Pillars of Eternity II - Flopped

My feelings on Obsidian games
===================
Games I enjoyed by Obsidian
Fallout: New Vegas
KotOR 2 - the ending killed it (no the mod can't fix my first impression)

Conclusion: Obsidian do better when not coming up with an engine by themselves.

Saved by Avellone:
Meaning became a cult classic - meaning you can like it for the writing if nothing else but flawed.
KotOR 2
Alpha Protocol

Saved by Ziets: ditto
NWN2 Mask of the Betrayer

Games I loathed:
NWN2 original campaign where I had to resort to piracy to get my legal copy to work and then when I played felt infuriated by the clueless game design. ie. Forced campanions, linear romp, choices not really mattering in the end etc etc (the castle was pretty cool through)
- However the toolset is excellent and good for mods so the game is still worth a purchase for that alone.

Games where I went meh despite some promising stuff:
Tyranny
Pillars of Eternity 1&2
Dungeon Siege 3

So you see Obsidian can't do isometric games - that I enjoy at least. Of the games I did enjoy, one was saved by Avellone's characters and writing and the other is the result of the original developers of Fallout getting a go at the IP - which won't happen again. The rest of their catalogue is a sea of meh for me. Just my feelings mind. I'm not saying you can't enjoy these games. The Tim and Leonard game will probably be worth checking out.
 
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My very personal problem with this game is simple :

I have to play the first game,
but its setting looks so much depressing and dark in its early parts that I just don't want to play it anymore.

And since I've taken the decision to have to play that game before I can play the second game, I'm stuck.

It's as if you REQUIRE someone to listen to an death metal album BEFORE he or she is allowed to listen to an Enya album. So it feels to me.


I do wonder, though, how many people else have this problem ?

You are correct that the first game is dark. The second game is less dark, but it still doesn't have a light tone to it. It compares to Obsidian's lighter games like Neverwinter Nights 2 or Dungeon Siege 3, but these games weren't light either. Obsidian simply doesn't like traditional high fantasy, but prefer having characters who are more "grey" in their morality.
You don't have to play the first game to understand POE2, though, its summarized well in the first 15 minutes of the game, and to be honest, Pillars are about as story driven as the Baldur's Gate games, which means there is a story, but it doesn't really define the game, and your choice means you can be the character you want to be. Pillars 2 is also somewhere else in the world where people know what you are, but not really who you are.
 
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My feelings on Obsidian games
===================
Games I enjoyed by Obsidian
Fallout: New Vegas
KotOR 2 - the ending killed it (no the mod can't fix my first impression)

Conclusion: Obsidian do better when not coming up with an engine by themselves.

Saved by Avellone:
Meaning became a cult classic - meaning you can like it for the writing if nothing else but flawed.
KotOR 2
Alpha Protocol

Saved by Ziets: ditto
NWN2 Mask of the Betrayer

Games I loathed:
NWN2 original campaign where I had to resort to piracy to get my legal copy to work and then when I played felt infuriated by the clueless game design. ie. Forced campanions, linear romp, choices not really mattering in the end etc etc (the castle was pretty cool through)
- However the toolset is excellent and good for mods so the game is still worth a purchase for that alone.

Games where I went meh despite some promising stuff:
Tyranny
Pillars of Eternity 1&2
Dungeon Siege 3

So you see Obsidian can't do isometric games - that I enjoy at least. Of the games I did enjoy, one was saved by Avellone's characters and writing and the other is the result of the original developers of Fallout getting a go at the IP - which won't happen again. The rest of their catalogue is a sea of meh for me. Just my feelings mind. I'm not saying you can't enjoy these games. The Tim and Leonard game will probably be worth checking out.

Obviously this is a matter of taste. Pillars 1 & 2 are probably my favourite rpgs of the last decade (yes, better than the Witchers or Original Sins), though I've just got into Pathfinder, and the start seems promising. I'm also not alone in liking them. Its like Bethesda games, or InXile Games, they seem to really divide people here.
 
Joined
Jan 29, 2014
Messages
2,717
Location
Vienna, Austria
Mediocre is also a matter of taste and I think most folks around here don't have time to play any game they consider mediocre. I know I wouldn't have time to play mediocre games like Stardew Valley or Princess Bride. One persons fun game is another person's mediocre one.

Games can flop for many reasons - and usually for a combination of factors. Quality is very subjective so its hard to use that as an explanation outside of does it run stable and doesn't have bugs ... even then you have something like Kingmaker which is riddled with bugs but people would most likely consider it, around here at least, a good quality game because they are enjoy it bugs and all.
 
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3,959
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NH
I would slightly modify the statement. Most people don't have time to play all mediocre games, so they combat which one is the best mediocre game. If games really stick out most people are going to play it without discussion if it's worth their time.
 
Joined
Oct 18, 2006
Messages
839
Taste sure varies. Some people dump in 1000s of hours to just take pretty screenshots rather than enjoying gameplay. While others love spending time planning out every inch of their farm.

Its also matter of whether you like stable but bland game or prefer buggy but fun gameplay as well. In perfect world, I would prefer the one thats fun to play and stable as well, but they are rare as hell. For me, it boils down to whether the positive outweighs the negatives. Sure as hell didn't enjoy NWN2 thanks to the horrible camera and engine (also the bland plot).
 
