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Below are the Patch notes for the v4.1.1 update, now live on Steam, GOG, and Origin. Linux GOG may not be immediately available at launch. Thank you all for your feedback and reports during this beta of Turn-Based mode. As always, for any issues please feel free to utilize the forums or support site here. 
 


 

Patch Notes for 4.1.1.0034

Known Issues

  • Jump points are not usable in Turn-Based combat: We are aware of this issue and are currently looking for a solution to address this problem.

Resolved Issues

  • The storm cutscene will now always trigger properly after the introductory fight.
  • The grimoire UI will now correctly display grimoires that are in stores and containers.
  • The Infamous Captain passive no longer causes ship deck fights to start during the introductory cutscene. Additionally, the fear effect now only triggers in ship combats.
  • In turn-based combat, all present enemies will now properly act in the first round instead of waiting until the second.
  • The following trinkets will no longer prevent the player from losing their turn in turn-based mode:
      • Crucible Token's "Kazuwari's Call"
      • Betrayal's "Quick to Rebel"
      • Detonator Shard's "Final Flame"
      • Eye of Rymrgand's "Winter's Veil"
      • Kaihoa's "Lost in Time"
      • Waidwen's Sundial's "Life Through Death"
      • Whispers of Neriscyrlas' "Corrosive Breath"

  • Characters will no longer become stuck when trying to move near enemies in turn-based combat.
  • The game will no longer pause when opening a tutorial during turn-based combat.
  • Certain spells no longer consume Action Point from the character's next turn.
  • Party members now move at the correct speed when in stealth.
  • Characters with unused engagements will now engage enemies that move in range even if they are not the primary target.
  • Characters will no longer say "Can't Do" barks when hovering enemies in turn-based mode.
  • Many enemies with Might or Constitution affliction resistances will now defend against the correct effects.
  • Combat is correctly started in Turn-Based Mode after kills made from stealth. 

Balance Changes

  • Characters will Graze on attack rolls of 1-49 in Turn-Based mode instead of 25-49.
  • Adjusted Forbidden Fist ability:
    • Reduced initial damage, but increased the damage bonus per curse to +50% (from +25%).
    • Reduced the duration of the curse to 6s (from 10s).
    • Reduced the added duration per use to 6s (from 10s).
    • Added duration from subsequent curses will no longer increase the duration of the initial curse.
    • Hid unnecessary self-application information from the combat log.
  • Like 18

I like big bugs and I cannot lie...

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Thumbsup for the Forbidden Fist balance pass Caleb! :)

 

What about the AoE weapons not applying affliction correctly though?

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Deadfire Community Patch: Nexus Mods

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  • Characters will Graze on attack rolls of 1-49 in Turn-Based mode instead of 25-49.
  • Adjusted Forbidden Fist ability:
  • Reduced initial damage, but increased the damage bonus per curse to +50% (from +25%).
  • Reduced the duration of the curse to 6s (from 10s).
  • Reduced the added duration per use to 6s (from 10s).
  • Added duration from subsequent curses will no longer increase the duration of the initial curse.
  • Hid unnecessary self-application information from the combat log.

interesting balance adjustment for TB, I guess to avoid strings of misses and quicken the pace. Though seems to me a "be careful what you wish for" situation since I can only assume the change is symmetric with enemies against you (riposte and binding block just got extremely crappy).

 

Re: forbidden fist - looking really eager to see how this ends up working out. Frak: where are you to run the numbers/tests??

 

edit - still awaiting that summon/vela scaling fix...

Edited by thelee
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edit - still awaiting that summon/vela scaling fix...

 

 

We have a fix for this internally, it should be ready in the next patch. Apologies for the delay on this one.

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VINDICATION!

 

Now to do in-game anal min-maxing!

Edited by Frak
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Nerf Troubadour!

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VINDICATION!

 

Now to do in-game anal min-maxing!

 

Now that's what we in the sitcom business call a callback.

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VINDICATION!

 

Now to do in-game anal min-maxing!

 

Now that's what we in the sitcom business call a callback.

 

I can get behind that.

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Nerf Troubadour!

