Pillars of Eternity (Project Eternity) - Megathread
225 replies, posted
Those are some bizarre bugs. I hope they get fixed quickly.
I have faith that by the time I get *real* internet and be able to download the game, Obsidian will have atleast some of these bugs fixed.
(which is in a week btw, so hyped)
Started my playthrough as a Pale Elven Cipher. I was debating between being a Cipher, Paladin, or Rogue, but I've always liked the idea of manipulating minds and souls.
For some reason though, I'm wanting to start a playthrough as a Dwarf Paladin. There's just something that weirdly entertains me about a short and sturdy man doing work for their deity/ideals.
[QUOTE=Rahu X;47439493]Started my playthrough as a Pale Elven Cipher. I was debating between being a Cipher, Paladin, or Rogue, but I've always liked the idea of manipulating minds and souls.
For some reason though, I'm wanting to start a playthrough as a Dwarf Paladin. There's just something that weirdly entertains me about a short and sturdy man doing work for their deity/ideals.[/QUOTE]
Gotta be Goldpact if you go dorf paladin. It's the law!
Backed this game before stretch goals and now it's out I don't have anything that can run it...
Oh lord, now I can't decide if I want to go Goldpact Dwarf Paladin, or a Dwarf Monk.
Goldpact Paladin definitely seems to be more in character for what I think of a Dwarf to be, but the idea of being a small man punching the shit out of the world entertains my thoughts too much.
Please help me decide.
I absolutely suck at this game.
[QUOTE=Rahu X;47441077]Oh lord, now I can't decide if I want to go Goldpact Dwarf Paladin, or a Dwarf Monk.
Goldpact Paladin definitely seems to be more in character for what I think of a Dwarf to be, but the idea of being a small man punching the shit out of the world entertains my thoughts too much.
Please help me decide.[/QUOTE]
Paladin! The amount of tankyness you get as a paladin is GREAT, and Goldpact lets you be pretty much a basic adventurer in your actions and conversations without forcing any actual kind of action like the other orders do.
[QUOTE=Rahu X;47441077]Oh lord, now I can't decide if I want to go Goldpact Dwarf Paladin, or a Dwarf Monk.
Goldpact Paladin definitely seems to be more in character for what I think of a Dwarf to be, but the idea of being a small man punching the shit out of the world entertains my thoughts too much.
Please help me decide.[/QUOTE]
Paladin seems more interesting but I think you get a paladin companion whereas there is no monk one
So does anyone actually read the npc soul stories?
I read every single one in act one but now I don't feel so motivated.
[QUOTE=ShabbaCosby;47442492]So does anyone actually read the npc soul stories?
I read every single one in act one but now I don't feel so motivated.[/QUOTE]
I just read them when I feel like it, I don't go out of my way to read them all.
[editline]2nd April 2015[/editline]
[QUOTE=Rahu X;47441077]Oh lord, now I can't decide if I want to go Goldpact Dwarf Paladin, or a Dwarf Monk.
Goldpact Paladin definitely seems to be more in character for what I think of a Dwarf to be, but the idea of being a small man punching the shit out of the world entertains my thoughts too much.
Please help me decide.[/QUOTE]
When you get to Gilded Vale you can go to the tavern and create your own adventurers (think Dragon Quest). So if you want you can have your player character be a Goldpact Paladin so you're roleplaying as him in conversations, and create an adventurer who is a Dwarf Monk so you can still have a small guy punching shit in combat.
[QUOTE=coyote93;47442863][img]http://cloud-4.steamusercontent.com/ugc/34115347327960121/8E0C3E934DA1CE544E124A7BC5262BCE066D561C/[/img]
Someone mentioned bear army?
Found this on the steam community.[/QUOTE]
Its from an article by PCgamer. Quite good if you have the time to read it
[QUOTE=ShabbaCosby;47442492]So does anyone actually read the npc soul stories?
I read every single one in act one but now I don't feel so motivated.[/QUOTE]
I read the first couple of dozen I came by, but there's just too many and honestly, they aren't very interesting
[QUOTE=Muntu;47443235]I read the first couple of dozen I came by, but there's just too many and honestly, they aren't very interesting[/QUOTE]
I toughed through it and read every single one I came across, but considering the vast majority were death godlike rogues doing something elicit or whatever it was generally pretty boring. The ones that were actually interesting were the traditionally more 'mundane' ones.
I've heard you can call most of those backer characters and get some decent loot from them. You just have to make sure you won't get attacked for attacking them, so save first.
