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v4.0.0 is now available on the Beta Branch

Featured Replies

Oh gosh this is exciting

Just in time for my second playthrough!

  • If Beast of Winter is installed, you may now converse with Ydwin as you would a main companion.

 

 

this is an underrated detail, the new interactivity with ydwin is awesome and i love her

Edited by Cartoons Plural

  • Berath's Challenge now delays 10 seconds until unconscious party members are killed (from 6 seconds).
  • Slightly increased Vela's base defenses and the health she gains per level during Hylea's Challenge.
  • Users can now use Slow-Mode while playing under the Magran's Challenge

 

ffffffffff THANK YOU FOR LISTENING TO THE GOD CHALLENGE FEEDBACK THREAD

Edited by thelee

 

 

 

Ahh ok so in fact it may actually be a strength?

No, is clearly a disadvantage. As intended. You lose Persistant Distraction, for one.

Well Boeroer is making it sound like a non issue...who do I believe?!

 

Boeroer's point is that not being able to engage is only an advantage or disadvantage depending on the build you're actually trying to make.

 

Making a melee rogue? Losing engagement could be a problem for you, depending on what skills you want to use.

 

Making a ranged archer rogue? Engagement is useless there anyways, and you'd probably never want to be close enough to engage anything in the first place.

 

Exactly. That's what I meant.

 

If you want to use Persistant Distraction you really shouldn't use a Debonaire. If you want to roam the enemy backline and take out priority targets you really shouldn't use a Debonaire (at least not if you'r not planning to multiclass with GHost Heart or something else that remomes Cowardice).

 

By the way: some afflictions you put on enemies deactivate engagement anyway (for example terrify). In those cases Persistant Distraction is useless as well.

Deadfire Community Patch: Nexus Mods

  • Berath's Challenge now delays 10 seconds until unconscious party members are killed (from 6 seconds).
  • Slightly increased Vela's base defenses and the health she gains per level during Hylea's Challenge.
  • Users can now use Slow-Mode while playing under the Magran's Challenge

 

ffffffffff THANK YOU FOR LISTENING TO THE GOD CHALLENGE FEEDBACK THREAD

 

Yes, this really good. Thanks Obsidian! :bow: :bow: :bow:

sign.jpg

Agreed. Happy I can finally play with Blessings and Challenges together!

"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

 

I posted screenshots for the new subclasses here.

sign.jpg

 

 

Ahh ok so in fact it may actually be a strength?

No, is clearly a disadvantage. As intended. You lose Persistant Distraction, for one.

Well Boeroer is making it sound like a non issue...who do I believe?!

 

 

Both of us. It's pretty much non-issue if you are ranged. And as melee you can probably work around it by charming a foe nearby, thereby gaining flanked status on the enemy in melee.

 

It's a penalty. A minor setback. Not the end of the world ;-)

Nerf Troubadour!

ALL HAIL PRIEST OF WOEDICA / MONK !!!
GOODBYE MOD!!!

  • Author

We have updated the beta builds on Steam and GOG to a newer version (v4.0.0.0025) to get out some fixes and updates to our beta testers.

 

Patch v4.0.0.0025 Notes

 

  • Slog zones and other infinite hostile effects no longer trigger Forbidden Fist to gain wounds.
  • Tactician only recovers resources when interrupting an ability being cast, not on all interrupts.
  • Debonair can no longer select Persistent Distraction.
  • Roguish Charm no longer applies inspirations if its Charm is resisted.
  • Psion focus generation increases every odd power level.
  • Enduring Shadows or Flurry of Blades no longer allow the player to get both Shadow Step and Shadowing Beyond.

I like big bugs and I cannot lie...

Is this forum only for bugs that didn't happen in v3 or should we report all bugs that occur in v4 ?

Unrelated to previous post.

 

I got access to a Forbidden Sanctum DLC, is this normal ?

Unrelated to previous post.

 

I got access to a Forbidden Sanctum DLC, is this normal ?

 

No.  Hush.  Let us speak no more of this.   :-

Is this forum only for bugs that didn't happen in v3 or should we report all bugs that occur in v4 ?

 

Correct this sub-forum is intended for catching things unique/new to the v4.0 beta.

https://forums.obsidian.net/forum/132-patch-beta-bugs-and-support/

 

You can report persistent issues in this forum (there may already be a thread on it!):

https://forums.obsidian.net/forum/130-pillars-of-eternity-ii-deadfire-technical-support-spoiler-warning/ 

 

Unrelated to previous post.

 

I got access to a Forbidden Sanctum DLC, is this normal ?

 

No.  Hush.  Let us speak no more of this.   :-

 

So huh :D, i'm quite reticent about uninstalling it now. I got a sneak peek of a cool new machine I didn't see advertised anywhere. Is there someone with knowledge(read: from Obsidian) who could tell me what I'm risking/should be expecting in that update?

