throws goo.. fun stuff good times. ^That was the benchmark for a good encounter imo. All the reworked encounters were really good tho in the end! All the more reason for me to be disappointed in the rest of them. (full post in the other thread, cleared this one up to make it more readable) Edit2: Alchemy Skill no longer affects "Poison" keyworded spells and abilities. (It still affects applied poison consumables). Thanks for fixing this as well! Remember it being discussed on the forum! Edited July 3, 2018 by Zelse 5
AndreaColombo Posted July 3, 2018 Posted July 3, 2018 (edited) I'll be honest: I'm a little surprised this shipped so early and without fixing the tooltip bug patch 1.2 itself introduced. EDIT: Any of the devs can confirm whether reported typos have been addressed in this patch? Edited July 3, 2018 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
Xaratas Posted July 3, 2018 Posted July 3, 2018 Figurine Items are now charged items with an additional limit of 1/Rest use. 5 More modding for PoE II | How to Work with Stringtables
Guest Posted July 3, 2018 Posted July 3, 2018 Figurine Items are now charged items with an additional limit of 1/Rest use. Based on 1700 hours in PoE1: Figurines only matter on TCS/Ultimate runs. Figurines make TCS/Ultimate runs easy.
Dr. Hieronymous Alloy Posted July 3, 2018 Posted July 3, 2018 (edited) I've played about 10 levels' worth of content on the beta-branch version of this patch now, PotD, Cipher. Overall feedback: At least up through Hasongo the PotD changes feel great, challening difficulty and I have to use consumables intelligently to succeed. On the whole I really like the changes to Cipher. The class still needs work, but if before it was just a pile of loose rock, now it's starting to look like a Rodin sculpture -- not quite finished yet but you can see where it's going. Still needs finishing and polishing, but there's a class there. Suggestions: 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 fairly short and could use a fourth active power option at tiers 7,8, and 9 (some lower-tier abilities like Antipathetic Field could also use later-tier "upgrades" similar to the Chanter invocation upgrades). 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? Mental Binding is much improved but could still use a couple more seconds on the paralyze effect. Also, importantly, unless it is fixed in the current new final patch version, as of the beta branch at least the Gift of the Machine trait still does not import correctly at least some of the time in "created" backgrounds. I am getting really sick of playing through to Hasongo only to run into this bug and wish it would get finally ironed out. Edited July 4, 2018 by Dr. Hieronymous Alloy 4
IndiraLightfoot Posted July 3, 2018 Posted July 3, 2018 Wow, figurines got hit by the nerf hammer and very hard too. Im PoE1, and now in Deadfire, I always used a few figurines on PoTD difficulty just to have some meatshields, but now they are worth like three summoning scrolls each. Ouch! *** "The words of someone who feels ever more the ent among saplings when playing CRPGs" ***
tonpix Posted July 3, 2018 Posted July 3, 2018 Does anyone know a reliable way to stop updating to 1.2 in steam without using offline mode? I want to keep 1.1 for mods (Unity console wont be updated for 1.2 for at least 1 week + few mods probably would stop working)
AndreaColombo Posted July 3, 2018 Posted July 3, 2018 I have 1.2 and Unity Console seems to be working just fine. I haven't tested extensively, but I did use it to give myself a couple items for testing purposes and there was no problem at all. "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
Ophiuchus Posted July 3, 2018 Posted July 3, 2018 (edited) Reverted the new (bad) range on Whisper of Treason so Beguilers get to keep one of their strengths on a signature skill (20 percent range bonus on nothing is nothing). Duration and new Charmed functionality remain the same. Edited July 3, 2018 by Ophiuchus Slash and Burn: A Warlock Guide
Sotnik Posted July 3, 2018 Posted July 3, 2018 (edited) Could you please advise if various ranged weapon and invisibility issues have been fixed or they are to be fixed in the next patch? I need to decide whether it is time to play the game Namely https://forums.obsidian.net/topic/100430-ranged-weapon-reload-time-does-not-drop-below-31/ https://forums.obsidian.net/topic/100206-ranged-weapon-combo-bug/ https://forums.obsidian.net/topic/100158-confounding-blind-bug/ https://forums.obsidian.net/topic/99799-3-issues-with-rods-modal/ https://forums.obsidian.net/topic/99022-invisibility-ceases-combat/ https://forums.obsidian.net/topic/99014-3-shots-with-2-guns-swift-flurry-powder-burns-multiple-times/ Also any news on difficulty achievements? Edited July 3, 2018 by Sotnik
Zap Gun For Hire Posted July 3, 2018 Posted July 3, 2018 Does anyone know a reliable way to stop updating to 1.2 in steam without using offline mode? I want to keep 1.1 for mods (Unity console wont be updated for 1.2 for at least 1 week + few mods probably would stop working) One of the major downsides to Steam is that you are forced to update unless one stays in Offline Mode. Ain't nothing one can do about it.
