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Pillars of Eternity Thread [Pre-Expansion]

Hobo Elf

Arcane
Joined
Feb 17, 2009
Messages
14,050
Location
Platypus Planet
How important is Int for a Cipher? Considering starting a new game with a Cipher but I've yet to look at their skills so I dunno what would be good for them.
 
Self-Ejected

Bubbles

I'm forever blowing
Joined
Aug 7, 2013
Messages
7,817
Max Int, Might, Dex, dump Per completely, reduce Con and Res as much as needed.
 

Globbi

Augur
Joined
Jan 28, 2007
Messages
342
Uh, I realised I pumped Eder's Reflex by at least +5 by reloading on the Gilded Vale map. Hope the patch will fix this retroactively.
No, I don't really think they'll do it.
They said the patch should fix it. It's probably simply going to put back all companion stats back to base since nothing except bugs changes it permanently. Also, if you did it to Eder, you very likely also pumped Aloth's AOE (not listed in char sheet) from his armor bonus.
 

Hobo Elf

Arcane
Joined
Feb 17, 2009
Messages
14,050
Location
Platypus Planet
Max Int, Might, Dex, dump Per completely, reduce Con and Res as much as needed.

ik3Dthi.jpg


This seems bretty decent. I was feeling naked last time not using custom portraits for my custom party, so I made sure to fix that problem this time. No more generic elven portraits for me!
 

AwesomeButton

Proud owner of BG 3: Day of Swen's Tentacle
Patron
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Messages
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At large
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
Sagani's voiceactor is very jarring based on the first conversation with her, shows that sometimes it'd be better without anykind of VO. Voiceacting is one of those things that unless you can get it done absolutely right, it's better not to do at all, at least it looks like they didn't spend really any money on it.

Like Merlkir says, she sounds like someone from the american tv-show. I guess they wanted to avoid the stereotype of "I is hunter, I hunt with bow!" but looks like they went too far into the other extreme.

What's the matter guys? Can't put up with a strong, intelligent, independent, well-spoken innuit dwarf woman and a mother of six? :M

TBH, I like Segani so far. Even if it was an attempt at writing a "strong womyn" I think it backfired. She leaves me with the impression of just that kind of a no-nonsense person who would laugh off any feminist bullshit after spending some time struggling to understand the concept itself.

So, "laborer"...? ;)
 
Last edited:
Joined
Feb 11, 2007
Messages
2,951
I really hope that patch is coming soon because I'm close to shelving the game for now. Just noticed my wizard character has lower health compared to Aloth despite being the same level and having higher constitution. And I carefully avoided saving in areas where I picked up NPCs. Bah.
 

Perkel

Arcane
Joined
Mar 28, 2014
Messages
15,901
Guys, do you get party banters like the one we saw in Sawyer's stream with Sagani and Edér? I just started act 2 (Defiance Bay) and, outside triggering some comment from one companion when arriving into an important location, I haven't seen any.

I think it starts after milestone not like in BG after same periods of time.

For me first i joined with eder and aloth. They didn't talk.
Then i added Kana and That priest. Still no talk.
Then i was reaching Defiance bay and met Sagani. At this point they were only talking with me.
Then i reached Defiance bay and they finally started talking. Most often it is Eder and Sagani or Eder and Aloth.
Grieving Mother naturally doesn't banter since she is not seen by anyone else but you.
Then i added Pelagina and she also started to banter.
 

Darth Roxor

Royal Dongsmith
Staff Member
Joined
May 29, 2008
Messages
1,878,541
Location
Djibouti
and now my fucking lion bugs out and cant use the knockdown anymore :rage:

also i wish i could activate fast mode in combat so i could fastforward through all the select all -> left click because i swear to god that's all i've been doing for the past couple of hours
 

Suicidal

Arcane
Joined
Apr 29, 2007
Messages
2,230
Nub question: can I see the base accuracy values of my attacks and spells in a way that doesn't involve scrolling through the combat log looking for that time I fired my crossbow. As I understand the accuracy value remains always the same unless you get buffed/debuffed and only the dice roll is variable.

