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Eternity Pillars of Eternity 2: Deadfire Pre-DLC Thread [GO TO NEW THREAD]

Bocian

Arcane
Joined
Jul 8, 2017
Messages
1,912
Hi!

gosh do I feel embarrassed right now because that battle after leaving The Hole okay was soooo frustrating

Well, I'd imagine woman would be frustrated if her hole was left untouched after a battle.
 

Lacrymas

Arcane
Joined
Sep 23, 2015
Messages
18,737
Pathfinder: Wrath
Maybe the only people who will play the DLCs are the ones who either bought them during the Fig campaign or have already decided they'll buy them either way, so they think there's no need to show anything lol.
 

santino27

Arcane
Patron
Joined
Oct 1, 2008
Messages
2,786
My team has the sexiest and deadliest waifus you can recruit.
I find it odd that DLC can be couple of weeks out and there's no information about it.
In the programmer stream, they said we'd be getting more info about it in the next couple of weeks. July 4th happening right in the middle of this week mostly tanked this week, so I'm pretty sure we'll see at least a stream next week, if not some random articles popping up.
 

TT1

Arcane
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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.
In other news:

I am working with other modders and I have some things planned to Deadfire. I also emailed Nerd Commando to understand what could be better in the game. This is what I have planned:

- TT1 Unique Items, my current mod, will introduce 3 new unique weapons of each type.
- "Better classes and races" will try to make better and useful abilities to all useless subraces and subclasses
- "Better modals" will use a lot of pretty good suggestions of nerd commando to make modals better. I messaged some devs about it, and I am asking them to modify some properties to allow multiple modals.
- PoE1 weapons to deadfire
- I will try to make a new class Animancer, based on Josh idea of using constructs and necromancy.
 

2house2fly

Magister
Joined
Apr 10, 2013
Messages
1,877
Brennecke you absolute donkey, can't you memorize 3 minute talk? That video has like 500 cuts. Christ Almighty.
He started off pretty confident and it was fun seeing how far in he could get before falling apart. He made it 22 seconds... not bad

E: the music in the tutorial video doesn't sound familiar. It's like a muted, vocal version of the theme that plays when you meet the gods. Possible teaser for the DLC music? The update also mentions the next free DLC will be a "merchant ship" so "deck of many things" is presumably a pun. I wonder if it'll sell trinkets or soulbounds. Maybe a soulbound trinket...?
 
Last edited:

aweigh

Arcane
Joined
Aug 23, 2005
Messages
18,152
Location
Florida
I put my playthru on hold to wait for the DLCs to arrive, cos I know that if I finish the campaign right now I will not want to return to the game later on just to explore some mini-islands.
 

Infinitron

I post news
Patron
Staff Member
Joined
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Messages
99,684
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://www.fig.co/campaigns/deadfire/updates/754

Update #51 - Patch 1.2
POSTED: 07/06/2018

Greetings, Watchers!

Welcome to Patch 1.2! We've paid careful attention to the thoughtful and insightful feedback from the community since Deadfire's launch, and many of the changes that are now present in Patch 1.2 could not have come about if not for the conversations and passion from our players. Come join Executive Producer Adam Brennecke as he gives you the rundown on what's new in the Deadfire Archipelago:

As noted by Adam, Deadfire Programmer Brian MacIntosh has created an instructional video detailing the Mod Manager's functions. Check it out below:

Brian has also written a more in-depth guide that you can read and discuss on our forums! Come join the discussion.

Head to the forums for the full list and discussion of Patch 1.2 fixes, or take a look at the highlights below:
  • Inventory and Store Features
    • Your stash is now searchable!
    • Holding shift while selling things from your stash will now add items without prompting the player about stack sizes.
  • Companions and Relationships
    • Reputation screen now displays the dialogue nodes that affected change with companion relationships.
    • Added UI to recommend which companions to bring on quests relevant to those companions.
  • Mod Manager UI
    • User interface added that lets you track which mods you've added or turned on or off.
  • Crew Injuries
    • An Injured Crew HUD is now available.
  • Balance Changes
    • All 2H melee weapons now receive +1 Penetration to put them in line with the other melee weapons.
    • Several under-performing Cipher spells have been buffed while Charm has been re-tuned to break if the character takes damage from the charming party.
    • Tricksters have gotten new spells, lower penalties, and cheaper high level abilities, while Wizards have lower out of school penalties, higher power levels with specialized schools, and spell buffs. Additionally, low-level Priest spells have been buffed.
    • We wanted consumables to be valuable tools to solve problems, not be a singular factor in combat or be a crutch that players could reach for too easily and without any need for decision-making. As they were, they were too-often the only deciding factor in combat. We've re-tuned consumables to scale exclusively from skill ranks and power level bonuses and figurines will no longer have unlimited uses.
  • Major Fixes
    • Fixed an issue where party members who were knocked out during a save state would be dead but still be in the party upon loading a save
    • Players no longer spiritshift (and lose equipment) when drinking from the pool at Outcast's Respite.
    • Player health in character sheet now displays properly.
    • Active animal companion abilities now properly display on the Ranger and animal companion ability bars.
    • Fixed problems with the ability bar detecting the active/queued state of modal abilities in no modal group.
What's Next?

