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Beta Patch Notes for Version 2.0.0


David Benefield

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Hello all!
 
I'm very excited to say that the v2.0.0 patch is now on the beta branches of GOG and Steam! Please note that this will not include Beast of Winter nor Deck of Many Things until launch day; however the Magran's Fires Challenges, Balance changes, and many many bug fixes to community reported issues are available now on this branch.

 

How to access the beta

 


Beta Patch Notes v2.0.0.0017

  • Magran's Fires - New challenges and old favorites have been added for players that want a difficult experience with a twist.  These can only be done on Path of the Damned difficulty.
    • Triple Crown
      • Expert Mode
      • Trial of Iron
    • Solo
      • Cannot recruit companions, sidekicks, or adventurers
    • Berath's Challenge
      • Any party member Knocked Out for 6 seconds is Killed
      • Cannot flee from combat
    • Magran's Challenge
      • The game cannot be paused
      • The game time cannot be slowed
  • Essence Interrupter - A new Hunting Bow created by you, the community, that has been infused with animancer technology to provide interesting effects to attacks.

Major Issues

  • Fixed an issue where users would crash upon getting into combat with Cave Grubs.
  • Fixed an issue where users would crash upon getting into combat with the Giant Cave Grub.
  • Fixed an issue where users would crash after leaving the pre-Ukaizo god Scripted Interaction.
  • Fixed an issue where solo Rogues could instantly win ship boarding combat by using Smoke Veil.
  • Fixed various issues where interactables would only highlight from certain angles or positions.
  • Fixed an issue where some users would crash after declining to help Berath during the Prologue.
  • Fixed an issue where a save file would be deleted if the player created a save, didn't move, then saved on the same file.
  • Fixed an issue where leveling a companion could turn the player character into a duplicate of the companion.

Companions/Crew

  • Fixed an issue where Pallegina's Exalted Focus buff would stay on the party after she was removed from the party.
  • Fixed an issue where the Crookspur Archer SI was only using Xoti's reaction even if she wasn't in the party.
  • Fixed an issue where Monk Xoti was dealing less base damage than what was intended.
  • Fixed an issue where some players would still see Baltia in Motare o Kozi as well as on their ship after recruitment.
  • Fixed an issue where Mirke would come back to life if the player had killed her and later spoke to Aeldys.
  • Fixed an issue where Aloth could gain infinite negative reputation with Serafen.
  • Fixed an issue where the Watcher could gain infinite reputation(positive and negative) with Maia in a conversation with Fleet Master Okaya.
  • Fixed an issue where Eder would still have dialogue on Vilario's Rest even if he was dead.
  • Fixed an issue where players could ask Rekke about Eder even if Eder had not been recruited.
  • A "Serafen wants to talk" option now appears after completing A Sorcerer and a Gentleman.

User Interface

  • Fixed an issue where the skill assist tooltip progress bar was populating incorrectly on its first activation.
  • Fixed an issue where Berath's Wrath would display incorrectly on character status windows.
  • Fixed an issue where negative effects would permanently display a negative effect timer.
  • Fixed an issue where some players would get a blank Enemy Defeated window after winning a ship battle.
  • Fixed an issue where the Crafting UI would show players being able to craft more food than they have materials available.
  • Fixed an issue where modals would not display active or inactive properly when one was on cooldown and another was clicked.
  • Fixed an issue where skill indicators in Scripted Interactions would display when playing on Expert Mode.
  • Fixed an issue where players could have more than the max value of ship supplies by looting the items and putting them in personal inventory.
  • Fixed an issue where players could enchant items belonging to vendors while they were in the trade section of the store UI.
  • Ship injury count label refreshes when a character recovers and on load.

