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Posted by J.E. Sawyer on 14 September 2012 - 04:39 PM
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 77 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 67 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 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 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 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 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 56 others like this
Posted by BAdler on 12 November 2013 - 03:24 PM
Update by Brandon Adler, Literal Task Master
Welcome to my world...
As a producer, one of my jobs is creating and understanding the game's master schedule. It's a never-ending task that requires constant refinement and adjustment. Anything that is added or changed can cause a cascade of unintended consequences which is why as game developers we have a responsibility to vet everything that goes into the game.
Today I'd like to give you a glimpse into how we approach game development from a scheduling perspective and what our typical thought processes are when figuring this stuff out. You will be able to see how each part of our area creation fits into the schedule and why changes and modifications can lead to difficult decisions for the team. Hopefully, it will give a bit more insight into the tough decisions that we make each day when crafting Project Eternity.
One thing to remember is that when we are in the middle of production the schedule has already been created for just about everything in the game. What I mean by this is that we have identified all of the major tasks that will need to be accomplished and allotted time and resources in our budgets to match those tasks.
Depending on the team's familiarity with the type of game we are creating, this can mean anywhere from a tiny bit of guesswork to larger amounts of... estimation. With Eternity we are very familiar with what it takes to make an isometric, Western RPG with branching dialogues and reactivity. It's Obsidian's bread and butter. Because of this our initial estimates are good approximations.
Since most of our features and assets are budgeted at the start of the project, any changes to those items have to be accounted for in the schedule. This can mean a few different things - anything from reducing time spent on other tasks, to changing previously scheduled items, to outright cuts - and when changes need to happen project leads consult with each other to try and figure out the best option. Keep this in mind when I start talking about changes to features and assets later on in this update.
One Small Interior Dungeon
Alright, let's stop talking in generalities and get into the meat of what it takes to create a first pass area in Eternity. I'll discuss a generic small interior dungeon area.
This area will have the following characteristics and constraints:
- Uses an existing "tileset." We don't have tiles in Eternity, but we do have sets of areas that share similar assets.
- Will have one unique visual feature in the area. This visual feature is something that will make the area stand out a bit. It doesn't have to be incorporated into the design, but we may want to do that to get the most bang for the buck.
- An Average complexity quest uses this area. "Average" is a flavor of quest in Project Eternity. It refers to the overall complexity of the quest. Quest complexity is determined by the amount of dialogue, branching, and steps a quest has.
- This is a 3x3 interior. A 3x3 interior is the equivalent of a 5760x3240 render. An easier way to think about it is that a 3x3 area is nine 1920x1080 screens worth of content. You can imagine that making an area even a tiny bit larger can actually lead to enormous amounts of work. As an example, a 3x3 is nine screens of work, where a 4x4 is 16 screens of work... almost double the number of screens.
To create our small interior dungeon area, the following has to occur:
- An area designer (Bobby Null, for example) puts together a paper design for the area. This is usually part of a larger paper design, but for this purpose we can say that it is a separate element. For a small area like this, a paper design wouldn't take more than a quarter of a day.
Material concepts for a high wealth interior.
- After the paper design is constructed, it is passed to the area design team for revisions and approval. For the most part, this goes fairly quickly and normally wouldn't take more than a quarter of a day for a small area.
- A concept artist (Hi, Polina and Kaz) creates a concept for the unique visual element of this area. Let's say for our purposes the unique element is a cool adra pillar that is holding up a portion of the ceiling. This takes half a day to a day, depending on prop complexity. This may seem like a luxury, but making sure that the areas feel cohesive can save lots of revision time down the road.
- After the concept work is completed, it is reviewed by the Art Director (Rob Nesler) and the Project Director (Josh Sawyer). Any necessary changes are then made before being approved. Overall, it probably takes about a quarter of a day for review and any revisions that need to be done.
An initial pass on a blockout before it has had a review.
- After the paper design and concepts, an area designer creates a 3D blockout of the area in Unity. This allows the designer to walk through the area and make sure it flows well. This also helps to give the environment artist assigned to the area an idea of where the various elements should be laid out. A full blockout of a 3x3 area normally wouldn't take more than half a day. This is an extremely important part of the process. Sometimes an area seems great on paper, but in practice it is clunky or frustrating.