Unlike most people I found one Obsidian game really fun - Storm of Zehir.
This is their only game that I played that tried to do something different and fun mechanically. It only lacked more money and development time put into it. If they could have put one more year into it, it could have been as good as Pathfinder: Kingmaker.
 
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I loved Zehir. Thought it was better than Mask by a large margin. Oh yeah. I created the party instead of playing some weirdo group's idea of npc companions.
 
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Oct 18, 2006
Messages
8,821
I loved Zehir. I only wish it had lead to slightly higher levels than it did, so I could have played around more with various builds. I seem to recall it ending at 17ish, give or take a few levels depending on party size.
 
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Oct 18, 2006
Messages
7,583
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Bergen
Well, SoZ was fun, but to me nowhere near MotB. It comes down to writing of course, MotB is second only to PS:T in regards to how much I liked the story and writing.

I'm certainly enjoying PoE2, and am very sad to hear it has sold so poorly. Guess the second coming of the RPG's I enjoy is over, in a couple of years I'll probably only be playing Strategy titles instead. I can still have hope for WL3 of course, but that's pretty much the last one. Unless PF:KM is a huge success. Is it?
 
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Dec 20, 2010
Messages
3,216
Location
Sweden
Judging by current reviews I don't know if Kingmaker will be a huge success but its still early days and maybe it will be enough for Owlcats to have a shot at second game. I can only hope anyway lol
 
Well, SoZ was fun, but to me nowhere near MotB. It comes down to writing of course, MotB is second only to PS:T torment to Mr in regards to how much I liked the story and writing.

I'm certainly enjoying PoE2, and am very sad to hear it has sold so poorly. Guess the second coming of the RPG's I enjoy is over, in a couple of years I'll probably only be playing Strategy titles instead. I can still have hope for WL3 of course, but that's pretty much the last one. Unless PF:KM is a huge success. Is it?
Id say it's a mixed bag right now and might become another cult classic in a few years. I personally had fun playing but have a few nitpicks I don't like about like load screens.

Also the release version was a buggy mess after chapter three. Though the devolper just released a massive 9GB Beta path that fixes bugs, and adds a few optimizations.

Dear Pathfinders,

due to popular demand, we're releasing the draft version of the patch notes for patch 1.1! Please note they haven't been proofread, and more stuff will be added to it later.
Have fun, and beware the spoilers in the Quest, Areas and Kingdom sections!

⠀⠀⠀ Quests

  • Players couldn't speak to Mim Wobblegander during the "Heal Mim" quest objective. Resolution: fixed.
  • The "Honor and Duty" quest couldn't be completed. Resolution: fixed.
  • The first objective of "The Door to Nowhere" quest couldn't be completed correctly in some cases. Resolution: fixed.
  • Players could skip the first meeting with Technic League but found the "Technic League Encampment" area in rare cases. Resolution: fixed.
  • It was unclear that players had to show the book to Jubilost to complete the quest objective. Resolution: objective description was improved.
  • Players could talk to Ditael several times to get several cursed swords. Resolution: fixed.
  • The "Green Stone" quest could be completed without an emerald. Resolution: fixed.
  • "Find a way to deal with the bandits", "Discover why monsters are attacking the kingdom" and "Find the propagandists" objectives couldn't be completed in the "War of the River Kings" quest. Resolution: fixed.
  • Willas Gunderson stayed in the Tavern after quest completion. Resolution: fixed.
  • "An Amusement for the Nobles" quest's failed resolution was unclear and players thought that the quest was completed successfully. Also, some quest NPCs stayed active after its completion. Resolution: fixed.
  • Jubilost's story wasn't updated after the "Door to Nowhere" quest. Resolution: fixed.
  • In certain conditions, players could get the Incomplete Lawbringer Armor twice in the "Lawbringer" quest. Resolution: fixed.
  • Diplomacy check DC was wrong in the dialog with wererats (the "Ancient Formula" quest). Resolution: fixed.
  • An NPC didn't appear for the "Earthbreaker" quest at the "Secluded Lodge" area if the "Witch Hunt" quest wasn't completed. Resolution: fixed. Though, the NPC won't be there during the "Witch Hunt" quest.
  • The dialog about rules in the "Price of curiosity" quest could be used to get infinite experience. Resolution: fixed.
  • In rare cases, Jubilost didn't speak about Inconsequent Debates. Resolution: fixed.
  • "Death to Queen Bdaah!" and "Death to Chief Sootscale!" objectives could remain unfinished after completion of the "Old Sycamore Caves" area. Resolution: if players chose the peaceful way to resolve the conflict, these quests will disappear from the Quest log (they will be failed).
  • Siding with Annamede in Pitax could cause all guards to attack the party. Resolution: fixed.
  • Additional reward for "The Lost Brother" quest is added.
  • The description for the objective was clarified in the first of Valerie's companion quests.
  • The alignment shift was changed in one of the dialogues in the "Deal with the Devil" quest.
  • Some alignment shifts were changed in the resolution of Valerie's final companion quest.
  • Tiressia could reward the player twice for killing the Scythe Tree. Resolution: fixed.
  • The correct speaker was assigned for a certain line in a dialogue in Jaethal's quest.
  • The quest description was improved for the case when Octavia and Regongar didn't join the party.
  • The quest text was clarified for one of the objectives in the "Missing Child" quest.
  • The location of the Poachers' Hideout was clarified in Sharel's quest.
  • A Lawful Good justification was added to attack Darven in the "Deal with the Devil" quest.
  • The quest text was clarified for one of the objectives in the Ekun's companion quest.


