Putting the 'role' back in role-playing games since 2002.
Donate to Codex
Good Old Games
  • Welcome to rpgcodex.net, a site dedicated to discussing computer based role-playing games in a free and open fashion. We're less strict than other forums, but please refer to the rules.

    "This message is awaiting moderator approval": All new users must pass through our moderation queue before they will be able to post normally. Until your account has "passed" your posts will only be visible to yourself (and moderators) until they are approved. Give us a week to get around to approving / deleting / ignoring your mundane opinion on crap before hassling us about it. Once you have passed the moderation period (think of it as a test), you will be able to post normally, just like all the other retards.

Patch 1.05 notes

Starwars

Arcane
Joined
Jan 31, 2007
Messages
2,829
Location
Sweden
NOTE: The 1.05 beta will be released later today if our initial tests come back positive.

This is a big one. Patch 1.05 features hundreds of bug fixes, balance changes, and new UI features. There are many minor fixes that are not listed in these notes.

Please Note: Save games in 1.05 are not compatible with 1.04 or earlier versions. The game will automatically back up your save games in a special folder in the save game directory after converting the saves to the new format.

Known Issues
  • "Previous" button is disabled in character creation. This is currently being fixed and should be fine in the next beta that is released.
New Features
  • You can now rename save games.
  • You can now change the portrait and sound set of characters from the character sheet. Click on the gear icon to open the customization window. You can only use this feature on player characters and hired (non-companion) characters.
  • New Stash sorting. You can now sort stash by item type, enchant score, and sell value.
  • Added a news feature on the main menu to keep you informed on patches and Kickstarter updates.
  • Added a new color for unique items in the inventory.
  • Added a new hotkey for switching weapon sets on selected characters.
  • You can now bind extra mouse buttons to Ability hotkeys.
  • There's a new option to reset newly recruited companions to level 1 (without losing the experience). This will allow you to level up companions to your liking.
Balance
  • Reblanced XP rewards of some quests, particularly the bounty quests, to prevent parties from hitting max level before Twin Elms.
  • Ciphers now start with 1/4 max Focus instead of 1/2.
  • Wizard and Cipher's base endurance has been raised from 30 to 36, and per level from 10 to 12.
  • Wizard and Priests health multipliers were raised from 3 to 4.
  • Interdiction range has been reduced from 20 to 10.
  • Tuned down damage on the Retaliation mod.
  • Citzal's Spirit Lance will now do 50% more damage, is faster, and has an increased AoE.
  • Sanguine Plate's Retaliate mod has been replaced with Spell Holding: Frenzy.
  • Wind Blight's Returning Storm is now set to 1/encounter.
  • Earth Blight's Teleport ability is now set to 2/encounter.
  • Sturdy bonus is improved from +20 to +30 vs Prone.
  • Hand and Key's Preservation has been replaced with Loyal.
  • Aru Breaker's Preservation has been replaced with a +1 Speed.
  • Angio's Gambeson's Reflex bonus is replaced with 1/day Deleterious Alacrity of Motion.
  • Rebel's Call Preservation has been replaced with Wary.
  • Lightning Strikes damage is increased by 25%.
  • Fan of Flames damage is reduced by 25%.
  • Minor Arcane Reflection base duration is changed to 60 seconds.
  • Llengrath's Displaced Image gives 50% hit to graze conversion on Deflection and Reflex.
  • Wizard's Double now grants +40 Deflection against a single attack.
  • Mirrored Images now grants a base +30 Deflection. It decreases by 5 after each hit.
  • Ilengrath's Safeguard's bonuses are now unified.
  • Crucible of the Soul, Speaker to the Restless, and Steps to the Wheel ranges have been increased.
  • Arcane Veil now grants +50 Deflection, with Hardened Veil adding +25, for a total of +75 Deflection.
  • Scroll of Paralysis is now slightly weaker and has a higher skill requirement.
  • All Spell Holdings are 2/encounter.
  • Soul Shock radius reduced from 2.5 to 1.25.
  • Blizzard damage reduced significantly and attack speed increased to from 0.2 to 0.8.
  • Overwhelming Wave now uses a range of 30-40 and stun duration lowered from 10s to 8s.
  • Noxious Burst trap damage now is in line with other player trap damage.
  • Reduced the accuracy on higher level player traps.
  • Unbroken is now a per encounter ability.
  • Malignant Cloud damage increased.
  • Ghost Blades set to foe only.
  • Death Ring damage slightly raised, made foe only.
  • Ninagauth's Freezing Pillar switched over to foe only.
  • Concelhaut's Corrosive Siphon set to foe only.
  • Stag's Horn damaged lowered. Reflex and Deflection penalties cut in half, and reduced duration from 15 to 10.
  • Bracers of Spiritual Power and Archer's Gloves reduced damage from +20% to +10%.
  • Scroll of Revival AoE reduced, range slightly reduced, and restored endurance halved.
  • Marked Prey and Sworn Enemy have been set to 0 recovery actions, so they can be used and the Ranger/Paladin can immediately act again.
Items, Spells, and Abilities
  • Many spells and abilities will have more accurate and updated stat blocks and improved output in the combat log, tooltips, and character sheet.
  • Modal abilities now have activation and deactivation timers.
  • Fixed an issue where some AOE attacks were not displaying the extra Intellect bonus properly.
  • Added new effect when petrified.
  • Traps can now be passively detected at -4 Mechanics.