- Once the blockout is finished it's passed along to the area strike team for review. The area strike team includes people from most disciplines. This is the point where revisions are performed and the layout becomes finalized. The changes can be as simple as moving some props around or as complicated as redesigning major portions of the layout. Again, for a small area of this size, we aren't looking at more than half a day for all of the feedback and revisions.
- With the blockout in place, the area can move to environment art (For example, Hector "Discoteca" Espinoza) for the art pass. This includes putting together existing pieces and creating new assets to make the area. A large portion of time allotted to an area is spent in environment art. A 3x3 area that uses mostly existing assets would typically get three days of environment art work, but, because we want to have a cool, unique piece in the area we will add about a day of environment art time. This gives a total of four days for the initial art pass.
- Like the blockout, the art pass is usually reviewed by the area strike team. Revisions can vary wildly depending on how everyone feels about the area, but it isn't uncommon for another quarter to half a day to be spent on review and revisions for this size of area.
The blockout above with revisions, 2D render, and initial design.
- Now with the 2D render in place, the area is ready for the real design work to be done. An area designer will typically get about three days to do the first pass on the area. This includes things like a loot pass, encounters, trigger setup, temp dialogs, etc.. Because this area has a quest that is running through it, though, it will get an extra day to work out all of those kinks. That puts us at four days for an initial design pass on the area.
- Remember the part about this area having a quest? Well, now is when a creative designer (Like Mr. Eric Fenstermaker, for example) comes through to write the dialogs. To be completely honest, this usually comes much later, but it works for our purposes. The narrative designer creates the NPC dialogs, quest dialogs, and companion interjections for the area. Usually an area designer will stub these conversations out and the narrative designer will come in and complete them. Depending on the amount of dialog this should take around a day or two for everything.
- Finally, a concept artist will take a pass at painting over the final 2D render. This pass is used for "dirtying up" an area and adding in the little details that might be difficult for an environment artist to create. As an example, we can cover up texture seems, add in variation on repeating textures, paint in lighting highlights, and even add things like patina or moss on objects. Due to Photoshop magic from Kaz, we can even propagate those changes into our diffuse maps so they show properly in any dynamic lights. This is a fairly low cost procedure and Kaz can cover a small area like this in about half a day.
- There are other considerations (Like animation, sound effects and visual effects, for example), but we will stop for now.
So, for those keeping count at home, to get a first pass area that is borderline Alpha (as in no bug fixing or polish work) it costs the project about 13 man days. This is little over one half of a man month of time for a small, simple area. Larger areas with more content take significantly longer to develop.
Our time estimations used for scheduling are determined in preproduction (prepro) phase. Our vertical slice (the end of prepro) is the culmination of the team identifying what it will take to make the game and then actually doing it. We get these numbers by seeing how long it takes the team to perform those tasks in our prepro, and then we can extrapolate those numbers over the course of the time we have budgeted to understand how much work can get done.
A milestone will have 15 to 20 areas of varying complexity going at a time. A minor change in an area can cause a domino effect that starts schedule slippage. Remember that on a small team like Project Eternity we have a limited number of people that can work on any one part of the game so taking someone off of their current task to work on changes can gum up our pipelines and prevent others from completing their tasks. We can get around that by switching up the tasking, but it can quickly get out of hand and lead to inefficiencies.
That being said it's the team's responsibility to give our backers what they have paid for. If we are playing though part of the game and something feels off from what we promised to our fans, we need to seriously consider making changes - even if it pushes us off schedule. There have been times where an update leads to some serious discussion on the forums and within the team about a direction change. Ultimately all of that gets added into the equation as well.
Taking that into consideration, the team has to make difficult choices every day. Do we go through and do another prop pass on a level? What does that cost us in the long run? Will we lose an entire area in the game? These are questions that the leads struggle with everyday. We are always weighing the cost of assets and features against everything that still needs to get done.
Luckily, like I mentioned above, we have a bunch of smart, talented, experienced people working on Eternity. The pitfalls we have experienced in previous games give us a leg up when we are trying to navigate this project's development. I wanted to send out this update to give the fans a little insight into our daily processes and demystify what probably seem like arcane decisions. If you enjoy these types of updates, let me know in the forums and I will try to write more of them for you.
