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Posted

New Features

  • Ship Combat UI update - A new UI has been added that pops up when you encounter a ship, allowing for some immediate options. This bestows the ability to interact with ship combat for players that continue to enjoy it, while allowing a way to quickly choose a different options to avoid them such as boarding or parley.
  • Turn-based mode leaving Beta - Thank you to our players that have tested turn-based mode! This will now be set to live with the 5.0.0 patch.
  • The Book Of Woedica: Unfortunately, The Book of Woedica contains a bug that doesn't allow for Woedica's VO to be heard unless the player opens the book on the World Map due to technical limitations. We apologize for this inconvenience!
    • A Note from Narrative Designer Paul Kirsch:
      • After Deadfire's launch and public reception, leadership and the writing team closely scrutinized some of the narrative issues which could have presented better or required some clarification. We distilled the most prevalent issues down to a couple of core factors: a lack of clarity regarding the metaphysics of Eora, and missing connectivity between Deadfire's "god plot" and "faction plot," for lack of a better term.
      • Shortly before launching The Forgotten Sanctum, those of us still attached to the project had some availability to address these concerns. A handful of developers pooled their efforts to execute on a plan that seeks to address these story problems through modestly-scoped, unobtrusive changes to the core game experience. What follows behind the Spoiler gate is a broad outline of the solutions we pursued. We hope you enjoy them. Thanks for reading, and thanks for playing!
        Spoiler

         

        • Upon leaving Neketaka for the first time, a mysterious figure will deliver a book to the player.
        • The player may open and interact with the book at any time.
        • Doing so initiates a conversation with Woedica through our Scripted Interaction interface.
        • She and the Watcher can discuss the motives of the gods, the mechanics of reincarnation, and why the Watcher and factions matter on a grander scale than the player might otherwise assume.
        • Woedica responds to a number of player choices, world events, and quest states. This means that the book can be consulted a number of times in a given playthrough to unlock new conversation branches.
        • Woedica responds to players who empowered her in PoE1 and Steel Garrote / Priest of Woedica players.
        • Players who have confided in Woedica will find the god conversation on Ukaizo expanded to include an extra one-on-one with Woedica.
        • Eothas' Ukaizo conversation has been expanded to include some faction-related discussion.
        • Steel Garrote / Priest of Woedica players have extra dialogue options in Oathbinder's Sanctum.
        • The intro / outro of a few original god conversations have been shortened.

         

  • Expanded Eothas Dialogue - The end game with Eothas has had many new voiced lines added to address some pressing questions from the players.
  • The Ultimate Challenge - The Ultimate Challenge is now available for those adventurers that dare try to brave it. Those that manage to best the challenge may even find themselves with physical rewards! 
    • The Ultimate Challenge requires the following to be enabled/completed:
      • Triple Crown - Expert Mode, Trial of Iron, Path of the Damned
      • Level Scaling (Only scale upwards)
      • Solo
      • All 11 God Challenges - Wael, Woedica, Hylea, Rymrgand, Ondra, Skaen, Abydon, Magran, Berath, Galawain, and Eothas.
      • All DLCs - Beast of Winter/ Seeker, Slayer Survivor/ Forgotten Sanctum.
      • All major enemies and boss battles completed.
    • The Ultimate Challenge requires the following to be disabled:
      • Console Command Cheats
      • Mods
      • Beraths Blessings
  • Anarchist Path - Changes have been added to the Anarchist path to allow for more of the game to be experienced before the player can attempt to finish the game.
  • Spoiler
    • Removed the Blackwood Hull and Dragonwing sails from Neketaka's city map store.
    • Added a new crafting recipe for the Blackwood Hull (requires 5 Blackwood Logs and 64000cp).
    • There are now 5 locations where the player can pick up Blackwood Logs. 
      Spoiler

       

      • The Blackwood Logs can be found at Fort Deadlight, Crookspur, the Lich Cave Uncharted Island, Drowned Barrows, and Splintered Reef. 
      • A new recipe for the Blackwood Hull (that only appears once you have a single Blackwood Log), and the Dragonwing Sails have been moved to the Splintered Reef store. 

