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BAdler

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Everything posted by BAdler

  1. If you are looking to get TWM - Part II on the Mac App Store we are trying to get it out early next week if possible.
  2. Hey, Updraft. I am a little unsure of your question. If you are asking whether you can mix purchases on Steam and GOG, the answer is: you probably can't and even if you could it probably isn't a good idea. Steam and GOG are two separate services and Obsidian doesn't support purchasing different products through different services. You might be able to hack it together to work, but I don't recommend it.
  3. Update by Brandon Adler, Lead Producer Hey, everyone. Big news today! The second part to the Pillars of Eternity expansion, The White March - Part II, is now available. You can pick up Part II for $14.99 or the Expansion Pass (which contains Part I and Part II) for $24.99 on Steam, GOG, or Origin. The White March - Part II brings an epic conclusion to the Watcher's story in the White March. If you need to get more hyped up, check out the awesome release video below. What's New?In addition to bringing closure to The White March storyline, The White March - Part II introduces many new areas, spells, abilities, and soulbound items. You can see some of these spells and abilities in action by watching the video below. The 3.0 Update is also now live. 3.0 introduces many new features that everyone (whether they have the expansion or not) can enjoy. If you would like to learn more about these features, just watch our Update 3.0 New Features video by heading over here. You can also look at the update's current change list by visiting Obsidian's Community Blog. Another important addition in The White March - Part II is our new barbarian companion, Maneha. Maneha meets the player in the village of Stalwart, where she's searching for clues about the Abbey of the Fallen Moon, a mysterious, ancient temple to Ondra. She's been a mercenary, a pirate, a pilgrim, and a treasure-hunter, but most recently, she's become a Giftbearer, a member of an Ondrite order dedicated to helping the faithful forget the secrets that haunt them. If you would like to learn more about Maneha, take a look at her preview video here. Redeeming the ExpansionFor those of you that may not have redeemed your expansion key, please read through this thread on the Obsidian forums. It will give you full details on how you can redeem all of your rewards, including the expansion. The key that you will be given is for an Expansion Pass that will unlock both parts of the expansion. Kickin' it Forward: Mind's Eye Theatre: Werewolf The Apocalypse We're big fans of the World of Darkness, particularly the classic Vampire: The Masquerade & Werewolf: The Apocalypse settings! (Remember that epic Vampire vs Werewolf boss battle in the Vampire Bloodlines cRPG!?). Our friends at By Night Studios are putting out a new edition of the Mind's Eye Theatre: Werewolf The Apocalypse live action role-playing game, so that fans who want to be able to have vampires & werewolves fully battle it out like never before, now finally can! They've recently hit their funding goal, but have some really cool stretch goals; including never before released Werewolf tribe pins and battle Klaives! So break out your claws, fangs and check it out! That's it for now. Now get into the White March!
  4. Sorry about that. Looks like the Kickstarter version of the Expansion Pass didn't get TWM - Part II added. If you see any additional funkiness, just let me know.
  5. Is anyone else seeing this issue? It should show in your game's DLC. All backers that purchased the expansion got the equivalent of the Expansion Pass.
  6. There will be a few wonky things until TWM - Part II is released (like a banner telling you that it is released), but nothing major.
  7. This should just be the 3.00 Update (unless I really screwed something up). The White March - Part II should be released around 8:00 AM PST.
  8. Update 3.0 is now live on Steam for all OSes. It will be made live shortly on GOG and Origin. To view the update notes please head here.
  9. Sorry, for the bad communication on the subject. We have been working on the DVD patches/installers, but there have been lots of issues with the Mac version of the patches and installer. As I am sure you have noticed the Windows and Linux patches are updated, but we are still unable to get the Mac DVD patches to build correctly. We have also released the DVD expansion for download on the backer portal. You should see it under your products. Just check under your expansion section and there should be a download link. Unfortunately, this is Windows and Linux only. We have not given up on Mac (and the expansion is ready for release once we get the patching issues solved), but it is slow going right now. I apologize for the delay and the lack of communication.