Also holy shit would this game benefit from being turn-based since there are so many stats and numbers to keep track of that would not be a problem in a peaceful thoughtful turn-based environment rather than the hectic RTwP mess we ended up with. It's a pity that so many IE fans are attached to the idea that baldur's gate-like games NEED to be rtwp or else it's sacrilege! I remember that when inXile announced they were going with turn-based instead of rtwp there was a major shitstorm in the comments about how they are killing the spirit of Torment with this decision (as if PS:T is defined by its shitty RTwP combat). Retards gonna tard
 

Svartalf

Educated
Joined
Aug 22, 2008
Messages
53
How do you win battles by left clicking enemies when there're encounters where they petrify/dominate half your party, cast massive AOE or port to your backline?
 

Wulfstand

Prophet
Joined
Jul 13, 2009
Messages
2,209
I just hope there won't be too much waiting involved until they release further content. The best thing they could add in the expansion pack is an editor. As for the sequel, just cram more interactive options into the same engine, it's already gorgeous as is.
 

Kel

Novice
Edgy
Joined
Apr 2, 2015
Messages
52
Sagani's voiceactor is very jarring based on the first conversation with her, shows that sometimes it'd be better without anykind of VO. Voiceacting is one of those things that unless you can get it done absolutely right, it's better not to do at all, at least it looks like they didn't spend really any money on it.

Like Merlkir says, she sounds like someone from the american tv-show. I guess they wanted to avoid the stereotype of "I is hunter, I hunt with bow!" but looks like they went too far into the other extreme.

What's the matter guys? Can't put up with a strong, intelligent, independent, well-spoken innuit dwarf woman and a mother of six? :M

TBH, I like Segani so far. Even if it was an attempt at writing a "strong womyn" I think it backfired. She leaves me with the impression of just that kind of a no-nonsense person who would laugh off any feminist bullshit after spending some time struggling to understand the concept itself.

So, "laborer"...? ;)

Just imagine Sagani being voiced by Jaheira's voice actor. I think she would have been a fan favorite with some flair.

Instead of the SoCal accent we have now.
 

Athelas

Arcane
Joined
Jun 24, 2013
Messages
4,502
Just imagine Sagani being voiced by Jaheira's voice actor. I think she would have been a fan favorite with some flair.

Instead of the SoCal accent we have now.
I don't think Sagani having the voice of what always sounded to me like an Eastern-European porn actress would be an improvement to her character. Though she'd certainly be more entertaining.
 

Darth Roxor

Royal Dongsmith
Staff Member
Joined
May 29, 2008
Messages
1,878,541
Location
Djibouti
How do you win battles by left clicking enemies when there're encounters where they petrify/dominate half your party, cast massive AOE or port to your backline?

petrify i havent seen yet, but i suppose its the same as the paralyze used by not-illithids and some spidors (or maybe its just that but i didnt even notice how its called), and that can be made totally irrelevant by just sticking eder in a doorway, dominate is irrelevant because the enemies just keep dominating the same dudes (aloth, captain diomedes the lion and my mc ranger) and even go as far as instantly switching their weapons to useless garbage instead of using what they are minmaxed for, massive aoe matters not to eder in a doorway, and everything that ports to my backline gets slaughtered by a volley of arquebus/arbalest fire

this is just about the only extent of stable agency i have in this game - putting eder in a doorway - and even that stopped being all that important recently because pallegina/cpt diomedes can stop the dudes who break through eder just fine

apart from that, some 0.5% of encounters actually require more agency, and it usually just boils down to nuking everything to hell with fireballs (centering them on eder because he simply gives zero fucks) or dropping the occasional circle of protection

this game is very compelling and i am glad that i can experience the experience of experiencing it
 

Kem0sabe

Arcane
Joined
Mar 7, 2011
Messages
13,101
Location
Azores Islands
I enjoy not having level scaling in the game, but it fucks up the difficulty completely. I didn't bother yet with the main quest, just doing some side quests in he wilderness and going down the endless path up to level 13, now I'm level 8 and at dryford... Which I completed by just auto attacking everything.

