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  1. The One & Only - Blooper Girl [Katrina Garsten] : Our Lovely - PR Manager [Mikey Dowling] :
  2. I personally like black humor, sarcasm, irony and absurdities. Those usually fit games with a more serious tone and i think they would fit PoE2 too. PoE1 was quite lacking in that department in my opinion so i am curious if there is more in PoE2. A world with magic and technology certainly provides enough eventualities to include some. Ambitious experiments that go horribly wrong, magical rituals that end in disaster, hopes and dreams that get crushed or turn out in an unexpected manner. Is there any of that or should there be none of that ?
  3. Playing some beta, seeing how the new skill system works, Do you feel in Deadfire transferred character will remain his talents from PoE I such as: Gift from the machine The Merciless Hand / Second Skin / Mob Justice Flick of the Wrist Dozens Luck Mental Prowess and blood pool sacrifice bonuses? I have doubts... Cause it's not mandatory to finish PoE I to start Deadfire, and I don't think there will be a choice to choose all these talents for new Deadfire character... Still transferred character from PoE I to PoE II would have such immanence advantage having these! I wish they would be transferred though... What do you think?
  4. Hello everyone! I would like to share my thoughts and to read other opinions on several topics: 1) Player AI scripting system. For some reason people like to simplify everything, including AI settings, but that's not always good. Hopefully PoE 2 has passed 2kk USD and we have a chance to get masterpiece AI. It's so intriguing what kind of player AI scripting will we get in PoE 2, cause I don't like PoE 1 AI script system at all, but it's still better than no AI. For me the best, fascinating and almost ideal AI scheme is implemented in - Dragon Age: Origins. It's so awesome when you can customize any skill usage upon any situation (target evaluation, hp %, etc.) Also, besides player AI scripting it's very important, it would be great if there will be no things like kiting or spreading up the mob group like in PoE 1 2) I would really appreciate some kind of interaction with other players co-op (like in Baldur's Gate / Neverwinter) or specific arena mode or something like that for PvP (like in Dungeon and Dragons Online) 3) I've had some blurry answers from Josh Sawyer via twitch / youtube about character transaction from first part to second, but many things are still unclear. Like what's up with char. reputations and talents like Gift from the machine, The merciless hand / Second Skin, blood pool sacrifice bonuses. As I understand PoE 2 will be in Deadfire archipelago and all PoE 1 encounters were in Dyrwood, but where is it? Probably far far away in Eora... How choices we made in PoE 1 will affect PoE 2... cause there are so many of them!!! For me the iconic transaction was BG1 to BG2, with Drizzt Do'Urden and Elminster, a few but so awesome. Something like possessed Falanroed... for instance! And it's really interesting with blood pool sacrifice, I mean they talk a lot about Eder and Aloth... What do you think lads?
  5. Hi, For the past months I've been living in alternate planes and only found out this week about PoE II: Deadfire. Fortunately it's still possible to pledge to the project via Obsidian's portal. I'm thinking on going for the Signed Elite Collector's tier. But it's not clear if the Pillars II DLC is included or not. As described in the site the Pillars II DLC gives: Early Bird access to DLC for Pillars of Eternity II: Deadfire at a special crowdfunding price. This is a Season Pass for all DLC that will be released for Pillars II. Looking at the, now closed, fig campaign page https://www.fig.co/campaigns/deadfire There isn't any mention of DLCs. Apart from bears So is the "all future DLCs" addon included in any pledge tier? And any idea for how long the backer portal will be open for new pledges? (I'll be backing it during this or next week, just don't want any surprises) Thanks
  6. Sawyer answers a question about spells in his tumblr. I though it was interestingomondo so I'm posting it here for those who want to know (some) stuff about spells and spellcasting. https://jesawyer.tumblr.com/post/163951614351/are-spells-going-to-be-revamped-or-changed-because
  7. About half way through a first PotD run in Pillars of Eternity I, and an epiphany came to me. That is 'if' there is a plan to have Path of the Damned, ironman mode, et cetera in P.E.II:D.A. then there is one change that would greatly improve the game. That is you allowing the player control over party member's stats when they first join the group, or if we 'retrain' them, pray do I. Given the difficulty of PotD, forcing the player to 'hire' five new adventurers just to increase the probability of success seems particularly onerous, feel do I. Even with that accomplished, we are constantly having to return to previously explored areas with our companions if we want to advance their personal quests. It would be fine to even limit this option to only on PotD difficulty, think do I. Of course, that could be abused but its hardly game breaking, especially