    Areas
  • Tartuk could appear at the "Skunk river ford" area after the completion of the "Troll Trouble" quest if players hadn't met gnome expedition before. Resolution: fixed.
  • The bonuses party got from the allies were added at the "Ravaged Capital — Central Passage" area.
  • The magical fog didn't disappear at the "Technic League Encampment" area. Resolution: fixed.
  • Gwart's name didn't appear in the dialogue at the "Armag's Tomb" area. Resolution: fixed.
  • Creatures were roaming incorrectly at the "Barbarian Cairn" area. Resolution: fixed.
  • The party could walk through the dwarven statue at the "Abandoned Keep" area. Resolution: fixed.
  • Villagers were reacting to animal companions and summoned units at the Capital. Resolution: fixed.
  • Radius of roll action icons was increased at the "Old Sycamore Outdoor" area.
  • Players weren't able to set up camp at the "Kellid Barbarian Camp" area. Resolution: the party can stay overnight with the help of a specific Merchant's dialogue option.
  • Never-ending answer in one of the book events was fixed.
  • Mim Wobblegander was still standing in the village at "Silverstep" area during her quest. Resolution: fixed.
  • Several inconsistencies were fixed in the dialogue with Jamandi Aldori at "Flintrock Grasslands" area.
  • Several inconsistencies were fixed in the dialogue with Gwart at "Flintrock Grasslands" area.
  • Rest didn't heal the Death's Door condition at the "Camp at the Capital Gates" area. Resolution: fixed.
  • One of the lootboxes was not reachable at the "The Menagerie" area. Resolution: fixed.
  • Portal from the "Camp at the Capital Gates" area to "Ravaged Capital" area was available before the dialogue with Storyteller. Resolution: fixed.
  • The main character could get stuck in a sitting pose while at "Capital Inn" area in some cases. Resolution: fixed.
  • Players didn't understand how Divine services work. Resolution: NPCs who offer cleric services have a dialogue option now clarifying how it works.
  • Experience for defeating Ilthuliak was too low. Resolution: experience is 4 times higher now.
  • Party could get stuck in permanent combat mode if they entered the "Abandoned Keep" area form the "Verdant Chamber" after completing "Varnhold Vanished" quest but before starting "Betrayer's Flight" quest. Resolution: fixed.
  • The party couldn't rest for free in Varnhold or Pitax after conquering them. Resolution: fixed.
  • Encounter has the proper amount of Technic League Maguses at the "Technic League Encampment" area now.
  • Companions kept in the cages didn't have correct barks at the "Old Sycamore Caves" area. Resolution: fixed.
  • At the "Inconsequent Debates" event, the Host stated that the main character loves no one even if the character had an active romance. Resolution: fixed.
  • Players need to make successful perception check to find the "Middle of Nowhere" area now.
  • Some players had issues with the final story dialogue at "Old Sycamore Caves" area. Nothing happened if "Attack former allies" option was chosen when kobold chief was already dead. Resolution: fixed. Those who chose this option can return to the area and defeat mites.
  • The battle with Kalannah couldn't be finished in rare cases. Resolution: some fixes were implemented to prevent the issue.
  • The party could pass through some of the closed doors at the "House At The Edge Of Time" area. Resolution: fixed.
  • Greater Werewolf was incorrectly named as Greater Weretiger at the "Old Mesa" area. Resolution: fixed.
  • Some players had an issue with barbarian sentinels at the "Overgrown Cavern" area. They didn't start the dialogue and peaceful resolution was unavailable. Resolution: fixed.
  • Rest Camp didn't take any time at the Capital Gates. Resolution: fixed.
  • Tsanna got stuck in the fireplace after meeting with the baron. Resolution: fixed.
  • The Vendor didn't have replenished rest supplies at the Capital Square. Resolution: fixed.
  • Reaford Tabulus in Pitax Royal Palace has a greater bonus on concentration checks now.
  • Dead Kassil could return to the Throne Room in some cases. Resolution: fixed.
  • Pitax location could have an empty name. Resolution: fixed.
  • Edrist Hanvaki got stuck in the fireplace after meeting with the baron. Resolution: fixed.
  • Stefano Mosconi could appear in Pitax after being killed. Resolution: fixed.
  • Corax rewarded incorrectly for some player's decisions in dialogue with Melianse. Resolution: fixed.
  • New reward was added for the puzzle at the Pitax Royal Palace.
  • Unable to exit forest at "Witch's Hut" area. Resolution: fixed.
  • Player was able to offer help to Nober's wounded barbarian before learning about the wound. Resolution: fixed.
  • Jamandi's reply to the player's LG answer was changed during the coronation event.
  • Unexpected alignment shifts at the "Abandoned Keep" area. Resolution: fixed.
  • "Goblin Party" book event will continue even if the players fail the Constitution check while tasting the goblin "ale".
  • Inconsistencies in dialogues with the Raven and Tristian in the 3d chapter. Resolution: fixed.
  • Linxia could propose an alliance even if the player decided to fight against her. Resolution: fixed.
  • Players could get extra experience interacting with the bridge and the cart at the "Old Sycamore Caves" area. Resolution: fixed.
  • Missing cooking recipes were added to chapter 4 areas ("Armag's Tomb", "Two-Faced Hill", "Abandoned Keep", "Fossil Fields" and "Other World").
  • Vordakai has better loot now.
  • Characters could incorrectly get damage or disease in "Kobold Trail" book event. Resolution: fixed.
  • Players couldn't talk to Knurly Witch NPC at the "House at the End of Times" area in some cases. Resolution: fixed.
  • There could be issues with correctly processing the decisions players made in dialogues after defeating Hargulka and Tartuk. Resolution: fixed.
  • Jhod didn't disappear at the "Thorn Ford" area when he left. Resolution: fixed.
  • No objective in the Quest Log for Nixie's request to bring feathers. Resolution: fixed.
  • Special Encounter didn't happen in the 3d chapter. Resolution: fixed.


