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

Shadenuat

Arcane
Joined
Dec 9, 2011
Messages
11,969
Location
Russia
He has 2 dialogues and a bunch of barks. I don't understand what's there worth of a panel.
 

Lacrymas

Arcane
Joined
Sep 23, 2015
Messages
18,030
Pathfinder: Wrath
How to fight a god? You can't because we wanted to teach you about disappointment and that sometimes you don't get what you want!

Also, "one very icky boy", and I had such high hopes for this character... Hope is not the right word, though, more like ideas for potential.
 
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Safav Hamon

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Leaks from the beta patch related to the DLC

Installation Message

Seeker, Slayer, Survivor has been installed. You will automatically begin the first quest of this adventure when the Steward contacts you after you have progressed far enough through Pillars of Eternity II: Deadfire to access Kazuwari

Precise Missive

This letter has been folded into a square with clean, diligent creases.

"[Player Name] walks the Deadfire carrying shards of heat-scorched metal. The significance of these items can't have escaped you, though the timing is a surprise to us all.

We should grasp this opportunity. Kill [Player Name]. Do not hide your act, for we work under the auspices of law. See to it that the metal gets into Izzia's hands. She wastes her potential in Periki's Overlook.

Praise the Exiled Queen.

Hastily-written Missive

This missive is speckled with coal dust and candle wax.

"These are words I never wished to write. The blackened shards have been recovered, and [Player Name] carries them - I pray out of ignorance or coincidence.

We can get ahead of this if we act with haste. The Watcher may have already suffer the witch's corruption without realizing it. Let no thoughts of mercy stay your sword.

Once you recover the shards, <i>under no circumstances are they to be kept together.</i> After you report in, they will be placed in separate vaults and bound in magic for as long as we endure.

See too that they are kept far from Periki's Overlook. Our enemies mutter about the craftswoman Izzia as if she has an air of destiny about her.

For peace and Magran's honor, may you succeed.

Event: City Ambush

Your journey through the streets of Neketaka is interrupted as a group of kith detach from the shadows before you.

The leader grins and looses his blade from its scabbard. His followers do the same with a ringing chorus of steel on steel.

They move to surround you.

"Who are you?"

The kith have taken pains to obscure the holy symbols on their chests, but that doesn't matter. You would recognize them by the acrid stench of charcoal clinging to their armor and the firearms on their hips.

They are adherents of Magran.

One of them opens her mouth to speak, but the group's leader elbows her roughly in the side. Their armor bears an emblem you almost recognize, but it's been well obscured by a rubbing of soot.

[Attack] "You want a fight? So be it."

The attack you back

[Flee.]

You turn on your heel and sprint down the lane. The mysterious group give half-hearted chase for a few blocks, but eventually split off and disappear into the city.

Event: City Ambush 2

Your journey through the streets of Neketaka is interrupted as a group of kith detach from the shadows before you.

"What do you want?"

[Identify the ambushers.]<

[Attack] "Let's get this over with."

[Flee.]

You take a few steps back down the street, duck into an alley, and run hard from the ambush.

Soon the sound of footsteps fade behind you.

You draw your weapons and prepare for battle.

The approaching kith wear little in the way of identifying marks, but their masks suggest possible ties to the Leaden Key. The heavily armored kith may be members of the Steel Garrote.

Servants of Woedica.

They wear masks and bear no symbols or other identifying marks.

They move silently towards you, light glinting along the edges of their weapons

The cloaked and armored men and women say nothing as they spread out around you, blades drawn.

The darkly garbed kith you encountered before again cut off your path.
 
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Safav Hamon

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Crown of Woedica Shard

This necklace is the yield of combining a pair of bizarre artifacts into an elegant piece of jewelry. Though recovered worlds apart from each other, the pieces shared a common shape and aura of power. Separately, they thrummed with heat and bottled energy. Fused together, they feel somehow stronger than the sum of their parts. Distortions in the metal are likely the result of a fire.

Champion's Cape

Embroidered with stylized stelgaers, spiders, and boars, this cape was awarded to you upon being named Champion of the Hunt in the Kazuwari Crucible games. While a helmet is the traditional prize awarded to the victor, you are not the first godlike to win the games. For champions with god-touched brows such as yours, this one-size-fits-all cape is given instead of the usual helm.

Contender's Helm

In addition to protecting the wearer’s head, face, and neck, this crested helm marks those who have risen in the rank and esteem of the Crucible. Decorative engravings lend the wearer a stoic aspect, and the open eyeholes emphasize the need to maintain focus in the heat of battle.
 
