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BAdler

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Posts posted by BAdler

  1.  

    It sounds as though your pledge hasn't yet been confirmed (even if you've already gone through the steps to confirm it). If you log into the portal, then click "Manage my pledge," is there anything listed there? I would double check that.

     

    Yeah, it lists all my backings with a green "✔OK" next to it. My email address is also the same that I used with the kickstarter so I'm not sure what the problem is, I better just send support a message.

     

    The green OK means that you still need to go through the pledge management process. Just select the "Select Reward" button to get started.

    • Like 1
  2. My address tab is totally empty and non editable. My orders tab is also empty but I'm pretty sure I qualified for the Wasteland key. Should I start panicking and running for support or is this known and will be fixed?

    Hey, Kal'Daran. I just took a look at your account and it seems like you never went through the process of managing your pledge. Go to https://eternity.obsidian.net/backer/index and you should be able to complete your order. Once you have done this, you should see your WL2 key if you follow the instructions above.

    • Like 1
  3. why steam only?

    i thought josh said somewhere they would be using another client.

    it's not the end of the world, and i'll play it regardless, but still dissappointed.

     

    however, could you at least confirm that this won't be early access? so no one from outside will be able to join?

     

    We chose to make it Steam only because it is easier for us to update all of the builds for the backers. If we went with other platforms it would slow down our planned releases to everyone. Steam also allows us to control the beta so we can remove it once the retail game goes live.

     

    As of right now we are not planning to do Early Access, but this could change in the future. If it does, we will inform you guys.

    • Like 3
  4.  

     

    So to clarify:

    If I want Wasteland 2 on GOG I need to wait.

    If I want to beta test Eternity, and then do so on Steam, I can still later have my full digital copy on GOG instead of Steam.

     

    Is this correct?

    The inXile guys aren't releasing a GOG version of Wasteland 2 until later, so if you want that version of Wasteland 2, you will have to wait.

     

    For the Eternity beta, we specifically created a new Steam app just for the beta. This allows us to give out Steam keys that are only for the backer beta. This means you can use Steam for the backer beta, but choose GOG for the retail version of PoE.

     

     

    So what does that mean for the WL2 key if I want it on GOG - sorry, but for me it's still not clear... ;)

    - I don't redeem the WL2 code now and later it will turn up on the backer portal for GOG as well? Or do I get both keys (don't think so but would be nice anyway) *g

    - Define "until later" - months after release? Days?

     

    The Eternity Beta method is great, so I can participate in the Beta and get it on GOG for the final release!

     

    If you use the Steam key now you will be unable to get it on GOG. I can't define later because it is up to the inXile guys as to when they want to release a GOG version of WL2. Once they give us access to GOG keys we will let you guys know.

  5. So to clarify:

    If I want Wasteland 2 on GOG I need to wait.

    If I want to beta test Eternity, and then do so on Steam, I can still later have my full digital copy on GOG instead of Steam.

     

    Is this correct?

    The inXile guys aren't releasing a GOG version of Wasteland 2 until later, so if you want that version of Wasteland 2, you will have to wait.

     

    For the Eternity beta, we specifically created a new Steam app just for the beta. This allows us to give out Steam keys that are only for the backer beta. This means you can use Steam for the backer beta, but choose GOG for the retail version of PoE.

    • Like 2
  6. Update by Brandon Adler, Lead Producer

     

    Hey, everyone.

     

    We have some important information for you regarding the Backer Beta and how to manage your pledge. We also have exciting news for you regarding Wasteland 2 keys and how you can get your key from the backer portal. Our next update will be focused on how to redeem your Eternity beta keys and special Backer Beta information.

     

    Important Backer Information

     

    A few very important changes will be happening on August 22nd.

     

    First, we will be ending the crowdfunding period for Eternity. This means that as of August 22nd, you will only be able to preorder the game and will be unable to back the game at reduced prices. If you have already backed the game before August 22nd this won't have any effect on you, but if you would like to back an additional copy of the game at reduced prices or buy any add-ons, please make sure you do it before August 22nd.