  • Added an animation to the Fox and the Hunter ability and removed the damage effect.
  • Second Chance will no longer trigger the defeat screen if the entire party goes down right before the effect fires.
  • Fixed display of the cast UI for Seven Nights She Waited While the White Winds Wept.
  • Tuning Wheel's effect is not hostile anymore.
  • Painful Interdiction is now correctly marked as hostile.
  • Escape should now always prevent disengagement attacks.
  • Seven Nights She Waited While the White Winds Wept will no longer attack allies.
  • Barbarian Threatening Presence will no longer spam the combat log when the Barbarian loses all endurance.
  • NPC Chanters will now resume chanting once they use their invocations.
  • Getting maimed will not clear fatigue.
  • All wall spells should now disappear when combat ends.
  • New Glossary entries for spellbind, spell holding, and spell striking.
  • Switched the ingredients for Freezing and Shocking lashes.
  • Druid's Wildstrike Belt is now working as intended.
  • Marked Prey is now working at intended.
  • Draining Whip is now working as intended.
  • One Stands Alone is now working as intended.
  • Interrupting Blows is now working as intended, and will correctly increase interrupt.
  • Mortification of the Soul is now working as intended, and should only award 1 wound.
  • Scion of Flame, Spirit of Decay, Secrets of the Rime and Heart of the Storm should now correctly increase damage of all abilities.
  • Driving Flight will now work properly with Blunderbuss type guns.
  • The Retaliate mod should not strike allies after using Field Triage.
  • Pet fatigue has been removed.
Quests and Companions
  • Party member stats on the character sheet will now show properly if the companion is removed and re-added from the stronghold.
  • Fixed issues where companions could lose their items when assigned to the stronghold.
  • Grieving Mother's Perception and Intellect scores have been switched.
  • The Man Who Waits: The citizens of the Sanitarium will no longer become hostile if you kill and loot Azo after the Sanitarium riot and then fight flesh golems. Fix is retroactive.
  • Fixed issue with a reputation loss with Gilded Vale when entering Raedric's Hold.
  • Removed disposition exploit with the Records Keeper.
  • A few encounter placement changes.
  • Fixed issues with stronghold hirelings becoming hostile.
  • Retroactive fix to update Sanitarium quest stage to proper state if you already talked to Ethelmoer and then asked for Sanitarium directions from a city guard.
  • Added retroactive fix if you've advanced Heritage Hill quest to Icantha but then asked a city guard for directions to Heritage Hill.
  • Fixed a number of issues with the Winds of Steel quest. This should be a retroactive fix if the quest was already started before working on the second quest with the Dozens or Doemenels, or if the quest was acquired or completed in conjunction with Bronze Beneath the Lake or Changing of the Guard.
  • Attacking any of the main three Defiance Bay factions after having secured their invitation to the hearing will now make Lady Webb give you an invite in the name of Dunryd Row.
  • Fixed issues with the Hermit of Hadret House quest.
  • If Sul or Oernos were defeated before speaking to Desthwn for the first time then The Old Queen and the New King quest will not revert to an earlier quest stage
  • Hendyna's conversation is fixed up to be properly linked together.
  • Fixed a case where one of Clyver's responses would not appear in conversation if you ask him twice about the hearing.
  • Killing Alwah while she appears in Oldsong now prevents her from appearing alive in Galawain's Maw when you turn in the Prison of Ice quest
  • Fixed an issue where the Hall of Revealed Mysteries would turn hostile after opening the door to the Elder Archives and then re-loading into the scene (while not in stealth).
  • Rinatto will no longer appear in the Celestial Sapling if you convince him to leave Twin Elms as part of the Hard Bargain quest.)
UI
  • Changed the display of most stat multipliers to be percentage based.
  • Added Shift as a default control for multi-selection, in addition to Ctrl.
  • Inverted the Stronghold log.
  • Improved the output in the Bestiary and added beast abilities.
  • Portraits now turn grey if Stamina is being capped by Health or Fatigue.
  • Improved multi-selection.
  • Stronghold adventures will now show the duration before you embark.
  • Added apply button to resolution options screen.
  • Default stealth key on Linux is now Ctrl.
  • Weapon set buttons are now disabled when Spirit Shifted.
  • Fixed several issues with containers and mouse cursor state on hover.
  • Fixed an issue where the Lore requirement on scrolls was always displaying as red text.
  • Fixed an issue where weapon sets were not visually unlocking.
  • HUD does not upscale until 1920x1200.
General Fixes
  • Removed exploit of being able to transition into a new area with a dead player character. Sorry speed runners.
  • Spells and abilities stuck in 'Already Activated' state will be fixed whenever a game is loaded.
  • Now camping in a stronghold map when Brighthollow is unlocked uses Brighthollow instead.
  • Party members will no longer switch weapon sets when charmed.
  • Resolved a problem where misses on some secondary attacks were not being reported in the combat log.
  • Camera should center on party members faster.
  • Trial of Iron: Loading a game will now force a save to happen to prevent save scumming.
  • Fixed many issues related to auto pause.
  • Firearms will now reload when combat ends on alternate weapon sets.
  • Poison and interrupted VO now has a cooldown.
  • Allow quick-loading when UI windows, like dialogue, are up.
 

