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Torment Torment: Tides of Numenera Thread

t

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Codex 2014 PC RPG Website of the Year, 2015 Serpent in the Staglands Divinity: Original Sin Torment: Tides of Numenera Shadorwun: Hong Kong Divinity: Original Sin 2 BattleTech A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire
Yeah I needed heads up for that. Was totally unprepared a month after release there could be a patch coming. Just clueless.
 

Black Angel

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Why am I getting an announcement that this game is getting a patch while I'm playing a game? I don't even have it nor it's on my wishlist anymore...
 

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
Is that Blizzard Very Soon(tm) or a normal Very Soon?

I would not be surprised if the 'first patch' never arrives.

http://steamcommunity.com/games/272270/announcements/detail/616271552114468967

Torment Patch 1.0.2 Release Notes
28 MARCH - SEAR
Hello everyone,

Today we have our first post-release patch for Torment: Tides of Numenera. This update focuses primarily on bug fixes and other tweaks and improvements. Those of you experiencing a number of issues, particularly with combat freezes, should find many of those problems reduced or eliminated entirely.

In a future update, we will be releasing additional game content free for all Torment players: a new companion, Oom, and the Voluminous Codex, an expanded encyclopedia covering game world information, lore, and characters. Design and writing is in progress on those, and we'll have more information to share in the coming weeks.

And now, here's the release notes...

adda719382316e65ea08a4803924383f7cf682d2.jpg


Highlights
  • Fixed a large number of freezes that would happen in various states.
  • Numerous performance optimizations.
  • Addendum text should now be appearing on item descriptions. Many dozens of items now have more details depending on your lore skills and other factors!
  • Fixed an issue that was preventing party members from bantering. Party members should now be much more talkative!
  • Updated a number of crisis sequences to rebalance a number of enemies. In some situations, it will make combat proceed more quickly in encounters that were sluggish.
  • Numerous fixes and improvements to movement grid, pathing, and AI. This should prevent issues where the game would hang as combat could get stuck in numerous situations.
  • Several quest and conversation fixes.
  • Inspiring Presence and other looping sound effects have been removed.
Full Release Notes (Spoiler Warning)

