Pillars of Eternity - *Official Discussion Thread*

This backer got what he wanted. I've played thru twice. Once mods start coming out and the expansion hits I can see myself playing thru several more times just like I do with Baldur's Gate series. Innovation is great as long as you don't innovate away what people love about the game. Moo3 for example.

If they kickstart the expansion I will back it as well, probably more than the 25 or so I backed this one with.

I do think BG was overall a better story and the world better developed. But I think part of that has to do with it being Forgotten Realms and the vast amount of material it has. Given time if they keep working on it the Pillars world will get more interesting.
 
This backer got what he wanted. I've played thru twice. Once mods start coming out and the expansion hits I can see myself playing thru several more times just like I do with Baldur's Gate series. Innovation is great as long as you don't innovate away what people love about the game. Moo3 for example.

If they kickstart the expansion I will back it as well, probably more than the 25 or so I backed this one with.

I do think BG was overall a better story and the world better developed. But I think part of that has to do with it being Forgotten Realms and the vast amount of material it has. Given time if they keep working on it the Pillars world will get more interesting.

I've yet to complete a play through due to my indecisiveness; but I see a lot of potential in this and I am excited because it is not Forgotten Realms. I think you're right that if they keep working on it it will become much more fleshed out and interesting.
 
Just one more quest, just one more quest...






Boom.. it's 2am.
  • Have you ever stayed up past your bed time to play PoE?
  • Have you ever called in sick to play PoE?
  • Have you ever neglected your family or friends to play PoE?
  • Did you borrow money to buy PoE?
If you answered yes to any of these questions you may have PoE problem.
 
  • Have you ever stayed up past your bed time to play PoE?
  • Have you ever called in sick to play PoE?
  • Have you ever neglected your family or friends to play PoE?
  • Did you borrow money to buy PoE?
If you answered yes to any of these questions you may have PoE problem.

As long it it doesn't rise to Civilization Anonymous levels we are okay ... I loved the Civ Anon ad where they were interviewing the "addicts" ... Turn based games are notorious for their "one more turn" effect :D
 
As long it it doesn't rise to Civilization Anonymous levels we are okay ... I loved the Civ Anon ad where they were interviewing the "addicts" ... Turn based games are notorious for their "one more turn" effect :D

yep one more turn....fuck is that the sun coming up wtf it was just 2
 
yep one more turn....fuck is that the sun coming up wtf it was just 2

Heh, my life just don't cotton to this possibility no more....but, I do feel y'all. I remember Wizardry I, Alkalabeth anyone, and of course, all the Ultimas?


Sigh...perhaps when I am retired....gotta be goo VR by then...
 
are you dreaming you're playing POE? if not, you're not playing enough.
 
Final patch notes for 1.04

These are the patch notes for 1.04, which is now available on Steam. It may be a bit before it's available on GOG and Origin, as they manually put it up.

We are now working on patch 1.05 and will launch the beta for it during the week of April 20th. We're continuing to read through support threads and e-mails. Thank you, everyone!

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

Fix for camera movement problems when the game is paused or in a cutscene.
Fix to retroactively restore party movement in saves that display movement speed problems.
Made some fixes to movement speed problems that were being reported (e.g. Boots of Speed).
Fixed stacking health problems with the gul's "Vomit Blood" ability. This fix should retroactively fix your saved games.
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.

And BTW the 1.03->1.04 patch is up on GoG. Only 12MB.
 
Final patch notes for 1.04

These are the patch notes for 1.04, which is now available on Steam. It may be a bit before it's available on GOG and Origin, as they manually put it up.

We are now working on patch 1.05 and will launch the beta for it during the week of April 20th. We're continuing to read through support threads and e-mails. Thank you, everyone!

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

Fix for camera movement problems when the game is paused or in a cutscene.
Fix to retroactively restore party movement in saves that display movement speed problems.
Made some fixes to movement speed problems that were being reported (e.g. Boots of Speed).
Fixed stacking health problems with the gul's "Vomit Blood" ability. This fix should retroactively fix your saved games.
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.

And BTW the 1.03->1.04 patch is up on GoG. Only 12MB.