Game is too easy.
 

Darth Roxor

Royal Dongsmith
Staff Member
Joined
May 29, 2008
Messages
1,878,541
Location
Djibouti
I see. You're roleplaying a miniature Thermopylae by blocking narrow paths.

like i said, i don't need even that anymore, except for some very extreme cases

it was sorta necessary to contain the clusterfuck for a good part of the game, but now i can just select all and rush them into a mob of drakes or whatever because i know all the enemies will just randomly get engaged on my wammos anyway along the way
 

uaciaut

Augur
Joined
Feb 18, 2013
Messages
505
I really hope that patch is coming soon because I'm close to shelving the game for now. Just noticed my wizard character has lower health compared to Aloth despite being the same level and having higher constitution. And I carefully avoided saving in areas where I picked up NPCs. Bah.

What's this about saving in areas where you pick up NPC's? Might as well know about this bug beforehand D:
 

Grotesque

±¼ ¯\_(ツ)_/¯
Patron
Vatnik
Joined
Apr 16, 2012
Messages
9,033
Divinity: Original Sin Divinity: Original Sin 2
I summon creatures via artefacts and I can not exit the map if they don't come with me? Fuckin hell...
Now I stroll around town with a hoard of beetles and shades after me
 

Ninjerk

Arcane
Joined
Jul 10, 2013
Messages
14,323
I summon creatures via artefacts and I can not exit the map if they don't come with me? Fuckin hell...
Now I stroll around town with a hoard of beetles and shades after me
Summoned creatures should disappear once combat ends (you can't leave a map while in combat).
 

Gord

Arcane
Joined
Feb 16, 2011
Messages
7,049
What's this about saving in areas where you pick up NPC's? Might as well know about this bug beforehand D:

Currently, if you save in an area where you have recruited a party member, and that char is wearing stat-altering items (e.g. a ring with +deflection), on loading the bonus gets added to the base value, which is modified permanently. Do this often enough and you can create invincible superheroes. Probably contributing to why some people find the game much too easy (although it's probably not the only reason).
 
Last edited:
Self-Ejected

Bubbles

I'm forever blowing
Joined
Aug 7, 2013
Messages
7,817
Quoting from patch thread:

Primarily Patch notes just got posted.

Source Link:

Darren Monhan said:
These are the tentative patch notes for the upcoming patch 1.03 release. These may change before it is finally released. This patch is currently in test, and will be released as soon as is possible. Thank you everyone for your patience with us!

