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Patch Thread - 1.03 April 3rd out now

GrainWetski

Arcane
Joined
Oct 17, 2012
Messages
5,097
Also I didn't notice anyting about difficulties, but I'm fairly convinced that the hard-difficulty is bugged.
It's not bugged, it just isn't very hard. If you switch from normal to hard, you will see different/more enemies.

Tuned down Mind Blades.

say goodbye to my little friend
Grieving Mother is about to grief a whole lot more.

PoE then needs something in between hard and PotD. Unless my characters are bugged and too good then hard is very easy hard.
My characters are bugged in a bad way and hard is still too easy.
 

Trodat

Arcane
Patron
Joined
Dec 17, 2014
Messages
795
Location
Finland
This is like waiting for the next balance nerf patch for an MMO. But in this case for a SP game. Like they didin't realize all of that stuff during their large-scale beta testing period?
 

Perkel

Arcane
Joined
Mar 28, 2014
Messages
15,862
path notes, ETA: very soon ( in testing):

These are the tentative patch notes for the upcoming patch 1.03 release. These may change before it is finally released. This patch is currently in test, and will be released as soon as is possible. Thank you everyone for your patience with us!

"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.
 

Perkel

Arcane
Joined
Mar 28, 2014
Messages
15,862
Balance!*

*Except for druids

Well at least they nerfing mindblades which were fun For 15 focus you could spam them 2 times and they would do 40-80 damage to whole group or more. Grieving mother on lvl 7 can spam it 3 times essentially destroying whole group like nothing.
 

potatojohn

Arcane
Joined
Jan 2, 2012
Messages
2,646
say goodbye to my little friend
LBaRqdD.jpg
 

felipepepe

Codex's Heretic
Patron
Joined
Feb 2, 2007
Messages
17,278
Location
Terra da Garoa
Nerfing Mind Blades but not Mind Lance and Amplified Wave is :retarded:. Those are arguably even more powerful:

C5bDAMf.jpg


One use of Amplified Wave and BAM, the entire room of end-game monsters takes damage and is knocked down. And I can cast two of those at the start of every fight. I guess not enough players unlocked those and complained... I expected more from Josh "BALANCE" Sawyer.
 

Athelas

Arcane
Joined
Jun 24, 2013
Messages
4,502
Presumably the trade-off of that ability is making the game look like an 80's disco dance hall.
 

Dragoon

Educated
Joined
Mar 30, 2015
Messages
56
Location
Krynn: Inside a silver dragons body
Some Dev-Programmer posts about the save game bloat and loading time issues.

Source Link:

Roby Atadero said:
We have a potential fix on our side that should speed up the "Loading Save Games" that shows up on the Main Menu to be about 95% faster. That will not be in patch 1.03 though. Maybe 1.04 or 1.05.

Source Link:

Roby Atadero said:
- Save games should work fine across both Steam and GoG versions.
- The save game fix for inactive traps increasing save game sizes is in the patch.
- The stats bug for loading a game in the area where you collect a companion is fixed in the patch as well.


Source Link:

Roby Atadero said:
So, this will be fixed in the patch coming out (should be this week). Player traps that have been destroyed will no longer save their destroyed state in the save data. Also, we wrote a cleanup function that will remove any destroyed player traps from your save game when you first load it so you won't need to run any external save file cleaner.

On our test, Depili's MobileObjects file went from 44MB to 4.5MB so it should reduce a lot of the bloat you are getting from player traps.

There won't be any other save file reduction going into this patch but we'll keep investigating anything that looks like it shouldn't be there. If anyone notices anything that seems odd, let us know and we can look to get that cleaned out in the following patch.
 

Roguey

Codex Staff
Staff Member
Sawyerite
Joined
May 29, 2010
Messages
35,800
This is like waiting for the next balance nerf patch for an MMO. But in this case for a SP game. Like they didin't realize all of that stuff during their large-scale beta testing period?

Josh said:
It is a year old, but there's a difference between ~20 people talking about systems in the context of the Backer Beta ad nauseam and hundreds of people talking about the systems in the shipped game.

The negative reaction to nerfs justifies Josh's belief that it's better to start off underpowered than over. :M
 

Grunker

RPG Codex Ghost
Patron
Joined
Oct 19, 2009
Messages
27,410
Location
Copenhagen
I told you long ago that Josh's balance definition leads to endless iterations as meta shifts, Roguey. It is understandable that people don't understand the purpose of such a treadmill in an SP game.
 

Delterius

Arcane
Joined
Dec 12, 2012
Messages
15,956
Location
Entre a serra e o mar.
I told you long ago that Josh's balance definition leads to endless iterations as meta shifts, Roguey. It is understandable that people don't understand the purpose of such a treadmill in an SP game.
Correct. In fact, this whole thing makes me nostalgic for my World of Warcraft days, when we'd scan the webs for patch notes, rooting for and against certain classes and archetypes.

I myself feel that my Wizard main seems a bit underpowered and am looking forward to future balancing.
 

prodigydancer

Arcane
In My Safe Space
Joined
Feb 16, 2015
Messages
1,399
I told you long ago that Josh's balance definition leads to endless iterations as meta shifts, Roguey. It is understandable that people don't understand the purpose of such a treadmill in an SP game.
Correct. In fact, this whole thing makes me nostalgic for my World of Warcraft days, when we'd scan the webs for patch notes, rooting for and against certain classes and archetypes.

I myself feel that my Wizard main seems a bit underpowered and am looking forward to future balancing.
This reminds me of how I played Mage in vanilla WoW hoping that one day it would be a decent DPS class. Then I switched to Warlock in TBC and never looked back...
 

Dragoon

Educated
Joined
Mar 30, 2015
Messages
56
Location
Krynn: Inside a silver dragons body
Nerfing Mind Blades but not Mind Lance and Amplified Wave is :retarded:. Those are arguably even more powerful:

C5bDAMf.jpg


One use of Amplified Wave and BAM, the entire room of end-game monsters takes damage and is knocked down. And I can cast two of those at the start of every fight. I guess not enough players unlocked those and complained... I expected more from Josh "BALANCE" Sawyer.

Presumably the trade-off of that ability is making the game look like an 80's disco dance hall.


I love your comments. They are always so witty.
 

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