Cdiaz Posted February 4, 2019 Posted February 4, 2019 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 4.1.1.0034Known 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. 18 I like big bugs and I cannot lie...
Boeroer Posted February 6, 2019 Posted February 6, 2019 Thumbsup for the Forbidden Fist balance pass Caleb! What about the AoE weapons not applying affliction correctly though? 3 Deadfire Community Patch: Nexus Mods
draego Posted February 6, 2019 Posted February 6, 2019 Fast stealth we hardly new you. But seriously i was waiting for that fix
thelee Posted February 6, 2019 Posted February 6, 2019 (edited) 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 February 6, 2019 by thelee 1
NCarver Posted February 6, 2019 Posted February 6, 2019 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. 8
Frak Posted February 6, 2019 Posted February 6, 2019 (edited) VINDICATION! Now to do in-game anal min-maxing! Edited February 6, 2019 by Frak 4 Nerf Troubadour!
thelee Posted February 6, 2019 Posted February 6, 2019 VINDICATION! Now to do in-game anal min-maxing! Now that's what we in the sitcom business call a callback. 2
Frak Posted February 6, 2019 Posted February 6, 2019 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. 1 Nerf Troubadour!
Kimerus Posted February 6, 2019 Posted February 6, 2019 Still waiting for the 4k screen fix and then I can finally play! 1
masterty66 Posted February 6, 2019 Posted February 6, 2019 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.
ABearIsHere Posted February 6, 2019 Posted February 6, 2019 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. 1
Cdiaz Posted February 6, 2019 Author Posted February 6, 2019 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...
Gromnir Posted February 6, 2019 Posted February 6, 2019 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! 2 "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) "Im indifferent to almost any murder as long as it doesn't affect me or mine."--Gfted1 (September 30, 2019)
Purudaya Posted February 6, 2019 Posted February 6, 2019 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
MaxQuest Posted February 6, 2019 Posted February 6, 2019 (edited) Grimoire and Infamous Cap fix that's something. And FF got much closer to playable. Now to wait for AoE weapon afflictions and Tacticians fix and can finally build the party and start playing Edited February 6, 2019 by MaxQuest PoE1 useful stuff: attack speed calculator, unofficial patch mod, attack speed mechanics, dot mechanics, modals exclusivity rules PoE2 useful stuff: community patch, attack speed mechanics, enemy AR and defenses
Frak Posted February 6, 2019 Posted February 6, 2019 (edited) 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 February 6, 2019 by Frak 1 Nerf Troubadour!
wickedpt Posted February 6, 2019 Posted February 6, 2019 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.
thelee Posted February 6, 2019 Posted February 6, 2019 (edited) 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 February 6, 2019 by thelee
Boeroer Posted February 6, 2019 Posted February 6, 2019 (edited) 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 February 6, 2019 by Boeroer 1 Deadfire Community Patch: Nexus Mods
Saito Hikari Posted February 6, 2019 Posted February 6, 2019 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.
Boeroer Posted February 6, 2019 Posted February 6, 2019 For me the most serious issues were/are the broken summon scaling and the AoE weapons. Deadfire Community Patch: Nexus Mods
Frak Posted February 6, 2019 Posted February 6, 2019 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!
thelee Posted February 6, 2019 Posted February 6, 2019 (edited) 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 February 6, 2019 by thelee
Elric Galad Posted February 6, 2019 Posted February 6, 2019 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 ? 1
thelee Posted February 6, 2019 Posted February 6, 2019 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. 1
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