"Big Ticket" Items
  • Bears and Cats can now be equipped with hats. This is most likely not a joke... but might be a joke.
  • Double-clicking to equip items was causing passive abilities to get removed from the character. This has been fixed and we were able to retroactively fix the problem for people that have already run into the issue. If you open your saved game in the latest patch, your characters will be repaired.
  • Fixed a problem where attributes on characters could permanently increase by equipping certain items. This will also retroactively fix the problem in saved games that have characters with this issue.
  • The crash in Raedric's Hold has been fixed.
  • Fixed the looping audio sounds that can occur if you play with minimized tooltips.
  • Previously Wizard summoned items could persist after the spell's duration. This has been fixed and it will also retroactively fix the problem in saved games that have characters with this issue.
  • The items Drinking Horn of Moderation and Talisman of the Unconquerable were causing Ciphers to permanently lower their amount of focus gain. We've included a fix to retroactively resolve the issue on Ciphers but the effect is still on the items. Unfortunately the fix will not fix the broken effect on those items, so you'll need to keep those items unequipped until the next patch. If you do equip them, perform a Save/Load to fix your Cipher.
Features
  • Added graphics setting to toggle antialiasing levels. This can improve performance on lower end machines when disabled.
  • Added pro tips to the Glossary.
  • Many new icons for items.
  • Added new voice set reactivity for lockpick, poison, enemy spotted in stealth, spell failure, death, immobilized, and completed task.
  • Added indicators on the loot screen when looting crafting and quest items.
  • Party can now use lockpicks that are in the Stash.
  • You can now cast AoEs on party member portraits and the spell will be targeted at the companion's location.
Balance
  • Monk unarmed attack buffed by 1 point at the top end.
  • Arbalest damage has been lowered.
  • Fast melee weapons do slightly more damage.
  • Slight bump to sabre damage.
  • Tuned down Mind Blades.
  • Tuned ranges of many Wizard spells to be higher.
  • Slicken spell is now a single hit AoE.
  • Chill Fog is now a friend or foe spell.
  • Curse of Blackened Sight is now foe only.
  • Changed reload speed multiplier from 2 to 1.2 for Sure-Handed Ila.
  • Fixed the price on Seal of Faith.
  • Adjusted price on figurines.
  • Adjusted price on rings.
  • Tuned up the Goldrot Chew.
  • Reduced the penalties for Bonded Grief.
  • Tuned up Bulwark of the Elements.
  • Modified attributes of companions and Itumaak.
  • Raised the bonus for having fewer than six party members from 5% per character under the limit to 10% per character under the limit.
  • Added cooldown to NPC Rogue's Escape ability usage so they won't use it back to back.
  • Rebalanced fight difficulty and spell selection for the Old Watcher.
  • Lowered the scale of the Defiance Bay reputation by 15%.
  • Beloved Spirits adds 0.4 Endurance to Ancient Memory instead of 2.
  • Changed duration of the Flagellant's Path defense penalty.
  • Adjustments to the Mantle of the Dying Boar.
  • Reduced the price of the Brighthollow Hearth and Courtyard Pool.
  • Heart of Fury will now apply to all damage types.
  • Tuned damage on Brilliant Radiance down.
Systems
  • Fixed issue with Wizard's summoned magical items getting stuck after save and load. Wizards will be restored to a proper state after loading a game.
  • Changed one of the fatigue status effects to not end with combat.
  • Fixed save game issues with spells and abilities that place down traps.
  • Fixed issue to prevent Ciphers from casting abilities without the required Focus.
  • Restored modal flag for Reckless Assault.
  • Set Transcendent Suffering to not be combat only.
  • Fixed duration issue with Plague of Insects.
  • Fixed companion audio triggers for some status effects.
  • Hunting Bows had the wrong speed descriptor. They are now listed as Fast.
  • Character Hit Autopause option should be working as intended.
  • You can now close the Grimoire and Chant UI with a hotkey.
  • Fixed issue with summoning magic items while unarmed.
  • Fixed delay issue on Knockdown.
  • Fixed a few issues with Dominate and Charm spells.
  • Fixed a bad item mod on the Ring of Protection.
  • Fixed issue with the Terrible weapon mod.
  • Changed bad data in ranger summons.
  • Made Takedown to be consistent with Knockdown.
  • Fixed multiplier on Blooded.
  • Summoned weapons will be removed when Spiritshifting.
  • Fixed issue with bouncing reflected melee attacks.
  • Party members will no longer switch to different weapons after being Charmed or Dominated.
  • Ancient Memory is now Ally only.
  • A summoned weapon will not unequip the grimoire.
  • Fixed Spellstriking mod.