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  • Characters will Graze on attack rolls of 1-49 in Turn-Based mode instead of 25-49.
  • Adjusted Forbidden Fist ability:
    • Reduced initial damage, but increased the damage bonus per curse to +50% (from +25%).
    • Reduced the duration of the curse to 6s (from 10s).
    • Reduced the added duration per use to 6s (from 10s).
    • Added duration from subsequent curses will no longer increase the duration of the initial curse.
    • Hid unnecessary self-application information from the combat log.

interesting balance adjustment for TB, I guess to avoid strings of misses and quicken the pace. Though seems to me a "be careful what you wish for" situation since I can only assume the change is symmetric with enemies against you (riposte just got extremely crappy).

 

Re: forbidden fist - looking really eager to see how this ends up working out. Frak: where are you to run the numbers/tests??

 

edit - still awaiting that summon/vela scaling fix...

 

 

The patch notes says "Characters" when referring to the graze change so I wonder if this is a change that only effects the player and their party or if it also applies to enemies.

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I know that right now the developers are likely busy with balance adjustments for turn-based and bug fixes, but I hope that, before Turn-based goes out of Beta, the differences between Real Time with Pause and Turn-based will be extensively tutorialized in-game. Right now the tutorials and Cyclopedia entries still feel a little lacking.

Good luck with the balancing work! I imagine translating the mechanics from one system to the other wasn't easy.

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Apologies everyone, I had missed one change that was implemented and adding them to Patch Notes as the following:

 

  • Combat is correctly started in Turn-Based Mode after kills made from stealth. 

Best,

 

-Caleb


I like big bugs and I cannot lie...

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What about the AoE weapons not applying affliction correctly though?

 

 

doesn't look like anybody wants to answer your question... unless cdiaz most recent post qualifies as a functional response.  if "one change" were missed when compiling the patch notes, and the aoe bug ain't the missing fix, then we might assume aoe bug has not been fixed?  such logic doesn't technical preclude possibility more than one change were missed, but...

 

regardless, am pointing out as am having similar curiosity insofar as a fix for the aoe weapon bug you identify.

 

HA! Good Fun!

  • Like 2

"Those who won our independence by revolution were not cowards. They did not fear political change. They did not exalt order at the cost of liberty. To courageous, self-reliant men, with confidence in the power of free and fearless reasoning applied through the processes of popular government, no danger flowing from speech can be deemed clear and present, unless the incidence of the evil apprehended is so imminent that it may befall before there is opportunity for full discussion. If there be time to expose through discussion the falsehood and fallacies, to avert the evil by the processes of education, the remedy to be applied is more speech, not enforced silence."--Justice Louis Brandeis, Concurring, Whitney v. California, 274 U.S. 357 (1927)

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Thumbsup for the Forbidden Fist balance pass Caleb! :)

 

What about the AoE weapons not applying affliction correctly though?

 

Seconding! Really looking forward to the fix for this :)

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Quickly tested Forbidden Fist.

 

Base duration is 6 seconds for each curse. They stack and game remembers each stacks expiration of (6secs-resolve+intelligence?), so each curse stack expire individually, giving one wound and some healing. Viable wound generation, it looks like.

 

My test char had 10 int, so I don't know if intelligence bonus still prolongs curse. Think it does.

 

If you apply a second stack, forbidden fist damage and curse damage increases. Duration for the whole curse stack seems to become (restduration_of_previous_stack+6secs-resolve+intelligence?) .

Curse damage (self-damage) increases fast. You should probably not have a stack of more than 2-3 tops.

Edited by Frak
  • Like 1

Nerf Troubadour!

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New player here. Just go to level 7 in Nekketaka and playing Turn Based.

 

Can someone explain to me what "Jump points" are and how it will affect my run?

 

Thank you.

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Quickly tested Forbidden Fist.

 

Base duration is 6 seconds for each curse. They stack and game remembers each stacks expiration of (6secs-resolve+intelligence?), so each curse stack expire individually, giving one wound and some healing. Viable wound generation, it looks like.

 

My test char had 10 int, so I don't know if intelligence bonus still prolongs curse. Think it does.

 

If you apply a second stack, forbidden fist damage and curse damage increases. Duration for the whole curse stack seems to become (restduration_of_previous_stack+6secs-resolve+intelligence?) .

Curse damage (self-damage) increases fast. You should probably not have a stack of more than 2-3 tops.

