Pillars of Eternity 2: Deadfire

I failed a will save and now I too am playing Deadfire.

Am I the only one who just finds this a beautiful game? This game actually looks the way my memory wrongly tells me the original infinity engine games looked.

I think there has been quite a few comments saying how good it looks. It definitely does.

The artwork, particularly the background art, is just gorgeous. And I love my little lantern bobbing to and fro as we stroll through the town.

So what’s the verdict on this one? How does it compare to the original (good but flawed) PoE?

That’s awesome.

Looks like some sort of Q&A was held yesterday with lots of info regarding the upcoming patch, as well as some other topics of note (I’m pleased to see this first patch should fix level scaling, and that it seems like it doesn’t matter I forgot to set it for my first game :P).

@ShivaX “Quest difficulty indicators (when upscaling) not showing - confirmed bug, may not be fixed this week” So there you go, that explains that!

I like MODWYR!

Why do some items show 0% chance to apply effects? Bug. Case by case fix. It is a display bug, it should be applying correctly regardless.

Thank goodness. This means I can happily carry on enchanting stuff.

“Reworking Navel Combat - can be better, are looking at improving down the road”

It’ll be interesting to see where they go with this. In 17 hours, I’ve only had one naval battle (yes, I’m pretty thorough and take my time) and the only thing that was particularly time-consuming to figure out is the ships’ orientation to one another. I think I got a handle on that, jibe limiting the range of cannons immediately after, and other idiosyncrasies, but overall I really loved the naval battles as a different take on the mini-game. If anything, just making it more obvious what’s going on would probably be enough.

Better than the first one, but still flawed.

It looks beautiful. For some reason it’s really taxing to my CPU though. Fans are going nuts. And I’m running a late generation i7, so I’m not understanding it. Is it poorly optimized? Anyone else having this experience?

I have an older i7 and while I would hear the graphics card fans kick in from time to time, generally no I didn’t have any issues in terms of performance or optimization. Nothing with my CPU, certainly.

I did have a strange but easy to fix bug where if I transitioned to the map, movement was a little hitchy. However, if I F5 (quick save) and F8 (quick load) everything was smooth and high FPS again. Since that entire process only took like 4-6 seconds, it was never a big deal, and it didn’t happen every time.

There is a combat memory leak that is fixed in the beta patches. Could this be the cause of the performance issues you may be seeing?

  • Fixed a combat related memory leak (should improve some FPS on long play sessions)

Don’t know. The CPU load looks like about 50% across 4 cores, GPU load at 100%. I never have more than about 5.5 GB or ram being used, out of 16 is available.

Finished the game, liked the story a lot more than the first, which was dry and historical at the best of times. I was mostly just confused through out the first, including the expansions. Deadfire in contrast was much less subtle and I think this was a very good thing.

The combat system, like the first, seems to really err on the side of balance, probably a little too much. It’s hard to judge because the level and difficulty balance needs a lot more work, which they know and are planning on fixing. I still had a lot of fun building everything out but after level 7 I didn’t have to pay much attention. Those first levels were a lot of fun having to use every single resource at my disposal.

Performance was good until I hit the later levels with multiple casters laying down screen wide special effects that had to layer on top of each other. It would hit single digits on a Skylake i7 and 970 GTX for short bursts.

I have only played this for a few days.
I started as a wizard, and I was frustrated that I mostly was wanding things to death. I had like 2 spells per combat, and eventually 3 spells per combat to cast. It didn’t seem in increase the number of casts I would get per spell level. For example, at level 1, I had 2 first levels spells per combat. At level 4, I still had 2 first level spells. One of which was a buff.

I started an arcane knight. He seems to be good at taking hits, but I am not sure how much damage he does. I spent a fair amount on stats and gear to get his accuracy up. However, like the wizard, he doesn’t have much to do other than use his basic attack because the spells that he favors are buffs. I have only one use of an offensive spell, burning hands, per combat.

I am not sure if I should restart again or not, mostly because I do not know what to play. Looking at the other character’s trees, nothing jumps out as “oh wow, that is cool”.

I do find it annoying to try and see who will be hit by an AoE or not. I am assuming this is a bug. For example, if I spin around with the burning hands spell and am clearly targeting my own party, only one of the characters becomes highlighted in green, while the others still look like enemies.

I am also trying to make everyone ranged except the main tank. I am doing this because my tank buffs up before combat, and then anyone else with a melee weapon charges in (xoti for example) who has crap defenses. Is there some way to delay another characters engagement until my tank buffs and then engages an enemy?

I don’t know if there’s an AI setting for this, but I do know you can use a custom formation to mitigate this. Also, if Xoti has a ranged weapon, she’ll use it at range.

Yes, that is what I have been doing. Ranged weapons for everyone. I was hoping for a work around for another character to be melee, but not to run in until the main tank has engaged. Assuming all skills work with ranged weapons, then I guess it doesn’t matter.

My Xoti script has her casting area buffs for her first 2 or 3 actions.

Seems to keep her out of trouble.