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  1. These are the patch notes for patch 1.03. This patch is now available on Steam, and will be available on GOG soon. Note: We have hotfixed the problem with adventurer hall-created companions not being able to unlock doors or chests. Second Note: We have also fixed an issue where people were unable to open certain doors due to the Fog of War. "Big Ticket" Items Bears and Cats can now be equipped with hats. This is most likely not a joke... but might be a joke. Double-clicking to equip items was causing passive abilities to get removed from
    188 points
  2. Character building for games isn’t easy, and it requires a lot of effort, especially when it comes to companions. I’ve had the good fortune to work on a variety of titles with strong support characters over the years, and I enjoy writing them a great deal. I still can’t believe I get paid to do this (don’t cut me off, Feargus). There are a few guidelines I try to follow when designing companions (some of these are dependent on the engine and franchise). - Combat/Challenge-viable. Any companion that can’t hold their weight and help support the home team in some fashion i
    107 points
  3. This is a big one. Patch 1.05 features hundreds of bug fixes, balance changes, and new UI features. There are many minor fixes that are not listed in these notes. Please Note: Save games in 1.05 are not compatible with 1.04 or earlier versions. The game will automatically back up your save games in a special folder in the save game directory after converting the saves to the new format. New Features You can now rename save games. You can now change the portrait and sound set of characters from the character sheet. Click on the gear icon to open the c
    56 points
  4. These are the patch notes for 1.04, which is now available on Steam. It may be a bit before it's available on GOG and Origin, as they manually put it up. We are now working on patch 1.05 and will launch the beta for it during the week of April 20th. We're continuing to read through support threads and e-mails. Thank you, everyone! Update for GOG Linux Users: 1.04 is available on GOG, but not as a patch - unfortunately you have to download the full version of the game. GOG doesn't support patching for Linux for Pillars of Eternity unfortunately. They have the file versio
    50 points
  5. Oh. Hello there. I wanted to put some ideas into words to help express what it means to build a world at Obsidian. It takes a lot of time and effort from a boatload (dirigible-load) of people, but there are some guiding principles that keep us focused on building worlds we love that we hope players will love, too. No matter what the flavor of the setting may be -- fantasy, sci-fi, modern day espionage... a town in Colorado -- worlds are places we want to explore filled with characters we feel passionate about. Curiosity makes us want to explore. An interest in the unkno
    47 points
  6. Greetings Obsidian Fans! We’re extremely excited about our upcoming RPG, and we know you are too. We wish we could tell you all about it right now… but we’re going to hold off until the time is right. What we did want to talk about was a question a lot of you have been raising: “Will this upcoming game feature any lootboxes or other microtransactions?” The answer is simply: “no.” No microtransactions, of any kind, in our game. We also wanted to say a word about our partnership with Private Division, our publisher on this title. Far from “pushing” us to put a
    36 points
  7. Hey everyone! Your friendly, neighborhood, marketing drone here with what I hope will be an eye-opening insight into gamers' thoughts on DLC. First off: a big thank you to everyone who participated in our survey. Hearing your thoughts helps us understand your opinions better, and make better games. Background For those who don't know, on October 4, 2017, we published a survey, asking some key questions about players' preferences regarding DLC, and a bit about their backgrounds, as well. As anyone at Obsidian will tell you, I am big on data, and have been pushing for stu
    30 points
  8. Here are the update notes for Update 3.02. Major Fixes Fixed an issue where some player's game would reset after completing Part 1. Fixed an issue where some players couldn't activate the White Forge or enter Durgan's Battery. Fixed an issue with the final Eyeless SI becoming stuck if you selected yourself. Fixed an issue where some players would get stuck at the Caed Nua End Slide. Fixed multiple issues where some players received black screens on load/transitioning. White March Specific Iron Flail Front is no longer accessible before ret
    24 points
  9. Hey, everyone. Here are the patch notes for 1.06. Of particular note are the fixes for: Fixed a crash that some people were experiencing on startup. This had to do with Unity attempting to load a corrupted font. Fixed slowdowns that could be caused by certain network adaptors or programs like Hamachi. Fixed an issue where grimoires were getting corrupted when sending a wizard to the Stronghold. Fixed an issue where a door in the Stronghold's Great Hall could become locked after the Steward unlocked it. This is a retroactive fix that should fix a saved game
    21 points