given the other actual cheats. Producers and Designers may see say Eder as only having 16 might or Aloth only have a 16 Intelligence for role playing reasons; However, that only plays out as them being stuck back on the ship waiting for our protagonist to return, if we are playing while engaging a mode similar to PotD. If it's easy enough, allowing that option in the original P.E. would be fantabulous. Oh and its understandably too late now, however 'when' {pray} there is a Pillars of Eternity III. Suggesting that you include early in the 'Stretch Goals' adding making an additional expansion, am I. It would be for P.E.II:D.A. that helps update the game engine to whatever P.E.III is using/advancements, as well as content. The content would take players from wherever they end P.E.II to whereever they begin P.E.III. For instance, it would be wonderstrukk if about now there is another expansion for Pillars of Eternity that takes the player from where they end the game with, to however we begin P.E.II in the Deadfire Archipelago. However, everyone is working on P.E.II and that would be nearly impossible, understand do I
  8. Hello again, backers and fans! We have a few updates for you today, starting with our Slacker Backer totals. Slacker Backer Totals Sadly, today is the day where we stop counting Slacker Backer funding towards our stretch goals. At 5PM PDT our game will officially be 'content locked', meaning that no new content will be put into Pillars II. Here are our totals: Fig Slacker Backers - $124,940 Backer Portal - $172,986 The total amount of money we received from Slacker Backers was $297,926, bringing our grand total to: $4,705,524 We didn't hit $4.75M, which means we didn't make our Sea Monsters & Fishing stretch goal. However, we'd like to thank you for all of your contributions to this campaign. Because of you, Pillars of Eternity II: Deadfire is possible. We promise to make Pillars II an amazing sequel that will immerse you in breathtaking new environments and present you with brand new adventures as you journey through Eora once again. Thank you, from all of us here at Obsidian! Backer Portal Changes Even though our Slacker Backer funding no longer counts towards stretch goals, you can still back through Fig and our Backer Portal if you want to get backer rewards or add-ons! New backers (i.e. anyone who makes a new backer pledge after May 12th) will still be able to contribute to the overall campaign total up until we begin pre-orders for Pillars II, which will happen at the end of this year. Starting on Friday, May 12th at 5PM PDT, some of our reward tiers will no longer be available. These include: Create A Super-Pet Create an Inn Own An Island Build a Pirate Party Top Backer Additionally, also on May 12th, reward prices will increase by about 20% for new backers only. Here is the updated list of prices and tiers available: Digital Download - $35 Premium Digital - $54 Physical Box - $70 + S&H Ultimate Digital - $79 Complete Pillars Bundle - $95 Early Access + Credits - $115 Early Access + Credits + Box - $125 + S&H Collector's Edition - $175 + S&H Elite Collector's Edition - $240 + S&H Signed Elite Collector's Edition - $299 + S&H Name a Pet - $599 Create an Item - $899 Portrait IV - $2,250 + S&H Create a Spell - $3,500 Most Add-Ons will also increase in price slightly, starting May 12th. Those people who have already backed Pillars II and confirmed their pledges on our Backer Portal may modify their pledges at any time, without increased reward prices. Fig Slacker Backer Ending Date If you're interested in becoming a new backer and want to contribute through the Fig site, you will be able to do so until Friday, May 12th at 5PM PDT. At that time, Fig Slacker Backer funding will be turned off, and you will need to back through our Backer Portal instead of Fig. However, you can still come to Fig for any updates and news we release! Backer Surveys In other news, we are finalizing surveys for our $500+ backers who are creating content for our game, and will be sending out those surveys and emails at the beginning of May. At the same time, additional surveys will be sent out to everyone who will have their name in our credits. Thanks for your patience, and we can't wait to hear all of your awesome content ideas! Thank you again for all your support. We couldn't do this without you!
  9. So, if my memory is correct, 3 to 5 years have passed sense the events of Pillars of Eternity 1 by the time Pillars of Eternity 2 begins. Question of the hour is, what has the Watcher been up to? Adventuring? Relaxing? Dealing with politics? Raising their kidnapped child (if they took it, anyway) It would be interesting if we could chose what s/he has be been doing. Maybe get some sort of small bonus similar to picking our place of origin in Pillars of Eternity 1
  10. Hi Obsidian ! Let's make a deal : Since we haven't reached the 4.75M Stretch Goal for "Sea Monsters & Fishing". BUT, went pretty close to it, having raised roughly about 4.7M. So, for the lack of these missing 50K.... You could just cut out the Fishing part & give us Sea Monsters ? What do you say ? Deal ? After all, 200k were raised for that goal right ? PS : The wait is....... HYPING.
