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Tyranny + Bastard's Wound Expansion Thread

Luckmann

Arcane
Zionist Agent
Joined
Jul 20, 2009
Messages
3,759
Location
Scandinavia
Would have liked to see Sirin's companion quest far more than Verse's. Hopefully they'll put hers in too.
Hopefully they actually reintroduce Sirin in a way that makes a degree of sense.

What do you mean?
That the way Sirin is currently introduced in the game is completely fucking random and nonsensical, like you bump into Sirin in a random inn with no prior indication that she's there, and despite having shown to be fundamentally disdainful of you prior, she suddenly tags along with you for no particular reason, despite being (narratively) a supremely powerful archon.

Let's also not forget that Sirin, being an archon, has her own special kind of magic... which she doesn't even start with and which is entirely possible to miss ever picking up.
 

Sizzle

Arcane
Joined
Feb 17, 2012
Messages
2,473
Would have liked to see Sirin's companion quest far more than Verse's. Hopefully they'll put hers in too.
Hopefully they actually reintroduce Sirin in a way that makes a degree of sense.

What do you mean?
That the way Sirin is currently introduced in the game is completely fucking random and nonsensical, like you bump into Sirin in a random inn with no prior indication that she's there, and despite having shown to be fundamentally disdainful of you prior, she suddenly tags along with you for no particular reason, despite being (narratively) a supremely powerful archon.

Let's also not forget that Sirin, being an archon, has her own special kind of magic... which she doesn't even start with and which is entirely possible to miss ever picking up.

Oh, that. Yeah, I thought you meant the bit where we first meet her (in the Scarlet Horde camp).

The way she's reintroduced does suck, but she always struck me as similar to PoE's Pallegina in that regard - easy to miss if you don't poke your head everywhere.
 

Sannom

Augur
Joined
Apr 11, 2010
Messages
951
Let's also not forget that Sirin, being an archon, has her own special kind of magic... which she doesn't even start with and which is entirely possible to miss ever picking up.
The lore does say that the Chorus derived the Sigil of Emotion from Sirin and that most Archons don't even use the lower magic they're associated with. I mean, what use is the Sigil of Stone to Cairn? The dude can move everything with his mind. Same with Sirin, she doesn't need the Sigil, she can do everything it can do and more.
 

bminorkey

Guest
late to the party =]

does the 6$ thingy include more companion interactions?

Would have liked to see Sirin's companion quest far more than Verse's. Hopefully they'll put hers in too.

I bet that is saved for the 2nd bigger DLC.

really disappointed they didn't have a Sirin quest!!

there's a 2nd bigger dlc?
 
Last edited by a moderator:

Infinitron

I post news
Patron
Staff Member
Joined
Jan 28, 2011
Messages
99,654
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
does the 6$ thingy include more companion interactions?

Nobody knows! We could use somebody to buy it and tell us what it really changes. From the description, it sounds like it could contain some more companion dialogue but not full-blown quests - that will be in the expansion.

(and it's $7 btw)
 

Tom Selleck

Arcane
Joined
May 6, 2013
Messages
1,223
Here is the GOG patch notes for the free update (Complete with Hella Typos: SPOLIER)

Patch 1.1.0.0023 (13 June 2017)
FREE UPDATE CONTENT BELOW
New Game+:

  • A New Game+ mode has been added, and can be used from the New Game menu. Choosing to start a New Game+ requires a gamecomplete save. Gamecomplete saves are automatically generated when the game is completed (both in this patch and since the game was launched). When starting a New Game+, the following choices are now available:
Item Importing
  • Players may select up to 2 items to bring from a previous playthrough. The number of items that can be imported increases by 1 for each subsequent New Game+ playthrough. Valid items include:
  • [SPOLIER] Artifacts that the player had previously gained renown.
  • [SPOLIER] Non-artifact Items acquired by killing an Archon.
  • Once an Item has been unlocked for a New Game+, it can be selected on future playthroughs of the same character without being unlocked each time.
Character Creation
  • All previous choices up until conquest will be kept, but can be changed.
  • Attribute Points can be reassigned.
  • Experience in Skills can be re-assigned.
  • If Attributes or Skills are re-assigned during character creation, all talent points will also be refunded. These can be reallocated after character creation.
Conquest
  • All previous actions chosen in conquest in the previous play-through are highlighted to remind players of which choices they made previously.
Reputation Abilities
  • Players will be able to unlock up to 2 reputation abilities they had unlocked in their previous playthrough.
  • The number of unlockable reputation abilities will increase for each new play-through.
New Merchant
  • On New Game+ playthroughs, there is a new merchant available in game.
Spoiler
  • [SPOLIER] There is now a merchant in the Disfavored camp in Act 1, who possess some unique items that players may have found essential to their playstyle in previous play-throughs.
  • [SPOLIER] This merchant can also be hired at the spire starting in Act 2.
Other notes
  • All rings acquired from the previous play-through will carry over to New Game+ Characters.
  • All Spell Cores, Expressions, and Accents unlocked will carry over to New Game+ Characters.
  • The level cap for New Game+ Characters has been raised to 99.
  • Enemies will also scale to meet the player's new starting level.
Training Improvements:
  • Gaining a level now increases the number of times a character can train by 5, with no maximum (Previously there was a maximum of 5 training points that could be acquired per character.)
  • Players may now disable selected skills from leveling via the lock icons on Character Screen menu.
  • A new recruit has been added to the game. This new recruit will allow characters in your party to reallocate their Talents Points, Attribute Points and Experience, for a price. Retraining a character will refund all Attribute & Talent points, as well as allow you to re-assign experience from skills.
Combat Updates:
Changes to Difficulty