  10. Major New Features Companion AI - You may now set your companions to use AI. For those of you that do not want to micromanage your party, you may now choose to have the AI perform basic commands for you. You can activate and deactivate the AI control at any time, so you can still have ultimate party control when you need it. Each class has specialized AI packages and we will be adding more in the future. Improved Creature AI - Creatures and NPCs will now act more intelligently and make better use of their abilities and spells. Character Retraining - You may now retrain your
    18 points
  11. 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
    14 points
  12. I started playing Wasteland 1 near the end of Kickstarter to get back into the Wasteland mindset. I'm still loving it just as much as I did back in high school. One thing I wanted to vent about concerning old-school RPGs like Eternal Dagger, Wizard
    14 points
  13. Recently, I was asked about Wasteland, and the answer became complicated enough that I decided to respond to here. In short, I
    14 points
  14. The Stone Giants are Coming! I have some exciting news! The Fortress of the Stone Giants is just weeks away. When we last left our heroes, having saved the sleepy coastal town of Sandpoint multiple times (from bandits, a dragon, goblins, zombies and ghouls), they briefly turned their attention to rescuing Turtleback Ferry and Fort Rannick from ogres and flooding. Now they've returned to the coast to find "Sandpoint Under Siege." The town is in the middle of an onslaught of Stone Giants along with the dragon, Longtooth, flying overhead (thanks to the animatio
    12 points
  15. Here are the update notes for Update 3.03. General Enemies no longer gain increased shield Deflection and Reflex bonuses when you and save and load in a creature's area. Improved the performance of snow footprint VFX. Biography now correctly updates after collecting springberries. Characters no longer slide across the ground when commanded to move when getting up from prone. Spells and Abilities Chanter buffs and heals now affect the chanter. Combusting Wounds now correctly adds damage. Shadowing Beyond and the Strike abilities now c
    12 points
  16. These are the update notes for Update 3.01. Major Fixes Fixed a problem where players were unable to loot containers in Ondra's Gift at night. Using Abydon's Hammer will now properly unequip offhand items. Fixed an issue to prevent the game hanging on completion of some Stronghold adventures. White March Specific Marunn's door in the Great Hall will no longer be sealed if the area, for any reason, resets its persistence data upon returning to it from lower levels of the battery. Various balance fixes to combats and skill checks in the Abbey of t
    12 points
  17. Updated on March 30, 2015 Hi everyone, one question we get sometimes is, "Where do I select Steam or GoG for my digital downloads?" Now that the game has shipped, you can redeem your digital rewards on the Products tab of your Account Profile. Example items that will be here include the digital novella, almanac, soundtrack, and perhaps most importantly, your game keys. For each digital download you have as part of your tier or addons, you'll be able to choose which platform you want for each one.So let's say you pledged for the Slacker Backer tier, and then
    12 points
  18. From Adam Brennecke: This patch fixes many minor issues that came up before and after launch of The White March - Part I. We have also done optimizations to save/loads and area transitions performance. Please provide feedback if you notice a difference. As always, there are many more fixes than listed. Major Fixes Party members will now default to AI: On and Instruction Set: None. Many optimizations to save/load and area transitions performance. Some users are reporting a 20% decrease in load times. Blurry text in UI has been fixed. Problem
    11 points
  19. As always, there are many more fixes than listed. Major Fixes GOG Galaxy achievements now work. A party member using a movement speed modifying item now should walk at the same speed as the rest of the party outside of combat. Added more optimizations for save and load. Fixed an issue where some players were not able to talk to the Steward of Caed Nua to start The White March quest lines. Fixed issues with Respec not working correctly with some edge case abilities and talents. Fixed some problems that were being reported with self-targeting abil
    9 points
  20. Obsidian gets applicants for internships all the time from schools across the States, and it may be that if you're forming a Kickstarter, you may need a lot of technical, production, and development help for tasks that students and juniors would love to do to contribute to their careers and education. If you're running a Kickstarter and would like to consider a pool of applicants to help you hit your game's mark, let us know - there may be interns/juniors in your area or could assist remotely with your tasks and help your game shine. If this is something you're interested in explor
    9 points
