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Found 13 results

  1. I couldn't find it in search, but maybe I just suck at searching, so... I would love to see a termite mound/tower (depends on the species unless you feel like bending the rules a touch) that is heavily defended and can be entered after scaling the exterior and clearing a guarded entrance at the top. The idea would be to implement a dungeon that has multiple levels that have elements of randomisation in layout, resources available, and enemy spawns/types. The dungeon could introduce a new enemy type: Termite, with various classes: Workers, Soldiers, Kings, and Queens. The different classes could be visually distinguishable, like the ants, and have different attacks and behaviours. One of the key factors that would determine your success would be resource management. Players would have to take adequate weapons, armour, food, water, and crafting supplies in order to survive, as the levels might only contain scarce resources to ease the descent. Enemy design could force players to use archetypes: there could be a class of termite that spits digestive fluid from high perches or tunnels that are initially inaccessible to players, and would require a dedicated archer to dispatch them. Some termites might have a tougher exoskeleton, and be almost impervious to arrows; I'm sure there is a wellspring of potential here. The ultimate goal, would be to rid the backyard of the Termite Queen, which could even have further reaching impact on the region around the dome/tower, resulting in a diminished number of hostile termites foraging the area. You could even make termite raids, that target player buildings for the materials, which slowly increase in frequency unless the monarch is destroyed. Termites could be a tougher, perpetually hostile tougher to ants; combined with the decision to exclude creating a "Termi-nator" perk for increased damage against termiees, Obsidian could keep Termites as a real threat, even as the player progresses. New Burg-L quests could also revolve around clearing small termite fortifications that pop up around the main nest and threaten to spill out into the surrounding regions. Even after clearing the tower, a new brrod might take hold a week later, and so the struggle might start anew. I love end-game content in games, and the potential of an encroaching enemy could reintroduce the danger that well-equipped players will inevitably forget as they progress. I have been pondering this for a while, and it's likely not am original thought, but I would love to hear your thoughts and opinions on it. Update 1: Killing the Termite Queen might award the players with a large number of Termite Digestive Fluid which can be used to build a new type of reinforced mud structures that are costly, but very durable. Killing regular termites might occasionally reward players with a small amount of the resource.
  2. Again, this is just a reposting of a previous one I had up during the early version of this forum. That seemed to have been lost. I'll omit adding anything that has already been mentioned by the team. And already be in the pipeline. This list is for additional creatures and the materials that may be harvested from them. I also had an idea I mentioned in the older post regarding the idea of high level hunts. And now that BurgL has finally been added in. These hunts could be quests. And there's hunts that could be exclusive to the multiplayer. Pillbugs- small isopod that rolls up if attacked. Commonly found at night. Drops insect plating. Snails- have yet to be mentioned. Despite seeing empty shells. They will withdraw into their shells at night or when attacked. The hammer will be needed to break the shell. But keeping the shell intact will allow it to be usable for crafting. Drops would be snail meat, snail mucous and the shell. Moths- appear around the lanterns at night. Their wings are suitable for crafting a glider while the dust has other uses. Butterflies- flutter around the flowers during the day. Their wings are a bit better for glider crafting. But the bright colors might attract airborne predators when in use. Caterpillars- are like grubs but are only found in the branches of the tree and hedges. Eating leaves. They can spin cocoons which can be harvested for the silk. Their drops are hide, meat and silk glands. Slugs- appear at night. Drops are slug mucous and meat. Fuzzy Worms- are like caterpillars. Except covered by poisonous spines. They are a little bit aggressive and should only be attacked with a spear or ranged weapons. Their drops are hide, silk glands and spines. Earwigs- aggressive and nocturnal. They will give chase to both aphids, mites and you. Their drops are the pincers. Ant Lions- found only in the sandbox. They create funnels that traps ants and other small creatures. Leafcutter Ants- bring bag the white "larvae" place holder soldier ants as leaf cutters that exclusively roam the hedge. But keep their aggressive nature to attack players on sight. Drops mandibles and acid glands. Hornets- unlike wasps they are far more aggressive. And nest underground. Their drops are wings and stingers. Tiger Beetles. Are very fast and highly aggressive predators roaming the flooded area. They will even attack spiders! Their mandibles could be used to craft knives. The bugs mentioned below are meant to be high level hunts BurgL can task the player with. They are very dangerous and challenging to solo. But offer rare drops. Mantis- lurks in the branches of the hedge. Waiting to grab any unwary prey that gets too close. It's claws can be crafted into either dual scythes or a giant reaper scythe. Assassin Bug- a deadly hunter that feeds on bees and caterpillars high in the tree tops. It's beak can be used to craft a spear. Black Widow- the 2nd most poisonous creature in the yard. It lurks inside the shed. Mudeye- dragonfly larvae that hides at the bottom of the pond. It's body parts can be used to craft swim gear. Spider Hawk- the most poisonous bug. Normally it ignores you and has no fixed location. As it flies all over the yard hunting spiders. WaterBug- a voracious underwater predator.
