Parmenides
Supreme [H]ardness
- Joined
- Apr 25, 2006
- Messages
- 6,578
PoE has better graphics, otherwise I think the argument can be made that BG1 or 2 is better.
And maybe the near opposite would be said if POE was made 20 years ago and BG today?
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PoE has better graphics, otherwise I think the argument can be made that BG1 or 2 is better.
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.
Just one more quest, just one more quest...
Boom.. it's 2am.
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?
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
yep one more turn....fuck is that the sun coming up wtf it was just 2
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!
Its good that they moving this quick, the more the merrier.
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?
The combat has gotten better now that I have a mage and a rogue. Fun stuff man! Kicked them bears' asses woo!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 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?
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
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.
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.
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...
The lack of legitimate inventory management really bothers me because it makes the game feel cheezed down for newbs.
Yes, lack of encumbrance and unlimited inventory.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?
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 upthis 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.