  21. Hey, everyone. Here are the 2.03 update notes. Known Issues Pumpkinhead mode has some problems if you use it on a non-human subraced Godlike. The pumpkin can be too high or too low for the head height. UI for soulbound weapons is overlapping on itself. Concelhaut's Crushing Doom can be overpowered when cast by the Visage of Concelhaut. Steam Controller Pillars of Eternity now has support for the Steam controller. The official controller settings are now set as the default. There is a suggested configuration that can be found on the templates tha
    8 points
  22. At work, we have a lot of rules for how to write. These range from punctuation (single-spacing after terminal punctuation) to spelling ("all right" vs. "alright") to structural (where a "goodbye" response should be relative to a "start combat" response and where that should be relative to a "friendly" response). Every project has a document (or documents) on the specific guidelines for that project. In spite of all the details, there are certain high-level principles that tend to be common. Okay, maybe it's just in my mind, but here are principles that I believe are important for writing playe
    8 points
  23. Rise of the Goblins We are proud to announce that we have new content coming to Pathfinder Adventures in the form of a new campaign, Rise of the Goblins. In our push to bring some quality of life features to Pathfinder Adventures AND release this for desktop it has been a severe content drought. When you have comments like, "Is this game even supported anymore?" and, "I wish the wait for new content was only as long as the wait from deck 3 to 4..." you know it has been too long. This campaign has some of the same events as Rise of the Runelords e
    7 points
  24. Something that seems to frequently come up when discussing the design of a game system is whether or not some aspect of that system adheres to reality. Or, more precisely, whether the outcomes of that system accurately simulate the results that the person making the argument expects, based on their particular interpretation of reality. Generally, these arguments come from players, or from non-designers, or less experienced designers, and will take the form of, "But XXXX isn't realistic!" or "Realistically, YYYY should happen instead". And, frequently, experienced game designers will turn
    7 points
  25. It's been a while - aside from Obsidian work, I've been doing quite a bit of talks here at Dragon*Con and across the sea in Spain at Gamelab on a variety of subjects, from advice to getting into the industry, to Kickstarter, and even our approach to designing characters for video games. Even better, I'll be doing the same coming up here in October at Austin GDC's narrative track concerning Obsidian's narrative approach - and going through our design process at the end of the month overseas concerning design as well (more on this as it happens). Still, it's nice to be home and back
    7 points
  26. It's been quite some time since I've given an update on Pathfinder Adventures and for that, I am deeply sorry. In that time, the team has had some changes in both priorities and members. In the end, though, we have continued to work on making Pathfinder Adventures more accessible to existing users and to hopefully expose a new group of gamers to the world of Golarion and the iconic characters that travel within. Some of you might be saying, "Hey, why did we have to wait so long for a patch?" and, "Why didn't you update us more often?" We wanted to give the p
    6 points
  27. Hail and well met, It's been a little while since I have written an update and I wanted to make sure that everyone is aware of some upcoming global changes that are coming to Pathfinder Adventures. Valentine's Day: In time for Valentine's Day we have a few themed bundles coming up featuring Valeros and Harsk. Both characters have a new look, slightly alternate stats, come with a promo weapon, and chests. Are you #TeamValeros or #TeamHarsk? Team Valeros Team Harsk Originally we were going to have a system in where you co
    6 points
  28. I want to thank you all for taking the time to read this. I usually prefer that other team members make posts because they can go into details on long awaited features. Instead, you get me who gets to share a bit of how timing affects what releases and when. I am even sometimes right! On to it! We have Deck 6 coming out very soon. We are trying to make sure that it comes out prior to any holiday breaks and we have some additional cards and features we are trying to come out with it as well. For example, there will be some Store upgrades so that people can c
    6 points
  29. Pillars of Eternity stores its save games in the following locations: Windows %USERPROFILE%\Saved Games\Pillars of Eternity %USERPROFILE% usually is something like C:\Users\your-name-here OS X For Steam, GOG, and DRM-free backer disc versions: ~/Library/Application Support/Pillars of Eternity/Saved Games If you bought Pillars of Eternity from the Apple App Store, your save game directory is located here: ~/Library/Containers/com.mpdigital.pillarsofeternity/Data/Library/Application Support/Pillars of Eternity/Saved Games Linux
    5 points
  30. Hail and well met! A few months ago we set up a few options for additional content for Pathfinder Adventures that would leverage more of the Rise of the Runelords campaign. We had a few choices available. It could have been another "Tale" to follow up what we were doing with Valeros (I believe the unofficial poll had Ezren in the lead to be the next adventure), a side quest hub (really popular idea internally especially since I suggested it), and a follow up Goblin Deck to Burn Everythings! The team actually put in the infrastructure for the side quests whic