tonpix Posted July 3, 2018 Posted July 3, 2018 I have 1.2 and Unity Console seems to be working just fine. I haven't tested extensively, but I did use it to give myself a couple items for testing purposes and there was no problem at all. Because only features related to characters are the broken ones (class convert + abbilities) due to change in code for class identification. It should be easy fix, but author is too busy and will come back in 1-2 weeks I guess
colaturka Posted July 4, 2018 Posted July 4, 2018 Another bug I want to report: during "A courrier's calling" I need to talk to Tuaha in Port Maje but she's not interested in talking with me. I've postponed this quest and went to talk to her after finishing the Magran's Maw part.
Enoch Posted July 4, 2018 Posted July 4, 2018 (edited) Looks like the Rooting Pain nerf isn't quite as severe as it was in the Beta-- procs on 33% of Wounds, not 25%. What else has changed from .0009 to .0017? Edited July 4, 2018 by Enoch
Yougottawanna Posted July 4, 2018 Posted July 4, 2018 Glad they didn't knock rooting pain all the way down to 25% Think they were too harsh on Paladin with the zeal cost upgrade and zeal refund nerf coming in the same patch I'm kinda bummed at the figurine change but I understand why they did it Still don't understand why they doubled the cost of galleon/junk Cipher looks way more fun now, but could use a few more tweaks (charm nerfs are good though) Glad to see the old mental binding and DAoM come back
WHW Posted July 4, 2018 Posted July 4, 2018 I'm interested in the direction Cipher is going. I played Cipher in PoE1 because I didn't like managing per rest resources, so being able to build up but then go all out was pretty fun. In PoE2, I felt like the mechanic didn't quite work, simply because the breaks between impactful casts tend to be too big - by the time you make an "impact move", rest of your team is probably halfway through their resource pool. I do like the idea of Cipher having fast casts and minimal recovery time, in exchange for the drawback of having to autoattack between casts. It just feels like they are taxed for something that was an advantage in previous game, but is neutral/disadvantageous in per-encounter world of PoE2. 3
Xenogenesis1256 Posted July 4, 2018 Posted July 4, 2018 (edited) Did they ever fix Xoti's lantern upgrade blocking beneficial spells as well as hostile? Do stupid mothmen/ townspeople run into 10 man fights with fireballs going off still? Edited July 4, 2018 by Xenogenesis1256
Mannock Posted July 4, 2018 Posted July 4, 2018 Still don't understand why they doubled the cost of galleon/junk Cause we're bathing in cash? Need a sink to wash some of it down into. 3 I'll do it, for a turnip. DnD item quality description mod (for PoE2) by peardox
Muskratful Posted July 4, 2018 Posted July 4, 2018 So , no fix yet for ranger pets starting with disabled AI each combat, especially for Ghost Heart? May not be the biggest issue, but quite a bit annoying one. 2
Jajo Posted July 4, 2018 Posted July 4, 2018 Prices of Galleon and Junk ships have been doubled. And I didn't bother with them even before, because I deemed them a complete waste of money. I mean, should I spend it to save myself from pressing "1" 3 fewer times, or on weapons that I'll actually use to resolve the conflict with and save time there? 1
house2fly Posted July 4, 2018 Posted July 4, 2018 Still don't understand why they doubled the cost of galleon/junk Cause we're bathing in cash? Need a sink to wash some of it down into. It depends what you want to do. Buy and upgrade all the unique weapons, make your own potions and scrolls, buy every boat? There already wasn't enough money to do all that, unique weapons alone end up costing some 50k+ each. This game definitely doesn't need any more money sinks. Btw, I skimmed the patch notes and don't see anything about the enchantment menu being changed. Will the next patch after this maybe make it clearer which enchantments are mutually exclusive so I don't have to save before enchanting?
Mannock Posted July 4, 2018 Posted July 4, 2018 (edited) It depends what you want to do. Buy and upgrade all the unique weapons, make your own potions and scrolls, buy every boat? There already wasn't enough money to do all that, unique weapons alone end up costing some 50k+ each. This game definitely doesn't need any more money sinks. Btw, I skimmed the patch notes and don't see anything about the enchantment menu being changed. Will the next patch after this maybe make it clearer which enchantments are mutually exclusive so I don't have to save before enchanting? Well I don't think most players upgrade every unique weapon, rather just the ones they use. I don't have the metrics but reading on this forum, most players seem to have an abundance of cash at the end of the game so it's not really shocking that the devs raise the cost of some items in game. Edited July 4, 2018 by Mannock 4 I'll do it, for a turnip. DnD item quality description mod (for PoE2) by peardox
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