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v3.0.0 is now available on the Beta Branch


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GOG Beta Update: GoG is now live! Apologies for the inconveniences this may have caused as we sorted out this issue.

 


 

Hello everyone!
 
We have just placed our 3.0 patch onto the Beta Branches of 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.


Beta Patch notes for v3.0.0.0012

  • Consumed ship resources are now display correctly
  • 5 more Galawain mutations added.
    • Accelerated - Attacks much faster
      Bullish - Attacks interrupt and knock back
      Hardened - Additional AR and Max HP
      Prowling - Invisible (until attacks) and re-invisible if scoring a kill
      Volatile - Explodes when defeated



Beta Patch notes for v3.0.0.0010
 
New Features & Updates

  • New Berath's Blessings - New Berath's Blessings have been added into the game:
    • Loaded Pockets - NPC pockets are filled with more and rarer items.
    • Legendary Crew - 3 Veteran Sailors become available in the Kraken's Eye tavern, they are better than normal and cheaper than normal.
    • Discount Craftsman - Crafting and enchanting costs are reduced.
    • Mythical Discovery - Start with a Mythical Adra Stone in the prologue armoire (free upgrade from Legendary → Mythic Quality)
  • New Ranger Abilities - There are now 5 new Ranger abilities added to the game:
    • Hunter's Claw - (2 Bond) Full Attack, The first target hit with this grants +1 Accuracy vs the target's Race until Rest. Subsequent hits against the same race will increase stacks (up to +20). Resting clears all stacks and allows a different race to be chosen.
    • Hunter's Fang - Same as Hunter's Claw, but also grants +1% Damage per stack.
    • Beast's Claw - Same as Hunter's Claw, but also grants +1 Defense per stack.
    • Bonded Fury - (3 Bond), Grants the Ranger's Animal Companion all 6 Tier 2 Inspirations, for 30s.
    • Heart Seeker - (4 Bond), Primary Attack (Ranged Only) Fires an unerring ranged attack that strikes all characters in a line, dealing +100% Damage with +4 Penetration and Enfeebling for 20s.
  • Crystal Eater Empress Megaboss - Megabosses make their debut with the first to make their way into the game; The Crystal Eater Empress! Test your mettle against one the toughest fights within the game. 
    • Located to the West of Ondra's Mortar

  • Kill Camera - A new feature has been added to allow for some excitement to combat! Kill Cam will exemplify combat with key events and text! This feature will include options to customize how it works and can be found in the new Camera Tab of the Options Menu.
  • Eothas and Galawain's Challenge - Two New  exciting Challenges will be coming in with this patch from Eothas and Galawain:
    • Eothas- Players must complete the game within a set game time or be met with a Game Over
    • Galawain - Beasts now contain random buffs that are defined at the start of the game, for the duration of the game! Can you survive these dangerous new changes?
      • Vengeful - Gain stacking Power Level when a friendly is killed
        Exalted - Gain Permanent Tier 3 Inspiration (random)
        Unstoppable - Cannot be interrupted / Immune to Afflictions
        Reflecting - Reflect damage back as Raw
        Vampiric - Heal from damage dealt

  • New Community Pet - You all voted and the tallies are in! Nebula the Astral Bat is now available in game!
    • You can find the new pet in the Pet Seller in Periki's Outlook.

  • Recently Used Spells - Frequently used spells are now remembered and displayed in the UI, so searching through your high list of spells should be a little easier to manage.
  • Resolved Major Issues
    • Characters no longer get stuck in an endless animation loop when using certain abilities with Two-handed weapons.
    • AI Options for Ghost Animal Companions now work as expected.
    • Many older saves that were not working previously due to conversation bundles now load as expected.
    • Various frame-rate fixes for players that experience drops during extended play.
    • The Enchanting Menu does not display when the Crafting Menu is opened.
      • Tekehu no longer prevents progression in the Shadows of Nekataka quest if placed in reserves.
        The Ukaizo Guardian now spawns correctly when it should.
        All abilities now work as expected in the Behavior Editor.
        End Game Slides now work as expected when on the Atsura slide.