    5 points
  31. So a designer's job is to make jumping through hoops fun, and calibrating the challenge/frustration ratio of jumping through said hoops. This blog post stems from a question from the AMA Brian Fargo and I did on Reddit (long ago) concerning the issues with this in regards to one infamous piece of game design: time limits, and how two different games dealt with the challenge. From a gamemaster/game designer perspective, the idea of time limits is appealing. It creates pressure, and it creates an urgency for the player that's hard to beat. In Fallout 1, the sk
    5 points
  32. Hello friends, I am hoping that the immediate reaction to seeing my name to a post isn't, "Oh crap, the Destroyer of Dreams is going to share some bad news." Far from it, actually! I bring great and wonderful news, along with happy tidings, and such. This blog means that I wasn't completely full of malarkey and that there is a Deck 6 release. I also kept my word that it would be before the holidays. Albeit, barely, but still before. For more infor on Deck 6, check out the patch notes here. While you might be enjoy the new Deck 6 content it isn't the only fea
    4 points
  33. A number of users have reported they are seeing black screens when playing the game, usually when switching resolutions, or toggling between windowed mode and full screen. We've also had reports of similar behavior when trying to use external displays. We've looked into this issue extensively on our end, and we've found a reproducible case within the engine and have sent it off to the folks at Unity to investigate further. In the meantime as a workaround, you can generally press Command-F to get yourself into a state where you can save your game, quit, and restart. Pres
    4 points
  34. Last updated: May 4, 2015 Where are my physical rewards? Many of the rewards have been sent out already or are in the process of being sent out now, but we did encounter some delays getting goods over to Europe from America, partly due to issues with labor strikes on the west coast where we are, and damage that occurred to some of the parts on their way over from production. The final physical discs (delayed as stated in backer updates #89 and #90) are finished being manufactured! Discs sent to America should start going out this week, with European countries the f
    4 points
  35. Hi everyone, Some of you have had some problems either with Stripe or PayPal and have found that you have an open order sitting in your profile and aren't sure how to either try to pay for it again, or to just cancel it out right. We should have an update posted in the next day or so that will allow you to take care of that. It will refund any pledge credit that was associated with the open order so you can start over. Update: This is now in. If you have an open order you'd like to pay for or cancel, just head over to the Order
    4 points
  36. Well met, Adventurers! As we mentioned in an earlier post, pricing changes are coming to our store. Why did we decide to make these changes? Several reasons: first, and most importantly, we got feedback from our players (both directly through comments and through watching what is and is not actually being bought), about what items they wanted to see at what pricing. We listened to these comments and made changes we think make sense, while still making business sense for the product. Second, as you know, we recently added new content to the game and will be adding more i
    3 points
  37. Greetings, Ambassadors! Obsidian is pleased to announce that the Pathfinder Ambassador Program is up and running, and that qualified players of Pathfinder Adventures are eligible to join as of this moment! What is the Ambassador Program? For an in-depth discussion of the details of the Pathfinder Ambassador Program, you can visit this post. However, if you'd prefer to stay here, the short version is this: if you have spent $25 USD or more on the mobile version of Pathfinder Adventures, or you own the Rise of the Runelords bundle on either or both of those platforms, you will receive a free O
    2 points
  38. Hey, guess what! Deck 5 will be out very soon! That's right, Sins of the Saviors will be here! It's got a few crazy scenarios with new mechanics like Rimeskull with the Sihedron Circle Location. This is what the location text from the physical card game says: Build 7 “Stone Head” location decks using the deck list from this card plus 1 henchman. Characters may not move to the Sihedron Circle or encounter cards from its location deck until all Stone Head locations are closed. When you defeat a henchman, automatically close the location it came from, then
    2 points
  39. Hi folks, I would like to open up by saying thanks for all the support you have been lending to Pathfinder Adventures. We are hard at work creating new content, new features, and polishing existing features. Since the launch of the game on tablets it is has been like working on three games at once. The Past, the Present, and the Future. It has been a quite the learning experience for a team of this size, that is for certain. It's All in the Dice We have a patch coming up right around the corner and when you read our patch notes (soon, I swear!) you migh