    Kingdom
  • A new "Effortless" kingdom difficulty was added. It fits between "Auto" and "Easy" and is meant for those players who wish to participate in kingdom management, but don't want to pay much attention to kingdom development.
  • Kingdom project navigation has been improved - all projects have been divided into subcategories.
  • Kingdom events that happen right before the end of the month give more time to react now.
  • Going into negative BP will not increase unrest until the next day now, giving time to repay the debt before that happens.
  • The "Windmill" building didn't have a unique model. Resolution: fixed.
  • "Sunny Glade" kingdom recourse was unreachable on the Global Map. Resolution: fixed.
  • "The Bog Mischief" kingdom event has a proper "success" description now.
  • 2 slots for buildings were unlocked, that should be available at the Town level in the Capital instead of City one.
  • Bartholomew stopped working as a vendor after moving to the capital. Resolution: fixed.
  • The "Rebuild the Temple of the Elk" and "Pillage the Temple of the Elk" projects are correctly removed now as soon as one of them is completed.
  • Solved kingdom event cards displayed total accumulated stat changes by this event, which was sometimes confusing. Resolution: they display only the results of the resolution itself.
  • Smithy and TownHall buildings didn't have correct models. Resolution: fixed.
  • Projects for the Dwarven Keep Restoration in Dire Narlmarches and South Narlmarches are given as soon as respected region is claimed now. This projects allow region upgrades based on restored keeps.
  • Building upgrades deducted the cost of the base building from the treasury incorrectly. Resolution: fixed, upgrades' cost now matches their description.
  • Training projects for Companions now appear only for companions below 12 and 14 level after chapters 5 and 6 respectively. Those projects now level up companions to 12th and 14th level respectively. If such projects were being developed during the update, they are cancelled and their costs are fully reimbursed.
  • Kingdom was still destroyed if the boss of the chapter was killed on the same day it would destroy the kingdom. Resolution - fixed. The event that led to the destruction of the kingdom is removed.
  • "Safe Refuge" event was incorrectly marked as Problem. Resolution: fixed.