They've already put out how many patches? They're doing this shit quick!
 
What a riot. I'll be vague to avoid spoilers: when you get to a certain area in the skael cave and have the requirements to chose a party member. Chosing most anyone seems to yield the same comments, but if you chose the the cipher you find in the nearby town, you'll have some hilarious comments. Almost Easter egg proportions. It's worth saving before that point.

If you never got to that point to chose in prior playthroughs then pick another party member to set the tone. Reload your save then pick the cipher.
 
Last edited:
Up on Steam now. Should be on GoG by tomorrow.

This is a big one. Patch 1.05 features hundreds of bug fixes, balance changes, and new UI features. There are many minor fixes that are not listed in these notes.

Please Note: Save games in 1.05 are not compatible with 1.04 or earlier versions. The game will automatically back up your save games in a special folder in the save game directory after converting the saves to the new format.


New Features

You can now rename save games.
You can now change the portrait and sound set of characters from the character sheet. Click on the gear icon to open the customization window. You can only use this feature on player characters and hired (non-companion) characters.
New Stash sorting. You can now sort stash by item type, enchant score, and sell value.
Added a news feature on the main menu to keep you informed on patches and Kickstarter updates.
Added a new color for unique items in the inventory.
Added a new hotkey for switching weapon sets on selected characters.
You can now bind extra mouse buttons to Ability hotkeys.
There's a new option in the Difficulty settings to reset newly recruited companions to level 1 (without losing the experience) when they get added to the party for the first time. This will allow you to level up companions to your liking.

Balance

Reblanced XP rewards of some quests, particularly the bounty quests, to prevent parties from hitting max level before Twin Elms.
Ciphers now start with 1/4 max Focus instead of 1/2.
Wizard and Cipher's base endurance has been raised from 30 to 36, and per level from 10 to 12.
Wizard and Priests health multipliers were raised from 3 to 4.
Interdiction range has been reduced from 20 to 10.
Tuned down damage on the Retaliation mod.
Citzal's Spirit Lance will now do 50% more damage, is faster, and has an increased AoE.
Sanguine Plate's Retaliate mod has been replaced with Spell Holding: Frenzy.
Wind Blight's Returning Storm is now set to 1/encounter.
Earth Blight's Teleport ability is now set to 2/encounter.
Sturdy bonus is improved from +20 to +30 vs Prone.
Hand and Key's Preservation has been replaced with Loyal.
Aru Breaker's Preservation has been replaced with a +1 Speed.
Angio's Gambeson's Reflex bonus is replaced with 1/day Deleterious Alacrity of Motion.
Rebel's Call Preservation has been replaced with Wary.
Lightning Strikes damage is increased by 25%.
Fan of Flames damage is reduced by 25%.
Minor Arcane Reflection base duration is changed to 60 seconds.
Llengrath's Displaced Image gives 50% hit to graze conversion on Deflection and Reflex.
Wizard's Double now grants +40 Deflection against a single attack.
Mirrored Images now grants a base +30 Deflection. It decreases by 5 after each hit.
Ilengrath's Safeguard's bonuses are now unified.
Crucible of the Soul, Speaker to the Restless, and Steps to the Wheel ranges have been increased.
Arcane Veil now grants +50 Deflection, with Hardened Veil adding +25, for a total of +75 Deflection.
Scroll of Paralysis is now slightly weaker and has a higher skill requirement.
All Spell Holdings are 2/encounter.
Soul Shock radius reduced from 2.5 to 1.25.
Blizzard damage reduced significantly and attack speed increased to from 0.2 to 0.8.
Overwhelming Wave now uses a range of 30-40 and stun duration lowered from 10s to 8s.
Noxious Burst trap damage now is in line with other player trap damage.
Reduced the accuracy on higher level player traps.
Unbroken is now a per encounter ability.
Malignant Cloud damage increased.
Ghost Blades set to foe only.
Death Ring damage slightly raised, made foe only.
Ninagauth's Freezing Pillar switched over to foe only.
Concelhaut's Corrosive Siphon set to foe only.
Stag's Horn damaged lowered. Reflex and Deflection penalties cut in half, and reduced duration from 15 to 10.
Bracers of Spiritual Power and Archer's Gloves reduced damage from +20% to +10%.
Scroll of Revival AoE reduced, range slightly reduced, and restored endurance halved.
Marked Prey and Sworn Enemy have been set to 0 recovery actions, so they can be used and the Ranger/Paladin can immediately act again.
Winter Wind has had its damage, range, and push decreased. Base interrupt has been increased.
Vile Thorns has had its damage increased and range decreased.
Petrified damage bonus changed from x4 to x2.