The developers are still hard at work to bring continuous improvements, features, and content to the Deadfire - stay tuned in July for new challenge modes, a new free merchant-ship DLC, and our first expansive DLC, the "Beast of Winter". More news on them in the coming weeks!

Dev Insights
IGN recently interviewed our very own Josh Sawyer on their Unfiltered series that you can check out here!

https%3A%2F%2Fs3.amazonaws.com%2Fobsidian-media%2Fdeadfire%2Fnews%2Fupdate-51%2Fupdate-51-josh-unfiltered-thumb.jpg


Twitch Stream
We'll be doing more frequent Twitch streams going forward. With these streams we want to show of what we're currently working on with new updates, while also giving insight into what went into developing the game with different developers from the Deadfire team. Our first of these streams went up last week where Executive Producer and Lead Programmer, Adam Brennecke, was joined by Senior Programmer, Roby Atadaro, as they looked into what was coming to Patch 1.2. If you missed the stream, the VOD is available now.

As a bonus, if you subscribe to our channel on Twitch, you get access to emotes that you can then use across all of Twitch. All money we receive from Twitch goes to benefit the Children's Hospital of Orange County. Do it "For the chids!"

Community Corner

We loved our community participation in the last update's Community Corner, so it's here to stay! Check out our community page on the Pillars site to see who is streaming the game on Twitch as well as links to threads on the forums. Some artistic highlights from our wonderful community can also be seen below:

https%3A%2F%2Fs3.amazonaws.com%2Fobsidian-media%2Fdeadfire%2Fnews%2Fupdate-51%2Fupdate-51-fanart-1-thumb.jpg

Artist: @desdi_draws

https%3A%2F%2Fs3.amazonaws.com%2Fobsidian-media%2Fdeadfire%2Fnews%2Fupdate-51%2Fupdate-51-fanart-2-thumb.jpg

Artist: @itsnaddya

https%3A%2F%2Fs3.amazonaws.com%2Fobsidian-media%2Fdeadfire%2Fnews%2Fupdate-51%2Fupdate-51-fanart-3-thumb.jpg

Artist: @kross8809

https%3A%2F%2Fs3.amazonaws.com%2Fobsidian-media%2Fdeadfire%2Fnews%2Fupdate-51%2Fupdate-51-fanart-4-thumb.jpg

Artist: @lealin92

https%3A%2F%2Fs3.amazonaws.com%2Fobsidian-media%2Fdeadfire%2Fnews%2Fupdate-51%2Fupdate-51-fanart-5-thumb.jpg

Artist: freckled-king

Thank you again for your continued support. We love hearing from you, and these fixes could not have come without love from our community. If you have any issues, contact us at our support portal to help you on your journey.

Cheers,

The Deadfire team

Reach out to us on our various social media channels (Twitter, Facebook, Instagram, here on our forums) and let us know your comments, your critiques, and what you love about the game.

Did you miss our last update? Check it out! To join the conversation on this update, head to our forums!
 

Lacrymas

Arcane
Joined
Sep 23, 2015
Messages
18,737
Pathfinder: Wrath
Figurines no longer have unlimited uses? That means they'll be relegated to "I might need it later" syndrome and never be used. Good job.
 
Self-Ejected

Lilura

RPG Codex Dragon Lady
Joined
Feb 13, 2013
Messages
5,274
That first vid..

Adding text search to inventory should not be needed. Reason it's added is because of bad UI: tiny li'l boxes with tiny l'il icons.

shift-click to sell items quickly? Maybe just stop itemizing so much shit for the player to loot and get burdened by.

Rep history? Is that for people who can't remember what dialogue option they chose?

Reactivity suggestions? Please.. let the players discover that for themselves. This is more a dev vanity thing: take companion X to see my reactive design skills (since you'll only play this once, I don't want you to miss out!)

I really just don't get devs these days.
 

