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v4.0.0 is now available on the Beta Branch


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Update (11/30): The GOG Beta branch has now been updated with build 4.0.0.0018


 

Hello everyone!

We have just placed our 4.0.0 patch onto the Beta Branches of Steam. GOG will follow tomorrow. Click here for instructions of how to join the Beta. Please bear in mind that many changes are still being worked on and added as we get closer to patch! Please try out some of the new sub-classes, Mega-Bosses, & god Challenges (listed below) and give us your feedback here. Please let us know if this patch has any unintended effects on your gamestate or if you encounter any new bugs from this patch, here in our beta forums. Thank you in advance for your help and feedback!!
 




Patch Notes for 4.0.0.0018

New Features

  • Ship Respawning - Ships will now respawn as captains are defeated on the world map to keep the seas interesting to traverse . Ships will not respawn for every captain defeated but will ensure the seas are populated with ships of each faction.
  • Ondra, Wael, & Woedica's Challenge - Three new exciting Challenges will be coming in with this patch:
    • Ondra - Storms on the world map are bigger, faster, and increased in frequency and Enemy Captains are increased in rank and travel faster when chasing the player.
    • Wael - All numerical data for characters, spells, and items are hidden. This excludes Item count, Party Attributes, Skills, and Level.
    • Woedica - All Per-Encounter and Class resources become Per-Rest, Party Health no longer regenerate outside of combat, and only "Prepared Meals" will recover injuries and Resources.
  • New Megabosses - Two new Megabosses can now be challenged in the game:
    • Sigilmaster Auranic
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    • Dorudugan
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  • New Subclasses - 11 New subclasses are being added to the game to add to variety and allow for more interesting combinations!
    • Tactician (Fighter)
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    • Furyshaper (Barbarian)
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    • Debonaire (Rogue)
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    • Steel Garrote (Paladin)
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    • Arcane Archer (Ranger)
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    • Forbidden Fist (Monk)
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    • Bellower (Chanter)
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    • Priest of Woedica (Priest)
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    • Ancient (Druid)
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    • Blood Mage (Wizard)
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    • Psion (Cipher)
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Major Fixes & Updates

  • Savegames with subdirectories in the zip no longer fail to load.
  • If Beast of Winter is installed, you may now converse with Ydwin as you would a main companion.
  • Summoned creatures now unsummon when their summoner is knocked out.
  • Veteran Difficulty has been tuned to be slightly more difficult.
    • Enemies now have +12% health, +8 accuracy, +1 penetration, +8 all defenses and +1 armor rating on Veteran difficulty.

Challenges

  • God Challenges no longer disable mods or Berath's Blessings.
  • New games will no longer have Challenges enabled if the player loaded a Challenge save before starting the new game.
  • Berath's Challenge timer is no longer modified by hostile/beneficial duration multipliers.
  • 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.

Quests 

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Text & VO

  • More than 100 typos have been fixed.
  • There are no longer errors in Conversation with Engari when Pallegina and Xoti are in the active party.
  • Speaking to generic NPCs in the Sacred Stair no longer displays Missing String messages.
  • Xoti's VO is no longer cut while talking with a lost soul.
  • Dunnage Townsperson no longer produces two barks simultaneously.
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Abilities

