Jump to content
  • 0

v2.1.0 is now available on the Beta Branch


David Benefield

Question

Hello everyone!
 
We have just placed our 2.1 patch onto the Beta Branches of GOG and Steam. Click here for instructions of how to join the Beta. Below are the initial patch notes for this release noting the new features and some of the more prominent bugs that have been fixed. As always, please let us know if this patch has any unintended affects on your gamestate or if you encounter any new bugs from this patch, here in our beta forums.
 
Also a note for our Ranger Watchers out there: Our design team has been listening to your feedback, and we are looking to add some new ranger abilities in our 3.0 patch.
 


Beta Patch notes for v2.1.0.0034

 

  • Fixed partially overridden game data objects getting unloaded with every other bundle reload (affected modded stringtables).
  • Skullcrusher Weapon now only injures 'Uninjured' targets.
  • Loading screen is now displayed correctly upon finishing naval boarding.

Beta Patch notes for v2.1.0.0023

  • Armor Penetraction for Amra backer item has been corrected.
  • Fixed a parsing error with mod manifests that had empty version numbers.
  • Berath Blessing skill with Rogues now properly grants Sleight of Hand.

Beta Patch notes for v2.1.0.0021

 

New Features & Updates

  • Shroud of the Phantasm - A new community-designed cape, the Shroud of the Phantasm seems to grant the wielder the favor of Wael, though the will of the God of Secrets is all but impossible to discern for certain. Wearers gain the ability to manifest illusory duplicates and are rarely, if the God of Secrets is watching, struck with bolts of understanding capable of turning the tide of battle. You can find this magical item hidden within Berkana's Observatory.
  • Ability Tree Preview - Thanks to our programming team, the Class Ability Tree can now be viewed outside of the level up screen! This can be done from the Inventory/Character Sheet UI, or when recruiting a new companion.
  • New Magran's Fires Challenges added - New challenges and old favorites have been added for players that want a difficult experience with a twist.  These challenges can be found by clicking the head of Magran at the bottom of the Title Menu.
    • Skaen's Challenge
      • The Fog of War is greatly reduced around the Player's Character.
      • Torches can help increase the vision area.
    • Abydon's Challenge
      • Weapons and Armor now degrade during adventuring.
      • Weapons and Armor can be repaired for a price through the Enchanting Menu.
  • Enchanting UI Update
    • The Enchanting Menu has received a visual re-work. Enchantment progression paths are now much clearer, and it should be easy to tell if a new enchantment will replace or rework an old enchantment.
  • Steam Workshop Mod Support - Mods will now be supported through the Steam Workshop page. Check it out to see what unique changes the community is bringing to the world of Eora!
  • Audio Combat Remixing - Our audio team has remastered in-game combat sounds, resolving a suite of bugs and generally improving the game as per community feedback:
    • Combat Chatter now provides more critical feedback and is easier to understand during combat.
    • Creatures have been tuned to spam sounds less
    • Ability audio has been tuned to react to other sounds (i.e. gets softer when combat chatter is playing)
    • And much more!
  • New Backer Items and Pets - Additional Backer Pets and Backer Items have been implemented to the game including:
    • 5 Backer items added (Locations in spoilers):
      • Amra (Battle Axe)
        • Sold by Ramaso in the Radiant Court (in Dunnage).

      • Karaboru (Great Sword)
        • Hidden in a Wahaki treasure vault on Ori o Koiki.

      • Outworn Buckler (Small Shield)
        • Stashed behind a painting in the Vailian Headquarters.

      • Harmony (Ring)
        • Set before an altar to Hylea on an uncharted island (Overgrown Island).

      • The Mung Bean's Mouth Organ (Neck)
        • Stored and forgotten somewhere within the supplies of the Rauatai on Sakuya.