Classes & Mechanics

  • Guidance Spell granted Base Attack Bonus. Resolution: Guidance Spell grants Additional Attack Bonus instead of Base Attack Bonus now.
  • Freedom of Movement spell worked incorrectly. Resolution: fixed.
  • War Domain "Battle Rage" ability wasn't shown in buffs on the character, despite working properly. Resolution: fixed.
  • Some abilities granted by Domains didn't work correctly for Druids. Resolution: fixed.
  • Barbarians were losing their speed bonus for non-heavy armor even if the full plate they were wearing were mithral. Resolution: fixed.
  • Some descriptions were fixed for Arcane Trickster.
  • War Domain 8th level Bonus Combat Feat ability lacked description and name. Resolution: fixed.
  • Some spells, like Molten Orb, had descriptions that they should target a point, despite the fact that they must specifically target a creature (as they deal additional damage to a target creature). Resolution: fixed.
  • The description for Power Word Blind spell was improved.
  • Effects that turn a character into a dragonlike creature give them blindsense 60 now instead of blindsight 30.
  • The whole party slowed down out of combat if one of the characters' speed was less than 30ft. Resolution: only slowed down characters will move slower than 30ft.
  • Auto cast didn't work with Charge ability. Resolution: fixed.
  • Some feats granted without fulfilling all requirements (such as, Ranger's "Combat Style Feat") were inactive. Resolution: fixed.
  • Divine Power didn't give bonuses to attack rolls. Resolution: fixed.
  • Attacks with Masterwork weapons were bypassing DR/Magic as if they were magical. Resolution: fixed.
  • Non-magical weapons temporarily enhanced by Magus or by a Paladin were not bypassing DR/Magic. Resolution: fixed.
  • Javelin and Dart weapons had no proficiency specified in their tooltip. Resolution: tooltip shows correctly that they are simple weapon now.
  • Trident was marked as a simple weapon in tooltip, while being a Martial weapon. Resolution: tooltip shows correctly that it is a martial weapon now.
  • No description for the save from the Wild Gaze ability. Resolution: fixed.
  • Creeping Doom spell worked incorrectly. Resolution: fixed.
  • Clay golems are Mud golems now.
  • Alchemist can not use her bomb and mutagen abilities while under the effects of a polymorph effect any more.
  • The Resonating Word spell works correctly now.
  • Animal creatures summoned via Summon Monster spell have the fiendish or celestial template depending on caster alignment now.
  • The Lesser Restoration spell does not remove Fatigued condition any longer if target is Exhausted.
  • New Grease spell is added. Wizards, Maguses and Bards can learn it.
  • Serpentine Bloodline Sorcerer's Serpent's Fang ability gives additional bite attack instead of replacing empty hand weapon now.
  • The Blind Fightning feat also gives immunity to gaze attacks now.
  • The incorrect description for Dragon disciple's bite attack was fixed.
  • Monk could use Flurry of Blows with any weapon as long as the character was without armor or shield. Resolution: fixed.
  • Shortsword dealt slashing damage. Resolution: fixed, shortsword deals piercing damage.
  • Duelist's Crippling Critical ability reduced duelist's AC instead of target's AC. Resolution: fixed.
  • Alchemist's Fast Healing grand discovery didn't work. Resolution: fixed.
  • Wrong information in Combat Maneuvers Bonus description that Tiny or smaller creatures use their Dexterity modifier in place of their Strength modifier to determine their CMB (in fact they do not). Resolution: fixed.
  • Descriptions for Bard and Rogue (also, Cleric and Inquisitor) shared abilities were improved.
  • Magus's Ghost Touch weapon enchantment had a wrong description. Resolution: fixed.
  • Spell Specialization did not affect spells with variant casting (Dragon Breath 4th level spell, for example). Resolution: fixed.
  • Sorcerer bloodlines previously did not show that many of them give wings at level 15. Resolution: wings are now properly shown on class progression screen.
  • Calming Touch ability of Community domain were not used to heal the party on rest. Resolution: fixed.
  • Ward Against Death ability of Repose Domain did not protect against negative levels. Resolution: fixed.
  • Sorcerers and Eldritch Scions could take Dragon Disciple prestige class with any bloodline, instead of being limited to draconic bloodlines. This created strange interactions with its "Blood of Dragons" ability of that prestige class. Resolution: Only Sorcerers and Eldritch Scions with draconic bloodline now can take levels in Dragon Disciple. Characters that had already taken a level in Dragon Disciple can continue taking levels in it.
  • Alchemist's Breath Weapon Bomb did damage to friendly targets even if the alchemist had Precise Bomb discovery. Resolution: fixed.
  • Dwarven racial trait Hardy was giving a +3 bonus to saving throws instead of +2. Resolution: fixed, the bonus is +2 now.
  • Greater Restoration did not remove Death Door condition. Resolution: fixed.
  • Clerics had a Greater Domain Power in their progression screen at level 8. This feature did nothing and was there to signify when cleric gets his second powers of domains. It was only confusing people, since some domains receive features on other levels and all domains show their feature in the progression at the correct level now. Resolution: feature was removed from progression screen.
  • Eldritch Scoundrel did not have Knowledge (Arcana) as a class skill. Resolution: fixed.
  • Alchemist's Choking Bomb was applying Nauseated condition even if the saving throw against initial effect was successful. Resolution: fixed.
  • Guarded Hearth ability of Community domain did not grant any bonuses. Resolution: fixed.
  • Duelist Parry didn't work. Resolution: fixed.
  • Animal Domain didn't give Lore (Nature) as a class skill for clerics. Resolution: fixed.
  • The Inquisitor gains Exploit Weakness ability at 14th level now.
  • New 7th–level cleric spell Resurrection was added.
  • Rogue's Master Strike ability save DC is now Dexterity based. For characters who already have this ability you have to turn it off and on again to apply this change.
  • Attacks of Nereids and Spit Venom spells projectiles used to be acid green. Resolution: their color was changed to poison purple.
  • Litany of Eloquence now requires a saving throw.
  • Water Elemental Bloodline Sorcerer Arcana is now working correctly.
  • Water Elemental Bloodline Sorcerer now gains Scorching Ray (Cold) spell on 5th level instead of Scorching Ray (Electricity) spell.
  • Water Elemental Bloodline Sorcerer Elemental Movement ability now gives immunity to combat maneuvers instead of +30 feet bonus to your base speed.
  • Earth Elemental Bloodline Sorcerer Elemental Blast ability now can be used three times per day.
  • Alertness, Deceitful, Deft Hands, Persuasive and Stealthy feats applied wrong values to skill bonus points. Resolution: all feats apply correct values now.
  • Incorporeal creatures got full damage from magical weapon. Resolution: they get half damage.
  • Experience distribution for the skillcheks was fixed.
  • Inspiring Recovery mechanics were triggered two times instead of one. Resolution: fixed.

⠀⠀⠀⠀Difficulty changes and fixes


  • We have a mechanic that limits the penalties to attack rolls on Story Mode. Due to a bug, that mechanic also reduced the penalty applied to iterative attacks that characters get from high Base Attack Bonus, making iterative attacks more effective than they should have been. Resolution: Fixed.
  • Random encounters from the Chapter 4 could be triggered at the left edge of Chapter 1 region. Resolution: fixed.


