- The Guildmaster, Magnum Opus, Jaesun and 263 others like this
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Posted by J.E. Sawyer on 14 September 2012 - 04:39 PM
Posted by Ethics Gradient on 25 January 2018 - 06:40 AM
It's the final stretch before the release of Pillars of Eternity 2: Deadfire, and for the last few months, @WorldofEternity, @Obsidian, @vs_evil have all been secretly adding codes digital, print, and real-life media.
We didn't know what it was at the time, but they were laying the groundwork for The Deadfire Scavenger Hunt!
Go here and start entering codes:
Below are the codes the community has found, listed in order of discovery:
- BtF6nW - Bestiary Entry 1: Imps (17 Jan)
- w6Pd2u - Bestiary Entry 2: Rathun (24 Jan)
- SHbEXB - We are happy to announce...(25 Jan)
- cCedpo - THQ Nordic mockup of the physical Obsidian Edition (26 Jan)
- 8twCgw - Bestiary Entry 3: Engwithan Titans (31 Jan)
- BMahh7 - Bestiary Entry 4: Eotens (7 Feb)
- KFK5Lj - February Press Images - Stone Doorway (Published 5 Feb, also in print)
- RMaM4A - February Press Images - Entrance Stairway (Published 16 Jan, also in print)
- XQrdGv - PC Gamer UK/US Cover (March 2018)
- CoC6eF - Bestiary Entry 5: Rotghast (14 Feb)
- DeYvu8 - Gamestar März 2018 cover (17 Feb)
- HTEPbK - Bestiary Entry 6: Naga (21 Feb)
- 25Pwqv - Backer Update 45 (23 Feb)
- VMTjAb - Bestiary Entry 7: Corrupted Tigers (28 Feb)
- yJ3BqA - Versus Evil video thumbnail (28 Feb)
- mfvU5r - Bestiary Entry 8: Constructs (07 Mar)
- vSKRXA - Bestiary Entry 9: Engwithan Saints(14 Mar)
- RHh2SA - Obsidian Pedi-cab (20 Mar)
- 3D7mzF - Bestiary Entry 10: Earth Blights (21 Mar)
- WgE69K - March Press Blitz - Right Balcony (26 Mar)
- tg2b3r - March Press Blitz - Circular Carpet (26 Mar)
- KUyE6X - March Press Blitz - Ship Stern(26 Mar)
- vitshR - March Press Blitz - Left Cell (26 Mar)
- 5Vtwje - March Press Blitz - Furled Sail (26 Mar)
- EQC3bw - Versus Evil PAX Tweet (28 Mar), Stoic Tweet (08 Apr), Backer Update 46 Tweet (30 Apr)
- APDPmj - Bestiary Entry 11: Party Time (28 Mar)
- zdhfFQ - Companion Spotlight: Tekēhu (04 Apr)
- zvzrSg - PAX East Twitch Stream, Day 1 (06 Apr)
- hCSjoE - PAX East Twitch Stream, Day 2 (07 Apr)
- iXncsY - Scavenger Hunt Site (11 Apr)
- eZ9ywi - Companion Spotlight: Pallegenia (11 Apr)
- mDjZsK - "Welcome to the Deadfire Explorer's Scavenger Hunt!" Email (11 Apr)
- 3kp5Bi - Companion Spotlight: Serafen (18 Apr)
- Ksucnw - Community Manager tweet: Aarik (23 Apr)
- 4eVMKu - Instagram Ad 1 (24 Apr)
- SNGVTh - Instagram Ad 2 (24 Apr)
- i2MrLF - Companion Spotlight: Aloth (25 Apr)
- aFJJ8F - Backer Update 46 (30 Apr)
- 6X4EYa - Backer Update 46 (30 Apr)
- BprrJv - Backer Update 46 (30 Apr)
- ysRHrs - The World of Eternity tweet (02 May)
- 3UNUbC - Companion Spotlight: Maia Rua (02 May)
- TjF5if - The power of friendship! (02 May)
- UBRYio - The Road To Eternity (04 May)
- P5swCz - Developer Tweets (04 May)
- PLmjXG - We can bearly wait (06 May)
- JvD6Sx - Last chance to pre-order (07 May)
- 47KjYc - InXile tweet (08 May)
- 7NLeRW - Deadfire Launch Tweet (08 May)
- zGckQH - Deadfire FAQ (08 May)
- UG6Q9Y - Backer Update 47: Launch day (08 May)
- PrHg3N - Press Kit Images
- eVSMvT - Press Kit Images
- cLD6nB - Press Kit Images
- uUZCgG - Press Kit Images
- E6Gqaj - Deadfire Manual - Table of Contents
56/55 codes found. WE DID IT!