    • 14 Backer Pets added:
      • Names and Locations in Spoiler

        • Chloë found in Tikawara
        • Sheba found in Sayuka
        • Dude the six-toes cat found in The Hole
        • Levin found in Queen's Berth
        • Pes found in The Brass Citadel
        • Epsilon found in The Radiant Court
        • Cajux found in The Brass Citadel
        • Misty found in Crookspur
        • Noah found on Luminous Bathhouse Balcony
        • Rex found in Crookspur
        • Zorro found in Lifter's Refuge
        • Ludde found in Fort Deadlight
        • Hati found in Fort Deadlight
        • Ulk found in Junvik Village

Resolved Major Issues

  • FPS degradation over time that was introduced in v2.0.1 no longer occurs.
  • Party companion portraits are now saved after restarting the game.
  • Items are no longer duplicated when using the Quickload feature during item transactions.
  • Modals appear when a weapon is copied into a character's main hand.
  • Pillars of Eternity 1 saves are now recognized across all supported languages.
    • Players now leave Bekarna's Observatory as expected.
    • Players now leave Fort Deadlight as expected.
    • Pre-Ukaizo save data now allows for DLC completion.
    • Players that obtain the submarine can now leave Nekataka via port icon.
    • Players can now read the Harbinger's missive with no issues.
    • Aloth and Konstanten will now appear as intended in Party Management.
    • Players no longer get stuck in combat when boarding the Deck of Many Things while a hostile ship is nearby.

AI/UI Changes

  • Auto-attack and Swap Weapon set AI actions now properly adhere to the cooldown value set in the Behavior Editor.
  • Auto-Pause feature for Spell Cast no longer triggers for Passive or Modal abilities.
  • The Behavior Editor no longer displays two different layers at once.
  • "Daily Wages lost" will no longer appear multiple times after a game load.
  • Money qualifiers are now always displayed in dialogue choices.
  • Ornaments will no longer shift when looking at UI Menus.
  • Fixed scrolling issues when selecting abilities and conditionals in the AI Behavior Editor UI.

World Map and Ship Changes

  • Extra unusable ship supplies will no longer show up in personal inventory.
  • Crew members no longer spawn in the same space in the scene. 
  • Hitting Cancel when naming an island will no longer set the island name to default.

General Changes

  • The correct Hollowborn choices from Pillars of Eternity will be reflected if the player chose to return the souls.
  • Ranger Pets no longer teleport next to their owner on loading a save.
  • Spearcaster displays correctly in German tooltip.
    • Xaurip Champions no longer get stuck when attempting to use their abilities.
    • Enemy Wizards looted while in Form of the Helpless Beast no longer become giant corpses.
    • All doorways in the Imperial Command can be used as expected.
    • Using the Bluff option on Cathwenna no longer shows a copper loss value of 6000.
    • Brawlers in the Undercroft no longer start conversations mid-combat.
    • Emeini will not bark continuously on scene load.
    • Xoti's romantic end slide options will now display correctly for all paths on new games.
    • Ydwin's initial conversation no longer allows for infinite negative rep with Pallegina or Serafen.
    • Odirisi's body no longer respawns after reloading into the Arena Sub-level.
    • Doors in the Hanging Sepulchers no longer clip with the environment.
    • Atsura now has the correct pickpocket range.
    • The skiff at the secret entrance of Fort Deadlight is placed in the environment correctly.
    • Players will now receive negative Slaver reputation when killing Crookspur slavers.
    • Badema now has a vision cone for stealth checks.

Quests

    • The Lighted Path quest now triggers correctly in all scenarios.
    • In Sealed Fate, Degnos will now properly disappear Degnos will now properly disappear from Queen's Berth when fleeing from Avetta.
    • The chest in Uto's Gunsmithy can no longer be lockpicked with no repercussions. 
    • In the Lighted Path, Bosc and crew states will not change after Bearn has been rescued.
    • Killing Fleetmaster Wakoyo will now fail the three appropriate bounties.
    • Flaune will now contain dialogue options in the Skipping Ahead quest line as expected.
    • Two-Eyed Pim can now be given the voucher any time you speak with him.
    • Director Castol or Alvari is correctly referenced when the player chooses one to banish to the Gullet.
    • Rauatian Arquebusier no longer remains in-scene after being intimidated.
    • TheNPCs outside of Biha's house now bark correctly.
    • Badema's speech is correct if she is freed.
    • Can no longer repeatedly gain Might reward in Derelict Ship quest.
    • Vela does not appear in game if she was sacrificed in Pillars of Eternity 1.

Beast of Winter DLC Changes

    • Players can return to Neriscyrlas' Lair without getting stuck.
    • The Twin Eels Item no longer displays 'Missing Strings' in its stat block.
    • The Frosty Pet has its description resolved for typos.
    • Vatnir correctly refers to Aevar instead of Hadret in his dialogue.
    • Frostfall's "Dispersed Suffering" enchant increases hostile effects duration by 20%.