[QUOTE=Ghost101;47444378]I've heard you can call most of those backer characters and get some decent loot from them. You just have to make sure you won't get attacked for attacking them, so save first.[/QUOTE]
dont you lose reputation?
And I'm finished! Man, amazing game, that's all I really have to say. Took me around 30 hours, skipped a couple of tasks but I tried to do as much as possible. Never finished Od Nua though, just didn't know what to do on floor 13.
Now I'm off to play Baldur's Gates and Mask of the Betrayer. And maybe a third playthrough of PS: Torment. Motherfucking RPGs, hell yeah!
[QUOTE=earthdefence;47444607]dont you lose reputation?[/QUOTE]
I think you lose a little rep, but that's not a big deal if the loot is good enough.
It sounds like we have a patch coming tomorrow that should fix a lot of the more glaring bugs, like the summon bug and the double click/stats bugs. ([url]http://www.pcgamer.com/pillars-of-eternity-patch-out-soon-possibly-tomorrow/[/url])
"Big Ticket" Items
Bears and Cats can now be equipped with hats. This is most likely not a joke... but might be a joke.
Double-clicking to equip items was causing passive abilities to get removed from the character. This has been fixed and we were able to retroactively fix the problem for people that have already run into the issue. If you open your saved game in the latest patch, your characters will be repaired.
Fixed a problem where attributes on characters could permanently increase by equipping certain items. This will also retroactively fix the problem in saved games that have characters with this issue.
The crash in Raedric's Hold has been fixed.
Fixed the looping audio sounds that can occur if you play with minimized tooltips.
Previously Wizard summoned items could persist after the spell's duration. This has been fixed and it will also retroactively fix the problem in saved games that have characters with this issue.
The items Drinking Horn of Moderation and Talisman of the Unconquerable were causing Ciphers to permanently lower their amount of focus gain. We've included a fix to retroactively resolve the issue on Ciphers but the effect is still on the items. Unfortunately the fix will not fix the broken effect on those items, so you'll need to keep those items unequipped until the next patch. If you do equip them, perform a Save/Load to fix your Cipher.
Features
Added graphics setting to toggle antialiasing levels. This can improve performance on lower end machines when disabled.
Added pro tips to the Glossary.
Many new icons for items.
Added new voice set reactivity for lockpick, poison, enemy spotted in stealth, spell failure, death, immobilized, and completed task.
Added indicators on the loot screen when looting crafting and quest items.
Party can now use lockpicks that are in the Stash.
You can now cast AoEs on party member portraits and the spell will be targeted at the companion's location.
Balance
Monk unarmed attack buffed by 1 point at the top end.
Arbalest damage has been lowered.
Fast melee weapons do slightly more damage.
Slight bump to sabre damage.
Tuned down Mind Blades.
Tuned ranges of many Wizard spells to be higher.
Slicken spell is now a single hit AoE.
Chill Fog is now a friend or foe spell.
Curse of Blackened Sight is now foe only.
Changed reload speed multiplier from 2 to 1.2 for Sure-Handed Ila.
Fixed the price on Seal of Faith.
Adjusted price on figurines.
Adjusted price on rings.
Tuned up the Goldrot Chew.
Reduced the penalties for Bonded Grief.
Tuned up Bulwark of the Elements.
Modified attributes of companions and Itumaak.
Raised the bonus for having fewer than six party members from 5% per character under the limit to 10% per character under the limit.
Added cooldown to NPC Rogue's Escape ability usage so they won't use it back to back.
Rebalanced fight difficulty and spell selection for the Old Watcher.
Lowered the scale of the Defiance Bay reputation by 15%.
Beloved Spirits adds 0.4 Endurance to Ancient Memory instead of 2.
Changed duration of the Flagellant's Path defense penalty.
Adjustments to the Mantle of the Dying Boar.
Reduced the price of the Brighthollow Hearth and Courtyard Pool.
Heart of Fury will now apply to all damage types.
Tuned damage on Brilliant Radiance down.
Systems
Fixed issue with Wizard's summoned magical items getting stuck after save and load. Wizards will be restored to a proper state after loading a game.
Changed one of the fatigue status effects to not end with combat.
Fixed save game issues with spells and abilities that place down traps.
Fixed issue to prevent Ciphers from casting abilities without the required Focus.
Restored modal flag for Reckless Assault.
Set Transcendent Suffering to not be combat only.