  10. We have also made the questline to defend your keep available through debug commands. To access the questline, do the following: Enter debug mode by entering iroll20s into the console. You can bring up the console by pressing the ~ key. In the console, enter the following command: SetGlobalValue b_Enable_Yenwood 1 Enter the Great Hall of Caed Nua and speak to the messenger. At this point you will be able to start the quest,
  11. We have just released a new beta build for Update 3.0. This will likely be the last update before the release of The White March - Part II. You can find the current patch notes here.
  12. Hey, CD Baby is a company we are using to distribute our soundtrack and to collect royalties from streaming services (like Spotify). One of their options is to also collect royalties for videos on YouTube that are playing the soundtrack music. Since Obsidian wants to promote people making Let's Plays we are currently in the process of having CD Baby not collect royalties for YouTube. They mentioned it could take up to a month to completely remove the claims from YouTube. You can ignore the claim for now, and soon (within the month) it shouldn't be a problem. Sorry for any inconvenience.
  13. Hey, Osvir. It does require Excel to work correctly. Should just be LocBuilder.exe.
  14. Update by Brandon Adler, Lead Producer Hey, everybody. We have lots of cool Pillars of Eternity news for you today. Everything from our Update 3.0 Beta to a last chance to get your very own copy of Lords of the Eastern Reach. Last chance at Lords of the Eastern Reach! As most of you know, Lords of the Eastern Reach is a card game from Zero Radius Games that is based on the Pillars of Eternity license. The game had a successful Kickstarter last year and Zero Radius Games is about to send the game for printing. If you didn't get a chance to put in an order, but want to get your hands on the game in the near future, there is still time. Just head over to its Backer Portal and make a pledge! Even better, if you already have an account made for the Pillars of Eternity Backer Portal it will work with the Lords of the Eastern Reach portal. Update 3.0 Beta In preparation for The White March - Part II launching next month we are putting out a 3.0 Beta on Steam. The 3.0 Update comes with a ton of changes, bug fixes, and new features. We need your help in looking over everything to make sure that the community is happy with the direction of some of these changes. If you are able, we would really appreciate that you opt into the Beta patch and supply feedback in our forums. As always, you guys are what helps to make Pillars of Eternity the best game it can be. Here is a small list of features and changes that we would like feedback on: The value/feeling of Athletics and Survival, both on their own and relative to other skills. Do any of the Survival bonuses feel way out of line with the other bonuses? How do Knockout Injuries feel? Are they too punishing? Not punishing enough? Do any injuries feel way out of line with other injuries? Assuming you like the idea of Story Time, how does it feel to you? Does it make the game more enjoyable for you, or does it just remove combat as an obstacle that you didn't like in the first place? Do you like the new Stronghold Adventures? Do you like the narrative elements of them? How do the unique items you get from them feel? Do any of the unique items seem out of line with other items considering their relative difficulty level (i.e., comparing Minor to Minor, Grand to Grand)? Do you like the presentation and content of the Stronghold Visitor Dilemmas? How do you feel about the setup of the scenes? Are there any dilemmas that you don't like? Do you feel like the dilemmas all give you a good range of options for resolving them? Does the combat in the last third of the main game (from Elmshore on) feel better? Specifically, have we removed enough battles that feel like trash mobs or filler? Have we improved the fights there so they are a) challenging and b) more interesting? The same question, but on levels 7, 8, and 11 of the Endless Paths of Od Nua. For a more in-depth look at some of the changes and fixes, head over here and check it out. Obsidian Tools Localization Builder Hey, modders! Have you been looking for an easier way to translate Pillars of Eternity into different languages? The Obsidian Tools Localization Builder is the answer. With the Localization Builder you can quickly and easily translate Pillars of Eternity and The White March just like we do here at Obsidian. To get more information about the Localization Builder watch the video below. This video will tell you a bit about the Localization Builder and explain how to set it up. Note: The Localization Builder requires a legitimate copy of Excel to work correctly. If you use a pirated version it may not work properly. Note: It is also for Windows only. We have no plans on making OSX or Linux versions for the future. You can download the Localization Builder here. You can download the associated Excel files here. Unofficial Translations With the release of our Localization Builder, the Eternity team wanted to showcase some of the unofficial fan translations for Pillars of Eternity. Everyone here at Obsidian really appreciates the hard work that you guys put in to spread the game to as many people as possible. Here are some languages below: GermanGerman localizations here. (Created by Phobi666) ItalianItalian localizations here. (Created by improbabile) FrenchFrench localizations here. (Created by r-e-d) SpanishSpanish localizations here. (Created by MemnochPSA) JapaneseJapanese localizations here. (Created by fackman and Synctam) If people would like to assist in getting more translation fixes in, they can post here on the forums. GermanGerman localization thread here. ItalianItalian localization thread here. FrenchFrench localization thread here. RussianRussian localization thread here. SpanishSpanish localization thread here. If you would like to perform translations in new languages you can use the Obsidian Tools Localization Builder. Just check out the video above. That's it for this update. Our next update will be about Pillars of Eternity's latest companion, Maneha.