Quests

    • Fixed an issue where some players could not turn in A Shrewd Proposition if Aeldys relocates to Dunnage.
    • Fixed an issue where some players could not turn in A Paradise of the Mind to Copperhead.
    • Fixed an issue where Syri would have a conversation about Remaro even after Blow the Man Down and The Sorcerer and the Gentleman have been completed.
    • Fixed an issue where Harsh Medicine would not display as completed after bring turned in.
    • Fixed an issue where some players could not turn in Of Like Minds if they helped Master Kua, secured an alliance, then proceeded to kill him anyway.
    • Fixed an issue where A Dance with Death would not fail upon killing Captain Furrante.
    • Fixed an issue where Captain Mer Trevisilo and Captain Gold-Fin Chiara would be alive in the Balefire Beacon even if they were killed after Captain Furrante's execution.
    • Fixed an issue where Hunting Season could not be completed if Matter of Import is active.
    • Fixed an issue where players who leave and return to the Spire of the Soul-Seers after saving Flaune have the cutscene play again.
    • Fixed an issue where players were able to turn in Taking out the Traders after they had already sided with the Principi.
    • Fixed an issue where Talfor's encounter could occur after Sealed Fate had been completed.
    • Fixed an issue where the bluff option when obtaining luminous adra for Goods and Services would continue with the non-bluff dialogue.
    • Fixed an issue where the Watcher's skiff in the wrecked ship encounter for The Painted Masks would be hovering in the air instead of floating in the water.
    • Fixed an issue where Aeldys would reward the player with Casita Samelia's Legacy instead of the Swift Hunter's Garb upon completing Goods and Services.
    • Fixed an issue where Hunting Season would be available after the Royal Deadfire Company Powderhouse was destroyed.
    • Fixed an issue where Dereo suggests that the player stole the Cornett of Waves from Takano even if they received it as a gift.
    • Fixed an issue where Furrante's body would display as an interactable after his execution.
    • Fixed an issue where the game would not auto-pause if combat broke out during the trial in Taking Out the Traders.

Audio

  • Fixed an issue where Corrosive Splash was missing its sound effects.

Miscellaneous

  • Fixed an issue where weapons would be removed from the third and fourth sets after level up.
  • Fixed an issue where Wahai Porga was missing its stat block and hover tooltip.
  • Fixed an issue where interrupts or disables could lead to weapons not rendering.
  • Fixed an issue where spell casts would not cancel immediately upon combat ending. This caused issues with summoned weapons where players would have the ability to save then load the game and have the summoned weapons get stuck in slot.
  • Fixed an issue where sigils would continue to pulse attack during cutscenes and conversations.
  • Fixed an issue where characters would become transparent after swapping in normal weapons to replace summoned weapons in a weapon slot.
  • Fixed issue with being able to pickpocket miscellaneous loot from Bertenno.
  • Fixed an issue where weapon and shield effects would sometimes work when they were unequipped.
  • Fixed an issue where Corrupted Blade enchant would not replace the Tainted Blade enchant on Hel Beckoning.
  • Fixed an issue where Vailian Plate Armor was not displaying its unique appearance on female characters.
  • Fixed an issue where one of the merchant vessels could not be engaged.
  • Fixed an issue where Rotghasts could get stuck in an attack loop.
  • Fixed an issue where monetary values were not appearing in dialogue when response qualifiers were disabled.
  • Fixed an issue where "resting" NPC's were showing detection circles.
  • Fixed an issue where the rightmost pirate lord chair in Balefire Beacon had more than one description attached to it.
  • Fixed an issue where the Island Aumaua passive Among the Waves would persist outside of combat.
  • Fixed an issue where Heavy Draw on Saint Omaku's Mercy wasn't scaling Survival properly.
  • Fixed an issue where some NPCs in the Kraken's Eye were not playing their barks.
  • Fixed an issue where weapon copies in player weapon slots would disappear when reverting from a shapeshifted form.
  • Fixed an issue where the Ship Storm Scripted Interaction was using the Watcher's Arcana for the skill check instead of the chosen party member's.
  • Fixed an issue where the Watcher's Blade was missing its description.
  • Fixed an issue where Beakhead was displaying as Orbit for additional effects.
  • Fixed an issue where some corpses in the Subterranean Temple were unlootable.
  • Fixed an issue where some NPCs could be pickpocketed with 0 Sleight of Hand with no Party Assist.
  • Fixed an issue where the points of interest on the RDC Imperial Command Lower map were not positioned correctly.
  • Fixed an issue where the RDC Powderhouse upper door would remain locked after players exited the building via that door.
  • Fixed an issue where players could use Constitution Inspirations as a source of healing in the Boa Hika Pass Scripted Interaction.
  • Fixed an issue where some of the NPCs in the Imperial Command would not drop equipment upon death.
  • Fixed some pathing issues in the Deadlight Court.
  • Various typo fixes.
    • Fixed an issue where the Guardian of Ukaizo would reemerge if players killed it before it could heal or change forms.
    • Fixed an issue where the Cipher's Shackle given to the player from Serafen would not grand dexterity affliction resistance. 
    • Fixed an issue where the Blighted Bog encounter on the uncharted island would not have enemies spawn and attack after eating the Menpwgra mushroom.
    • Fixed an issue where pet Nemnok was displaying an effect timer on party portraits.