Congrats to the community!
The following console commands have been found in print magazines to grant the player some other fancy pets. After the game releases, open the console with the ~ key and enter any of the following commands:
COSMIC DOG - Cosmic Dog Pet (PC Gamer UK, March 2018)
COSMIC BIRD - Cosmic Bird Pet (GameStar, March 2018)
COSMIC CAT - Cosmic Cat Pet
- The Guildmaster, Powerslave, kirottu and 230 others like this
Posted by Firedorn on 03 April 2015 - 06:11 PM
"Asked". Meaning "change it or we simply remove it". There was no choice involved for the person.
Actually, there was a choice. They asked me if I wanted to change in light of what happened. I chose to change it so that they can concentrate on the game instead of this PR nightmare. They weren't going to change it, they asked ME if I wanted to. I can find another platform to write my controversial crap, and I will. They, on the other hand, did the right thing and allowed me to decide the fate of the epitaph. I chose to turn into something that made fun of the bitch-bastards that were complaining.
They went above and beyond what I would have expected them to do.
- Oerwinde, Leferd, kirottu and 155 others like this
Posted by BAdler on 02 October 2014 - 09:21 AM
Through your help and feedback, the Pillars of Eternity team has spent the past two years creating a fun, fulfilling experience. An open development has enabled us to interact with our fans and backers in a way we weren't able to in the past, and this has really helped shape Eternity into a game that we all hoped it would become. Plus, with the Backer Beta, we have been able to get excellent feedback from our backers that we are using to shape Eternity into an even better game. We really can't thank you enough.
To incorporate as much feedback as possible, polish every nook and cranny of the game, and make sure we don't ship a buggy game, Obsidian has decided to push the game's release into early next year. We are going to use the extra time to make Eternity shine for our backers, and a game that we were proud to call our own and would live up to your expectations.
Once again, we want to thank you for making this all possible. With your help we can bring Eternity across the finish line.
- Kevin Lynch, kirottu, ^Rayne^ and 103 others like this
Posted by Sensuki on 12 September 2014 - 10:20 AM
Greetings, all. Today we’re going to talk about the Attribute system in Pillars of Eternity. Traditionally, CRPGs have suffered from certain issues with character attributes that PoE’s Lead Designer, Josh Sawyer, believes detract from the character creation and gameplay experience – namely, the problem of certain classes being pigeonholed into pumping certain attributes to function properly, and the existence of dump stats. To that end, the attribute system in Pillars of Eternity is designed with a few fundamental design goals in mind:
- All attributes should be useful (in some way) for every class.
- No dump stats – that is, no stat should be overwhelmingly better or worse than the others.
These design goals aim to fix some systemic problems with the traditional D&D-based attribute systems. These design goals are admirable and worthwhile, and we believe that if realized, they will make Pillars of Eternity a richer and more rewarding experience. Unfortunately, the current attribute system fails to meet these goals. In particular, Perception and Resolve are simultaneously not useful for all classes/character archetypes, and are also very widely considered to be dump stats in most cases. However, this can be fixed. I (Sensuki) came up with a solution about two weeks ago and after many days consulting with Matt516 on the mathematical, logical, and balance issues with this solution, we have produced this paper.