- Pidesco, Monte Carlo, Kevin Lynch and 55 others like this
Posted by BAdler on 14 January 2014 - 01:44 PM
Update by Brandon Adler, Producer
Hello, everyone. Like everyone here at Obsidian, I hope you had a great holiday season and were able to gorge on lots of treats and good food. This week I am going to go over a bit about the new Backer Portal (please log in if you haven't already), give a general update about where we are in our production, and show off some of the cool things that are happening in the game. In our next update we will be taking a more detailed look at some of the classes in Eternity.
Just a reminder to all of our backers, if you have not done so already, please head to the Backer Portaland complete your order. All backers need to go through the process so they can receive their rewards - even those that only have digital goods.
To start the process, click on "Manage My Pledge Now" and click on the "Select Reward" button on the pledge management screen. From here, you may select the tier you backed (or upgrade to a new tier), select additional add-ons, fill out any shipping information, and file your surveys.
Also, please make sure you fill out your surveys as soon as you can. If you have an NPC, item, inn, or portrait the sooner you get the information to us, the sooner we can make sure it gets into the game.
If you are having any issues, e-mail us at firstname.lastname@example.org and we'll help you out quickly.
As most of you know, we finished up Od Nua (our mega-dungeon) in our last milestone. I have to say, I think it looks pretty amazing. Currently, the area team is working on our second big city, Twin Elms, and it is looking just as good. Here, take a look for yourself.
Without getting into too much detail, the Area Designers are fleshing out the end of the game right now and everything is really coming together. The area in the screenshot above looks like the perfect place for a big fight, huh?
Our character team has been cranking out new creatures and equipment.
We are almost completely through all of our A priority creatures. Soon we will be working on our B priority creatures and lots of equipment variations.
One of the creatures that was just finished to Alpha quality is the Cean Gŵla. These banshee-like undead are the spirits of women who died under particularly tragic or traumatic circumstances.
Take a look at the comparison images below.
Most of our UI has either been implemented or mocked up to an Alpha level. The interface that we would like to show you today is the character sheet, which shows character and party information. You can find lots of useful info on the sheet including various party statistics, your reputations with Eternity factions, and character stats.
Features have been going into the game pretty regularly.
We just recently moved to Unity 4.3 and, while this might not seem like a big deal, 4.3 has ushered in some long awaited features. Animation annotations, for example, were added to Unity. We can now call sound effects based on specific frames of animation. This makes things like footsteps possible.
A majority of our spells and abilities are in-game and usable. Josh has started auditing them and requesting changes for gameplay balance purposes. Tim has been quite busy with all of the small edits.
Strangely, one of our more minor features has gotten me the most excited. Just recently we have gotten the ability to set custom party formations and I am having a blast testing it out.
Have you been wondering what some of the Pillars of Eternity gods look like? Wonder no more.
Above you will see the representations of Galawain and Woedica, gods in the Eternity pantheon.
Woedica is known by many names including "The Exiled Queen," "The Burned Queen," "Oathbinder," and "The Strangler." Her domains include law, justice, oaths and promises, (rightful) rulership, hierarchies, memory, and vengeance.
Priestesses of the Exiled Queen serve as lawyers and judges in towns and urban centers, and the most prominent among them are advisers to kings and lords. They are of particular importance in the Empire of Aedyr, where by tradition, business contracts always require their endorsement. Her devotees are typically found in the upper classes, but any conservative person who longs for a vanished past will find a place in her faith. “When Woedica takes back her throne” is a common saying amongst her followers, signifying a utopian future when society will be properly ordered once again, and she will take her rightful place as ruler of the gods.
Galawain is patron of the hunt in all its forms, and he is honored by those whose occupations are concerned with pursuit and discovery. His faithful include frontiersmen, constables, treasure-seekers, explorers, and even scholars, many of whom wear his carved symbol – a dog’s head – around their wrist or neck. He is also protector of wild places and untamed wilderness, where the hunt manifests in its purest form as a daily struggle for survival.
That's it for this update. Make sure you head over to our forumsto let us know what you think of anything you see here.
- kirottu, Bendu, nikolokolus and 54 others like this
Posted by Karranthain on 16 September 2012 - 03:32 PM
Do I need to say more?