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Safav Hamon

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Village Idiot The Real Fanboy
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German Interview: https://www.gamestar.de/artikel/pil...-diese-dlcs-updates-sind-geplant,3333940.html

At Gamescom 2018, we asked the developers how to proceed with the old school RPG Pillars of Eternity 2.

We asked Obsidian what will happen to Pillars 2 after the DLC The Beast of Winter.

We talked to Design Director Josh Sawyer and Game Director Brandon Adler of Obsidian at Gamescom 2018 about the upcoming content for Pillars of Eternity 2: Deadfire . Two DLCs and several balance updates are planned this year .

A total of three full-fledged DLCs are announced, which individually cost around 10 euros and are part of the Season Pass for around 25 euros. The first expansion, The Beast of Winter , was released in August. Still, we could not help wondering why it became a winter add-on again for The Pillars of Eternity after The White March 1 & 2 .

The developers said that was coincidence. They wanted to put Rymrgand at the center of the expansion. To the God of chaos and entropy just fit a winter setting. In addition, you had left unused areas of the main game with a frosty area that could be reused so easily. As the first addon cuts, you read in our test .

2nd DLC: Seeker, Slayer, Survivor! - Release: September 2018
The second expansion also focuses on one God. This time it's about Galawain, the god of hunting. On a new island gladiatorial fights take place in an arena to honor him . As if that were not problematic enough, the people there complain about problems. Humans and animals seem to be slowly turning around and going at each other.

That is why we are called to help us as guards. We are to question the fallen of the arena to find the cause of the strange behavior. On the island, we have to track down various artifacts to unlock memories that reenact old fights. But we have to participate in the bloody tournament ourselves.

Pillars meets Hunger Games
With that, the second DLC focuses on the fights , while the first focuses on exploration. Nevertheless, there will again be the typical gameplay mix of exploration, puzzles, fighting and dialogue.

But the fights themselves should also provide plenty of variety: they are based on the title "Seeker, Slayer, Survivor" and offer three different scenarios. For example, in "Seeker" we have to find something like a spider mother who produces nothing but disgusting youngsters; or survive waves of enemies on Survivor.

The environment in the arena is also constantly changing - both in appearance and in construction, for example through platforms. So every fight should require a different tactic . There is no new companion this time, but constants should be highlighted. Obsidian responds to the criticism that the new companions in Part 2 remained too pale.

3. DLC: The Forgotten Sanctum - Release: November 2018
The third DLC is also dedicated to a (as yet unknown) god. Which companion is in focus, is also not yet known, but it could also be a new comrade. Playfully, the addon spins around the dungeons this time, narrating magicians .

We are confronted with the great archmages of Eora and must decide who we help. Our decision is intended to influence the fate of the Deathfire Archipelago. We also meet old acquaintances and yet unknown powerful magic users.

According to the motto, there will be heaps of new spells and items for classes that use spells.

Everything Intermediate Chapter: Why No Endgame DLCs?

All three DLCs can only be played with a savegame before the final (which automatically creates the game) or any save in front of it. We asked the developers why they chose such intermediate chapters. After all, most fans will probably have been through the roleplaying game and now need to load up an old save game or start again from scratch to fully enjoy the addon.

The developers explain that the world after the finale usually changes a lot and is new in a sense. So you have to include things like new power relations and change the whole open world. Alternatively, you can make a new area to the scene, but also for this you need an endgame character . The expansion would therefore only open to those who have the game through.

Therefore, one prefers to use integrated DLCs. By the way, Obsidian recommends to start all extensions in the second half of the game. Otherwise your own party is usually too weak.

Balance updates and free content
Although there are no big free content updates planned anymore, but heaps of balance changes and minor changes, as explained to us by senior developer Sawyer. One hears above all on the player feedback and raises among other things the claim in the fights. Especially on Normal the many players were too easy.

In addition, it should be easier to understand in the future how a relationship develops with a companion . You can then look up exactly those answers that have led to character XY not liking you.

The enchantment interface should also be clearer, so that in the future it is clear when and if you use it with certain other ways.

Personalized difficulty thanks to Gods challenges
Interesting for those who want more, are also the gods challenges. Two are already in play with Berath's Challenge and Magran's Challenge. They can be used to adjust the level of difficulty with individual challenges .

Death god Berath, for example, ensures that a character dies automatically if he passes out for more than six seconds. This makes the fighting much more serious. Meanwhile, Magran forces a pure real-time combat system and prohibits pausing, which can quickly get hectic.