Systems Updates

  • General
    • Re-enabed tutorial and glossary entry for Counters and updated their strings to match the current in-game behavior.
    • Typed Afflictions that aren't given priority are considered top priority, (Petrified and Frozen now supersede Hobble, Immobilize, & Paralyze).
    • Halved the bonus PL poisons receive from Alchemy and status effect damage scaling has been reduced from +10% / PL to +5% (in line with other damage scaling bonuses).
    • Traps no longer show level scaling due to character level in their stat blocks.
    • Slog Zones now reapply their effects to character in the slog on interval.
  • Creatures
    • Magma Ooze emerge ability now displays a proper string when commanded to move during its emerge.
    • Removed Will-o-wisp redundant resistance to dexterity afflictions when they were already immune to them.
      • Jadaferlas and Scyorielaphas no longer show Galawain's Favor or Wrath abilities in the bestiary.
      • Guardian of Ukaizo can no longer be stunned by any player effect (Withdraw, Stasis Shell, Beetle Shell etc...).

  • Items
    • Thaos' Headdress Intellect bonus from Authority no longer clears after attacking.
    • Trollhide Belt and Ring of Regeneration now stack their effects.
    • Effort's "Lacerating" and "Maiming" enchantments will now always properly apply their DoT effect when striking with the weapon.
    • Duskfall and Kahua Hozi "Feather Light" mod now applies properly to each weapon if these weapons are dual wielded.
    • "Of Intellect" effects will now properly stack if they appear in multiple item mods.
    • Bardatto's Luxury Nobility and Untouchable are now visible in UI.
    • Scroll of Wilting Wind no longer has a duplicate "Wind" keyword.
    • Scroll of Tornado no longer has duplicate "Wind" keywords.
    • All Scroll consumables have been given a keyword to properly recognize them as Spells.
    • Blunderbuss "Inaccurate" mod now properly applies to blunderbusses held in the off-hand.
    • Kapana Taga Unblockable, Removed unintended +4 base Accuracy bonus.
    • The frequency of vanity pet barks has been halved.
    • Magistrate's Cudgel will now properly show the Tier 2 lore description if the user has the item bound to the monk class.
    • Blazing Fury, Wild Shot, and Wild Barrage effects will now clear if you switch weapons while their effects are active.
    • Hel Beckoning's "Corrupted Blade" enchant now properly replaces "Tainted Blade".
    • Watcher’s Blade will now properly unequip itself and update its icon when inspected and obtained.
    • Drunkard's Regret now uses proper character reference when deciding if a hangover should occur.
    • Saint's War Armor enchant paths are now properly mutually exclusive if you choose Rock Solid first.
  • Classes:
    • Fighter
      • Fighter Charge now properly rolls against Deflection for its Stun effect.
    • Rogue
      • Rogue Persistent Distraction no longer clears all Perception Afflictions when the rogue disengages, it will now only clear its own effect.
    • Ranger
      • Ranger Companions attack speed Average Recovery -> Fast Recovery and their armor penalty has been reduced from a 0.6 factor to 0.8 (-25%).
      • Stalker's Link accuracy bonus now properly only applies when the animal companion threatens the same target.
    • Monk
      • Stunning Surge will no longer refund its cost twice if dual wielding and both attacks crit.
    • Priest
      • Spark the Souls of the Rightous now correctly rolls against Reflex when dealing damage.
      • Priest Dismissal and Paladin Abjuration will revert to their direct damage mechanic when striking "Boss" enemies.
    • Druid
      • Sunlance now has the "Fire" keyword.
    • Wizard
      • Meteor Shower and Scroll of Meteor Shower now have the "Fire" Keyword.
      • Citzal's Enchanted Armory Breastplate now has no recovery penalty.
      • Ninagauth's Bitter Mooring now has the Frost Keyword.
      • Wizard Subclass locked spell restrictions no longer apply to variants of wizard spells (such as Trickster, Priest subclass, and item granted spells).
      • Concelhaut's Crushing Doom effects will now end if combat ends.
    • Cipher
      • Mental Binding now has the Mind Keyword on its base ability in addition to being on the attack.
      • Puppetmaster base ability now has the Mind Keyword in addition to the Puppetmaster attack.
      • Wild Leech now lists its targeted defense in its stat block.
      • Cipher's Shackle should now properly grant resistance to dexterity afflictions.
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    There's no Arcane Dampener buggy interaction with drugs? Junkies still have to eat more drugs every time enemy casts Dampener?

