Haven't got her yet, I did most of Endless Paths in Act 1. I'm using medium armor and a big dumb 2her, with a reach weapon for when I need crushing damage or the extra distance. With an npc she'll probably suck, so I'd give her a blunderbuss and some paper armor and just keep her in the back with the rest of the jokers the pc carries to victory.
Patch notes. Lots of good shit, companion buffs, cipher nerfs, bug fixes, nerfs to slicken and freezing fog, buffs to fast weapons and nerfs to slow ranged ones.
"Big Ticket" Items
Bears and Cats can now be equipped with hats. This is most likely not a joke... but might be a joke.
Double-clicking to equip items was causing passive abilities to get removed from the character. This has been fixed and we were able to retroactively fix the problem for people that have already run into the issue. If you open your saved game in the latest patch, your characters will be repaired.
Fixed a problem where attributes on characters could permanently increase by equipping certain items. This will also retroactively fix the problem in saved games that have characters with this issue.
The crash in Raedric's Hold has been fixed.
Fixed the looping audio sounds that can occur if you play with minimized tooltips.
Previously Wizard summoned items could persist after the spell's duration. This has been fixed and it will also retroactively fix the problem in saved games that have characters with this issue.
The items Drinking Horn of Moderation and Talisman of the Unconquerable were causing Ciphers to permanently lower their amount of focus gain. We've included a fix to retroactively resolve the issue on Ciphers but the effect is still on the items. Unfortunately the fix will not fix the broken effect on those items, so you'll need to keep those items unequipped until the next patch. If you do equip them, perform a Save/Load to fix your Cipher.
Features
Added graphics setting to toggle antialiasing levels. This can improve performance on lower end machines when disabled.
Added pro tips to the Glossary.
Many new icons for items.
Added new voice set reactivity for lockpick, poison, enemy spotted in stealth, spell failure, death, immobilized, and completed task.
Added indicators on the loot screen when looting crafting and quest items.
Party can now use lockpicks that are in the Stash.
You can now cast AoEs on party member portraits and the spell will be targeted at the companion's location.
Balance
Monk unarmed attack buffed by 1 point at the top end.
Arbalest damage has been lowered.
Fast melee weapons do slightly more damage.
Slight bump to sabre damage.
Tuned down Mind Blades.
Tuned ranges of many Wizard spells to be higher.
Slicken spell is now a single hit AoE.
Chill Fog is now a friend or foe spell.
Curse of Blackened Sight is now foe only.
Changed reload speed multiplier from 2 to 1.2 for Sure-Handed Ila.
Fixed the price on Seal of Faith.
Adjusted price on figurines.
Adjusted price on rings.
Tuned up the Goldrot Chew.
Reduced the penalties for Bonded Grief.
Tuned up Bulwark of the Elements.
Modified attributes of companions and Itumaak.
Raised the bonus for having fewer than six party members from 5% per character under the limit to 10% per character under the limit.
Added cooldown to NPC Rogue's Escape ability usage so they won't use it back to back.
Rebalanced fight difficulty and spell selection for the Old Watcher.
Lowered the scale of the Defiance Bay reputation by 15%.
Beloved Spirits adds 0.4 Endurance to Ancient Memory instead of 2.
Changed duration of the Flagellant's Path defense penalty.
Adjustments to the Mantle of the Dying Boar.
Reduced the price of the Brighthollow Hearth and Courtyard Pool.
Heart of Fury will now apply to all damage types.
Tuned damage on Brilliant Radiance down.
Systems
Fixed issue with Wizard's summoned magical items getting stuck after save and load. Wizards will be restored to a proper state after loading a game.
Changed one of the fatigue status effects to not end with combat.
Fixed save game issues with spells and abilities that place down traps.
Fixed issue to prevent Ciphers from casting abilities without the required Focus.
Restored modal flag for Reckless Assault.
Set Transcendent Suffering to not be combat only.
Fixed duration issue with Plague of Insects.
