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Everything posted by AndreaColombo
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Whips
AndreaColombo replied to Narcolypse204's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)
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Whips
AndreaColombo replied to Narcolypse204's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)
Where's a Boeroer when you need one? -
I don't mind waiting longer for better, richer product. That said, Feargus mentioned more than once on Fig that they feel pretty confident about the March 2018 target. If pledges/investment money really push the envelope and go higher than $4mm things might get delayed because of more extra content than initially planned, but that'd be totally all right in my book.
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I forgot to mention: - NPC schedules based on day/night cycle and weather - All The Small Things like lanterns held at eye level, dodging animations, wizards opening their grimoires to cast spells and flipping them close thereafter, scabbards, etc. The small things really add up to a lot of immersion and coolness factor.
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Everything In no particular order: - Dynamic weather - New/more/better animations - Enhanced lighting with ambient occlusion - Higher-poly models - Parallax scrolling - Lots of beautiful new art - New soundtrack by Justin... -...fully recorded by an orchestra - Multiclassing - Sub classes - 20 levels to satisfy my powergaming cravings - Xoti - Allegra Clark voicing Xoti (because this MUST happen ) - Maia - Companion relationships (except romantic love and/or sex) - Neketaka
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First time Fig Funds are higher than pledges for this campaign. Quite surprised Fig Funds were processed / added on a weekend. Pleasantly surprised, that is. Here's to hoping this final week brings us many more stretch goals, including the 8th companion and perhaps MOAR portraits and MOAR reactivity
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I would definitely expect Deadfire to not only carry over any portraits already available in the first game, but also to offer at least as many new ones plus those ordered from backers (it would be a bummer if backer portraits were the only new ones.) You can never have enough portraits to choose from, and custom portraits never seem to fit the art style of the game and end up sticking out like a sore thumb.
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I'd say that depends on their stats. The whole point of self-made characters is min-maxing and optimizing. Sidekicks are more like a poor man's companions; they're companions but not really. I'm lukewarm at best toward them, as one full-fledged companion beats four sidekicks any time of day and night in my book. If story companions don't suit my need, I go for self-made characters to optimize. Sidekicks have neither the optimization perk of self-made characters, nor the depth of story companions.
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Current pledge pace is approximately 25-30k USD per day. Let's be conservative and consider an average of 20k USD per day until the last two days of the campaign: 20,000 * 4 = 80,000 From today's 2,807,000 we get to 2,887,000 before the final rush. For the sake of being conservative, let's take for granted that PayPal will not be available in time and the last two days combined will fall short of 50% the first day: 500,000 USD. That would get us to 2,887,000 + 500,000 = 3,387,000 USD without PayPal and without any other increment in Fig Funds (which is unlikely.) This is a conservative estimate that would get us to the 3.25mm stretch goal anyway. Fig Funds won't necessarily hit the cap, but it would be very unlikely for them not to increase at all from now to the end of the campaign. If PayPal comes next Wednesday as Feargus promised, it should give another decent spike. The last two days should bring in a bit more than my estimate too, if Kickstarter is any indication.
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I too would like to see this toggle implemented. Two more things I'd like to get which are low on the priority list: - Cyan circles for neutral NPCs. Partly for the nostalgic I.E. feel; partly because it makes it easier to tell allegiances at a glance. - Asynchronous movement Right now characters all move in perfect sync like a band of robots, which is unnatural. The I.E. games solved this by applying a random delay in milliseconds for each individual character from when you clicked to when characters started to move. It looked a lot more natural and I'd like to have it back in Deadfire.