* Players who are hostile to the pirates of Fort Deadlight will find the door to the Court open to prevent the NPCs keeping them in combat without being able to be engaged. * Crew members on Story difficulty can now be killed if they mutiny. * Players are now able to subdue Scyorielaphas even if all the wards are destroyed. * Fixed a combat related memory leak (should improve some FPS on long play sessions). * Fixed a permissions issue that was blocking some players from loading saves. * Fixed multiple Pillars I imports that were importing the incorrect state. * Players can now set or save cloned AI behaviors for all classes, and quick saves will not be lost when doing so. * Level Scaling now enables correctly when toggled on. * Player Dispositions should change less drastically for small decisions. * Mouse clicks now properly resister for users using the Korean IME in windows. This gives both weapons the recovery time reduction from dual wielding and frees the need to swap weapons, but you lose the ability to use a shield and the accuracy bonus you would have normally gained if you were wielding each weapon by itself.* Resolved issue with loading into a black screen on Macs with Intel Integrated Graphics Cards. Dual wielding a ranged weapon with a melee weapon will have the character only shoot by default against targets outside of melee range, but use the melee weapon exclusively against targets in melee. Dual wielding pistols and blunderbusses reduces their loading time, just as with melee weapons, though firing a brace and switching to another set is still often faster. The biggest change to firearms in Deadfire is that Pistols and Blunderbusses are now 1-handed weapons. Self: +2 Penetration with War Bow weapons, +50% Recovery Time with War Bow weaponsįirearms are very slow to reload, taking longer to reload than any other weapons and aren't very accurate, but they make up for it by dealing high damage and their unique advantage in dealing with Wizards standard magical defense with their Veil Piercing effect.Rangers specializing with either any gun or the Arbalest itself should favor Penetration over Critical Damage. ![]() You typically want Armor reduction from some supporting source if you decide to specialize for Penetration as a damage enhancer. Lastly, Penetration provides consistent results if you build towards it, and most melee types can benefit with decently enough Accuracy. After that, comes Modals that apply a direct Damage Bonus, but those work best for melee-range specialists not for characters multiclassed as a spell caster. One major difference as compared to Pillars of Eternity is the introduction of Penetration as a counter to armor value in combat. As before, there are no class or race restrictions on weapons use. Picking the right tool for the job is a large part of defeating enemies you come across in your journeys. Of course, each weapon (and shield, since they're coded as off-hand weapons) also has its own, unique tactical niche: Daggers deal low damage, but attack fast, pikes are slow, but have increased reach. You only won't have access to that weapon's modal ability. Note that there is no penalty for using a weapon your character is not proficient in. These are granted by weapon proficiencies chosen at level-up or character creation. ![]() ![]() As usual, weapons are your primary method of aggressively negotiating with other denizens of the Archipelago (the other being your sharp wit), but added modal abilities to each weapon type allow you to further refine your playstyle. Weapons in Pillars of Eternity II: Deadfire build on the mechanics introduced in Pillars of Eternity, introducing a number of wrinkles to the formula. For weapons in Pillars of Eternity and expansions, see Weapons. This article is about weapons in Pillars of Eternity II: Deadfire.
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