Conversations & Quests
  • Fixed issue where conversation with Sorrow does not trigger if Matkina does not participate in Memovira Crisis and castoffs are merged into her.
  • No longer start the Familiar Skies quest if you access the helmet after already having been kicked out of Anchorage.
  • Move to correct objective Covetous Hearts objective if you try to get the Cortex before talking to Dracogen about it
  • Fixed issue where Indigo Tide can be raised repeatedly after telling Theboros to sacrifice himself.
  • Fixed issue where two Shadow Rings can be created.
  • Fixed a bug where Infestation quest could get in an unfinishable if the player left the scene during the crisis and returned later.
  • Fixed bug where finding out about what Maw eats through Magmatic Annulet does not allow attempt to persuade Siowan to offer himself.
  • Inkpot now always tells you about killing Ioxu, regardless of the order you see him or Ioxu after bonding with the Bloom.
  • Show reflection message when Artaglio invades your mind in the Gullet.
  • Fixed bug where Inifere's Reflection used male pronoun when speaking to female Last Castoff.
  • Fixed bug where asking Canadu again about his hammer produced an incorrect response.
  • Fixed a bug in Aligern’s ending slides.
  • Numerous misc. typo fixes.
Gameplay
  • Fixed bug where enemies damaged by Frost Brooch at the beginning of their turn would sometimes lock up game after performing their move.
  • Fixed a bug which could cause dead enemies from trying to patrol.
  • Beads of Neverending Time now limit uses of Haste per crisis.
  • Waits-For-Prey AI better handles being stunned and/or knocked down.
  • Fixed an issue where retries on tasks were erroneously checking companions during crisis.
  • Added Initiative as a possible option for Flex Skill.
  • Numerous fixes to Anechoic Lazaret crisis.
  • Reduced number of Peerless drones during Anechoic Lazaret crisis.
  • Updated Sorrow Fragment AI in several fights to ensure they use their burst attack as designed.
  • Reduced total number of combatants in the Bloom Heart, reduced knockdown effects, and streamlined introduction of spawned enemies.
  • Reduced total number of enemies in Miel Avest, and made Sorrow's aura do noticeable damage but not insta-kill.
  • Reduced total number of enemies in the Memovira’s Fortress crisis, and added non-insta-kill aura to Sorrow.
  • Allowed spawned enemies to have modified initiative values.
  • Added instigation points to several examinables.
  • Fixed camera centering on Last Castoff every time a companion is granted or loses a fettle from an aura.
  • Weapon attack abilities use weapon stats instead of fixed cost stat. Cost tooltip info includes weapon name when this happens.
  • Abilities that have the potential to push/pull no longer can affect user (could cause issues with AI progressing correctly under some conditions).
  • Fixed an issue where auras could affect player characters not currently in the party.
  • Removed redundant modifiers with Cypher Sickness fettle.
  • Added item drops to Peliai when killed.
  • Rhin now gains additional abilities late in the game.
  • Fixed issues with Erritis "wants to talk" trigger in the Valley of Dead Heroes.
User Interface
  • Addendums should now be appearing on items. Many dozens of items now have more details depending on your lore skills and other factors!
  • Fixed an issue where players could sometimes use on-ground targeted abilities on top of other characters.
  • Changed the Continue button text in the conversation window to be more in line with other buttons.
  • Make sure triggers that start conversations fire off if no owner is set, but not if owner is set and owner is inactive.
  • Movement lines should start disabled so they don't do stuff during exploration mode.
  • The item gained panel in the conversation window should be disabled unless actually needed.
  • Added some error checking to prevent a null reference when advancing past the Type selection panel in Character Creation.
  • Controller version of the crisis HUD now hides the cursor during player movements, in order to stop tooltips from appearing during this time.
  • Fixed an issue on controllers where pressing the trigger buttons would not always register on older controllers where the triggers weren’t being fully pressed down. This was causing some players to get stuck in specific menus.
  • Controller fixes for certain radial and skill selection menus.
  • Fixed a text overflow issue in the Max Effort display.
  • Added color markup code for Resistance.
  • The in-game UI should be correctly switched back to keyboard/mouse when canceling out of the “Press A” window.
  • The game should no longer be unpaused incorrectly when switching from keyboard to controller mode.
  • Added details of bonuses from Descriptor to character overview panel.
  • Added new version of ConsumeAction script that doesn't trigger tags in conversation text (used to handle special cases where actions are consumed NOT on selecting an option but delayed).
  • Fixed an issue where it was sometimes possible to select Edge pips on the Effort window.
  • Added a null reference check to avoid exploding the Item Details window under certain circumstances.
  • Fixed an issue with reversed controller bumpers on macOS.
  • Fixed an issue with D-Pad navigation in Meres on macOS and Linux.
Sound
  • Reduced the frequency with which companion banter timer is reset. Adjusted banter frequency values. Party members should now talk much more often!
  • Removed looping sound effects from Inspiring Presence.
  • Removed looping sound effects from Galvanic Hammer.
  • Reduced looping sound effects from Innervate.
  • Increased music volume in Fifth Eye.
  • Fixed incorrect or missing music in Old Slave Block, Memovira’s Courtyard, and some late game fathoms.
  • Fixed sound cues for Journal and Character Sheet windows.
  • Improvements to footstep sounds.
Graphics
  • The current resolution should now be added to the resolution dropdown if it is not found in the list of supported resolutions returned by Unity.
  • Fixed Sticha stuttering when stopping after a forced walk.
  • Updated visual effects for Callistege reflection during endgame.
  • Adjusted visual effects of Psychic Battlefield.
  • Improved texture for Piton Driver.
Performance & Stability
  • Scene-specific performance optimizations for a majority of game scenes, particularly throughout Sagus Cliffs.
  • Numerous cleanups and optimizations to movement grid, pathfinding, and AI calculations.
  • Improved performance on several visual effects.
  • Reduction of garbage generation to reduce associated frame drops from garbage collection.
  • Significant reduction of garbage generation during controller movement.
  • Various game cameras are now disabled when fullscreen UI is present. This should improve framerate in Inventory, Character Creation, and other screens.
  • Performance improvements and optimizations to NPC animators.
Miscellaneous
  • Polish localization updates.
  • Updated backer credits with some missing backers who wrote in!
  • Updated Techland credits.

Why am I getting an announcement that this game is getting a patch while I'm playing a game? I don't even have it nor it's on my wishlist anymore...

You might still be Following it.
 

Infinitron

I post news
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Messages
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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
https://www.kickstarter.com/projects/inxile/torment-tides-of-numenera/posts/1843105

Updated Our Journal (67): Here Come the Boxes!

tl;dr: Rewards begin shipping, new patch, and work on additional content begins.

Hi Castoffs!

‘Tis I, Eric Daily, here for an update. We have a few exciting topics to cover today, so let's jump right in!

Rewards Shipping
The first wave of shipments of backers’ physical goods has begun as of March 16th! They are shipping via UPS, and many of you will have already received shipping confirmation emails. You should receive a tracking number as part of your shipping confirmation. Many backers have already received theirs, but please be patient if you haven't got your shipping confirmation yet, as there are still many thousands of boxes rolling out!

Shipping Address Changes & Delivery Issues

If you receive a shipping confirmation, and the shipping address your package is being sent to is incorrect, or you encounter another delivery issue, you can use the button at the UPS web site under your tracking page to request changes to your shipment.

4733a10694e764518b3ac58249cd8c7e_original.jpg

Please note that because the shipping is being done by UPS, you can contact UPS customer service directly to discuss change of address or possible pick-up at your nearest UPS pick-up point. If you are unable to resolve any shipping issue with UPS, however, please submit a support request and we shall assist further!