    Items
  • Not enough Javelins, Darts and Slings. Resolution: Oleg now sells Masterwork Darts, Masterwork Flails, Masterwork Heavy Flails, Masterwork Javelins, Masterwork Slings, Masterwork Starknives, Masterwork Tridents, and Masterwork Bardiches.
  • Half-Plate of Hatred had the price of zero. Resolution: fixed.
  • Robe of Arcane Annihilation provided wrong bonuses to attack. Resolution: fixed.
  • A typo is amended in the English version of Headband of Vast Intelligence +6 description: it stated a +4 bonus, while in fact it gives a +6 bonus.
  • Ring of Evasion's description was fixed.
  • Wild Hunt scimitar didn't have a name. Resolution: fixed.
  • Blackemoor's Grimoire item summoned incorrect monsters. Resolution: fixed.
  • Mourning item had the wrong price (75 g). Resolution: price was increased.
  • Ring of Circumstances was giving +1 luck bonus to saving throws instead of its actual mechanics. Resolution: fixed.
  • Blessed Signet had Caster Level 1 for Blessing Spell. Resolution: it has Caster Level 3 as per description now.
  • Gnome Hooked Hammer weighed 10lbd. Resolution: it weighs 6 lbs instead of 10 lbs now.
  • Dwarven Urgrosh had wrong damage assigned to its axe-head and spear-point ends. Resolution: damage and attack types were changed to align with the visuals of the attack.
  • The Mallot of Woe was incorrectly wielded. Resolution: it is properly wielded now.
  • Lesser Ring of Ultimate Protection and Greater Ring of Ultimate Protection had wrong descriptors. Resolution: Items have Resistance descriptor for SavingThrows bonuses now.
  • Trailbleazer's helm didn't grant correct racial AC and bonuses to Saving throws. Resolution: Trailbleazer's helm grants +3 insight bonus to saving throws only against Gians and Goblinoids and grants +3 AC against Goblinoids as per description.
  • Ring of Enhanced Summons had alignment restriction. Resolution: the item no longer has Neutral alignment restriction.
  • Vicious weapon harms user when using Lay on Hands. Resolution: Vicious enchantment no longer damages the players if they use anything else but vicious weapon.
  • No Potions of Inflict Wound were available from Vendors. Resolution: Potion Of Inflict Light Wounds, Potion Of Inflict Moderate Wounds and Potion Of Inflict Serious Wounds were added to Vendors that have Potions of Cure Light/Moderate/Serious Wounds.
  • Tiger's Stripes didn't have Enhancement. Resolution: it has +5 Enhancement now.
  • Arrowguard Buckler granted +4 AC. Resolution: it grants +5AC instead of +4AC as per description.
  • Enchantments from Elemental Punisher, Arcane Enforcer, Authority, Overthrow, Blinding Light, Venom, Tyrant, Ruin, Spinebreaker, Chaos Shard, Grim Finale should work only with the weapon wielded now.
  • Highwayman's Argument should correctly deal damage against frightened and shaken targets now.
  • Blade of the Merciful correctly deals damage to non good targets now.
  • RoyalGift was too cheap. Resolution: its price is changed from 10000 to 64000.
  • Vicious weapons dealt multiplied damage on critical hits. Resolution: fixed.
  • Satisfaction Rapier didn't deal silver damage. Resolution: it deals silver damage as per description (mithral) now.
  • Black Star Starknife casted three spells on crit. Resolution: it casts one of three spells on a critical hit now.
  • The Narrow Path applied Negative levels on target. Resolution: it applies Negative level on a player as per description now.
  • Chaos Hammer enchantment could work with other weapons and its buff duration was wrong. Resolution: it only works with this weapon and the Touch of Chaos buff that is applied on target is active only for one round as per description.
  • Oils of Enhancement II worked on a "per round" basis. Resolution: it works on a "per minute" basis as per description now.
  • Ring of Reckless Bravery had incorrect descriptors. Resolution: it has correct descriptors now.
  • Forest Knight's Bracers, Cloak of Sold Souls Trailblazer's Helm and Ring of Reckless Courage stayed at Notable type after assembly. Fixed: the items were moved to appropriate inventory category type.
  • Crusader's Mithral Full Plate had icon with Gloves. Resolution: fixed.
  • Irlene had a rod without any description. Resolution: we reworked artisan's rods - they work as metamagic rods with some additional benefits now .
  • Leviathan's gift robe granted infinite Maximize Spell Metamagic. Resolution: it grants only 6 uses per day as per description.
  • The wrong price for +2 Unholy Estoc. Resolution: fixed.


