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v3.0.0 is now available on the Beta Branch


Cdiaz

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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

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I like big bugs and I cannot lie...

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Does it happen only to me, or is the Guardian of Ukaizo fight still bugged? I have just checked with one of my old saves, and the guardian still does not appear or does not even say anything; although I am attacked by Engwithan titans (before the patch, this was not happening). Anyone having similar problem?

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There'll presumably be one per megaboss for a total of 5, plus one from Berath's Blessings and any the paid DLC might include. Does mean soulbounds will lag, maybe each soulbound could start a quality level above what it does now to even it out. Or maybe add another level of progression for them all?

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I sure hope future mega bosses will have different drops from ingredients to enchant to Mythic quality. That would really cheapen Mythic items which, by the way, won’t be all that useful once no more mega bosses are left to fight. Rest of the enemies can be dealt with using Superb or Legendary gear.

 

I do think soulbound items should upgrade to Legendary though.

Edited by AndreaColombo
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"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

 

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  • 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.

 

This abilities is just useless since it's will clears all stacks when resting. 

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So, has anybody tried the Kill Camera feature yet?

"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

 

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Hunter's Claw is great concept and flavour. It's really hard to figure how strong it is in game, especially because the word "race" is vague. +20 Acc (never enough Acc) and +20 defense passive is extremely strong even if it requires a setup. How complicated it is to set it up in real condition is hard to figure but I suspect that the initial effect is too low.

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It's very annoying actually...

 

What does it do?

"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

 

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I think killcam is pretty decent- just zooms in and slows down when an enemy dies, and flashes up PARTY MEMBER IS DOWN! when, well, a party member goes down. Does make things feel a bit more cinematic, but it's jarring to suddenly have the camera yanked like that, and could use something like an autopause when it happens.

 

Can confirm btw that the Guardian is still not spawning, but the two Engwithan Titans at the front gate are hostile which I don't recall happening before. So there's a boss battle, at least

Edited by house2fly
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Hunter's fang: gotta polish that Citzal's Lance

 

I guarantee that Heart Seeker will be used to make some great chedarr. Think of Watershapers focus piercing AND bouncing twice. Frostseeker crit explosions? Fractured shot? It's certainly going to be fun.

 

Cheese aside, it seems that i'll be starting single class melee Ranger tommorow.

Edited by Somnium_Meum
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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?

 

 

I respectfully disagree.

 

I actually think that doing it this way makes the use of the ability more tactical. It forces you make a conscious decision to use Hunters Claw often to prepare for a specific fight where it may be useful, or to use other abilities.

 

I could see it being useful in the Hanging Sepulchers, for instance. You don't really need to blow off all your nice abilities in the earlier fights- but could use those earlier, easier fights to stack Hunters Claw on vessels in preparation for the possible battle with Yseyr. It also has the added benefit of making resting not necessarily the best option to prepare before a big fight.

Edited by Prince of Lies
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I would have preferred if Hunter's Claw worked on any Hit on the initial target and that using the ability caused on another race would reset the counter.

Resting would not cause reset.

To counterbalance this, the Bond Cost should be raised to something like 4 Bonds.

 

It would still be suboptimal to use it for one single battle but still usable against boss.

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I would have preferred if Hunter's Claw worked on any Hit on the initial target and that using the ability caused on another race would reset the counter.

Resting would not cause reset.

 

To counterbalance this, the Bond Cost should be raised to something like 4 Bonds.

 

It would still be suboptimal to use it for one single battle but still usable against boss.

 

While that is definitely a good way to balance it- I personally find that the way resting is currently implemented, there doesn't seem to really be any reason to not rest. Implementing abilities that are affected by resting makes the choice to rest or not to rest more impactful on gameplay. 

 

(Certain items with stacking bonuses notwithstanding)

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Anyway, I'm complaining but to be fair I don't really care.

If the ability isn't strong enough it might be buffed.

If I don't like how it works, I can simply avoid it.

Ranger has a lot of nice low level goodies such as this wonderful disenchanting shot (uncle Keldorn would be proud).

 

Ranger needed a couple more Tier 8 & 9 and that what the patch gave them. So that's perfect I am quite happy.

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Hey all! Here are the changes to the beta for v3.0.0.0012

 

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


       
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I like big bugs and I cannot lie...

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Hey all! Here are the changes to the beta for v3.0.0.0012

 

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

 

Ok. Maybe I shouldn't have angered Galawain... :sweat:

  • Like 1

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