Items, Spells, and Abilities

Many spells and abilities will have more accurate and updated stat blocks and improved output in the combat log, tooltips, and character sheet.
Modal abilities now have activation and deactivation timers.
Fixed an issue where some AOE attacks were not displaying the extra Intellect bonus properly.
Added new effect when petrified.
A character does not need to be in Stealth/Search mode to detect traps that are 4 Mechanics difficulties lower that the skill score. The detection will happen automatically now.
Added an animation to the Fox and the Hunter ability and removed the damage effect.
Second Chance will no longer trigger the defeat screen if the entire party goes down right before the effect fires.
Fixed display of the cast UI for Seven Nights She Waited While the White Winds Wept.
Tuning Wheel's effect is not hostile anymore.
Painful Interdiction is now correctly marked as hostile.
Escape should now always prevent disengagement attacks.
Seven Nights She Waited While the White Winds Wept will no longer attack allies.
Barbarian Threatening Presence will no longer spam the combat log when the Barbarian loses all endurance.
NPC Chanters will now resume chanting once they use their invocations.
Getting maimed will not clear fatigue.
All wall spells should now disappear when combat ends.
New Glossary entries for spellbind, spell holding, and spell striking.
Switched the ingredients for Freezing and Shocking lashes.
Druid's Wildstrike Belt is now working as intended.
Marked Prey is now working at intended.
Draining Whip is now working as intended.
One Stands Alone is now working as intended.
Interrupting Blows is now working as intended, and will correctly increase interrupt.
Mortification of the Soul is now working as intended, and should only award 1 wound.
Scion of Flame, Spirit of Decay, Secrets of the Rime and Heart of the Storm should now correctly increase damage of all abilities.
Driving Flight will now work properly with Blunderbuss type guns.
The Retaliate mod should not strike allies after using Field Triage.
Pet fatigue has been removed.
About 30 item icons have been updated, including some backer items, such as the Hermit's Hat.
Battle-forged status effect now ends when combat ends. This should prevent it from stacking because of save/load.
Fix for Elusive Quarry so its status effects now end when combat ends. This should prevent it from stacking because of save/load.
Wild Leech is now combat only and the Leech effect will last until combat ends. This fixes issues with it not working with save/load correctly.
Fix to Total Max Focus stat that would reset to the base value if you had the Greater Focus talent after a save/load. This is a retroactive fix that will restore your Cipher with an extra +10 focus if you have the talent.
More fixes to status effect suppression so it will be more foolproof.

Quests and Companions

Party member stats on the character sheet will now show properly if the companion is removed and re-added from the stronghold.
Fixed issues where companions could lose their items when assigned to the stronghold.
Grieving Mother's Perception and Intellect scores have been switched.
The Man Who Waits: The citizens of the Sanitarium will no longer become hostile if you kill and loot Azo after the Sanitarium riot and then fight flesh golems. Fix is retroactive.
Fixed issue with a reputation loss with Gilded Vale when entering Raedric's Hold.
Removed disposition exploit with the Records Keeper.
A few encounter placement changes.
Fixed issues with stronghold hirelings becoming hostile.
Retroactive fix to update Sanitarium quest stage to proper state if you already talked to Ethelmoer and then asked for Sanitarium directions from a city guard.
Added retroactive fix if you've advanced Heritage Hill quest to Icantha but then asked a city guard for directions to Heritage Hill.
Fixed a number of issues with the Winds of Steel quest. This should be a retroactive fix if the quest was already started before working on the second quest with the Dozens or Doemenels, or if the quest was acquired or completed in conjunction with Bronze Beneath the Lake or Changing of the Guard.
Attacking any of the main three Defiance Bay factions after having secured their invitation to the hearing will now make Lady Webb give you an invite in the name of Dunryd Row.
Fixed issues with the Hermit of Hadret House quest.
If Sul or Oernos were defeated before speaking to Desthwn for the first time then The Old Queen and the New King quest will not revert to an earlier quest stage
Hendyna's conversation is fixed up to be properly linked together.
Fixed a case where one of Clyver's responses would not appear in conversation if you ask him twice about the hearing.
Killing Alwah while she appears in Oldsong now prevents her from appearing alive in Galawain's Maw when you turn in the Prison of Ice quest
Fixed an issue where the Hall of Revealed Mysteries would turn hostile after opening the door to the Elder Archives and then re-loading into the scene (while not in stealth).
Rinatto will no longer appear in the Celestial Sapling if you convince him to leave Twin Elms as part of the Hard Bargain quest.)
Fixed the top floor of the Sanitarium so "The Man Who Waits" quest is now working for those that were having problems.

