While exploring Avowed prior to its launch, I found that among its many appealing aspects, the tier system was my least preferred feature in this role-playing game. Essentially, every weapon or armor piece, as well as enemies, have a tier assigned to them, and their power level is determined by these tiers, rather than levels. This is reminiscent of a streamlined version of Destiny’s gear score system.
Initially, employing lower-level gear compared to your adversary resulted in most of your attacks seemingly having no impact, even after multiple upgrades. This led to a frustrating cycle of progression where you’d frequently encounter moments when you felt utterly helpless (especially when transitioning into new zones), either needing to adjust your equipment with whatever higher-tier gear you’d discovered randomly or hunt for scarce upgrade materials to regain the upper hand. In an otherwise seamless and user-friendly action RPG, this was a disappointing hiccup.
1. Opening Review: The Distinctive Charm of Obsidian
2. Starter Guide: Avowed Tips for a Strong Start
3. Companions in Avowed: Everyone’s Present and Accounted For
4. Top Avowed Builds: Flexible Skill Combinations
5. Best Weapons in Avowed: Two-Handed Mastery Techniques
The positive update is that they’ve rectified the issue or significantly enhanced it, as evidenced by the latest patch, version 1.2.2. This update has made the entire system more manageable, making transitions between tiers less abrupt and more in line with the proximity of your weapon to the next tier. Previously, enemies at higher tiers would enjoy a massive defense boost against you and be completely unresponsive to your attacks. However, now, these bonuses only become effective when there’s a significant difference in upgrades between you, and even enemies will show a reaction when struck with a lower-tier weapon, unlike before when they would disregard it entirely.
So far, I haven’t had the chance to thoroughly verify the changes myself, but I did give Shatterscarp a try using lower-level weaponry, and it seemed significantly improved. My “Fine” pistol still deals less damage to enemies classified as “Exceptional,” but it no longer feels completely ineffective. Now, I can win fights with it by relying on determination and clever strategies rather than an abundance of grenades and healing items.
Switching your character’s build in the game used to be challenging due to a scarcity of materials required to upgrade new gear, especially later on. However, now it’s easier because even if a change means a temporary setback, like reducing your character’s power level, it doesn’t necessarily ruin the gaming experience while you save up for upgrades. Tonight, I might experiment with Rob’s Dishonored rogue-mage build, which I had been hesitant about before.
Additionally, the update boosts the strength of the companions slightly. Earlier, they might have seemed fragile, succumbing quickly in combat. However, Obsidian has increased their health and enabled them to recover more health when revived, making them more resilient and able to compensate for any deficiencies in your equipment setup.
In addition, numerous bug corrections have been made, focusing mainly on malfunctioning quests. Players who found themselves trapped in Delemgan Glade, such as those stuck in the queen’s throne room, will be pleased to know that the bramble doors should now function correctly for you. The list of fixes is extensive, although some problems I encountered, like not being able to complete the spider bounty in Dawnshore because the trophy didn’t spawn, or not receiving the captive ranger’s sidequest in Emerald Stair despite his highlighted exclamation mark, still persist. However, given the swift arrival of this significant patch, it appears that Obsidian is working diligently; perhaps they’ll address those issues sooner rather than later.
The adjustments also involve examining the Blast spell for wands, which due to missing visual or auditory effects, seemed like it had no effect at all in the past. However, it was providing those explosive attacks the whole time! Now, you’ll be able to observe these attacks taking place, making it much more apparent and definitely an improvement.
It would have been beneficial for players during the early access period to be notified in advance about the upcoming patch. While it’s typical for collector’s edition perks to allow early play, it can still feel frustrating when you pay extra to experience a less polished version of the game. For those who had already invested several days into the game before learning that the launch day patch significantly changes the progression system, this might be particularly upsetting. As games journalists, we’re accustomed to such changes, but it’s disconcerting to see regular players encountering similar situations now.
Indeed, what matters most is that the game has begun to improve significantly. However, now I urgently require an update to tackle the escalating issue of the overpopulated bear community.
Here are the full patch notes:
Community-Requested Fixes
- Updates to Equipment Tier difference feedback and penalties/bonuses:
- Changed Tier penalty system from a hard tier to tier system and made it dynamic based on players equipment and the tier (and sub-tier) of the enemy. Tier difference rules now only apply when there is a +/- 4 level gap.
- Tier II enemies will now play a small reaction animation when struck by lower-tier weapons, instead of not reacting at all.
- Reduced damage reduction when player weapons are closer in tier to an enemy.
- Significantly decreased how often companions comment about player needing better armor and/or weapons.
