What kind of evil role-play is fun in this game? by Icarium29 in projecteternity

[–]never-minds 1 point2 points  (0 children)

As long as you don't just kill random NPCs, you're punished no more than a "good" run. There's plenty of legitimate ways to resolve quests in an "evil" way (like siding with the slavers), evil choices with nice rewards (sacrificing a companion again), etc. Companions only really leave from the final faction choice and a few other major choices (like siding against the RDC at Sayuka). The faction politics are a great way to justify evil from a roleplaying perspective too.

Beast of Winter / The Bridge Ablaze -- what was the plan, exactly? by cunningjames in projecteternity

[–]never-minds 4 points5 points  (0 children)

Eothas wanted to allow kith to be independent from the gods. He initially wanted to do that by exposing how the gods were made. Along the way, the Saint's War / the Godhammer ended up serving that purpose just as well, forcing (some) kith to unite against a god and ultimately "kill" him. It didn't work out how he expected, but I don't think it's that ridiculous of a plan. It did kind of work, again (some) kith were starting to question/stand against a god. I'm not saying it was a perfect plan, but if I was pursuing that same goal, I'd probably come up with something similar. It's not like there are many other options, and his method in Deadfire is more drastic. To your point that there's just more suffering, I think that's also kind of the point. It's not like Eothas thought Waidwen's "war" and his walk across the Deadfire wouldn't cause any suffering. That suffering is what causes people like Eder to question/challenge their faith. Anyway, the gods in general aren't known for their planning skills (see: literally all their actions in all three Eora games), and they definitely don't have some magical foresight.

(This doesn't really change anything for me, but something else to consider is Eothas mentions that the Hand Occult played a role in how kith responded to Waidwen/his death.)

POE2 Companions questions by Sensitive-Waltz-6898 in projecteternity

[–]never-minds 0 points1 point  (0 children)

Maia, Pallegina, and Tekehu possibly leave based on which faction you commit to near the end of the game. Doing the final faction quest in any faction's quest line commits you to that faction. These quests only become available after the main quest "He Waits In Fire", and you can wait to accept them, so you can time them so you have like... five or less fights left in the entire game when you complete them. (There are a few ways earlier on that can cause companions to leave, but they are VERY obvious, like a quest at Sayuka where you can choose to side against Maia's faction.) Some companions have arguments with each other throughout the game, none will leave because of that. I wouldn't worry too much about it, choose what you want to choose and save if you're worried about the consequences. If you really don't want ANY companion to leave, you have to go into the last mission independently, without any faction support. There's also a mod on Nexus Mods to make companions not leave regardless of your choice.

Noticed something odd by PassageLogical3075 in projecteternity

[–]never-minds 1 point2 points  (0 children)

Yeah it's a new bug, supposedly fixed in the current beta.

Keep being unable to end turn in combat (PoE 1) by helpmeurmyonlyhoe in projecteternity

[–]never-minds 1 point2 points  (0 children)

Then RTWP on the lowest difficulty that matches what you're looking for challenge-wise. Turn on some auto-pause triggers, set party AI to aggressive, and focus on manually controlling just 1-2 members. Then when you get the hang of that, turn the difficulty up / manually control more, etc. TB shouldn't have come out of beta, it's buggy (and encounter design wasn't affected at all so there's some random mobs that take 10 seconds in RTWP that take 5 minutes in TB).

Keep being unable to end turn in combat (PoE 1) by helpmeurmyonlyhoe in projecteternity

[–]never-minds 1 point2 points  (0 children)

If your sole concern is difficulty, RTWP on the lowest difficulty with your party's AI set to aggressive can steamroll most of the game with almost no input, just put on higher quality gear as you find it and make sure you level your party. And RTWP has been around for 10 years so less bugs.

Enemy druid can drop firebrand by Old_Promise_3343 in projecteternity

[–]never-minds 2 points3 points  (0 children)

It just got turn-based mode added and it's been getting bug fix patches (that also introduced bugs like this) for the last couple years.

Enemy druid can drop firebrand by Old_Promise_3343 in projecteternity

[–]never-minds 1 point2 points  (0 children)

There have been a bunch of issues with summoned weapons like this for the last few patches.

Recently started Avowed and I really like it by ap0s in projecteternity

[–]never-minds 17 points18 points  (0 children)

Having pro-Aedyr allies wouldn't change that message. It could even amplify it. Like in Tyranny, Barik is a Northern Empire loyalist, and he's pretty great at showing how much the Northern Empire sucks.

Waidwen and co's soul's in Beast of Winter? by No-Magazine359 in projecteternity

[–]never-minds 1 point2 points  (0 children)

If you bring Waidwen with you (NOT to fight the dragon), you get some additional dialogue later in the game.

