FreeKaner
Prophet of the Dumpsterfire
A bucket of snow to salvage a dumpsterfire, not enough.
Hi!
gosh do I feel embarrassed right now because that battle after leaving The Hole okay was soooo frustrating
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.I find it odd that DLC can be couple of weeks out and there's no information about it.
New free DLC coming with Patch 2.0 - The Deck of Many Things.
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 badBrennecke you absolute donkey, can't you memorize 3 minute talk? That video has like 500 cuts. Christ Almighty.
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:
What's Next?
- 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.
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!
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:
Artist: @desdi_draws
Artist: @itsnaddya
Artist: @kross8809
Artist: @lealin92
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!
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.
No way to get burdened when there is no carry weight limitation.Maybe just stop itemizing so much shit for the player to loot and get burdened by.
A confession: "Telemetry shows that our players don't read"Rep history? Is that for people who can't remember what dialogue option they chose?
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...
- 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.
tiny li'l boxes with tiny l'il icons.
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?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.
Many figurines are found as loot or awarded from quests, in my experience.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?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.
(unless they significantly reduced the price to compensate)
I imagine they still have a time limit too which is just Just cut the things entirely, Josh.