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Patch Notes for 2.0.0

patch-notes

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#1
David Benefield

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Hello everyone!
 
Welcome to patch 2.0.0! This update Features the launches of both the Beast of Winter and Deck of Many Things DLCs. As well as many fixes and some balance changes. Below is a list of many of the fixes and changes that the community has mentioned.
 
This Patch should be live on Steam, GOG, & Origin at 10 AM PDT. The patch will go live on the Apple Store as soon as it is approved by Apple.
 
 
Build 2.0.0 Patch Notes

New Features & Updates
  • Beast of Winter
    • The first paid DLC that has the Watcher travel to Harbinger's Watch to investigate an ever expanding iceberg in the Deadfire Archipelago.
  • Deck of Many Things
    • The fifth free DLC that includes a Junk that sails around the Deadfire selling magical items and goods.
  • Magran's Fires - New challenges and old favorites have been added for players that want a difficult experience with a twist.  These challenges can only be done on Path of the Damned difficulty and can be found by clicking the head of Magran at the bottom of the Title Menu.
    • 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. You can find this for sale in Henric's shop in Port Maje.
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 some players could not turn in A Shrewd Proposition if Aeldys relocates to Dunnage.
  • 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.
  • Updated many French, Italian, German, & Spanish strings UI strings that were still referencing Pillars I mechanics (such as Endurance instead of Health).
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
  • Spoiler
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 the Watcher's Blade had a strange glow on its crossguard.
  • 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 an issue where players could gain infinite reputation with Huana and RDC from conversations with Tipa and Wetu in Sayuka.
  • Fixed some pathing issues in the Deadlight Court.
  • Various typo fixes.
  • Spoiler
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.
    • Spoiler
  • 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.
  • Previous Patch Notes
    1.2.2.0033
    1.2.0.0028
    1.2.0.0017
    1.1.1.0064
    1.1.0.0035
    1.0.2

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#2
AndreaColombo

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Dave,

 

would it be possible when final patch notes are posted to highlight in a different color any items that were not in the beta patch?


Edited by AndreaColombo, 02 August 2018 - 01:01 PM.

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#3
Calurin

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Agree with Colombo above. 



#4
peardox

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Modding notes?

 

All we've had is Small Icons

 

How about game.gamevariablebundle for example?



#5
misterjimmy

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I'm disappointed. I thought there will be "more" balance improvements.


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#6
house2fly

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I went to Port Maje and Henric wasn't selling the bow. Wait 25 hours I guess?

#7
Alhoon

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For Magran's Fires, are there any achievements or other ways to confirm you've done them?


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#8
Siegdarth

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I was dreaming that full attacks with single hand/ 2h and bows would do something like dual wield =/



#9
klajton

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I've just started Beast of Winter, and these problems aren's still solved:

 

1. Xoti permanent lantern buff: https://forums.obsid...i-lantern-buff/

 

2. Missing Nungata: https://forums.obsid...-missing/page-2 (I know that you can fail Final Manouver quest to get her back, but I don't want to)


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#10
gruedragon

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Any chance of GOG getting the 2.0 patch for Linux so I don't have to download the entire game yet again?



#11
Crispy81

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I still have a permanent (but non-active?) buff on Eder from the Grave Calling saber.  It actually lists it as X2.  Irritating.



#12
Achilles

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  • Fixed an issue where the Watcher's Blade had a strange glow on its crossguard.

This is not fixed



#13
hayt

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Is the fact that Area of Effect Indicators being no longer visible on expert mode a bug or a deliberate change? It's not listed in these notes and I noticed it right away since this patch. If it's not a bug it's a shame since I thought it was a sensible change between Pillars 1 expert and Pillars 2 Expert. Not being able to see the AoE ui makes it nearly impossible to smartly use the safe zones that AoEs have.