- Upgrade materials can no longer be sold to merchants to inadvertently make upgrading difficult. We have a longer-term fix involving buying back from merchants in the works.
Missing NPCs
- In specific situations, some NPCs weren’t where they should be. Saving the game, and re-loading will put them back where they should be. We will have a fix soon that fixes the situation completely and doesn’t require a save and load.
Quest & Exploration Fixes
- The brambles in the Delemgan Glade will now vanish when the Adragan Heart is acquired, preventing players from getting stuck inside.
- Grysca (the apothecary) now correctly speaks with the player to advance An Untimely End, even if they previously encountered a bug with Thalla the Ogre spawning twice.
- Added a system to respawn key characters when loading a save if they were previously missing and blocking quest progression (including Ambassador Hylgard and The Watcher Runyd).
Companion & NPC Improvements
- Reviving companions in combat now restores them to 75% of their maximum health instead of 50%.
- Starting health of companions has been increased to help with their viability in combat.
Merchants & Economy
- Merchants at the Dawnshore docks now offer ‘Fine’ gear in addition to ‘Common’ gear.
Crashes & Major Issues
- Removed chance to crash when casting Corrosive Siphon on destructible objects.
- Optimized resource handling of VFX while the game is paused via radial menus to prevent rare leaks and crashes.
Quest & Area Design
- Fixed invisible collision blocking the player in Strangleroot.
- Prevented players from charging into unintended areas in Strangleroot, avoiding quest progression issues.
- Enemies now navigate the bridges of the lava tubes more consistently.
- First Contact with the Enemy quest now progresses correctly if all badges are collected before speaking to Nauki.
- Players can now complete Steel Resolve after the main quest in Emerald Stair if they had completed enough objectives beforehand.
- Kowha now responds correctly if the player returns to them after starting One Last Drink.
- Dialog with Giatta upon leaving Naku Tedek now triggers consistently when loading saves before the conversation.
- Updated Mapping the Living Lands quest conditions to allow starting from future regions before talking to the quest giver in Dawnshore.
- Updated A Lady Never Tells quest flow so it correctly completes in the quest log when starting via the courtesan, getting the shipment, then speaking to Giuliana.
- Governor Ignasi’s option to turn in the spy can now only be triggered once instead of being repeatable.
- Conversations with leaders in the final area no longer end prematurely when choosing the Let me reconsider option.
- Made an additional ending option for the leadership conclave available to players who initially backed out but wish to reconsider.
- Adjusted environment art near the Trantons bounty in Emerald Stair to prevent bounty loot from becoming unobtainable.
- Previously missing voice-over lines in ambient content now play correctly.
Systems & Gameplay Improvements
- Seeds of Vengeance summons now scale correctly with health and damage.
- One-handed weapon Parry enchantments now function as intended.
- Party buffs from the player now correctly target companions only, instead of summoned creatures.
- Kai no longer gets stuck if using Unbending Defense while mid-air with Leap of Daring.
- Improved frame rate when rendering damage numbers on multiple enemies at once.
- Improved item randomization when restocking shops.
- Blast ability for wands now plays the correct visual and sound effects.
- Improved logic for animations on companions at the end of combat.
- Improved transitions on the top of Mt. Forja.
- Fixed interaction inconsistencies with objects and NPCs obscured by other characters.
- Controllers no longer rumble when loading a save before the final boss fight.
- Fixed issues with pond coin interactions.
- Added error codes for save game failures.
- Improved where characters are looking during certain conversations.
Audio Improvements
- Cutscene in Naku Kebel now properly plays sound effects.
- Eating food from the radial menu now provides audio feedback.
- Increased volume of Woedica’s voiceover audio.
- Player voice now plays more consistently for abilities with vocal components.
- Improved transitions between music intensity levels when exploring.
- Music during the end slides now plays at the intended volume.
Visual & Art Fixes
- Updated Banner Dwarf’s outfit LODs to reduce clipping during animation.
- Captain Ngunu’s neck is now properly merged with his head.
- Steel Garrote Soldiers have re-grown their missing hands.
- Improved shadow quality on Xbox Series X Performance Mode.
User Interface (UI) & Controls
- Cloud transfer prompt is now properly centered on ultrawide displays.
- Xbox cloud transfer dialog buttons no longer shake rapidly when hovering over the bottom part of the button.
- Initial splash screens now properly support Chinese characters.
- Interaction prompts pop up more reliably.
- Opening a radial menu after leaving and returning to the game no longer triggers the pause menu.
- Removed unintended English characters in the One Last Drink quest journal for non-English languages.
- Cloud save UI now defaults to selecting the recommended option.
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2025-02-19 19:23