It seems that you're using an outdated browser. Some things may not work as they should (or don't work at all).
We suggest you upgrade newer and better browser like: Chrome, Firefox, Internet Explorer or Opera

×
This is a copy/paste from the Kickstarter message:

The White March - Part II Early Next Year

We have some great news for all of you fans that have been waiting for the second part of The White March expansion. You can finish your journey through The White March with the second part of the expansion in late January 2016. Once an exact release date is decided on we will announce it in an update for you guys.
Sweet, part 1 was great, good challenge and good writing. Can't wait.
I'm willing for this. A new try in the world of Eora is coming:)
I was able to find this info in a Q/A to someone from Obsidian in the forum somethingawful

The 2.03 patch just went into beta (like, just now), but there's more stuff coming for the 3.0 patch that will drop concurrently with The White March Pt. II.

* New stronghold content - Stronghold adventures now actually have their proper names and mini-story premise/resolution and unique items. Visitor dilemmas that you can lord over from your throne. A small series of stronghold-specific quests and associated storyline.

* Athletics and Survival are being revised. Athletics can provide a personal heal (like 4E's Second Wind) and Survival allows individual party members to select from various bonuses when you rest in the wilderness. We just started using and tuning these, so we'll see where they wind up. However, one nice side effect will be that the Fatigue mechanic is being revised and it won't have anything to do with Athletics.

* An option for Knockout Injuries (off by default). If you want being KOd to be a bigger deal, you'll get an Injury that lasts until you rest. These include most of the Injuries from the base game that you normally get from scripted interactions (e.g. Twisted Ankle, Bruised Ribs) but also include some new damage-specific ones like Severe Burn, System Shock, and Frostbite.

* Tuning up the late game (Elmshore+) content to not only be a little harder overall, but also trigger a high-level scaling switch for people that are really amped up from The White March.

And some more stuff. Nothing that turns the world upside down, but hopefully things that people find useful. BTW the change to the traditional "Vancian" casters (wizards, priests, druids) should be in Patch 2.03. They all pick individual spells for mastery and those spells have a single bonus Per Encounter use, even if (in the case of wizards) it isn't in the currently equipped grimoire.

The new stronghold content will actually be in the patch, not the expansion.

For patch 3.0, the area designers have been assigned a list of areas (mostly late game and lower Od Nua) to remove redundant encounters and improve the ones that remain.

Instead of new Talents, we're adding new lower-level abilities, usually available around 7th level for most classes. This is in addition to new high level abilities.

The 3.0 patch will come out concurrently with The White March, Part II (early next year).

In patch 3.0, non-MC paladins receive increases to Faith and Conviction as they gain levels. The max values are not as high as they are for a MC paladin who has maxed their order's favored dispositions.
Post edited December 11, 2015 by Belsirk
Awesome thanks for posting that.

I'm pumped 3.0 is going to implement high level scaling for the original game content. If you go to the White March early (difficult but not impossible) the rest of the game's content becomes ridiculously easy.
Those are pretty big changes for a "patch".

Most of them sound good to me though, so I'm not complaining... :P
Post edited December 13, 2015 by archy2
avatar
MikeMaximus: Awesome thanks for posting that.

I'm pumped 3.0 is going to implement high level scaling for the original game content. If you go to the White March early (difficult but not impossible) the rest of the game's content becomes ridiculously easy.
Yes, after playing the game from zero with the White March P1, I begin the first part at lvl 6 and finished at lvl 11 (because I was mixing the Endless Path and the expansion for maximizing the special weapons, but probably the Forge can be recovered with less level), the final battle is possible to rebalanced for lvl 14, but with those announcement they will do something similar from Elmshore, and I suppose that will impact the last city as well (the god's quests).

Something I don't like how sound is the "cleaning" of unnecessary fights at the Endless Path, is the only easy way to maximize the special weapons (though are not that special), but I'll wait to see what happens.
avatar
Belsirk: Yes, after playing the game from zero with the White March P1, I begin the first part at lvl 6 and finished at lvl 11 (because I was mixing the Endless Path and the expansion for maximizing the special weapons, but probably the Forge can be recovered with less level), the final battle is possible to rebalanced for lvl 14, but with those announcement they will do something similar from Elmshore, and I suppose that will impact the last city as well (the god's quests).

Something I don't like how sound is the "cleaning" of unnecessary fights at the Endless Path, is the only easy way to maximize the special weapons (though are not that special), but I'll wait to see what happens.
Yeah that's pretty much exactly what I did with my new playthrough.

I'm not sure what they even mean by "unnecessary fights" in the Endless Path. I hope they don't screw it up because I find it enjoyable as it is, including how insane the Adra Dragon fight can be on high difficulties.
The new date for the second part is the 16th February.
There is going to be a Beta patch 3.0 for steam.

