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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)
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      • Karaboru (Great Sword)
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      • Outworn Buckler (Small Shield)
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      • Harmony (Ring)
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      • The Mung Bean's Mouth Organ (Neck)
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    • 14 Backer Pets added:
      • Names and Locations in Spoiler
          Reveal hidden contents

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.
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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.
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Quests

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Beast of Winter DLC Changes

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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
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  • Unique Items
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  • 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
      On 9/5/2018 at 11:23 AM, Phenomenum said:

    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:

     

      Reveal hidden contents

     

     

    Maybe you'll get some traction. I pointed this out some time ago and got crickets. TBF, I often get crickets with my posts, so I just let it slide.

     

    Joe

    • Like 1
    • 0
    Posted

    While we’re at it, I *hate* how the pop up with my character’s active effects goes completely offscreen the moment effects start piling up. I’m referring to the one that shows when you hover your cursor on the effects’ icons next to your character’s portrait.

    • 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
      On 9/5/2018 at 4:55 PM, AndreaColombo said:

    While we’re at it, I *hate* how the pop up with my character’s active effects goes completely offscreen the moment effects start piling up. I’m referring to the one that shows when you hover your cursor on the effects’ icons next to your character’s portrait.

    Yes, when you start to have too many good effects you are not able to see the bad one anymore, sometime i have to go to char screen to read the list

    • Like 2
    • 0
    Posted

    I understand running out of space: In the second half of the game, effects can really start to pile up. What I don't get is why the *entire* pop up must disappear out of the screen. Can't it display across my screen top to bottom, and just the cut beyond the bottom of the screen if it's longer? Right now, if many effects are present, the top of the pop up appears below my character's portrait and literally everything is cut.

    • 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
      On 9/5/2018 at 6:22 PM, AndreaColombo said:

    I understand running out of space: In the second half of the game, effects can really start to pile up. What I don't get is why the *entire* pop up must disappear out of the screen. Can't it display across my screen top to bottom, and just the cut beyond the bottom of the screen if it's longer? Right now, if many effects are present, the top of the pop up appears below my character's portrait and literally everything is cut.

    Make a screen. Maybe devs, finally, take care?

    • 0
    Posted
      On 9/5/2018 at 4:55 PM, AndreaColombo said:

    While we’re at it, I *hate* how the pop up with my character’s active effects goes completely offscreen the moment effects start piling up. I’m referring to the one that shows when you hover your cursor on the effects’ icons next to your character’s portrait.

    Especially since it’s often the duration of the negative effects you wanna to see, and those are the ones that show up at the bottom, and so are pushed off the screen...

     

    Which is to say, it’d be great if these were made smaller, so you could see them all at once!

    • Like 3
    • 0
    Posted
      On 9/5/2018 at 6:22 PM, AndreaColombo said:

    I understand running out of space: In the second half of the game, effects can really start to pile up. What I don't get is why the *entire* pop up must disappear out of the screen. Can't it display across my screen top to bottom, and just the cut beyond the bottom of the screen if it's longer? Right now, if many effects are present, the top of the pop up appears below my character's portrait and literally everything is cut.

    I've been having that problem since POE1. It's pretty annoying, especially when I'm trying to figure out which afflictions are affecting my characters.

    • 0
    Posted

    Hello all, another small update for the beta coming in, please see the changes below:


     


    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.

    • Like 4
    • 0
    Posted
      On 9/1/2018 at 3:37 PM, rasmakisnandar said:

    Crafting button below stash linked to weapon upgrade enchanting? intended?

     

     

    To craft i need to click craft icon next to AI character

     

    I noticed this as well. Clicking on the "Crafting" button takes you to the new Enchanting screen instead of to the Crafting screen. This is confusing. I had to use hotkeys to craft food & potions. I'd recommend changing the button behavior back and adding a second button to the inventory UI for Enchanting.

    • 0
    Posted
      On 9/4/2018 at 10:19 PM, David Benefield said:

     

      On 9/4/2018 at 6:51 PM, SonyXP said:

    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.

     

     

    I could track down the culprit of my issues.

     

    Seems like it was indeed a mod causing those issues starting with patch 2.1.0.0023 (worked with 2.1.0.0021 tho).

