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Eternity Pillars of Eternity 2: Deadfire + DLC Thread - now with turn-based combat!

Self-Ejected

Safav Hamon

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Lacrymas

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Pathfinder: Wrath
The new subclasses are strange somehow, but I can't put my finger on it. Most of them sound like D&D classes than PoE ones.
 

Ulfhednar

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Valhalla
The new subclasses are strange somehow, but I can't put my finger on it. Most of them sound like D&D classes than PoE ones.
It's hard to tell from the short descriptions given, but it seems like they don't have quite as harsh penalties as some of the ones already in the game.
 

Infinitron

I post news
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Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth


https://forums.obsidian.net/topic/106886-v400-is-now-available-on-the-beta-branch/

Patch Notes for 4.0.0.0018

New Features

  • Ship Respawning - Ships will now respawn as captains are defeated on the world map to keep the seas interesting to traverse . Ships will not respawn for every captain defeated but will ensure the seas are populated with ships of each faction.
  • Ondra, Wael, & Woedica's Challenge - Three new exciting Challenges will be coming in with this patch:
    • Ondra - Storms on the world map are bigger, faster, and increased in frequency and Enemy Captains are increased in rank and travel faster when chasing the player.
    • Wael - All numerical data for characters, spells, and items are hidden. This excludes Item count, Party Attributes, Skills, and Level.
    • Woedica - All Per-Encounter and Class resources become Per-Rest, Party Health no longer regenerate outside of combat, and only "Prepared Meals" will recover injuries and Resources.
  • New Megabosses - Two new Megabosses can now be challenged in the game:
    • Sigilmaster Auranic
    • Dorudugan
  • New Subclasses - 11 New subclasses are being added to the game to add to variety and allow for more interesting combinations!
    • Tactician (Fighter)
    • Furyshaper (Barbarian)
    • Debonaire (Rogue)
    • Steel Garrote (Paladin)
    • Arcane Archer (Ranger)
    • Forbidden Fist (Monk)
    • Bellower (Chanter)
    • Priest of Woedica (Priest)
    • Ancient (Druid)
    • Blood Mage (Wizard)
    • Psion (Cipher)
Major Fixes & Updates
  • Savegames with subdirectories in the zip no longer fail to load.
  • If Beast of Winter is installed, you may now converse with Ydwin as you would a main companion.
  • Summoned creatures now unsummon when their summoner is knocked out.
  • Veteran Difficulty has been tuned to be slightly more difficult.
    • Enemies now have +12% health, +8 accuracy, +1 penetration, +8 all defenses and +1 armor rating on Veteran difficulty.
Challenges
  • God Challenges no longer disable mods or Berath's Blessings.
  • New games will no longer have Challenges enabled if the player loaded a Challenge save before starting the new game.
  • Berath's Challenge timer is no longer modified by hostile/beneficial duration multipliers.
  • Berath's Challenge now delays 10 seconds until unconscious party members are killed (from 6 seconds).
  • Slightly increased Vela's base defenses and the health she gains per level during Hylea's Challenge.
  • Users can now use Slow-Mode while playing under the Magran's Challenge.
Text & VO
  • More than 100 typos have been fixed.
  • There are no longer errors in Conversation with Engari when Pallegina and Xoti are in the active party.
  • Speaking to generic NPCs in the Sacred Stair no longer displays Missing String messages.
  • Xoti's VO is no longer cut while talking with a lost soul.
  • Dunnage Townsperson no longer produces two barks simultaneously.
Abilities
  • General
    • Visage of Death's Herald (and its variants) can no longer be cast on self.
    • Hunter's Instincts has a proper stat block.
    • Boreal Dwarves' Hunter's Instinct effect now matches its description and grants a bonus vs Primordials and Wilders (not beasts).
  • Rogue
    • Pernicious Cloud Base Penetration from 0 -> 7.
  • Paladin
    • Garrote can no longer be used on Destructibles.
    • Garrote now ends when combat ends or the target is killed.
    • Garrote's base duration reduced from 8.0 sec to 6.0 sec.
    • Garrote can no longer be used on self.
    • Steel Garrote passive healing effect now only applies to weapon attacks.
  • Ranger
    • Animal Companion Armor is now of the category "Light" (from Medium) - this only affects validation such as from "Charged Field".
    • Evasive Fire will no longer target destructibles.
    • Ranger's Strengthened Bond no longer becomes impossible to acquire in some situations.
    • Bonded Fury and Shadowed Hunters will now provide feedback that they are unavailable if the Ranger Animal Companion is unconscious.
  • Chanter
    • Their Putrid Stench Wafts Across now uses the same targeting style as its base ability "White Wurms Writhed in the Bellies of the Dead".
    • His Laughter Rang Through The Halls now pushes from the caster position rather than the target.
