- cross-posted to:
- [email protected]
- [email protected]
- cross-posted to:
- [email protected]
- [email protected]
Putting a dead character in a container and then yeeting that container into a chasm will no longer permanently destroy the character
I have a new favorite patch note of all time.
laughs in Dwarf Fortress
What containers even can fit a dead body? At some point I had dug someone up to solve a crime and they were in a coffin but it wouldn’t let me put them back in after I spoke with them using Speak with Dead, saying they were too big. It was a gnome and a human-sized coffin so… 🤷🏻♂️
I just didn’t want to leave him out to rot. My paladin was angry we dug 'im up to begin with!
Any chest you pick up should be able to store dead NPCs. One of my characters has a chest full of them for improvised weapons/throwing.
Guess I’m lucky that I haven’t encountered any of these issues (except that super glaring “Characters turning toward you before dialogue mode starts” problem. Thank heavens that’s fixed!) Slightly bummed that I don’t see a fix for the issue of not being able to see what a perception check revealed. Just make the highlight last longer, please! Super frustrating to pass the check and not be able to see wtf it was for.
Similarly, it’s a bit broken that you see the perception check failed notifications. Like, ok, I don’t know what is there, but I know something is there. In real life I’d have no idea and I’d go on about my day.
In real life - yes, but not in DnD.
In 5th edition you are not supposed to know; this is what the Passive Perception score is for. If you’re not specifically looking for anything, the DM is supposed to use your Passive Perception instead of rolling a check that would alert you to the existence of something hidden; if you are specifically looking, you roll Perception whether or not there is anything to find.
Yes, but who actually plays like that?
That’s how my DM runs our campaign
Really? Thanks, guess I got it wrong!
For a PC game, it makes sense, too, for replay value
Yeah, and if you didn’t see the failures, you wouldn’t be tempted to save scum. I can see why they’d leave the notifications in by default; there’s potentially a ton of content locked behind these kinds of checks. But I’d appreciate the option to turn them off.
There is a mod on Nexusmods to hide failed perception checks, but it’s still beta and doesn’t seem to work properly yet. Might be worth tracking.
they could add a cheat mode called “seer” or something, for people who want to do that and they could set their own perception boost.
iddt
I had a very… interesting bug after installing patch 2. Went for a long rest, when it cut to the morning, my PC was laid there on his back, stark bollock naked with his dinkle pointing up at the sky.
I dunno, maybe it’s a feature not a bug. Noticed I had no shirt on, maybe that was why?
After the initial highlight of the actual item, I always have had a blue beam shooting out of the item that I perceived. I verified it stays a while after the first check because most other crpgs are awful at this too and just do a quick flash and you’re stuck wondering where the thing is. Haven’t had any issues in bg3
It doesn’t actually last that long. Multiple times, I’ve seen the check passed, swiveled the camera around like mad whilst holding down Alt, and not been able to figure out what the check was for.
Weird. I stared at mine for like 2 minutes, then went to the bathroom and came back and it was still highlighted.
That’s certainly the case for traps, which I appreciate. But run-of-the-mill spot checks (that shine blue rather than amber) do not behave that way for me.
Hell yeah i’m glad they added the ability to dismiss coop characters
It was desperately needed, I’m stoked!
Does this mean you can remove a real person’s character??
Yes
That seems sketch lol why would you want that? If you fight with your friend and want to remove him from your save?
So if your friend stops playing, their character isn’t taking up a slot in your party. If they come back, you can get their character back. They aren’t “removed,” they’re just temporarily stuffed in a magical wardrobe.
Previously, you couldn’t remove some abomination your friend made as a joke when they joined your game. You also can’t rename characters. This helps with those things at least.
Not everyone wants to play through the game multiple times as it could take 80+ hours.
Gotta say, the speed with which they are working on this is incredible. I’m so happy that BG3 and Larian are doing so well and keep improving - this will be a shining beacon in the industry for many years to come, when publishers try to tell us you can’t make a good big game anymore.
That was fast!
Right on time for act three. Let’s goooo!
Same!
Nice! Still no fix to hot bar items not squishing up to auto fill empty squares. Is this a bug or feature, anyone know how to fix this?
Unlock your hotbar and fix 'em yourself. Sometimes tedious, but not too bad. Be sure to add extra rows too. There’s a plus button on the right side.
Yeh, have been doing that, figured there might be a hidden toggle somewhere to set them to auto-arrange
deleted by creator
My main character is Grey in the left hot bar, any idea what that is? I suspect this patch won’t fix that
It seems your character spent too much time in the Underdark
Not quite the same, but I used my cross save on my shitty laptop to play at work. It doesn’t have a discrete gpu so I’m on super low settings and my monitor is 4:3 so everything looks all fucked up on it. After saving and coming back to my home PC my portraits are all fucked up too; super low res and the colors are super distorted. Pretty annoying, although that’s the only issue I’ve noticed.
Still no fix for the Second Marriage wand not working in combat