Systems Updates

  • General
    • Enemy rangers will not cast "Marked for the Hunt" indefinitely.
    • Characters with the Blinded affliction are no longer susceptible to gaze attacks.
    • There is no longer an Accuracy vs. Reflex check on the self damaging effect of Sacred Immolation.
    • Characters with max perception cannot detect hidden items in the Fog of War.
    • Allied Chanter Summons will no longer be Charmed if the Watcher is Charmed.
    • Weapons now return to their correct state after Summoned Weapon effects end.
    • Wild Orlans no longer have duplicate racial abilities.
    • Berath's Blessing Skill bonus wording adjusted to mention bonus skills (not double), and Rogue now properly receives Sleight of Hand skill.
    • Triple Crown challenge now explicitly states (albeit redundantly) that Path of the Damned is enabled. Now displays all three states and justifies its name "Triple" Crown.
    • Costs will now show for abilities in level up and AI customization.
    • Damage Shield effects now update their remaining health values when an affected character is damaged.
    • Full Attacks made while dual wielding will now receive a -35% penalty to the damage they deal.
  • Creatures
      • Naga Flame Marauder's will no longer spam Stalwart Defiance.
      • Fampyr's Retalitory Charm and Dominate Gazes now have the Gaze keyword.
      • Xaurip AI will no longer spam Marked For the Hunt.
      • Guls in the Old City target correctly.
      • Ironclad Constructs no longer get their animations stuck casting Furnace ability.
      • Fampyr's Domination Gaze is no longer used when hit with a single target ability.
      • Spirits and Wisps are affected by Weakness: Perception Afflictions as intended.

  • Unique Items
      • Eccea's Arcane Blaster's "Fractured Bullet" and "Bullet Time" no longer remove Runestone Flint.
      • Eccea's Arcane Blaster's "Fractured Bullet" no longer applies to all ranged weapons.
      • Static Charge from Legendary Pollaze now applies damage correctly.
      • Cabalist's Gambeson's armor stat is now a consistent armor value of 7.
      • The Red Hand's "No Rest for the Wicked" does not retain stacks when switching weapon sets.
      • The Red Hand's "Twin Slugs" effect only knocks back enemies within 4 meters.
      • The Red Hand's bonus damage from Blood Stained Hands (and its upgrades) now correctly only applies to The Red Hand.
      • Poisons now clear their display effect after they have been applied.
      • Removed a chance for Orishia to grant a display effect instead of a combat bonus.
      • Thundercrack Pistol Charged Field effects should now display as hostile effects.
      • Thundercrack Pistol "Conductive Blast" ability will now properly deal all of its hits over 1s (instead of 2 hits over 0s).
      • Thundercrack Pistol unintended minor accuracy bonuses have also been removed from Conductive Blast and Storm Rune Shot.
      • Spearcaster is now correctly unfit for melee combat, the same as other arbalests.
      • Dragon Gizzard Stone recipe no longer doubles its ingredient cost for 2H weapons.
      • Blackened Plate Usher's Visage no longer removes Death's Visage and no longer deals damage to nearby enemies.
      • "Silence of the Dead" now lists its effect as "Removes Whispers of the Dead" to be more clear about its function.
      • Concentration from Potion of Spirit Shield is no longer a hostile effect.
      • Removed Survival Scaling on Mohora Tanga's Penetration bonus.
      • Removed unintended +10 Accuracy from Pukestabber Vomit attack.
      • Casita Samelia's Legacy no longer clears its Confrontation bonus on combat end.
      • Watershaper's Rod Ondra's Wrath Frost & Water PL +2-> +1. (This was mentioned in an earlier patch, but wasn’t actually changed)
      • Watershaper's Rod Ondra's Wrath no fires an unnecessary ranged attack to deliver its AOE. (This was causing recursion)
      • Watershaper's Rod Ondra's Wrath no longer removes Master Shaper.
      • Magran's Favor Burning Burst attack now properly triggers when killing an enemy with the axe.
      • Last Word Silence in Death no longer removes Quieting.
      • Kahua Hozi Glass Walker now removes Feather Light.
      • Duskfall's Devious effect now works for all ally targetting cases.
      • Duskfall's "Drawing Cut" and "Drawing Parry" are not reapplied when swapping weapon sets.
      • Duskfall's effects no longer remain when swapping weapon sets.
      • Caedebald's Black Bow now contains the "Acid" keyword to benefit from Spirit of Decay. 
      • Cloak of Greater Deflection and Bracers of Greater Deflection now properly stack their effects.
      • Raised crafting cost of Luminous Adra Potion from 1k to 3.5k (This was intended to be a rare and limited item).
      • Bronlar's Phalanx Sentinel mod now states it removes the Stand Guard Immobility effect.
      • Veilpiercer Purging Volley should now properly strip off all hostile and beneficial effects.

