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About Semper

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  1. at least in 2016 obsidian did not work on a vampire game, which was confirmed by brian in an interview about tyranny at gamescom. the big project helmed by tim and leonard is about a new ip, not white wolf related. the other big project is deadfire. if there's anything vampire related in the works it would be way too early for an announcement.
  2. dunno if it's a feature or a bug, but after equipping items with the spellbind property there's no active ability shown. after resting everything works as intended. in the infinity or the aurora/electron engines those properties worked right after equipping. btw it would also be nice if the a.i. can use those special active abilities of such properties to their advantage. perhaps this could be a future addition to the series. ps: there's also a bug with the exmine window. sometimes this window is draggable without restriction (shield, armor), sometimes only horizontally (weapon). and s
  3. i am having tremendous fun. thanks for that!
  4. so they're gonna stream char gen the next hour... oh yeah, and lets pick godlike, because it was never chosen before in any presentation.
  5. the amount of pausing required differs individually, and is heavily influenced by your reaction time/familarity with the system, party composition and/or talent selection - not so because of game speed since v301. imo the speed of action/movement in and out of combat feels comfortable right now. it still suffers from animation feedback, but that's something that is already being worked on.
  6. it's still a valid option if you don't wanna "pause" the action. pressing space bar doesn't help to test the speed of the game either, but breaks the momentum more abruptly. after familiarizing myself with the new set of ability icons i hardly use pause any more.
  7. confirmed. you have to rest to get the calculation of the abilities restarted. i would not list this as a bug, but a missing script after initializing the first area. it only affects the bb chars.
  8. actually it's fine the way it is. i don't need to pixel hunt those little items, and can see everything in one glance. just make sure that not every single item property will be included as a separate buff.
  9. yup, they should include highlighting plants when the button is being pressed. who likes pixel hunting can still choose not to use the help function.
  10. they're not just show. there's a noticeable difference in behaviour between the minimum of 3 points and 18. it's just that right now resolve and perception are a little light on usage, but by far not useless. i also doubt that one can finish the game on difficulty normal+ with a party of "3 to all" gimped chars without abusing the ai issues. perhaps obsidian even adds talents which require a minimum amount in a specific attribute to encourage players to spread points for different builds.
  11. and in which way does this prevent rest spamming? btw i have no issues with the current system in place, although the stamina/health ratio needs further tweaking. right now one loses a tad too much health.
  12. yeah, this is definitely going into the right direction. now to the important question: what's holding you back from releasing this on steam asap? we're in a closed beta, and obviously it's stable enough to be presented at pax. plus we qa testers backers don't really care about bugs. i mean build v257 feels already like in the middle of a hive. do beautify our weekends, please
  13. that's a no to both your questions. so far in development the design of the endless dungeon is basically finished. perhaps that's something for the planned expansion. btw the 4mio stretch goal was already achieved with paypal.
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