Other such challenges are to follow, such as one that adds durability to weapons. Since playing with all the challenges can be extremely difficult, the developers want to keep an eye on the balance and listen to the feedback on the changes. In addition, one wants to improve the ship battles, where there was much criticism.
 
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Rahdulan

Omnibus
Patron
Joined
Oct 26, 2012
Messages
5,119
I said I'll never pay money for PoE2, but I can't help it if the game gets included in Humble Monthly so they can bait people to buy the season pass.
 

Lacrymas

Arcane
Joined
Sep 23, 2015
Messages
18,030
Pathfinder: Wrath
Can you slow down time with Magran's challenge? This one looks more annoying than difficult per se.
 

Parabalus

Arcane
Joined
Mar 23, 2015
Messages
17,447
New backer spells with next patch:

k22iYvmf6KGVdbzGdzpB2FHB3OMXv7IdFxNQp2fmloI.png


I think they forgot that Terrified is now a 'stun', or the % chance/duration is low on the latter.
 
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Safav Hamon

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Full beta patch notes: https://forums.obsidian.net/topic/105415-v210-is-now-available-on-the-beta-branch/


New Features and Updates
  • Shroud of the Phantasm - A new community-designed cape, the Shroud of the Phantasm seems to grant the wielder the favor of Wael, though the will of the God of Secrets is all but impossible to discern for certain. Wearers gain the ability to manifest illusory duplicates and are rarely, if the God of Secrets is watching, struck with bolts of understanding capable of turning the tide of battle. You can find this magical item hidden within Berkana's Observatory.
  • Ability Tree Preview - Thanks to our programming team, the Class Ability Tree can now be viewed outside of the level up screen! This can be done from the Inventory/Character Sheet UI, or when recruiting a new companion.
  • New Magran's Fires Challenges added - New challenges and old favorites have been added for players that want a difficult experience with a twist. These challenges can be found by clicking the head of Magran at the bottom of the Title Menu.
    • Skaen's Challenge
      • The Fog of War is greatly reduced around the Player's Character.
      • Torches can help increase the vision area.
    • Abydon's Challenge
      • Weapons and Armor now degrade during adventuring.
      • Weapons and Armor can be repaired for a price through the Enchanting Menu.
  • Enchanting UI Update
    • The Enchanting Menu has received a visual re-work. Enchantment progression paths are now much clearer, and it should be easy to tell if a new enchantment will replace or rework an old enchantment.
  • Steam Workshop Mod Support - Mods will now be supported through the Steam Workshop page. Check it out to see what unique changes the community is bringing to the world of Eora!
  • Audio Combat Remixing - Our audio team has remastered in-game combat sounds, resolving a suite of bugs and generally improving the game as per community feedback:
    • Combat Chatter now provides more critical feedback and is easier to understand during combat.
    • Creatures have been tuned to spam sounds less
    • Ability audio has been tuned to react to other sounds (i.e. gets softer when combat chatter is playing)
    • And much more!
  • New Backer Items and Pets - Additional Backer Pets and Backer Items have been implemented to the game including:
    • 5 Backer items added (Locations in spoilers):
      • Amra (Battle Axe)
        • Spoiler
          Sold by Ramaso in the Radiant Court (in Dunnage).
      • Karaboru (Great Sword)
        • Spoiler
          Hidden in a Wahaki treasure vault on Ori o Koiki.
      • Outworn Buckler (Small Shield)
        • Spoiler
          Stashed behind a painting in the Vailian Headquarters.
      • Harmony (Ring)
        • Spoiler
          Set before an altar to Hylea on an uncharted island (Overgrown Island).
      • The Mung Bean's Mouth Organ (Neck)
        • Spoiler
          Stored and forgotten somewhere within the supplies of the Rauatai on Sakuya.
    • 14 Backer Pets added:
      • Names and Locations in Spoiler
        Spoiler
        • Chloë found in Tikawara
        • Sheba found in Sayuka
        • Dude the six-toes cat found in The Hole
        • Levin found in Queen's Berth
        • Pes found in The Brass Citadel
        • Epsilon found in The Radiant Court
        • Cajux found in The Brass Citadel
        • Misty found in Crookspur
        • Noah found on Luminous Bathhouse Balcony
        • Rex found in Crookspur
        • Zorro found in Lifter's Refuge
        • Ludde found in Fort Deadlight
        • Hati found in Fort Deadlight
        • Ulk found in Junvik Village
Resolved Major Issues
  • FPS degradation over time that was introduced in v2.0.1 no longer occurs.
  • Party companion portraits are now saved after restarting the game.
  • Items are no longer duplicated when using the Quickload feature during item transactions.
  • Modals appear when a weapon is copied into a character's main hand.
  • Pillars of Eternity 1 saves are now recognized across all supported languages.
  • Spoiler
AI/UI Changes
  • Auto-attack and Swap Weapon set AI actions now properly adhere to the cooldown value set in the Behavior Editor.
  • Auto-Pause feature for Spell Cast no longer triggers for Passive or Modal abilities.
  • The Behavior Editor no longer displays two different layers at once.
  • "Daily Wages lost" will no longer appear multiple times after a game load.
  • Money qualifiers are now always displayed in dialogue choices.
  • Ornaments will no longer shift when looking at UI Menus.
  • Fixed scrolling issues when selecting abilities and conditionals in the AI Behavior Editor UI.
World Map and Ship Changes