       

     

Resolved Issues

  • Afflictions now work as expected for immunities, resistance, and suppression.
  • Players should no longer be experiencing low frame rates due to multiple NPC's being on screen at once.
  • Terrified party members who cannot move will now pass their turn correctly.
  • Effect durations in breakdown tooltips are now displayed in Rounds when turn-based mode is enabled.
  • Caltrops traps will no longer cause the turn-based combat to become stuck in certain cases.
  • Pulsing spells are now displayed throughout their entire duration in the turn-based mode. 
  • Resisted Afflictions will no longer progress in real time in turn-based mode.
  • Turn-based Combat Start banner behaves properly on ultra-widescreen resolutions.
  • Party AI can no longer continue to use quick items with no charges left.
  • Firearms users that act last in a round will no longer be incorrectly placed first in the next round.
  • Creature summoned with Berath's Throwing Bones is now correctly queued in turn order in turn-based mode.
  • Attack abilities will now apply their effects to child attacks such as AOEs in addition to the character's primary weapon attack.
  • Characters with unused engagements will now engage enemies that move in range even if they are not the primary target.
  • The description of Berath's Challenge now describes the effects in turn-based mode.
  • Berath's Challenge will now show an effect icon and timer on unconscious party members.
  • Wall spells now apply their effects on the turns of the characters affected by them.
  • Imp Tricksters will no longer become stuck when attempting to use certain abilities in turn-based mode.
  • Characters using Whispers of the Wind in turn-based mode will no longer remaining invisible until their next turn.
  • Beam spells now deal the same damage per second in turn-based mode as they do in Real-Time with Pause.
  • Turn-based movement indicator will correctly show the unreachable segments when targeting an enemy.
  • Turn-based movement indicator will show a better estimate of the character's final position when using ranged attacks.
  • Turn-based movement indicator will now be more accurate when attempting to move through a narrow space between multiple enemies.
  • Invisible characters will no longer block movement.
  • The player can no longer briefly switch weapon sets after hitting with an attack in turn-based mode.
  • Cancelling the animation during a full attack no longer prevents Initiative from being set in turn-based mode.
  • Creatures summoned with Figurines now appear for the correct number of turns.
  • Priest's "Symbol of Eothas" has been adjusted to turn-based mode.
  • Ability tooltips will clearly show "Not Your Turn" when it isn't the selected character's turn.
  • Modal abilities cannot be toggled unless it's the caster's turn.
  • With Berath's Challenge enabled in turn-based mode, enemies will never exit the turn order.
  • Consuming drugs properly sets the character's initiative in turn-based mode.
  • Priest's "Blessing of Wael" has been adjusted to turn-based mode.
  • Camera in turn-based mode no longer moves to dead enemies between turns.
  • Blade Turning now ends early if the monk moves.
  • Monk's "Whispers of the Wind" ability now correctly uses an action point in turn-based mode.
  • Characters that are naturally neutral to the player will no longer drop out of turn-based combat when they are all charmed.
  • Brilliant Tactician's effects will work correctly when there are multiple Tacticians in the party.
  • Fixed the flanked condition rarely persisting after combat ends.
  • The Miss glossary entry now has the correct threshold value in turn-based mode.
  • The End Game Slides "Continue" button will no longer permanently disappear.
  • In turn-based mode, pulsing AoEs no longer pulse in real-time when the caster dies.
  • Cost numbers on the ability bar will no longer occasionally show when the ability bar is hidden.
  • Combats in turn-based mode will more reliably pull nearby enemies.
  • Resurrection's "Cannot Die" effect is now applied for correct amount of turns in turn-based mode.
  • Enemies will no longer lock up when attempting to target destructibles with certain attacks in turn-based mode.
  • Auras are now updated in real time in turn-based mode.
  • Passive abilities will no longer show "Action Type: Free" in the ability tree.
  • Immobile creatures will now switch to ranged weapons if necessary in turn-based combat.
  • Barks of the enemy ships' captains are properly assigned to them instead of to the Watcher.
  • Camera in turn-based mode with Hylea's Challenge enabled no longer moves away from party.
  • Option to disable camera centering on active character in turn-based mode has been added to the game.
  • Characters will play a visual-only flinch animation when they are bumped by allies.
  • Relentless Storm in turn-based mode will now Daze by default, and its Daze attacks that critically hit will upgrade to Stuns.
  • Gaze of Adragan has had it second redundant defense roll removed.
  • "Llengrath's Safeguard" no longer can be cast out of combat.
  • Combat Attack Results tutorial has been updated to reflect new Graze range. 
  • Mortification of the Soul is a free action in turn-based mode.
    Spoiler

     