The following are the elements already confirmed for said patch:

New Features

New content for the Stronghold that has you, as lord or lady of Caed Nua, decide the fate of your vassals and send your companions on new and exciting adventures.
There is also a new quest line that allows you to defend your claim to Caed Nua (will be released in 3.0 final).
Knockout Injuries have been added as an option for those that want it. Injuries are added to characters that are knocked out in battle and are only removed by resting.
Story Time mode has been added. This difficulty setting is for people that want to experience the Pillars of Eternity story without having to build a party of adventurers focused on combat.
Athletics has been revamped so that it allows characters to cast Second Wind. A powerful healing ability. A higher Athletics skill increases the size of the heal.
Survival now grants rest bonuses. A higher Survival skill will unlock more rest bonuses or increase the strength of existing bonuses.
Many new creatures have been added to the Bestiary.
The Action Bar has been reorganized so that it is easier for players to see their Per Encounter, Per Rest, and Watcher abilities.
The end of the game (Act 3 and second half of Od Nua) has been revised to remove the number of "trash" encounters and increase their difficulty.
A high level scaling option has been included for anyone that enters Act 3 at a high level.

Companions

Zahua gained +3 to con (now 17) so he has 75 attribute points like all other companions.

Creatures

Added correct audio bank to animal companion antelope so it should play proper SFX now.
Dragons will now wait a minimum of three seconds at the start of combat before using a breath weapon.
Immunity: Ground added to a large number of spirits, drakes, wurms.
Immunity: Prone removed from dragons, replaced with Immunity: Unconscious and Resist: Prone (+20).
Removed Prone immunity from spectres, shadows, shades, phantoms, cean gwla, and battery sirens.

Gameplay

Ciphers have been rebalanced so that their powers cost 10 focus per level. E.G. 10 focus for 1st level power, 50 focus for 5th level power.
Drugs have been rebalanced in the following ways:
Blacsonn: +3 Perception, +25 Resist vs. Ground, -2 Dexterity, Crash: -3 Might, -2 Dex
Carow Golan: +20% Focus Gain, +10 Deflection, +20 Reflex, -4 Intellect, Crash: -5 Might
Goldrot Chew: +3 Might, +1 Movement, -2 Perception, Crash: -4 Dexterity
Ripple Sponge: +10% Max Stamina, +25 Resist vs. Poison and Disease, - 4 Resolve, Crash: -1 Movement
Snowcap: Confused Immunity, +40 Resist vs. Charmed, +20 Resist vs. Dominated, -5 Perception, Crash: -2 Constitution, -2 Intellect
Svef: +15% Attack Speed, +0.5 Movement, -4 Resolve, Crash: -6 Resolve
Whiteleaf: Frightened, Sickened Immunity, +25 Resist vs. Terrified, Weakened, -10% Attack Speed, Crash: -15% Max Stamina
Fixed an issue where you could cast "ally only" spells on party members before they joined your party.
Animation for picking locks now plays whether or not your character uses lockpicks.
Fixed an issue where talent-granted abilities were not being removed correctly on retraining.
Put a retroactive fix for fighter made before Update 2.03 so they now properly receive a +5 buff to base Deflection.
Fixed inflated Accuracy calculations when the player placed traps or cast certain spells.
Fixed a problem where some status effect usages didn't take trigger adjustments into account.
AI will now choose more appropriate actions if they are unable to move.
Fixed redundant immunity listings on animated weapons.
Added the "Ground" keyword and associated it with a whole bunch of spells and abilities that are ground-based: Tanglefoot, Web, Slicken, the various priest Seals, etc.
Fixed a problem where some equipment would disappear after a shapeshift but still provide its bonuses.