     

    Second, we are completely locking all tiers on August 22nd. This is necessary so we can start the manufacturing process for the various fulfillment rewards.

     

    We are going to completely lock down all surveys as well. We locked these surveys a few months ago for anyone that had in-game content (items, NPCs, inns, etc.), but we were still allowing people to enter in content for their credits and memorial stones. So, if you have any remaining credits or memorial stone surveys to finish, please do so before the 22nd.

     

    Wasteland 2

     

    If you backed a tier which included a Wasteland 2 key we have exciting news for you. Starting now, you can head over to the Products tab in your Account Profile to snag your Wasteland 2 Steam key. Please note: Only Steam keys are presently available. If you want Wasteland 2 on GOG, that won’t be available until InXile has released the game.

     

    On the account page, you will want to click the link on the left that reads "Products." This tab displays all of the products you have associated with your account.

     

    pe-bp-profile-580.jpg

     

    Click on the Wasteland 2 entry to expand the entry.

     

    pe-bp-wl2-580.jpg

     

    Once the Wasteland 2 entry is expanded, click on the "Generate" button.

     

    pe-bp-generate-580.jpg

     

    You will be asked to confirm that you would like to generate a key for Wasteland 2. If you wish to generate a key at that time, press the "Generate Key" button.

     

    If you generate a key, you should see a banner at the top of the tab that confirms your success.

     

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    Expand the Wasteland 2 entry again and you should see your key with instructions in how to install it on Steam.

     

    pe-bp-key-580.jpg

     

    Enjoy your post-apocalyptic experience!

     

    Backer Portal Additions

     

    Darren and the web support team have been hard at work adding some additional functionality into the backer portal to make it easier to manage your pledge and your account. Below we will discuss a couple of the new features and how to use them.

     

    Address Verification

     

    For those of you that will have physical goods shipped to you, you may now view your address on record. If you have a physical goods order, please verify that the address we have on file is correct. You’ll have some time to update us if not; we’ll let you know exactly when we need to stop taking address changes.

     

    Once you are on your Account Profile page, you can click on the "Addresses" tab and view your default address on record. If this address is incorrect, you can click the Edit link below the address to update us.

     

    pe-bp-addresses-580.jpg

     

    For now this will bring you to a form where you can request that the Obsidian team changes your address, but in the future we will add in functionality for backers to edit their addresses directly.

     

    Add-on Purchases

     

    One of the cool new features we have been working on is the ability for backers to purchase additional add-ons without having to create a new order or cancel existing orders. This means if you would like to add a beta key add-on (or any other add-on) to your order you can do so easily.

     

    It is as easy as heading to your pledge management page and pressing the "Buy Addons" button. This will take you to a list of add-ons that we have available for purchase. Please note: Physical addons will no longer be available after August 22nd!

     

    pe-bp-addons-580.jpg

     

    Backer Beta

     

    Backer Beta is still on track to be released on August 18th. There were some key pieces of information I wanted to make sure everyone knew about, though:

     

    • We will be releasing the Backer Beta on Steam only. The reason for this is because Steam makes the process of uploading new builds much easier than other platforms. This will allow us to put out updated versions of the game more quickly than we could otherwise. The main game will still be available on all previously promised options (Steam, GOG, etc.)
    • You will be able to download your Backer Beta key from our backer portal. Once we release the Backer Beta, we will send instructions on how to get your key.
    • The Backer Beta key WILL NOT be the same key that you use to get the final game. It will only give you access to the beta version of the game. The main reason we are doing this is so that backers are not locked into Steam for the final version of the game. For example, you can use Steam for the Backer Beta and GOG for your retail copy of the game if you wish.
    • For feedback, we will be creating a special forum for Backer Beta discussions and bug reports. Our QA Lead, Matthew Sheets, will be on the forums often to collect data and get it input into issues for the team to fix.
    • Initially, we are releasing the Backer Beta on Windows only. We are still working out a few kinks on Mac and Linux, but we expect that we will be able to release those a few weeks after our initial release, if not sooner. We want to get Mac and Linux players in the game as soon as possible too.