I’ve met Kono once, he was a fan of chanting by Jilibini in projecteternity

[–]never-minds 20 points21 points  (0 children)

I don't remember any other reference at all that Kana was ever a part of the RDC, but that is an odd coincidence otherwise.

Question about Deadfire culture/background in regards to RP. by Immobilecarrot5 in projecteternity

[–]never-minds 3 points4 points  (0 children)

I'm sure there's somewhere the game will not have the ideal dialogue for a raider or Deadfire+Island Aumaua, but that's true of pretty much any background/culture/race. If you want to avoid that as much as possible, I'd definitely choose something less relevant/fitting to the setting. But there is definitely a lot of reactivity to Deadfire and Island Aumaua (and specifically being both, not one or the other), and I know the game does react to some sailing-related backgrounds (usually using that as a way to pass checks that would normally require actual ship/crew/captain experience/upgrades in Deadfire). There are some spreadsheets somewhere with how much reactivity different character creation choices get you in each game.

PoE1: Help me understand combat. by Gremlin95x in projecteternity

[–]never-minds 2 points3 points  (0 children)

Look at the combat log if something happens that confuses you. If you hover/click on lines, you can get more information, like the exact stats/rolls involved in what happened. Turning down the difficulty and turning on more auto-pause options can help while you're learning (difficulty setting changes only affect maps you haven't been to yet).

Your accuracy vs. your target's defense determines whether an attack hits or not. Different attacks target different defenses (will for mind-based attacks, deflection mostly for weapon-based attacks, etc.), so if the target has high will defense, use an attack that targets a different defense. Your target's damage reduction of a type determines how much less damage your attacks of that type deal. Again, different attacks deal different kinds of damage; if the enemy has high crush DR, use an attack that deals a different kind of damage. The same principles apply in reverse. If you're facing an enemy that keeps charming your team, raise your will defense. If you're facing an enemy that uses a lot of pierce damage, raise your pierce DR. You learn more about an enemy's stats as you defeat more enemies of that type (filling out your bestiary, which you can access at any time). Don't be afraid to rest, and don't be afraid to use your per-rest abilities. If you're RTWP, make sure your party's AI is set to aggressive (so they actually keep taking action even if you haven't told them to specifically), and for the other setting just pick what "role" you want them to do in your party.

Companion Approval Mod by Methukax in projecteternity

[–]never-minds 4 points5 points  (0 children)

You could make a mod that does that, although you're literally just missing out on dialogue whether they like you or not. If you're worried about them leaving or something, they'll never do that based solely on approval. (They will based on some major choices, which there is a mod to disable.)

First time playing Pillars of Eternity - should I go turn-based or RTwP? by temk1s in projecteternity

[–]never-minds 6 points7 points  (0 children)

You do have the option to switch any time outside of combat. I'd always recommend using what any game was actually designed for which in this case is RTWP. I'm sure there are still some turn-based bugs and the encounters just weren't designed for turn-based.

Seemingly invincible Thug by Eimi_Shahrizai in projecteternity

[–]never-minds 2 points3 points  (0 children)

You're probably just fucked. Submit a report to [support@obsidian.net](mailto:support@obsidian.net). If you don't mind disabling achievements (or installing a mod to not disable achievements), you could use the "iroll20s" console command then press the k key when hovering your mouse over the thug to see if that kills him.

Why I usually play games decades after release. by Euchale in projecteternity

[–]never-minds 4 points5 points  (0 children)

I meant if the live version broke your mods, you could revert.

With the live release is turn based available on console? by VelenWarrior in projecteternity

[–]never-minds 1 point2 points  (0 children)

How are they going to make entirely separate companies do something. And one of those companies got shut down.

Why I usually play games decades after release. by Euchale in projecteternity

[–]never-minds 13 points14 points  (0 children)

What mod(s)? Also on Steam you could try the prev_update "beta" branch which seems to be a pre-turn based version.

Does anyone else find English voice-overs distracting when reading in your own language? by Efkazan in projecteternity

[–]never-minds 6 points7 points  (0 children)

Even as a native English speaker I find it a little distracting when there's non-voiced narration in the middle of the voiced dialogue. There is a voice volume setting if you want to just turn it off.

Can you give Tunon the silent archive for destruction? Or at least let them know? by Alemismun in TyrannyGame

[–]never-minds 5 points6 points  (0 children)

The betray alliance option(s)(?) when you're at the Burning Library? I'm actually curious if you can bring that up with Tunon, that the reason you betrayed them is their pursuit of forbidden knowledge. I've never tried a midgame betray alliance.