     

    It is the following mod, which adresses some false german translations but is necessary for another very popular mod called "Enhanced User Interface":

    https://www.nexusmods.com/pillarsofeternity2/mods/5

     

    As soon as I change the game's language to english, all strings are loaded correctly. So it seems, the aforementioned and linked mod interfers a bit too much within the language files and breaks something in conjunction with your latest patch branch.

     

    Maybe this information is useful for others (german speakers) using the same mod constellation and patch level :)

    • Like 1
    • 0
    Posted
      On 9/7/2018 at 4:40 PM, SonyXP said:

     

      On 9/4/2018 at 10:19 PM, David Benefield said:

     

      On 9/4/2018 at 6:51 PM, SonyXP said:

    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.

     

     

    I could track down the culprit of my issues.

     

    Seems like it was indeed a mod causing those issues starting with patch 2.1.0.0023 (worked with 2.1.0.0021 tho).

     

    It is the following mod, which adresses some false german translations but is necessary for another very popular mod called "Enhanced User Interface":

    https://www.nexusmods.com/pillarsofeternity2/mods/5

     

    As soon as I change the game's language to english, all strings are loaded correctly. So it seems, the aforementioned and linked mod interfers a bit too much within the language files and breaks something in conjunction with your latest patch branch.

     

    Maybe this information is useful for others (german speakers) using the same mod constellation and patch level :)

     

     

    You could try the version from https://github.com/AurelioSilver/pillarsofeternity-2-german-patch should be work better, but the german mod is not yet 100% compatible with the 2.1.0 version

    • Like 1
    • 0
    Posted

    Cheers!

     

    That indeed solved all missing string problems I found so far. Should keep an eye on GitHub more often for development branches :)

    • 0
    Posted

    I got a "Missing String 5350" on my game today using the latest beta build. I believe the item is supposed to be White Ynefer. I am not using any mods, and I've attached a screenshot below.

     

    post-168217-0-67247300-1536415182_thumb.jpg

    • 0
    Posted

    Have companion relationship triggers changed? If not, it appears as though companion relationships are bugged.

     

    More specifically my PCs no longer get's hit on automatically by either Tekehu or Maia Rua upon reaching level 1 or 2 - including Maia acknowledging any other relationships. I can however follow the Aloth track (oddly even if I just state we were just friends in his initial friendship talk). I'm not sure if the game is locking my PC into the Aloth track automatically, or the initial dialogues for others aren't firing for some reason.

     

    I noticed when I was testing my Aloth disposition mod, but it still occurs on a clean new playthrough.

    • 0
    Posted
      On 9/8/2018 at 2:53 PM, nostalchic said:

    Have companion relationship triggers changed? If not, it appears as though companion relationships are bugged.

     

    More specifically my PCs no longer get's hit on automatically by either Tekehu or Maia Rua upon reaching level 1 or 2 - including Maia acknowledging any other relationships. I can however follow the Aloth track (oddly even if I just state we were just friends in his initial friendship talk). I'm not sure if the game is locking my PC into the Aloth track automatically, or the initial dialogues for others aren't firing for some reason.

     

    I noticed when I was testing my Aloth disposition mod, but it still occurs on a clean new playthrough.

    I have the same Problem.

    :skull: SHARKNADO :skull:

    • 0
    Posted

    I hope there is a plan to add elemental keywords to abilities on chanter (several ice/fire invocations) and barbarian (spirit frenzy-frost) as well as some weapons that do elemental damage like frostfall and essence interrupter.  

    • Like 1
    • 0
    Posted

    ^ Doesn't Essence Interrupter have the keyword already?

     

    But I agree that there are spells, abilities, and weapons that are still missing keywords. Hope they get around to adding all of them eventually.

    "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
      On 9/5/2018 at 5:25 PM, Dr <3 said:
      On 9/5/2018 at 4:55 PM, AndreaColombo said:

    While we’re at it, I *hate* how the pop up with my character’s active effects goes completely offscreen the moment effects start piling up. I’m referring to the one that shows when you hover your cursor on the effects’ icons next to your character’s portrait.

    Yes, when you start to have too many good effects you are not able to see the bad one anymore, sometime i have to go to char screen to read the list

     

     

    I'll just pretend that I knew this before reading here. :facepalm::banghead:

    sign.jpg

    • 0
    Posted

    I think 2.1 broke Neriscyrlas' Lair.

    I'm experiencing a glitch where both dragon and party are not walking on the level floor but rather wading waist deep in it!

    It was okay before I applied the patch. I remember loading it a dozen times without any issues.

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