  • Extra unusable ship supplies will no longer show up in personal inventory.
  • Crew members no longer spawn in the same space in the scene.
  • Hitting Cancel when naming an island will no longer set the island name to default.
General Changes

  • The correct Hollowborn choices from Pillars of Eternity will be reflected if the player chose to return the souls.
  • Ranger Pets no longer teleport next to their owner on loading a save.
  • Spearcaster displays correctly in German tooltip.
  • Spoiler
    • Xaurip Champions no longer get stuck when attempting to use their abilities.
    • Enemy Wizards looted while in Form of the Helpless Beast no longer become giant corpses.
    • All doorways in the Imperial Command can be used as expected.
    • Using the Bluff option on Cathwenna no longer shows a copper loss value of 6000.
    • Brawlers in the Undercroft no longer start conversations mid-combat.
    • Emeini will not bark continuously on scene load.
    • Xoti's romantic end slide options will now display correctly for all paths on new games.
    • Ydwin's initial conversation no longer allows for infinite negative rep with Pallegina or Serafen.
    • Odirisi's body no longer respawns after reloading into the Arena Sub-level.
    • Doors in the Hanging Sepulchers no longer clip with the environment.
    • Atsura now has the correct pickpocket range.
    • The skiff at the secret entrance of Fort Deadlight is placed in the environment correctly.
    • Players will now receive negative Slaver reputation when killing Crookspur slavers.
    • Badema now has a vision cone for stealth checks.
Quests

  • Spoiler
    • The Lighted Path quest now triggers correctly in all scenarios.
    • In Sealed Fate, Degnos will now properly disappear Degnos will now properly disappear from Queen's Berth when fleeing from Avetta.
    • The chest in Uto's Gunsmithy can no longer be lockpicked with no repercussions.
    • In the Lighted Path, Bosc and crew states will not change after Bearn has been rescued.
    • Killing Fleetmaster Wakoyo will now fail the three appropriate bounties.
    • Flaune will now contain dialogue options in the Skipping Ahead quest line as expected.
    • Two-Eyed Pim can now be given the voucher any time you speak with him.
    • Director Castol or Alvari is correctly referenced when the player chooses one to banish to the Gullet.
    • Rauatian Arquebusier no longer remains in-scene after being intimidated.
    • TheNPCs outside of Biha's house now bark correctly.
    • Badema's speech is correct if she is freed.
    • Can no longer repeatedly gain Might reward in Derelict Ship quest.
    • Vela does not appear in game if she was sacrificed in Pillars of Eternity 1.
Beast of Winter DLC Changes

  • Spoiler
    • Players can return to Neriscyrlas' Lair without getting stuck.
    • The Twin Eels Item no longer displays 'Missing Strings' in its stat block.
    • The Frosty Pet has its description resolved for typos.
    • Vatnir correctly refers to Aevar instead of Hadret in his dialogue.
    • Frostfall's "Dispersed Suffering" enchant increases hostile effects duration by 20%.
Systems Updates