    • Fixed an issue that caused the base Cone effect from "Her Revenge Swept Across the Land" to bounce, not just the additional bolts.
  • Priest
    • Restore is no longer restricted to combat.
    • Eothas Incarnate summons now have weapons that use the same material as the models.
  • Druid
    • Fire Stag's Self-Destruct ability is no longer named "Fire Stag".
    • Call to the Primordials now more clearly displays the number of summons.
  • Wizard
    • Wall of Draining will now properly increase the duration of effects on the caster.
    • Concelhaut's Corrosive Siphon will now correctly heal the caster for each affected enemy.
  • Items
    • Thundercrack Pistol, Dragon's Dowry, and Frostseeker now have keywords for their respective elements on their attacks.
    • Thundercrack Pistol's Conductive Blast & Storm Rune Shot attacks now have the Electricity keyword.
    • Added minor delays to Essence Interrupter's effects to prevent it from invalidating on death mechanics.
    • Cleansing Flame and Chain Lightning Scrolls now use the "read scroll" animation.
    • Deltro's Cage (Shock Shield) is no longer a passive ability and it is now active.
    • Magran's Shield has the "Shield Engagement" mod now.
    • Scordeo's Edge Accuracy bonus can no longer be stacked higher than the number of times listed on its effect.
    • Multiple instances of the same item mod effect from The Red Hand should no longer infrequently appear as separate effects.
    • Description of Solitude effect has been updated to be more clear.
Sound Effects
  • Belranga's Consume ability has proper SFX.
  • SFX for the water pillar during Battle Royale has been added.
  • Rotghasts now have proper SFX when Combat Speed is set to low.
  • Sheathing and unsheathing weapons triggers SFX.
  • SFX added to lightning strike during the play in A Tidy Performance.
  • Defensive Roll trigger has SFX.
Visual Effects
  • Soul vision VFX is not prematurely removed during conversation with Spirit Engari.
  • Aexica has proper VFX when appearing to assist Whehami.
  • Glowing eyes effect of the statue of Toamowhai properly fade out.
Misc
  • Accuracy indicator on mouse-over now represents the chance to at least Graze, instead of at least Hit.
  • A loading exception when clearing child effects from racial abilities, which prevented some saves from loading correctly, has been fixed.
  • Food items are now classified as either ingredients or prepared meals.
  • Daily Wages are no longer deducted multiple times when loading a game.
  • When the player sells enchanted items that stack with ones the store already has, they will now receive the proper amount of money.
  • Port stores no longer contain multiple infinite stacks of basic supplies.
  • The ability bar has received some optimizations.
  • Fixed an issue that would cause Strengthened Bond to become unavailable during level up.
  • Characters that are engaged or engaging two or more enemies cannot be bumped by allies.
  • Soulbound items can't have quality enchantments added manually, even when they're damaged in Abydon's challenge.
  • The subclass abilities column in the Ability Tree will no longer permanently disappear after viewing a tree that didn't use it.
  • New ship items can now be removed from the shopping cart in the Store UI.
  • Updated bestiary sorting keyword on Body Affliction Resistance so it will now sort correctly.
  • Eating Spoiled Food now lowers the crew's morale.
  • Attacks that teleport the attacker to the target now properly receive accuracy from the attacker's Class.
  • The player can now click to move closer to the edge of the revealed fog of war.
  • DLC Deck of Many Things and Beast of Winter NPC's are no longer displaying empty stores or empty conversations with the player.
  • Uncharted Island naming can no longer be closed by accident.
    • If the player canceled the dialog for naming an uncharted island before this patch, they may access it again by entering and exiting the associated dungeon.
  • Players can no longer duplicate morale rewards from ship combat using quicksaves.
  • The 'Follow Camera' option works correctly on the World Map.
  • Initial cutscene is not repeated after performing a save/load cycle during Battle Royale.
  • Special Armor Ratings are now correctly displayed in the Bestiary.
  • The door in the Eastern Cavern of Rimebound Temple now blends correctly with its surroundings.
  • The combat with the bears in the Eastern Cavern of the Rimebound Temple will not start without Line of Sight.
  • Conditionals for player responses in conversation with Beast of Winter have been updated.
  • Portals in the Sunken Crown are now marked on the area map.
  • King Wingauro's headdress no longer clips with the wall behind him.
  • Responses in the dialogue with Menzzago now grant appropriate disposition points.
  • Glossary links for the word "Nilkzenze" are now appearing correctly.
  • Skill checks in the Kohatekana Expanse function correctly.
  • The Inspect (question mark) button now works in the Grimoire UI.
  • The game will show a useful error message when trying to upload a mod or exported character to the Steam Cloud if the user is out of space.
 

