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Found 65 results

  1. The item frozen will extend its extra combat die to all combat roll so long as the character that place it next to deck doesn't take it off, regardless of locations. I think it's description imply only the character that use the card This becomes overpowering especially when in large party and facing a horde barrier of some sort. Pic shows wizard placed the item, Character elsewhere benefits from extra die Ps: not meaning this to be rude , but this game is a bug galore . this technical support section plainly outstrip other forum segment. I wonder if you guys could really fill report for each and every bug user submit. Just saying
  2. Seems like seelah's inspired grace bug leading to seeing the next location card is a known issue . I'll just add a bit on what I'd observed. This happens on most checks except barrier check and villain henchman combat. The dice roll type gets changed to the next location card. If the next is a trap dex roll, the wisdom roll seelah is attempting will be changed to a dex roll. If the villain has 2 checks , like black fang fortitude and then combat, inspired grace usage on fortitude will be changed to the combat roll . You don't see the next location card. When having seelah use a spell to aid a companion check such as improved aid, after resolution of companion check there is a recharge check for spell card used by seelah. NOT using inspired grace at this check will see the skill button lighted and clickable after the dice roll is completing/completed. Clicking this skill button now will see inspired grace activated ON COMPANION screen . In my first screen shot it shows the wizard having the option to discard from his deck a card . note that in this case the wizard initial check was failed . Seeing through inspired grace ON wizard will see dice rolling against no check and nothing happens except wasting a card from wizard's deck ( sorry, no screen shot of this ) What happens get interesting when the wizard succeeded at a treasure check using seelah's spell aid and this bug/exploit is executed on seelah's spell recharge check. Wizard gets another roll against the same treasure using inspired grace on his screen. Succeeding at this check again will see an exploding cascade of reward from the treasure chest. Refer to second screen shot. I rolled a 4 for count of weapon but I got something like thrice that number.
  3. Hi there! My name is Dainank and I have started publishing several Pillars of Eternity videos! Be sure to check them out and give a thumbs up if you enjoyed them! Playlist: https://www.youtube.com/playlist?list=PLMADF6oHdMjd07Demzh3UANbeLXHdc-yI Video Episode 1: https://www.youtube.com/watch?v=2_HluexIFg8 Thank You!
  4. Hi there Pillars of Eternity fans, backers, hamsters and rangers! The issue I'm experiencing crashes after the game has launched, about 1 minute into gameplay. My computer completely freezes, and forces me to hard boot to restart my Mac. Here's the diagnose: The screen freezes completely after 1 minutes gameplay This forces me to reboot, since I can't exit the game in any way Does anybody have this issue and/or know how to fix it? What I've tried This has happened on a daily basis for the past couple of weeks. Here's what I've tried: Installed the latest Mac Updates Clean up my entire Mac, Uninstalling unnessesary apps Allocating 385 gigs of storage Specs: Model: MacBook Pro (13-inch, Mid 2012) Processor: 2,9 GHz Intel Core i7 Memory: 16 GB 1600 MHz DDR3 Graphics: Intel HD Graphics 4000 1024 MB OSX Yosemite Version: 10.10.3 (14D136) ...Any help will do guys ! Kind regards Nicklas
  5. Hello Obsidian Entertainment. Thank you for the incredible game and congratulations on the well-deserved accolades it has garnered. If I had to assign a number on a scale of 1-10 to PoE, I'd give it at a solid 8.8; an incredible game, albeit one with some room for improvement. I kept a document open while playing to jot down ideas/observations/bugs... it's a very long game so there ended up being quite a few of them! I can't wait for the sequel since I'm certain it will prove to be the BG2 to PoE's BG1... perhaps—hopefully—even surpassing that venerable legend. Gameplay Improvements: -In my opinion the Stash is the worst part of this game (excluding the inevitable initial bugs and I can hardly believe that disabling the stash not actually disabling the stash isn't one of them). In-game mechanics, especially fundamental ones, must have some attempt, no matter how feeble, at in-game explanations: bags of holding; pocket-planes; storage demons; some sort of spell; a donkey (pets are already in game and who wouldn't jump at the opportunity to have a 'dirty ass' follow them around); you're a priest in the service of Storly, god of storage and miscellaneous items; etc. The more powerful the in-game mechanic is, the greater the importance of explaining it becomes, at least if your intention is an immersive and believable world. A completely realistic system would be terrible too, however, making no attempt whatsoever to address so fundamental a mechanic as item storage, both on the character or in the world, is horrendous, more so when considering the fantastic lore and world-building achieved via the supplementary material: the myriad books, cyclopedia and bestiary. The stash, in its current iteration, totally negates all the considerable effort put into the creation