    • Oratory of Wael's Security System's visual and sound effects work correctly in turn-based mode.
    • Bekarna is no longer hostile if Tayn and Llengrath are killed before her appearance in the Temple of Revelation.
    • In turn-based mode, the Oracle of Wael is no longer permanently stunned when all Arcane Channels get destroyed.
    • Narrator's Voice Over now plays correctly during encounter with Eothas in Ukaizo.
    • Magical Barriers during the fight with Sea Dragon now correctly protect the party in turn-based mode.
    • Changeling's Mantle is now correctly leveled up upon completing the 25 Might requirement. 
    • The Oracle can now correctly use Form of the Helpless Beast.
    • Description of Violet Redemption's "Rebuttal in Blood" has been adjusted to turn-based mode.
    • Porokoa's Weaknesses now correctly lowers creature's Defenses.
    • Critter Cleaver missive is delivered correctly.
    • The player will now receive Haeferic's Nose when importing an appropriate POE1 saved game.
    • Kraken is properly invisible and cannot attack party while under effect of "Into the Deep".
    • Certain creatures in the southwestern encounter in the Oathbinder's Sanctum 4th Floor will no longer disappear or freeze when loading a save there.
    • In turn-based mode, Vithrack will no longer cast spells out of turn order.
    • The cutscene in which Fyonlecg kills Maura will no longer be interrupted in turn-based mode.
    • Eothas will properly grant Gift from the Machine if the player imported a save that had it.
    • The lake on the uncharted island on which Ruins of Amira's Roost is located can no longer be walked on.
    • Performing a save/load cycle no longer rests Fog of War in the Bentbranch Bog.
    • Stacking effects such as Grave Calling's "Frosted Blade" will now end properly after being suppressed.
    • Essence of Imp Spray's statblock now displays correct values in turn-based mode.
    • Ooblit's Pet Party Wide Effect's description has been adjusted to fit to turn-based mode.
    • The Protective Eothasian Charm's "Darkest Before Dawn" ability will now trigger right away in turn-based mode.
    • Camera does not move to the middle of the scene when Concelhaut speaks in the Temple of Revelation.
    • Librarians in the Assembly of Echoes now have barks.
    • It is now possible to test Fungal Fertilizer on small portion of Fungus in the Collections.

     

 

  • Like 17

I like big bugs and I cannot lie...

Posted
On 4/26/2019 at 3:32 AM, Cdiaz said:

All major enemies and boss battles completed. 

What does this mean exactly? Do I still have to kill Scyorielaphas and Jadaferlas, even though it is possible to reason with them? Thanks.

  • Like 1
Posted

great changes, though i'm worried that the "item losing enchantment" bug is still in 5.0 (not mentioned in patch notes) and may be stuck with us forever...

  • Like 3
Posted
On 4/26/2019 at 3:32 AM, Cdiaz said:

Characters with unused engagements will now engage enemies that move in range even if they are not the primary target.

O-ha. That's an improvement which most players will dismiss as unimportant, but I guess it will have quite an impact (if you play around with engagement slots).

  • Like 6

Deadfire Community Patch: Nexus Mods

Posted

Over 90% of the fixes are for TB mode; not much for us RTwP players :(

  • Like 2

"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

 

Posted

 

1 minute ago, AndreaColombo said:

Over 90% of the fixes are for TB mode; not much for us RTwP players :(

I'm hoping that because so much of the RTwP regressions were related to TB mode beta that fixes for TB mode fix the instability that plagued RTwP.

Posted
32 minutes ago, AndreaColombo said:

Over 90% of the fixes are for TB mode; not much for us RTwP players :(

on the positive side, of the remaining 10% fixes which address rtwp, abilities being applied to weapon aoe and the affliction bugs is present in the fix list. those two were the main obstacles preventing us from playing the last couple months... after the summoning bugs finally were attended.

am sure there is new bugs, but for the nonce, we have no complaints which would extend our deadfire vacation beyond today.

HA! Good Fun!

"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)

Posted (edited)

None of the UI & UX issues I listed in this thread have been fixed (except the 'bouncy' text in scripted sequences) (the forum redesign has messed up the formatting a bit) - 

Additionally, this...

  • Players should no longer be experiencing low frame rates due to multiple NPC's being on screen at once.

... is blatantly false. The frame rate still tanks in Queen's Berth and any other busy area (including naval boarding). To make matters worse, the 'performance degradation' problem still hasn't been fixed (you can easily test it by boarding a couple of ships and using a ton of spells/abilities, and then returning to an area that previously ran at 60 FPS). Just like before - saving, quitting and reloading fixes the performance temporarily.