UI

Changed the display of most stat multipliers to be percentage based.
Added Shift as a default control for multi-selection, in addition to Ctrl.
Inverted the Stronghold log.
Improved the output in the Bestiary and added beast abilities.
Portraits now turn grey if Stamina is being capped by Health or Fatigue.
Improved multi-selection.
Stronghold adventures will now show the duration before you embark.
Added apply button to resolution options screen.
Default stealth key on Linux is now Ctrl.
Weapon set buttons are now disabled when Spirit Shifted.
Fixed several issues with containers and mouse cursor state on hover.
Fixed an issue where the Lore requirement on scrolls was always displaying as red text.
Fixed an issue where weapon sets were not visually unlocking.
HUD does not upscale until 1920x1200.
Adjusted position of the Concentration skill in the Character Sheet.
Cleaned up problems with improper ability icons showing if you switch party members with hotkeys.
Corrected a tooltip string on the voice volume slider.
Fixed issues with tooltips being obscured in the inventory screen.
Fixed a problem with Stronghold prisoners showing temp text at times.
Improved loading screen scaling for resolutions greater than 1920 x 1080
Tooltips now include sell price where appropriate.
Chanter inspection UI should now display the correct durations.
Armors should now correctly display DR in the inspection UI.
Fixed attack roll formula tooltips so they should now be readable in lower screen resolutions.
Weapon sets should now show the proper weapon rarity coloring.
Expert mode is now hidden on the main menu to avoid confusion about it not being selectable outside of a game.
Changed slider bars so that they can slide the entire length of the options menu.
Changed the order of the option buttons to make them more user-friendly.

General Fixes

Removed exploit of being able to transition into a new area with a dead player character. Sorry speed runners.
Spells and abilities stuck in 'Already Activated' state will be fixed whenever a game is loaded.
Now camping in a stronghold map when Brighthollow is unlocked uses Brighthollow instead.
Party members will no longer switch weapon sets when charmed.
Resolved a problem where misses on some secondary attacks were not being reported in the combat log.
Camera should center on party members faster.
Trial of Iron: Loading a game will now force a save to happen to prevent save scumming.
Fixed many issues related to auto pause.
Firearms will now reload when combat ends on alternate weapon sets.
Poison and interrupted VO now has a cooldown.
Allow quick-loading when UI windows, like dialogue, are up.
Fix to enemy encounters sometimes decreasing in difficulty without the player changing the option.
Fixed additional problems with prestigious visitors visiting the Stronghold after they had been killed.
Fixed issue where Guest Hirelings that were available at the Stronghold for hire were not being saved properly into the save games.
Removed unneeded navigation blockers in the Valewood that were causing animal companions to become stuck.
 
GoG has been updated with 1.04->1.05 patch (96.6 MB). They have also updated the full installer to 1.05 for clean installs.
 
Fuck yea! With those improvements, especially the general and UI ones (I would have been disappointed with no inventory sorting), it sounds like the perfect time to hop into the game.
 
Do you need to read all the past soul histories from all these townsfolk? I've read a few and can't seem to find any value in having done so.