  15. 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 story without having to build a party of adventurers focused on combat. Athletics has been revamped so that it allows characters to cast Second Wind. A powerful healing ability. A higher Athletics skill increases the size of the heal. Survival now grants rest bonuses. A higher Survival skill will unlock more rest bonuses or increase the strength of existing bonuses. Many new creatures have been added to the Bestiary. The Action Bar has been reorganized so that it is easier for players to see their Per Encounter, Per Rest, and Watcher abilities. The end of the game (Act 3 and second half of Od Nua) has been revised to remove the number of "trash" encounters and increase their difficulty. A high level scaling option has been included for anyone that enters Act 3 at a high level. Survival: Damage Reduction bonuses have been halved (was +2/+4/+6, now +1/+2/+3). Heal Multipliers are now +20%, +40%, +60%. Athletics Athletics now heals a base of 20 + (Athletics*4) Endurance. At 1 Athletics, it will heal base 24. At 12 Athletics, it will heal base 68. Cipher: Ciphers have been rebalanced so that their powers cost 10 focus per level. E.G. 10 focus for 1st level power, 50 focus for 5th level power. Increased the base amount of Focus gain per point of damage dealt from 0.25 to 0.35. Whisper of Treason changed from long cast time to short cast time. Puppet Master changed from long cast time to an instant cast. Puppet Master base duration increased from 10s to 16s. Soul Shock radius increased from 1.25 to 1.75 (2.5m to 3.5m diameter). Tenuous Grasp Frightened base duration increased from 6s to 15s. Antipathic Field minimum damage increased from 10 to 13. Amplified Thrust damage increased from 30-40 to 40-55 Pierce. Mental Binding AoE Stuck duration increased from 4s to 6s. Mental Binding targeted Paralyzed duration to 8s base. Mind Blades base damage raised from 10-20 to 18-28. Each bounce reduces the damage range by 10% (still 5 bounces). Psychovampiric Shield Deflection bonus from 10 to 25. Soul Ignition from 17 Burn to 22 Burn damage per tick. Mind Lance projectile radius increased from 0.5m to 0.75m. Silent Scream AoE damage raised from 15-25 base to 28-40 base. Target damage raised to 35-50 base, Stunned duration 8s base. Disintegration from long to short cast, 5m range to 10m range. Disintegration Raw damage increased from 30 per tick to 40 per tick. Amplified Wave Prone duration to 8s base. Borrowed Instinct from 15s to 25s base duration. Detonate base damage from 30-50 Raw to 50-75 Raw. AoE base damage from 30-50 Crush to 45-60 Crush. Ringleader AoE Charmed duration from 8s base to 12s base. Tactical Meld base duration from 20s to 25s. Time Parasite from 5s base duration to 12s base duration. Companions Zahua gained +3 to con (now 17) so he has 75 attribute points like all other companions. Creatures Added correct audio bank to animal companion antelope so it should play proper SFX now. Dragons will now wait a minimum of three seconds at the start of combat before using a breath weapon. Immunity: Ground added to a large number of spirits, drakes, wurms. Immunity: Prone removed from dragons, replaced with Immunity: Unconscious and Resist: Prone (+20). Removed Prone immunity from spectres, shadows, shades, phantoms, cean gwla, and battery sirens. Gameplay Drugs have been rebalanced in the following ways: Blacsonn: +3 Perception, +25 Resist vs. Ground, -2 Dexterity, Crash: -3 Might, -2 Dex Carow Golan: +20% Focus Gain, +10 Deflection, +20 Reflex, -4 Intellect, Crash: -5 Might Goldrot Chew: +3 Might, +1 Movement, -2 Perception, Crash: -4 Dexterity Ripple Sponge: +10% Max Stamina, +25 Resist vs. Poison and Disease, - 4 Resolve, Crash: -1 Movement Snowcap: Confused Immunity, +40 Resist vs. Charmed, +20 Resist vs. Dominated, -5 Perception, Crash: -2 Constitution, -2 Intellect Svef: +15% Attack Speed, +0.5 Movement, -4 Resolve, Crash: -6 Resolve Whiteleaf: Frightened, Sickened Immunity, +25 Resist