Pillars of Eternity II - Flopped

I think in the case of the ridiculous load times you were getting, Couch, there's got to be some sort of bug. I mean, in that time a disk could have loaded enough data to fill your RAM several times over.
 
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I can't speak for anyone but myself, but it's not uncommon to have 20+ second loading screens in Kingmaker, and there are a lot of them. This is on a high end PC, so I can imagine it's pretty bad on anything else.

It's pretty crazy that I can load up Novigrad faster than some of the places in Kingmaker..
 
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I think in the case of the ridiculous load times you were getting, Couch, there's got to be some sort of bug. I mean, in that time a disk could have loaded enough data to fill your RAM several times over.
Exactly try telling support that though. They constantly give me a link back to that net optimization problem. It doesn't even work if I unplug my internet connection.:mad:
We've determined that there is a Unity issue that was fixed for Pillars of Eternity, but has since regressed to a non-working state in the newer version of Unity we're using for Tyranny. The problem is that the mechanism we're using to load character portrait art (and potentially a few other things) from disk can also be used to download files from servers. Because of this, Unity queries the Windows Proxy Settings for the currently logged-in user prior to deciding that it needs to load the file from disk instead. On some users' machines, the contents of the Windows Network Connections will include entries generated by third-party software such as LogMeIn Hamachi and VMWare. The Windows function that Unity uses to get the Proxy Settings for the user tends to hang for long periods of time if it encounters one of those third-party network connections. It's probably not able to get what it wants and just ends up waiting for a timeout. I suggest looking in Control Panel -> Network and Sharing Center to see if there are any network connections added by third-party software. If there are, try disabling them to see if it fixes the problem. Please let us know what you find.
I can't speak for anyone but myself, but it's not uncommon to have 20+ second loading screens in Kingmaker, and there are a lot of them. This is on a high end PC, so I can imagine it's pretty bad on anything else.

It's pretty crazy that I can load up Novigrad faster than some of the places in Kingmaker..
I usually get 30-50 seconds for every load screen with an SSD now. I even brought up how a game like Witcher III or Assassin Creed Origins can run with no problem.

I'm reminded of the same problems I had with every new Fallout game.:(
 
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I can't speak for anyone but myself, but it's not uncommon to have 20+ second loading screens in Kingmaker, and there are a lot of them. This is on a high end PC, so I can imagine it's pretty bad on anything else.

It's pretty crazy that I can load up Novigrad faster than some of the places in Kingmaker..

That's weird because I don't encounter this in Kingmaker. Even the bootup screen is faster now in 1.1, but before it wasn't even 20 seconds and that's the longest one for me. The throne room is maybe 7 seconds or so. Weird. I have a 1080ti and i5 4690 cpu, 16 gb ram and ssd for anyone interested.
 
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Similar specs then, but with a plain 1080 and an i7 4790. Not running 1.1 yet though. Waiting for the full release, in case it breaks something.
 
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I think part of the reason for long loading time in Kingmaker is due to cached memory/items stored all over the local maps.

I actually think loading time is faster in 1.1 as well. Can't be sure though.
 
Similar specs then, but with a plain 1080 and an i7 4790. Not running 1.1 yet though. Waiting for the full release, in case it breaks something.

1.1. to me is really just a bunch of their hotfixes bunched together as a larger package, and probably a bit more testing. But anyway, even on 1.0 I never saw a 20 second loading screen. Could the i5/i7 difference have something to do with that?
 
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I have a 1080ti and i5 4690 cpu, 16 gb ram and ssd for anyone interested.
My specs are as follows.

AMD Ryzen 7 2700X
1GB Cruical SSD
RX 570 8GB
16 GB Ram

So unless Unity hates AMD it has to be a bug or third party software problem.
 
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I enjoyed both games and thought it was nicely done with lots of improvements. I put Kingmaker on hold till they polish it more and started another round of POE1 and 2 instead. Can't say I miss the timed quests either. Just not a fan of timed quests and the added level of stress that can add to a game.
 
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My specs are as follows.

AMD Ryzen 7 2700X
1GB Cruical SSD
RX 570 8GB
16 GB Ram

So unless Unity hates AMD it has to be a bug or third party software problem.
SATA SSD or NVMe SSD? The latter are many times faster, and it could be that people who are enjoying quicker load times are using NVMe SSDs…?
 
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SATA SSD or NVMe SSD? The latter are many times faster, and it could be that people who are enjoying quicker load times are using NVMe SSDs…?
SATA SSD it was a cheaper alternative to the higher priced 1GB SSD's. Frankly I don't see myself spending over $200 for a new SSD hard-rive that's ridiculously overpriced.

Buy an SSD everyone said load times will be faster, but no buy a NVMe now. Anyway just read reedit & official forums you see gamers with load problems in Unity games.

Low end, middle end, or High end systems it doesn't matter. Anyway we already established a traditional drive isn't optimal for Unity RPGs last month in another thread.
 