of alternatives to combat. This is exemplified by Raedric's Keep. Why avoid killing all the enemies and forego 15000+ copper from selling all their equipment? Wasn't the point of quest only experience to disincentivize indiscriminately killing absolutely everything? The current inventory system also renders money a total non-issue less than 1/3 through the game. At the very least, if total replacement (optimally with Josh's original, involved—not dumbed down to the point of mindlessness—inventory system) for an enhanced expert mode is not an option, the disable stash toggle should disable both withdrawal and deposit when not in a tavern/resting and bags for crafting materials should be added into the game. -I was very surprised by the absence of a tutorial option when I started the game for the first time. Some sort of primer would be incredibly useful for people new to this type of RPG, as there is a ton of information and systems that would be better learned if shown first-hand than read about in the manual. Also, there are many shortcuts and UI tricks not even mentioned in the manual that could be taught in a tutorial. -An overarching narrator (ideally a pitch-perfect Morgan Freeman imitator) who spoke the gray 'flavor' text for the voiced sections would be wildly entertaining as there usually is insufficient time to actually read that text before the VO resumes. If that's not feasible, perhaps a slight delay to allow the player to actually read that text could be implemented? -It would be great if instead of automatically succeeding, adventures forced the player to take control of the assigned character and fight solo to determine the outcome of the adventure. The difficulty of the fight(s) would be determined by the quality of the adventure. -Enemies should not just line up behind each other at a blocked doorway if there are other available paths to the blocked room. -Music volume should be reduced 50% when voiced dialogue begins. -NPC banter has too long a delay between quips. Furthermore, it'd be nice if the portraits had some indication showing which NPC was speaking. -It's very hard to see NPCs or loot if they're behind things. Increasing the transparency of foreground structures when something is behind them would help a lot. -When sending someone to your dungeon you should get their equipment. -Your party should never automatically attack charmed members, nor should enemies immediately attack their charmed allies for that matter. -Important outdoor quest NPCs/merchants should adhere to a rudimentary day/night cycle, e.g., why is a fisherman on the docks 24/7... is the fishing really that good? -It'd be very cool if reading books opened choices in dialogue or gave quests, but only if the book was actually read, which would be determined by a combination of the player scrolling to the bottom of the text and keeping the book open a minimum length of time, which would vary depending on the length of the book. -A high reputation with a city should grant a discount on items bought at stores and a very high reputation should result in a premium being offered for items sold by the player. -Items sold at the stronghold should be priced similarly to those sold by stores in a city at maximum reputation, or even cheaper. -Getting caught lock picking a chest, or even opening it to see what's inside, should cause loss of reputation or hostility depending on the situation. -There should be armor proficiency talents. As it stands, characters are either in plate, if they're front-line, or, if they're back-line, in enchanted clothing... medium armor is garbage. With armor talents the recovery speed penalty could be reduced (or DR increased or a combination of both) and make medium armor a more viable option, increasing build diversity. -Stronghold resting bonuses must stack to be even remotely competitive with mid-game or later inns. -It would be interesting if the stronghold's library offered experience for depositing books not currently found within. Perhaps the steward could offer an item that started a quest if every possible book was collected? This also opens up an interesting, alternate resolution to a quest where you have to procure a certain book. -There should be a way to deposit pets in the stronghold, so that they can wander around. Some sort of pet fighting mini-game would be rather interesting. Hell, an NPC that allowed you to sacrifice all the available pets and choose one to turn into a figurine that would summon a giant version of that pet would be incredible. -Supplicants should stay at the stronghold longer. It's frustrating to be incapable of travelling large distances on the map in one go without risking having a supplicant come and go whilst in transit. The current solution is to split that long trip into multiple medium ones... which is an annoying circumvention. -The hide merchant in Twin Elms should pay more for hides. *Mild Act 3 Spoilers* -It'd be nice if the slides in the epilogue could be navigated both forwards and backwards, currently you can only skip forwards. UI Improvements: -Hovering over the name of a combatant in the combat log should highlight that combatant on the screen so that the player can see which of the identically named enemies was responsible for the respective entry. -It'd be nice if the combat log could be toggled to show only specific types of entries: individual characters' entries, rep gain/loss, exp, crits/grazes/types of damage, item