  • General
    • Enemy rangers will not cast "Marked for the Hunt" indefinitely.
    • Characters with the Blinded affliction are no longer susceptible to gaze attacks.
    • There is no longer an Accuracy vs. Reflex check on the self damaging effect of Sacred Immolation.
    • Characters with max perception cannot detect hidden items in the Fog of War.
    • Allied Chanter Summons will no longer be Charmed if the Watcher is Charmed.
    • Weapons now return to their correct state after Summoned Weapon effects end.
    • Wild Orlans no longer have duplicate racial abilities.
    • Berath's Blessing Skill bonus wording adjusted to mention bonus skills (not double), and Rogue now properly receives Sleight of Hand skill.
    • Triple Crown challenge now explicitly states (albeit redundantly) that Path of the Damned is enabled. Now displays all three states and justifies its name "Triple" Crown.
    • Costs will now show for abilities in level up and AI customization.
    • Damage Shield effects now update their remaining health values when an affected character is damaged.
    • Full Attacks made while dual wielding will now receive a -35% penalty to the damage they deal.
  • Creatures
    • Spoiler
      • Naga Flame Marauder's will no longer spam Stalwart Defiance.
      • Fampyr's Retalitory Charm and Dominate Gazes now have the Gaze keyword.
      • Xaurip AI will no longer spam Marked For the Hunt.
      • Guls in the Old City target correctly.
      • Ironclad Constructs no longer get their animations stuck casting Furnace ability.
      • Fampyr's Domination Gaze is no longer used when hit with a single target ability.
      • Spirits and Wisps are affected by Weakness: Perception Afflictions as intended.
  • Unique Items
    • Spoiler
      • Eccea's Arcane Blaster's "Fractured Bullet" and "Bullet Time" no longer remove Runestone Flint.
      • Eccea's Arcane Blaster's "Fractured Bullet" no longer applies to all ranged weapons.
      • Static Charge from Legendary Pollaze now applies damage correctly.
      • Cabalist's Gambeson's armor stat is now a consistent armor value of 7.
      • The Red Hand's "No Rest for the Wicked" does not retain stacks when switching weapon sets.
      • The Red Hand's "Twin Slugs" effect only knocks back enemies within 4 meters.
      • The Red Hand's bonus damage from Blood Stained Hands (and its upgrades) now correctly only applies to The Red Hand.
      • Poisons now clear their display effect after they have been applied.
      • Removed a chance for Orishia to grant a display effect instead of a combat bonus.
      • Thundercrack Pistol Charged Field effects should now display as hostile effects.
      • Thundercrack Pistol "Conductive Blast" ability will now properly deal all of its hits over 1s (instead of 2 hits over 0s).
      • Thundercrack Pistol unintended minor accuracy bonuses have also been removed from Conductive Blast and Storm Rune Shot.
      • Spearcaster is now correctly unfit for melee combat, the same as other arbalests.
      • Dragon Gizzard Stone recipe no longer doubles its ingredient cost for 2H weapons.
      • Blackened Plate Usher's Visage no longer removes Death's Visage and no longer deals damage to nearby enemies.
      • "Silence of the Dead" now lists its effect as "Removes Whispers of the Dead" to be more clear about its function.
      • Concentration from Potion of Spirit Shield is no longer a hostile effect.
      • Removed Survival Scaling on Mohora Tanga's Penetration bonus.
      • Removed unintended +10 Accuracy from Pukestabber Vomit attack.
      • Casita Samelia's Legacy no longer clears its Confrontation bonus on combat end.
      • Watershaper's Rod Ondra's Wrath Frost & Water PL +2-> +1. (This was mentioned in an earlier patch, but wasn’t actually changed)
      • Watershaper's Rod Ondra's Wrath no fires an unnecessary ranged attack to deliver its AOE. (This was causing recursion)
      • Watershaper's Rod Ondra's Wrath no longer removes Master Shaper.
      • Magran's Favor Burning Burst attack now properly triggers when killing an enemy with the axe.
      • Last Word Silence in Death no longer removes Quieting.
      • Kahua Hozi Glass Walker now removes Feather Light.
      • Duskfall's Devious effect now works for all ally targetting cases.
      • Duskfall's "Drawing Cut" and "Drawing Parry" are not reapplied when swapping weapon sets.
      • Duskfall's effects no longer remain when swapping weapon sets.
      • Caedebald's Black Bow now contains the "Acid" keyword to benefit from Spirit of Decay.
      • Cloak of Greater Deflection and Bracers of Greater Deflection now properly stack their effects.
      • Raised crafting cost of Luminous Adra Potion from 1k to 3.5k (This was intended to be a rare and limited item).
      • Bronlar's Phalanx Sentinel mod now states it removes the Stand Guard Immobility effect.
      • Veilpiercer Purging Volley should now properly strip off all hostile and beneficial effects.
  • Classes
    • Barbarian
      • Barbarian Lion Sprint now properly clears its accuracy bonus after attacking and its effect will display on the portrait.
      • Barbarian Crushing Blow now properly clears recovery on kill when wielding a ranged weapon.
      • Berserker Spirit Frenzy now properly applies the Berserker self-DoT effect.
    • Chanter
      • Chanter Dragon Summon now has a proper string description for Tail Lash.
    • Cipher
      • Cipher's Wild Mind miscast damage per Focus has been halved.
    • Druid
      • Pollen Patch now heals for the correct values
      • Tekehu's Watery Double Spell will now properly copy Tekehu's equipped weapons.
      • Tekehu's Watery Double will now cast watershaper spells in select situations.
    • Fighter
      • Fighter Take The Hit Discipline cost reduced from 2 to 1.
      • Fighter Inspired Discipline Cost from 4 to 3.
      • Fighter Power Strike Bonus Damage increased from +100% to +200%.
      • Black Jacket no longer loses Constant Recovery, but instead receives less healing from Constant Recovery's effect.
      • Fighter Penetrating Strike Bonus Penetration reduced from 4 to 3.
    • Monk
      • Blade Turning only affects hostile spells and does not negate abilities like Greater Lay on Hands.
    • Paladin
      • Paladin Sacred Immolation (and its upgrades) base self-damage reduced from 43 to 32.
      • Paladin Reviving Exhortation (and its upgrades) Health lost reduced from -150 base to -100.
      • Paladin Reviving Exhortation (and its upgrades) reduces from 4 zeal cost to 3.
      • Paladin Hastening Exhortation (and its upgrades) reduced from 3 Zeal cost to 2.
    • Ranger
      • Ranger Revive Companion (and its upgrades) Bond Cost reduced from 3 to 2.
      • Ranger Takedown (and its upgrades) now also receive +25% Bonus Damage.
    • Rogue
      • Rogue Sap and Perplexing Sap now use the Pommel Strike animation and their interrupt has been upgraded to Prone.
    • Wizard
      • Kalakoths Freezing Rake now has the correct ranged radius at the caster's feet.
      • Llengrath's Safeguard now properly triggers when the caster's HP threshold is below.
      • Wizard Eldritch Aim cast time reduced from Average to Fast.
      • Characters permanently petrified by the 9th level Wizard spell "Petrification" are destroyed when combat ends.
      • Two Unique Backer Spells have been added and are each contained in a unique grimoire:
        • Zahndethus’ Dragonic Fury (PL7)
        • Jernaugh’s Equalizing Burst (PL6)
 
