Thanks for the Monk stats Luc and BTF, I will try them out with a new build. I do want to love the monk as I like the concept behind the class.

-Todd

Ha, damn those reflexes. I always end up unpausing the game when combat starts.

I find Pillars a somewhat bland game. The missions and the world don’t have many script events, and that make the game feels static. I can probably enjoy the game more if I where able to see whats going on. Combat happends and enemies die, but he game lack enough feedback information on why… I often select one character and can’t see him in the middle of all the effects and ball of characters.

My PC is a Priest of Berath, so I was expecting to have all sorts of interesting dialogue options in Raedric’s Hold. There were none. Bummer.

Hopefully I’ll get enough time to finally start this up soon–I’m super, super excited.

Questions about character creation for the pros:

  1. What stats affect conversation/plots?

  2. What classes affect conversation/plots?

  3. What … affect conversation/plots?

  4. What is the best/favorite class to play for a main? ;-)

  1. Every stat, to some extent. But primarily Resolve, Might, and Intelligence.
  2. I’ve seen paladin/priest order specific dialogue. That’s it.
  3. ???
  4. If I had it to do over, I’d probably go with a druid.

Yeah, Druids in Spiritshift are monsters. I started over and my new party has a Barbarian with 21 Might that dealt a SOLID 26 damage, and then a heart-beat later my Bear-shifted Druid rocked the target for over 50 damage on a crit. Granted, it was a Crit, and as a level 2 Druid I picked up the Wildstrike Burn talent.

I went high Dex and Perception on my Monk under the mistaken idea that Perception would be how you detected hidden objects. It turns out that only Mechanics helps with that which is fine as I was planning on using her as my source of mechanics also since I wasn’t sure I’d find a mechanical NPC quickly and I hate missing things. I might have restarted but its actually been fairly good. I don’t gain wounds as fast due to my higher deflection but the other side of that coin is that she has more survivability.I’m sure its non-optimal as fewer wounds means less damage and fewer status effects inflicted while lower might means less regular damage inflicted but I’m willing to take slightly longer in each fight.

Like most people, I have been thoroughly enjoying this. I must admit that the first 30 minutes or so underwhelmed me, and I did struggle with combat for awhile. My character is a mage, and I ended up having to rest after every combat until I got a third and fourth character for the party. Even now (about level 5) I find that I try and rely on per encounter abilities with both my mages unless I really need to use spells which seems a shame. I also begrudge the ease with which my mages get creamed by anything ranged…

I’d say that, at the stage that I currently am (as I said about level 5, and in Defiance Bay) there are a few things that I think could be improved. I don’t feel I’ve met any particularly memorable characters, and I would like a bit more interaction with my party members.

But all in all, I’m really enjoying this.

Heh, by (3) I meant anything else I could do during character creation that would affect dialogue and plots. Should have made that clearer. Thanks for the pointers.

Interesting. I was just thinking of rolling a new character (paladin) with the following stats:

Might 10
Constitution 10
Dexterity 10
Perception 18
Intellect 11
Resolve 19

But now that you mention it, I don’t recall seeing Perception in conversations much…it is a pretty good tanking stat though. Anyone cares to weigh in on the above? I’m gonna go with a tank PC because having two tanks seems like a good tactic in this game early on, but mostly I want to pass as many conversation skills checks as possible.

On a related note, what would be a good secondary skill for that? People on steam forums are saying Lore but from my limited experience of the game it only came up a couple of times up to act 2.

Looks like the patch (1.03) is being pushed through Steam now!