gain/loss, etc. -List identical items numerically in shops, e.g., 13 daggers collectively instead of showing 13 individual daggers. Food/scrolls/potions/crafting materials already stack so I can't imagine this would be overly difficult to implement for other items. -Items sold by the player should go to the bottom of a shop's inventory. -When moving/selling large quantities of items the number should be able to be set using the number keys instead of just clicking the arrow to make the total lower or higher 1 by 1. For example, if I have 100 vessel bones and want to move 50, currently it requires clicking the arrow to make the total smaller 50 times... which is absurd. -Numerous properties on magic items are not listed in the cyclopedia and have no explanation, or, at best, an insufficiently detailed explanation, e.g., does an amulet that grants a 1.15 healing bonus apply to healing given or received, or does it apply to both? How far is a 'distant' enemy? Is 'low endurance' considered 'near death' or 'badly injured'? How often is 'every few seconds'? How often does 'overbearing' proc and what determines if it does? What's the difference between major and minor spellbinds? These are just some examples of missing or insufficient information pertaining to items. In addition, Spell Striking and Spell Holding have no in-game explanation whatsoever. -When an item grants/modifies a spell it should show a tool-tip on mouse-over for that spell, in addition to indicating how many times it can be used and whether it is per encounter or per rest. It's very annoying to have to close the level-up screen to check a spell that's modified by a potential talent. -It'd be nice if the transparency of the combat log could be adjusted. -NPC text bubbles shouldn't overlap, instead, a new text bubble should be forced to the top or bottom edge of the existing one. -Switching weapons should be capable of being bound to a hot-key. -Displaying stealth mode on portraits when the central UI is minimized needs a rework, the small green square highlighting the stealth icon is still visible through the 4'th PC's portrait. -There should be a toggleable icon on the portraits showing the current activity of the character, also, if a character is currently attacking there should be a small icon above that character (like there is when they're using a skill) that resembles the attack cursor. -The total number of enemies that a character is capable of engaging should be shown on that character's information screen. -Stop movement on trap spotted would be an excellent addition to the auto-pause menu. Also, it's quite odd that the party doesn't avoid traps once they have been spotted, I have a hard time believing my mechanic wouldn't say, “Hey, watch out, there's a trap right there, how about not killing everyone... stupid Aloth.” -The inability to add markers to the map is a particularly glaring omission. Being unable to click on the map to move is kind of disappointing as well. -The cursor should be capable of being positioned mid-note with the mouse when taking notes in the journal. Or, if that isn't possible, the cursor should be capable of being moved with the arrow keys instead of forcing the player to delete what is written. -It would be nice if, when in the journal, quests & tasks were capable of being selected with the arrow keys instead of just the mouse. This capability would also be nice when perusing possible talents during level up. Really, every UI screen featuring a multitude of vertically listed entries, be they quests/talents/spells/monsters in the bestiary/etc., should be navigable using the arrow keys. -Holding ctrl+click-and-drag selecting other characters should add them to the currently selected group, similar to how you can add characters to the currently selected group by holding ctrl+clicking on their portraits. -An option to disable switching to fists while clicking to switch weapons would be nice. -It should be possible to zoom out when viewing the Od Nua staircase interface. -The icon for stairs should show whether those stairs go up or down, after a few days without playing it can be hard to remember which set of stairs heads down upon exiting the master staircase in Od Nua. It would be an excellent addition if the map showed 'Stairs Down' or 'Stairs Up' instead of just 'Stairs'. -It would be nice if it was possible to zoom in on the map. -It would be useful if it was possible to click on a region when looking at the world map and see that region's map. There are quests that describe geological features that could be seen through the fog of war, making this a practical addition. -Completed quests/tasks should be arranged so that the most recently finished is at the top of the list. Also, when a quest is completed and the tool-tip pops up, clicking on it doesn't actually select that quest when the journal is opened... it should. -Stronghold status updates should list the most recent at the top and continue in descending order. Currently the oldest is at the top and the most recent is at the bottom.
  6. It would be great if you could have a Dungeon Delve Mode. It would work one of these ways, either: - You can't leave the dungeon until you've beaten the core quest/boss at the bottom of the dungeon. (Special auto-save before you enter.) OR - Leaving the dungeon resets the dungeon, but you still get to keep any experience/loot you got. Respawned mobs don't drop loot a second time.
