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I should mention that the game is reviewing extremely well - it's clearly going to be both Obsidian and Paradox's highest rated game ever. Here's a list of all the reviews and impressions pieces we were able to find:
I see very little point in even looking at the list. The same sites that throw 10/10 to skyrims and mass effects, rarely less than 7/10 to anything else, always worthless when it comes to provide a real information about the game.
Wow, Obsidian forums are impracticable right now with that overblown transexual limerick affair. Both sides reaching maximum derp. People who work at nearby offices are probably thinking that Feargus may have installed a solarium at Obsidian's, but the healthy colour of their employees' cheeks surely comes from extreme facepalming. Hiperbolynet at its finest.
Better than MotB due to polish and original setting, on equal footing with Fallout: New Vegas. New Vegas had more content, but PoE is prettier - and it is Obsidian's own IP, with so much more potential to be explored.
I got 55 hours out of it, which is not bad for a Kickstarter-funded, low budget RPG. I reckon with a couple of replays I'll get over 100 hours out of it.
I liked the story and I really liked the ending slides, you can tell that Obsidian really loved making them. Not only can you change the future of the setting, but you can change the personalities and futures of all your companions. One seemingly minor choice I made at one point in the MQ came back to bite me. I also played it fast and loose with a couple of companions. I gave them bad advice, they took it, and their lives were pretty much ruined as a result.
My main PC was a melee chanter, my next playthrough will probably be a monk and I'll leave what I think of the combat until that time. Right now, I'd say the combat is better than MotB and definitely better than the IE games.
I'm almost 50 hours in and still in act 2. I just barely started the main quest on that act and holy shit, I'm hooked. The setting is marvellous, the story is having a great build up, is full of side stuff with multiple choices and outcomes (I can only recall 3 quests/tasks where I had no choice to face and was just kill dudes, reward. Although I asume the warden's bounties will be like this, but is kinda the point), has quite a bit of reactivity...
These are the tentative patch notes for 1.04. We have started generating builds for QA and are planning to release it in a few business days, if not sooner, depending on how testing goes. These are subject to change, and additional items may end up being added in the final notes. The team is now working on patch 1.05, and only critical fixes will be added to 1.04 to make sure we can release this as soon as we can. We are most definitely continuing to read through support threads and e-mails to us (even if we haven't been responsive enough
) and we plan to continue doing so for the foreseeable future!
Items, Spells, and Abilities
AoE indicators should now properly resize if the caster has a sub 10 Intellect score.
Fixed an issue with over-time aura spells not applying the correct value on the final tick.
Knock Down will now correctly be applied for the full duration of the effect.
Mantle of The Dying Boar will now trigger at 33% Endurance with the effect of 5 Endurance a tick.
Talisman of the Unconquerable will now give a 1.25 Focus multiplier instead of .25.
Blooded should trigger properly in all cases now.
Boar Animal Companion bonus damage should now work as intended.
Prone Reduction mod should now work correctly.
Quests and Companions
Fixed Aloth and Kana speaking when they weren't in the party in one of the last levels.
Sagani's fox-specific banters now require the appropriate items in the player inventory.
Falanroed's dialogue no longer displays a script node.
Durance will now properly discuss your dream with you if you've already discussed his staff.
Relaxed some constraints on Durance's quest conversation. This allows all characters, regardless of background or stats, to finish his quest.
Players can now loot the nest in Oldsong.
Fixed an invalid conditional check in one of Pallegina's conversations.
Heritage Hill tower will be fully revealed when exploring the map.
Fixed spawn issue in a scripted interaction near the end of the game.
Fixed an invalid creature spawn in the Ogre Lair in Od Nua.
Sagani no longer references the antagonist by name before you know it.
A container in the Catacombs of Od Nua will now remember if it was looted.
The "Master's Tools" quest will now work if you have the required items before starting the quest.
The "A Two Story Job" scripted interaction will not require a second grappling hook to climb down from the window if one was already used to climb up.
General Fixes
Optimized Save/Load game system for better performance.
Optimized how scene transitions are handled for better memory usage on 32-bit machines. This may allow players to transition to new areas without running out of memory.
Sound Sets from hired companions will now be properly restored when adding them to the party from the stronghold.
"All Stronghold Upgrades" achievement now checks 25 upgrades instead of 26. This will properly reward the achievement if you already have fully upgraded your stronghold.
The "Kill All Dragons" achievement will now properly fire if they are killed indirectly (like by a trap). This is a retroactive fix and will be rewarded if the dragons are already dead.
Fixed issue where store prices were getting exceptionally large after receiving a discount.
Fixed issues with gaining infinite XP from bad Stronghold data.
World time will not get very large in some cases after Save/Load.
Modelling offset with Durance's head has been adjusted.
Icon scale is now correct on Hearth Harvest and Reghar Konnek.
All shaders will now compile properly under DirectX 11.
Restored all the missing effects in the intro cutscene.
Removed Blunderbuss item from an early game loot table.
Changed the cursor type on the blood pool in the Temple of Skaen to conversation.
Fixed a few save game issues with dead summoned creatures.
Fixed issue where occasionally a crash would occur when initializing the Steam API.
Draggable windows are now handled properly when running at very high resolutions.
Swamp Lurker's animation won't spaz anymore when the game is paused.
Fixed an issue to prevent binding mouse buttons to window controls.
Game will now pause if you Alt-Tab during a cutscene in full screen mode.
Audio will now resume properly if the game loses focus.
Fixed an issue with infinite load screen if you transition while hovering over a container.
Characters will now wait for their idle animation before trying to reload which fixes an animation sync issue.
Damaged characters performing AoE attacks will not overload their AI state stacks anymore.
Just bought this and planning to start a cipher on hard difficulty. What's the consensus on Expert Mode ? Rewarding or frustrating, deduction or guesswork ?
Just bought this and planning to start a cipher on hard difficulty. What's the consensus on Expert Mode ? Rewarding or frustrating, deduction or guesswork ?
Just bought this and planning to start a cipher on hard difficulty. What's the consensus on Expert Mode ? Rewarding or frustrating, deduction or guesswork ?
I don't think Expert mode has been the center of many, if any, discussions. It might interest you to know which dialogue options are enabled by your stats (or priest deity, or paladin order, disposition, etc.), or it might reduce your immersion. I would say keep it until you get the hang of spell AoE unless you can eyeball 2 metres in parallel projection.
Just bought this and planning to start a cipher on hard difficulty. What's the consensus on Expert Mode ? Rewarding or frustrating, deduction or guesswork ?
In expert mode AoE highlighting is disabled which imho is dumb since I see missing AoE highlighting in the IE games as a flaw instead of a cool hardcore feature