  • General
    • Visage of Death's Herald (and its variants) can no longer be cast on self.
    • Hunter's Instincts has a proper stat block.
    • Boreal Dwarves' Hunter's Instinct effect now matches its description and grants a bonus vs Primordials and Wilders (not beasts).
  • Rogue
    • Pernicious Cloud Base Penetration from 0 -> 7.
  • Paladin
    • Garrote can no longer be used on Destructibles.
    • Garrote now ends when combat ends or the target is killed.
    • Garrote's base duration reduced from 8.0 sec to 6.0 sec.
    • Garrote can no longer be used on self.
    • Steel Garrote passive healing effect now only applies to weapon attacks.
  • Ranger
    • Animal Companion Armor is now of the category "Light" (from Medium) - this only affects validation such as from "Charged Field".
    • Evasive Fire will no longer target destructibles.
    • Ranger's Strengthened Bond no longer becomes impossible to acquire in some situations.
    • Bonded Fury and Shadowed Hunters will now provide feedback that they are unavailable if the Ranger Animal Companion is unconscious.
  • Chanter
    • Their Putrid Stench Wafts Across now uses the same targeting style as its base ability "White Wurms Writhed in the Bellies of the Dead".
    • His Laughter Rang Through The Halls now pushes from the caster position rather than the target.
    • Fixed an issue that caused the base Cone effect from "Her Revenge Swept Across the Land" to bounce, not just the additional bolts.
  • Priest
    • Restore is no longer restricted to combat.
    • Eothas Incarnate summons now have weapons that use the same material as the models.
  • Druid
    • Fire Stag's Self-Destruct ability is no longer named "Fire Stag".
    • Call to the Primordials now more clearly displays the number of summons.
  • Wizard
    • Wall of Draining will now properly increase the duration of effects on the caster.
    • Concelhaut's Corrosive Siphon will now correctly heal the caster for each affected enemy.
  • Items
    • Thundercrack Pistol, Dragon's Dowry, and Frostseeker now have keywords for their respective elements on their attacks.
    • Thundercrack Pistol's Conductive Blast & Storm Rune Shot attacks now have the Electricity keyword.
    • Added minor delays to Essence Interrupter's effects to prevent it from invalidating on death mechanics.
    • Cleansing Flame and Chain Lightning Scrolls now use the "read scroll" animation.
    • Deltro's Cage (Shock Shield) is no longer a passive ability and it is now active.
    • Magran's Shield has the "Shield Engagement" mod now.
    • Scordeo's Edge Accuracy bonus can no longer be stacked higher than the number of times listed on its effect.
    • Multiple instances of the same item mod effect from The Red Hand should no longer infrequently appear as separate effects.
    • Description of Solitude effect has been updated to be more clear.
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Sound Effects

  • Belranga's Consume ability has proper SFX.
  • SFX for the water pillar during Battle Royale has been added.
  • Rotghasts now have proper SFX when Combat Speed is set to low.
  • Sheathing and unsheathing weapons triggers SFX.
  • SFX added to lightning strike during the play in A Tidy Performance.
  • Defensive Roll trigger has SFX.

Visual Effects

  • Soul vision VFX is not prematurely removed during conversation with Spirit Engari.
  • Aexica has proper VFX when appearing to assist Whehami.
  • Glowing eyes effect of the statue of Toamowhai properly fade out.