Edited by Insolentius
Posted (edited)
1 hour ago, fYNX said:

What does this mean exactly? Do I still have to kill Scyorielaphas and Jadaferlas, even though it is possible to reason with them? Thanks.

i asked on twitter. basically if it looks like a boss, it has to be dead (no diplomacy/pacifism).

according to devs, once you start the ultimate, you'll get a special quest that lists and tracks your progress in killing all the major enemies, so there should be no ambiguity once you start.

edit - i think the hardest part will just be managing the eothas timeline. nothing about the challenge suggests that you get extra time in the DLCs, and wael prevents you from getting concrete knowledge of how much time you have left. i posted the amount of time you have per act elsewhere (it's also in my gamefaqs guide), so you probably have to count the days yourself. from past experience, act 1 is pretty tight, but if you can frontload all the nekataka quests in act 2 and are efficient with main path, you can buy yourself quite a bit of breathing room in act 3 and 4, so with what is basically a no-rest run (woedica plus rymrgand basically means you can't rest outside of an inn anyway) you can clear out DLC so long as you just do the main DLC paths (e.g. skip straight to the final dragon fight in BOW, even SSS is pretty fast if you don't try to do *all* the treasure-hunting and *all* the challenges).

edit 2 - ondra also makes it harder to take advantage of ship bounties early on for leveling, even if eothas didn't already provide a huge time constraint on sailing around.

Edited by thelee
  • Like 5
Posted
1 hour ago, thelee said:

edit - i think the hardest part will just be managing the eothas timeline.

What is eothas timeline? Do we have any time limits in PoE2?

Posted (edited)
6 minutes ago, Majber said:

What is eothas timeline? Do we have any time limits in PoE2?

Only if you choose the optional challenge when starting the game. Otherwise you can take as long as you want.

Edited by arkteryx
Posted (edited)
10 minutes ago, Majber said:

What is eothas timeline? Do we have any time limits in PoE2?

 

4 minutes ago, arkteryx said:

Only if you choose the optional challenge when starting the game. Otherwise you can take as long as you want.

as arkteryx suggests it's one of the Magran's Fire's challenges (and you need to do it as part of the Ultimate challenge):

from https://gamefaqs.gamespot.com/pc/227477-pillars-of-eternity-ii-deadfire/faqs/76599/magrans-fires

"Eothas: gives you a strict time limit to accomplish each part of the critical path (main quest). You only have 3 days, 26 hours to finish Port Maje. You have 25 days to complete Hasongo. You have 26 days to complete Ashen Maw, and a similar amount of time to get to Ukaizo. This essentially limits your ability to explore, and really discourages you from searching abandoned settlements or burial grounds out on the world map. The time constraint is tight for the first act, but a little looser for successive acts (though not loose enough to go off and do all the DLC, at least until the final act). You can save some time and level up a bit by frontloading all the Nekataka quests in Act II (before going to Hasongo) since it only costs you a couple hours to go from district to district (versus days to travel on the map). This challenge also has the effect of requiring you to be much more deliberate about resting."

Edited by thelee
Posted (edited)

Didn't see the video posted

[removed]

Oh, patch notes thread. I'm dumb.

 

Edited by injurai
Posted (edited)

First of all, GREAT patch and I'm looking forward to a new playthrough!  I love this game and its continued support!

 

4 hours ago, thelee said:

great changes, though i'm worried that the "item losing enchantment" bug is still in 5.0 (not mentioned in patch notes) and may be stuck with us forever...

To anyone who sees a bug in 5.0.0, I think you will need to report the issue as new and not rely on old reports.  We may never know why the old reports went unsolved.

HOW TO REPORT A BUG:  first, go here: https://forums.obsidian.net/forum/130-pillars-of-eternity-ii-deadfire-technical-support-spoiler-warning/

and read this: 

Make a new post in the tech support forum.   Include all the details you can to reproduce the bug, and all details about your system!  OS version, dxdiag output (hardware details), driver versions, POE2 purchase version (Steam vs. GoG, etc.) and so on.  Try to reproduce the bug in a fresh 5.0 game with a minimal number of steps.  Include the step-by-step way to reproduce the bug as simply as possible.  Include a video, or screenshots, if you can.  Include your SAVE GAMES before and after bug (use google drive, dropbox, or similar).  Include crash logs and POE2 output logs.

Basically, unless they see a new report that is easy to reproduce, your bug is not gonna get fixed.  So we have to help the devs.  This may be our last chance before console release to report bugs, so report them all!

That said, has anyone noticed NEW bugs ("regressions") in RTwP mode with 5.0.0?