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Self-Ejected

Safav Hamon

Self-Ejected
Village Idiot The Real Fanboy
Joined
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Messages
2,141
It's only full attacks. Primary attacks while dual wielding still do full damage.

In my opinion, a good thing. Dual-wielding was overpowered and unrealistic. With the buff to penetration, there's now a reason to consider two-handed weapons.
 

Lacrymas

Arcane
Joined
Sep 23, 2015
Messages
18,030
Pathfinder: Wrath
Yes, I am aware they are backers, but I was wondering whether they are now considered canon as archmages.
 

Parabalus

Arcane
Joined
Mar 23, 2015
Messages
17,447
It's only full attacks. Primary attacks while dual wielding still do full damage.

In my opinion, a good thing. Dual-wielding was overpowered and unrealistic. With the buff to penetration, there's now a reason to consider two-handed weapons.

I don't disagree that they needed nerfs, but the notes appear super autistic.
Your unrealastic comment is hilarious though.

Did they fix multihit weapons? Those were real busted on 1.0.
 
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Safav Hamon

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Village Idiot The Real Fanboy
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Messages
2,141
Before this patch, two-handed weapons were inferior to dual wielding. Dual wielding is still good, but not as overpowered as it previously was.

In real life, attacking with two weapons at the same time would be less effective. It makes sense that full attacks would therefore do less damage.
 

BEvers

I'm forever blowing
Joined
Aug 14, 2018
Messages
808
Yes, I am aware they are backers, but I was wondering whether they are now considered canon as archmages.

I've googled this for you, the answer is yes:

Create a Spell

If you could learn any spell, what would it be? The choice is yours. Work with the Pillars II design team to name an Archmage and create your very own spell.
 

Lacrymas

Arcane
Joined
Sep 23, 2015
Messages
18,030
Pathfinder: Wrath
You won't be able to get the spell in the beginning, so whatevs. Even so, they aren't first level spells -

Two Unique Backer Spells have been added and are each contained in a unique grimoire:
  • Zahndethus’ Dragonic Fury (PL7)
  • Jernaugh’s Equalizing Burst (PL6)
 

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