  11. Hey guys! Because our Fig updates are only emailed to backers from the Fig site, we're going to start posting our updates to the forums when we release a new one. That way, more of you will be up to date with what we're working on. UPDATE #30 - We have an awesome environment art update for you this week, but let's start with our Slacker Backer totals: Slacker Backer Funds Fig Slacker Backers - $112,200 Backer Portal - $143,900 This brings our Slacker Backer total to $256,100 and our grand total to $4.66M. We have one more week to try and reach our $4.75M stretch goal. We believe in you! Spread the word and help us out one last time. Remember to confirm your pledge on the Backer Portal if you haven't already. We need this information linked so we can send you your rewards! You can read through our instructions for confirming your pledge in Update #25. The Environments of Pillars II In the Pillars of Eternity series, we make sure our environments look beautiful. Our area designers and environment artists work hard to ensure every last detail is placed correctly, from rugs and thrones all the way down to tiny bowls of fruit. However, the environments aren't just something nice to look at; each area plays an important role in revealing the storyline and teaching you more about cultures of the people who live in these places. A lot of work goes into making a scene in Pillars of Eternity II: Deadfire, and we'll walk you through from start to completion. The scene we'll be showing is part of the Vailian Trading Company's headquarters. In case you missed it, you can read about the VTC in Update #29! Blockout The blockout and design document is the first step to making an environment in Pillars II. An area designer will create a design document and provide all of the following information about an area: Summary and background of the area How large each scene should be Visual descriptions with concepts Creatures and NPCs present in the area Quests that occur Dialogue requests Encounters or Scripted Interactions Blockouts for each area Examinables and loot Specific asset requests for Art, VFX or Audio We'll focus on the art side of things for now. Below is the blockout for the VTC headquarters, created by an Area Designer in Unity: After the blockouts are approved by leads, we have the concept art team sketch out the general feel and style of the scene if needed. We didn't need a concept for this scene, so it was passed directly to environment art to start work in a 3D software package. On this project we are using Maya by Autodesk. Environment Art First Pass Click on an image below to view them at full size. The following are daily renders by our talented Senior Environment Artist, Daniel Keating. Scenes are built in Maya with the blockout as a guide, and are made up of both pre-made and brand new assets. (The pre-made assets were created in Maya and ZBrush by our artists in previous areas and fit with the style and overall feel of other scenes, so they get reused) Day 1: Focusing on flooring, walls, and some basic lighting: Day 2: Getting rugs and large props into the area, making adjustments to lighting: Day 3: Adding medium and small props, adjusting lighting even further: Day 4: Adjusting props, lighting, addressing any lead feedback that comes up: At this point in the development process, the first pass is complete. Basic lighting is laid out, all major props are implemented into the scene, and it is now ready for a basic navigation and collision pass. The Maya render itself is ready to be passed on for lead review. Basic Nav & Collision Pass Basic navigation is laid out for the level in Unity, giving a sense of where the walkable party area is: Collision is set up on walls and other objects to prevent the party from passing through solid parts of the environment or props: While the basic navigation and collision pass is being worked on, the Maya render is being reviewed by leads. Leads Review The first pass render of scenes is sent to our Art Director and Lead Designer for review. They look over the master beauty render and make notes for both VFX and the environment artist to address in the second art pass. When notes are finished, the environment artist begins work on a second pass of the scene. Environment Art Second Pass All of the notes have been taken into consideration, and the artist finishes their second pass: Once the final master beauty render is approved, we begin a 3D object pass, followed by VFX, audio, and paintovers if necessary. 3D Object Pass & VFX Our artists add anchor points, water planes for VFX, and any 3D objects requested to the scene. Anchor points are placed on objects to signify where lighting is needed for this scene: Additionally, our artists create custom meshes that VFX converts into water planes: Anchor points in Unity scene: Area with collision, navigation, and anchor points set up: In-Game After second art passes are completed, the render, VFX and collision are updated in the build so we can have final playthroughs of the area. While this scene looks massive, it appears zoomed in when actually playing the game. Each scene is broken down into a number of 'screens' - When viewing the scene in-game, your view is referred to as one 'screen'. This VTC Headquarters scene is 3x3, meaning that 9 in-game screens will cover the area. This view in the game represents one screen: Update #11 went into detail about new graphics and technology in Pillars II, so be sure to check that out if you missed it! In that update, you can learn more about the rendering process, improved shaders, and new technology you'll be able to experience while running around Eora. Stay tuned for next week's update, when we announce our funding total. Have any comments? Feel free to discuss below, and we'll answer your questions! Thanks for reading.
  12. Josh Sawyer has posted a few images about the new (optional) custom AI system on Twitter. I think it looks good and will look forward to tinkering with it.