Fixed duration issue with Plague of Insects.
Fixed companion audio triggers for some status effects.
Hunting Bows had the wrong speed descriptor. They are now listed as Fast.
Character Hit Autopause option should be working as intended.
You can now close the Grimoire and Chant UI with a hotkey.
Fixed issue with summoning magic items while unarmed.
Fixed delay issue on Knockdown.
Fixed a few issues with Dominate and Charm spells.
Fixed a bad item mod on the Ring of Protection.
Fixed issue with the Terrible weapon mod.
Changed bad data in ranger summons.
Made Takedown to be consistent with Knockdown.
Fixed multiplier on Blooded.
Summoned weapons will be removed when Spiritshifting.
Fixed issue with bouncing reflected melee attacks.
Party members will no longer switch to different weapons after being Charmed or Dominated.
Ancient Memory is now Ally only.
A summoned weapon will not unequip the grimoire.
Fixed Spellstriking mod.
Fixed trigger count issue with the Prone reduction mod.
DOT spells should clean up properly when combat ends.
Fixed Deflection +10 mod.
All Exhortations are now combat only.
Only play weapon ineffective VO if the attack is hostile.
Aggrandizing Radiance will now last until combat ends.
Holy Radiance is now combat only.
Carnage now works better.
Quests
Fixed issues with factions and super friend quests with Lady Webb's dialogue.
Adjusted trigger in front of the Salty Mast to fix a possible way to skip a required cutscene.
Fixed issue with the Winds of Steel quest line.
Fixed a trigger outside the First Fires Keep that could have been avoided.
Many fixes to music, audio, and VFX to a scene near the end of the game.
The prybar should now display the correct image in the Raedric's Hold moat scripted interaction.
Changed faction on the Hall of Warrior's containers.
Fixed scripted music for the forge knight combats in the keep.
Visual effects in the introduction cutscene should now be triggered properly.
Fixed conversation of the guards in Raedric's Hold to not repeat.
Added cape and armor to the loot for the Fampyr boss.
Fix to Osrya's starting timer not being attached to the trigger in the area.
UI
Fixed sound issue when collapsing the tutorial UI.
Fixed issue with double clicking items to equip. This is a retroactive fix and will restore characters with proper stats.
Fixed issue where camping supplies were disappearing when added to Stash.
Cage Cursor setting should not turn off after loading a scene or cutscene and is now on by default.
Fixed cropping on a few portraits.
Fixed issue with highlighting dead bodies and containers in the fog of war.
Fixed item stacking issue that was stacking items inappropriately.
Reduced the intensity of the explored fog of war on the area map, and fixed an issue where the shadow layer was causing the area map to be darker than it should be.
Small UI updates to the journal screen.
Reworked the enchanting UI to work better with multiple lines.
Fixed UI sorting issue in store.
Fixed UI sorting in crafting menu.
Fixes to Capitular glyphs in end game slides.
Fixed issue with stronghold alert widgets not hiding properly.
Fixed an issue with weapon mods were incorrectly being displayed in some cases.
Drag select should work properly when starting the drag over an enemy.
Fixed a few issues with drag select and formation rotation causing issues when the mouse goes over UI elements.
Fixed some control issues with holding down keys.
Shot on the Run recovery value should be now displayed correctly.
Fixed issues to how the HUD fades out during conversations.
When the party receives or loses items, those log messages now go to both logs.
Cleaned up the character sheet formatting and made more items clickable.
Store item names can now take up two lines.
Spells now show DT bypass in the description.
Consumables now show per-Rest and per-Encounter usage limitations.
Other Fixes
Fixed stats issue with saving and loading on the same map where a companion is found. This is a retroactive fix and will restore companions and characters to the proper state.
Fixed issues with save games in Raedric's Hold, causing the game to not function correctly or freeze.
Ranger Animal Companions should not disappear anymore and broken animals will be restored after loading and saving the game.
Fixed possible issues with disappearing items and weapons.
Minor fixes to a few select voice over lines.
Fixed size issues with equipped capes on Godlike characters.
Changed Explorer achievement to check for 152 maps rather than 160.
Fixed many issues where combat would not end properly.
Updated credits with more backer names.
Updated paperdoll level up lighting.
Scripted music should now be restored properly after loading a game.
Updated Temple of Eothas render.
Fixed some rendering issues with Fog of War on some areas.
Fixed sounds on movie that plays near end of game.
Reduced antelope feet sliding.