AwesomeButton

Proud owner of BG 3: Day of Swen's Tentacle
Patron
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PC RPG Website of the Year, 2015 Make the Codex Great Again! Grab the Codex by the pussy Insert Title Here RPG Wokedex Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Steve gets a Kidney but I don't even get a tag. Pathfinder: Wrath
Adding text search to inventory should not be needed. Reason it's added is because of bad UI: tiny li'l boxes with tiny l'il icons.
yes.png


Maybe just stop itemizing so much shit for the player to loot and get burdened by.
No way to get burdened when there is no carry weight limitation. :lol:

Rep history? Is that for people who can't remember what dialogue option they chose?
A confession: "Telemetry shows that our players don't read"
Not helped much by the quality of the writing, but let's not kick that dead horse any more.

  • We wanted consumables to be valuable tools to solve problems, not be a singular factor in combat or be a crutch that players could reach for too easily and without any need for decision-making. As they were, they were too-often the only deciding factor in combat. We've re-tuned consumables to scale exclusively from skill ranks and power level bonuses and figurines will no longer have unlimited uses.
This is a nice goal to strive towards, but it's also opening a Pandora's box - if players get a serious incentive to invest loose skill points into Alchemy, there is so much loose skill points in this game, because of how easy the skill checks are, that players will be able to rack up high levels of Alchemy and again unbalance the potion effects. Then Obsidian will have to deal with rebalancing the skill checks for the other skills... :)
 

Quillon

Arcane
Joined
Dec 15, 2016
Messages
5,297
tiny li'l boxes with tiny l'il icons.

They have bigger item icons already(when you click on items) but I don't know why they don't use the whole screen for menus, so much wasted space. Is window frame art that important?
 
Self-Ejected

Lilura

RPG Codex Dragon Lady
Joined
Feb 13, 2013
Messages
5,274
Also, what's with the guy hand-wringing in the vid?

He looks very uncomfortable on cam.

I would be too if I was talking about "really nice features to have" like stack-selling support that has been in RPGs since at least 1999 ("which we just added to our 2018 RPG that didn't have it by default so we're making a vid about it").
 

Roguey

Codex Staff
Staff Member
Sawyerite
Joined
May 29, 2010
Messages
36,753
Figurines no longer have unlimited uses? That means they'll be relegated to "I might need it later" syndrome and never be used. Good job.
I thought that they went backwards on PoE's decision to make them per rest, but apparently they've been per-rest and now they vanish after they're used a certain number of times? Why would anyone buy one then?

(unless they significantly reduced the price to compensate)

I imagine they still have a time limit too which is just :lol: Just cut the things entirely, Josh.
 

AwesomeButton

Proud owner of BG 3: Day of Swen's Tentacle
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PC RPG Website of the Year, 2015 Make the Codex Great Again! Grab the Codex by the pussy Insert Title Here RPG Wokedex Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Steve gets a Kidney but I don't even get a tag. Pathfinder: Wrath
Figurines no longer have unlimited uses? That means they'll be relegated to "I might need it later" syndrome and never be used. Good job.
I thought that they went backwards on PoE's decision to make them per rest, but apparently they've been per-rest and now they vanish after they're used a certain number of times? Why would anyone buy one then?

(unless they significantly reduced the price to compensate)

I imagine they still have a time limit too which is just :lol: Just cut the things entirely, Josh.
Many figurines are found as loot or awarded from quests, in my experience.
 

AwesomeButton

Proud owner of BG 3: Day of Swen's Tentacle
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PC RPG Website of the Year, 2015 Make the Codex Great Again! Grab the Codex by the pussy Insert Title Here RPG Wokedex Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Steve gets a Kidney but I don't even get a tag. Pathfinder: Wrath
Also, thinking about figurines in Deadfire - I'm playing on Veteran, with a hardly much optimized party (using companions), and I use figurines much more rarely than I did in PoE, even when we take into account that I had 6 party members there.

The reason isn't that the game is so much easier, it's not, but that combat encounters don't swarm you with enemies now like they did in PoE. That was when I was using figurines in PoE, when I just needed some fodder to divert some of the enemies from my party members.

On harder combat encounters I still find myself using the wizard's Essential Phantom, and the priest's Spiritual Ally. With the ability to switch grimoires to get the specific spells you need for an encounter, the wizard has access to Essential Phantom practically as soon as he finds a grimoire that has this spell, meaning he can summon it per-encounter.

My conclusion is that even if they turn figurines into a finite number of uses thing it wouldn't affect me in any way. It would make things harder and more interesting for solo players though.
 

TT1

Arcane
Patron
Joined
Nov 25, 2016
Messages
1,486
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.
All changes are in the right direction, so, this is good. UI could be better, yes, but its not, so they are making necessary changes. Its better with with it than without it, so I completely disagree with Lilura complains.
 

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