  7. I've really been enjoying Pillars of Eternity. But one thing that's a little strange is the various ways the game insensitivizes you to run back to the inn/stronghold to rest. As far as I can tell, there's no downside, and it allows upgrades at the stronghold to be built. In addition, camping supplies cost a suprisingly high amount at the beginning, further insentivizing you to run back to town for the free rest instead of wasting 80 copper. Insentivizing players to waste real-life time to avoid in-game expenditures doesn't really make sense. I would suggest that camping supplies just be made free and automatically refill whenever at town. I've only played on hard where you only get 2 supplies at a time, so I don't know how well this would work on other difficulties.
  8. I would prefer 360 camera rotation the entire time as I have had so many issues trying to explore areas,; however, in relation to combat it is far too 'busy' atm, we definitely need the ability to rotate the camera around our party otherwise battle is far too cluttered.
  9. It's really annoying when I unpause an auto-pause because I'm trying to pause at the same time. It would be great if you were unable to manually unpause the game for 1/3 to 1/2 a second after an auto-pause. Thank you!
  10. POE has a Gameplay option named similarly to an old Infinity Engine one: Auto-pause on Weapon Ineffective. The purpose of this gameplay feature has historically been to let you know when the weapon you're using to attack your target is ineffective, whether due to innate damage reduction, protection spells, or your weapon broke among others. In POE, I enabled this option because it's useful information to be alerted to, and I was confused because it was going off all the time from my very first combat encounter - nearly every round in combat with: Auto-pause: Weapon ineffective (your character name). My character's a fighter and came with a sword and I was thinking, "Are they really throwing enemies that are highly resistant to swords this early in the game?! They're just bandits!". A little later on when I was fighting a single young wolf, I paid special attention to what was going on. I finally noticed that it was only auto-pausing with the weapon ineffective message every time *I* was hit by the enemy. It's pausing to alert me that the enemy's weapon is ineffective on me. If it's intentional, this seems completely backwards and broken compared to previous implementations of the feature and for it to have any use in this game. (I posted this in general and it was suggested that I post it here in the tech support forums.)
  11. Hello All, I am making this post because the other post were kinda ended up as a spam, becuase the edit time is low and i was forced to repost them. Therefor i am starting a new POST where I will have EVERYTHING in Each Post OF its OWN...ACT 1, ACT 2, ACT 3. Everything will be orginized and easy to find. If this Guide Helped Please BUMP it =) T Thank you all again for Enjoying this Wonderful Game. ACT 1 A Moment's Respite ► Pillars of Eternity ► Act 1 ► Saving Heodan ► Quest Guidehttps://youtu.be/lmSEVG_YL9s?list=PLeusrXH_hwph8tkMqpKRX1njMaRY8gbza The Ruins of Cilant Lis ► Pillars of Eternity ► Act 1 ► Dungeon Guide ► Quest Guidehttps://youtu.be/kOBIbepM2eA?list=PLeusrXH_hwph8tkMqpKRX1njMaRY8gbza Vengence from the Grave ► Pillars of Eternity ► Act 1 ►Different Outcomes ► Quest Guidehttps://youtu.be/Np3-DOw557Q?list=PLeusrXH_hwph8tkMqpKRX1njMaRY8gbza Late for Dinner ► Pillars of Eternity ► Act 1 ► Quest Guide ► Saving the Dwaft ► Inn Discounthttps://youtu.be/NDlBrvbquI8?list=PLeusrXH_hwph8tkMqpKRX1njMaRY8gbza Against the Grain ► Pillars of Eternity ► Gilded Vale ► Act 1 ► Quest Guide ► Walkthroughhttps://youtu.be/wWaZq-yb41U?list=PLeusrXH_hwph8tkMqpKRX1njMaRY8gbza Buried Secrets ► Pillars of Eternity ► Gilded Vale ► Act1 ► Quest Guide ► Walkthroughhttps://youtu.be/4fsfnYsv1E0?list=PLeusrXH_hwph8tkMqpKRX1njMaRY8gbza Mother's Plea ► Pillars of Eternity ► Gilded Vale ► Anslog's Compass ► ACT 1 ► Quest Guidehttps://youtu.be/QPGRUVnJIHI?list=PLeusrXH_hwph8tkMqpKRX1njMaRY8gbza The Smith's Shipment ► Pillars of Eternity ► Gilded Vale ► Black Meadow ► Act 1 ► Quest Guidehttps://youtu.be/YF7jo8_3vN0?list=PLeusrXH_hwph8tkMqpKRX1njMaRY8gbza The Whispers and Visions ► Gilded Vale ► Valewood ► Act 1 ► Quest Guidehttps://youtu.be/YIn7XHYwzsQ?list=PLeusrXH_hwph8tkMqpKRX1njMaRY8gbza The Old Watcher ► Maerwald ► Pillars of Eternity ► Endless Path of Od Nua 1 ► Caed Nua ► Quest Guidehttps://youtu.be/GyWweTopND4?list=PLeusrXH_hwph8tkMqpKRX1njMaRY8gbza Lord of a Barren Land ► Pillars of Eternity ► Raedric's Hold ► Esternwood ► Act 1 ► The Dungeonhttps://youtu.be/oO2gOyoeyGA?list=PLeusrXH_hwph8tkMqpKRX1njMaRY8gbza Complete Quest Guides - Tutorials/Walkthrough - Pillars of Eternity - Act1 - Full Game Review (BETA and Release) - Playlist
  12. im playing solo on hard, its fun but i have to run back town every 3-4 fights, its stupid. i dont think i gon play anymore untill i can find somekind mod for this. does anyone know where i can find a mod like that.
