I believe interacting with each of your party members sorta *resets* the conversation not 100% sure if you change your race and used the character you already interacted with I believe it does work, in any case I tend to spam quick save often before dialogue incase I fuck up.
Question for Act 1, not stuck, just curious about something..
So I kinda stumbled into the back entrance of Fort Joy prison/castle whatever it is. I came upon 2 guys with a little boy, I killed the two guys and then talked to the boy who said he was waiting for a guy named Verdas(sp) who was trying to escape but he was caught and killed. The boy offered to take me and my party out of there to escape Fort Joy. Is this a point of no return? Is there anything worth while inside the fort? I found the secret room and freed Withermore's(sp) soul. I've killed a bunch of Magisters but if there is nothing else worth while inside like a quest or important item/skill book, I'm hopping on that boat.
Question for Act 1, not stuck, just curious about something..
So I kinda stumbled into the back entrance of Fort Joy prison/castle whatever it is. I came upon 2 guys with a little boy, I killed the two guys and then talked to the boy who said he was waiting for a guy named Verdas(sp) who was trying to escape but he was caught and killed. The boy offered to take me and my party out of there to escape Fort Joy. Is this a point of no return? Is there anything worth while inside the fort? I found the secret room and freed Withermore's(sp) soul. I've killed a bunch of Magisters but if there is nothing else worth while inside like a quest or important item/skill book, I'm hopping on that boat.
You can return to Fort Joy once you make it out to finish up some quests you might've forgotten about (if you go back to Withermore's body you can loot a belt). However, the magister guards will now attack on you on sight. So prepare to do some fighting when you get back in or go stealth-like throughout the Fort.
Question for Act 1, not stuck, just curious about something..
So I kinda stumbled into the back entrance of Fort Joy prison/castle whatever it is. I came upon 2 guys with a little boy, I killed the two guys and then talked to the boy who said he was waiting for a guy named Verdas(sp) who was trying to escape but he was caught and killed. The boy offered to take me and my party out of there to escape Fort Joy. Is this a point of no return? Is there anything worth while inside the fort? I found the secret room and freed Withermore's(sp) soul. I've killed a bunch of Magisters but if there is nothing else worth while inside like a quest or important item/skill book, I'm hopping on that boat.
You can head back in at any time and murderise everyone. The area east of the castle is twice the size of the area you have already been through. The point of no return is ages away.
Played a bunch today with the SO and we're loving it. Honestly, one of my favorite coop experiences so far in gaming. The only thing I wish is that it was possible for us to instant listen to the other person's convos rather than have to walk up and click on them.
I started out as a metamorph, specced currently 2 poly/2 war. I have two points placed in two-handed, but as I'm currently using a sweet epic shield for survivability/tank. Polymorph skills are a blast, particularly flying, which I'm using religiously now in combat to get around since bull has limited use. I plan to pick up and try the medusa and the steel skin ones soon. Tentacle attack scaling with strength is very nice, probably my strongest move, and works with physical armor. Chicken is a great spell since it also works with physical armor.
Current party:
Metamorph - Me - Female Human w/
Shapeshifter Mask to play up that shapeshifting ability
Enchantress - Girlfriend - Female Elf
Fighter- Red Prince - Male Lizard
Shadowblade - Loshe - Female Human
Once I've heard there's a
way to respec in Act 2 so I will probably respec myself out of two-handed, clean up some ill-placed points, and possibly respec Loshe to another magic caster to balance the party out.
Currently at
the hideout outside of the Fort, just arrived when we called it for the night.
With Fane the main things you want are geomancer poison abilities and necro abilities either on him or on a caster. Things like Poison wave, dart (can be cast on him), contamination (put down some water or ice, it'll turn that surface into poison and just walk him onto it and he heals), etc.
On top of this there's an item you can find in act 1
in the fort joy dungeon that will let you turn health potions into poison potions, you can find it from the houndmaster fight iirc, it's a poison talon item. You just go into crafting and use it on a health potion and it poisons it, it's infinite use.
Does anyone know why sometimes the turn of a party member simply gets skipped? I had Flesh Sacrifice up on my player character, and the turn order was Fane > Enemy > PC. Fane cast Haste on my PC, the enemy turn happened and then my PC got entirely skipped and ended up at the end of the queue. It wasn't an accidental space bar press, and this has happened more than a few times through my playthrough.