  • Enemies on Story Mode, Normal, and Hard now use abilities more frequently.
  • Companion AI now uses abilities more frequently on Normal, Hard, and Path of the Damned difficulties.
  • Characters on Normal and Hard difficulties will now only gain wounds when they are knocked out.
  • Path of the Damned still grants wounds when characters are reduced to 25% health.
  • Enemy AI Targeting has been updated for Hard and Path of the Damned Difficulties.
  • Health of enemies increased on Story Mode Difficulty.
    Thrown Weapon Skill Removed
  • Characters using thrown weapons no longer need to level both their thrown weapon skill and One Handed (or Dual wield) skill. Instead they will now use their equivalent melee skill when attacking from range with thrown weapons.
  • Throwing skill has been removed.
  • Characters will instead use the One Handed or Dual Wield Skill when wielding thrown weapons.
  • Any experience previously gained in throwing will automatically be moved to either One Handed or Dual Wield based on whichever of the two had more experience before the game update.
  • Melee damage of thrown Daggers and Javelins increased to match melee counterparts.
  • Skill trainers that previously trained in Thrown weapons now train in another skill instead.
  • Javelin Expertise in Character Creation grants ranks in One Handed instead of Thrown weapons.
  • Lawbreaker background now provides a bonus to Dual Wield skill instead of Thrown Weapons.
  • Updated Lantry's Learned Instructor to no longer provide a bonus to thrown weapons, and instead grant all party members an additional spell slot.
Changes to Spells
  • Characters may only have 1 beneficial enchantment spell of each of the following types: Focused Intent, Material Force, and Guarded Form. Casting a second of the same type will replace the first.
  • Volcanic Weapon Mod now applies on Critical hits instead of hits.
  • Sigils of Bound Bolts I and II now cause +1 and +2 bounces instead of +2 and +4. Damage of bounces also reduced by 50%.
  • Lore Requirement to craft Life and Gravelight spells increased by 20.
Changes to Talents
  • Heavy Guard I & Heavy Guard II player talents now provide -5% and -10% reduction to character recovery time.
  • Duelist ability only grants Riposte to characters wielding nothing in the off-hand.
  • Healing amount from Second Wind reduced from 35% to 25%.
  • Warrior's Respite and Concealing shadows are now only usable while in combat.
  • Sirin's Guise of Innocence Talent now grants 50% crit to hit deflection instead of 100%
  • Damage dealt by Terratus' Embrace has been reduced.
  • Kills-in-Shadow Relentless talent now reduces recovery time and grants hit Precision when Kills-in-Shadow is wounded.
General Combat Changes
  • Finesse Attribute now applies +2 Accuracy per point instead of +3 per point.
  • Finesse now applies a flat amount of deflection per point over 10, regardless of what armor is worn.
  • Characters wielding a weapon in each hand now gain a base 20% reduction to character Recovery.
  • Scales of Mercy: Balance the Scales now applies a flat bonus to hit precision.
  • Precision granted by Gloves has been reduced.
  • Characters will gain more experience for landing low accuracy attacks, and less for attacks with a high chance of hitting.
  • Wounds no longer give a penalty to skills.
  • Healing Potions base healing amounts reduced from 35/50/100% to 25/40/75%.
  • Increased cooldown on Iron Walker's Ground smite and made it unusable during act 1.
  • Hobbled affliction is now removed at the end of combat.
Quest Fixes:
  • Bleden Mark will no longer forcefully take you to Tunon's Court, causing a scene load error.
    [*] Red Fang will no longer repeat a line of dialog after negotiating a truce in Gulfglow.
    [*] Graven Ashe will no longer speak of Amelia being alive if the player killed her.
    [*] Portcullis now remains open in Iron Hearth upon loading a save after killing Graven Ashe.
Gameplay Fixes:
  • Movement speed is now returned to normal when removing the Gambler's Treads.
  • Chaotic Descent spells now maintain their Intensity mods when loading a save.
  • Artifact abilities will now correctly queue as the next action when selected.
  • Fixed a rare issue where the HUD UI would disappear.
  • Updated Charge ability to only hit once when using 2 handed spears.
  • Updated Hierarch's Robes to be of Superior Quality when they are first crafted.
  • Using the Thrust ability no longer interrupts allies.
  • Fixed an issue where some Artifacts were changing their displayed quality when reloading a save after acquiring them.
  • Using attack abilities while unarmed will correctly display as a melee ability, rather than ranged.
  • Updated the time it takes to travel between locations in various places.
  • Companions no longer gain stacks of Armor when sent to the player's spire.
    [*] Face of Judgment Active ability now scales correctly with Renown.
    [*]Lohara will now provide the player with the correct artifact when the player gives her recipes.
Programming Fixes:
  • Fixed an issue that was causing save files to become corrupted and not load.
  • Updated game launcher for Linux to 64 bit.
  • Shadows now display correctly on 64 bit machines.
  • Removed old 32 bit launcher for windows.
  • Added many Memory usage optimizations.
  • The version of Unity being used has been updated, incorporating various Unity fixes to bugs.
Text Fixes:
  • Adding missing text to Gravebow to indicate that one of its effects works only on the Bane.
  • Many typos found by the community have been addressed throughout the game.
  • Sirin's Summons from Embodied Nightmare and Embodied Memory now display their translated names.
Also I bought the Tiers bullshit but I hadn't finished / really played the base Tyranny so I don't think I could let anyone know what's new.
 
Last edited:

Sannom

Augur
Joined
Apr 11, 2010
Messages
951
The Event Pack feels more like the Stronghold quests and judgments which were added to PoE with patch 3.0.
 

TT1

Arcane
Patron
Joined
Nov 25, 2016
Messages
1,486
Location
Krakow
Make the Codex Great Again! Grab the Codex by the pussy Insert Title Here RPG Wokedex Strap Yourselves In Codex Year of the Donut A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Steve gets a Kidney but I don't even get a tag. My team has the sexiest and deadliest waifus you can recruit.
Probably I'm the only one here who really likes the game since launch. I liked the central idea of the game, I liked the setting, I liked the fact that the game was extremely polished (zero bugs in my playthrough) and the flaws in the game were not enough to make me upset.

So it's obvious that I've already bought and installed the DLCs released so far (including today's)

:takemymoney:
 

Sentinel

Arcane
Joined
Nov 18, 2015
Messages
6,822
Location
Ommadawn
Probably I'm the only one here who really likes the game since launch. I liked the central idea of the game, I liked the setting, I liked the fact that the game was extremely polished (zero bugs in my playthrough) and the flaws in the game were not enough to make me upset.

