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I followed your advice as it indeed is of similar price and it's nice to have a complete edition, otherwise I always feel something is missing!
Thanks also for the link with instructions to update mono to the latest version, UnityModManager works fine (had to install mono-complete) and have played around with a few mods (Custom Map Markers and Turn-Based Combat - not sure I'll keep using his one).
Only played it for a short while but I'm pretty sure I'll be spending all weekend playing it.
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The game does run up quite hefty RAM usage on my end too, at least in long sessions. At some point it may actually lead to slight graphical artifacts, so then I restart it. Haven't noticed this impact save/load times, but it's possible I suppose.
Unfortunately this is often a downside with Unity games. I hope they can improve the situation, but for the most part I think it's an engine limitation. There are ways to mitigate it from what I understand, and it takes a great deal of knowledge about how Unity works, but it's doable. Games like RimWorld is written in Unity as well, but runs really smoothly. Probably harder to do all that much about it in more graphics-heavy games like Pillars of Eternity and Pathfinder: Kingmaker. But I do hope this will be improved further in the sequel.
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I use the map markers mod too, though I've not put down much yet. Also had to use the Visual Adjustments mod to change the voice set of my main character. Erroneously selected Aggressive while listening to music during character creation, and ended up hating it. Oddly enough there wasn't a way to change this in-game, but this mod can do it (plus a million other things, but I've not looked into that). Prefer RTWP combat myself, but it's good there is a mod for the TB crowd as well. And turn-based mode will be part of the sequel Wrath of the Righteous. They say we can change between them on the fly.
Maybe this is a well-known mod, but there is also the extra portraits from Heroes of the Stolen Lands. Tons of stuff in there so it took a while to look through, but I like more options like this. The base game should have had more portraits tbh. Most of them seem to just be portraits from characters already in the game (like Maegar Varn and Tartuccio). This one doesn't need Unity Mod Manager either, so that's nice.
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Thanks. In my experience it has nothing to do with how resource intensive the games are, since the same happens to me in Realpolitiks too, and that game isn't very heavy on resource by itself.
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(Or maybe this is a good thing, I don't know the technical side). However, a typical complaint for many Unity games is long loading times. 5-10 seconds isn't a whole ton, but it does get frustrating staring at those screens every few minutes.
As part of working with wikis I have extracted assets from many a Unity game, and it's such a clusterfuck at times. Perhaps that kind of compression is required, but I can't help but thinking it is part of the loading time issue as well. The memory side looks tricky too, with big helper articles like this to guide people: https://learn.unity.com/tutorial/memory-management-in-unity
I have recently started on the Varnhold's Lot DLC btw. Pretty hard, but good fun so far. Wish it was better integrated into the main campaign, as it's basically a totally separate module (but we can import a main campaign save, and then import the DLC thing back again, from what I understand). The DLC itself seems good, however, although I'm far from having completed it yet.
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I strongly recommend to set up your own party. Your own character is kind of a hanger-on to Varn and his mage, but they won't always be around. You simply cannot afford to "carry" the three not-so-good characters that are already set up (and they have no interaction anyway, like the 'proper' companions). So create your own lot, and try to cover as many bases as needed, especially trickery for traps and locks, and a healer. Would also say it's required that at least one of your people are able to tank reasonably well. I happened to go with this crew, which worked out quite well:
Two things I really like about this game is the implementation of bards and clerics. Usually bards are a bit crap because they can either sing OR fight, but here they can do both simultaneously. That greatly improves their use. Really good for party buffs and some crowd control (CC). Clerics are like all clerics really, mainly about healing the party. But what is nice here is that you can convert spells to healing spells without slotting the healing spell in the book. So in a pinch you can convert a level 1 spell like Remove Fear to Cure Light Wounds, which increases their versatility. I still put in a high amount of healing spells because I need them anyway, but in a place like this and when I try to restrict resting, it's really nice to convert them at will. This also helps when resting, because the cleric will then use all available spells to heal the party, including converting unspent spells.
Well then... time to continue with the main story and see how whatever I did in the DLC will impact things. I've heard you are able to buy some of the items found in the DLC, and some of those were pretty sweet, and presumably some of the decisions will be reflected as well. We shall see :)
Last edited by Pangaea on 6 June 2020 at 2:24 am UTC
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* Do you use the party AI or keep it off?
* How do you queue several actions for one character when the game is paused?
The combat is still somewhat confusing.
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If you are sure that you cast a spell that had uses left, it is still possible that you get nothing, since some enemy attacks are capable of interrupting spellcasters (attacking a spellcaster while he is waving his hands around in fact also carries bonuses like increased chance for criticals for the attacker beside the chance to interrupt the spellcasting)
If you play with pure mages/wizard, play them as if they were cowards. Some enemies can still charge on them, but at least they will be somewhat safe from the ones that can't.
Keeping the AI on/off is a matter of choice/taste, i kept it off in my playthrough, because that was the way i liked to play Pillars too.
I'm not sure if you can queue up actions. Use space to pause and/or adjuct combat speed.
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I am also not aware of a queue function in this game. They do have the definite edition which includes turn-based mode planed for august 18th, though.