Fixed issue with weapon caching causing issues when weapons are swapped.
Interstitial music no longer loops.
Fixed issue where party members could take damage in cutscenes.
Fixed voice cues during looting for full inventory.
Fixed transparency on ghost characters.
Fixed issues with cutscene pathfinding if the game's process is halted.
Fixed issue with Expert mode settings getting saved improperly.
Fixed issue where characters were not properly stopping at the last waypoint of their path.
Adjusted Skuldr scream vocals.
We now handle some edge cases in resolution management on some hardware configurations.
Fixed issue with the party member Knockout achievement not reporting the correct numbers.
But will this patch make me less shit at the game?
And its a shame they're nerfing guns even more; I still haven't gotten my goal of a rifle yet, which is what my character is designed around. Maybe by the time I find one, they'll be absolutely useless.
[QUOTE=richard9311;47450366]But will this patch make me less shit at the game?
And its a shame they're nerfing guns even more; I still haven't gotten my goal of a rifle yet, which is what my character is designed around. Maybe by the time I find one, they'll be absolutely useless.[/QUOTE]
How are they nerfing them? I'm not seeing it.
They'll probably still be good.
[editline]3rd April 2015[/editline]
The only change to firearms I can see is indirectly through the reduction of the effect of the Reload phrase chanters can get, which is not essential to using guns.
The patch just went live.
[QUOTE=Glent;47451038]How are they nerfing them? I'm not seeing it.
They'll probably still be good.
[editline]3rd April 2015[/editline]
The only change to firearms I can see is indirectly through the reduction of the effect of the Reload phrase chanters can get, which is not essential to using guns.[/QUOTE]
I was referring to
[quote]Arbalest damage has been lowered.
[/quote]
This is after the beta where the further lowered damage values before release.
[QUOTE=richard9311;47451953]I was referring to
This is after the beta where the further lowered damage values before release.[/QUOTE]
[URL="http://pillarsofeternity.gamepedia.com/Arbalest"]Arbalest[/URL] is the windlass crossbow. The rifle is an [URL="http://pillarsofeternity.gamepedia.com/Arquebus"]Arquebus.[/URL]
Arbalests are a type of late-medieval heavy crossbow which has an incredibly powerful bowstring that requires a mechanical windlass to reload (such a bowstring would be impossible to reload by hand), represented in-game by having a longer reload time than the standard crossbow but higher damage. Arquebus are an early renaissance matchlock, muzzle-loading firearm capable of penetrating heavy armour at close range. In-game, this is represented by a penalty to accuracy and critical hit multiplier (due to the unreliability of early firearms) but natural armour penetration and high damage (pistols have these qualities also, the arquebus has higher damage than pistols and more range, but takes longer to reload).
It appears the controversial "transphobic" memorial was changed to
"Here lies Firedorn, a bard, a poet
He was also a card, but most didn't know it
A poem he wrote in jest was misread
They asked for blood, so now he's just dead"
I don't get the "He was also a card" bit. Funny fix to it though.
[QUOTE=loopoo;47452364]I don't get the "He was also a card" bit. Funny fix to it though.[/QUOTE]
Being called a card means you're a joker.
Holy shit, I'm really enjoying this game. So much diversity between classes, and the storytelling is damn near impossible to find boring.
It's 3am and I gotta head to bed cause of shit I have to do tomorrow, but it's really hard saving and closing the game. If I had the day to myself tomorrow, I'd stay on this till about 7am.
I've been playing this nonstop since release, cursing myself for never getting into Icewind Dale. Does anyone else remember anything from their Kickstarter campaign saying there would be randomly generated levels? Maybe I'm misremembering but I thought there was a feature like that, not so sure anymore though.
[editline]3rd April 2015[/editline]
Also, anyone know if this was a joke or not?
[img]http://media.obsidian.net/eternity/media/updates/0093/pe-cat-hat.jpg[/img]
I [i]badly[/i] want to be able to do this.
I like the lines where a character gets taken out by a trap.
Had Eder go "We have to take better care of Aloth" when he got hit by a steam trap, and "Did it get quieter all of the sudden?" when Durance was taken out by a dart.
[QUOTE=Muntu;47446148]Never finished Od Nua though, just didn't know what to do on floor 13.[/QUOTE]
[sp]There's a door that you can only get passed by saying the right thing. To know the right thing is to talk with the spirit on the 6th floor. But for me, the spirit disappeared and I didn't learn the saying to get passed the door :([/sp]
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