Pillars of Eternity's buff-stripping bug getting patched later today
Obsidian hopes patch 1.03 will be released later today, and with it, a fix for the annoying buff-stripping bug.
Obsidian has announced “tentative patch notes” for the upcoming patch 1.03 for Pillars of Eternity, which is expected to fix the major buff-stripping bug that players may experience if they double-click items in order to equip them.
Here are some of the big ticket items Obsidian plans on making available in patch 1.03:
- Bears and Cats can now be equipped with hats. This is most likely not a joke... but might be a joke.
- Double-clicking to equip items was causing passive abilities to get removed from the character. This has been fixed and we were able to retroactively fix the problem for people that have already run into the issue. If you open your saved game in the latest patch, your characters will be repaired.
- Fixed a problem where attributes on characters could permanently increase by equipping certain items. This will also retroactively fix the problem in saved games that have characters with this issue.
- The crash in Raedric's Hold has been fixed.
- Fixed the looping audio sounds that can occur if you play with minimized tooltips.
- Previously Wizard summoned items could persist after the spell's duration. This has been fixed and it will also retroactively fix the problem in saved games that have characters with this issue.
- The items Drinking Horn of Moderation and Talisman of the Unconquerable were causing Ciphers to permanently lower their amount of focus gain. We've included a fix to retroactively resolve the issue on Ciphers but the effect is still on the items. Unfortunately the fix will not fix the broken effect on those items, so you'll need to keep those items unequipped until the next patch. If you do equip them, perform a Save/Load to fix your Cipher.
Other additional improvements includes a graphics setting to toggle antialiasing levels, a lot of new icons for items, new voice sets, quest tweaks, UI changes, and some balance changes among a number of other updates. To get the full list of changes, head on over to Obsidian’s forums.
Patch 1.03 is currently being tested, but if all goes well, Obsidian plans to release it to the masses by the end of the day. In the meantime, why don’t you read some of our guides that help you complete Act I tasks and side quests?
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Daniel Perez posted a new article, Pillars of Eternity's buff-stripping bug getting patched later today
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Why not both? I have both on my cipher, the paralyze is also amazing espescially since it is nearly instant cast, and has good range. You can cast it on a group of bad guys while they are moving to you to root all of them in place for ~10 seconds, allowing you to position your wizard to slicken or fireball, fan of flames, whatever.
The fact that mind blades and their paralyze are level 2 abilities and possibly some of the most powerful in the game (barring level 6 spells and abilities) and are essentially available for the entire game, it's just nuts.
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It's going to do reduced damage against enemies in plate, so if you are in raedric's hold or some other area fighting lots of dudes with super high slash DR then yeah, the damage won't be as great.
However, even if it's doing 16-20 your hitting 6 dudes for 16-20 damage for what amounts to basically no cost, with a very short cooldown and a fast cast animation. The only other character with such consistent AOE power are barbarians and you're basically guaranteed to consistently not only hit more targets than a barbarians carnage will but you will also do double or more the damage.
My team is mostly focused on damage output, and my cipher alone is nearly triple the total damage of anyone else in the party and most of that is mind blades spam.-
I guess I just approach fights differently. I prefer to paralyze the most dangerous target to open the fight (and usually root a few others at the same time), have my fighter engage the most dangerous, non paralyzed/rooted target, and have everyone focus down the paralyzed target since they have no deflection.
Meanwhile, the wizard gets in position to AOE the rooted and paralyzed targets so they are generally all dead by the time the first paralysis is done.
While the rest of the party is engaged, I'll generally toss another paralyze on the tank target to help him out if needed, otherwise I'm going to spam mind wave for the raw damage.
If it's a large enough group, my cipher is relegated to CC duties - chain paralyze, then melee a paralyzed target to quickly regen focus for more paralysis.
You might get lots of damage overall by spamming mind blades, but I prefer the tactical advantage of taking out individual members of a group far more quickly.
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Anyone else notice the way the "continue from save" functionality is jacked up?
The most recent save is not always at the top of the list (for some reason) and a lot of times when you click "CONTINUE" after dying it will load an older save. It's annoying because I have to manually hunt down the most recent save when this happens (because they aren't sorted correctly). -