![]() Even at the level cap, WM was loads of fun, because there's a lot of interesting and challenging combats in the WM expansions. I found new "toys" (spells, soulbound weapons, etc), though, so it wasn't a totally static power situation either. Going a bit from memory, and everyone's experience might be different here, but I think I started WM (on PotD) as soon as I could, and hit the level cap maybe half way through WM. Thinking of this, I should have done White March before entering Helmshore (the game would have adjusted the map level on mine), because I have done some quests in Heartsong, then I decided to do the White March I. May be it is something which have been added with the new updates. The only major drawback is you end up over-leveled for the remainder of the original game, but that was kind of true anyway.Īre you sure about being over leveled after we do White March? when I reached Helmshore for the first time, the game asked me if I wanted to adjust the level of the game on my own level (like when I reached White march the first time). There's a lot of really nice content in the expansions. I love WM and think it was really nicely done all around, but also feel tying it into the middle of the game was a little bit awkward. Had to look it up online to make sure I hadn't missed something. I was confused at first too I installed WM, started a new game, but wasn't sure how or when to get to it. If it's any consolation, you aren't the only one. Pillars until now has relied almost exclusively on vicious combat encounters requiring intense micromanagement to the point of tedium, and as my five deaths to the same merry band of no-name cultists attests, that's still true of the higher settings.I cant believe I am asking this, but I need an advice on how to get to White March. For players who just want to enjoy Pillars' rich tale and flip through the lore without mastering spellbook juggling, it's a godsend. But more to the point, the update also introduces "Story Time," a new difficulty setting that takes its cues from the Normal setting and, to use Obsidian's language, "biases the math heavily in the player’s favor."It still presents challenge in spots, but it comes closer to being a true "Easy" mode than what Pillars had before. The release of Part II coincides with Pillars' latest general patch for the game proper, which brings numerous tweaks as well as a fun scenario in which you have to fight for your stronghold in the face of a local lord's violent objections. Happily, the journey needn't be as taxing as it was in the past. And all that says nothing of the varied battles with foes like tentacles and angry flowers that fill in the spaces between. That honor mainly goes to the monkish followers of the goddess Ondra, who rove about their cloisters in balanced flocks with powerful casters and dodgy acolytes who demand careful planning with every pull. As imposing and heavy-hitting as these giants are, though, they're not the main challenge in combat here (nor, somewhat hilariously, is the towering final boss). The New Faces of EvilIt doesn't hurt that the main antagonists are fun to look at, sort of like half-metallic, half-fleshy Groots with hammers and spears standing in for hands. Though a touch formulaic, this is the stuff of great fantasy: the awakening of a forgotten evil rumbling in the bowels of the earth and the emergence of an army that threatens to kick aside civilization like a beachside sandcastle. Set seemingly months in the future, it kicks off by chronicling the consequences of improved fortunes at the hamlet of Stalwart in the wake of the White Forge's relighting, and ends with actions and sacrifices that feel almost as momentous as those capping the events of Pillars of Eternity proper. ![]() It's just that the second half does everything so much better. High praise, you might say, from someone who wasn't exactly fawning over the expansion's first half (and my opinion on that hasn't changed).
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