  13. Hello everyone! I've tried to pass question about multiplayer / co-op / pvp on Twitch streams / Twitter / Forum while crowdfunding was a thing (not counting slacker baker), but every time my question was ignored. For me it's clearly that Obsidian don't want to do this, and that's a pity! Baldur's Gate 1-2, Icewind Dale 1-2, Neverwinter Nights 1-2 - they had Co-op / MP Those are cult games for me, nostalgia and, maybe, the reason why I play PoE. I recall Storm of Zehir with pvp arena, clunky, but you could try out builds and duel with your buddies, and that was awesome. We will have ships, design etc., but nobody will see them except you or your Twitch / YouTube viewers (I have doubts) Then why there is no option to fight with somebody via exported characters from the game using your ship? That would be so cool. PoE II: Deadfire intend to be such a masterpiece, but why cutting a good bunch of possible fun / replayability (trying out new builds / making better character)? I don't get it - is it narrow vision or just no time to implement? Please vote, it means a lot to me to understand if I'm not the only one with such thoughts. Maybe this poll will have some influence on Deadfire devs (I have serious doubts)
  14. UPDATE #31 Slacker Backers We decided to extend our Slacker Backer funding until Friday, April 28th at 5pm PDT! This gives us a few more days to try and reach our $4.75M stretch goal - Sea Monsters and Fishing! Here are our current numbers: Fig Slacker Backers - ~$122,900 Backer Portal Pledges - ~$170,000 Our Slacker Backer total is ~$292,900, which brings our crowdfunding total to $4.7M. We have only one day remaining, so be sure to spread the word. On Friday, April 28th at 5pm PDT, we will no longer count contributions towards stretch goals and the game will be 'content locked', meaning that we will not be putting any new content into the game. However, we will continue to take new backers on Fig and our Backer Portal if you'd still like to get rewards. We will share an update on Friday with more information on the Backer Portal and what you can expect in the near future. Remember to confirm your pledge on the Backer Portal if you haven't already. We need this information linked so we can send you your rewards! You can read through our instructions for confirming your pledge in Update #25. If you have already backed Pillars II, you are able to modify your pledge at any time. PoE Deluxe Edition OST & White March OST Now Available for Download! For those backers who purchased the Pillars of Eternity Deluxe Edition OST or The White March OST, these soundtracks are now available for download on our Backer Portal! Head over to the 'My Products' tab of your Account Profile to view the items available for download, and you should see your Digital Deluxe and White March soundtracks. If you have questions or need help with claiming your available digital rewards, please reach out to us at support@obsidian.net. If you haven't purchased these soundtracks yet, you can still get them as an add-on for $15 (Deluxe Edition OST) or $9 (The White March OST). Pillars of Eternity Digital Deluxe Edition OST ($15) - The most complete version of the soundtrack to Pillars of Eternity I, containing 27 new tracks! (Includes the soundtrack to The White March). Pillars of Eternity: The White March Digital OST ($9) - The previously unreleased digital soundtrack to the Pillars of Eternity expansion, The White March (does not include the tracks from the base game). New Campaign Shoutout - Phoenix Point There's a new crowdfunding campaign on Fig, and if you're a fan of the X-COM series, you'll want to check it out. Snapshot Games and Jullian Gollop, creator of X-COM, are back with another game called Phoenix Point. The game features turn based tactics and world based strategy in a fight against a terrifying, alien menace. Check our their Fig page, and if you're interested, consider contributing to Phoenix Point. They have some pretty cool rewards! What Are We Up To? In development related news, the team is hard at work on another production milestone. Our milestones last for four weeks, and we aim to deliver certain features, areas, dialogue, and system functionality within that time frame. You can see our previous state of the project update in Update #24. Here are some snippets from our internal blog - taken straight from the development team. Character Art and Animation All of our godlike races have been completed by the character artists! More importantly, all of our races and genders are now implemented into Pillars II. Our most recent completed race is the Moon Godlike: Environment Art Our Lead Artist, Kaz Aruga, is experimenting with color correction passes in Maya to make our scenes feel more vibrant. See the difference below: Before Maya color correction (Unity screenshot): After Maya color correction (Unity screenshot): Programming, and New Cloth Physics! In Pillars of Eternity II: Deadfire we've upgraded to a new cloth solution for capes, robes and other garments using the cloth physics in Unity 5. The improved pipeline lets us add more cloth items to the game, as well as have good cloth simulation across all platforms - including Mac and Linux. Great! Well... it wasn't all great... Game development is never easy, and there's always a problem or an unforeseen issue. And with our new cloth, we soon ran into a problem with it, as we couldn't get it to work on our full-screen paper-doll characters that are shown in our Inventory, Character Creation, and Level-up UI. As we implemented capes, we found that Unity only has one physics "world", and our paper-doll characters exist in a separate scene from the rest of the game - but they share the same world as the rest of the game. When the game world is paused, the cloth sim in paper-doll would be paused as well, completely still and non-animate. We couldn't find a way around it. This was unacceptable of course, and we needed to find a solution. Our solution sounds crazy, but the only choice we had was to write our own cloth simulation for paper-doll. Thankfully, it didn't have to be as efficient or fancy as Unity cloth, as we only show a single character in paper-doll. Our solution uses a simple verlet-physics sim to get a stable physics simulation that was is fast and was easy to implement. The results are shown on a Vithrack character - hopefully you can agree that the simulation looks close-enough. In addition, we are exploring leveraging this system for flails and other dynamic simulations too! - Adam Brennecke, Lead Programmer VFX The VFX team continues their work on abilities and areas for this milestone. Because we have so many unique abilities, the VFX team is spending the majority of this milestone implementing ability effects and getting them to look awesome. The ability shown below is called Minoletta's Missile Salvo. With this ability, the wizard braces to launch a series of missiles at the target over 4 seconds. The missiles do force damage and cause reflex shockwaves. Overall We're continuing forward at a fast pace and getting a lot done, but we still have a lot of functionality to implement over the next few months. The overall structure of Pillars II is starting to take shape. Areas and quests are beginning to flow more smoothly, more quests are implemented every week, and the text from our narrative designers has already immersed us in our journey back to Eora. Thanks for stopping by!