It contains an introduction (which the text above is an excerpt of) that outlines our proposed changes to the attribute system and three sections. The first section deals with the inherent issues with Perception and Resolve and examines why they are widely considered dump stats by many, and too confusing to bother with by others. The second and third section outline our proposed changes for improving the attribute system, backed by mathematical and logical arguments to declare their balance, in support of their implementation. We also include detailed suggestions for how the game can be rebalanced if these changes are implemented.
Matt516 and I co-wrote this paper, and it represents 10 straight days of work on various calculations, logical and balance issues, and argument structuring. It has been an absolute pleasure to work with Matt516 on this, and it would not have been possible without his help. The original idea was mine - but his math and Excel skills, combined with his adept academic writing talent, were paramount in producing the quality of work we have been able to produce here.
I'd like to ask you all, backers and developers alike, to carefully read our paper - not to make any pre-judgements about our solution before you have seen our arguments. We have striven to anticipate issues people may have with this design, and to provide our answers to them in advance.
After you have finished reading through the paper, I'd like to ask you these three questions:
- Would you enjoy creating and playing characters under our proposed attribute system?
- Do you think our solution succeeds in meeting the primary design goals of the attribute system?
- Do you think this solution is an improvement over the current attribute system?
Sensuki (and Matt516)
- Jaesun, Leferd, GreyFox and 90 others like this
Posted by BAdler on 03 September 2013 - 02:03 PM
- Resting bonuses. Some of the upgrades to your stronghold will grant temporary bonuses to your attributes or non-combat skills when you rest there. As examples, you can build Training Grounds to improve your Strength or a Library to improve your Lore skill. Some of these upgrades are expensive, but you’re worth it.
- Adventures for idle companions. You will eventually have more companions than will fit in your party, so you will have leave some of them behind. While they are idling away at the stronghold, they can take part in their own adventures, earning additional experience for themselves and extra money, items and reputation bonuses for you!
- Ingredients. Many of the stronghold upgrades will generate ingredients used by non-combat skills. For example, Botanical Gardens create Survival ingredients over time, and a Curio Shop produces ingredients for use by both Lore and Mechanics.
- Special offers. Sometimes visitors to your stronghold will have rare items for sale, or perhaps they will offer you items in return for something else. Pay attention to these visitors. Some of these items may be nearly impossible to find any other way!
- Wealth. Don’t forget that by owning a stronghold, you also own all of the surrounding lands and impose a tax on all of the inhabitants. It will feel nice for a change to have someone recognize your high standing and give you the money that you so richly deserve.
- Monte Carlo, Kevin Lynch, Gfted1 and 78 others like this
Posted by Wespenfresser on 22 March 2015 - 06:42 PM
If you want to share/repost these:
PLEASE, share them like they are (uncropped) and link back to me! (http://wespenfresser.deviantart.com for example)
DO NOT POST THEM ONLINE WITHOUT MY NAME ON THEM!
No idea where to post this, because it doesn't really fit anywhere..
Anyways, I wanted to paint some portraits for some time now, and I finally “found” some time.
I have also seen some people making* some things that might have been custom portraits too, so...if any of you have some stuff to show, bring it on!
(* making as in painting, possibly manips , not “google&crop”..I'm not fond of that, since people rarely give credit and often crop signatures.)
So, here we go!
Little disclaimer: They are not the same style as the default ones, and might be a little dark/contrast-y. Also not cropped to proper size yet.
I sometimes didn't know which cues in the default portraits where intentional, and I might have ignored some on purpose. ( I'm dependent on what people are posting, I don't have the BB.)
Just fluffy messing around and twisting some things to my taste. Might still fix some wonkieness.
Intended as first character. Probably cipher, aiming to get a big gun.
Might still mess around with the skin pattern, but I like her.