Roguey

Codex Staff
Staff Member
Sawyerite
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May 29, 2010
Messages
36,654
Veteran Difficulty has been tuned to be slightly more difficult.
  • Enemies now have +12% health, +8 accuracy, +1 penetration, +8 all defenses and +1 armor rating on Veteran difficulty.

This is pathetic. And now there's no more "best enemy composition without stat boosts" difficulty. :M

Infinitron https://guides.gamepressure.com/pillars_of_eternity_2/guide.asp?ID=43077
  1. Story - when selecting this level, there is nearly no challenge in the game. This option is perfect for players, who simply want to learn the story and explore the in-game world.
  2. Relaxed - The battles are a bit more difficult, nonetheless they are still relatively easy. This is a good choice for players, who begin their adventure with RPGs or just want to focus on other aspects of the game.
  3. Classic - Maintains a good balance between combat, exploration, and story. Battles can prove challenging and require players to assume tactical approach. This is our recommended difficulty level for those who play Pillars of Eternity 2 Deadfire for the first time.
  4. Veteran - When choosing this difficulty level, players are bound to encounter more enemies, who in turn are more efficient in combat. This is a perfect option for players looking for challenges and want to engage in difficult battles.
  5. Path of the Damned - this hardcore mode offers much more enemies, who utilize advanced tactics. It is very difficult and you cannot change this level after you start the game, so consider well whether you are ready for such an adventure.

It doesn't look like they added a new mode (this would require changing the UI on a new game), so someone who doesn't want enemies with stat boosts has to play on Classic (90s Easy).
 
Last edited:

Parabalus

Arcane
Joined
Mar 23, 2015
Messages
17,501
I like how even in the linked thread the subclasses have Ability Names, which you'd click in game but you can't in their notes. Lazy c&p Obsidian.
 

Parabalus

Arcane
Joined
Mar 23, 2015
Messages
17,501
  • If Beast of Winter is installed, you may now converse with Ydwin as you would a main companion.
Incredible bug, WTF.

Veteran Difficulty has been tuned to be slightly more difficult.
  • Enemies now have +12% health, +8 accuracy, +1 penetration, +8 all defenses and +1 armor rating on Veteran difficulty.

This is pathetic. And now there's no more "best enemy composition without stat boosts" difficulty. :M

Infinitron https://guides.gamepressure.com/pillars_of_eternity_2/guide.asp?ID=43077
  1. Story - when selecting this level, there is nearly no challenge in the game. This option is perfect for players, who simply want to learn the story and explore the in-game world.
  2. Relaxed - The battles are a bit more difficult, nonetheless they are still relatively easy. This is a good choice for players, who begin their adventure with RPGs or just want to focus on other aspects of the game.
  3. Classic - Maintains a good balance between combat, exploration, and story. Battles can prove challenging and require players to assume tactical approach. This is our recommended difficulty level for those who play Pillars of Eternity 2 Deadfire for the first time.
  4. Veteran - When choosing this difficulty level, players are bound to encounter more enemies, who in turn are more efficient in combat. This is a perfect option for players looking for challenges and want to engage in difficult battles.
  5. Path of the Damned - this hardcore mode offers much more enemies, who utilize advanced tactics. It is very difficult and you cannot change this level after you start the game, so consider well whether you are ready for such an adventure.

It doesn't look like they added a new mode (this would require changing the UI on a new game), so someone who doesn't want enemies with stat boosts has to play on Classic (90s Easy).

This is pretty moot though, stat boosts are relative - what's a baseline is entirely up to the developers, it's not like all enemies in Dumpsterfire are made to follow player character rules.
 

Riddler

Arcane
Patron
Joined
Jan 5, 2009
Messages
2,380
Bubbles In Memoria
Veteran Difficulty has been tuned to be slightly more difficult.
  • Enemies now have +12% health, +8 accuracy, +1 penetration, +8 all defenses and +1 armor rating on Veteran difficulty.

