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About Senalaya

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  1. - RPG - Fantasy setting (liceneced or new IP, no PnP adaption) - Multiplayer with community hosted dedicated servers - Toolset and scripting engine - Custom content friendly
  2. I know this information has been around, at least on a rumor basis, for quite some time. But AFAIK, this is the first time a public statement was made towards them actually working on it.
  3. http://www.tomshardware.com/news/Obsidian-...tone,14151.html
  4. I think you are barking up the wrong tree here. The selection of the possible audience and thus the supported platform(s) is rarely up to the developer, but rather a decision that is made by the publisher(s). i.e. whether or not to include certain consoles. Game production will in the end always come down to simple business decisions and in that regard you list some of the major points for DirectX: easier, better and faster to do. If you look back to NWN1, at that stage the differences between DirectX and OpenGL were much less relevant and linux looked quite promising as a future gamer pl
  5. Thanks a lot for the detailed updates, Rob! I'm actually amzed how little the fluctuation is, given that some urgent fixes had to be added to the list.
  6. 2 posts since january 05? I've got my eye on you! You're up to no good.

  7. Oh c'mon, a 'soon' is MUCH better than a 'temper your expectations' or another visual countdown.
  8. Awsome news and congrats to get 1.05 finally out of the door! As for future patches, I'd rather see small updates, perhaps even on an almost monthly basis. Especially, when it shifts now from bugfixes to additions, as you implied. Like you stated for OEI internally, those monster patches take for ever to test and pass QA. The same happens on the builder side, if we have to doublecheck and adapt dozens of scripts and 2das at once. This would basically slow down the implementation of the patches and delay valuable feedback on possible bugs and flaws to you. I doubt, builders willl beta
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