  15. To minimize eversprawling speculation threads, I decided to make this one. I put links from information from Josh Sawyer about new mechanics and other interesting stuff. I do believe we'll get more detailed updates for what's new in Pillars 2 by the devs themselves soon enough, but untill then we can use these and talk around them. Fell free to link any other info I might (probably) missed! - STREAMING: new Q&A session with Josh Sawyer at Oct. 8th https://twitter.com/WorldofEternity/status/828797084643897344 - Interviews: http://www.mmorpg.com/pillars-of-eternity/interviews/pillars-of-eternity-ii-deadfire-returning-companions-and-continuing-saves-1000011515 (thanks Barbedbeat!) https://www.bleedingcool.com/2017/01/31/inside-pillars-eternity-ii-deadfire-game-director-josh-sawyer/ - About when we'll meet the companions: http://jesawyer.tumblr.com/post/156538181671/so-with-3-of-the-6probably-7-soon-companions http://jesawyer.tumblr.com/post/156540200006/hi-josh-as-we-already-know-at-the-beginning-of - About grimoires and trinkets: http://jesawyer.tumblr.com/post/156538820176/any-chance-in-poe2-grimores-could-be-made-a-little from L4wlight in the Josh sawyer something awful poe2 thread http://forums.obsidian.net/topic/91241-josh-sawyer-something-awful-poe2-posts/?p=1880328 - About multiclassing: http://jesawyer.tumblr.com/post/156540101641/i-know-that-you-tried-to-avoid-trap-builds-in-poe from L4wlight in the multiclassing thread: http://forums.obsidian.net/topic/91182-one-word-multiclassing/?p=1878734 - About cloaks and necks: http://jesawyer.tumblr.com/post/156567713041/critical-question-will-there-be-separate-cloak - About skills: http://jesawyer.tumblr.com/post/156585382271/in-the-first-pillars-the-character-progression-was - A little more about Xoti (stretch goal companion): http://jesawyer.tumblr.com/post/156604263206/did-you-know-about-lantern-shields-and-will-there - Josh Sawyer Q&A: The entire video in text (from kirottu's thread! http://forums.obsidian.net/topic/91394-twitch-qa-in-old-skool-text-form/)https://www.reddit.com/r/projecteternity/comments/5rju7y/link_deadfire_qa_session_with_josh_sawyer_1h05m/ - About reputation system: http://jesawyer.tumblr.com/post/156893676606/in-deadfire-will-we-see-changes-to-the-reputation - About proficincies and skills: http://jesawyer.tumblr.com/post/156893948066/weapon-proficiencies-are-in-but-are-the-weapon - About importing saves (from Fig comments section, contribution by IndiraLightfoot): Can someone tell me which savegame should I keep "safe" until Pillars 2 is out? The "gamecomplete" one? Feargus: just asked Adam, and he said it is the one called "End game save". - About racial bonuses & godlike types (From Fig comments section, contribution by IndiraLightfoot): 1. Are racial bonuses going to be changed? ​2. Will there be different types of Godlikes? (Wael, Skaen, etc) Feargus: Racial bonuses are not going to be changed, and (2) For right now, there are not going to be different types of Godlikes. - About party size (From Fig comments section, contribution by IndiraLightfoot): Faergus: I can say the party being five people is something we will stick with. - About system requirements (From Fig comments section, contribution by PrimeJunta): System requirements unchanged from Pillars 1 (sorry for not providing a link or a copy-paste crom the original post but it's lost in the 2k+ comments in Fig and I though it was important).