 

interesting. so with 20 resolve, you have 4.2s just for the first curse... which means a once/few seconds wound generator and healer? (though i doubt the healing cancels out the raw damage to self)

 

3 would stacks is probably the most you'd generally want to do, since then you're no longer net positive on wound generation (i also imagine now at +50% damage it's pretty severe).

 

so, to make sure I understand the ptch notes and your stuff correctly:

1st hit: creates a 6s (resolve/intellect adjustable) debuff on self

2nd hit: creates a 6s (resolve/intellect adjustable) + 6s (always) debuff on self

3rd hit: creates a 6s (resolve/intellect adjustable) + 12s (always) debuff on self

?  and each layer would expire separately? (so that by the time the third comes around the 1st hit might already expire?)

Edited by thelee

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Looks like it. With 6 stacks you can't even survive with Greater Lay on Hands. ;)

 

I didn't try maxed RES + Clarity though.

 

Edit: hehe - with 20 RES and 1 INT (Ring of Mule's Wit) the duration is at 2.5 seconds. I can spam it up to 4 stacks or so and the healing outweighs the damage... then it goes south quickly if I add more stacks. 

Edited by Boeroer
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Deadfire Community Patch: Nexus Mods

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Seems like a quick fix patch to address the most serious issues that I can get behind.

 

I'm assuming enemy priests still withdrawing for upwards of 4 turns at a time is still a thing, though. But it's not really that big a deal outside of certain ship fights.

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For me the most serious issues were/are the broken summon scaling and the AoE weapons.


Deadfire Community Patch: Nexus Mods

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so, to make sure I understand the ptch notes and your stuff correctly:

1st hit: creates a 6s (resolve/intellect adjustable) debuff on self

 

 

2nd hit: creates a 6s (resolve/intellect adjustable) + 6s (always) debuff on self

3rd hit: creates a 6s (resolve/intellect adjustable) + 12s (always) debuff on self

?  and each layer would expire separately? (so that by the time the third comes around the 1st hit might already expire?)

 

 

Almost (ignoring intelligence):

1st hit: Stack curse duration =  6secs-resolve              [Minor net healing buff]

...

2nd hit  Stack curse duration =  rest_duration_from_1st_hit + 6secs-resolve        (1st curse stack runs hidden expiration timer)

...

3rd hit Stack curse duration = rest_duration_from_2nd_hit + 6secs-resolve         (1st and 2nd curse stack runs separate expiration timers. 1st will likely have expired by now.)


Nerf Troubadour!

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so, to make sure I understand the ptch notes and your stuff correctly:

1st hit: creates a 6s (resolve/intellect adjustable) debuff on self

 

 

2nd hit: creates a 6s (resolve/intellect adjustable) + 6s (always) debuff on self

3rd hit: creates a 6s (resolve/intellect adjustable) + 12s (always) debuff on self

?  and each layer would expire separately? (so that by the time the third comes around the 1st hit might already expire?)

 

 

Almost (ignoring intelligence):

1st hit: Stack curse duration =  6secs-resolve              [Minor net healing buff]

...

2nd hit  Stack curse duration =  rest_duration_from_1st_hit + 6secs-resolve        (1st curse stack runs hidden expiration timer)

...

3rd hit Stack curse duration = rest_duration_from_2nd_hit + 6secs-resolve         (1st and 2nd curse stack runs separate expiration timers. 1st will likely have expired by now.)

 

 

interesting! so the flat +10s (on top of the base duration) that was constantly being applied with each use of forbidden fist was really buggy then. here, you're just tacking on an additional 6s-resolve to the existing duration of the curse.

Edited by thelee

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Almost (ignoring intelligence):

1st hit: Stack curse duration =  6secs-resolve              [Minor net healing buff]

...

 

With High Resolve / Healing only Bonus (not Might), I expect the healing done to be a bit more on the plus side. 

But constitution afflictions will be detrimental.

 

By the way, speaing about new sublclasses, was Arcane Archer fixed at some point ?

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Almost (ignoring intelligence):

1st hit: Stack curse duration =  6secs-resolve              [Minor net healing buff]

...

 

With High Resolve / Healing only Bonus (not Might), I expect the healing done to be a bit more on the plus side. 

But constitution afflictions will be detrimental.

 

if they haven't changed the scaling, you get an additional +3 health per debuff expiration at every even ability level, whereas the damage does the standard +5% per PL scaling. this means at high levels, one stack of forbidden fist could be a pretty decent health generator.

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