  13. I know bug fixes (expecially gamebreaking ones) are the priority and i'm fine with that, but now that major bugs are fixed, i wonder if we'll see some heavy balance tweak like xp gain, enemies stats, difficulties rebalance and other stuff like this. There are a lot of propositive criticisms out there (both official and other forums) and i wonder if developers are looking at The game is really good and it has a solid base, so those things are mandatory for having a perfect product
  14. I recorded my game because there will never be a first time again in this beautiful game My vidéo : https://www.youtube.com/watch?v=zV0N-PAhiHs See you tomorrow for more Cant EDIT: removed duplicate video per request
  15. A Moment's Respite ► Pillars of Eternity ► Act 1 ► Saving Heodan ► Quest Guide https://youtu.be/lmSEVG_YL9s?list=PLeusrXH_hwph8tkMqpKRX1njMaRY8gbza The Ruins of Cilant Lis ► Pillars of Eternity ► Act 1 ► Dungeon Guide ► Quest Guide https://youtu.be/kOBIbepM2eA?list=PLeusrXH_hwph8tkMqpKRX1njMaRY8gbza Vengence from the Grave ► Pillars of Eternity ► Act 1 ►Different Outcomes ► Quest Guide https://youtu.be/Np3-DOw557Q?list=PLeusrXH_hwph8tkMqpKRX1njMaRY8gbza Late for Dinner ► Pillars of Eternity ► Act 1 ► Quest Guide ► Saving the Dwaft ► Inn Discount https://youtu.be/NDlBrvbquI8?list=PLeusrXH_hwph8tkMqpKRX1njMaRY8gbza Buried Secrets ► Pillars of Eternity ► Gilded Vale ► Quest Guide ► Walkthrough https://youtu.be/4fsfnYsv1E0?list=PLeusrXH_hwph8tkMqpKRX1njMaRY8gbza Against the Grain ► Pillars of Eternity ► Gilded Vale ► Quest Guide ► Walkthrough https://youtu.be/wWaZq-yb41U?list=PLeusrXH_hwph8tkMqpKRX1njMaRY8gbza Pillars of Eternity ► Character Creation ► Classes and Characters ► Abilities and Races https://youtu.be/A_YCUFTjpgQ?list=PLeusrXH_hwph8tkMqpKRX1njMaRY8gbza
  16. It seems like sending camping supplies to your stash just makes them permanently disappear. This is not good behavior, since it unintuitively deprives the player of something they'd want without warning or reason. The player should either be able to stash camping supplies, or be prevented from taking them.
  17. Is the experience cap only 28,000 i.e just hitting level 8 ? if this has been written else where, I did not find it when I did a search. Thought the cap as 12, that i have read, but in the beta (If I can say this here) it was/is currently 8 levels.
  18. I unfortunately lack access to the backer beta, and so in my research to figure out what class I'll play on my first runthrough of the game I'm finding myself wondering about how 'active' some of the classes are. Specifically I'm interesting in rolling a more melee oriented character, however I'm concerned about how many of the abilities on the melee classes actually involve active use vs. giving passive buffs. From what I can tell it seems like the Fighter and Paladin, for instance, have a lot of abilities that just buff their own combat capabilities or that of their party whilst having relatively few abilities which are actively cast. Any suggestions on what melee oriented classes are the most 'active' to play?