Also, having never played a game like this, it's interesting. There's a certain finality to everything that is very unique. Feels like I've been dealt a hand and now have to find out how to use it to proceed. I was really surprised when i lost my second party member. I feel so alone. No way could I handle the bear cave on my own, left some of those encounters for later.

I will say that I was disappointed with the first leveling process. Doesn't seem like there were any active abilities. So i ended up just upgrading the one move i picked at creation. Hopefully more moves come down the road.

Having played Divinity: Original Sin lately, I expected more environmental interaction. But maybe that's just pretty unique for this kinda game?
 
I just picked this up on cdkeys for 15 bucks IIRC, really loved the intro so far and am looking forward to more! :D
 
Having lots of crashes recently. Did not change any hardware, so it looks like it must be something broken. Game hangs either in character creation, or just 5 minutes after launching... totally unplayable. Think I'll uninstall it and run vanilla version (plus of GoG that is :p)
 
Do you need to read all the past soul histories from all these townsfolk? I've read a few and can't seem to find any value in having done so.

Also, having never played a game like this, it's interesting. There's a certain finality to everything that is very unique. Feels like I've been dealt a hand and now have to find out how to use it to proceed. I was really surprised when i lost my second party member. I feel so alone. No way could I handle the bear cave on my own, left some of those encounters for later.

I will say that I was disappointed with the first leveling process. Doesn't seem like there were any active abilities. So i ended up just upgrading the one move i picked at creation. Hopefully more moves come down the road.

Having played Divinity: Original Sin lately, I expected more environmental interaction. But maybe that's just pretty unique for this kinda game?

No you don't, those histories are from the backers.

Divinity had much better combat in my opinion. The items were pretty boring and way to random and useless for my taste. Even with mods to increase drops I never felt like I was finding anything worthwhile. Pillars had more satisfying items, for me at least.
 
No you don't, those histories are from the backers.

Divinity had much better combat in my opinion. The items were pretty boring and way to random and useless for my taste. Even with mods to increase drops I never felt like I was finding anything worthwhile. Pillars had more satisfying items, for me at least.
The combat has gotten better now that I have a mage and a rogue. Fun stuff man! Kicked them bears' asses woo!

Found some cool rings, but the gear has all been basic so far.

In the first town in curious, where is the mayor guy who's hanging people? I really wanted to give him a piece of my mind
 
Last edited:
The combat has gotten better now that I have a mage and a rogue. Fun stuff man! Kicked them bears' asses woo!

Found some cool rings, but the fear has all been basic so far.

In the first town in curious, where is the mayor guy who's hanging people? I really wanted to give him a piece of my mind

travel off map, head east until you hit a castle.
 
Man this game is addictive. Really started to see how the game works after trying Raordrics keep. Starting to get the hang of combat finally.

At first it seemed like a cluster but its making more sense now. Its not as hard to control a few characters as I thought.

I thought it was weird that you are still allowed to put things in the stash even while restricted. Google's it cause i thought it was a bug and people were making fun of a guy asking the same question. Lol internets.

One thing i cant figure out is how many spell casts i get. How does that work?
 
Man this game is addictive. Really started to see how the game works after trying Raordrics keep. Starting to get the hang of combat finally.

At first it seemed like a cluster but its making more sense now. Its not as hard to control a few characters as I thought.

I thought it was weird that you are still allowed to put things in the stash even while restricted. Google's it cause i thought it was a bug and people were making fun of a guy asking the same question. Lol internets.

One thing i cant figure out is how many spell casts i get. How does that work?

There is a table on page 38 of the digital manual (page 71 physical page) ... the number of spells starts at a base value and increases each level ... it looks like they can be cast each encounter up to the max ... at character Level 1 the caster has 2 level 1 spells ... that will increase to 4 level 1 spells from level 3+ ... Level 2 spells start at 2 at character level 3 and increase to 4 by level 5 ... let me know if you can't find the table and I can post more :cool:
 
There is a table on page 38 of the digital manual (page 71 physical page) ... the number of spells starts at a base value and increases each level ... it looks like they can be cast each encounter up to the max ... at character Level 1 the caster has 2 level 1 spells ... that will increase to 4 level 1 spells from level 3+ ... Level 2 spells start at 2 at character level 3 and increase to 4 by level 5 ... let me know if you can't find the table and I can post more :cool:

Groooovy. Thanks man!