  16. So in one of the Dev Updates, #13 I believe, we were told that there would be deeper companion relationships in Deadfire than in PIllars 1, and that we could forge friendships, rivalries, and even love! My question is, by love, do you think they mean actual romance like kissy-kissy, or just a very close friendship. On that note, of the companions (and possibly side kicks?) we know about, who would you like to be romancable? Pallegina would be my first pick because shes a really great character.
  17. So, anyway who has played the entirety of Pillars of Eternity 1 knows that by the end of the game you have some pretty serious weapons and armor on hand. Especially if you played White March. The question of the hour is, what will become of some of these items? The Hammer of Abydon especially because this weapon was very important. I would hope that we either get this items back at some point, and not that 'oh they were destroyed with your strong hold' That'd be kind of a lame excuse. Not to mention, if returning companions had Soulbound items, will they still have them? That would be a nice bonus. On the topic of the Hammer of Abydon, and the end of The White March Part 1, Do you think the Church of Abydon might view your character as some sort of Saint like figure if you restore Abydon.
  18. Greetings potential investors! The Deadfire fig Form 1-A POS just posted on the SEC website this morning! [Deadfire Form 1-A POS] What's that mean for you or the game? Well, now that the information is coming through, it's getting closer to the point where fig actually starts offering shares to investors who reserved them during the campaign. Of the $2.25M in offered shares, there is reportedly $2.85M in reservations. Seems pretty likely that they'll be able to collect on the full $2.25M even if a bunch of investors opt to back out. Anyhow, I'm going to hotlink a jpg from SEC's website because that seems like a pretty awesome thing to do.
  19. So I was umming and erring about whether to back Deadfire as I'm starting up at University this week and won't have a lot of time to play video games (also weighing the financial reasons). I finally bit the bullet figuring that I'd buy it eventually anyway, so I made a "slacker backer" pledge last night, but the Fig amount never changed (it was $4,407,598 both before and after my pledge). Is the amount just not changing anymore? I thought that if - even after the Fig campaign ended - the money amount was reached then a stretch goal would still be implemented?
  20. Early in the PoE2 crowdfunding campaign, I made some suggestions to Feargus that he really liked. I decided to put those on here so the devs would be able to find them easily if they wanted to use them. I also ported over a few stronghold suggestions that I made for PoE that Aarik and a few other Obsidian types liked, but couldn't implement because it was too late in the life cycle of the game. Feel free to comment and add suggestions of your own. If I like them, I'll be sure to add them into this post (with due credit to you). Stronghold: Personally, I'm hoping for something two-fold - a Tortuga-like island that is your actual base and of course your ship, both of which can be upgraded. You could use the ship upgrades to gate off areas of the map you don't want players to get to (ie stronger design upgrades to negotiate stormier areas or some such thing). The island would be where you conduct the vast majority of your traditional stronghold business. Plotlines: If you do a couple of plots akin to "The Master of Caed Nua" (and I hope you are), the only real suggestion I have is this: it was way too easy for players to finish that plotline without having mustered the cool alliances that made the final battle easier and more epic. Now that you'll be crafting out stronghold plotlines right from the start, work on building them out so players most likely will have encountered and acquired such resources so they can bring them to bear. Oh, and just to throw in a shout-out to the Black Isle fundraising effort: provided we secure the funding, have the Black Isle Bastards be one of those battle resources to call upon! Player characters: Holding court was one of the most fun, "epic"-feeling elements of PoE. It was great how your party could contribute, either in dialogue or participation, to the resolution of those interludes. If you are looking to take those encounters to the next level, consider having a couple of the party characters have parts of their quests intersect with stronghold activities like this. Sidekicks: While I get that sidekicks are not full companions nor do they need the full companion treatment, I have seen some players (and admittedly I feel likewise) clamor for something beyond how they have been initially pitched. The stronghold offers a great opportunity to meet players halfway on this. There should be at least one quest/event for each companion out there in the game world, and some of those could easily be stronghold-related, be they interested visitors, quests given by the sidekicks while at the stronghold, some kind of relationship between one of your captured prisoners and a sidekick, etc., etc. Hirelings: I was always a little disappointed that I could build an ampitheater, hire a