    Fixes
    • Many typos from our typo megathread have been addressed.
    • Full Attacks from fireams in offhand no longer have a 0 recovery time.
    • Portraits display correct images when playing the game in Linux.
    • TEMP text no longer displays for Magran's Challenge.
    • Menus no longer overlap in Ship Combat.
    • Adventurers in towns now show the correct data.
    • Mod Manager displays correctly in the Options Menu.
    • All Pets use the correct model that is expected
    • Director Castol has had his conversation fixed for typos.
    • The Producer's Sword shows up correctly for Mac Users.
    • The default text box displays in the selected language at launch.
    • Combat Log displays in the language selected when changed in game.
    • Alcoholic Beverages no longer display missing strings.
    • Ikiuq Crew member now displays his correct model in game.
    • Loading a save after a character dies in combat no longer results in an infinite load screen for Mac users.
    • Orlans ears display correctly when wearing the Acorn Helm.
    • The main menu can no longer be opened during SI conversations that would break Trial of Iron saves.
    • The conversation window is no longer obscured if opened with the ESC button during a dialog.
    • All interface layouts now display the UI notifications correctly.
    • Druid Shift forms no longer crash the game when inventory items are moved.
    • Performance no longer drops when viewing Spiritshift model forms in the Inventory Screen.
    • The Crookspur Vessel will no longer continuously attempt to engage retreating ships.
    • Spiritual Weapon VFX now properly aligns with the model.
    • Rods now deal the correct type of damage when attacking with them.
    • Crew member models no longer spawn at the same point simultaneously.
    • Attacking destructibles from stealth now properly removes stealth from the attacker.
    • Auto-Attack As Default Action toggle has been implemented to AI Behavior.
      • Eder's reaction is no longer triggered by his own dialogue line during Burning Bridges.
        All abilities will now work when using Whispers of the Endless Paths
        Lover's Embrace no longer contains typos in its stat block
        Ball and Chain's "Irrepressible" effect does not activate on resisted effects.
        Players can no longer kill the Bardatto family and make peace afterwards
        Belda now holds her pistol correctly during the Bardatto Vault quest line.
        Cadhu Scath Shield now displays the right texture on the inner side.
        Uto's model reflects the correct eye is missing as mentioned in his conversation.
        The Armor Invoice from Rowen no longer has a will keyword incorrectly.
        The Drowned Kingdom now contains the correct end state if the King refuses to leave his realm.
        Combat does not immediately start in the Balefire Beacon.
        Chloe pet's name matches its stat block.
        Xaurip Wildgards no longer get stuck when casting Wicked Briars

  • Like 14

I like big bugs and I cannot lie...

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Posted

@Rhaeg: IIRC the new robe models are coming with The Forgotten Sanctum.

 

@Ophiuchus: That’s my expectation based on the first game, unless they went for a twist in Deadfire (which would surprise me.)

"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

@Rhaeg: IIRC the new robe models are coming with The Forgotten Sanctum.

 

@Ophiuchus: That’s my expectation based on the first game, unless they went for a twist in Deadfire (which would surprise me.)

Huh. I had no idea that even existed in PoE1.

 

Digging these spicy Ranger abilities. Would anyone mind checking the PL of Bonded Fury? I'd glue that to a Seer, Geomancer, Wanderer or Wyldrhymer.

  • 0
Posted

Still very much waiting for the option to disable the intrusive News pop-out on the menu page, or at the very least bring back the 'hidden on start-up' option.

So unnecessary! (please don't talk to me about 'customer engagement'!)

I was hiding it on start by editing the Pillars registry in regedit but that seems to now be thwarted for some reason, so stuck with the ugly pop-out thing appearing whenever we start the game.

Don't get me wrong I'm otherwise enjoying the new updates coming in!

  • Like 3
  • 0
Posted

Huh. I had no idea that even existed in PoE1.

IIRC, only Abydon’s Hammer and The Unlabored Blade could upgrade to Mythic. Both were from The White March (I wanna say part 2?)

"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)

about Hunter's Claw

does race means different kind of kith or different type of enemy like kith vessel and beast?

maybe single ranger finally interesting enough

but is the trade post ending for harbinger watch achievable now?

no one ever talk about getting it

Edited by uuuhhii
  • Like 1
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Posted

Ranger getting even more ACC is nice. Imagine you want to fight a certain endboss. like a dragon: go grab Hunter's Claw and upgrades, kill some cheapo beetles first, then some tigers, then off to the dragon with a huge pile of ACC and dmg bonuses. :)

 

 

It is not 100% clear if "race" means Beasts / Primordials / Spirits / Vessels / Wilders / Kiths, even if it would be the most consistent with game mechanics.

 

I would be curious about the Tiers of these new abilities. 

  • Like 1
  • 0
Posted

I would be curious about the Tiers of these new abilities.

  • Hunter's Claw - IV
  • Hunter's Fang - VI
  • Beast's Claw - VI
  • Bonded Fury - VIII
  • Heart Seeker - IX
  • Like 5

:skull: SHARKNADO :skull:

  • 0
Posted (edited)

 

I would be curious about the Tiers of these new abilities.

  • Hunter's Claw - IV
  • Hunter's Fang - VI
  • Beast's Claw - VI
  • Bonded Fury - VIII
  • Heart Seeker - IX

 

 

OK, so Single Class Ranger just moved from C+ to B- tier (okayish to include in a party).

Being the only class to be able to inflict enfeeble conveniently is a quite nice unique trait, and their pet is significantly stronger now.

 

However, even with these new very decent abilities, I still think that the amount of ressources is still very limited for single class martial. Single Class Resssource Pool is probably the only critical remaining issue for sufficient balance between classes and multiclasses (along with a couple of mehish subclasses).

 

 

Edited by Elric Galad
  • Like 1
  • 0
Posted

Ranger indeed was asking for more non-pet-based abilities.

Interesting through that other classes got zero tuning.

 

Attacking destructibles from stealth now properly removes stealth from the attacker.

Ah, so no more rapid totem destruction from 12m from stealth.

 

P.S. Love the idea of Eothas and Galawain challenges btw.

  • 0
Posted

Also it gives Single Class Ranger significantly better pets.

