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Showing content with the highest reputation since 08/25/2018 in all areas

  1. 18 points
    Greetings, Watchers, It's the 1 year anniversary since the launch of Pillars of Eternity II: Deadfire! We here at Obsidian can't thank you enough for the support and feedback you have given the game since the Fig campaign launched two years ago. Now we're here, a year out from the release of Pillars II, and have one final patch for you all. The time has come for the launch of Update 5.0 for Deadfire! This patch brings some new features and bug fixes to Pillars II and our own Design Director, Josh Sawyer, has made a video to let you know what you can expect from the update. Patch 5.0 Highlights There are a host of bug fixes in the 5.0 update that you can read on our forums, but here are some of the highlights for you: New Ship UI An update to the UI has been implemented that will come up any time you engage with a ship on the seas that brings a more elegant way to perform ship-to-ship encounters. Turn-Based Mode Out of Beta Thanks to feedback from the community, we have made a lot of changes to turn-based mode to account for bugs and balance fixes and it is now in full release with the 5.0 patch. New Story Content Added After listening to feedback on the critical path of the game when it came to reactivity with Woedica and Eothas, so we’ve decided to go in and write new lines and get them recorded by the original actors to add more to that aspect of the game. Anarchist Path Adjustments Some critical path items have been moved out of Neketaka to other locations in the Deadfire to address the difficulty and length that the game had if choosing to not side with a faction at Ondra’s Mortar. The Ultimate The final God Challenge will be live with the 5.0 patch. This challenge, “The Ultimate” will turn on all other God Challenges, Trial of Iron, Path of the Damned, and Solo mode. The Ultimate Challenge In addition to the above changes, Patch 5.0 also introduces the Ultimate Challenge for Deadfire. The challenge is not for the faint of heart, and only the most devoted and erudite of our players stand even a chance in this challenge, but the first twelve players to triumph will be immortalized in Obsidian's studio lobby for all to see. The first twelve Watchers to succeed at the challenge will get their names and their Watchers' names, classes, and levels upon our Deadfire Ultimate Challenge plaque hanging in our lobby. And yes, that means that everyone who comes through our studio will bear witness to the glory of your triumph. Not only that, but the first 50 players who complete the challenge will get a very special patch that not only celebrates your achievement wherever you wish to flex it, but also has Josh's face on it to let the world know you have his approval. The Ultimate Challenge Submission Guidelines and Terms In order to streamline the review and vetting process, please read the following submission guidelines and terms: Cheating, including save-scumming, use of third-party tools or mods, and/or doing anything in a manner contrary to the spirit of the challenge is prohibited. Console commands that do not require the "iroll20s" command be enabled are allowed. Submissions must include a video of the entirety of your run and a save file of the run completed. We reserve the right to disqualify a submission without notice or explanation. If you have completed the challenge and wish to send it in for review and judgment, please send the following evidence to theultimate@obsidian.net: We require full video evidence of your run - acceptable forms of video include: YouTube playlist links, or direct download links via Dropbox. We also require the save game file with the completed challenge. Pillars Pen and Paper Josh has updated the Pillars of Eternity Pen and Paper ruleset and had it playtested with an intrepid band of merry developers - he is now pleased to release it to the general public for play and feedback. You can download it from the front page of eternity.obsidian.net later today. We will also be pushing it live to your backer portals and, for those who have it, game libraries as well. Thank you again for your continued support! If you have any issues with the game, contact us through our support portal to help you on your journey. Cheers, The Deadfire team Reach out to us on our various social media channels (Twitter, Facebook, Instagram, or on our forums) and let us know your comments, your critiques, and what you love about the game. Did you miss our last update? Check it out!
