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Necx

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Posts posted by Necx

  1. It appears you need to complete the Tower in Heritage Hill before you can proceed past this.  You learn the language the spirits are speaking during that quest.

    I'll give it a shot luckly today I went and cleared it and left the endless alone.

     

    Strange that you have nothing saying that the endless has ties outside quests. 

    If so basicly finishing act 2 will allow you to pass floor 13 (Yes I know it's not really all of act 2 but close)

     

    Sigh was going to bed but I'll try it real fast see if it worked. 

  2. I cheated my way past it but I'm sure I'll revisit it again in other playthroughs

     

     

    bring up the console

    iroll20s - to enable cheats

    nofog - to see what's beyond the door

    findcharacter guardian - because the Guard of Od Nua is on the other side

    teleportpartytolocation whatever  - replace whatever with the output was for the Guardian (cre_guardian_adra I think it was) in the next room

     

    but get ready to a fight because it will literally drop you right on top of him

     

     

     

    Small problem it kills achievements... 

     

    Has to be a official fix or way to do this..

  3. Same I've passed on it for 2 days now and I want to finish it.

     

    I thought maybe the sword had to be forged but that wasnt right.  I then thought maybe cause I went down the pit and skipped floors i needed to complete them.  After that I thought maybe I should of not imprisioned Klek.  Nope Nope and Nope.

     

    The  floor can't be moved and all monsters on the entire floor besides the doors are all dead.  I've sneaked around for hours thinking maybe I missed something.

     

    Nope.

     

    Floor 13 Lost soul isn't talking and I've spoken to all of them over and over.

     

     

    Below is the guide also which everyone is reporting the same problem.

    http://guides.gamepressure.com/pillarsofeternity/guide.asp?ID=29967

     

    is their a noclip command?

  4. UI Design - Tim and I have been talking about our user interfaces recently. We want to make sure that we improve the functionality of the original designs without completely losing the feeling of those interfaces. One thing we want to avoid is making the UI too "minimalist". We don't want it to feel bloated, of course, but we also recognize that the IE games had "solid" interfaces. They looked like they were made of materials -- wood, stone, and metal -- and had substance to them. When you look at the interfaces for the IE games, they help immerse you in each setting. We'd like to do the same for Project Eternity.

     

    Functionally, we're using Icewind Dale II as our starting point. We've been looking at inventory recently. Tim and I have designed a system that uses three types of gear storage: equipment, top of pack (this name may change!), and stash. Equipment is what your characters are currently using and have ready to use. This includes weapon sets that you can swap between during combat. "Top of pack" is a finite amount of gear that you can access outside of combat for a variety of purposes: replenishing consumables, checking out a shiny new sword you picked up a while back, etc. The top of pack cannot be accessed during combat, but is present as a strategic pool of items that you can access while exploring. The stash is where all of the "other stuff" goes: things you aren't using, items you want to sell, and various doo-dads you'll be looking at later.

     

    When you find gear, you have the option of placing it wherever you'd like as long as there's room for it. You can use it immediately, put it in your top of pack, or just chuck it in the stash. Once an object is in the stash, you can access it at camps, your home, and similar locations. We've created this division of inventory space to add strategy to your gear loadout decisions instead of having a weight limit, while also allowing flexibility for backup equipment. Most importantly, it doesn't prevent you from doing what adventurers love to do most: loot everything they find that isn't bolted down.

     

     

    Thank you for taking the time to look at the UI.. Some games I won't mention names that came out in 2012 really took step's back in the UI dept. Also dig Inventory part as well!

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