 

Edited by pmchem
Posted
4 hours ago, thelee said:

i asked on twitter. basically if it looks like a boss, it has to be dead (no diplomacy/pacifism).

according to devs, once you start the ultimate, you'll get a special quest that lists and tracks your progress in killing all the major enemies, so there should be no ambiguity once you start.

edit - i think the hardest part will just be managing the eothas timeline. nothing about the challenge suggests that you get extra time in the DLCs, and wael prevents you from getting concrete knowledge of how much time you have left. i posted the amount of time you have per act elsewhere (it's also in my gamefaqs guide), so you probably have to count the days yourself. from past experience, act 1 is pretty tight, but if you can frontload all the nekataka quests in act 2 and are efficient with main path, you can buy yourself quite a bit of breathing room in act 3 and 4, so with what is basically a no-rest run (woedica plus rymrgand basically means you can't rest outside of an inn anyway) you can clear out DLC so long as you just do the main DLC paths (e.g. skip straight to the final dragon fight in BOW, even SSS is pretty fast if you don't try to do *all* the treasure-hunting and *all* the challenges).

edit 2 - ondra also makes it harder to take advantage of ship bounties early on for leveling, even if eothas didn't already provide a huge time constraint on sailing around.

 

One of the God Challenges makes everything per rest though, right? Or just some stuff?

I'm guessing some variant of Paladin/Cipher/Chanter would be what is required to do this challenge.

 

Maybe Wizard if you have a way to get spells back (Bloodmage?). 

Posted

Thanks for the game devs!!  Hope we get another one :)

  • Like 1

“How do you 'accidentally' kill a nobleman in his own mansion?"

"With a knife in the chest. Or, rather, a pair of knives in the chest...”

The Final Empire, Mistborn Trilogy

Posted (edited)
5 hours ago, masterty66 said:

 

One of the God Challenges makes everything per rest though, right? Or just some stuff?

I'm guessing some variant of Paladin/Cipher/Chanter would be what is required to do this challenge.

 

Maybe Wizard if you have a way to get spells back (Bloodmage?). 

woedica makes everything per rest, and you don't regen health normally.

whatever people end up trying to do, i think some inclusion of chanter, paladin, or bloodmage is going to be required just for the health regen (coincidentally chanter and bloodmage can regen resources, paladin can do so slowly with virtuous triumph). chanter is probably the easiest because of their infinite summons.

personally i think paladin or rogue are going to be needed for brand enemy or gouging strike (to make it as safe as possible to take out bosses).

arcana probably a must because otherwise hylea's challenge is going to make traditional soloing strategies work less well because now you have to also keep Vela alive, and she's going to be nowhere near as tanky as e.g. a herald, and she's not going to be willing to follow you around if you're kiting enemies (instead you trying to kite enemies will make Vela more of a target). so lots of scrolls of withdrawal and high arcana makes them last a long time - if soloing is anything like in PoE1, fights can last a really long time. (plus if you withdraw vela and withdraw yourself, you can still de-aggro enemies to take advantage of brand enemy or gouging strike i think).

for all of the above reasons herald may still be best choice. this is my opinion and i don't have a lot of experience solo-ing deadfire (yet, though that will probably change over the next few weeks).

Edited by thelee
  • Thanks 1
Posted

Maybe Brand Enemy will not be enough to complete all (mega-) bosses (if that's needed in the first place). One of them heals from burn damage, another has very high burn AR... 

Raw dmg is more universal. Maybe a combination of Gouging Strike and Brand Enemy? Don't know if a Holy Slayer can be tanky enough though. But maybe tankyness is less important than to be able to cheese the heck out of the gameplay.

Deadfire Community Patch: Nexus Mods

Posted (edited)
Spoiler

There nothing like running in circles around the SSS arena as you try to do the Slayer challenge where you get morphed into a imp

... but kiting on the other hand, that is an age old strategy that dates back to the mid-80s ;)

Edited by bringingyouthefuture
Posted a spoiler

“How do you 'accidentally' kill a nobleman in his own mansion?"

"With a knife in the chest. Or, rather, a pair of knives in the chest...”

The Final Empire, Mistborn Trilogy

Posted

This patch has disabled the ability to re-target spells in turn-based mode, but there is no patch note about it. Is this change intentional or is it a bug?

Posted (edited)

Is the NVIDIA card bug finally fixed with this?

It would be nice to actually play the game I funded…

Edited by kierun

Nescire autem quid ante quam natus sis acciderit, id est semper esse puerum. Quid enim est aetas hominis, nisi ea memoria rerum veterum kum superiorum aetate contexitur? Marcus Tillius Cicero

Posted

Finally I'll start my second playthrough with SSS and Forgotten Sanctum. I think I'll go rtwp mode since the action economy in TB is still the same as beta.

  • Like 2

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