vs. Terrified, Weakened, -10% Attack Speed, Crash: -15% Max Stamina The following equipment mods have been tuned up: Preservation, Defiance, Fenwalker (resistance mods), Freedom, and Healing Bonus. Fixed an issue where you could cast "ally only" spells on party members before they joined your party. Animation for picking locks now plays whether or not your character uses lockpicks. Fixed an issue where talent-granted abilities were not being removed correctly on retraining. Put a retroactive fix for fighter made before Update 2.03 so they now properly receive a +5 buff to base Deflection. Fixed inflated Accuracy calculations when the player placed traps or cast certain spells. Fixed a problem where some status effect usages didn't take trigger adjustments into account. AI will now choose more appropriate actions if they are unable to move. Fixed redundant immunity listings on animated weapons. Added the "Ground" keyword and associated it with a whole bunch of spells and abilities that are ground-based: Tanglefoot, Web, Slicken, the various priest Seals, etc. Fixed a problem where some equipment would disappear after a shapeshift but still provide its bonuses. Spells and Abilities Suppress Affliction base duration reduced from 10s to 5s, AoE radius reduced from 2.5m to 1.75m. All Prayer Against _____ spells, scrolls, and abilities now grant immunity rather than resistance. All Prayer Against _____ spells now have a base 20s duration (was 30s) and radius increased from 2.5m to 3m. Constant Recovery, Rapid Recovery, and Veteran's Recovery now all heal more Endurance per tick and all scale with level. Ancient Memory now heals double the Endurance and scales with level but has a 45s duration. Beloved Spirits now also heals twice as much and scales with level. Removed an unnecessary restriction on stacking Weapon Type Specialization abilities. This should fix issues like Flick of the Wrist being suppressed by Prey on the Weak. Fixed some stacking inconsistencies with Cipher powers that caused some spell effects to suppress other valid effects. Holy Radiance now heals base 15 Endurance. The Sword and the Shepherd (Kind Wayfarer talent) now scales with level (+7 every 3). Shielding Touch deflection bonus increased from +8 to +12 (Shieldbearers of St. Elcga talent) Renamed Duty's Bond to Aegis of Loyalty and the talent now grants 15s of immunity to confused/charmed/dominated instead of a +20 defensive bonus for 20s. Sworn Enemy range dropped to 10m, set to 1/encounter instead of 3/rest. Added the paladin talent Wrath of Five Suns (modifies Sworn Enemy). It is only available to Pallegina. Flagellant's Path attack is now more likely to place the character between him and his destination instead of off to the side. Set the duration of Dichotomous Soul to base 15s. Fixed a few abilities (Like Crippling Guard) that improperly claimed to apply effects to Self. Faith and Conviction now scales for NPCs, +1 def and +2 to all other defenses at 5th, 10th, 15th level. Base Faith and Conviction bonuses reduced from +5 defenses, +10 to all other defenses to +4 def, +8 to all other defenses. Knock Down is now a full attack (was only a primary attack previously) meaning that dual-wielding characters will now perform two attacks. Play Dead should be be removed correctly when you retrain. Miasma of Dull-mindedness penalties reduced from -10 to -6 and duration from base 20s to 12s. Arkemyr's Wondrous Torment adds perception penalty. Penalty against subsequent targets increased and jump range increased from 5m to 8m. Arkemyr's Capricious Hex now has variable durations for each of its afflictions. Chanter skeleton summons set to 2nd level (were previously 1st). Reny Daret's Ghost duration from 20s base to 12s base. Clear Out base damage increased from 15-22 to 30-40. Into the Fray base damage increased to 22-30 and damage type switched from crush to pierce. Into the Fray base dazed duration increased from 5 to 12. Constant and Veteran's Recovery reduced from base 90s to base 45s