Athelas

Arcane
Joined
Jun 24, 2013
Messages
4,502
Sanguine Plate's Retaliate mod has been replaced with Spell Holding: Frenzy.
Tuned down damage on the Retaliation mod.
Good job on patching out the few interesting bits of itemization you had. :hero:
 
Last edited:

Atchodas

Augur
Joined
Apr 23, 2015
Messages
1,047
"Balance" bro its all about the BALANCE .

best item gone FOR FUCK SAKE OMFG... no words here
 

agris

Arcane
Patron
Joined
Apr 16, 2004
Messages
6,810
Still no notes on maps, or symbolic weapon sets. What gives?
 

Atchodas

Augur
Joined
Apr 23, 2015
Messages
1,047
  • Trial of Iron: Loading a game will now force a save to happen to prevent save scumming.
Lets see how many Triple Crown Solo's we see after the patch release date lol
 

ArchAngel

Arcane
Joined
Mar 16, 2015
Messages
20,000
So no real fixes to Stronghold, no fixes for Pathfinding, no fixes for AI, no fixes for encounters. They didn't even improve Grimoare management (when they said 1.05 is going to bring QoL stuff I was sure at least that will be better).. frack this
 

Shevek

Arcane
Joined
Sep 20, 2003
Messages
1,570
I like most of those changes. Once its final, it will be time for playthrough number 2.
 

Atchodas

Augur
Joined
Apr 23, 2015
Messages
1,047
So no real fixes to Stronghold, no fixes for Pathfinding, no fixes for AI, no fixes for encounters. They didn't even improve Grimoare management (when they said 1.05 is going to bring QoL stuff I was sure at least that will be better).. frack this

They did something with encounters tho :

  • A few encounter placement changes.

I did CTRL+F Encounter first thing when i opened this thread , imo that is worst part of PoE at the moment and needs tuning , glad they looked into it , how much tho ? i bet if they fixed all the combat encounters that had problems with enemy placement they would scream about it .
 

Bleed the Man

Arcane
Patron
Joined
May 30, 2013
Messages
655
Location
Spain
Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire
So no real fixes to Stronghold, no fixes for Pathfinding, no fixes for AI, no fixes for encounters. They didn't even improve Grimoare management (when they said 1.05 is going to bring QoL stuff I was sure at least that will be better).. frack this
Dude, all this should come way later. You can't expect changes that severe merely one month after release.
 

ArchAngel

Arcane
Joined
Mar 16, 2015
Messages
20,000
A few means shit. If it said Skaen temple encounter changes I might have been a bit excited but "a few" does nothing for me.
 

ArchAngel

Arcane
Joined
Mar 16, 2015
Messages
20,000
So no real fixes to Stronghold, no fixes for Pathfinding, no fixes for AI, no fixes for encounters. They didn't even improve Grimoare management (when they said 1.05 is going to bring QoL stuff I was sure at least that will be better).. frack this
Dude, all this should come way later. You can't expect changes that severe merely one month after release.
No, but I expected them on release day. I month later is 1 month too late.
 

Atchodas

Augur
Joined
Apr 23, 2015
Messages
1,047
A few means shit. If it said Skaen temple encounter changes I might have been a bit excited but "a few" does nothing for me.