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Obsidian put themselves in those troubled waters. They started to develop a MMO free-to-play to compete with World of Tanks in 2014, actually a clone called Armored Warfare. They tried to establish a franchise and become a reference in eSport. 4 years of develoment, very high production value, very high costs and an usual Obsidian result: Failure.
RPG is an after thought, certainly not something which could have delivered the kind of money they were after.

They enjoy a lot of good will from their past games and they ride it for what it worths.

I cannot understand why MS wants them for, their management is a joke and the grunts can certainly leave easily, they have the resumé for that.
 
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SATA SSD or NVMe SSD? The latter are many times faster, and it could be that people who are enjoying quicker load times are using NVMe SSDs…?

I was about to ask the same thing. I imagine NVMe drives are where you'll see the biggest difference. Still, even if that's 10-15 seconds of loading on a NVMe, that's atrocious in my mind.

My specs:
EVGA FTW3 1080 Ti, overclocked
i7 5820k @ 3.3 GHz, overclocked to 4.4 GHz currently
32G ADATA XPG RAM @ 2400 MHz, CL16 latency
Samsung 860 Evo 512 SSD
 
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My most optimistic take on the Microsoft/Obsidian scheme, is that MS wants to combat the dominance of Sony's platform exclusives, by using Obsidian to make AAA games in style of the successful past Bioware. Which I think actually could turn out quite well, in the best case scenario.
 
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I don't know your problem couch but i didn't get anything close to 30 seconds (I do use ssd). On linux I know how to monitor both the system and what the program is actually doing but on windows no clue. On linux I would watch the disks perf and trace the program to see what system calls it is making and how long they are taking. Since people like to talk up windows I have to assume these things can be done on windows so perhaps someone with more knowledge of system debugging on windows could monitor the system to isolate the issue.

I usually get 30-50 seconds for every load screen with an SSD now. I even brought up how a game like Witcher III or Assassin Creed Origins can run with no problem.

I'm reminded of the same problems I had with every new Fallout game.:(
 
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This might be their plan but Obsidian has no clue how to make an AAA game; imho it has a good chance to be a disaster if they tried to make a large scale high quality game. Perhaps I am mistaken but isn't fallout nev the only game close to AAA they have made and in that case the engine was provided ?

My most optimistic take on the Microsoft/Obsidian scheme, is that MS wants to combat the dominance of Sony's platform exclusives, by using Obsidian to make AAA games in style of the successful past Bioware. Which I think actually could turn out quite well, in the best case scenario.
 
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Perhaps I am mistaken but isn't fallout nev the only game close to AAA they have made and in that case the engine was provided ?
KOTOR II and Icewind Dale 2, they also worked on a Alien cRPG that was never finished.
 
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SATA SSD it was a cheaper alternative to the higher priced 1GB SSD's. Frankly I don't see myself spending over $200 for a new SSD hard-rive that's ridiculously overpriced.

Buy an SSD everyone said load times will be faster, but no buy a NVMe now. Anyway just read reedit & official forums you see gamers with load problems in Unity games.

Low end, middle end, or High end systems it doesn't matter. Anyway we already established a traditional drive isn't optimal for Unity RPGs last month in another thread.
If you're using a SATA SSD and getting slower load times than other people who are also on SATA SSDs, you might want to check in your BIOS setup and make sure that the SATA controller your SSD is connected to is in AHCI mode, and not IDE mode. Some boards default to IDE (for compatibility with old OSes), and it absolutely kills performance. (This goes for hard disks too, but for SSDs it makes a much bigger difference)

Alternatively, could run CrystalDiskMark and make sure your numbers look reasonable compared to other posted numbers for the SSD you've got. If your controller was in IDE mode, you'd get poor numbers in there.

I was about to ask the same thing. I imagine NVMe drives are where you'll see the biggest different. Still, even if that's 10-15 seconds of loading on a NVMe, that's atrocious in my mind.
Eh, I kinda think the opposite, there's a much huger difference between a hard disk and a SATA SSD than there is between a SATA SSD and NVMe SSD, for most purposes. Just removing the whole need to physically "seek" changes everything. NVMe adds a lot more throughput and IOPS, but for most general desktop or gaming situations it's overkill. I can notice the difference while doing everyday activities, but it's not night & day like going from an HDD to a SATA SSD.
 
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Yeah more Bios fiddling just kidding I'll give it a look.

Also just installed the 9GB Beta patch and my loading times decreased.

Probably due to some code optimization finally.

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.
 
Joined
Oct 1, 2010
Messages
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Location
Spudlandia
Most sales for a game usually come from the first week on Steam.

Huh, call me highly skeptical. Where's your data for this assertion? I'll buy that the peak sales rate is in the first week, as it is for most forms of entertainment. But the majority of the sales? I doubt it. Maybe you mean small indie game sales?

I'll give an example: D:OS sold 160,000 the first week. That's a few percent of their total sales.
 
Joined
Mar 22, 2012
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