Fixed companion audio triggers for some status effects.
Hunting Bows had the wrong speed descriptor. They are now listed as Fast.
Character Hit Autopause option should be working as intended.
You can now close the Grimoire and Chant UI with a hotkey.
Fixed issue with summoning magic items while unarmed.
Fixed delay issue on Knockdown.
Fixed a few issues with Dominate and Charm spells.
Fixed a bad item mod on the Ring of Protection.
Fixed issue with the Terrible weapon mod.
Changed bad data in ranger summons.
Made Takedown to be consistent with Knockdown.
Fixed multiplier on Blooded.
Summoned weapons will be removed when Spiritshifting.
Fixed issue with bouncing reflected melee attacks.
Party members will no longer switch to different weapons after being Charmed or Dominated.
Ancient Memory is now Ally only.
A summoned weapon will not unequip the grimoire.
Fixed Spellstriking mod.
Fixed trigger count issue with the Prone reduction mod.
DOT spells should clean up properly when combat ends.
Fixed Deflection +10 mod.
All Exhortations are now combat only.
Only play weapon ineffective VO if the attack is hostile.
Aggrandizing Radiance will now last until combat ends.
Holy Radiance is now combat only.
Carnage now works better.
Quests
Fixed issues with factions and super friend quests with Lady Webb's dialogue.
Adjusted trigger in front of the Salty Mast to fix a possible way to skip a required cutscene.
Fixed issue with the Winds of Steel quest line.
Fixed a trigger outside the First Fires Keep that could have been avoided.
Many fixes to music, audio, and VFX to a scene near the end of the game.
The prybar should now display the correct image in the Raedric's Hold moat scripted interaction.
Changed faction on the Hall of Warrior's containers.
Fixed scripted music for the forge knight combats in the keep.
Visual effects in the introduction cutscene should now be triggered properly.
Fixed conversation of the guards in Raedric's Hold to not repeat.
Added cape and armor to the loot for the Fampyr boss.
Fix to Osrya's starting timer not being attached to the trigger in the area.
UI
Fixed sound issue when collapsing the tutorial UI.
Fixed issue with double clicking items to equip. This is a retroactive fix and will restore characters with proper stats.
Fixed issue where camping supplies were disappearing when added to Stash.
Cage Cursor setting should not turn off after loading a scene or cutscene and is now on by default.
Fixed cropping on a few portraits.
Fixed issue with highlighting dead bodies and containers in the fog of war.
Fixed item stacking issue that was stacking items inappropriately.
Reduced the intensity of the explored fog of war on the area map, and fixed an issue where the shadow layer was causing the area map to be darker than it should be.
Small UI updates to the journal screen.
Reworked the enchanting UI to work better with multiple lines.
Fixed UI sorting issue in store.
Fixed UI sorting in crafting menu.
Fixes to Capitular glyphs in end game slides.
Fixed issue with stronghold alert widgets not hiding properly.
Fixed an issue with weapon mods were incorrectly being displayed in some cases.
Drag select should work properly when starting the drag over an enemy.
Fixed a few issues with drag select and formation rotation causing issues when the mouse goes over UI elements.
Fixed some control issues with holding down keys.
Shot on the Run recovery value should be now displayed correctly.
Fixed issues to how the HUD fades out during conversations.
When the party receives or loses items, those log messages now go to both logs.
Cleaned up the character sheet formatting and made more items clickable.
Store item names can now take up two lines.
Spells now show DT bypass in the description.
Consumables now show per-Rest and per-Encounter usage limitations.
Other Fixes
Fixed stats issue with saving and loading on the same map where a companion is found. This is a retroactive fix and will restore companions and characters to the proper state.
Fixed issues with save games in Raedric's Hold, causing the game to not function correctly or freeze.
Ranger Animal Companions should not disappear anymore and broken animals will be restored after loading and saving the game.
Fixed possible issues with disappearing items and weapons.
Minor fixes to a few select voice over lines.