Agreed , i am way past expecting anything decent from Obsidian
When they write "few encounter changes" somewhere in the middle of patch notes i expect to not even notice where it was done after full playtrough :/
 

Bleed the Man

Arcane
Patron
Joined
May 30, 2013
Messages
655
Location
Spain
Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire
So no real fixes to Stronghold, no fixes for Pathfinding, no fixes for AI, no fixes for encounters. They didn't even improve Grimoare management (when they said 1.05 is going to bring QoL stuff I was sure at least that will be better).. frack this
Dude, all this should come way later. You can't expect changes that severe merely one month after release.
No, but I expected them on release day. I month later is 1 month too late.
Ok, it wasn't up to par on release, but that doesn't change the fact that fixing it should take a lot more time. I mean, we're still waiting for the big balance and gameplay changes for Divinity and Wasteland 2, don't think it will be any different for PoE.
 

ArchAngel

Arcane
Joined
Mar 16, 2015
Messages
20,000
So no real fixes to Stronghold, no fixes for Pathfinding, no fixes for AI, no fixes for encounters. They didn't even improve Grimoare management (when they said 1.05 is going to bring QoL stuff I was sure at least that will be better).. frack this
Dude, all this should come way later. You can't expect changes that severe merely one month after release.
No, but I expected them on release day. I month later is 1 month too late.
Ok, it wasn't up to par on release, but that doesn't change the fact that fixing it should take a lot more time. I mean, we're still waiting for the big balance and gameplay changes for Divinity and Wasteland 2, don't think it will be any different for PoE.
Well WL2 should not be used as a example, their release was worse than PoE. D:OS was way better than both on release.
 

Zed

Codex Staff
Patron
Staff Member
Joined
Oct 21, 2002
Messages
17,068
Codex USB, 2014
No sound fixes?

I wonder what the sound guy at Obsidian does in between games. Must be kinda chillax.
 

ArchAngel

Arcane
Joined
Mar 16, 2015
Messages
20,000
At least this crappy patch notes made me install SCS for my BG1EE. FIrst time playing with SCS, excited for good combat and encounters (unlike PoE) :)
 

RK47

collides like two planets pulled by gravity
Patron
Joined
Feb 23, 2006
Messages
28,396
Location
Not Here
Dead State Divinity: Original Sin
  • Removing salt n pepper containers from table to prevent people from altering the cook's balanced flavors.
  • Paladin and Ranger is now spelled with capital P & R
  • Cipher now has reduced cheese content. It is now at least 20% healthier.
 
Last edited:

AwesomeButton

Proud owner of BG 3: Day of Swen's Tentacle
Patron
Joined
Nov 23, 2014
Messages
16,250
Location
At large
PC RPG Website of the Year, 2015 Make the Codex Great Again! Grab the Codex by the pussy Insert Title Here RPG Wokedex Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Steve gets a Kidney but I don't even get a tag. Pathfinder: Wrath
So no real fixes to Stronghold, no fixes for Pathfinding, no fixes for AI, no fixes for encounters. They didn't even improve Grimoare management (when they said 1.05 is going to bring QoL stuff I was sure at least that will be better).. frack this
Dude, all this should come way later. You can't expect changes that severe merely one month after release.
The whole game is released about a year before it would have been ready. We're still waiting for gold version until we have a buld number above 1000 imo.

I was practically expecting them to turn the few remaining spells that weren't shit into shit.
 

Gord

Arcane
Joined
Feb 16, 2011
Messages
7,049
Nothing much that warrants a second playthrough already. As Bleed the Man said, it's probably to be expected, though.
 

Tigranes

Arcane
Joined
Jan 8, 2009
Messages
10,350
Seems like they addressed most non-overhaul style issues. Should be a significant improvement.

  • Wizard and Cipher's base endurance has been raised from 30 to 36, and per level from 10 to 12.
  • Wizard and Priests health multipliers were raised from 3 to 4.
Here I come, Wizard solo.

  • Fan of Flames damage is reduced by 25%.
  • Scroll of Paralysis is now slightly weaker and has a higher skill requirement.
Here it comes, the wailing and gnashing of some very very angry people who just lost their win buttons.

Of course, the biggest win button of them all (Adragan) appears unaddressed?
 

Eyestabber

Arcane
Patron
Joined
Jan 15, 2015
Messages
4,733
Location
HUEland
PC RPG Website of the Year, 2015
Cypher nerf, i fucking knew it. Cypher is (was) OP as shit...
 

As an Amazon Associate, rpgcodex.net earns from qualifying purchases.
Back
Top Bottom