notes

“Big Ticket” Items
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.
Features
Added graphics setting to toggle antialiasing levels. This can improve performance on lower end machines when disabled.
Added pro tips to the Glossary.
Many new icons for items.
Added new voice set reactivity for lockpick, poison, enemy spotted in stealth, spell failure, death, immobilized, and completed task.
Added indicators on the loot screen when looting crafting and quest items.
Party can now use lockpicks that are in the Stash.
You can now cast AoEs on party member portraits and the spell will be targeted at the companion’s location.
Balance
Monk unarmed attack buffed by 1 point at the top end.
Arbalest damage has been lowered.
Fast melee weapons do slightly more damage.
Slight bump to sabre damage.
Tuned down Mind Blades.
Tuned ranges of many Wizard spells to be higher.
Slicken spell is now a single hit AoE.
Chill Fog is now a friend or foe spell.
Curse of Blackened Sight is now foe only.
Changed reload speed multiplier from 2 to 1.2 for Sure-Handed Ila.
Fixed the price on Seal of Faith.
Adjusted price on figurines.
Adjusted price on rings.
Tuned up the Goldrot Chew.
Reduced the penalties for Bonded Grief.
Tuned up Bulwark of the Elements.
Modified attributes of companions and Itumaak.
Raised the bonus for having fewer than six party members from 5% per character under the limit to 10% per character under the limit.
Added cooldown to NPC Rogue’s Escape ability usage so they won’t use it back to back.
Rebalanced fight difficulty and spell selection for the Old Watcher.
Lowered the scale of the Defiance Bay reputation by 15%.
Beloved Spirits adds 0.4 Endurance to Ancient Memory instead of 2.
Changed duration of the Flagellant’s Path defense penalty.
Adjustments to the Mantle of the Dying Boar.
Reduced the price of the Brighthollow Hearth and Courtyard Pool.
Heart of Fury will now apply to all damage types.
Tuned damage on Brilliant Radiance down.
Systems
Fixed issue with Wizard’s summoned magical items getting stuck after save and load. Wizards will be restored to a proper state after loading a game.
Changed one of the fatigue status effects to not end with combat.
Fixed save game issues with spells and abilities that place down traps.
Fixed issue to prevent Ciphers from casting abilities without the required Focus.
Restored modal flag for Reckless Assault.
Set Transcendent Suffering to not be combat only.
Fixed duration issue with Plague of Insects.
Fixed companion audio triggers for some status effects.
Hunting Bows had the wrong speed descriptor. They are now listed as Fast.
Character Hit Autopause option should be working as intended.
You can now close the Grimoire and Chant UI with a hotkey.
Fixed issue with summoning magic items while unarmed.
Fixed delay issue on Knockdown.
Fixed a few issues with Dominate and Charm spells.
Fixed a bad item mod on the Ring of Protection.
Fixed issue with the Terrible weapon mod.
Changed bad data in ranger summons.
Made Takedown to be consistent with Knockdown.
Fixed multiplier on Blooded.
Summoned weapons will be removed when Spiritshifting.
Fixed issue with bouncing reflected melee attacks.
Party members will no longer switch to different weapons after being Charmed or Dominated.
Ancient Memory is now Ally only.
A summoned weapon will not unequip the grimoire.
Fixed Spellstriking mod.
Fixed trigger count issue with the Prone reduction mod.
DOT spells should clean up properly when combat ends.
Fixed Deflection +10 mod.
All Exhortations are now combat only.
Only play weapon ineffective VO if the attack is hostile.
Aggrandizing Radiance will now last until combat ends.
Holy Radiance is now combat only.
Carnage now works better.
Quests
Fixed issues with factions and super friend quests with Lady Webb’s dialogue.
Adjusted trigger in front of the Salty Mast to fix a possible way to skip a required cutscene.
Fixed issue with the Winds of Steel quest line.
Fixed a trigger outside the First Fires Keep that could have been avoided.
Many fixes to music, audio, and VFX to a scene near the end of the game.
The prybar should now display the correct image in the Raedric’s Hold moat scripted interaction.
Changed faction on the Hall of Warrior’s containers.
Fixed scripted music for the forge knight combats in the keep.
Visual effects in the introduction cutscene should now be triggered properly.
Fixed conversation of the guards in Raedric’s Hold to not repeat.
Added cape and armor to the loot for the Fampyr boss.
Fix to Osrya’s starting timer not being attached to the trigger in the area.
UI
Fixed sound issue when collapsing the tutorial UI.
Fixed issue with double clicking items to equip. This is a retroactive fix and will restore characters with proper stats.
Fixed issue where camping supplies were disappearing when added to Stash.
Cage Cursor setting should not turn off after loading a scene or cutscene and is now on by default.
Fixed cropping on a few portraits.
Fixed issue with highlighting dead bodies and containers in the fog of war.
Fixed item stacking issue that was stacking items inappropriately.
Reduced the intensity of the explored fog of war on the area map, and fixed an issue where the shadow layer was causing the area map to be darker than it should be.
Small UI updates to the journal screen.
Reworked the enchanting UI to work better with multiple lines.
Fixed UI sorting issue in store.
Fixed UI sorting in crafting menu.
Fixes to Capitular glyphs in end game slides.
Fixed issue with stronghold alert widgets not hiding properly.
Fixed an issue with weapon mods were incorrectly being displayed in some cases.
Drag select should work properly when starting the drag over an enemy.
Fixed a few issues with drag select and formation rotation causing issues when the mouse goes over UI elements.
Fixed some control issues with holding down keys.
Shot on the Run recovery value should be now displayed correctly.
Fixed issues to how the HUD fades out during conversations.
When the party receives or loses items, those log messages now go to both logs.
Cleaned up the character sheet formatting and made more items clickable.
Store item names can now take up two lines.
Spells now show DT bypass in the description.
Consumables now show per-Rest and per-Encounter usage limitations.
Other Fixes
Fixed stats issue with saving and loading on the same map where a companion is found. This is a retroactive fix and will restore companions and characters to the proper state.
Fixed issues with save games in Raedric’s Hold, causing the game to not function correctly or freeze.
Ranger Animal Companions should not disappear anymore and broken animals will be restored after loading and saving the game.
Fixed possible issues with disappearing items and weapons.
Minor fixes to a few select voice over lines.
Fixed size issues with equipped capes on Godlike characters.
Changed Explorer achievement to check for 152 maps rather than 160.
Fixed many issues where combat would not end properly.
Updated credits with more backer names.
Updated paperdoll level up lighting.
Scripted music should now be restored properly after loading a game.
Updated Temple of Eothas render.
Fixed some rendering issues with Fog of War on some areas.
Fixed sounds on movie that plays near end of game.
Reduced antelope feet sliding.
Fixed issue with weapon caching causing issues when weapons are swapped.
Interstitial music no longer loops.
Fixed issue where party members could take damage in cutscenes.
Fixed voice cues during looting for full inventory.
Fixed transparency on ghost characters.
Fixed issues with cutscene pathfinding if the game’s process is halted.
Fixed issue with Expert mode settings getting saved improperly.
Fixed issue where characters were not properly stopping at the last waypoint of their path.
Adjusted Skuldr scream vocals.
We now handle some edge cases in resolution management on some hardware configurations.
Fixed issue with the party member Knockout achievement not reporting the correct numbers.

Check for updates or restart your client.

Linky:https://forums.obsidian.net/blog/7/entry-179-patch-notes-103/

-Todd

Okay yeah, my Wildstrike Freeze talent is definitely bugged. Grumble.

I wish they’d patch in the ability to have individual party members stay in stealth even if another is detected. Party stealth/scouting doesn’t make sense to me and makes my rogue PC quite a bit less useful than I had initially planned.

Yay!!

I’m now learning why you should never buy new games on GOG.

What’s the reason?

Patch will be out “next week sometime”.

Ouch, that burns.

Not only did I just get the patch, but now all my guys seem to have an extra weapons slot. Bug or bonus feature?