  3. I'm not sure where to write my grounded idea sketches. Do I get an answer as to whether it is right here? Thank you so much for the great game and all the imagination you leave us! The File "Ideenskizzen_Grounded.docx" (35 kb) is in german, should I translate it with google translator, or would you do it yourself? I would appreciate a short message about the receipt of the file. Ideenskizzen_Grounded.docx
  4. -The "Maple key whirley-gig" works kind of like a helicopter but not massively over powered, basically it works like a double jump with a longer glide then the dandelion tuft. The second "jump" comes from a set of bellows your character squeezes to launch you higher before you casually glide to where ever, unlike the tuft tho, its more of a horizontal glide. The upgraded version would add a secondary maple key and bigger bellows adding a 3rd "jump" so as you start to descend you can tap again to gain more altitude and a longer flight time.. Maybe have it so the bellows can refill for continuos flight?material wise, berry leather for the bellows, maple keys, sprigs etc. More of a mid to late game for the upgraded one.. Maybe hide it behind a Burg.l chip? -"Acorn top pulleys" or elevator, the building schematic would look like a double or triple high scaffolding when placed, pulleys at the top with a vine like cord coming down to the main floor. By clicking on the cord the platform would rise to either the next floor up or just the top floor depending on where floor tiles are connected. By stacking them you get a higher lift. Obviously material heavy.. 12 or more weed stems, sap, spider webs etc.. - Spider armor tweak. Seeing as the wolf spider has 2 fangs, While wearing a full set of the spider armor allow us to possibly dual wield ONLY the spider fang daggers. -"Spinneret hook and reel" After my kids falling off the branches in the hedges for the 40th time I thought this up lol. A set of ant mandibles attached to spider silk and a reel. As your running around you can clamp it down onto the environment and toss down the line. Now the second piece (seperate?) to the equipment would be the reel aka the Spinneret, just run up to the line and reel yourself up and down. You can leave the line there for later use or spool it back up to use later :). - the Pill bug. Now I know people have been requesting mounts like crazy but I would like to throw this insect into the mix. NOT as a mount but more of a pack mule. This insect would be bigger then the the lady bug but just as docile and friendly unless provoked. After befriending these armored armadillo like critters you can strap a chest and a bigger pallet variant to its back. Allowing it to carry a small amount of loot PLUS upwards of 16 weed stems or grass tiles. BUT if its attacked and dealt a lethal blow instead of dieng it would dump the weed stems/grass and curl up into the ball, keeping it alive until you can save it or its health builds back up enough. Back at home it would stay at a buildable trough and eat/sleep. Let me know what you guys think please!!