- Jaesun, aVENGER, nikolokolus and 54 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 50 others like this
Posted by BAdler on 24 March 2015 - 08:47 AM
We will most likely release it today. We will make an announcement on the forums when everything is live. There will also be a general backer update, but probably not until some time after our initial announcement on the forums.
- Pidesco, Leferd, ShadySands and 50 others like this
Posted by BAdler on 24 March 2015 - 09:11 PM
Steps to Redeem Your Items
All of the steps outlined below have assumed that you have set up your account and confirmed your pledge. If you have questions about confirming your pledge, please read through our previous update on how to do so.
If you follow these steps below, you will able to redeem your rewards:
- Each entry on the Products tab is a reward that you can redeem. Depending on your tier you may have many different types of products to redeem. Let's start with redeeming a game code for your platform of choice.
- First step in redeeming the key to your copy of the game is to click on the game's entry to expand it.
- Once expanded click on the "Choose Platform" button to bring up a menu where you can select your preferred platform. We offer the choice between Steam and GOG. Once you have selected your platform you can press "Generate Key" to create a download key. Note that once you have generated a key for a platform it may not be changed in the future. Choose wisely.
- After your game key is generated you will be given instructions on how to redeem the key in your platform of choice.
- If you are redeeming a different type of reward, a PDF of the Campaign Almanac, for example, the process is the same. Expand the product entry and click the button to download the reward.
And that's it. Using the processes described above you will be able to generate game keys and download all of your available rewards. As more rewards are finished, like the documentary, they will appear on your list of rewards to redeem.
You may download your rewards as much as you like, but there is a short time limit on each link that is generated by the Backer Portal. If you are attempting to download from an old link, it is best to generate a new one by going through the process above.
- Kevin Lynch, Achilles, tarasis and 48 others like this
Posted by J.E. Sawyer on 04 October 2014 - 05:01 PM
I know some people wonder why this was the specific time when we chose to announce our delay. After all, there were big problems in Gamescom/BB build, so why not announce a delay immediately? I think it's a reasonable thing to wonder about, so hopefully this explanation will answer some of your questions.
When you, the individual developer, think there is a timeline problem on a project, it's usually not enough to simply rely on spidey-sense. There are exceptions to this, e.g. if you're working on a small team where everyone has high exposure to almost every aspect of the game. But with a team of 20+ people working on a project at a company of well over 100, gut feelings aren't substantive enough to make immediate course-corrections. What they are good enough to do is start investigating and start planning potential scenarios. When the Backer Beta went out, Adam, Brandon, and I all knew there were major problems, but we needed to quantify those problems in terms of time spent across our team. I.e., how many problems, how long do these problems take to fix, and who has time to fix these problems? We also had found work, which is a general way of bundling those valuable and worthwhile new features and options that backers and internal developers bring up that we think we really should take the time to pursue.
We worked with the OEI owners to quantify all of this work and project it out over the next several months. There's really no point in us hooting and hollering that the sky is falling until we realistically understand how fast the sky is falling and what is required to prevent it from crashing. This took the time between the BB launch and several updates. That gave us burn down rates on bugs, a comprehensive listing and allocation of found work, and time for all of the leads to discuss a realistic timeline to complete the game at the necessary quality level. Of course, we also needed to discuss all of this with Paradox since they are the publisher for PoE and are handling a large number of logistical aspects of completing the game, including physical goods, localization, PR, marketing, and some QA.
We also try to be as general as possible for as long as possible on dates for two reasons a) the closer we get to the end, the more accurate our estimates get and b) nobody likes seeing a ship date shift five times. If we could get all of our estimates right and all of the backed features in and polished exactly on time, that would be ideal. But if I'm forced to pick two of the following three: all promised features, high level of quality, on time -- "on time" is almost always going to be the thing I'd prefer to sacrifice. On many of the projects I've been a part of "level of quality" has been the thing sacrificed, and I've almost never had a say in it.
- ShadySands, Ieo, Sensuki and 47 others like this
Posted by norolim on 25 September 2012 - 03:41 AM
Because translation is free, right?
Again. You are being ignorant and selfish. The game is not just for you. You didn't buy the rights to it, when you pledged. Translations cost money, but they also widen the reach of the game and consequently produce more income. Simple math. So, please stop being selfish and ignorant.
- Lars Westergren, Oner, max8472 and 47 others like this