     

    That's it for the update. Our next update will be when we release the Backer Beta!

    • Like 25
  7.  

     

    Nothing is a pretty easy fix. :) Pathing and unit movement is a complex problem with many edge cases. It also needs to be run-time and memory efficient, which can make it even a more challenging problem to solve.

    Fair enough.

     

    Moving forward, how does the pathfinding correspond to the fog of war? Does it take units obscured by it into account? (I don't think that's a common practice in modern RTS games).

     

    To be honest this is one of my few concerns with the game so far from the video we have seen.  The fog of war does seem a little closer than needed and maybe should be a little farther out. It is a minor gripe though.

     

    Also thanks for the responses Mr. Adler and Mr. Brennecke!  Part of what makes me enjoy these forums and have faith in Eternity's direction is how communicative you guys and the other devs are, and how willing Obsidian is to defend it's big decisions (even when unpopular) and explain them rationally.

     

    PS: Death to the big head haters, don't even think about taking that out!

     

     

    The fog of war was just expanded in yesterday's build. We will probably wait for more beta feedback before tweaking it again.

    • Like 4
  8.  

     

    I hope they fixed the pathfinding issues with combat before the beta goes live, but we'll see.

     

    The pathfinding and game state code is being completely redone. We have been reworking it since before E3, but it is pretty extensive. Unfortunately, it won't be ready in time for the initial Backer Beta launch. It is about 90% ready, but it needs to be 100% before we can integrate it back into our main code branch. I would expect that it will go into one of our first beta updates.

     

    Just to throw this out there Mr. Adler but when the BB hits how reserved do you want us to be with sharing information, posting video, talking about it, etc etc?  It is going to be a real beta so all of us who are sane know there will be rough edges, would you peeps at Obsidian prefer we hold back until a few Beta patches go in to fix things like the path finding?

     

     

    You should share and post about it as much as you like. There are lots of bugs, but that shouldn't stop anyone from taking about the game and things they find wrong with it.

    • Like 2
  9. Because people are talking about this being a resource issue... it isn't. It is just a universal scaling of the head bone and it probably took about 30 minutes to implement. It was in place long before I came onto the project last June. There are probably some bugs with it having to do with creature head bones not following proper naming conventions, but we aren't going to spend much time cleaning it up. Worst comes to worst it can be cut, but it should be fine.

    • Like 9
  10. I hope they fixed the pathfinding issues with combat before the beta goes live, but we'll see.

     

    The pathfinding and game state code is being completely redone. We have been reworking it since before E3, but it is pretty extensive. Unfortunately, it won't be ready in time for the initial Backer Beta launch. It is about 90% ready, but it needs to be 100% before we can integrate it back into our main code branch. I would expect that it will go into one of our first beta updates.

    • Like 10
  11.  

    So.. how about that trap FX rectangle*? Is that prerendered?

     

    (*the one when the trap is triggered, that is.)

    Thank you for putting this topic on the right track: And I like to know this as well? I'd guess it isn't, but there are other folks here on the forums that are much more qualified to discern stuff like that than me. :)

     

    It is a bug with the normal mapping on those tiles. I am pretty sure it is fixed in the current build. If you look closely, you can also see the same effect when the torch moves near the tile borders.

    • Like 2
  12. Update by Rose Gomez, Associate Producer

     

    Hello backers! In today's update, we'd like to show off a few of our creatures that you might have heard us talk about in previous updates. With the end of production getting closer every day, we have some news about our backer updates, and we’re also pleased to announce a date for the upcoming Backer Beta! In our next update, we’ll get into more detail about that.

    First, let’s get to the creatures.

     

    Blight

     

    pe-blight-thumb-580.jpg

     

    Blights are lost souls or soul fragments that have bonded with elemental substances. They are often victims of natural disasters (floods, rock slides, forest fires, etc.). They are incoherent, confused, and full of rage, an amorphous cloud that swirls endlessly and with great violence. Within the vortex, dozens of humanoid shapes materialize and vanish from moment to moment. Faces scream in silent agony while hands desperately clutch and claw at their surroundings, as though still trying to escape their tragic fates.