  5. I have exported enemy Attribute/AR/Defense values to a spreadsheet for personal use. But in case someone needs it, feel free to view or make a copy. You can find it: here. Notes: - the values were exported from vanilla 4.1 characters.gamedatabundle and items.gamedatabundle. - these are the normal values. I.e. no PotD, no upscaling. - hp was calculated by: MaxHealth + HealthPerLevel * (BaseClassLevel - 1) * [1 + 0.05 * (CON - 10)] - some enemies (26 out of 245, for vanilla) seem to have equipped armors whose AR scales with level. See the fAR_IsScaling and fAR_Scaling columns. So with upscaling they are potentially scaling twice. And some extra, well-known info, but just in case: - enemies on PotD get: +15 accuracy, +15 to all defenses, +2AR, +2PEN, +25% hp - enemies on Veteran (starting from v4.0) get: +8 accuracy, +8 to all defenses, +1AR, +1PEN, +12% hp - upscaling (from Deadfire) increases enemy level by up to 4. But only if their level is lower than player's. - upscaling (from Deadly Deadfire): > increases the level of all unnamed enemies to be 1 level ahead of player. Their level can be increased by up to 8 levels this way. > increases the level of all named enemies to be 2 levels ahead of player. Their level can be increased by up to 9 levels this way. An enemy gets: +3 accuracy, +3 defenses, bonus to hp (according to HealthPerLevel), and +0.25 AR per level from such upscaling.
  6. Howyadoin? So creatures, right? The image you can see below comes for the PoE wiki (http://pillarsofeternity.gamepedia.com/Creature) and is up to date, which by the way is 2017-04-18 as of today (CEST). Eoten and Imps First of all I wanted to ask you, did anyone ever encountered an eoten or an imp? Eoten are generally two headed ogres, and imps are probably generic imps. I sure don't remember any of these two guys. Was there at least some of these two mentioned in a book or whatever? What is the source for this information? "Eotens feature in the most grotesque of folk tales. Once merely the most aggressive and unstable of ogres, Eotens have since developed into massive monstrosities that are both larger and far less intelligent than their cousins. Eotens have two heads, one notable smaller than the other, and when the larger of these is incapacitated, the smaller retains just enough brute cunning to keep an Eoten fighting." Naga As we know the naga will be a part of the Deadfire creature table. Some think that they are a yuan-ti ripoff from Dungeons & Dragons, but this is actually the other way round. Some probably even remember nagas from the Warcraft franchise, they were kinda huge back in the day. I sure am very happy to see these snakefolk present! Are there any other specific creatures you would like to see? Because I am kinda sorry for them orcs and goblins (greenskin). Yes, I know they are overused material blah blah, but I think that the Eora setting would be much better if there was a race of some wilder creatures somewhere in between xaurips and ogres in the pool. Laguefath are fun, but I think PoE lacks a race of some brutish warrior race wreaking havoc in the country and in the minds of folk. What do you think? Here, have some sweet sailory music as a token of appreciation
  7. Update by Brandon Adler, Lead Producer Hey, everybody. We have a small update with a big announcement today. We are also going to do a spotlight on two of our new creatures from The White March - Part II. Be on the lookout for our next update where we will feature our new companion. The White March - Part II Early Next Year We have some great news for all of you fans that have been waiting for the second part of The White March expansion. You can finish your journey through The White March with the second part of the expansion in late January 2016. Once an exact release date is decided on we will announce it in an update for you guys. Vithrack Brutes and Luminaries In the second part of the expansion we are introducing a larger slice of vithrack culture. Players will encounter brutes and luminaries, two distinct classes of vithrack. While brutes build and feed the colony, luminaries are its scholars and historians. Both varieties can be formidable foes for adventurers who encroach upon their territory. Vithrack Brute Vithrack Luminary Pillars of Eternity Official Soundtrack The Pillars of Eternity official soundtrack is now available for purchase at your favorite digital music retailer. It's also available on streaming music services - like Spotify. If you would like to download a track (or the whole album) head over to Amazon or iTunes and grab a copy. Short StoriesIn our last update we showed off our first short story, The Ratcatcher. This time, we have a new batch of short stories to share with you. Blood Register Available Now! While conducting a census of rural Dyrwood, Neolas a public servant and his elven bodyguard Gacgen take their assignment into the wilderness of Eir Glanfath: one seeking his family of birth, the other to cure an epidemic. The Reaping Available now! Edér finds much has changed in Gilded Vale in the time since he left to enlist in the Saint's War. Tensions within the town boil over at a religious harvest festival known as Gaun's Reaping, and Edér is forced to take sides among neighbors and old friends. Until He Started Screaming To be released soon. Novice wizard Aloth Corfiser is shackled to a patron he can't abide and an Awakened soul he can't silence. He finds unexpected allies among a student group of spellwrights, but what he learns about them--and what they ask of him--threatens the entire academy. You can head over to our Short Stories page to download all of them now. That's it for this update. In our next update we will highlight the new companion in The White March - Part II.