    User Interface
  • From now on, players can Inspect creatures and characters to find out more about their strengths and weaknesses in combat. This is done by clicking on a new button in the HUD Menu. Once activated, a skill check is made if players have never met this type of unit before. The result of the skill check and the info revealed about the unit can be found in the Combat Log. A special tooltip with available information shows up in the upper right corner of screen when hovering with the mouse cursor on the unit or the Combat Log record.
  • An option to control the size of the fonts in the dialogues and descriptions was added.
  • Camping could result in a frozen black screen if the "Begin Resting" button was pushed really fast. Resolution: fixed.
  • The character's stats numbers were not updated if scrolls were used from the inventory. Resolution: fixed.
  • Some names were hardly visible in the dialogues. Resolution: fixed.
  • Players can skip time without resting now.
  • Players can control the time for rest after the hunting now.
  • Notification about minimum rest time to restore abilities was added.
  • Timeline icon visualization was improved in the Rest interface.
  • Rest until full recover was improved.
  • Indoor (dungeon) maps could be too dark and uncomfortable to recognize details. Resolution: fixed.
  • Missing descriptions for high-level cooking recipes and their buffs were added.
  • "Use rations" option was set to ON automatically during rest in dungeons. Resolution: no options are changed automatically. Players may change "Use rations" option at the main screen of the Rest interface.
  • "Point of interest" mark was too big on the Map. Resolution: the mark is changed.
  • The usability of picking up a character voice during the character creation was improved.
  • NPC Armag's name and portrait was not represented in his final dialogue. Resolution: fixed.
  • Some usable items didn't have corresponding icons while players chose target. Resolution: fixed.
  • A lot of new icons are added.
  • The description of the chosen cooking recipe was not updated when players changed it. Resolution: fixed.
  • Ekun's animal companion had an incorrect portrait. Resolution: fixed.
  • A part of Credits was missing. Resolution: fixed.
  • Some buffs had no descriptions. Resolution: fixed.
  • Ability Score Modifier (Skill page during level-up) was counted according to the temporary modifiers. Resolution: the value is counted according to the permanent bonus of the Ability Score.
  • "Load premade build" button was added in the level-up interface for pregenerated characters and companions.
  • Map for the "Lost Dwarven Fortress" area was improved.
  • No feedback on "Copy to spellbook" and "Copy recipe" actions in Inventory. Resolution: improved.
  • Several UI elements had empty tooltips. Resolution: tolltips are added.
  • Custom character model couldn't be rotated in UI. Resolution: fixed.


    Sound and Voice-Over
  • The meeting scene with Nok-Nok didn't have voice-overs. Resolution: fixed.
  • Lantern King's voice lacked suitable audio effects when he transformed into his original form. Resolution: fixed.
  • Critters sounds were too annoying. Resolution: now critters play sounds with 50% chance.
  • Music didn't play in the Barony introduction scene. Resolution: fixed.
  • Small mastodon's footsteps were too loud. Resolution: fixed.
  • The interrogation scene at Secluded Lodge had wrong music. Resolution: fixed.
  • Viscount Smoulderburn didn't have the right sound effects. Resolution: fixed.
  • The Faery dragon companion sounds were too annoying when he played a looped cutscene at Oleg's Trading Post. Resolution: fixed.
  • Proper sound effects were added for the Cacophonous Call and Ear-Piercing Screams magic spells.


    Misc
  • ASUS Aura support was added. Some critical battle events have visualization on the ASUS keyboard now.
  • Familiars didn't disappear during battle. Resolution: familiar's fade animation was fixed.

    Localization \ text fixes:
  • A lot of text fixes in the dialogues.
  • Protector of Unjust had error in Russian translation. Resolution: fixed.
  • French mistranslation: Feat Extend spell. Resolution: fixed.
  • Missing or wrong German, French and Chinese localization.
  • Any references to Intimidate, Bluff, Diplomacy was improved (everything references to the core skill - Persuasion).
  • Descriptions of Restoration spells (lesser, regular, greater) were clarified.
  • The description for Bloodbird condition was improved.
  • Greater Invisibility description was improved (Russian localization).
  • The description of the "Decapitator" weapon was fixed.
  • The description for Flare Burst spell was clarified.
  • An incorrect loading screen tip was fixed.
  • The description for golden golem's poison was added.
  • Silverstep Grotto: names for the transition points were added.
  • New pack of localization fixes for FR, DE, ZH.

    General visual improvements at the following areas:
  • Capital square (there was no snow or rain. Resolution: fixed)
  • House At The Edge Of Time
  • Dreamscape
  • Lich Kulich Lair Farnirras' Prison
  • Irovetti palace
  • Castle of Knives
  • Other World (the lighting was fixed)
  • Jamandi Masnion
  • Kamelands Safari and Hunting Lodge (chandeliers were missing)
  • Armag Tomb
  • Capital Square (the lighting of animated objects was fixed)
  • Vordakai Tomb light setup was broken. Resolution: fixed.
  • Dunsward Tomb
  • Varnhold
  • Abandoned Keep (some parts of the area were too dark. Resolution: more light sources are added)
  • Athach Lair (the lighting was fixed)
  • Olegs Trading Post (the big campfire had incorrect lighting. Resolution: fixed)
  • Adamantine Shield Fortress (issues with shadows were fixed)
  • Troll Lair
  • Troll Wilderness (background was missing. Resolution: fixed)
  • Silverstep Grotto Cave (foliage interaction was fixed)
  • Lizardfolks Lair ("black" grass was fixed)
  • Dweomercat Lair
  • Flintrock Grasslands (decals were fixed)
  • Camp at the Capital Gates