Also, note that signed goods require some extra time due to the additional turn-around required for the signing process. These will ship a bit later as a result, so if you are receiving signed goods and don't get your confirmation immediately, DO NOT PANIC!!1 This doesn't indicate a problem.

inXile Help Center
Over the last few months, we've received an increasing number of help requests, especially around release of our games, and we've sometimes had trouble keeping up with the feedback. To better serve you, and make sure relevant information can be found all in one place, we have launched a new Help Center page.

This also comes with a new ticket request system, which will help both you and us stay on top of messages more easily and they get answered in a timely fashion.

New Patch
6c3671cbe679ad2b64bc0b26d3d95f44_original.png

Next, we have a new patch for Torment on PC! (It will also be coming to consoles very shortly.) Below you can see the highlights. If you are playing on Steam you will have already likely downloaded it, while if you're on GOG, it'll be up as soon as possible!

Highlights

  • Fixed a large number of freezes that would happen in various states.
  • Numerous performance optimizations
  • Addendum text should now be appearing on item descriptions. Many dozens of items now have more details depending on your lore skills and other factors!
  • Fixed an issue that was preventing party members from bantering. Party members should now be much more talkative!
  • Updated a number of crisis sequences to rebalance a number of enemies. In some situations, it will make combat proceed more quickly with combats that were sluggish.
  • Numerous fixes and improvements to movement grid, pathing, and AI. This should prevent issues where the game would hang as combat could get stuck in numerous situations.
  • Several quest and conversation fixes.
  • Inspiring Presence and other looping sound effects have been removed.
As you can see from the highlights, this update is focused mostly on performance improvements and bug fixes. For the full release notes, see here. But, of course, we have more in the works...

Oom & Voluminous Codex
Design and writing work has begun on some of the content additions that we spoke about last Kickstarter update.

Oom's character is currently being built out by Colin McComb and Gavin Jurgens-Fyhrie, and they're working hard to make it a unique character that also fits in with the overall storyline of the game. On the design front, initial work has been done on figuring out what kinds of abilities and features Oom will have, both during exploration and Crisis gameplay. Meanwhile, the art team has begun the initial stages of figuring out his character model and design.

Regarding the Voluminous Codex, most of the writing and user interface design work has been completed, and we are in the beginning stages of integrating it into the game itself, both in the interface itself as well as all the hooks and triggers to make sure the entries are unlocked at the right stages of the game. Similar to other RPGs, the Codex entries you receive will give you details on companions and characters you meet as well as provide additional lore about the world, factions, creatures, and cults.

As we stated last time, we don't have dates for these additions just yet as our focus is on doing them right. However, as mentioned, these will be completely free to all backers and owners of Torment. We hope to have them in time to give you an even more fresh experience for your second (or third, or fourth...) playthrough. We will keep you informed as progress is made!

Thanks for all your support and stay tuned!
Eric Daily

So the Voluminous Codex is back in the game.
 

imweasel

Guest
I have come to the conclusion that the setting is really lame and the world is boring. It is kind of like an awkward clusterfuck of everything fantasy.
 

Chris Avelltwo

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Messages
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Pillars was just on sale, otherwise I doubt it's normally pulling numbers that good.

It isn't just because of the sale. The Pillars franchise is on a huge incline right now because of all the hype and news swirling around about Deadfire. There was the fig campaign, after all. Plus T:ToN being a huge flop is also causing an exodus of refugees from that game to Pillars. A lot of people unfairly slammed POE when it first came out and called it "shit", but now T:ToN is out and has shown everyone what shit really is, and now people are beginning to see POE in a new light and realizing it really wasn't so bad after all.
 

Lord Andre

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Gypsystan
Pillars was just on sale, otherwise I doubt it's normally pulling numbers that good.

It isn't just because of the sale. The Pillars franchise is on a huge incline right now because of all the hype and news swirling around about Deadfire. There was the fig campaign, after all. Plus T:ToN being a huge flop is also causing an exodus of refugees from that game to Pillars. A lot of people unfairly slammed POE when it first came out and called it "shit", but now T:ToN is out and has shown everyone what shit really is, and now people are beginning to see POE in a new light and realizing it really wasn't so bad after all.

No one is seeing POE in a new light you dumb piece of shit. It's the same fanboys circle-jerking each other for 2 years, fuck off.
 

imweasel

Guest
It isn't just because of the sale. The Pillars franchise is on a huge incline right now because of all the hype and news swirling around about Deadfire. There was the fig campaign, after all. Plus T:ToN being a huge flop is also causing an exodus of refugees from that game to Pillars. A lot of people unfairly slammed POE when it first came out and called it "shit", but now T:ToN is out and has shown everyone what shit really is, and now people are beginning to see POE in a new light and realizing it really wasn't so bad after all.
:hmmm:

FYI eating diarrhea will not make moldy pudding taste any better.

Torment is also the better game BTW.
 

HeatEXTEND

Prophet
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Feb 12, 2017
Messages
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Nedderlent
Pillars was just on sale, otherwise I doubt it's normally pulling numbers that good.

A lot of people unfairly slammed POE when it first came out and called it "shit", but now T:ToN is out and has shown everyone what shit really is.

You are hereby invited to my bathroom, where I will show you around the wondrous world of shit in all it's different forms :gd:.
 

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