  8. Update by Rose Gomez, Associate Producer Hello backers! In today's update, we'd like to show off a few of our creatures that you might have heard us talk about in previous updates. With the end of production getting closer every day, we have some news about our backer updates, and we’re also pleased to announce a date for the upcoming Backer Beta! In our next update, we’ll get into more detail about that. First, let’s get to the creatures. Blight Blights are lost souls or soul fragments that have bonded with elemental substances. They are often victims of natural disasters (floods, rock slides, forest fires, etc.). They are incoherent, confused, and full of rage, an amorphous cloud that swirls endlessly and with great violence. Within the vortex, dozens of humanoid shapes materialize and vanish from moment to moment. Faces scream in silent agony while hands desperately clutch and claw at their surroundings, as though still trying to escape their tragic fates. Bîaŵacs, storms that can rip the soul out of a person’s body, often create blights. If souls are ripped free from their bodies and caught in the center of the storm, they may become stuck together and bonded with any other elemental substances in the maelstrom. They are pure chaos and confusion, and destroying them is considered by many to be a mercy to the souls trapped within them. Blights have been the subject of controversial research carried out by the animancers of Eora. On the one hand, attempts at vivisection have led to promising strides in treating patients who, for one reason or another, contain within their bodies two or more complete souls fused together, which has been identified as the root cause of a variety of mental and physiological disorders. On the other, however, some groups lament that there is a lack of transparency on the methods being employed in these experiments, the general concerns being that these might be somehow inhumane or present some broader risk to the surrounding populace. There are also some who accuse animancers of deliberately trying to create blights for study, but the veracity of these claims is difficult to substantiate. Xaurip This hairless humanoid is about the size of an orlan. It has an elongated snout and snake-like eyes, giving it a very reptilian appearance. Its legs end in three-toed feet, while its elongated arms end in three-fingered claws. Xaurips adorn themselves with the bones of fallen enemies - mostly xaurips from rival tribes. They also have an affinity for large feathers, which they hang and pin to their attire. Skin tones can vary from light green, to a rustic brown. Their elongated snouts (which makes speech impossible) and overly-aggressive behavior have hindered them from communicating with the more civilized races of the world. They live in secluded, tribal territories and are known for ruthlessly attacking any foolish enough to cross their path. Xaurips revere dragons as deities and build their communities around the lairs of these powerful creatures. It is not uncommon for a small tribe to wander until it has found a wurm to worship. Once a tribe dedicates itself to a dragon, they will defend it at all costs. Elaborate rituals, in which the dragon consumes xaurip sacrifices, are normal. As a dragon grows in age and size, these sacrifices become large religious events that cost the lives of hundreds of xaurips. The power and prestige of a xaurip tribe directly correlates with the age of its dragon. The most powerful tribes have existed for hundreds, if not thousands of years. Warriors and shamans of these large tribes typically paint their bodies to resemble their draconic overlord. Vithrack Extremely rare, very dangerous creatures with natural cipher powers. They are mostly humanoid in shape, slightly taller and thinner than humans, but with horrific, fanged spider-like heads. Like spiders, they are capable of spinning silk, though they use it to make their own very intricate and fine robes. Males and females are indistinguishable from each other. They are primarily spellcasters and mental manipulators, like ciphers, though they will also attack with their fangs when forced into melee combat. Despite their extreme intelligence and power, vithrack are not a major force in the world due to their extremely low birth rates. Given their arachnid appearance, it's no surprise that vithrack have traditionally used spiders as