duration. Miscellaneous Updated Watcher Vision VFX to reduce chances of blowout on a light background. Adding a melee attack for pigs Fixed a problem where game camera control could be renabled when moving from a conversation to a store directly. This should prevent zooming-in while scrolling in the store. Fletcher's Stay rest bonus from The Goose and Fox now removes correctly. Fixed issue where you could duplicate cloaks on corpses using quick loot. Fixing big head mode on Sky and Alpine dragons. UI Fixed a problem where immediate effects from characters with high Intelligence could show a duration in the short combat log. Fixed an issue where aggregated effects in the combat log could overlap if longer than the width of the combat log. Fixed grammatical errors in some ability and spell descriptions. (Master's Call, for example) Fixed issue where unarmed accuracy wasn't being shown properly in the accuracy breakdown. Fixed problem where players were not being notified when a guest hireling leaves the Stronghold. Keywords (such as Poison or Disease) have been added to ability tooltips and affliction descriptions that require them. Fixed problem where a stack of food would drop if you attempted to feed Devil of Caroc the food. The proper use case is that she cannot eat the food, but the stack should not be dropped. Bestiary percentage notifications in the combat log are always green now. Items can no longer be dropped on the paperdoll from the stash if it's forbidden. For example, you cannot drop food from the stash on a player's portrait. Spells and abilities that have bounces now properly communicate that information in their descriptions. Added an action icon on party portraits and an option for it (default on). Fixed world map button icon not depressing in the Area Map. Adra Beetles no longer render on the Area Map. Fixed problem where icons on a trapped container incorrectly displayed a looting icon. Added an ingredients filter to store UI. Fixed a bug where Stronghold log dates and times would show up incorrectly. Fixed a problem where Resolve was not calculating Deflection correctly due to a rounding error. Reformatted the action bar so that abilities are split up by usage. Fixed some issues with summoning spell description formatting. Expanding entries in stronghold UI lists now works when clicking anywhere instead of on the little arrow. When opening the stronghold UI, the report for the last completed adventure will automatically show. Changes to some Chanter Phrases so their effects will collapse properly in the UI. Stronghold adventures in UI can now expand if they have long descriptions. Ability descriptions will use a special line when different targets duplicate the same effect text. Debuffed and buffed values in ability descriptions now use different colors. Added "if successful" as a prefix to secondary attack effects in the inspect UI Changed Ctrl+Drag to deselect instead of add to selection. Arcane Veil piercing attacks are now identified in descriptions. You can now see the full breakdown of Defenses in the Character Sheet by mousing over them. Added damage threshold breakdowns to the Character Sheet and Inventory. Steam Keyboard should now be integrated for those that are playing the game with Steam controllers. Fixed some animal companion character sheet errors. Text in Character Sheet now formats correctly after changing text sizes. Weapon Specialization damage multipliers now work in the damage breakdown. Added immunities and resistances to character tooltips. Added level scaling information to the tooltips for scaled values. Fixed an issue where the Fighter's abilities could be listed as Barbarian in Character Creation. Item mods with effects that are complicated to display now have a name with a link to the mod in a new window. Immunities are now hidden in Expert mode. Fixed an issue where hidden loot stashes would sometimes highlight before they were discovered. Passive status effects with durations now show on the party bar.