So it's obvious that I've already bought and installed the DLCs released so far (including today's)

:takemymoney:
Hey Brian Heins, how do you doing?
 

Luckmann

Arcane
Zionist Agent
Joined
Jul 20, 2009
Messages
3,759
Location
Scandinavia
Oh, that. Yeah, I thought you meant the bit where we first meet her (in the Scarlet Horde camp).

The way she's reintroduced does suck, but she always struck me as similar to PoE's Pallegina in that regard - easy to miss if you don't poke your head everywhere.
Her being missable is fine, my issue is more that the whole thing makes no sense. Pallegina's introduction into the team made perfect sense and her motivations were clear from the get-go, and I don't ever felt that it was awkward or out of place.
Let's also not forget that Sirin, being an archon, has her own special kind of magic... which she doesn't even start with and which is entirely possible to miss ever picking up.
The lore does say that the Chorus derived the Sigil of Emotion from Sirin and that most Archons don't even use the lower magic they're associated with. I mean, what use is the Sigil of Stone to Cairn? The dude can move everything with his mind. Same with Sirin, she doesn't need the Sigil, she can do everything it can do and more.
In narrative terms, yes, this makes perfect sense. In mechanical terms, Sirin can't do shit - least of all the magic she's the most associated with. Her having access to her own Sigil would simply be a mechanical representative of what she's already supposed to be able to do.

This isn't just an issue with Sirin, by the way, that particular issue is one for Lantry, too. Lantry is the one to teach you Sigil of Life, but before he's actually taught you the Sigil of Life, he can't use it himself. It is possible to have Lantry not teach you the Sigil of Life, and have a Lantry that supposedly knows the Sigil of Life, but will never ever use it throughout the game because... reasons?

It's just one of those many, many, many, many, many small things that makes Tyranny, a game that could've been great, shit.
[...] I liked the fact that the game was extremely polished [...]
Are you fucking high?
 
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Quillon

Arcane
Joined
Dec 15, 2016
Messages
5,297
Health of enemies increased on Story Mode Difficulty.

Does Obsidian know what "story mode" means? I don't think they do.

Prolly its not for making the combat more difficult. If enemies are going down too fast even for story mode; not allowing story mode-ers to use any abilities before combat ends... I guess :P
 

TT1

Arcane
Patron
Joined
Nov 25, 2016
Messages
1,486
Location
Krakow
Make the Codex Great Again! Grab the Codex by the pussy Insert Title Here RPG Wokedex Strap Yourselves In Codex Year of the Donut A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Steve gets a Kidney but I don't even get a tag. My team has the sexiest and deadliest waifus you can recruit.
Are you fucking high?

Did you have a bad experience with bugs in the game? I had ZERO bugs on Tyranny. In comparison, my first POE playthrough had to be stopped for a week because my game had CTD inside Raedric Hold.

But yes, in fact I'm drunk now.
 

DemonKing

Arcane
Joined
Dec 5, 2003
Messages
6,581
I'm actually pushing through Act 2 of the game now (I had it since launch but got distracted by other games). Not sure if there's any point buying this although given how people are saying Act 3 is pretty brief maybe it's worth it for the expanded third act as I haven't got there yet.

Wish we'd had a heads up this was incoming though - would have helped me with my game playing schedule (I usually have a CRPG, shooter and a legacy replay of a favourite game from the past going on simultaneously).
 

Roguey

Codex Staff
Staff Member
Sawyerite
Joined
May 29, 2010
Messages
36,738

Once again, RPGCodex sits on Tyranny hype. Their user base has changed so much. I wonder where real classic CRPG fans hang out these days.
:flamesaw:

Tyranny would have been better received if it had the writing of Torment or the goofy fun and freedom of Fallout, but it doesn't have any of those things.
 

DemonKing

Arcane
Joined
Dec 5, 2003
Messages
6,581
OK - so I have to wait until the Bastard's Wound for expanded content in the 3rd act so I might as well pause playing now and wait for that to come out (middle of Act 2). Will probably be cheaper to buy the other DLC pack when that comes out anyway.

Time to try and finish off the Witcher 3, I guess.
 

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