  2. 17 points
    New Features Ship Combat UI update - A new UI has been added that pops up when you encounter a ship, allowing for some immediate options. This bestows the ability to interact with ship combat for players that continue to enjoy it, while allowing a way to quickly choose a different options to avoid them such as boarding or parley. Turn-based mode leaving Beta - Thank you to our players that have tested turn-based mode! This will now be set to live with the 5.0.0 patch. The Book Of Woedica: Unfortunately, The Book of Woedica contains a bug that doesn't allow for Woedica's VO to be heard unless the player opens the book on the World Map due to technical limitations. We apologize for this inconvenience! A Note from Narrative Designer Paul Kirsch: After Deadfire's launch and public reception, leadership and the writing team closely scrutinized some of the narrative issues which could have presented better or required some clarification. We distilled the most prevalent issues down to a couple of core factors: a lack of clarity regarding the metaphysics of Eora, and missing connectivity between Deadfire's "god plot" and "faction plot," for lack of a better term. Shortly before launching The Forgotten Sanctum, those of us still attached to the project had some availability to address these concerns. A handful of developers pooled their efforts to execute on a plan that seeks to address these story problems through modestly-scoped, unobtrusive changes to the core game experience. What follows behind the Spoiler gate is a broad outline of the solutions we pursued. We hope you enjoy them. Thanks for reading, and thanks for playing! Expanded Eothas Dialogue - The end game with Eothas has had many new voiced lines added to address some pressing questions from the players. The Ultimate Challenge - The Ultimate Challenge is now available for those adventurers that dare try to brave it. Those that manage to best the challenge may even find themselves with physical rewards! The Ultimate Challenge requires the following to be enabled/completed: Triple Crown - Expert Mode, Trial of Iron, Path of the Damned Level Scaling (Only scale upwards) Solo All 11 God Challenges - Wael, Woedica, Hylea, Rymrgand, Ondra, Skaen, Abydon, Magran, Berath, Galawain, and Eothas. All DLCs - Beast of Winter/ Seeker, Slayer Survivor/ Forgotten Sanctum. All major enemies and boss battles completed. The Ultimate Challenge requires the following to be disabled: Console Command Cheats Mods Beraths Blessings Anarchist Path - Changes have been added to the Anarchist path to allow for more of the game to be experienced before the player can attempt to finish the game. Resolved Issues Afflictions now work as expected for immunities, resistance, and suppression. Players should no longer be experiencing low frame rates due to multiple NPC's being on screen at once. Terrified party members who cannot move will now pass their turn correctly. Effect durations in breakdown tooltips are now displayed in Rounds when turn-based mode is enabled. Caltrops traps will no longer cause the turn-based combat to become stuck in certain cases. Pulsing spells are now displayed throughout their entire duration in the turn-based mode. Resisted Afflictions will no longer progress in real time in turn-based mode. Turn-based Combat Start banner behaves properly on ultra-widescreen resolutions. Party AI can no longer continue to use quick items with no charges left. Firearms users that act last in a round will no longer be incorrectly placed first in the next round. Creature summoned with Berath's Throwing Bones is now correctly queued in turn order in turn-based mode. Attack abilities will now apply their effects to child attacks such as AOEs in addition to the character's primary weapon attack. Characters with unused engagements will now engage enemies that move in range even if they are not the primary target. The description of Berath's Challenge now describes the effects in turn-based mode. Berath's Challenge will now show an effect icon and timer on unconscious party members. Wall spells now apply their effects on the turns of the characters affected by them. Imp Tricksters will no longer become stuck when attempting to use certain abilities in turn-based mode. Characters using Whispers of the Wind in turn-based mode will no longer remaining invisible until their next turn. Beam spells now deal the same damage per second in turn-based mode as they do in Real-Time with Pause. Turn-based movement indicator will correctly show the unreachable segments when targeting an enemy. Turn-based movement indicator will show a better estimate of the character's final position when using ranged attacks. Turn-based movement indicator will now be more accurate when attempting to move through a narrow space between multiple enemies. Invisible characters will no longer block movement. The player can no longer briefly switch weapon sets after hitting with an attack in turn-based mode. Cancelling the animation