Death Godlike (Aumaua Bodytype)
Currently fighting with the blue one over my attention. Intended as a Bleak Walker.
I have some spare heads for him, some like the ones I saw, and then ones that make him look more like one of my OCs. This is one of the latter. That's also why I rarely paint them though, black-on-black-on-black is just really hard for me to make readable.
The most fun one, just because. I like fluffy things.
Made it a little more...you know, less hairy-person like, more.. cute?
I still have a few unfinished ones, and I meant to try and make a little better poses for the one I play first. (I didn't mean to make any interesting poses anyways, but a little different wouldn't hurt.)
Not sure If I'll find time, though. (I might have more time if I wasn*t taking hours to type this...DX DAAAR!)
- Azzy, TrueNeutral, Buzzn Frogg and 77 others like this
Posted by Sensuki on 28 August 2014 - 08:45 PM
At the start of combat you fire the pistol, then attack with your melee weapon in the other hand.
Apparently this is a bug? (I think)
THIS SHOULD BE A FEATURE
FIGHT FOR PIRATE STYLE PISTOL OPENERS EVERYONE
FUN > BANALCE
The pistol + shield thing is actually a bug. All guns are supposed to be two-handed.
- agris, GreyFox, ShadySands and 65 others like this
Posted by Fynnding on 29 March 2015 - 09:10 AM
This is also the first time I've posted here, and I backed the game as well. I love Obsidian games and all of the games made by its employees from before there even was an Obsidian.
Please don't change the memorial. There is currently a high-tension outrage machine tromping through cyberspace right now, and it has set its sights on Pillars of Eternity over one backer's limerick, and threatening to "not buy the game" and trash-talk it over such a miniscule thing.
The person who wrote that Twitter post does not have your or anyone's best interests at heart. Just look through their history.
When I backed Pillars of Eternity, I did it thinking that I could finally help make a game that you would be able to make, totally free of publisher influence. Unfortunately, that was not the only front I should have been looking at.
Changing it will not change their opinion of you. It will not suddenly cause them to buy the game. Their attention will just flit to the next target their mob sets their sights on tomorrow.
On the joke in particular, a fictional man jumping off of a cliff because he discovered that the fictional woman he thought he was bedding turned out to be another fictional man, is not transphobia or transmisogyny. The fictional man is not entitled to sex with the other fictional man, false pretenses or no.
It's ridiculous that I even have to write this post, but please don't change a thing because people are just looking for something to get outraged over.
- Volourn, Oerwinde, kirottu and 64 others like this
Posted by Sensuki on 23 March 2015 - 06:32 AM
Here is my incredibly verbose guide to the Pillars of Eternity Character Creation. It contains pretty much everything you would want to know about making a character for Pillars of Eternity with an interest in mechanics (although I also touch on what exactly is reacted to in the game for RP purposes).
The guide is fully chaptered on the youtube page, so if you don't want to watch it all you can just skip to the info you want to listen to.
The guide is for everyone from completely new players to RPGs to Infinity Engine veterans who may not have the beta. There are many beta backers here that have already played the game, but there might be some information in there worth listening to.
This will be part one of a three part guide. The second part will focus on basic controls, options menu, mechanics and combat. The third will showcase a few encounters with each of the classes and showcase how to play them.
This guide will also be spoiler free if you have already seen the E3 Press Demo from 2014.
I hope you like it, and I hope it helps ease you into the game.
- Pidesco, Meshugger, Starwars and 64 others like this
Posted by sparklecat on 31 March 2015 - 06:14 AM
Just want to note that anyone who thinks modding out the swearing will make the game appropriate for their non-mature children may want to reconsider that.
- Monte Carlo, kirottu, Hurlshot and 62 others like this
Posted by Sensuki on 21 August 2014 - 12:00 AM
Here is a video that focuses on highlighting and targeting characters in combat in the Infinity Engine games and showcases some of the functions that Pillars of Eternity should include in the game.