     

    EDIT: This bug is 100% repro and been reported multiple times since 2 months ago.

    Edited by tonpix
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    Are there any changes to the gamedatabundle or stringtable formats that modders have to watch out for?

     

    Seems to be a case, mods aren't working (at least item mods), they don't appear in Unity Console and save with item mods crashes in load

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    ah, just found this: https://forums.obsidian.net/topic/104088-modding-patch-notes-for-2000017-beta/

     

    edit: i fixed one of my mods (which adds a lantern that's like Xoti's) by adding the line

    "EquipConditionals": {
    "Operator": 0,
    "Components": []
    },

    edit 2: somehow accidentally deleted the rest of my post. After adding the above this is what my item's EquipableGameData looks like (going backward and forward 2 lines):

    ...
    "RestrictedToClassIDs": [],
    "RestrictedToPlayer": "false",
    "EquipConditionals": {
    "Operator": 0,
    "Components": []
    },
    "ProficientAbilityID": "62f142c9-d40c-495b-836b-88a62603db52",
    "CannotUnequip": "false",
    ...
    Edited by topologista
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    ah, just found this: https://forums.obsidian.net/topic/104088-modding-patch-notes-for-2000017-beta/

     

    edit: i fixed one of my mods (which adds a lantern that's like Xoti's) by adding the line

    "EquipConditionals": {
    "Operator": 0,
    "Components": []
    },

    edit 2: somehow accidentally deleted the rest of my post. After adding the above this is what my item's EquipableGameData looks like (going backward and forward 2 lines):

    ...
    "RestrictedToClassIDs": [],
    "RestrictedToPlayer": "false",
    "EquipConditionals": {
    "Operator": 0,
    "Components": []
    },
    "ProficientAbilityID": "62f142c9-d40c-495b-836b-88a62603db52",
    "CannotUnequip": "false",
    ...

    Which is odd, as the game should have treated the missing lines as a partial override situation.

     

    Regardless on my own testing on a compare between the two versions of items.gamedatabundle, the code:

    "EquipConditionals": {
    "Operator": 0,
    "Components": []
    },
    

    has been added to EVERY single item in the game, sandwiched between "RestrictedToPlayer": (which can be true or false) and "ProficientAbilityID": (which can be anything).

     

    Doesn't appear to be any EquipConditionals yet, at least not in items.gamedatabundle, but it wouldn't surprise me to see them soon.

    Edited by Zap Gun For Hire
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    Subbing thread.

     

    Pics of the bow and it’s stats/enchantments please? :)

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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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    I'm not seeing an option to enable Magran's Fires for new games, just Berath's Blessings.

    Thanks to a passing comment from omgFIREBALLS, I figured out how to access the Magran's Fire challenges.  You need to click on the imp/gargoyle head at the bottom of the info box on the title screen.

     

     

    YtEGZvB.png

     

    I think that's.... A bit too hidden and should be a bit more upfront so folks can find it more readily. 

    Edited by Zap Gun For Hire
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    Surprised there’s no mention of a fix for the damage dealt by the twins summoned by The Dichotomous Soul. Is that still an issue? It’s been outstanding for a while.

    "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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    Surprised there’s no mention of a fix for the damage dealt by the twins summoned by The Dichotomous Soul. Is that still an issue? It’s been outstanding for a while.

    Still bugged? haven't tested but since wizard duplicates were fixed I was hoping it was the same for monk.

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    I’ll check this evening or tomorrow.

    "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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    Surprised there’s no mention of a fix for the damage dealt by the twins summoned by The Dichotomous Soul. Is that still an issue? It’s been outstanding for a while.

    Ability still bugged and useless. Before balance stuff, fixing non working abilities should be a priority.

     

    Right now they should just remove the ability, it's a trap and don't worth at all a pl7 ability (not even a PL 1).

    Edited by Takkik
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    I’ll report it again tonight to confirm it’s still there in 2.0.

    "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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    Subbing thread.

     

    Pics of the bow and it’s stats/enchantments please? :)

    +5 shock/burn damage increase with metaphysics skills

     

    The bug still, even with +5 port maje reputation, I notice no discount from Henric at his shop - until you leave port maje / reach neketakka and going back to port maje - this will show proper discount (-15 disc @ +5 port maje rep).

    post-216817-0-00362600-1532699116_thumb.jpg

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    Is it just me or is the 6s-until-permadeath for Berath's Challenge overly restrictive?