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#14
PIP-Clownboy

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Is the fact that Area of Effect Indicators being no longer visible on expert mode a bug or a deliberate change? It's not listed in these notes and I noticed it right away since this patch. If it's not a bug it's a shame since I thought it was a sensible change between Pillars 1 expert and Pillars 2 Expert. Not being able to see the AoE ui makes it nearly impossible to smartly use the safe zones that AoEs have.

 

I really hope it wasn't intentional and always hated the fact that they didn't show in POE, which completely ruined expert mode for me. 

 

Simply put, I don't feel like to having indicators divorced from expert increases difficulty like at all. Not having them visible makes the process of combats tedious and not fun to the point I will never run expert mode ever vs I would play expert mode 100% of the time if indicators were there. 


Edited by PIP-Clownboy, 03 August 2018 - 01:49 AM.

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#15
gkathellar

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Is the fact that Area of Effect Indicators being no longer visible on expert mode a bug or a deliberate change? It's not listed in these notes and I noticed it right away since this patch. If it's not a bug it's a shame since I thought it was a sensible change between Pillars 1 expert and Pillars 2 Expert. Not being able to see the AoE ui makes it nearly impossible to smartly use the safe zones that AoEs have.

 

I really hope it wasn't intentional and always hated the fact that they didn't show in POE, which completely ruined expert mode for me. 

 

Simply put, I don't feel like to having indicators divorced from expert increases difficulty like at all. Not having them visible makes the process of combats tedious and not fun to the point I will never run expert mode ever vs I would play expert mode 100% of the time if indicators were there.

 

Seconding (thirding?) this. Removing AoE indicators doesn't make the game tactically deeper or more difficult, except in the sense that you need to eyeball things that you have no reasonable way of guessing. Every time a CRPG says, "this has a 15-foot radius" and doesn't give me a rangefinder for what a fifteen foot radius actually is, I feel a wave of anti-nostalgia.


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#16
AndreaColombo

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Let me fourth this.
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#17
uuuhhii

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Furrante still unkillable

and weird new bug make gardian of ukaizo encounter very easily missed



#18
Baldiedash

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Is the fact that Area of Effect Indicators being no longer visible on expert mode a bug or a deliberate change? It's not listed in these notes and I noticed it right away since this patch. If it's not a bug it's a shame since I thought it was a sensible change between Pillars 1 expert and Pillars 2 Expert. Not being able to see the AoE ui makes it nearly impossible to smartly use the safe zones that AoEs have.

 

I really hope it wasn't intentional and always hated the fact that they didn't show in POE, which completely ruined expert mode for me. 

 

Simply put, I don't feel like to having indicators divorced from expert increases difficulty like at all. Not having them visible makes the process of combats tedious and not fun to the point I will never run expert mode ever vs I would play expert mode 100% of the time if indicators were there.

 

Seconding (thirding?) this. Removing AoE indicators doesn't make the game tactically deeper or more difficult, except in the sense that you need to eyeball things that you have no reasonable way of guessing. Every time a CRPG says, "this has a 15-foot radius" and doesn't give me a rangefinder for what a fifteen foot radius actually is, I feel a wave of anti-nostalgia.

 

Well, let me fifth this. Honestly with the fixed 15-fooot radius you had at least a sporting chance of eyeballing it, because, in Baldur's Gate at least, a lot of spells had the same radius so you kind of learned how to put on a mental template. That is definitely much more difficult to do in Pillars, with all the different areas and area size increase effects. I didn't like to play on expert mode because of it.


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#19
IndiraLightfoot

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For Magran's Fires, are there any achievements or other ways to confirm you've done them?

I'd like to know this as well. :)


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#20
Tommy1984

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For Magran's Fires, are there any achievements or other ways to confirm you've done them?

I'd like to know this as well. :)

 

 

I think they are only shown in the Magran Fire menu ... "0/2 completed" should change after completeing them.

 

As there is now a solo only challenge, are all solo bugs fixed? For example can you now get the second corrnet in the Old City (where you need to dive) as a solo player to open the hidden area in the Ondra temple?


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