  19. When I initiate dialog with an NPC, whose stats determine the conversation options? The protagonist's? If so, why doesn't the protagonist always approach the NPC? In the IE games, the selected character would initiate conversation; if more than one character was selected, the "leader" (topmost portrait) would engage. The character who initiated dialog determined the context of conversation. It might be more intuitive if the protagonist always initiated dialog OR if you could pick a character to speak with and have their stats determine dialog options (not recommended, since this way you'd feel obligated to build a party with one maxed stat each to unlock all options).
  20. I'm suggesting the developers implement a 'deadzone' where the formation orientation wheel doesn't show up until you've held right click and moved it outside this threshold. As-well as a slight delay when clicking so it doesn't accidentally show up unintended. Currently there's almost no delay (if any) and it makes it an uncomfortable experience when clicking just to move. In practice these mechanics pretty much work the same as what everyone's used to in IE games but a much better look and feel. Please see this video for a working example and description of how I think it should be in Pillars of Eternity. (ignore that it's an RTS, it's the mechanics that are important) Bonus: The 'cancel' command should double as a 'hold position' command (or a new hotkey altogether in the controls menu) so you can tell your guys to stand still even with enemies nearby, keeping formation with a tap of the button. I assume the ability to queue movement is coming? Ideally we should be able to shift-queue movement *and* orientation along with actions/abilities (Cancel command too). It's imperative to your tactics when playing the game real-time. Scenario 1: Telling a Wizard in an open area to move wide on an enemies flank and cast a ranged spell while assaulting the front with your fighters. Scenario 2: Casting an ability, and retreating to cast another ability automatically. Scenario 3: Making enemies chase summons around while you shoot them from range. This is possible in Baldur's Gate so i'd hope we'll be able to do it in PoE. Thanks for your consideration.
  21. Hey guys, so i'm just starting up on a 'South Park the stick of truth' let's play/ walkthrough on my new Youtube channel LETSPLAYMJ. I guess it's more of a let's play because I haven't played the game before. But i'm looking for some newbies to the game to follow my video's on Youtube and enjoy it with me, guess that'd be kinda cool. Please feel free to check it out and give me some feedback, or if you enjoy maybe subscribe and continue to follow me on Youtube. I plan on doing many more let's play/ walkthrough's, guess i'm looking for some followers and ideas of what games to play through, cheers. Just click the following link or copy and paste the link into your search bar to get to my Youtube channel, cheers. https://www.youtube.com/channel/UCtdlyLnlGgjAK270Kczz4dqQ
  22. Do we know what PoE news we might see coming from GDC this week? Another design talk maybe? Or a gameplay video at last? That'd be quite nice. I know we've been told Obs want to wait until the game is polished enough, but come on now. We know what Alpha means, right?
  23. Update by Brandon Adler, Producer After months of hard work we are happy to present to you with Project Eternity's BIG update. We have lots of stuff to go over, so let's get into it. Teaser Trailer Through the hard work of the Project Eternity team we are proud to present our first in-game teaser trailer. Click to view the gameplay teaser. New Name If you've finished the teaser (and you've finished it, haven't you?) then you know we have another big announcement. Project Eternity is now officially known as Pillars of Eternity. In addition to that, we have a nifty new logo courtesy of Kaz: The new Pillars of Eternity logo. Backer Portal Pillars of Eternity now has a new Backer Portal! You can visit it by going here. First things first, let's get into how you manage your pledges. To manage your pledge, click the link in the highlighted area. In the image above you will notice a section outlined in a red box. Inside this box is a link to the pledge management page. There are actually a few different ways to get to the pledge management page (there is also a link on the top bar, for example), but this is the easiest from the home page. Click the link in the box and you will head to the pledge management page. From this page you can manage all of your pledges or link new ones. The pledge management page is your first stop in collecting rewards. On this page you can do the following: Review any pledges linked to your account’s email address.Under the Your Pledges section we will list all of the pledges that are linked to the email address you have listed in your account. You can review these pledges and make sure that everything is correct. Link an additional email address to your account.You may have multiple pledges from multiple email addresses that you would like to associate with your account. By clicking the link in the Your Pledges section you can enter in another email address to link to your account. You will then be sent a confirmation email to the address provided. Once confirmed, any pledges linked to that email address will be shown under the Your Pledges section. Confirm what pledges should be used for.If you have pledged an amount equal to your selected tier on Kickstarter or