Fixed size issues with equipped capes on Godlike characters.
Changed Explorer achievement to check for 152 maps rather than 160.
Fixed many issues where combat would not end properly.
Updated credits with more backer names.
Updated paperdoll level up lighting.
Scripted music should now be restored properly after loading a game.
Updated Temple of Eothas render.
Fixed some rendering issues with Fog of War on some areas.
Fixed sounds on movie that plays near end of game.
Reduced antelope feet sliding.
Fixed issue with weapon caching causing issues when weapons are swapped.
Interstitial music no longer loops.
Fixed issue where party members could take damage in cutscenes.
Fixed voice cues during looting for full inventory.
Fixed transparency on ghost characters.
Fixed issues with cutscene pathfinding if the game's process is halted.
Fixed issue with Expert mode settings getting saved improperly.
Fixed issue where characters were not properly stopping at the last waypoint of their path.
Adjusted Skuldr scream vocals.
We now handle some edge cases in resolution management on some hardware configurations.
Fixed issue with the party member Knockout achievement not reporting the correct numbers.
That's a huge nerf for the team I'm running (tank, chanter, and 3 ranged dps using guns and arbalests). Logical change though, since I feel like I just melt stuff from relative safety behind my tank, playing on hard.
So in all 3 games of mine, I cannot get the vision to get Eder, Durance is not by the Shrine and I cannot go East to get the Chanter. I haven't killed Raedric yet, but supposedly you can get all 4 before doing any Gilded Vale stuff? Aloth I have on all 3 though.
Thanks for the info. I did get that sword in the vase the other night. Looks badass, don't really see that much of a difference in the dmg I'm doing, though. Thinking about restarting the game on normal or easy. I usually like the hard settings in these types of games, but the AI is so fucking gimped in this game, it's just frustrating. I feel like i'm on a field trip with autistic children.
The only person I found I could send to the prison was
the mage impersonating that drug dealer guy in copperlane district of defiance bay
Turns out, sending someone to the prison means you get no exp for killing them, don't get their loot, and all they do is sit in your prison cell unresponsive. It's a completely pointless feature, sigh.
Beat the game. Was very satisfied with the ending and the fight was very tough (didn't have a cipher or enchanter). It felt pretty epic to me.
Now I grant you, act 3 was very short, but last save was 48 hours, so overall the game seemed to have plenty of content and I didn't do a completionist run at all.
edit: Want to do another playthrough with Cipher main, but think I will wait for the patch. Don't want to be spoiled by the OPness.
Pretty sure you can just turn the game down to normal or easy from hard.
I turned it up to hard yesterday from Normal, after I got 2 more companions, and was just breezing through everything with 4 already.
Killed Raedric for example with 1 rest, and 2 reloads without even having Kana. just durance, aloth, and eder. the Caed Nua "boss" fight was over in like 2 turns..
Turned it up to hard, lions down south have proved a challenge a couple times. mostly due to me flubbing engage. got caught off gaurd by the patrolling pack once, and previously charged into the first group of lions I saw, not expecting such a challenge, and accidentally doing the pause/unpause thing. (I manually pause every time I see npcs by reflex.. but if the game reacts faster then I do, it autopauses. at which point my reflex unpauses. haha.) endless paths too. 7 wurms, 5 kobalds... and 10 more kobalds just patrolled into the fray? oh dear..
Grumble grumble... Back in my day games made you quit because they beat your ass not because of no damn bugs! Git off my lawn Obsidian.
Also anyone defending this game with their trust fund Santa's wish list of avoiding bugs for success such as "just don't quick save on maps where you will eventually recruit someone while also avoiding spoilers... I guess just never quick save" and "just don't double click any gear and it's game of the year" can fuck right off.
This game is a turd and shouldn't have been released. At least I beat PoR and PS:T before a major patch. This shit is insidious, not like "oh hey the dude won't attack, must be a bug let me reload 3 minutes before and try the other dialogue".