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Posted

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.
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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.
  • 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

 

 

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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.
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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

 

 

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Item Changes

 

 

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  • Like 21
Posted (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 by Zelse
  • Like 5
Posted (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 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

 

Posted
  On 7/3/2018 at 6:31 PM, Xaratas said:

 

  Quote

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.

Posted (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 by Dr. Hieronymous Alloy
  • Like 4
Posted

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" ***

 

Posted

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)

Posted

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

 

Posted (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 by Ophiuchus
Posted (edited)
Posted
  On 7/3/2018 at 8:30 PM, hamsterofchaos said:

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.

Posted
  On 7/3/2018 at 8:39 PM, AndreaColombo said:

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

Posted

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.

Posted (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 by Enoch
Posted

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

Posted

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. 

  • Like 3
Posted (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 by Xenogenesis1256
Posted

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. :) 

  • Like 2
Posted
  On 6/29/2018 at 10:19 PM, David Benefield said:
  • 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. :lol:

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?

  • Like 1
Posted
  On 7/4/2018 at 5:47 AM, Mannock said:

 

  On 7/4/2018 at 1:48 AM, Yougottawanna said:

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?

Posted (edited)
  On 7/4/2018 at 1:13 PM, house2fly said:

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 by Mannock
  • Like 4

I'll do it, for a turnip.

 

DnD item quality description mod (for PoE2) by peardox

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