     

    Bîaŵacs, storms that can rip the soul out of a person’s body, often create blights. If souls are ripped free from their bodies and caught in the center of the storm, they may become stuck together and bonded with any other elemental substances in the maelstrom. They are pure chaos and confusion, and destroying them is considered by many to be a mercy to the souls trapped within them.

     

    Blights have been the subject of controversial research carried out by the animancers of Eora. On the one hand, attempts at vivisection have led to promising strides in treating patients who, for one reason or another, contain within their bodies two or more complete souls fused together, which has been identified as the root cause of a variety of mental and physiological disorders. On the other, however, some groups lament that there is a lack of transparency on the methods being employed in these experiments, the general concerns being that these might be somehow inhumane or present some broader risk to the surrounding populace. There are also some who accuse animancers of deliberately trying to create blights for study, but the veracity of these claims is difficult to substantiate.

     

    Xaurip

     

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    This hairless humanoid is about the size of an orlan. It has an elongated snout and snake-like eyes, giving it a very reptilian appearance. Its legs end in three-toed feet, while its elongated arms end in three-fingered claws.

     

    Xaurips adorn themselves with the bones of fallen enemies - mostly xaurips from rival tribes. They also have an affinity for large feathers, which they hang and pin to their attire. Skin tones can vary from light green, to a rustic brown. Their elongated snouts (which makes speech impossible) and overly-aggressive behavior have hindered them from communicating with the more civilized races of the world. They live in secluded, tribal territories and are known for ruthlessly attacking any foolish enough to cross their path.

     

    Xaurips revere dragons as deities and build their communities around the lairs of these powerful creatures. It is not uncommon for a small tribe to wander until it has found a wurm to worship. Once a tribe dedicates itself to a dragon, they will defend it at all costs. Elaborate rituals, in which the dragon consumes xaurip sacrifices, are normal. As a dragon grows in age and size, these sacrifices become large religious events that cost the lives of hundreds of xaurips. The power and prestige of a xaurip tribe directly correlates with the age of its dragon. The most powerful tribes have existed for hundreds, if not thousands of years. Warriors and shamans of these large tribes typically paint their bodies to resemble their draconic overlord.

     

    Vithrack

     

    pe-vithrack-580.jpg

     

    Extremely rare, very dangerous creatures with natural cipher powers. They are mostly humanoid in shape, slightly taller and thinner than humans, but with horrific, fanged spider-like heads. Like spiders, they are capable of spinning silk, though they use it to make their own very intricate and fine robes. Males and females are indistinguishable from each other. They are primarily spellcasters and mental manipulators, like ciphers, though they will also attack with their fangs when forced into melee combat. Despite their extreme intelligence and power, vithrack are not a major force in the world due to their extremely low birth rates.

     

    Given their arachnid appearance, it's no surprise that vithrack have traditionally used spiders as companions and minions. Though highly intelligent and socially organized, little is known about their culture as they are both hostile to outsiders and rare.

     

    Their psionic powers allow them to communicate mentally with one another. Like many social insectoids, their society includes a variety of specific roles, including scouts and defenders. While their low birth rates are likely responsible for their hostility toward other races, they have also made the vithrack highly altruistic when it comes to their own kind. They will defend their nests to the death.

     

    Update Schedule

     

    Hey, everyone. Brandon here. With production moving into the finalization phase for Eternity, the team and I are hunkering down to finish up the game over the next few months. Going forward, we will be spacing out our backer updates a bit more from now until the project ships. They’ll come a bit less predictably, but you can still expect updates as we have big announcements or special news for you. This will really help us focus as much of our efforts into putting out the best game we possibly can for everyone.

     

    In our next big update, we will discuss the upcoming Backer Beta in more detail as well as what it will entail and how to redeem your copy.

     

    Speaking of the Backer Beta...