PayPal the Backer Portal will automatically figure out what your pledge should be used for. On the other hand if you pledged an amount different than your selected tier level you will need to specify what the additional money or pledges were intended for. This can be anything from an add-on, to shipping, to a donation. If you need help you can select the option for Obsidian to contact you. We will contact you as soon as possible and get everything squared away. Keep in mind that if you choose for an Obsidian employee to contact you, your account will be locked until a representative has helped you. This is to prevent any incorrect selections. You can confirm and upgrade your tier on the reward management page. Next, you will be taken to the reward selection page. On this page you will be able to confirm your reward selection by selecting the appropriate tier listed. If you are eligible for a tier upgrade, you can select one of those options instead of what you originally pledged. Don’t worry about the price differences, we will take care of that when you checkout. If you missed any add-ons during the Kickstarter, you can add them here. Did you forget to grab a Pillars of Eternity t-shirt during the Kickstarter? No need to fret, after selecting your rewards, you can choose any add-ons that you would like to add to your pledge. You will find everything from shirts, to mouse pads, to Chris Avellone’s novella. You can review your order before finalizing it. Once you are finished choosing your rewards and add-ons, you will have an opportunity to review your order before checking out. Fill out your shipping info, if needed. If you have any physical goods, you will need to enter your shipping information. If you upgraded or added rewards, you will need to pay with a credit card or PayPal. If your pledge covers all of your rewards and add-ons you have selected then you just need to confirm one last time. If you have selected a more expensive tier or additional add-ons, then you will be prompted to pay with a credit card or a PayPal account. Fill out surveys for any in-game rewards. For those of you that have in-game rewards that require your help (Credits, Memorial Stones, NPCs, Items, Inns, Portraits, Adventuring Parties, etc.) or add-ons that require more information (shirts), we have surveys for you to fill out. Just click on the link once you have checked out or go to your profile to find all of the surveys you are eligible for. Filling out the surveys is as easy as choosing whatever you would like from the various selection boxes and filling out any text for in-game rewards. If you don’t have enough time to fill out the survey in one sitting, just press the save button at the bottom of the page. Your answers will be saved for the next time you enter the survey. Once you are happy with your answers, you can choose to submit your survey. Congratulations! Your rewards are now confirmed and any surveys you have are filled out. All that’s left to do is check out the areas of the Backer Portal. You can find more information about the game, videos, screenshots, and wallpapers. Stretch Goal Poll We've always taken your pledges seriously and we remain committed to giving our backers every stretch goal you reached during the Kickstarter campaign. Budgeting a game of this size can be daunting, but we always remember the cornerstones of our pitch and the features you funded. Even so, there are two things we know a lot of you have asked for: more wilderness areas and more companions. Both of these are very time-consuming, but we understand why so many people want them. Because we've seen these requests more than a few times, we would like to ask the community if you would be interested in new stretch goals to fund additional development. If not, no worries: we're still going to deliver on everything you've backed. Please let us know your thoughts in this thread on our forums. Interviews and Articles That’s not all. We also have a plethora of new interviews with members of the Pillars of Eternity team. Check them out below. GameBanshee Interview Eurogamer Article Kotaku Article PC World Summary Article PC World Interview Rock, Paper, Shotgun Interview VGS - AM 640 Interview (YouTube version here) That’s it for the update. The Pillars of Eternity team and the whole Obsidian crew would like to thank you for all of your support and help in creating the game over this past year. You can’t imagine how rewarding it is to get to work on this game with all of our Backers. Here’s to another great year!
  24. As of now the developers is implementing a slow down option. Thus they can implement a speed up option with minimum hassle. Why we need speed up? Moving the party from location X to location Y will be less of an hassle. Hearing "You must gather your party before venturing forth" because not all your party have the boots of speed is annoying. Running here and there for quest, merchants, may generate too much idle time waiting for the party to get there that it breaks the mood. Waiting the party to get to the armor / spell / potion/ craft / gem merchmants to buy / sell loots for the hundredth time can be annoying. Waiting for the party to move to the hundredth quest NPC is no fun. If we feel the attack, move and spell animation too lengthy for normal game speed. If we play the game for N number of times that every combat is a sure win even with insane difficulty, have to introduce some other "Hellish" difficulty.
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