during a full attack no longer prevents Initiative from being set in turn-based mode. Creatures summoned with Figurines now appear for the correct number of turns. Priest's "Symbol of Eothas" has been adjusted to turn-based mode. Ability tooltips will clearly show "Not Your Turn" when it isn't the selected character's turn. Modal abilities cannot be toggled unless it's the caster's turn. With Berath's Challenge enabled in turn-based mode, enemies will never exit the turn order. Consuming drugs properly sets the character's initiative in turn-based mode. Priest's "Blessing of Wael" has been adjusted to turn-based mode. Camera in turn-based mode no longer moves to dead enemies between turns. Blade Turning now ends early if the monk moves. Monk's "Whispers of the Wind" ability now correctly uses an action point in turn-based mode. Characters that are naturally neutral to the player will no longer drop out of turn-based combat when they are all charmed. Brilliant Tactician's effects will work correctly when there are multiple Tacticians in the party. Fixed the flanked condition rarely persisting after combat ends. The Miss glossary entry now has the correct threshold value in turn-based mode. The End Game Slides "Continue" button will no longer permanently disappear. In turn-based mode, pulsing AoEs no longer pulse in real-time when the caster dies. Cost numbers on the ability bar will no longer occasionally show when the ability bar is hidden. Combats in turn-based mode will more reliably pull nearby enemies. Resurrection's "Cannot Die" effect is now applied for correct amount of turns in turn-based mode. Enemies will no longer lock up when attempting to target destructibles with certain attacks in turn-based mode. Auras are now updated in real time in turn-based mode. Passive abilities will no longer show "Action Type: Free" in the ability tree. Immobile creatures will now switch to ranged weapons if necessary in turn-based combat. Barks of the enemy ships' captains are properly assigned to them instead of to the Watcher. Camera in turn-based mode with Hylea's Challenge enabled no longer moves away from party. Option to disable camera centering on active character in turn-based mode has been added to the game. Characters will play a visual-only flinch animation when they are bumped by allies. Relentless Storm in turn-based mode will now Daze by default, and its Daze attacks that critically hit will upgrade to Stuns. Gaze of Adragan has had it second redundant defense roll removed. "Llengrath's Safeguard" no longer can be cast out of combat. Combat Attack Results tutorial has been updated to reflect new Graze range. Mortification of the Soul is a free action in turn-based mode.
  3. 13 points
  4. 13 points
    Ok guys. Obsidian approved my run so I'll start publishing it from tomorrow
  5. 12 points
    After a lengthy period of gathering players' feedback, theorycrafting and balancing, we have come with a Community Patch Mod - a community based collection of tweaks and improvements. Community Patch consists of the following stand-alone modules: Basic - includes a lot of suggestions from the Deadfire Polishing Poll - a poll made by players for players, in order to pinpoint the possible balance problems and address them. Basic mod - is a conservative patch, it includes only those suggestions that have twice more votes pro than votes against change. (note: in case of suggestion with multiple options - we were aggregating them) Extra - also includes the suggestions from Deadfire Polishing Poll. But only those that didn't make it into Basic package, but still have more votes pro than votes against. Additionally, Extra includes a few fixes for several bug reports that we have found on the official technical forums. Keywords - address the randomness and apparent lack of systematic approach to spell keywords. This mainly affects priest, and to a lesser degree druids, ciphers and wizards. Typos - fixes a wide array of typos found in the English version of the game. Icons - adds a completely unique set of icons for all passive talents and effects. They were handcrafted with being as suggestive, unique and fitting as possible, in mind. For more info, you can check the mod page, or original thread on these forums, here.
  6. 11 points
  7. 11 points
    Hey guys! I want to share with you something:
  8. 11 points
    Could be worse-- it could include the Gorecci Street looters!
  9. 11 points
    Hear me, progenitors of the board! Give me your advice, since me and the missus are apparently expecting a hellspawn of our own.
  10. 10 points
  11. 10 points
    Pillars of Eternity reference as Ellie fires up a terminal emulator and appears to try launching "D:\OBS\POE.exe" October 23, the date of Fallout's Great War. War. War never changes...
  12. 10 points
    My most favorite is the better stealth/sneaking and the more coherent Inspiration/Affliction system. The least I like the reduction of endurance & health to simple health - and the PEN/AR system.