  • Classes
    • Barbarian
      • Barbarian Lion Sprint now properly clears its accuracy bonus after attacking and its effect will display on the portrait.
      • Barbarian Crushing Blow now properly clears recovery on kill when wielding a ranged weapon.
      • Berserker Spirit Frenzy now properly applies the Berserker self-DoT effect.
    • Chanter
      • Chanter Dragon Summon now has a proper string description for Tail Lash.
    • Cipher
      • Cipher's Wild Mind miscast damage per Focus has been halved.
    • Druid
      • Pollen Patch now heals for the correct values
      • Tekehu's Watery Double Spell will now properly copy Tekehu's equipped weapons.
      • Tekehu's Watery Double will now cast watershaper spells in select situations.
    • Fighter
      • Fighter Take The Hit Discipline cost reduced from 2 to 1.
      • Fighter Inspired Discipline Cost from 4 to 3.
      • Fighter Power Strike Bonus Damage increased from +100% to +200%.
      • Black Jacket no longer loses Constant Recovery, but instead receives less healing from Constant Recovery's effect.
      • Fighter Penetrating Strike Bonus Penetration reduced from 4 to 3.
    • Monk
      • Blade Turning only affects hostile spells and does not negate abilities like Greater Lay on Hands.
    • Paladin
      • Paladin Sacred Immolation (and its upgrades) base self-damage reduced from 43 to 32.
      • Paladin Reviving Exhortation (and its upgrades) Health lost reduced from -150 base to -100.
      • Paladin Reviving Exhortation (and its upgrades) reduces from 4 zeal cost to 3.
      • Paladin Hastening Exhortation (and its upgrades) reduced from 3 Zeal cost to 2.
    • Ranger
      • Ranger Revive Companion (and its upgrades) Bond Cost reduced from 3 to 2.
      • Ranger Takedown (and its upgrades) now also receive +25% Bonus Damage.
    • Rogue
      • Rogue Sap and Perplexing Sap now use the Pommel Strike animation and their interrupt has been upgraded to Prone.
    • Wizard
      • Kalakoths Freezing Rake now has the correct ranged radius at the caster's feet.
      • Llengrath's Safeguard now properly triggers when the caster's HP threshold is below.
      • Wizard Eldritch Aim cast time reduced from Average to Fast.
      • Characters permanently petrified by the 9th level Wizard spell "Petrification" are destroyed when combat ends.
      • Two Unique Backer Spells have been added and are each contained in a unique grimoire:
        • Zahndethus’ Dragonic Fury (PL7)
        • Jernaugh’s Equalizing Burst (PL6)
    • Like 27
    Link to comment
    Share on other sites

    Recommended Posts

    • 0

     

    Am i right in assuming we can't learn these new spells since they're only available in grimoires? Really wished there was an option to learn from grimoires on level up instead of the normal spell selection or something. :( Other than that, amazing update guys!

    Can you Elaborate on this? Are you saying that if the spell is available via grimoire it wont allow you to learn the spell naturally if you meet the requirements and have a point available?

     

     

    Yes, basically. For example arcane assault isn't in the level up spell selection so i can only cast it with the grimoire you get right at the start, not memorize it on level up so that i could equip another grimoire and still have access to it. I'm assuming it's the same with these new spells since they're only available in a special grimoire?  While i do prefer the new system with choosing spells on level up (makes getting new spells more exciting kinda), i'd still love to be able to have the option to memorize spells from grimoires i've found that aren't in the level up spell selection. Hope this clears things up.  :)

    Link to comment
    Share on other sites

    • 0

    Lol power strike is now twice as powerful as backstab. I swear, sometimes I think obs doesn't get rogues at all.

     

    A lot of good changes here otherwise. Except for the attempt at weapon style balancing — it's like they read through the full attack suggestion threads and managed to find the one solution that absolutely no one was suggesting.

     

    Edit: just spent some time testing it and it appears to be an additive damage nerf. On a dual-wielding rogue, you won't even notice the difference. I really hope they revisit this.
     

    Ah well. I suppose recognizing it is at least a step in the right direction. 