     

    Backer Beta

     

    We will be releasing our Backer Beta on August 18th. As we mentioned above, we will get into all of the specifics about the Backer Beta in our next update. Be on the lookout for it over the next month.

     

    Documentary Reward

     

    We also wanted to let all of our backers know about a decision we'd recently come to about our Documentary DVD/Bluray item. We were faced with a bit of a dilemma when it came to the full documentary footage. In order to provide a physical copy of the documentary when the game shipped, we would be unable to show the final leg of production in order to have time to print all of the discs and packaging. We want our backers to be able to share the entire experience of making this game with us - from the earliest beginnings to the very end. To do this, we've decided to forgo making a physical copy of the documentary, and will instead release a digital downloadable extended version. We recognize that some of you may be upset by this decision, but we hope that you'll understand our reasoning.

     

    We will be replacing the DVD/Blu-ray with another reward though. Stay tuned for a future update to find out all of the particulars.

     

    That's it for this update, head over to our forums and let us know what you think.

     

    • Like 34
  13. Normally I wouldn't post about this, but I want the talk about video footage to stop in this thread. There are already three other threads that are discussing this issue and I don't want this thread to be taken over by the same discussion. If you would like to talk about this issue please go to those threads or start a new thread about that topic. This thread is going to be reserved for discussing the class update, not Obsidian's marketing plan.

    • Like 27
  14. Update by Josh Sawyer, Project Director

     

    In this, our final class update, we will be discussing fighters and barbarians. Along with the wily, pain-powered monks (covered in Update 52), these three classes form the front line. The front line defines the heart of any battle, where two sides tangle face-to-face. The responsibility of the front line is more than simply dealing damage. It means holding the line no matter what tries to break through. If the party rogue needs a breather, the characters in the front line need to be able to cover her retreat. If a swarm of xaurips descends on the group after the wizard hurls his fireball, the front line needs to be able to neutralize them en masse or absorb their attacks before they overwhelm the entire party. Designed to take punishment and tackle hordes, the front line are the first in and, more often than not, the last standing in any battle. Next update will focus on some brand new creatures that we haven't shown yet, so be on the lookout.

     

    Each class holds the line in its own way. As covered in Update 52, the monk absorbs damage to fuel special attacks through the use of accumulated Wounds. These attacks can stun, push, or weaken individuals or small groups around them. While monks have to be monitored to ensure their Wounds do not overwhelm them, they can absorb a large amount of punishment and hamper enemy movement on the battlefield. In contrast, the fighter holds the line the traditional way: by standing her ground, blocking opponents, and being infuriatingly difficult to knock out. Barbarians are designed to jump into the fray swinging wildly. Lacking the accuracy and strong Deflection of the fighter, the barbarian makes up for his lack of discipline through sheer speed, savagery, and abilities tailored for fighting groups of enemies. We've already covered the monk's Wounds and how they play into their use, but the other two front line classes differ in how they stem the enemy tide and how players monitor and use them over the course of combat. To show you how they differ, let's look at the details.

     

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    If one of Pillars of Eternity's eleven classes is the rock (we'll skip the obvious "pillar" joke), it's the fighter. All across Eora, fighters are known for their discipline, skill, and durability. In the Eastern Reach, they are often employed as caravan guards, soldiers, and personal bodyguards. Accustomed as they are to long marches, strange places, and life on the road, all fighters gain a minor skill bonus to Athletics, Lore, and Survival.

     

    In combat, fighters are steadfast and stalwart. Even novice fighters enjoy the highest base Deflection defense of any class and the ability to passively recover a small amount of Stamina every second. As the levels rise, fighters gain access to weapon specialization, modestly increasing their overall damage for all weapons in a specific category. These categories are broader than they were in the Infinity Engine games. E.g. the Knight category covers battle axes, swords, morning stars, crossbows, and war bows. The Peasant category includes hatchets, spears, quarterstaves, hunting bows, and blunderbusses. The selections are designed to cover a variety of damage types, to include one- and two-handed options, and to always feature at least one ranged weapon. At even higher levels, fighters gain abilities to recover Stamina immediately after being wounded, to protect nearby allies from incoming attacks, to knock down groups of enemies, and even to yank enemy passersby into the fray. Overall, fighters are designed to be low-maintenance, reliable, and long-lived even in marathon battles. Here are more detailed descriptions of some of the fighters' abilities:

     

    • Defender (Modal) - Allows the fighter to trigger Melee Engagement on up to three enemies and increases the fighter's Deflection. While active, the fighter's attack rate is reduced.
    • Vigorous Defense (Active) - Dramatically increases all defenses for the fighter for a short period of time. 1/encounter.
    • Unbending (Active) - For a moderate time, the fighter will recover 50% of lost Stamina from an attack over the 5 seconds following it. This has no effect on the amount of Health lost and does not prevent the fighter from being knocked unconscious from a temporary dip in Stamina from a strong attack. 3/rest.
    • Confident Aim - 20% of a fighter's Grazes are converted to Hits. Additionally, the minimum damage for any melee weapon they use is increased by 25% of the range between the minimum and maximum.
    • Critical Defense - 20% of all incoming Crits against a fighter are converted to Hits.
    • Crippling Guard - When a fighter Hits or Crits with a Disengagement Attack, the target is automatically Hobbled for a brief duration.
    • Unbroken (Active) - This ability can only be activated when the fighter is at 0 Stamina. When used, the fighter will stand back up with 50% of her Stamina. For a short while, her defenses and Damage Threshold are both increased. 1/rest.

     

    A QA (Quality Assurance) favorite at Obsidian, barbarians are the wild, unconventional counterparts to fighters. Barbarians need not be from the "hinterlands" of Eora, though the vast majority are. In the Eastern Reach, barbarians most often come from Eir Glanfath, though some can be found in rural Dyrwoodan communities or drifting in from abroad through port cities like Defiance Bay and New Heomar. Barbarians are often used as shock troops for dealing with mobs or simply to intimidate the easily-cowed with their ferocity. As the Dyrwood has settled down over time, the regular employment of foreign barbarians has slowed significantly, but they still make up the majority of Glanfathan front-line forces. Barbarians all have a strong skill focus in Athletics and lesser focus in Survival.

     

    pe-barbarian-580.jpg

     

    While fighters rely on disciplined adherence to proven combat techniques to weather difficult battles, barbarians charge furiously into melee and wreak enormous damage to everyone around them. Barbarians are relatively inaccurate, but every melee attack they make gives them an opportunity to strike out at bystanders. Barbarians have the highest Health and Stamina of all classes, which they need given their low Deflection -- a defense that suffers additional penalties when the barbarian frenzies. A barbarian's Frenzy is one of his most valuable tools, allowing him to dramatically increase his damage output and Stamina for a short period of time. However, in addition to suffering penalties to Deflection, the barbarian's Stamina and Health meters are obscured for the duration. It's not uncommon for barbarians to suddenly drop unconscious -- or dead -- when their frenzies come to an end. Many of the barbarians' higher-level powers shine when they are surrounded by a throng of enemies, outnumbered and often badly-wounded. Even so, they are designed to burn brightly and expire brilliantly in the unfortunate event that a battle drags on. Due to the nature of their abilities, barbarians are a higher-maintenance class than fighters.

     

