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v2.1.0 is now available on the Beta Branch


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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

    Recommended Posts

    • 0
    Posted

     

    Still no fix for the Watcher’s Blade? It’s been two months since your patch introduced that bug, guys

    whats wrong with the watchers blade

     

    https://forums.obsidian.net/topic/103313-bug-12-watchers-blade-visuals-bugged/?hl=watcher

    • Like 1
    • 0
    Posted

    Is the minus -35% for full attacks additive or multiplicative ? If additive, rogue would barely feels the difference ?

     

    It seems that Single Class fighter could look okay now. Take the hit + unbending spamming is basically 50% party damage reduction.

     

    Paladin Single Class could still need a bit of work. Upgraded hastening exo is passable for some party build (almost instant +5 Mig and Dex on a damage caster is okayish). Sacred Immolation is still dubious. I wish self damages weren't affected by Mig and PL...

    Yeah does anyone no if additive or multi?

     

    this will make a huge difference

    • 0
    Posted (edited)

    While we’re on the cosmetic fixes bandwagon, Tekehu’s eyes and the height of cloaks on Aumaua models are both definitely not fixed yet. Likewise the missing partial hair with the cap of the laughing stock.

     

    Glad to hear the blade’s fixed, though :)

    Edited by AndreaColombo
    • 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

     

    • 0
    Posted (edited)

    Was the Guardian of Ukaizo bug fixed? 

     

    I've loaded an autosave on map entering and....nothing happened, the conversation didn't start and I could safely navigate to area exit. I don't know if that's the expected behavior.

    Edited by Daled
    • 0
    Posted

    I did a few test on new full attack abilities. Although it hurts a bit for dual wielding style, a Bleakwalker/Assassin can still do tons of damage with Magran's Favor+Sun&Moon and FoD. A two-hander still won't do as much damage, but both style is very very close if you use normal single-handed weapons instead of +Fire PL ones.

     

    So I'd say it is a good step to make different weapon style balancer.

    • Like 1
    • 0
    Posted

    That -35% on Full Attacks... I don't know. I mean I would have taken any bet that Obsidian chooses nerf over buff (for 2handers and single 1hander), but can't you surprise me pleasantly only once when it comes to balancing? :p

     

    Now there's the weird situation where a dual wielding setup does more damage per swing with autoattacks than with a Full Attack. I means that when I'm doing a Full Attak my swings are a lot more whimpy. Nay...

     

    Instead increased dmg for 2h would have meant that with a FULL Attack I go all in and do more damage than with auto attacks. Or that FULL Attack with the one handed Rapier was so thrusty and well aimed that it did a lot more crit damage. Which mysteriously makes more sense if you ask me. Sure, you don't ask me, but still...  

    • Like 5

    Deadfire Community Patch: Nexus Mods

    • 0
    Posted

    That -35% on Full Attacks... I don't know. I mean I would have taken any bet that Obsidian chooses nerf over buff (for 2handers and single 1hander), but can't you surprise me pleasantly only once when it comes to balancing? :p

     

    Now there's the weird situation where a dual wielding setup does more damage per swing with autoattacks than with a Full Attack. I means that when I'm doing a Full Attak my swings are a lot more whimpy. Nay...

     

    Instead increased dmg for 2h would have meant that with a FULL Attack I go all in and do more damage than with auto attacks. Or that FULL Attack with the one handed Rapier was so thrusty and well aimed that it did a lot more crit damage. Which mysteriously makes more sense if you ask me. Sure, you don't ask me, but still...  

     

    I agree Boeroer. And I also think my test is not proper enough because I'm using a lvl 20 character and a Rogue. So I have tons of damage bonus that compensate the malus of full attack penalty. I can imagine if I don't have so many bonus, my Full Attack abilities will fall behind my atuoattacks, which yeah I agree feels a bit weird :)

    • Like 4
    • 0
    Posted (edited)

    It was the easy route. That bothers me a bit. What we discussed in the dedicated "Full Attack" thread was more interesting and also not hard to implement. And the concern that it would make the late( r) game even more easy: well that doesn't really matter much since that will not be solved with less potent Full Attacks anyway.

    Edited by Boeroer
    • Like 2

    Deadfire Community Patch: Nexus Mods

    • 0
    Posted

    That -35% on Full Attacks... I don't know. I mean I would have taken any bet that Obsidian chooses nerf over buff (for 2handers and single 1hander), but can't you surprise me pleasantly only once when it comes to balancing? :p

     

    I feel like their philosophy is to make nerfs before buffs to avoid power creep, and they have their own ideas on how to do this best (also possibly suggestions from misguided external QA). I feel the impact of their changes isn't even tested, all they do is make sure that it works as described. This also looks like an attempt at making the game harder: if you nerf all of the best damage options, the players will struggle more. Worst part is, they don't really offer you an alternative, so you are stuck with mediocresness no matter what. If this game was sold on Google Play Store, everyone would be entitled for a full refund after every major patch, but Steam doesn't give a ****.

    • Like 1
    • 0
    Posted

    You wont even notice it. Alot of full attacks give a bonus to damage anyway. I think rogues give +25% or more? 
     

    And its not as if your struggling to beat the game on POTD at the moment. 