    Edited by Purudaya
    Link to comment
    Share on other sites

    • 0

    Lol power strike is now twice as powerful as backstab. I swear, sometimes I think obs doesn't get rogues at all.

     

    A lot of good changes here otherwise. Except for the attempt at weapon style balancing — it's like they read through the full attack suggestion threads and managed to find the one solution that absolutely no one was suggesting.

     

    Edit: just spent some time testing it and it appears to be an additive damage nerf. On a dual-wielding rogue, you won't even notice the difference. I really hope they revisit this.

     

    Ah well. I suppose recognizing it is at least a step in the right direction. 

    What is a power strike?

    Link to comment
    Share on other sites

    • 0

    Lol power strike is now twice as powerful as backstab. I swear, sometimes I think obs doesn't get rogues at all.

     

    A lot of good changes here otherwise. Except for the attempt at weapon style balancing — it's like they read through the full attack suggestion threads and managed to find the one solution that absolutely no one was suggesting.

     

    Edit: just spent some time testing it and it appears to be an additive damage nerf. On a dual-wielding rogue, you won't even notice the difference. I really hope they revisit this.

     

    Ah well. I suppose recognizing it is at least a step in the right direction. 

     

    Power strike is an active ability while backstabk is passive, I don't see why something cost resource should be same as a passive. Also you can combine backstab with high lash ability to get more out of it.

    • Like 1
    Link to comment
    Share on other sites

    • 0

    Power strike isnt an active rogue ability

     

    Is he referring to all active rogue abilities as power strikes? eg full attacks like crippling strike?

     

    If he is he is wrong because you can do a crippling strike full attack from stealth or invis and also backstab at the same time. Hence you will get the damage from both in the one full attack  (both crippling strike and backstab)

    Edited by Teclis23
    Link to comment
    Share on other sites

    • 0

    Lol power strike is now twice as powerful as backstab. I swear, sometimes I think obs doesn't get rogues at all.

     

     

    Are you really suggesting that Fighter has an advantage over Rogue for single target DPS ? Come on, that is only 1 strike and it costs a bunch of discipline. I think rogue still have the proper tools.

    • Like 2
    Link to comment
    Share on other sites

    • 0

    Anyone can confirm for me that they added the "compare rings shows both rings now" that should have been in v2.1. It's not listed in the UI changes here, and I don't really want to install the beta just to check this if I can ask you nice guys :)

    ^

     

     

    I agree that that is such a stupid idiotic pathetic garbage hateful retarded scumbag evil satanic nazi like term ever created. At least top 5.

     

    TSLRCM Official Forum || TSLRCM Moddb || My other KOTOR2 mods || TSLRCM (English version) on Steam || [M4-78EP on Steam

    Formerly known as BattleWookiee/BattleCookiee

    Link to comment
    Share on other sites

    • 0

    Interesting patch so far.

    The fighter power strike is now very interesting and finally has some use to it. It is now a good tool and i used it on multiple occasions during my test (while in the past i didn't even bother). It also gives an edge for 2 handers since it's a primary attack skill. Finally worth the excessive cost of 4 discipline.

    Edited by Veolfen
    Link to comment
    Share on other sites

    • 0

    A few comments on the beta for patch 2.1 :

    • thx a lot for the performance tweaking, it's made a big difference for me :)
    • I like the ability preview from the inventory screen, but it's missing the subclass spells (given to priests and druids, maybe others). You have it on level ups, so it shouldn't be to hard to do !
    • the new enchanting screen is ok, it needs an aesthetic pass though
    • Good balance in general, although I think I prefer the community suggestion for full attacks rather than the current nerf

    Stuff I'd want in further patches :

    • More audio (generally atmospheric stuff in the streets, in the Fort Deadlight Court, in dungeons), POE had better audio IMO
    • bring back the cut dialogue between the Watcher and Eothas
    • EDIT : return to POE health system (please, the game needs an attrition mechanic)

    Thx for your continuing support and keep up the good work !

    Edited by dukeisaac
    • Like 2
    Link to comment
    Share on other sites

    • 0

     

    Lol power strike is now twice as powerful as backstab. I swear, sometimes I think obs doesn't get rogues at all.

     

    Are you really suggesting that Fighter has an advantage over Rogue for single target DPS ? Come on, that is only 1 strike and it costs a bunch of discipline. I think rogue still have the proper tools.

