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Eternity Pillars of Eternity + The White March Expansion Thread

Roguey

Codex Staff
Staff Member
Sawyerite
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May 29, 2010
Messages
36,745
Looks like the perception-dumpers will have a few months to finish up before their characters become junk.


This took longer than 29 months.

It even had a cool line of sight system connected with it and it had penalties on stealth skills based on amount of light where you tried to go into Stealth.
These were only added with Tales of the Sword Coast. In BG it was an invisibility spell that might fail at 6 second intervals.

Baldurs Gate Fallout needed an engine to be created from scratch and Pillars Wasteland 2 had over 2 years (almost 3 if you count the delay and pre-kickstarter work). Not a valid excuse.

Fixed.

inXile has experienced programmers too; one's apparently been doing it since the 90s. Almost as if there's a bit of a problem with Unity, stealth, and time.
 
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Shevek

Arcane
Joined
Sep 20, 2003
Messages
1,570
More from Sawyer. Sounds like rangers will finally be more awesome:
rope kid posted:
I'm still working on ranger abilities, but I've made changes to the animal companions already:

* All animal companion weapons have 5 DR bypass.
* All animal companion armor gains 2 DR every 3 levels instead of 1.5 every 3 levels.
* They used to gain 3 Accuracy and +15% damage every 3 levels. They now gain 5 Accuracy and +20% damage every 3 levels.
* Faithful Companion was doubled to a +30 bonus vs. Charm/Confuse/Dominate with 5 seconds taken off the duration.
* Resilient Companion now adds 3 DR and an additional point of DR every 3 levels.
* Vicious Companion stacks an additional 3 DR bypass.
 
Unwanted

Irenaeus II

Unwanted
Dumbfuck Repressed Homosexual The Real Fanboy
Joined
Jun 9, 2015
Messages
3,251
Location
Rio de Janeiro, Cidade Desespero
Lol I finished my first playthrough with an underpowered ranger. That makes it me even more awesome and good at PoE.

Spoilers: Wild Orlan Porn
BGgYZ47.jpg


7UZuzdL.jpg


CgMp2XU.jpg

Fuck, make that 2 underpowered rangers, I forgot about the crazy dwarf woman. I should get the Maestro of Eternity tag.
 
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Roguey

Codex Staff
Staff Member
Sawyerite
Joined
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Messages
36,745
When you play on normal, any build will do. :M

I don't get why orlans are discriminated against, they look cute like mogwai.
 

GrapeJam

Novice
Joined
May 23, 2015
Messages
49
When you play on normal, any build will do. :M

I don't get why orlans are discriminated against, they look cute like mogwai.
Because they're fucking furries and proper races must remove furries from the premises
 

Immortal

Arcane
In My Safe Space
Joined
Sep 13, 2014
Messages
5,070
Location
Safe Space - Don't Bulli
Uh no, it always had them, starting from BG1.

It's interesting how POE fans turn out to know absolutely nothing about the IE games.
http://baldursgate.wikia.com/wiki/Thieving_Abilities
http://shrines.rpgclassics.com/pc/planescape/ability.shtml
http://www.neoseeker.com/icewinddale/faqs/101653-icewind-dale-char.html

Like I said, only one "stealth" skill up until BG2 split them as a points sink.

:lol: Who needs logic when you have fanboyism.


P. much everyone plays the BG2 ports since they became available though so it's an easy thing to get wrong

Bullshit - I have not played any of the ports - neither have most of the IE groggies I know.
They don't work well with a lot of mods and ever since the Beregost corruption thing was fixed in Tutu there's no reason to even bother.
 
Self-Ejected

Excidium II

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Joined
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Messages
1,866,227
Location
Third World
P. much everyone plays the BG2 ports since they became available though so it's an easy thing to get wrong

Bullshit - I have not played any of the ports - neither have most of the IE groggies I know.
They don't work well with a lot of mods and ever since the Beregost corruption thing was fixed in Tutu there's no reason to even bother.

Masochism dealing with the move speed + pathfinding of BG1, once was enough

I am generally a purist but I am ready to make this exception
 

Infinitron

I post news
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Staff Member
Joined
Jan 28, 2011
Messages
99,663
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
Bullshit - I have not played any of the ports - neither have most of the IE groggies I know.
They don't work well with a lot of mods and ever since the Beregost corruption thing was fixed in Tutu there's no reason to even bother.

I believe those are the "ports" that Excidium is talking about (Tutu, BGT)
 
Self-Ejected

Excidium II

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Joined
Jun 21, 2015
Messages
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Location
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Yeah I play vanilla BG1 on a 22" CRT monitor at 640x480 @ 160Hz

It is glorious
@_@

I'd rather play vanilla for a variety of reasons, mainly purism but also things like the less-specialized weapon proficiencies, but I can't handle it. That pathfinding...that move speed...
 

agris

Arcane
Patron
Joined
Apr 16, 2004
Messages
6,927
The trick is setting the fps to 40. Though I'm surprised you don't use the widescreen patch Sensuki
 

Loriac

Arcane
Joined
Jan 20, 2007
Messages
2,375
Not a huge thing, but I'm curious what the %hit chance shown means.

E.g. if attacker accuracy = defender deflection, the chance to hit is 50%, with an additional 35% window to graze and 15% to miss. Showing this as 50% overhead would seem a bit counterintuitive, as you can still graze on an additional 35%. I.e. only 15% of your attacks will be outright misses.

Where it would get a bit messy is say on PotD where you might see say 20% hit chance, which really translates to 55% chance to graze or hit, and 45% chance to miss outright.

Most players' experience of other games that show %hit chance is that you'd expect to see 65%+ as being reasonable odds on a given swing (ymmv on the exact boundary ofc), whereas taking purely the full hit chance in PoE could end up with lots of 20-40% chances.

Also, arguably its more relevant to see the chance to hit or graze in many cases (e.g. cc spells) because for many longer duration spells, even grazes can be sufficient for one's purposes.

Not complaining about this in any way, I'm just curious how they will present the %hit chance number so as to minimise confusion and yet still be a meaningful statistic.
 

Sensuki

Arcane
Joined
Oct 26, 2012
Messages
9,833
Location
New North Korea
Codex 2014 Serpent in the Staglands Shadorwun: Hong Kong A Beautifully Desolate Campaign
The hit chance will probably be buggy and not work properly with % conversion weapons either, but whatever lol
 

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