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Eternity Pillars of Eternity + The White March Expansion Thread

Lhynn

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Aug 28, 2013
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Removing fractions of seconds when getting from point a to point b in combat is good.
Yup, especially when the other players tactic rely on you not getting there, me and my team at home are trying a party build which will probably take us to the finals, the prize is a big one too, a ps4 with a wasteland 2 copy for each of us.
 

Rivmusique

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Divinity: Original Sin Project: Eternity Pillars of Eternity 2: Deadfire
The weird thing is I was totally sure that was how the game works right now, but according to people on the Obsidian forums it isn't: https://forums.obsidian.net/topic/82319-update-202-beta-is-live/?p=1735049

Could be that the game only reduces your speed correctly when you're using the Boots of Speed, I don't think I really tested other lesser movement speed increasing items. But they say they used those, so I dunno
Yeah that's how it works for me (select all, +speed characters and no bonus characters keep pace with each other when out of combat). When they stealth however, the +speed guys move way faster, perhaps even slightly faster than the no bonus out-of-stealth speed.
 

Dorateen

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If it's so critical that all party members move at the same speed outside of combat and therefore stick together like one cohesive unit, then exploration should be in first-person perspective. SSI got it right all those years ago.
 
Self-Ejected

Excidium II

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If it's so critical that all party members move at the same speed outside of combat and therefore stick together like one cohesive unit, then exploration should be in first-person perspective. SSI got it right all those years ago.
Cheaper to just have one dude.
 

Dorateen

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Except for those of us who micro manage the party, individually, outside of combat. Having single character representation as an option would be all right, Dark Sun did that.
 

Infinitron

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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
UPDATE - Patch 2.02 released: https://www.kickstarter.com/projects/obsidian/project-eternity/posts/1366407

Update 2.02 is Live

Update by Brandon Adler, Lead Producer


869bfe2439e04548e6ef2cc9aaaa668e_original.jpg


Hey, everyone. The Eternity team is currently hard at work on the second part of The White March, but that doesn't mean we don't have time for updates and fixes for Pillars of Eternityand the first part of The White March! In this backer update we will share some of the fixes that have gone into 2.02, show off some cool swag, and let you know about some novels by a couple Obsidianites. In future updates we will discuss some of the things we are doing for the second part of The White March.

Update 2.02
Not only does Update 2.02 introduce some important fixes for the game, but we have even added in GOG Galaxy achievement support for you achievement hunters.

The update is currently live on Steam and will be live on Origin and GOG within a day or two.

Check out some of the changes below:

Major Fixes
  • GOG Galaxy achievements now work.
  • A party member using a movement speed modifying item now should walk at the same speed as the rest of the party outside of combat.
  • Added more optimizations for save and load.
  • Fixed an issue where some players were not able to talk to the Steward of Caed Nua to start The White March quest lines.
  • Fixed issues with Respec not working correctly with some edge case abilities and talents.
  • Fixed some problems that were being reported with self-targeting abilities (Like Frenzy).
  • Fixed problems with chanters not being able to set their chants properly after they have retrained.
Abilities
  • All Summoned weapons are now considered universal weapon type.
  • Fixed a number of issues with Nature's Bounty.
Items
  • Soulbound weapons are properly unbound when the bound soul dies.
  • Fixed issue where weapon switching recovery could go negative.
  • Draining Item Mod should only drain 15% attack speed now.
  • Shadowflame from Ninguath's Grimiore is now 4th level.
  • Removed enchantment cost of the Cumbersome item mod.
  • Lowered the enchantment cost for Spellstriking Confuse and Spellstriking Thrust of Tattered Veil.
Quests
  • Small Balance changes to the Alpine and Sky Dragon attacks.
  • Fixed a number of issues with the Devil of Caroc's reactivity in the soul awakening quest.
  • The Hunter's Favor should properly resolve if Thyrsc and Suldrun are killed before completion.
  • Stronghold attacks can now happen if the player level is over 13.
  • Caroc and Zahua now have a place in the stronghold.
  • Alpine Dragon is now set to never gib.
  • Vamrel's conversation will only fire once now.
Miscellaneous Notes
  • Quick items on the ability bar are now sorted by slot.
  • Afflictions display like other status effects on the party bar.
  • Fix a number of hotkey binding issues and bugs.
  • Accuracy for Bestiary entries now account for stances and shields.
  • Fixed a problem with Accuracy being reported incorrectly until the party enters combat.
Plus more Carrie Patel book plugs!
 