I still haven't quite figured out the different defense types and how to know when to switch weapons. The lack of visible enemy levels is rough too. Kinda just have to guess how tough an enemy will be by how he looks.
 
Last edited:
This game is damn hard. I'm on the Hard difficulty, so I guess it's what i asked for, but yea. Most games are not this hard.

I've cleared as much of the Raerdric's Keep as I can for now. Going to have to come back. Those damn paladin/caster groups own my face. Luckly there's a couple other forest maps I should be able to explore.

Is experience split between the party? So if I complete a quest which gives 100 exp, each will receive ~33 xp? So they'll end up higher level than if I had 6 guys in my party?
 
I finally finished school this past weekend and got to start this game. Of course, accidentally selected the iron man mode then couldn't figure out why I had no save game when I was promptly eaten by a bear. :D

It feels a hell of alot like the old infinity engine games which is freaking great. Well worth the 2.5 year wait since I backed the kickstarter.
 
I finally finished school this past weekend and got to start this game. Of course, accidentally selected the iron man mode then couldn't figure out why I had no save game when I was promptly eaten by a bear. :D

It feels a hell of alot like the old infinity engine games which is freaking great. Well worth the 2.5 year wait since I backed the kickstarter.

Yea the damn bears caught me off guard too.

I like the idea of ironman, but it sounds like a little too brutal. I wish it'd be more like M&B's realistic setting where you cannot quit without saving. That way if you die you can still load, so its not like hardcore in d3, but if you lose a party member they're done for.

Ive been abusing quick save/load a little too much and don't really have the self discipline to stop lol
 
Anyone know a surefire way to tell if a spell will deal damage to my party members or not? It seems to me that the big rebounding fireball only hits enemies, yet from guides i've looked at, the ground shading is red so it should hit them...
 
Anyone know a surefire way to tell if a spell will deal damage to my party members or not? It seems to me that the big rebounding fireball only hits enemies, yet from guides i've looked at, the ground shading is red so it should hit them...

In the spell description it should say Foe AoE or Foe damage. Something along those lines. If it just says AoE it will hurt your guys.
 
Sadly this game is not really holding my interest. I feel like the game would be awesome story-wise but the combat is just becoming tedious the more guys i have in my party... and I only have four atm!

Why is it that a caster will have like 20 friggin spells yet my melee guys have 1? I just got the priest guy and the amount of skills he has is just overkill it seems.

I really wanted to like this game... i don't know. Maybe i'll give it another shot later on and the combat will click.

The other weird thing... I typically love open worlds, but this one leaves me feeling a bit lost. Maybe it's the game type, but I was having more fun before they opened up the world. The story telling was my favorite part of this game and now that's left and it's just an open world with me and combat.
 
I've had a hard time with it as well. Been playing IWD:EE lately and loving it.

The lack of legitimate inventory management really bothers me because it makes the game feel cheezed down for newbs.
 
The lack of legitimate inventory management really bothers me because it makes the game feel cheezed down for newbs.

What do you mean by "legitimate inventory management"? Other than the stash it's basically the same as Infinity Engine games. Or are you referring to the lack of an encumbrance system?
 
What do you mean by "legitimate inventory management"? Other than the stash it's basically the same as Infinity Engine games. Or are you referring to the lack of an encumbrance system?
Yes, lack of encumbrance and unlimited inventory.
 
this game reminds me of how much i really hate rtwp. turn based combat would have been awesome. also not a fan of the idiot proof character system.
 
this game reminds me of how much i really hate rtwp. turn based combat would have been awesome. also not a fan of the idiot proof character system.
I really liked Star Wars Kights of The Old Republic, and it was also the first rtwp game I played. For some reason I never got bogged down with the combat like I have in this game. Not exactly sure why. One thing that comes to mind is the lack of a queue bar. Its great that you can queue moves, but it'd make the feature so much more useful if you could see it queued up
 
Back
Top