scald, and then...nothing come of it. Think of a few ways to make the stronghold interactive, particularly with a combination of hirelings and locations within. Likewise, everyone I know who has played the game enjoyed the way you could recruit folks like Korgrak or ambassadors of allies to join the hireling crew. Keep that up. For unique characters like Korgrak, think about how they could have follow-up quests in the form of stronghold events. If you do make alliances in the game, have those ambassadors weigh in on your decisions, just as a way to keep the players on their toes. It doesn't have to impact the game at all, but it'would be very cool to see other nations or groups' representatives react to your play style. Forumite Blotter hopes we'll be able to recruit our unique Caed Nua visitors, and I do, too, but I have the sneaky suspicion that Obsidian will say that Eothas soul ate everyone. In defense of my pal Korgrak, though, I'm going to say that he missed all that because he was out on the trail with the Warden of the Wilds, so he's ready to go for PoE2. ;-) Pets: Whether just in your house or around the whole base, make it so that your excess pets can be seen wandering around. And since this is a sequel, don't be afraid to consider something unexpected and cool like "sequels" to some of these pets. What if another wizard comes looking for Concelhaut's skull? What if your baby lagufaeth has grown up a bit and can now be a hireling or plays some key role if there's a lagufaeth-related questline? And just to cement his legacy as your world's Boo, there should absolutely be some kind of wild quest or stronghold event around the Miniature Giant Space Piglet. Upgrades: Build some reactivity in the world to the upgrades, where random NPCs might remark upon new base or ship features. To reinforce what I wrote in the hirelings section, have some of these upgrades make the stronghold come alive. To use the ampitheater example, Suikoden III had a stronghold feature where you build a theater and stage plays. Two of those plays were based on events from the first two games. In the case of a game like this, you could easily port over player choices (or settings) from PoE that tell a PoE story that reflects the player's experiences. Stuff like that. Forum user DigitalCrack reminded me of an idea that others want: a class-specific add-on. My suggestion there is to choose one area of the stronghold and have any class specific design slotted in there. Also have it accompanied by a hireling (who doesn't count against the # you can hire) and have at least one quest, even if it's just a "choose your own adventure" type, associated with it. Forum user Algroth suggested the idea that some upgrades have variants that allow you to really customize the stronghold. Items: This was the part that Feargus most liked. Over the course of PoE, I acquired some legendary weapons, armors, and grimoires. However, they sat in boxes and on shelves, meaningless. Have it so that certain items add to your prestige and/or security. Make it so that possessing unique items or books might trigger quest lines (a family wants a heirloom sword you found) and stronghold events (a scholar wants to study that orb you discovered). There can be a museum where you display certain items. The library can highlight certain books that you possess. Events: While I envision the island as having 90% of stronghold-related events, you can still surprise with some ship-based ones. Perhaps a treasonous crewman can be made to walk the plank! Plus, I would be remiss if I didn't suggest that one of the events be a ghost ship encounter. Would also suggest one of the sidekicks come from it. ) One pie in the sky idea I had: if it isn't too huge an issue, you could implement a "multiplayer lite" option. Namely, have players be able to send a messenger to another player. This will trigger a unique one-off quest, again even something as simple as the Choose Your Own Adventure style, that the player receiving the messenger could resolve and send back. Nothing more than that, but a fun way to share in the journey with friends without having to build a full MP architecture. Another benefit of doing this is that it builds out the community: people would come here to look for folks to connect with the get the mission and hopefully stick around and participate. One thing referenced by others below and that I've definitely heard feedback on: people want more out of the prisoners, be they interactions in the dungeons, trials, or events. That was a popular feature especially in the early PoE build that showed how deep the stronghold might go, so it's definitely a place where you should look to expand. Forumite Kirk raises a good point that for events like attacks on the stronghold and the Battle of Yenwood, the PCs not in your party were nowhere to be found. Something to consider addressing for similar sequences in Part 2. Economics: Forumite Tanos and others have mentioned that the economics of Caed Nua were a bit wonky and that the new stronghold should have a better system, ideally with player choice and opportunity to drive economic success. Forumite Fardragon suggested that if ships are involved in the stronghold calculus, that they could be used in goods trading.