  16. Update by Brandon Adler, Lead Producer Hey, everybody. We have a small update with a big announcement today. We are also going to do a spotlight on two of our new creatures from The White March - Part II. Be on the lookout for our next update where we will feature our new companion. The White March - Part II Early Next Year We have some great news for all of you fans that have been waiting for the second part of The White March expansion. You can finish your journey through The White March with the second part of the expansion in late January 2016. Once an exact release date is decided on we will announce it in an update for you guys. Vithrack Brutes and Luminaries In the second part of the expansion we are introducing a larger slice of vithrack culture. Players will encounter brutes and luminaries, two distinct classes of vithrack. While brutes build and feed the colony, luminaries are its scholars and historians. Both varieties can be formidable foes for adventurers who encroach upon their territory. Vithrack Brute Vithrack Luminary Pillars of Eternity Official Soundtrack The Pillars of Eternity official soundtrack is now available for purchase at your favorite digital music retailer. It's also available on streaming music services - like Spotify. If you would like to download a track (or the whole album) head over to Amazon or iTunes and grab a copy. Short StoriesIn our last update we showed off our first short story, The Ratcatcher. This time, we have a new batch of short stories to share with you. Blood Register Available Now! While conducting a census of rural Dyrwood, Neolas a public servant and his elven bodyguard Gacgen take their assignment into the wilderness of Eir Glanfath: one seeking his family of birth, the other to cure an epidemic. The Reaping Available now! Edér finds much has changed in Gilded Vale in the time since he left to enlist in the Saint's War. Tensions within the town boil over at a religious harvest festival known as Gaun's Reaping, and Edér is forced to take sides among neighbors and old friends. Until He Started Screaming To be released soon. Novice wizard Aloth Corfiser is shackled to a patron he can't abide and an Awakened soul he can't silence. He finds unexpected allies among a student group of spellwrights, but what he learns about them--and what they ask of him--threatens the entire academy. You can head over to our Short Stories page to download all of them now. That's it for this update. In our next update we will highlight the new companion in The White March - Part II.
  17. Serious issue with the .epub on my nook. Font looks to be about 100+. Only a couple of characters on the screen at a time. My guess is that it's not scaling correctly and that what I'm seeing is the first letter and a half of the first and second line for each page. Hope this helps. P.S. It's a nook simple touch. Had no problem with the Wasteland 2 epubs. Thanks for the additional information. I will pass this on.
  18. There is actually a different reason why the updates have slowed down when it comes to expansion content. The White March doesn't have anywhere near the amount of new content that the base game does. This means that when we show an area or a new creature, we are actually showing a larger portion of the game to everyone. We have to keep some stuff under wraps for you guys. =) Talking about our creation process might be more fruitful, but I am not sure what you guys may want to hear about. What suggestions would you have for future updates? Yeah, I definitely understand that. Personally I'd be happy with just a video where one talks a bit about... I dunno, the sorta initial brainstorming perhaps, if there's a particular design goal for that part of the expansion, any particular things the team wanted to improve upon and why and so forth. I don't really need any super in-depth stuff (like you say, I want to be unspoiled) but it'd just be great to have a very "high level design talk" without going into specifics too much. Maybe talk with Justin Bell to see what he wants to accomplish with the score, the artists discussing how they've improved... and so on and so forth. Not sure if that's too vague but... I'll talk to everyone and see what we can whip up.
  19. I know you were just being facetious, but to defend GOG a bit, the lag in updates is usually because we have to redeliver a build to them because of a last minute change. It causes them to have to redo their QA and patching process. Because they are on Polish time and we are on California time it can mean a healthy lag in the updates. Luckily we didn't have to do any last minute changes with this update so they were able to get it out a few hours after we launched on Steam.
  20. There is actually a different reason why the updates have slowed down when it comes to expansion content. The White March doesn't have anywhere near the amount of new content that the base game does. This means that when we show an area or a new creature, we are actually showing a larger portion of the game to everyone. We have to keep some stuff under wraps for you guys. =) Talking about our creation process might be more fruitful, but I am not sure what you guys may want to hear about. What suggestions would you have for future updates?
  21. Seems to me that the Windows backers get more love than the Mac OS & Linux ones:https://forums.obsidian.net/topic/72520-cloaks-are-not-shown-on-characterlinux/ https://forums.obsidian.net/topic/71859-mac-os-x-no-capescloaks/ It’s been reported six months ago, and still nothing to see… There isn't much we can do about this. We are using Shroud for our cloth simulation. At the time we were implementing it, it worked on Windows and Mac. We thought it would also be available for Linux before we shipped the game. Unfortunately, the Linux port of Shroud didn't come through and there was a bug on Mac that was causing some pretty severe issues that we couldn't fix. The only thing we could do in time was to disable cloaks on Linux and Mac. We were investigating switching our cloth simulation, but it isn't a small change and could dredge up a lot of bugs for us. Our apologies to our Mac and Linux fans.
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