     

    Mostly because Resurrection is a 6s cast spell. It seems painfully ironic that the best rezzer class in the game (priest) has its best rez spell made close to obsolete due to an almost-uselessly-slow cast time (you basically need some mix of rapid casting, deftness, and a high dex on top of not being in the middle of recovery upon teammate-knockout for it to work).

     

    Not much better for a druid or chanter. Hope you weren't in the middle of recovery before that enemy got a lucky crit on one of your tanks and knocked them out. Only the paladin really works out well here and unless they fixed Reviving Exhortation's damage it's only temporary (or unless paired with a cannot die effect).

     

    Are there other Magran's Fires not listed in the patch notes? There was an interview a few days ago where an Obsidian staff member talked about a challenge where beasts got a random ability (they even called it Galawain's Challenge) but I don't see mention of it here. Because if all we get is Triple Crown/Solo (which we could have been doing anyway), another one that defeats the point of playing a Real-Time With Pause game, and then Berath's Challenge, I am extremely disappointed in these challenges.

    Edited by thelee
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    Are there other Magran's Fires not listed in the patch notes? There was an interview a few days ago where an Obsidian staff member talked about a challenge where beasts got a random ability (they even called it Galawain's Challenge) but I don't see mention of it here. Because if all we get is Triple Crown/Solo (which we could have been doing anyway), another one that defeats the point of playing a Real-Time With Pause game, and then Berath's Challenge, I am extremely disappointed in these challenges.

    They're being rolled out over time, with these two being the first at the 2.0 launch. 

     

    In other words, yes more are coming; these are just the ones which were ready for release first. 

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    Subbing thread.

     

    Pics of the bow and it’s stats/enchantments please? :)

    +5 shock/burn damage increase with metaphysics skills

     

    And if you score a crit with it, it'll summon a random monster  upon death of the target.  The game implies that it can be hostile OR friendly.  I've seen it summon a hostile monster, not sure if it'll also possibly summon an allied one.

     

    There is an upgrade that will guarantee an allied monster be summoned.  Hope you like spending two Adra Ban to unlock it*, though. ;)

     

    * the 3k in gold, Binding Copper and Awakened Adra also needed is trivial and not worth commenting, IMO

     

    The upshot is, someone using this bow right out of the gate can easily summon a hostile high level monster into combat when they are second or third level.  But no one ever said Animancy was an exact science. :lol:

    Edited by Zap Gun For Hire
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    Subbing thread.

     

    Pics of the bow and it’s stats/enchantments please? :)

    +5 shock/burn damage increase with metaphysics skills

     

    And if you score a crit with it, it'll summon a random monster  upon death of the target.  The game implies that it can be hostile OR friendly.  I've seen it summon a hostile monster, not sure if it'll also possibly summon an allied one.

     

    There is an upgrade that will guarantee an allied monster be summoned.  Hope you like spending two Adra Ban to unlock it*, though. ;)

     

    * the 3k in gold, Binding Copper and Awakened Adra also needed is trivial and not worth commenting, IMO

     

    The upshot is, someone using this bow right out of the gate can easily summon a hostile high level monster into combat when they are second or third level.  But no one ever said Animancy was an exact science. :lol:

     

     

    Actually, this is interesting.  Has anyone been able to summon a NON hostile creature using the base version of Essence Interrupter?  Been messing around with it and I'm always summoning a hostile critter.

     

    I took a glance at the code and now I'm suspecting that a summoned creature will always be hostile if the base creature summoned is usually hostile.

     

    Might need to take a closer look at the code and just what "OverrideTeam" means when it comes to "TeamType".

     

    If so, that makes it an... interesting weapon to use in combat without that upgrade applied.  Especially at lower level, as I said.

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    What you can do is hit your party members with it once out of combat to instill the essence in them; being out of combat, they regenerate almost instantly. If they are killed in combat, they spawn a friendly creature. Does that work?

    "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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    What you can do is hit your party members with it once out of combat to instill the essence in them; being out of combat, they regenerate almost instantly. If they are killed in combat, they spawn a friendly creature. Does that work?

     

    I instilled Eder with some essence, sent him to fight and die. The resulting spawn seemed to be a neutral enemy (red ring, but the enemies and the spawned lesser black ooze were happily fighting each other).

     

    Companions with instilled essence are destroyed on death, so I can't recommend doing it to one you're particularly attached to or anything (especially with Trial of Iron enabled.. sorry Eder  :( )

     

     

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