 

Also Ranged Rangers now have an AoE on par with their melee counterpart.

 

I really like that Single Class Rangers can easily switch between AoE (Whirling Strikes / Heart Seeker) and Single Target (Accurate Wounding Shot / Twin Shot) DPS with ease.

​It gives them a very distinct advantage from Rogues who are king of Single Target DPS but can't switch to AoE easily.  

  • Like 1
  • 0
Posted

Ghost heart ranger is possibly an A tier class now.

 

Do you have to recast bonded fury if your pet gets killed ? Probably yes.

 

​I'm not sure Ghost Heart gets the most benefit from Bonded Fury. I think Ghost Heart are awesome to "spam" your 1-bond cheap pet which is a bit contradictory with spending 3 bonds on a pet buff.

 

Furthermore, Ghost Heart needs even more Bond.

​And I think I would prefer to save as much bond as I can for Ranger high Tier abilities when going Single Class.

  • 0
Posted (edited)

Quick Test:

  • Hunter's Claw is a melee range ability (!)
  • accuracy/ damage buff seems to be global and effects everything (even spells)
  • works against kith

Picture:

QUWSop1.png

Edited by L4wlight
  • Like 2

:skull: SHARKNADO :skull:

  • 0
Posted
  • New Ranger Abilities - There are now 5 new Ranger abilities added to the game:
    • Hunter's Claw - (2 Bond) Full Attack, The first target hit with this grants +1 Accuracy vs the target's Race until Rest. Subsequent hits against the same race will increase stacks (up to +20). Resting clears all stacks and allows a different race to be chosen.
    • Hunter's Fang - Same as Hunter's Claw, but also grants +1% Damage per stack.
    • Beast's Claw - Same as Hunter's Claw, but also grants +1 Defense per stack.

 

 

Meh... I don't know.

 

Am I the only one concerned about this ?

 

This feels like some kind of band-aid really, trying to pump up Ranger damage while also giving them some "nice" abilities.

Thing is, these will feel mandatory in the game, and what do all mandatory things do ?

They get boring, is what they do.

 

Besides, they hardly add to mechanics and tactics do they ?

Really, these new... abilities... just do not work for me.

  • 0
Posted (edited)

It looks like the Vela bug has been re-introduced with this beta patch. She's stopped appearing for me with an imported save.

 

Edit: Actually she appears on the ship but not on the beach strangely enough.

Edited by nostalchic
  • 0
Posted (edited)

Quick Test:

 

  • Hunter's Claw is a melee range ability (!)
  • accuracy/ damage buff seems to be global and effects everything (even spells)
  • works against kith
Picture:

QUWSop1.png

I think melee refers to both ranged and hand to hand?

 

And to add extra stacking damage do you have to keep using this ability or can you just autoattack?

Edited by Teclis23
  • 0
Posted
I think melee refers to both ranged and hand to hand

No. It does not work with ranged weapons like most fighter- and some monk abilities.

:skull: SHARKNADO :skull:

  • 0
Posted (edited)

Hm.. so it costs 2 Bond to apply 1 stack... and you need 2 Bond for each following stack? My initial understanding of this ability was different, that each hit (regarles of attack ability/autoattack) after the first "marking" would add stacks. So without resource regeneration effects, you can apply max 5-6 stacks (and do nothing else)? Then its not so great, unless you build your party for it (include a high level Cipher for Brilliant)...

 

Although you could maybe maximize its effects with an aoe melee weapon?

 

Edit: Silly me.... Forgot that resources regenerate between encounters. So you actually only need multiple enemy groups. Still, that means that it's not as awesome, as it takes several encounters to maximize stacks... and you may not encounter that many of one race.

Edited by Haplok
  • 0
Posted (edited)

Hm.. so it costs 2 Bond to apply 1 stack... and you need 2 Bond for each following stack? My initial understanding of this ability was different, that each hit (regarles of attack ability/autoattack) after the first "marking" would add stacks. So without resource regeneration effects, you can apply max 5-6 stacks (and do nothing else)? Then its not so great, unless you build your party for it (include a high level Cipher for Brilliant)...

 

Although you could maybe maximize its effects with an aoe melee weapon?

So you have to keep using this talent to add stacks? You cant add stacks with just normal attacks?

 

Really? Wtf

 

That is a complete waste of time no? You have to waste 2 level up choices and then basicaly all your bond for probably 4 or 5 fights to get the max stack. And then it only works on one race? And gets wiped when u rest

 

Am i reading this correctly?

Edited by Teclis23
  • Like 1
  • 0
Posted (edited)

Yep i went and checked it in the game

 

Its official. Hunters claw (and fang) are 100% the most stupid and underwhelming talents that have been introduced into the game.

 

 

They are completely useless. 100 completely frickin useless. I am

Just gob smacked at the stupidity of introducing something as crappy and underpowered as this.

 

I just cant believe it

 

Using all your bond every fight for a very small benefit against only one race with only melee attacks is just not practical

 

And the other stupid thing is that rangers dont need anymore accuracey. They allready have so many ways to increase it

Edited by Teclis23
  • Like 3
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