This is pathetic. And now there's no more "best enemy composition without stat boosts" difficulty. :M

Infinitron https://guides.gamepressure.com/pillars_of_eternity_2/guide.asp?ID=43077
  1. Story - when selecting this level, there is nearly no challenge in the game. This option is perfect for players, who simply want to learn the story and explore the in-game world.
  2. Relaxed - The battles are a bit more difficult, nonetheless they are still relatively easy. This is a good choice for players, who begin their adventure with RPGs or just want to focus on other aspects of the game.
  3. Classic - Maintains a good balance between combat, exploration, and story. Battles can prove challenging and require players to assume tactical approach. This is our recommended difficulty level for those who play Pillars of Eternity 2 Deadfire for the first time.
  4. Veteran - When choosing this difficulty level, players are bound to encounter more enemies, who in turn are more efficient in combat. This is a perfect option for players looking for challenges and want to engage in difficult battles.
  5. Path of the Damned - this hardcore mode offers much more enemies, who utilize advanced tactics. It is very difficult and you cannot change this level after you start the game, so consider well whether you are ready for such an adventure.

It doesn't look like they added a new mode (this would require changing the UI on a new game), so someone who doesn't want enemies with stat boosts has to play on Classic (90s Easy).

It is lazy but honestly, Veteran is/was so piss easy that you might as well play with a blindfold.
 

2house2fly

Magister
Joined
Apr 10, 2013
Messages
1,877
Not thrilled about the stat boosts, but it's a way to increase difficulty without gimping the player so I'll take it
 

2house2fly

Magister
Joined
Apr 10, 2013
Messages
1,877
I found in the files the "twist" Forgotten Sanctum is supposed to add. It's an alternative ending.
They've hinted at this previously, the real question has been what form it's going to take. It presumably involves the Crown Of Woedica, which means you'd need all 3 DLCs to get it- cue cries of "unfair" from people who only want to play the wizardy one
 

TT1

Arcane
Patron
Joined
Nov 25, 2016
Messages
1,482
Location
Krakow
Make the Codex Great Again! Grab the Codex by the pussy Insert Title Here RPG Wokedex Strap Yourselves In Codex Year of the Donut A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Steve gets a Kidney but I don't even get a tag. My team has the sexiest and deadliest waifus you can recruit.
I've extracted all the icons, and there are some new interesting pets and new gear. Let me see if I can add some of them to my mod.
 

2house2fly

Magister
Joined
Apr 10, 2013
Messages
1,877
Huh, I thought the Helfire Core was going to be in the DLC but instead it's a trinket you get for beating the new construct megaboss. That means I've probably seen the wizard's loot as well when looking through the icons before. I'll find out when I poke through the game files tonight; all I had time to do yesterday was read the new lore books for the bosses- the formula of describing what the boss does in excited capital letters and saying "STAY AWAY from [exact coordinates of the boss] don't say we didn't warn you" still gets a smile from me. I still wish there was more to the bosses, like a little lore or something to do in the level, but it's free content so whatever I guess. Making them bounty tasks would be a decent idea, and could be done via receiving an anonymous missive or something. Might see if that can be modded in
 

Lacrymas

Arcane
Joined
Sep 23, 2015
Messages
18,710
Pathfinder: Wrath
Has anyone tested Steel Garrote yet? I'm curious whether Bleak Walker or SG is "the" DPS option for Paladin this time round. I kinda like the Corrode damage vibe Bleak Walkers have and dual-wielding Bittercuts is pretty cool, but I don't know if there's an equivalent Corrode damage weapon in DF. I'm also digging my character leaving the Bleak Walkers and going for Woedica after empowering her. So, yeah, Steel Garrote vs Bleak Walkers, discuss.
 

Parabalus

Arcane
Joined
Mar 23, 2015
Messages
17,501
1.png


Looks like wizards already have a solution to Woedica challenge.

GiSGPpO.jpg


Cipher is hot garbage.
 

Lacrymas

Arcane
Joined
Sep 23, 2015
Messages
18,710
Pathfinder: Wrath
Saw what Steel Garrote does, it might be an interesting tank if you can stack life-draining abilities (like Blood Ward from the new Barbarian subclass), but I'll probably stick with Bleak Walkers. Steel Garrote/Blood Mage might also be an interesting combo.
 
Last edited:

Lawntoilet

Prophet
Patron
Joined
Oct 5, 2018
Messages
1,840
1.png


Looks like wizards already have a solution to Woedica challenge.

GiSGPpO.jpg


Cipher is hot garbage.
Those Rogue abilities seem pretty good considering you'll probably always have a tank or another ranged character nearby. Maybe not as good as Streetfighter, but still.
New Cipher subclass looks bad. What's the drawback they get?
 

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