Hmm, end of act 2 companion quest question (Ifan and Sebille)
So you can only do one or the other it seems. If you talk let Sebille talk to Roost and you fight him, Ifan's quest doesn't progress even though you can find information that shows who is paying to hunt Godwoken. This is kind of a bummer.
Managed to talk Emmie down just by mentioning buddy. The dog Bruno got all upset and told my Sourcerers to leave cause they made Emmie cry lol. They're not hostile while I rob the place blind. XD Guess they're too busy comforting her.
I got a "crime scene" tutorial popup when I killed the first mind controlled source user in the "necromancer" basement. Will this actually affect things later? Strange that it didn't pop up when I killed the main bad guy there, though.
Check the area in front of the gate with the guards. As in, if you're looking at the statue of Lucian as you walk into the ghetto, take the path to the left, and he should be to your right near a wagon and some barrels.
No, but why would silence skip a turn? Atrophy prevents a character from using melee attacks and melee skills, but it doesn't skip their turn. They can still move and use consumables. I don't know why silence would be any different.
No, but why would silence skip a turn? Atrophy prevents a character from using melee attacks and melee skills, but it doesn't skip their turn. They can still move and use consumables. I don't know why silence would be any different.
No, but why would silence skip a turn? Atrophy prevents a character from using melee attacks and melee skills, but it doesn't skip their turn. They can still move and use consumables. I don't know why silence would be any different.
Good point, not sure then, maybe we had both status effects applied (if possible), I just know every time I have seen a skipped turn I saw something like this on my character.
I was able to set a marker with a Steam Link + an Xbox One pad last night. Try using Big Picture Mode instead of regular Steam.
I couldn't figure out how to delay a turn on a controller though. It was annoying to do this in OS1 (you had to add the option to your hotbar) but I have no idea about OS2.
Are the origin story characters that you don't take with you to the fight on the boat dead for good? I'm playing through with a friend and we're trying to avoid save scumming but we basically turned a character into a thieving mule for when we found something we wanted to steal off a vendor and lost all the items on her + all the sneak / theif gear.
Are we sure the runes don't affect only the values of the gear its attached to? I.e. a chest armor with 20phys/20mag armor would have 22phys/22mag armor after attaching the rune to it.
Cause early game runes giving you +10% to both phys and magic armor sounds kind of a lot to me if we assume they're supposed to affect your total armor values.
I got a "crime scene" tutorial popup when I killed the first mind controlled source user in the "necromancer" basement. Will this actually affect things later? Strange that it didn't pop up when I killed the main bad guy there, though.
You committed a murder. The "Silent monks" and such do not attack you and aren't hostile. If you attack and kill an innocent person it treats it as a crime. That's why it didn't pop up for Kniles or such.
Basically just don't attack anyone unless they are hostile to you or it's treated as a crime.
Are the origin story characters that you don't take with you to the fight on the boat dead for good? I'm playing through with a friend and we're trying to avoid save scumming but we basically turned a character into a thieving mule for when we found something we wanted to steal off a vendor and lost all the items on her + all the sneak / theif gear.
Yes, it's ALT on keyboard as you said, and right stick click on gamepad. It's only showing things that your character can actually see from their point of view. So, if some item are blocked by an object, they won't be highlighted.
Yes, it's ALT on keyboard as you said, and right stick click on gamepad. It's only showing things that your character can actually see from their point of view. So, if some item are blocked by an object, they won't be highlighted.
It does not seen to highlight most items on the screen (like chests or barrels), even if my character is looking at them, but it does show useless rocks and such half a screen away.
you are caught in 2 separate fights across the damn area which is fairly large. I do love this free-for-all scenario we have going on here but damn is having 2 fights at the same time so unnecessary; the game has to load like a dozen NPCs moves/abilities.
I do enjoy how they seem to have taken into consideration the criticism of the size of the towns post-act 1 in OS1. The main town in act 2 is not as large as Fort Joy, but it's a lot better than the first game.
It does not seen to highlight most items on the screen (like chests or barrels), even if my character is looking at them, but it does show useless rocks and such half a screen away.
Any advice for someone not that familiar with party pased tactical RPG's like this, because right now I just feel that the game is being mean to me.
