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Found 7 results

  1. If it was a fact that hell existed and it is 100% for sure that evil people go to hell - wouldn't you try to be good? One thing which really bothers me is that in a lot of fantasy settings the people of those realms *know* for sure that gods and the associated powers exist. Also, it is a fact that there is a hell and heaven (or multiple hells, heavens etc.) as in Forgotten Realms or Planescape settings. For instance, in Planescape Torment, every person living in Sigil knows there exists multiple planes of hell/heaven, and you end up at hell if you are an evil person. Hell is not a nic
  2. I am not certain if this has been asked, I have been looking through the known information provided, and was really curious. Will Project Eternity allow us to create our own persistent worlds, much like Neverwinter Nights 1 and 2? My main reason for asking is that, I have been playing a lot on a Planescape server in NwN 2 and getting a new system that would allow new players/builders/modders to bring these worlds to life would certainly strike my fancy. Having a robust system that allows players to create their own worlds would also increase the lifespan of the game itself, heck there are
  3. I always wondered why there was never another game based on the Planescape setting, not even close as far as I know. It allowed for such a broader range of potential, weird characters, and fantastic situations than the traditional 'elves, dwarves, mages and humans-with-swords' fantasy setting. I realize PE isn't going to be in this setting, but any chance of adding a dash of it to the game? Maybe an NPC who is a Modron or some berk from Sigil, or even a quick side quest to one of the planes? There are such colorful and trippy possibilities.
  4. Finding out about Project Eternity and pledging for the Kickstarter on day one really got me back in the mood to go back and replay the old Infinity engine games. Now, my original 4 CD version of Planescape: Torment was no longer up to the task, but thankfully there's GOG.com. Reinstalling it and the conveniently linked mods to beef up the game's resolution I soon came to a somewhat surprising conclusion: Even though the game is now almost thirteen years old it still looks stunning. Really, get your copy on GOG.com and load it up with the mod for higher resolutions. It's beautiful. Quite f
  5. Will we finally be able to cast 'a spell that teleports an opponent?s scrotum into his stomach to get digested'? Or, more importantly, will I finally be able to teleport an opponent's scrotum into someone else's stomach? If it actually made it into Planescape Torment, I somehow missed it... As a wider discussion, does anyone want to see any weird and wonderful spells/items in Eternity? If so, what sort of thing? I'm personally up form ever bit of humor they can get into the game, in whatever insane for it takes.
  6. According to the fact that Project Eternity is the closest thing to a sequel to Planescape: Torment we'll ever see, what will you people miss the most from the ol'game? Maybe some of it is to return (slang ? complex architecture? amnesic he... no, wait), some will probably not. I liked the D&D Planescape's settings. Portals that could be opened anywhere at anytime, mostly accidentaly: the world felt mysterious and insecure. I also liked gods being tangible and having bad temper. Above all, I liked the alignment system. I know, I know, this is often despised, but in Planescape, it i
  7. Wasn't sure where to ask this, but would anyone at Obsidian happen to have Ye Olde resources for Planescape: Torment? Such as models, textures, render scenes, design documents, or... dare I ask, the source code for the engine? Trying to dig out the individual projectile & spell sequence code in the engine with OllyDbg is like trying to do the samba through a ten-foot high bramble patch with nothin' but yer skivvies on. Sure, I mean, I've *located* the parts of the .exe that parse and process the spell sequences, but ugh - it's just such an enormous hassle and there's no promise of success.
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