I also forgot to state in the video that selecting and mousing over a character will give you exactly the same feedback, except that when you mouse over a character, their selection circle will blink. Tooltips and the character's targeting reticle appears both when selecting and mousing over. You will notice this behavior between 2:57-3:03 in the video.
Another thing I forgot to say is that targeting reticles do not appear at all unless you have the characters that are targeting anything selected, but that should be obvious in the video.
Mimicking such combat feedback would help distinguish who is doing what in combat, the lack of this feedback is one of the reasons why people are finding things so confusing.
Not to be rude, but it does make me wonder how often the developers open up an Infinity Engine game when noting down necessary functions. Improvements have been made since this time but videos like this really highlight how many things the Infinity Engine got so right. Lots and lots of modern games don't even have this kind of combat feedback.
I will make a series of combat videos about this topic, it's hard to try and think of everything in the same recording.
I would also like to re-iterate that tooltips should include both Stamina AND Health numbers.
- Leferd, GreyFox, Lorfean and 62 others like this
Posted by BAdler on 10 December 2013 - 01:35 PM
Update by Brandon Adler, Producer
After months of hard work we are happy to present to you with Project Eternity's BIG update. We have lots of stuff to go over, so let's get into it.
Through the hard work of the Project Eternity team we are proud to present our first in-game teaser trailer.
Click to view the gameplay teaser.
If you've finished the teaser (and you've finished it, haven't you?) then you know we have another big announcement. Project Eternity is now officially known as Pillars of Eternity. In addition to that, we have a nifty new logo courtesy of Kaz:
The new Pillars of Eternity logo.
Pillars of Eternity now has a new Backer Portal! You can visit it by going here.
First things first, let's get into how you manage your pledges.
To manage your pledge, click the link in the highlighted area.
In the image above you will notice a section outlined in a red box. Inside this box is a link to the pledge management page. There are actually a few different ways to get to the pledge management page (there is also a link on the top bar, for example), but this is the easiest from the home page. Click the link in the box and you will head to the pledge management page.
From this page you can manage all of your pledges or link new ones.
The pledge management page is your first stop in collecting rewards. On this page you can do the following:
- Review any pledges linked to your account’s email address.
- Under the Your Pledges section we will list all of the pledges that are linked to the email address you have listed in your account. You can review these pledges and make sure that everything is correct.
- Link an additional email address to your account.
- You may have multiple pledges from multiple email addresses that you would like to associate with your account. By clicking the link in the Your Pledges section you can enter in another email address to link to your account. You will then be sent a confirmation email to the address provided. Once confirmed, any pledges linked to that email address will be shown under the Your Pledges section.
- Confirm what pledges should be used for.
- If you have pledged an amount equal to your selected tier on Kickstarter or PayPal the Backer Portal will automatically figure out what your pledge should be used for. On the other hand if you pledged an amount different than your selected tier level you will need to specify what the additional money or pledges were intended for. This can be anything from an add-on, to shipping, to a donation. If you need help you can select the option for Obsidian to contact you. We will contact you as soon as possible and get everything squared away. Keep in mind that if you choose for an Obsidian employee to contact you, your account will be locked until a representative has helped you. This is to prevent any incorrect selections.
You can confirm and upgrade your tier on the reward management page.
Next, you will be taken to the reward selection page. On this page you will be able to confirm your reward selection by selecting the appropriate tier listed. If you are eligible for a tier upgrade, you can select one of those options instead of what you originally pledged. Don’t worry about the price differences, we will take care of that when you checkout.
If you missed any add-ons during the Kickstarter, you can add them here.
Did you forget to grab a Pillars of Eternity t-shirt during the Kickstarter? No need to fret, after selecting your rewards, you can choose any add-ons that you would like to add to your pledge. You will find everything from shirts, to mouse pads, to Chris Avellone’s novella.
You can review your order before finalizing it.