I have gotten out of Fort Joy
by boat, through following the Withermore Soul Jars quest. But after barely surviving the fight against the lizard like void creatures on the beach, I feel like the only way forward is through the deeper forest, where I'm attacked by several unded creatures, and something called a Void Woken Deep Dweller. And it feels like my party is nowhere near ready for that fight.
Can I go somewhere else after escaping by boat like I did, to get more experience and equipment, or am I just expected to git gud?
Any advice for someone not that familiar with party pased tactical RPG's like this, because right now I just feel that the game is being mean to me.
I have gotten out of Fort Joy
by boat, through following the Withermore Soul Jars quest. But after barely surviving the fight against the lizard like void creatures on the beach, I feel like the only way forward is through the deeper forest, where I'm attacked by several unded creatures, and something called a Void Woken Deep Dweller. And it feels like my party is nowhere near ready for that fight.
Can I go somewhere else after escaping by boat like I did, to get more experience and equipment, or am I just expected to git gud?
Any advice for someone not that familiar with party pased tactical RPG's like this, because right now I just feel that the game is being mean to me.
I have gotten out of Fort Joy
by boat, through following the Withermore Soul Jars quest. But after barely surviving the fight against the lizard like void creatures on the beach, I feel like the only way forward is through the deeper forest, where I'm attacked by several unded creatures, and something called a Void Woken Deep Dweller. And it feels like my party is nowhere near ready for that fight.
Can I go somewhere else after escaping by boat like I did, to get more experience and equipment, or am I just expected to git gud?
That fight is definitely more or less the mini boss when you get out of Fort Joy would reccomend doing more quests in Fort Joy or wander around and fight weaker encounters first.
Any advice for someone not that familiar with party pased tactical RPG's like this, because right now I just feel that the game is being mean to me.
I have gotten out of Fort Joy
by boat, through following the Withermore Soul Jars quest. But after barely surviving the fight against the lizard like void creatures on the beach, I feel like the only way forward is through the deeper forest, where I'm attacked by several unded creatures, and something called a Void Woken Deep Dweller. And it feels like my party is nowhere near ready for that fight.
Can I go somewhere else after escaping by boat like I did, to get more experience and equipment, or am I just expected to git gud?
I remember wiping to that fight 3 times, I recommend finding the second encampment/hub area before tackling there. Regardless for the fight itself what I did was position myself on the northern-most high ground area, the fight wont trigger until you go further down the road. Then I used a summon to pull the
Deep Dweller
via manual attacks.
On the high ground area I positioned everyone to the north-most position so they wouldn't be hit by arrows/spells from the opposite side or from the ground. Teleport comes in handy in sending spellcasters/archers away so they have to waste AP trying to get to you.
The
Deep Dweller
will use its own teleport to get to you so I focused everything in perma-CC and taking it down first before moving to the others.
Any advice for someone not that familiar with party pased tactical RPG's like this, because right now I just feel that the game is being mean to me.
I have gotten out of Fort Joy
by boat, through following the Withermore Soul Jars quest. But after barely surviving the fight against the lizard like void creatures on the beach, I feel like the only way forward is through the deeper forest, where I'm attacked by several unded creatures, and something called a Void Woken Deep Dweller. And it feels like my party is nowhere near ready for that fight.
Can I go somewhere else after escaping by boat like I did, to get more experience and equipment, or am I just expected to git gud?
Because you left the whole Magister force is now hostile and will attack on sight. If you clear the whole Fort you can easily get 1 - 1.5 levels worth of XP and some loot that'll come in handy dealing with the things outside.
The Void Woken Deep Dweller is a mini boss, and personally one of my favorite fights so far, so don't worry yourself too much if he's beating you right now.
I took my sweet time in Fort Joy thinking once I escaped the first zone I would be on my way into act 2. Im pleasantly surprised that there is still so much to do. Gonna try to clear out all that I can and hoard skill books for my eventual respec.
I hope I dont over level since I feel like everything is pretty easy right now.
So I killed Stingtail in the beginning, because I play as the Red Prince. He came up to me and started a fight, which he clearly lost. I did not know until later that he sells Fire-Spells and I think Skills for the warrior-classes. I am doing well on Tactician with my basic spells wit the magician and the knight, but I wonder if there is another vendor in Fort Joy for that stuff? I am inside the forest, after killing all the magisters in town.