CENIC Posted November 21, 2017 Share Posted November 21, 2017 They're listening! 8 Aloth massages his temples, shaking his head. Link to comment Share on other sites More sharing options...
IndiraLightfoot Posted November 21, 2017 Share Posted November 21, 2017 This sounds very promising, and easily moddable global settings for more experimentation. *** "The words of someone who feels ever more the ent among saplings when playing CRPGs" *** Link to comment Share on other sites More sharing options...
dam Posted November 21, 2017 Share Posted November 21, 2017 (edited) Of course they're listening bro This is Obsidian. We're talking about the guys who sent out a survey about DLCs. Please re-read this and consider fully the implications here. They are the guys who played with us, who shed blood with us, in an era when games didn't have DLCs, they had actual, full-of-content addons where what you paid for actually had metric shlt tons of value. ( <--- come on now, why do I need to bypass the censorship for the excrement word ? ) They are the guys who took the bull by the horns and had the balls to ask players what their stance on DLCs is, in a society where minimal content for $5 seems to be the norm (hello Warhammer total war blood and gore DLC ?). A+++ , would buy again. Edited November 21, 2017 by dam Link to comment Share on other sites More sharing options...
Climhazzard Posted November 21, 2017 Share Posted November 21, 2017 Have they given any indication about when we'll see the next beta update? Link to comment Share on other sites More sharing options...
dam Posted November 21, 2017 Share Posted November 21, 2017 Have they given any indication about when we'll see the next beta update? From a systems admin guy's point of view, my reflex would be to say "when it's ready, if it's ready, when I'm up to it, if I'm ever up to it" Link to comment Share on other sites More sharing options...
cheesevillain Posted November 22, 2017 Share Posted November 22, 2017 Also, this update that signals the return of a universal talent tree: https://twitter.com/jesawyer/status/933088736954408960 2 Link to comment Share on other sites More sharing options...
MaxQuest Posted November 22, 2017 Share Posted November 22, 2017 josh twitter update.png They're listening! Now that's nice) And rather smart: instead of trying to guess the right PEN thresholds that would suit community, let the community figure them out by themselves. This, coupled with the adjusted attack/recovery durations for spells and 1h weapons gonna be a good step forward in finding the "combat just feels right" grail. P.S. It would be great if new patch also included some sort of target dummies. Could be even simple spores (stationary, with low attack, high hp and without abilities). If we could spawn them via console, it would ease testing stuff. 3 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 Link to comment Share on other sites More sharing options...
Boeroer Posted November 22, 2017 Share Posted November 22, 2017 You can spawn creatures if I'm not mistaken. Deadfire Community Patch: Nexus Mods Link to comment Share on other sites More sharing options...
MaxQuest Posted November 22, 2017 Share Posted November 22, 2017 (edited) Could you share the console command? I have re-checked the wiki and the finds thread to no avail) Edited November 22, 2017 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 Link to comment Share on other sites More sharing options...
Boeroer Posted November 22, 2017 Share Posted November 22, 2017 (edited) There's a command named "EncounterSpawn" like in PoE which needs a proper id. Unfortunately I can't figure out where/what the ids are atm. I can't access any object browser. Obviously the command for that changed and I can't find any fitting with... well... "find". Eh - I forgot that the object broweser was part of IEmod. How can I get access to the encounter ids now? Edited November 22, 2017 by Boeroer Deadfire Community Patch: Nexus Mods Link to comment Share on other sites More sharing options...
dam Posted November 22, 2017 Share Posted November 22, 2017 From Josh's twitter, Walk toggle ! https://twitter.com/jesawyer/status/933123351370805248 3 Link to comment Share on other sites More sharing options...
cheesevillain Posted November 22, 2017 Share Posted November 22, 2017 Priests have now passed their theology exams, and are ready to go adventuring with the other classes: https://twitter.com/jesawyer/status/933394936837259264 6 Link to comment Share on other sites More sharing options...
Boeroer Posted November 22, 2017 Share Posted November 22, 2017 YES! Gromnir will be happy, too. Deadfire Community Patch: Nexus Mods Link to comment Share on other sites More sharing options...
IndiraLightfoot Posted November 22, 2017 Share Posted November 22, 2017 That's it. I don't feel like touching this first beta anymore. I'll refrain from playing until all of these cool changes have been implemented (hopefully soon.) You know, Black Friday, Thanksgiving, buying X-mas pressies... 1 *** "The words of someone who feels ever more the ent among saplings when playing CRPGs" *** Link to comment Share on other sites More sharing options...
aartz Posted November 22, 2017 Share Posted November 22, 2017 P.S. It would be great if new patch also included some sort of target dummies. Could be even simple spores (stationary, with low attack, high hp and without abilities). If we could spawn them via console, it would ease testing stuff. Heya Maxquest, This is actually already in the game (and the backer beta). If you use the console command "SpawnPrefabAtMouse CRE_Dummy" you'll spawn a little dude that you can attack and test stuff out on. =) Looks like we didn't include his name (Dummy) in the beta build, so it'll show up as "Missing String 97", but he should still provide ya with what you need. 8 I try my very best. Link to comment Share on other sites More sharing options...
theBalthazar Posted November 22, 2017 Share Posted November 22, 2017 (edited) Not bad for the priest... But there is always the problem of number no ? Wizard : 1 by level + 2 each level of spells by grimoire. (that we can more or less choose) = 3+++ Cipher : 1 by level + core base until 40 % damage. Druid : 1 by level + spiritshifting Priest : 1 by level + 1 by imposed list (okay, most can be fine and we choose the base obedience but... this is not yet perfect ?) = 2 --- except if there is holy books like grimoires ? https://twitter.com/jesawyer/status/933394936837259264 Edited November 22, 2017 by theBalthazar Link to comment Share on other sites More sharing options...