Spells and Abilities

Suppress Affliction base duration reduced from 10s to 5s, AoE radius reduced from 2.5m to 1.75m.
All Prayer Against _____ spells, scrolls, and abilities now grant immunity rather than resistance. Their base durations have been cut from 30s to 15s.
Constant Recovery, Rapid Recovery, and Veteran's Recovery now all heal more Endurance per tick and all scale with level.
Ancient Memory now heals double the Endurance and scales with level but has a 45s duration.
Beloved Spirits now also heals twice as much and scales with level.
Removed an unnecessary restriction on stacking Weapon Type Specialization abilities. This should fix issues like Flick of the Wrist being suppressed by Prey on the Weak.
Fixed some stacking inconsistencies with Cipher powers that caused some spell effects to suppress other valid effects.
Holy Radiance now heals base 15 Endurance.
The Sword and the Shepherd (Kind Wayfarer talent) now scales with level (+7 every 3).
Shielding Touch deflection bonus increased from +8 to +12 (Shieldbearers of St. Elcga talent)
Renamed Duty's Bond to Aegis of Loyalty and the talent now grants 15s of immunity to confused/charmed/dominated instead of a +20 defensive bonus for 20s.
Sworn Enemy range dropped to 10m, set to 1/encounter instead of 3/rest.
Added the paladin talent Wrath of Five Suns (modifies Sworn Enemy). It is only available to Pallegina.
Flagellant's Path attack is now more likely to place the character between him and his destination instead of off to the side.
Fixed a few abilities (Like Crippling Guard) that improperly claimed to apply effects to Self.
Faith and Conviction now scales for NPCs, +1 def and +2 to all other defenses at 5th, 10th, 15th level. Base Faith and Conviction bonuses reduced from +5 defenses, +10 to all other defenses to +4 def, +8 to all other defenses.
Knock Down is now a full attack (was only a primary attack previously) meaning that dual-wielding characters will now perform two attacks.
Play Dead should be be removed correctly when you retrain.
Miasma of Dull-mindedness penalties reduced from -10 to -6 and duration from base 20s to 12s.
Arkemyr's Wondrous Torment adds perception penalty. Penalty against subsequent targets increased and jump range increased from 5m to 8m.
Chanter skeleton summons set to 2nd level (were previously 1st).
Reny Daret's Ghost duration from 20s base to 12s base.
Clear Out base damage increased from 15-22 to 30-40.
Into the Fray base damage increased to 22-30 and damage type switched from crush to pierce. Into the Fray base dazed duration increased from 5 to 12.
Constant and Veteran's Recovery reduced from base 90s to base 45s duration.

Miscellaneous

Updated Watcher Vision VFX to reduce chances of blowout on a light background.
Adding a melee attack for pigs <--- This is important
Fixed a problem where game camera control could be renabled when moving from a conversation to a store directly. This should prevent zooming-in while scrolling in the store.
Fletcher's Stay rest bonus from The Goose and Fox now removes correctly.
Fixed issue where you could duplicate cloaks on corpses using quick loot.
Fixing big head mode on Sky and Alpine dragons.
avatar
Belsirk: Suppress Affliction base duration reduced from 10s to 5s, AoE radius reduced from 2.5m to 1.75m.
All Prayer Against _____ spells, scrolls, and abilities now grant immunity rather than resistance. Their base durations have been cut from 30s to 15s.
Sworn Enemy range dropped to 10m, set to 1/encounter instead of 3/rest.
I love these changes in particular. Suppress Affliction was OP, "Prayer Against" spells were kinda useless and Sworn Enemy being per rest always pissed me off.
avatar
Belsirk: Suppress Affliction base duration reduced from 10s to 5s, AoE radius reduced from 2.5m to 1.75m.
All Prayer Against _____ spells, scrolls, and abilities now grant immunity rather than resistance. Their base durations have been cut from 30s to 15s.
Sworn Enemy range dropped to 10m, set to 1/encounter instead of 3/rest.
avatar
MikeMaximus: I love these changes in particular. Suppress Affliction was OP, "Prayer Against" spells were kinda useless and Sworn Enemy being per rest always pissed me off.
Only when you was not facing 3 - 4 Orc druids... (Raw area damage cumulative)
I'm going to fear those encounters with the 3.0 :P

However, is probably that playing only the second part of the expansion We don't reach to do all the new stuff in the stronghold. so, prepare a new character.
Post edited February 02, 2016 by Belsirk
avatar
Belsirk: Only when you was not facing 3 - 4 Orc druids... (Raw area damage cumulative)
I'm going to fear those encounters with the 3.0 :P
Ogres can be easily interrupted; buff your speed and then attack them with high-interrupt weapons and non-stop spells, and you can almost stun-lock them. They'll still get a few attacks in, but very few.
And still no version upgrades on GOG, despite Steam having that from day 1....It's like GOG doesn't want to buy here anymore...I'm starting to regret that i did not opt for the Steam release in Kickstarter :(
avatar
Belsirk: Only when you was not facing 3 - 4 Orc druids... (Raw area damage cumulative)
I'm going to fear those encounters with the 3.0 :P
Yeah those damn druids. A lot of White March encounters will be harder now too with that duration cut in half.

avatar
wolfsrain: And still no version upgrades on GOG, despite Steam having that from day 1....It's like GOG doesn't want to buy here anymore...I'm starting to regret that i did not opt for the Steam release in Kickstarter :(
That may be the publisher's fault more-so than GOG.

I wish I had it on Steam just because of all the annoying patching issues i've had with it here, and it would be nice to have access to the beta patches.