    Other visual fixes and improvements:
  • Arrows get stuck in the terrain on a miss and stuck in a creature on a hit now.
  • Some enemies didn't hold the weapon correctly. Resolution: fixed.
  • Dynamic fluid fog was added to a lot of the areas.
  • Several issues with Nyrissa's visual (wings, hair, clothing). Resolution: fixed. Animations were also improved.
  • "Dancing" bushes at the "Castle Of Knives" area. Resolution: fixed.
  • There were issues with helmets visualizations. Resolution: fixed.
  • Foliage interaction were fine-tuned at outdoor areas.
  • Equipped weapon were not visualized in the fourth weapon slot on the back. Resolution: fixed.
  • Mandragora Swarm had incorrect outline if hidden behind other objects. Resolution: fixed.
  • Creature Nymph (medium size) had a visual bug. Resolution: fixed.
  • There were issues with footprints in some cases. Resolution: fixed.
  • Birds could get stuck over the area during bad weather.
  • Armors and robes are visualized correctly now - above the base wizard outfit.
  • Random sparks on the ground from invisible torches in safe areas. Resolution: fixed.
  • VFX fit better to the companion's size now.
  • Troll great club has a proper position on the characters back now.
  • Some fixes with weather system.
  • Scythe Tree attack animation was fixed.
  • Inappropriate water reflections on low graphics settings. Resolution: fixed.
  • 1-pixel line on the edge of some areas. Resolution: fixed.
  • Snow visual effect could disappear after the Rest. Resolution: fixed.
  • Some spells visual effects were updated.
  • Wings for corresponded Aasimar's feat is correctly visualized now.
  • No stealth animation for the animal companion. Resolution: fixed.


    System
  • DLC support for GOG version on Linux was added.
  • Loading time up to the Main Menu is optimized.
  • Weather system optimization.
  • Dynamic fog is no longer affected by dead creatures.
  • The game crashed on Mac after character creation in some cases. Resolution: some fixes were applied to prevent this issue.
  • The game crashed on Mac on claiming a new region. Resolution: some fixes were applied to prevent this issue.
  • If the party entered an indoor area when there was a storm at the outdoor area, strong winds could still be active. Resolution: fixed.
  • Main Menu is optimized for the low hardware specifications.
  • Different characters sharing the same name no longer share saves. Also, every character gets their own autosave and quicksave slots now.
Also GameBanshee posted a positive Pathfinder: Kingmaker Review today.
Even today, games like Baldur's Gate, Fallout, and Jagged Alliance 2 stand proudly as benchmarks of their respective genres, since for whatever reason, video game developers spent the past 20 years not building upon the foundation of those games, but instead streamlining and simplifying their mechanics.

No more, says Owlcat Games with Pathfinder: Kingmaker. It's time to move forward, to take the old classics as the baseline and expand them, add more features instead of taking them away. Massive, complex, and immensely fun, even a heap of bugs was not enough to diminish my enjoyment of this game.

If you like isometric RPGs, you simply owe it to yourself to play Pathfinder: Kingmaker.
As for Wasteland 3 hope it's a success also as Inexile's track record ain't good right now.
 
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Ya'll are laying it on pretty thick for the woes of Obsidian. They may, more often than not, have released buggy messes, but at least their games are actual RPGs with strong narratives that can be ironed out with patches in time.

Obsidian's inability to flourish is more a combination of poor Q/A, market saturation, and niche audiences (face it, you're never going to even approach Skyrim numbers with isometric games).

For me, Larian's offerings are overhyped and tedious, Bethesda recycles hiking simulators with no C&C, and Bioware is dead and gone. Outside of possibly CDProjekt's sporadic titles, there really isn't much in the way of other studios putting out a consistent line of RPGs with depth - flawed or not. Unless Owlcat Games becomes a behemoth from its seemingly meager sales of Pathfinder: Kingmaker, the failure of Obsidian would do nobody with interest in RPGs any favors.
 
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Breaking news everyone Microsoft bought Obsidian and inXile .

bqq6xUf.jpg



Link - https://www.reddit.com/r/xboxone/comments/9vyof2/obsidian_has_been_acquired_by_microsoft_studios/
Link - https://www.engadget.com/2018/11/10/microsoft-studios-fallout-new-vegas-wasteland-obsidian-inxile/
Link - https://www.pcworld.idg.com.au/article/649425/microsoft-acquires-crpg-heavyweights-obsidian-inxile/
 
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Wow. Guess neither one has any financial worries anymore. Most of the concerns in this thread rendered completely moot. Key question is whether they're going to be able to continue making real RPGs.
 
Joined
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Messages
3,444
Well we now have multiple threads about this topic but I'll share my opinion again.

I see this as a good business decision as both developers are in a bad shape. Obsidian is dealing with poor sales of PoE2, and inXile's latest games are kickstarter flops.
 
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Statements are now videos instead of press statements ?
By the way, too bad they bought the imho most promising developers ... :(
 
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Statements are now videos instead of press statements ?
By the way, too bad they bought the imho most promising developers … :(
Yep I said it before the written article is dead or dying.:lol:

Anyway like ChienAboyeur says everyone streams nowadays.
 
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Well, I don't - which means that nobody notices me anymore. :lol:
 
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