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  21. 9 points
    And the whole discussion made me think of Andrew Ryan. I am Andrew Ryan, and I'm here to ask you a question. Is a game dev not entitled to the sweat of his brow? No, says the man at Valve. He should be happy if people are willing to buy it at merely 50% off during the Steam Summer sale. No, says the man at Humble. He should be happy if it gets in a $1 Bundle. No, says the man on the torrent site. He should settle for my appreciation. (also, No says melkathi, I'll ask Shady for a key in the Giveaway thread, because people are not grabbing enough of those keys)
  22. 9 points
    18:09]draego_:it prob has lots of bug fixes to [22:03]Aarik D (Community Manager):so many bug fixes [22:12]Helmino:@Aarik D (Community Manager) hope is not only bug fix [22:14]Aarik D (Community Manager):Turn that frown upside down my friend, many cool things coming! From the discord chat
  23. 9 points
    So they have decided to wait till release anniversary) Btw, now we have some sort of time estimation dictionary - "ASAP" in technical forums = up to 100 days - "soon (tm)" on discord =~ 40 days - "almost at the finish line" on discord = ~ 2 weeks - "very soon" by Josh on reddit = 1 week
  24. 9 points
  25. 9 points
    Meet Isabella, or just Bela for short. She came to live with me today. She belonged to one of the guys in the VFW. Sadly he passed away last week. His only family is a daughter in St. Louis who can't take her. Her options were few... they were going to put her in a shelter. I couldn't let that happen. I know Bela and she knows Sunny and me so I offered to let he live out her days with us. She is 12 years old. John had her from 8 weeks, literally her whole life. I'm trying to keep her engaged and trying to make her feel comfortable. She is stressed at the transition and I think sad because she doesn't know where John is. He adored her. So right now she is getting lot of love and attention and hopefully she will adapt smoothly.
  26. 8 points
    Not much gaming, but I got gift voucher from my girlfriend and other friends on my 40th birthday months ago, and I got finally free weekend to attend the event I felt crazy adrenaline rush and etremely enjoyed it so I feel to share it to you as well Driving in Ariel Atom and Formula Ford in real life for few simple laps A lot of hours in various sims helped me a lot with what to expect from the cars. But I was still surprised, how "glued" to the track were both vehicles in the corners due to aerodynamics
  27. 8 points
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  32. 8 points
    Nope, you should have wishlisted them on GOG instead
  33. 8 points
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  35. 8 points
    Hey! I haven't had the opportunity to go through the last DLCs for Deadfire, so I started a new playthrough. I was feeling nostalgic for some Pillars. I decided to start a new playthrough using adventurers based on my former Obsidian co-workers. I have Berath's god challenge on, so if one of them dies, then I'll need to go and create a new dev. Josh is obviously the party leader.
  36. 8 points
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  40. 8 points
    I finished Ironman Santa Rosa. Bib #1570 if you want to see the results. It took 15 hours and 7 minutes. I started this whole triathlon thing because I wanted to see what my physical limits were, and I found them. It was humbling. The swim was fine. I got cold at one point, but I only had mild thoughts of quitting. The bike was hard after around mile 50. I just kept trying to get to the next 5-mile segment. It took me an hour longer than I hoped, and I was really uncomfortable by mile 112. I never want to sit on my bike again. I also burned badly, so that was bad planning. The run was pure misery. I walked a lot of the miles. Every once in awhile I'd find someone to jog and talk to, which helped. It was a 3 lap loop, and when I saw my wife after lap 2 I totally broke down crying. I walked for awhile with a blanket (since it was now nightime), ate some chicken broth, vomitted up the chicken broth, then just tried to stumble forward. Oddly enough, with 2 miles to go, I was able to start running and ditched the blanket. I finished on a nice jog, but it was still about a 6 hour marathon. That was so hard. At least I finished. It was not a sure thing.
  41. 8 points
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  43. 8 points
    Yeah, it's totally ridiculous and lazy to write new dialogue, draw new scenes and doing new voiceover one year after release - and for free.
  44. 8 points
    aw shucks, yeah that's mine. i don't pretend to be 100% accurate or claim that it's 100% my work - I hope I credited everyone who helped contribute it to it (there's some more updateds pending phenomenum's contributions, but i'm waiting on 4.2). but if people get good mileage out of it, that's all I can hope for
  45. 8 points
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  48. 8 points
    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 anything -- microtransactions or otherwise -- into our game, Private Division has been incredibly supportive of our vision, our creative freedom, and the process by which we work to make RPGs. They have been fantastic partners, and we are extremely excited to work with them through release, to put what we know is going to be an amazing game into as many hands as possible. As always, thank you so much for your support. We know we couldn’t do what we do without our fans, and we want you to know that we put you guys first in every decision we make. Obsidian
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