    • 0
    Posted (edited)

    Thanks for a great patch. Lots of good changes imo, except for DW Full-Attacks.

    The changes that strike the most in a good way:

    • having more unique items and spells: is always great, since it potentially increases the number of character builds we can come with.
    • fps degradation fix: thumbs-up!
    • better enchanting UI: that's a nice QoL improvement. It will help avoid the scenario when player enchants with property A1, and has to reload the save because property B2 became unavailable.
    • ability tree preview: nice! I no longer have to type OpenCharacterCreationNewCompanion 1 1 every time I want to check that tree. And that was often :)
    • zeal cost reduction for Reviving and Zealous Exhortation: that's great and definitely a move in right direction. Personally I will probably still be skipping them, because opportunity cost is still high, despite of zeal cost being kinda ok.

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

    The main thing I don't like in this patch. Don't like it for the following reasons:

    • psychologically dislike nerfs
    • it widens the total dps gap between evoker and phys damage dealers even further; it also decreases the total damage potential before martial classes run out of resources
    • it indirectly nerfs crowd-control, since the time-to-kill the enemy is increased, and you can do less damage in those 6s time window of paralyze. And it shifts the parties to sturdy tank-and-spank style which already was in favor.
    • it is not transparent/clear enough, i.e. players already ask if it's multiplicative or additive. And both variants are... underwhelming. The first one would be inconsistent, because all damage coefficients are now taken in additive steps, so why make exception? And the additive route would be weird because of double inversion; especially if character is affected by more than 2 damage-affecting effects.
    • many full attack abilities already have a bonus damage coefficient attached. If you want the "why my Power Strike deals less damage than expected" threads... that's how you get them ^^
    • there was another solution suggested: full attacks deal damage with both weapons when dual-wielding, or roll max damage otherwise.
    Edited by MaxQuest
    • Like 5
    • 0
    Posted

    Completely agree with you guys.

     

    Max damage on full attacks for other styles would have been a better solution.

    • Like 4

    "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

     

    • 0
    Posted

    Did obsidian pack the patch or from/via gog/steam distribution? notice that all beta patch not compress well, BIGger size :/ (prove me wrong when final 2.1 or this -beta usually final- hits gog later, the filesize can reduce half)

    • 0
    Posted (edited)

    DW is a better choice over 2h because of its double roll, that provides an advantage for those attack abilities that have additional effects beside damage, mainly cc effects.

    Rogue is a good example, all the abilities cause interrupts on hit and have conditions.

    Paladin with the healing upgrade is still a good candidate for DW, monk, well...

    Only the barbarian has an ability based on damage and so is affected by the intent of this change.

    Edited by mammasaura
    • Like 1

    CzSyX91.jpg

    • 0
    Posted (edited)

    Every Full Attack is affected by this change.

     

    I have to agree that the rest of the patch notes are a pleasant read though. :thumbsup:

     

    I always like new items and spells. Thanks for providing us with new build material. ;)

     

    You only did the same mistake as with the Whispers of the Endless Paths: the new Battle Axe hits the initial target twice: once with the initial attack and twice with the AoE attack. That's like Carnage also hitting the main target (which it isn't). There's already a bug report for that.

    Edited by Boeroer

    Deadfire Community Patch: Nexus Mods

    • 0
    Posted (edited)

    Just a few things I'm noticing as I start a new playthrough on this beta branch:

     

    1) There are still a lot of long-term-extant minor annoyances that could do with fixing. For example, "Powder Burns" still doesn't show the area of effect -- expert mode only!

     

    2) Did the Captain's Eye change again? Wording is different now.

     

    3) The new enchantment interface is A+ work, as is being able to view level up screen when not levelling up.

     

    4) The "no switching weapon sets" change to Red Hand is a really severe nerf considering how often you need to switch weapons in this game. I think Red Hand builds are dead now unless you're using an "arquebus does crushing" mod. 

     

    new shield didn't get mentioned:

     

    https://steamuserimages-a.akamaihd.net/ugc/960844484162876725/3AF9F1F570F3E9EE12DC926D279DE8CD76B53CF7/

    Edited by Dr. Hieronymous Alloy
    • 0
    Posted

    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!

    • 0
    Posted

    While we’re on the cosmetic fixes bandwagon, Tekehu’s eyes and the height of cloaks on Aumaua models are both definitely not fixed yet. Likewise the missing partial hair with the cap of the laughing stock.

     

    Glad to hear the blade’s fixed, though :)

    Cloaks have been looked at intensively by our Character Artist and Programmers and we don't have an fix that aligns with our current man power at this point. It may be something we address if time permits in the far future if possible!

     

    I will double check on Tekehu's eyes

    • Like 1

    I like big bugs and I cannot lie...

    • 0
    Posted

    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?

    I like big bugs and I cannot lie...

    • 0
    Posted (edited)

    I'm tired of all this things  - half of descriptions is unclear and necessitate community members to test, test, test... It's not our work, eventually. It's yours oversight!

    About new Full Attack DW penalty - can someone of Devs clear this up? If Rogue Strike ability have +25% Damage, with new -35% penalty the resulting damage output will be -10%? Right? Right?!

    Devs, please, confirm it. Or explain how it's works.

    Edited by Phenomenum
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