  21. ​With these tags I expect at least a little traffic, so, for newcomers. Campaign​ (Read me! Human advert!) https://www.fig.co/campaigns/deadfire I'm discussing suggestions and philosophizing about design:​ It looks a bit like it might have more features than simply being a map you travel across (Information, Population, etc. "Eothas mad!!" -1000 Population, change of Faction ownership and whatnot maybe even, source). ​World Map/Global Turns/Global Timeline A discussion on Fig got me thinking... and about Readceras as well... ​Basically, how do the people of Eora communicate at long distances? Telepathy? Soul sharing? Or are Gods the operators? When Eothas is reborn, he texts everyone at the same time "I'm back"? Or other Gods pick up on it and warn their followers? How does it function? ​Let's say that they don't. It's medieval times, you have to send out runners and messengers, by horse, or bird messenger etc. it'll take weeks, months, before any decision is made. A Board Game World Map. With Global Turns, or perhaps "Global Timeline", and Faction AI taking in-game turns at the same time as the Watcher moves on the World Map. So it'd really​ become "Hunt​ a God", even on the World Map. What I'm really wondering about is what could be done with Mid-Game Turns and Late-Game Turns. ​This is just an example to give a general idea: ​Turn 1: Eothas wakes up. Takes a walk through Defiance Bay. ​Turn 5: Dyrwood refugees arrive. ​Turn 8: Eothas arrives at Nekataka. Huana sends messengers to Rauatai. ​Turn 9: Watcher arrives in Deadfire. Eothas leaves Nekataka. Turn 11: Rauatai arrives at Nekataka. ​Turn 15: Eothas destroys a village. ​Turn 20: Readceras arrives. ​Turn 1'000'000: Eora blows up. ​The Player would be able to completely ignore or intercept and act how they want. It might also not be 100% obvious "Here it is" pointers, but more or less random events occurring all around you as you travel on the World Map (because detective work and looking for clues is fun. Tracking down Eothas would be badass more than "Here I Am" on the World Map, even if he would just be patrolling A to B). Invisible Random Encounters essentially. https://i11a.3djuegos.com/juegos/11994/battle_brothers/fotos/set/battle_brothers-2761733.jpg EDIT: Sunless Sea is also a great example: http://scientificgamer.com/blog/wp-content/uploads/2015/02/sunless_london.jpg ​Thoughts?
  22. Any thoughts? Title says it all. ​Elaborated: I was thinking, could I make Adventurer's in Pillars 1, and choose to import them as "Main Characters" into Deadfire? Of course, they would have to have all the choices from MC from that Save file, but could it be possible? ​Second: Would you be able to Change or Edit the choices even if you Load/Import a character, or are the Import choices final?
  23. Sometimes I would get this weird pathing issues with my companions. It seemed to start right when I got a sixth companion, or in my case Sagani. Basically when the party moves to their move location. One or more companions "stutter" rapidly in place trying to find a place to stand. It seems like the issue might be worse with a party formation that is compact, but it happens still in more spread out formations. You'll also get an annoying sound of rapid footsteps as the characters jitter. ​ ​I think sometimes even NPCs off screen can bug, because sometimes (once my own party starts bugging out) I'll hear rapid pacing from what sounds like an NPC off screen or in the fog that is. ​ ​This is a bug that exists in the current version of the game with both expansions. ​ ​--- ​ ​The purpose of this thread isn't exactly to beg for bug fixes in PoE1, though that'd be nice. But it's to collect a number of issues that could be fixed going forward. Since Deadfire is actively being developed and that's where Obsidians focus and resources currently lie.
  24. Curious, because in the past, Obsidian did manage to put Pillars of Eternity on some tablet variant. ​Some market trends, Konami (those bastards) focusing (2015) on mobile platforms, we also know how successful Pokemon GO was on mobile, of course, it was made for mobile (which I hope Deadfire isn't even remotely thought of as a Player interface). Anyways, Fire Emblem (Konami) is "Coming soon" "Released" on the Play Store (Android, don't know about iOS). ​I know Baldur's Gate & Icewind Dale exists for mobile, Shadowrun Returns too. And Deadfire shrunk down to 5 party members "for space" (mobile screen space is small). ​Is Deadfire designed in mind to be compatible for mobile screens, or would it be something desired for by the community? ​Personally ambivalent, I want Deadfire to be in monogamy for PC, Mac, Linux (mouse and keyboard), but can't deny the market in mobile. Technology advances really fast, and with HoloLens, AR, VR, on the doorstep of revolution, I believe Deadfire would benefit tremendously. ​A bit of a Captain Obvious statement, but I would want Deadfire to be designed for computer use only, and if it'd work or even be really simple to port to console or mobile, go for it.
  25. It's "Pillars of Eternity II: Deadfire", isn't it? PoE was...IS, my favorite game of all times, and You guys have been a fantastic Dungeon Master in the best journey I had in my fantasy since...ever! Elements of PoE and a new grim setting mixed with some of the improvements of Tyranny would make for a glorious new chapter! And if that's the case: THANK YOU! ^^ @ the Community: So, why I think it's another game related to PoE? Well, because it have been stated that PoE sequel is in the works, and the imagery with which Obsidian is teasing us have clear references to PoE's fictional elements, like letters written in Vailian, and to Eder and Aloth/ Watcher characters. Therefore, I would be extremely surprised (and a bit sad) if it would end up being something completely different from my beloved RTwP Fantasy cRPG!
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