Once you are finished choosing your rewards and add-ons, you will have an opportunity to review your order before checking out.
Fill out your shipping info, if needed.
If you have any physical goods, you will need to enter your shipping information.
If you upgraded or added rewards, you will need to pay with a credit card or PayPal.
If your pledge covers all of your rewards and add-ons you have selected then you just need to confirm one last time. If you have selected a more expensive tier or additional add-ons, then you will be prompted to pay with a credit card or a PayPal account.
Fill out surveys for any in-game rewards.
For those of you that have in-game rewards that require your help (Credits, Memorial Stones, NPCs, Items, Inns, Portraits, Adventuring Parties, etc.) or add-ons that require more information (shirts), we have surveys for you to fill out. Just click on the link once you have checked out or go to your profile to find all of the surveys you are eligible for.
Filling out the surveys is as easy as choosing whatever you would like from the various selection boxes and filling out any text for in-game rewards. If you don’t have enough time to fill out the survey in one sitting, just press the save button at the bottom of the page. Your answers will be saved for the next time you enter the survey. Once you are happy with your answers, you can choose to submit your survey.
Congratulations! Your rewards are now confirmed and any surveys you have are filled out. All that’s left to do is check out the areas of the Backer Portal. You can find more information about the game, videos, screenshots, and wallpapers.
Stretch Goal Poll
We've always taken your pledges seriously and we remain committed to giving our backers every stretch goal you reached during the Kickstarter campaign. Budgeting a game of this size can be daunting, but we always remember the cornerstones of our pitch and the features you funded. Even so, there are two things we know a lot of you have asked for: more wilderness areas and more companions. Both of these are very time-consuming, but we understand why so many people want them. Because we've seen these requests more than a few times, we would like to ask the community if you would be interested in new stretch goals to fund additional development. If not, no worries: we're still going to deliver on everything you've backed. Please let us know your thoughts in this threadon our forums.
Interviews and Articles
That’s not all. We also have a plethora of new interviews with members of the Pillars of Eternity team. Check them out below.
That’s it for the update. The Pillars of Eternity team and the whole Obsidian crew would like to thank you for all of your support and help in creating the game over this past year. You can’t imagine how rewarding it is to get to work on this game with all of our Backers. Here’s to another great year!
- Pidesco, Amentep, Monte Carlo and 62 others like this
Posted by vattghern on 04 April 2015 - 05:15 AM
Guess that's the next thing they'll secretly patch out since twitter now dictates what content goes in a game.
- kirottu, Haucusuchus, GreyFox and 61 others like this
Posted by Grotesque on 19 August 2014 - 07:07 AM
I really miss the simple pencil drawings of items & weapons in their description windows.
It would greatly increase the feel of a Infinity Engine RPG game.
Those drawings gave items personality because the artist was introducing graphical elements and details to the item that was impossible to reproduce in the engine.
Maybe items would not have the extensive lore backgrounds they have in the past games but at least Pillars of Eternity would preserve this exquisite and simple pencil presentation of them.
EDIT: If you agree and feel the same in this regard, please like this post to send the message across to anyone from the dev team that maybe is reading it.
- agris, Bendu, Tuckey and 61 others like this
Posted by Aarik D on 03 January 2018 - 02:30 PM
We absolutely love what you guys are doing with creating your own watercolor portraits and we want to help out!
Our amazing and talented Matt Hansen created a PSD doc with instructions on how to create a watercolor portrait to match the style of the game! We've also included the texture as a separate file in you aren't using Photoshop.
WatercolorTemplate.zip 648.43KB 1231 downloads
- Pidesco, Rosbjerg, Bendu and 59 others like this
Posted by Meretrelle on 29 March 2015 - 09:07 AM
Anti-trans joke? Jesus... I swear SJW are compeltly nuts.. it's actually a pretty funny poem and this is me saying, a bisexual who has a transgender brother who doesn't have any problem with this little poem either.