    2 points
  40. There appears to be an issue on some machines where certain network adapters can contribute to the game running slowly, hitching a lot when doing common things like opening/closing inventory, and voice over playback not playing when it should. We're investigating this issue on our end, but some of the folks in the community suggested disabling any extra network adapters you may have, such as Hamachi, VMware, VirtualBox, or your corporate VPN adapters. To do this, visit the Network Connections control panel on your computer and try disabling one extra network connection
    2 points
  41. Hi everyone! I wanted to introduce myself - my name is Darren Monahan and I'm one of the co-founders of Obsidian Entertainment, and lone wolf programmer of the Eternity site. I'm the man probably responsible for any issues you may have had (...of which I hope, are none, but if you did, I profusely apologize!) Over the next few months we'll be adding more stuff to the Backer Site, and I thought it might be helpful to have a casual place where we could let you know when we add something on the site or forums and have a place to talk about what's in our upcoming queue for
    2 points
  42. In the last profile, I ended up giving general advice on seeking out development jobs, here are additional suggestions for narrative designers: - If you have the time or resources, I'd recommend attending the Game Narrative/Writer's Track in Austin GDC, TX in October (I
    2 points
  43. One of the most important attributes of a good designer is the ability to apply critical thinking to any aspect of a game. At a convention recently, a bunch of game developers kept repeating how important critical thinking was. An audience member asked, "Well, what is that really?" There's this: http://en.wikipedia.org/wiki/Critical_Thinking but that doesn't necessarily give anyone a good idea of how that is applied to game development. One thing we often ask applicants at Obsidian is what their favorite or least favorite games are and why. The "and why" is the most important part
    2 points
  44. With respect to shipping address information, we would like to provide a way for you guys to update your shipping address at any time for as long as possible up to the launch of the game. Next month when we're back from the holiday break, I'll be working on adding this to your profile so that you can keep us up to date with your current address. We'll also announce in backer updates when we're starting to get close and when we'd need to have a locked shipping address. We're going to do our best to keep this available to you for as long as humanly possible - we definitel
    1 point
  45. With Dead Money coming out for the PC and PS3 this week, I got into a discussion about how I feel about its reception and some of the design decisions. In short, my feelings concern the context of the specific design elements. Some folks understand the "why" of the challenge elements even if they don't agree with them, which is fine, as long as they get why we did it the way we did - and that may not be apparent. So: If you play the adventure and want to dig deeper into the reasons behind the content and challenges, read on (although play first and form your own opinions). Slight s
    1 point
  46. Translation from PCAction.de, although I'd argue Google does a more amusing job than my original text. Please introduce yourself (full name, age, company, position): I'm Christopher Frederic Avellone (you want the full name, you got it, even the embarassing middle name that my Mom picked from some French emperor which I've never understood). My job? Creative Director at Obsidian Entertainment, which means I review and do a lot of design. I'm almost at the 4 decade mark (minus 2 years), I still feel young at heart. Please share some interesting moments of yo
    1 point
  47. Even video games with good writing are usually banal and puerile in their content. The exploration of themes in games is typically shallow and any didactic purpose the writers attempt to achieve is usually aimed very low. When an eleven year-old already inherently comprehends and accepts the lesson you are trying to impart, you know you're not dropping the bucket too deep into the well. A converse problem is that the themes being explored are so far outside of a player's daily concerns that they simply do not care. A lot of game developers are really concerned about games not being
    1 point
  48. Caveat lector: I have not played any of the other Rainbow Six games, so I did not come into this title with many expectations. Also, I'm just jotting down thoughts in no particular order. This was the first game I've played for more than a few hours on my Xbox 360. It felt easy to get into. Though the game had a lot of mechanics, they were introduced step-by-step, though I think I might have missed a few tips along the way. The controls seemed sensible for the most part, but switching weapons or attachments was a pain since both thumbs had to come off of the thumbsticks, usually wi
    1 point
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