Veteran is now Path of the Half-Damned!

 

Ydwin's new conversation options are pretty extensive.  Also a bit buggy-- an option that discusses how the party had met Rymrgand is available on a save where that hadn't happened yet (either in Flaune's quest or in BoW). 

@Enoch Do you happen to have a save file where this is occurring that you could send to me at support@obsidian.net?  We can use our own, but I also like to have the team test saves that definitely have the issue occurring.  If needed, you can find instructions on where the saves are kept here.

 

Thanks Enoch!

 

Veteran is now Path of the Half-Damned!

 

Ydwin's new conversation options are pretty extensive.  Also a bit buggy-- an option that discusses how the party had met Rymrgand is available on a save where that hadn't happened yet (either in Flaune's quest or in BoW). 

@Enoch Do you happen to have a save file where this is occurring that you could send to me at support@obsidian.net?  We can use our own, but I also like to have the team test saves that definitely have the issue occurring.  If needed, you can find instructions on where the saves are kept here.

 

Thanks Enoch!

 

Hmm...  Now I can't seem to duplicate it.  So it was either fixed with ...0025 or it's a conversation option that only crops up the first time you talk with Ydwin.  And I'm not sure I have a hard save before that chat and reasonably close to when she becomes recruitable.

Edited by Enoch

The mega bosses are a nice addition and I would like to see more of them, but their loot is really disappointing and not proportional with the difficulty of the encounter - the crappy trinket and the stone we keep getting is a joke.

The mega bosses are a nice addition and I would like to see more of them, but their loot is really disappointing and not proportional with the difficulty of the encounter - the crappy trinket and the stone we keep getting is a joke.

maybe the trinket ability should be per encounter

 

The mega bosses are a nice addition and I would like to see more of them, but their loot is really disappointing and not proportional with the difficulty of the encounter - the crappy trinket and the stone we keep getting is a joke.

maybe the trinket ability should be per encounter

 

At least... Mega bosses should have "mega" loot.

At least it should be mega when it comes to visuals - even if this isn't an online game. ;)

Deadfire Community Patch: Nexus Mods

The mega bosses are a nice addition and I would like to see more of them, but their loot is really disappointing and not proportional with the difficulty of the encounter - the crappy trinket and the stone we keep getting is a joke.

 

I think the mega bosses are there purely as an additional challenge. Though if they all feel like dropping lots of adra ban and emerald for high-level crafting recipes I wouldn't mind (so you can replenish between fights).

 

Objectively - what would be the point if mega bosses dropped sweet lewt? Mega bosses are basically the hard endgame... you're by definition already decked out just to fight them. What do you need that sweet lewt for afterwards? To even more roflstomp the already-incredibly-easy-at-level-20 encounters in Ukaizo?

 

Anyway, the megabosses are the reason why you want the sweet lewt in the first place. Having the megabosses drop sweet lewt themselves seems a bit backwards.

Edited by thelee

 

The mega bosses are a nice addition and I would like to see more of them, but their loot is really disappointing and not proportional with the difficulty of the encounter - the crappy trinket and the stone we keep getting is a joke.

 

I think the mega bosses are there purely as an additional challenge. Though if they all feel like dropping lots of adra ban and emerald for high-level crafting recipes I wouldn't mind (so you can replenish between fights).

 

Objectively - what would be the point if mega bosses dropped sweet lewt? Mega bosses are basically the hard endgame... you're by definition already decked out just to fight them. What do you need that sweet lewt for afterwards? To even more roflstomp the already-incredibly-easy-at-level-20 encounters in Ukaizo?

 

Anyway, the megabosses are the reason why you want the sweet lewt in the first place. Having the megabosses drop sweet lewt themselves seems a bit backwards.

 

I kill the mega bosses only for the loot because I don't like to do things without purpose. If they would drop nothing I would kill them once for fun and then I wouldn't bother with them again. And since I kill them for the loot I feel the rewards are not proportional to the challenge and that's disappointing. 

 

PS. Also I would like if you could stop quoting me because it seems you have either a hard way to grasp my ideas, either a tendency of skewing them using false assumptions or flawed logic.

Lot of games end game is about killing harder & harder boss and getting better stuff for the next one. But that not Deadfire design since there isn't any tiered gear. Your items never become useless.

 

In my opinion it's something Obsidian need to fix in a futur game if they continue in this way : How to keep the player interested in loot, feel character progression, when he's at max level and found the gear that match his build. I talked about it in another thread, there is lot of ways (factions, a more developped trinket system with more slots, runes/gems slots etc...).

Not having a "best gear ever" is pretty cool though, it brings more diversity into builds.

 

I think it's a good idea to have more permanent buffs in the style of the witch hut.It doesn't hurt build diversity but it still gives a feeling of progression past max lvl.

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