Misc

  • Accuracy indicator on mouse-over now represents the chance to at least Graze, instead of at least Hit.
  • A loading exception when clearing child effects from racial abilities, which prevented some saves from loading correctly, has been fixed.
  • Food items are now classified as either ingredients or prepared meals.
  • Daily Wages are no longer deducted multiple times when loading a game.
  • When the player sells enchanted items that stack with ones the store already has, they will now receive the proper amount of money.
  • Port stores no longer contain multiple infinite stacks of basic supplies.
  • The ability bar has received some optimizations.
  • Fixed an issue that would cause Strengthened Bond to become unavailable during level up.
  • Characters that are engaged or engaging two or more enemies cannot be bumped by allies.
  • Soulbound items can't have quality enchantments added manually, even when they're damaged in Abydon's challenge.
  • The subclass abilities column in the Ability Tree will no longer permanently disappear after viewing a tree that didn't use it.
  • New ship items can now be removed from the shopping cart in the Store UI.
  • Updated bestiary sorting keyword on Body Affliction Resistance so it will now sort correctly.
  • Eating Spoiled Food now lowers the crew's morale.
  • Attacks that teleport the attacker to the target now properly receive accuracy from the attacker's Class.
  • The player can now click to move closer to the edge of the revealed fog of war.
  • DLC Deck of Many Things and Beast of Winter NPC's are no longer displaying empty stores or empty conversations with the player.
  • Uncharted Island naming can no longer be closed by accident.
    • If the player canceled the dialog for naming an uncharted island before this patch, they may access it again by entering and exiting the associated dungeon.
  • Players can no longer duplicate morale rewards from ship combat using quicksaves.
  • The 'Follow Camera' option works correctly on the World Map.
  • Initial cutscene is not repeated after performing a save/load cycle during Battle Royale.
  • Special Armor Ratings are now correctly displayed in the Bestiary.
  • The door in the Eastern Cavern of Rimebound Temple now blends correctly with its surroundings.
  • The combat with the bears in the Eastern Cavern of the Rimebound Temple will not start without Line of Sight.
  • Conditionals for player responses in conversation with Beast of Winter have been updated.
  • Portals in the Sunken Crown are now marked on the area map.
  • King Wingauro's headdress no longer clips with the wall behind him.
  • Responses in the dialogue with Menzzago now grant appropriate disposition points.
  • Glossary links for the word "Nilkzenze" are now appearing correctly.
  • Skill checks in the Kohatekana Expanse function correctly.
  • The Inspect (question mark) button now works in the Grimoire UI.
  • The game will show a useful error message when trying to upload a mod or exported character to the Steam Cloud if the user is out of space.
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  • Like 25

I like big bugs and I cannot lie...

Recommended Posts

  • 0
Posted
  On 12/12/2018 at 8:17 AM, Kaylon said:

 

  On 12/11/2018 at 5:46 PM, thelee said:

 

  On 12/11/2018 at 8:07 AM, Kaylon said:

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.

 

 

giphy.gif

 

Boy you are one hostile person. All I did was probe why one wants big lewt dropped from megabosses, which Gregorovich also probed about "Plus in Deadfire introducing such loot from Mega booses is not interesting, as you will be able to use it only at the final battle or some low-level encounters, like going aboard."

  • 0
Posted (edited)
  On 12/2/2018 at 7:31 PM, Frak said:

 

  On 11/30/2018 at 11:47 PM, Verde said:

 

  On 11/30/2018 at 4:01 PM, Frak said:

 

  On 11/30/2018 at 3:34 PM, Verde said:

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 ;-)

Hehe I know I'm being facetious. I think these new subclasses will take some tinkering after release. Current Rogue subclasses are already strong so it's all good. Edited by Verde
  • 0
Posted
  On 12/12/2018 at 11:15 AM, Gregorovich said:

Plus in Deadfire introducing such loot from Mega booses is not interesting, as you will be able to use it only at the final battle or some low-level encounters, like going aboard.

False argument. Who says you have to leave the mega bosses at the end of the game? You can reach max level at half of the game and you have plenty of time to enjoy whatever loot you want if you pick it at the right time.

 

  On 12/12/2018 at 5:52 PM, thelee said:

 

  On 12/12/2018 at 8:17 AM, Kaylon said:

 

  On 12/11/2018 at 5:46 PM, thelee said:

 

  On 12/11/2018 at 8:07 AM, Kaylon said:

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.

 

 

giphy.gif

 

Boy you are one hostile person. All I did was probe why one wants big lewt dropped from megabosses, which Gregorovich also probed about "Plus in Deadfire introducing such loot from Mega booses is not interesting, as you will be able to use it only at the final battle or some low-level encounters, like going aboard."

 

 

wpbu0.jpg

  • 0
Posted

Doesn't matter. Anyone using an Archer-gif wins by default. Besides Boromir is dead, so that shows the viability of THAT gif.

  • Like 2

Nerf Troubadour!

  • 0
Posted

Hello, I have a question. I've downloaded beta patch for the first time and, so will the patch automatically download instead of the beta one or I have to change my steam settings?

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