     

     

    Yeah I don't know what I was thinking when I wrote that, I must've had penetrating strike or something in my head or had forgotten about the high discipline cost. And I'm definitely not arguing that rogues are weak on single target DPS, I just have some criticisms with how Obsidian has handled them and drew a really odd cross-class comparison likely fueled by poor sleep and Cheetos. Please ignore. 

    Edited by Purudaya
    • Like 1
    Link to comment
    Share on other sites

    • 0

    Full Attacks made while dual wielding will now receive a -35% penalty to the damage they deal.

     

    Ok let me get this straight.

     

    B4 the patch:

     

    One Handed Style: Crap

    Two Handed Style: Crap

    Two Weapon Style: Very Good

     

    After the patch:

     

    One Handed Style: Still crap

    Two Handed Style: Still crap

    Two Weapon Style: mediocre

     

    So, who come up with the idea, to nerf the one style that worked, and not buffing the other two styles, they nobody in the right mind picked?

     

    What were the developers thinking? :banghead:

     

    INB4 Threads with the title: Bring back the full attack of TWS and buff the OHS / THS instead.

    Link to comment
    Share on other sites

    • 0

    The game is too easy! Buff all player abilities!

     

    The game is too easy because A.I. is dumb and enemies' stats don't scale at the same pace as the players'; not because full attacks were too good.

    • Like 1

    "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

     

    Link to comment
    Share on other sites

    • 0

    Hello all! We're pushing out a newer build to the beta patch, below are the changes between build 2.1.0.0021 and 2.1.0.0023:

     

    Beta Patch notes for v2.1.0.0023

    • Armor Penetraction for Amra backer item has been corrected.
    • Fixed a parsing error with mod manifests that had empty version numbers.
    • Berath Blessing skill with Rogues now properly grants Sleight of Hand.
    • Like 3
    Link to comment
    Share on other sites

    • 0

    Hey there :)

     

    I came across multiple "missing string" occasions since latest beta branch patch (starting with 2.1.0.0021) - all of which are only happening with pets' names so far.

     

    Then I stumbled on this one today, cloak that I found: 

    Item Caption / Name:

    "Missing string 5592"

     

    Additional Effects:

    "Missing string 1714: Grants "Missing string 4906"

    "Missing string 1715: Grants "Missing string 667"

    "Missing string 1716: Grants "Missing string 4909"

     

    On top of that, I noticed huge "lags" with 2.1.0.0023 that has just been applied. Lags as in "every action I do is delayed by about 5 seconds before the game performs it".

     

    I have to admit I am using mods - deactivated all of them (it's only 2 in total), no differnce either. Those mods have worked with 2.1.0.0021 flawlessly, which is no guarantee ofc. I will keep my eyes open for updated mods, aswell as a hotfix you guys might apply ;)

    Link to comment
    Share on other sites

    • 0

    Hey there :)

     

    I came across multiple "missing string" occasions since latest beta branch patch (starting with 2.1.0.0021) - all of which are only happening with pets' names so far.

     

    Then I stumbled on this one today, cloak that I found: 

    Item Caption / Name:

    "Missing string 5592"

     

    Additional Effects:

    "Missing string 1714: Grants "Missing string 4906"

    "Missing string 1715: Grants "Missing string 667"

    "Missing string 1716: Grants "Missing string 4909"

     

    On top of that, I noticed huge "lags" with 2.1.0.0023 that has just been applied. Lags as in "every action I do is delayed by about 5 seconds before the game performs it".

     

    I have to admit I am using mods - deactivated all of them (it's only 2 in total), no differnce either. Those mods have worked with 2.1.0.0021 flawlessly, which is no guarantee ofc. I will keep my eyes open for updated mods, aswell as a hotfix you guys might apply ;)

     

    Thank you SonyXP. Have you tried verifying your game files? It surprises me that those strings would suddenly be missing. We are working on a mod related bug that may also be the culprit to the mod bug you mentioned.

    Link to comment
    Share on other sites

    • 0

    Today game reminds me another unpleasant thing. It's not a bug, but devs, cmon, can you do something with that?! This THING is very often takes about 1/3 of screenspace.

    Tell me, sincerely - a you REALLY feel it comfortable and fine fo yourself?

    I believe this popup can be safely reduced to 75% of present size:

     

     

    12jpg_8068136_30760674.jpg

     

     

    Edited by Phenomenum
    • Like 1
    Link to comment
    Share on other sites

    ×
    ×
    • Create New...