Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
90 is a TON of time. It doesn't feel like it at first, especially since it takes like... a day of travel time between wherever you're going and Oleg's, but as long as you're going out with a purpose in mind (and that purpose can literally just be "I want to explore that hill over th-oh no it's covered in manticores, let's go elsewhere") you'll do perfectly fine.
Once you get into the "main" game though, a good rule of thumb is to bumrush the main quest. It's different in the first chapter, since it ends as soon as you report that you smoked the Stag King, but the rest of the game runs off a timer and things get worse the longer you leave them. So get the main quest done first, and then build your kingdom in the downtime between main plot.
Thanks.
Really my only issue with the game is no feedback on auto pause. Pillars had that, would be nice to know what triggered the pause instead of trying to figure it out in the combat log. Not a huge deal just ya know
I'd say the great thing about this game is the customizable difficulty settings, so many ways to make it harder. I was just going about on the hard setting, thinking it was already getting too easy however the spider cave made me eat my words. Or thoughts probably
Anyhoo
They actually patched those swarms in particular. In the original version, they were in the entire cave and you had to deal with them to get the quest item. After a lot of people were like "this is really messed up for what is basically the first side quest", they moved them all to the back and hid a few +1 magical items back there.
...which is ironically worth about what a Lesser Restoration scroll will run you.
I love a challenge. Some people whine about things being too hard in games, but I mean get better. I don't get how someone can play a game just winning all the time, breezing through it, that's boring for me.
I killed one of the swarms but ran out of flasks to throw at them
And like an idiot I dropped my other torch in the prologue
The Spider swarms are particularly a problem since they're Diminutive, which means they're totally immune to weapon damage. Elemental is the only thing that can hurt them. Once you get a few +1d6 elemental melee weapons they'll melt, but when you're swinging a Masterwork at best those swarms might as well be immortal.
This will make the stag lord tough but you can do it if you understand how your party is built.
Without pushing the pace and maybe some extra trips back to Oleg's, everything can pretty easily be done within 60 days.
Without knowing in advance - yeah, it might be difficult. As noted by tazman1, bring rations (I think 20 is too many, but to each their own). Also, make sure you actually use them when you camp (on the camp interface, you need to actually select the option to use rations). IN addition, you should still assign a hunter.
Otherwise, when you're just exploring, keep a save game slot. After finding where you want to go, you can reload it and find it more efficiently.
Ugh lol the whole reason I stopped playing Divinity is because turn based is too easy
These games, this, Pillars are meant to be played RtWp. Imo the only reason they released turn based modes is for $$$ because people complain its too hard
Hey its your game play it like you want, nothing against people doing what they want to do but not for me
But you're absolutely right that TB mode does hand a huge advantage to the player. TB still works as a game, but you'll need to crank the difficulty up. I stick with RTwP, myself.
Maybe unfair, but my opinion of course, with Pillars anyway. Every day there was a new post about it being too hard with real time, sales were down, boom turn based mode, sales go up. I just don't understand, usually when you suck at something it's fun to get better, for me anyway. I get it may be difficult for some people with short attention spans etc, but it's learning something new like anything else.
Anyhoo not trying to poop on anyone's parade
I had the advantage of playing the BGs and IWDs when they came out, so I had training
All about setting your autopause right. However, for this game, even that's a bit iffy because the combat log doesn't give any feedback on the pause - huge flaw imo
That seems to be many people's issue with it, chaotic. Frustrating for them it seems, I get that.
Pathfinder however is a lot more complex. You can see it quickly with the magus (which is one of the many classes with that style of gameplay), the complex actions happening in a single turn is just to wacky to manage efficiently in real time. You're often failing to register spellstrike because your char moved an inch etc.
There are alos many actions that only work for one or 2 rounds, it's just to messy to work in real time (or you'll have to spam the spacebar to catch every moment to make good use of it).
Turn based is way cleaner to adapt tabletop games that have a lot of complexity in actions.
I just can't go back to realtime after playing turn based pathfinder, you just don't have the same level of control, when I don't have any issues playing infinity engine games in rtwp.
As for the original topic, the rule system is turn-based. Since that was my background, that was (and still is) my preference. This game however, was designed as RTWP - turn-based was only added later (first via mods and then implemented by Owlcat into a new version at some point).
As for RTWP/TB relative difficulty, TB is more intuitive and thus generally considered "easier". But, with practice, RTWP can be abused to cause some opponents to keep changing their action (thereby never actually completing any). That doesn't work against most opponents (those that just attack), but it can be effective against casters (can disrupt their spells), those that breath (but only when they catch multiple characters), or potentially others that have options other than just the simple close/attack routine. Those tactics aren't available in TB. Plus, initiative is mostly irrelevant in RTWP, so there's nothing to gain by abilities that improve initiative (opportunity cost in TB).