IndiraLightfoot Posted November 22, 2017 Share Posted November 22, 2017 (edited) P.S. It would be great if new patch also included some sort of target dummies. Could be even simple spores (stationary, with low attack, high hp and without abilities). If we could spawn them via console, it would ease testing stuff. Heya Maxquest, This is actually already in the game (and the backer beta). If you use the console command "SpawnPrefabAtMouse CRE_Dummy" you'll spawn a little dude that you can attack and test stuff out on. =) Looks like we didn't include his name (Dummy) in the beta build, so it'll show up as "Missing String 97", but he should still provide ya with what you need. How about including such a dummy, tucked away far to the left, beyond those caged Lizzies, permanently in the beta? Edited November 22, 2017 by IndiraLightfoot 1 *** "The words of someone who feels ever more the ent among saplings when playing CRPGs" *** Link to comment Share on other sites More sharing options...
IndiraLightfoot Posted November 22, 2017 Share Posted November 22, 2017 Speaking of the beta, the next patch has me left hanging in there, like a weird spoiled brat, sitting by the dinner table, waiting for something yummy: *** "The words of someone who feels ever more the ent among saplings when playing CRPGs" *** Link to comment Share on other sites More sharing options...
MaxQuest Posted November 22, 2017 Share Posted November 22, 2017 Heya Maxquest, This is actually already in the game (and the backer beta). If you use the console command "SpawnPrefabAtMouse CRE_Dummy" you'll spawn a little dude that you can attack and test stuff out on. =) Looks like we didn't include his name (Dummy) in the beta build, so it'll show up as "Missing String 97", but he should still provide ya with what you need. Thanks aartz! You're the man) 1 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 Link to comment Share on other sites More sharing options...
Xaratas Posted November 22, 2017 Share Posted November 22, 2017 P.S. It would be great if new patch also included some sort of target dummies. Could be even simple spores (stationary, with low attack, high hp and without abilities). If we could spawn them via console, it would ease testing stuff. Heya Maxquest, This is actually already in the game (and the backer beta). If you use the console command "SpawnPrefabAtMouse CRE_Dummy" you'll spawn a little dude that you can attack and test stuff out on. =) Looks like we didn't include his name (Dummy) in the beta build, so it'll show up as "Missing String 97", but he should still provide ya with what you need. Didn't i say that you need to provide at least a bit documentation? Never thought that „Prefab“ could create Creatures. More modding for PoE II | How to Work with Stringtables Link to comment Share on other sites More sharing options...
aartz Posted November 22, 2017 Share Posted November 22, 2017 P.S. It would be great if new patch also included some sort of target dummies. Could be even simple spores (stationary, with low attack, high hp and without abilities). If we could spawn them via console, it would ease testing stuff. Heya Maxquest, This is actually already in the game (and the backer beta). If you use the console command "SpawnPrefabAtMouse CRE_Dummy" you'll spawn a little dude that you can attack and test stuff out on. =) Looks like we didn't include his name (Dummy) in the beta build, so it'll show up as "Missing String 97", but he should still provide ya with what you need. Didn't i say that you need to provide at least a bit documentation? Never thought that „Prefab“ could create Creatures. I try to help out and give you guys information whenever I can, but I'm honestly not sure what I'm allowed to share most of the time, so I tend to stay on the safe side =P This one in particular I asked Josh about to make sure it was alright, since I don't really see the harm especially because you guys would probably just find it eventually anyways. I would like to say, please keep in mind that using console commands like this will potentially put your game in buggy/messed up states, so try to refrain from posting bugs on the forums with crazy debug repro steps =) 4 I try my very best. Link to comment Share on other sites More sharing options...
dam Posted November 22, 2017 Share Posted November 22, 2017 I would like to say, please keep in mind that using console commands like this will potentially put your game in a more buggy/messed up states Yeah... corrected. No hard feelings, you know I had to 2 Link to comment Share on other sites More sharing options...
fortuntek Posted November 22, 2017 Share Posted November 22, 2017 Geez guys, where's the love?! We're honestly lucky devs go out of their way to provide us helpful tips that they totally don't have to Now I can obsess about how good my various builds are at whacking inanimate objects silly ... Link to comment Share on other sites More sharing options...
JerekKruger Posted November 22, 2017 Share Posted November 22, 2017 Priests have now passed their theology exams, and are ready to go adventuring with the other classes: https://twitter.com/jesawyer/status/933394936837259264 Brilliant news. I might return to my idea of importing a Priest again with this change. 1 Link to comment Share on other sites More sharing options...
draego Posted November 22, 2017 Share Posted November 22, 2017 Priests have now passed their theology exams, and are ready to go adventuring with the other classes: https://twitter.com/jesawyer/status/933394936837259264 Brilliant news. I might return to my idea of importing a Priest again with this change. To bad my priest in POE lost their faith so.... not sure where they land yet. Link to comment Share on other sites More sharing options...
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