    • Carnage - When barbarians hit with melee attacks, they automatically make reduced-damage attacks at all additional enemies within a short distance of the target.
    • Wild Sprint (Active) - The barbarian gains a large movement bonus that lasts a few seconds. While active, it allows the barbarian to ignore the stop effect from Engagement as well as the hit reaction from an Engagement Hit. Additionally, his Deflection is reduced during the sprint. 3/rest.
    • Blooded - When a barbarian falls below 50% Stamina, he gains a bonus to damage for as long as his Stamina is below 50%.
    • Thick-Skinned - Allows the barbarian to take only 1 Health damage per 8 Stamina damage received, instead of the normal 1 per 4 ratio.
    • Brute Force - When finesse fails, barbarians rely on brute force. On any attack that normally targets Deflection, the barbarian will automatically target the enemy's Fortitude if it is the lower defense.
    • One Stands Alone - When barbarians are Engaged by two or more enemies, they gains a bonus to melee damage. They cannot be Flanked unless they are Engaged by more than three enemies.
    • Vengeful Defeat - When barbarians are reduced to 0 Stamina and have melee weapons equipped, they immediately make instant Carnage attacks at every enemy around them. 1/encounter.
    • Heart of Fury (Active) - In a blur of movement, the barbarian performs a melee attack with each equipped weapon at every enemy within 2m. Each attack does increased damage and Carnage applies. 1/rest.

     

    Our take on the traditional front line classes attempts to capture the spirit of their Infinity Engine predecessors while introducing some interesting and fun differences for players to experiment with. We hope that you've enjoyed this and all of our other class updates. More importantly, we hope that you enjoy making all the parties you can imagine when the game comes out. As always, let us know what you think in our forums. Thanks for reading.

     

     

     

    Eternity at E3

     

    Hey, everyone. This is Brandon Adler. I just wanted to give you a quick update about our E3 presentation.

     

    Everything went really well and the game was well received by the gaming press. We gave short ten to fifteen minute demos in which we showed off the first few areas and explained the basic concepts of the game. After the demo we had a quick question and answer session and gave any interviews that we could fit in before the next batch of journalists. All in all, it was a grueling, yet rewarding, experience.

     

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    There have been some questions about why we chose to do a closed door demo for the press and have not released footage from the demo. While the demo looked great, there are still parts of the game that need more polish before we release videos to the public. In addition, a lot of the demo footage was filled with spoilers and we would like to show off portions that are less critical to the story. Look for a video that shows some non-spoiler, polished gameplay sometime in the next couple of months.

     

    If you would like to learn more about the demo and what was shown, take a read through some of these great articles:

     

     

     

    Kicking it Forward: Harbour

     

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    Our friends at Tasty Minstrel Games have a new Kickstarter that needs your support. Harbour is a light-hearted fantasy board game where you and your friends play as ambitious entrepreneurs in a bustling port city. Play as one of the many colorful characters as you buy property, sell goods, manipulate market prices - and at times break the rules.

     

    • Like 17
  15. Hey, everyone. As you may have heard our good friends at inXile have announced that they will be giving beta access to all of their Wasteland 2 backer tiers. This is great news and we are really excited for them.

     

    As a reward in some of our Kickstarter tiers, our backers were offered a retail digital download of Wasteland 2. For those folks we are currently working with inXile to offer those backers early beta access to Wasteland 2, as well. We will keep you updated on when we can offer you those keys and how you can redeem them.

     

    Stay tuned.

    • Like 14
  16.  

    EDIT: Also the health bars and recovery bar are mentioned separately in the article, so I don't think anyone confused anything Sensuki.

    Are they. Wtf @ two bars above the character. Sure I understand the desire for transparency but that seems a bit over the top. Adam told us you can switch the health bar back to mouse over text (thankfully). And hopefully those recovery bars can be turned off too.

     

    All of those UI elements can be switched off in the Options menu for those people that like a more authentic IE experience.

    • Like 11
  17. I'm not 100% sure Odema is a companion because he never joins your party afaik.

     

    I would just like to make a declaration: we have no ability in the game named Ghost Bleach. :grin:

    Bad translation?

     

    Possibly. The ability's name is Knockdown.

     

    There have been a few errors in the reporting, but nothing major. Just some minor things that I noticed. The only reason I commented on Ghost Bleach is because I thought it was such an odd name.

  18.  

    Also I say this again. I really really doubt that Obsidian will even allow twitch streams or YouTube Videos of the actual Beta to begin with.

     

     

    We have never said we wouldn't allow Twitch streams or YouTube videos of the backer beta. Please stop spreading this because it is completely untrue.

     We will encourage people to share their beta experiences with as many people as they can.

    • Like 18
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