Rivmusique

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Divinity: Original Sin Project: Eternity Pillars of Eternity 2: Deadfire
I was having an issue when I stopped my second WM playthrough that I never bothered to report:

My characters had leveled to 13 recently when I exited the game, when I reloaded they were all still 13 but none of the level 13 abilities I got them were on the HUD nor on the talent list in the character page. My casters had the spell level that hitting 13 unlocked show up on the HUD, but it would stay grayed out and unselectable.

Also,
making peace with the Ogres correctly turned all on the top floor of their cave friendly, but those that I left alive on the second floor and outside would remain hostile, including the named ogre I was told to go to for rest and supplies. But I was just doing that to test anyway, planned on murdering the matron for that run, so don't care much.

I hope they are resolved by the time I want to play again.
 

Infinitron

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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
http://forums.somethingawful.com/sh...d=17931&perpage=40&pagenumber=8#post450782810

Josh Sawyer said:
In the relatively near future, the current switchover of low level spells to per encounter is going to be changed. Instead, the "Vancian" casters will pick a spell of that level or lower as a mastered spell. A mastered spell can be cast 1/Encounter in addition to all other uses. Wizards do not need to have this spell in their currently equipped grimoire to take advantage of it.

:salute:

Also, more evidence of per-rest mechanics being overhauled for the sequel: http://forums.somethingawful.com/sh...d=17931&perpage=40&pagenumber=8#post450779261

Josh Sawyer said:
Fighters though are by design made to emulate D&D fighters- who are pretty passive and easy to play.

And wizards, druids, and priests were largely made to emulate their pre-4E equivalents. Per rest resources are enough of a problem that we are very likely to change how they work if we make a sequel.
 
Last edited:

Roguey

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Haven't even played it and I know I will want my per encounter to be slicken.
 

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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
What I find more interesting is that "if we make a sequel" part.

Up until now I thought that the sequel was a sure thing.

Also from that thread:

What is this Ropkid? What is this If. Don't do me like that bro, don't do me like that

The Internet remembers. Never make promises. Never confirm anything.

This is the way of the game maker
 

IHaveHugeNick

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What the fuck is wrong with their continued fiddling with mechanics. The game is out, just fucking leave it alone already.
 

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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
What the fuck is wrong with their continued fiddling with mechanics. The game is out, just fucking leave it alone already.

Until the second expansion is out, the game is still in active development.

Furthermore, any work they do now can potentially carry over to the aforementioned sequel.
 

Sannom

Augur
Joined
Apr 11, 2010
Messages
951
What the fuck is wrong with their continued fiddling with mechanics. The game is out, just fucking leave it alone already.
It's all those EE coming from Larian and Inxile, it's making Obsidian self-conscious about their own Kickstarter project.
 

BlackAdderBG

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Codex 2013 Codex 2014 PC RPG Website of the Year, 2015 Codex 2016 - The Age of Grimoire Grab the Codex by the pussy Codex USB, 2014 Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker
Per rest abilities for other than spellcasters are shit and need rework.Make them really powerful or more of them.Look at this shit

400px-PillarsofEternityFearsomeStrikeStats.jpg
400px-PillarsofEternityFinishingBlowStats.jpg
400px-PillarsofEternityHeartofFuryDescription.jpg


WTF

Also I had a blast going for less than 10 rests achievement and make me think how you can make people don't spam rest.Something like end game score that calculate how many you used,what optional quests completed and how, bosses you killed,make opposing dispositions detract form end score and stuff like that.
 

Roguey

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It's all those EE coming from Larian and Inxile, it's making Obsidian self-conscious about their own Kickstarter project.

The last release of JSawyer for New Vegas was September 29, 2012, nearly two years after release.

I doubt he'll work on Pillars for that long, since he doesn't care about it that much (plus they'll likely start the sequel next year).
 

Immortal

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The last release of JSawyer for New Vegas was September 29, 2012, nearly two years after release.

I doubt he'll work on Pillars for that long, since he doesn't care about it that much (plus they'll likely start the sequel next year).

It's the only game he mentions when talking about his designer chops to crowds and is the game he has put the most effort into during and post-launch.
Kinda sad that Bethesda's left overs is Sawyers greatest accomplishment.
 

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