  • Fixed trigger count issue with the Prone reduction mod.
  • DOT spells should clean up properly when combat ends.
  • Fixed Deflection +10 mod.
  • All Exhortations are now combat only.
  • Only play weapon ineffective VO if the attack is hostile.
  • Aggrandizing Radiance will now last until combat ends.
  • Holy Radiance is now combat only.
  • Carnage now works better.
Quests
  • Fixed issues with factions and super friend quests with Lady Webb's dialogue.
  • Adjusted trigger in front of the Salty Mast to fix a possible way to skip a required cutscene.
  • Fixed issue with the Winds of Steel quest line.
  • Fixed a trigger outside the First Fires Keep that could have been avoided.
  • Many fixes to music, audio, and VFX to a scene near the end of the game.
  • The prybar should now display the correct image in the Raedric's Hold moat scripted interaction.
  • Changed faction on the Hall of Warrior's containers.
  • Fixed scripted music for the forge knight combats in the keep.
  • Visual effects in the introduction cutscene should now be triggered properly.
  • Fixed conversation of the guards in Raedric's Hold to not repeat.
  • Added cape and armor to the loot for the Fampyr boss.
  • Fix to Osrya's starting timer not being attached to the trigger in the area.
UI
  • Fixed sound issue when collapsing the tutorial UI.
  • Fixed issue with double clicking items to equip. This is a retroactive fix and will restore characters with proper stats.
  • Fixed issue where camping supplies were disappearing when added to Stash.
  • Cage Cursor setting should not turn off after loading a scene or cutscene and is now on by default.
  • Fixed cropping on a few portraits.
  • Fixed issue with highlighting dead bodies and containers in the fog of war.
  • Fixed item stacking issue that was stacking items inappropriately.
  • Reduced the intensity of the explored fog of war on the area map, and fixed an issue where the shadow layer was causing the area map to be darker than it should be.
  • Small UI updates to the journal screen.
  • Reworked the enchanting UI to work better with multiple lines.
  • Fixed UI sorting issue in store.
  • Fixed UI sorting in crafting menu.
  • Fixes to Capitular glyphs in end game slides.
  • Fixed issue with stronghold alert widgets not hiding properly.
  • Fixed an issue with weapon mods were incorrectly being displayed in some cases.
  • Drag select should work properly when starting the drag over an enemy.
  • Fixed a few issues with drag select and formation rotation causing issues when the mouse goes over UI elements.
  • Fixed some control issues with holding down keys.
  • Shot on the Run recovery value should be now displayed correctly.
  • Fixed issues to how the HUD fades out during conversations.
  • When the party receives or loses items, those log messages now go to both logs.
  • Cleaned up the character sheet formatting and made more items clickable.
  • Store item names can now take up two lines.
  • Spells now show DT bypass in the description.
  • Consumables now show per-Rest and per-Encounter usage limitations.
Other Fixes
  • Fixed stats issue with saving and loading on the same map where a companion is found. This is a retroactive fix and will restore companions and characters to the proper state.
  • Fixed issues with save games in Raedric's Hold, causing the game to not function correctly or freeze.
  • Ranger Animal Companions should not disappear anymore and broken animals will be restored after loading and saving the game.
  • Fixed possible issues with disappearing items and weapons.
  • Minor fixes to a few select voice over lines.
  • Fixed size issues with equipped capes on Godlike characters.
  • Changed Explorer achievement to check for 152 maps rather than 160.
  • Fixed many issues where combat would not end properly.
  • Updated credits with more backer names.
  • Updated paperdoll level up lighting.
  • Scripted music should now be restored properly after loading a game.
  • Updated Temple of Eothas render.
  • Fixed some rendering issues with Fog of War on some areas.
  • Fixed sounds on movie that plays near end of game.
  • Reduced antelope feet sliding.
  • Fixed issue with weapon caching causing issues when weapons are swapped.
  • Interstitial music no longer loops.
  • Fixed issue where party members could take damage in cutscenes.
  • Fixed voice cues during looting for full inventory.
  • Fixed transparency on ghost characters.
  • Fixed issues with cutscene pathfinding if the game's process is halted.
  • Fixed issue with Expert mode settings getting saved improperly.
  • Fixed issue where characters were not properly stopping at the last waypoint of their path.
  • Adjusted Skuldr scream vocals.
  • We now handle some edge cases in resolution management on some hardware configurations.
  • Fixed issue with the party member Knockout achievement not reporting the correct numbers.
 

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