- Pidesco, Oerwinde, kirottu and 59 others like this
Posted by Gairnulf on 26 April 2018 - 03:34 PM
Spiritual Successor is available at the link in my signature: https://spiritualsuccessor.net/
* * *
TABLE OF CONTENTS OF SPIRITUAL SUCCESSOR POSTINGS:
- Spiritual Successor - RELEASED!
- Development Update #1 - Code Refactoring
- How-To #1 - Simple Edit & Export
- Development Update #2 - Using RxJS Subjects
Original Post from 27th April 2018:
For some time now, I've been working on a modding tool that reads Deadfire's .gamedatabundle files and allows for their easy editing, and exporting of changes. The editor's initial version is not far from being released, and I expect it will be out shortly (days, weeks) after Deadfire ships.
The editor's basic workflow is:
1. Load a gamedatabundle file into the editor. If you don't load one yourself, the contents of the vanilla gamedatabundle file will be used for modding.
2. Select a category which you want to make changes to - for example progression tables. Make your changes to the progression table you chose and hit Save. A copy of the object you changed is recorded.
2.1 From a progression table you have access to a list of abilities for the object you chose to edit. Selecting an ability from the list will load the ability's object for editing, without need for you to switch screens or do anything manually. From the ability you may proceed to edit the attack associated with that ability, and from that, proceed to edit the status effects applied by that attack. All this is happening through the editor's UI.
3. Go to the tab for exporting changed data. It contains a list of objects which have been changed across all gamedatabundle objects. Review the json code and export it for inclusion in your modded .gamedatabundle file.
The main advantage of the editor is that it fetches game data objects referenced from different gamedatabundle files. So when you are editing a weapon for example, you don't have to go through 3 files (items > attacks > status effects) in order to change the duration of some effect. This saves you time and effort because you don't have to switch between different files, and search manually with ctrl+f in each one.
Secondly, the editor reduces the chance for technical errors and typos, by using input validation on the fields which you are allowed to change. The editor won't allow you to save a field with an invalid value which would break the game, and there is no chance of invalidating the whole gamedatabundle file because you accidentally deleted a comma somewhere.
Thirdly, the editor filters out from view any system fields and/or objects, which are not suitable for modding, letting you concentrate on the stuff that's of interest to a modder.
Stuff you can potentially mod, and which the editor will gradually begin supporting: rebalance abilities, add and remove abilities, rebalance item stats, damage, armor rating, defense bonuses, health points, injuries, skills, and more.
The editor is web based, but there is no server-side logic or functionality which needs a webserver. Everything you do happens on your own machine, in your browser's memory. No data about your mod or usage of the editor is being recorded on the server. In fact once you open the editor, you can safely switch off your internet connection. Changes are being saved in the web browser's memory, which carries the drawback that on refresh of the browser tab, you will lose all changes which you haven't exported. Therefore you should not refresh or close the browser tab until you've exported your changes from the editor.
I haven't been in contact with Obsidian about making the editor, and I haven't been given special support or documentation. I never told anyone in part because I wanted to work on this simply as a pet project. Of course, I will welcome any help and support, mainly with documentation, which would allow me to keep improving the editor and enriching its functionality.
I hope such a tool will make modding more accessible, will liven up Deadfire's modding community, and will encourage Obsidian to increase moddability for Deadfire and for future games.
- Achilles, ShadySands, Archaven and 58 others like this
Posted by BAdler on 07 July 2014 - 07:43 PM
Hey, everybody. I just wanted to announce that we have decided on a release date for the Backer Beta: August 18th.
We will discuss all of the particulars in a formal Kickstarter announcement, but we wanted you to hear about it first.
- Pidesco, Bendu, nikolokolus and 58 others like this
Posted by Staples on 11 November 2012 - 10:01 PM
I hope it's ok that I post this here, and I hope you all like it.
- Jaesun, Director, sesobebo and 57 others like this