companions and minions. Though highly intelligent and socially organized, little is known about their culture as they are both hostile to outsiders and rare. Their psionic powers allow them to communicate mentally with one another. Like many social insectoids, their society includes a variety of specific roles, including scouts and defenders. While their low birth rates are likely responsible for their hostility toward other races, they have also made the vithrack highly altruistic when it comes to their own kind. They will defend their nests to the death. Update Schedule Hey, everyone. Brandon here. With production moving into the finalization phase for Eternity, the team and I are hunkering down to finish up the game over the next few months. Going forward, we will be spacing out our backer updates a bit more from now until the project ships. They’ll come a bit less predictably, but you can still expect updates as we have big announcements or special news for you. This will really help us focus as much of our efforts into putting out the best game we possibly can for everyone. In our next big update, we will discuss the upcoming Backer Beta in more detail as well as what it will entail and how to redeem your copy. Speaking of the Backer Beta... Backer Beta We will be releasing our Backer Beta on August 18th. As we mentioned above, we will get into all of the specifics about the Backer Beta in our next update. Be on the lookout for it over the next month. Documentary Reward We also wanted to let all of our backers know about a decision we'd recently come to about our Documentary DVD/Bluray item. We were faced with a bit of a dilemma when it came to the full documentary footage. In order to provide a physical copy of the documentary when the game shipped, we would be unable to show the final leg of production in order to have time to print all of the discs and packaging. We want our backers to be able to share the entire experience of making this game with us - from the earliest beginnings to the very end. To do this, we've decided to forgo making a physical copy of the documentary, and will instead release a digital downloadable extended version. We recognize that some of you may be upset by this decision, but we hope that you'll understand our reasoning. We will be replacing the DVD/Blu-ray with another reward though. Stay tuned for a future update to find out all of the particulars. That's it for this update, head over to our forums and let us know what you think.
  9. Update by Rose Gomez, Jr. Producer Hello everyone! My name is Rose Gomez - I'm the newest Producer on Pillars of Eternity. I'll be handling a lot of the Kickstarter related duties for the game from here on out. I've been working at Obsidian Entertainment for a little over three years now. My previous titles include South Park: The Stick of Truth and the Fallout: New Vegas DLCs. I'm thrilled to be able to work on Pillars of Eternity and can't wait to interact more with all of you in the coming months. For this update, we've got some awesome new character, area, and concept art that we're excited to show. However, before we get to the art, we wanted to officially update everyone that we are looking good to release Eternity by Winter 2014. So, look forward to getting your hands on Pillars of Eternity later this year. Our next update will be all about Pillars of Eternity lore by Eric Fenstermaker. Stretch Goals After much discussion and consideration of the poll on our forums we have decided not to pursue any additional stretch goals. Rest assured that the team is working hard on completing the game and including our current stretch goals. Surveys Our designers are working hard to implement the designs that our higher tiered backers have come up with. If you have a survey that needs to be filled out, please do so by March 31st. It's important that you get your surveys completed by the deadline because we are closing in on Alpha quickly. The team needs ample time to get your content into the game. We can't guarantee your in-game contribution will make it into the game if you are late. This includes inn/tavern designs, adventurer party designs, portraits, NPCs, and items/weapons, so make sure you get your idea in before the deadline! You can fill out your surveys on our Backer Portal after you've finished managing your pledge. They can be found on your account page under the Surveys tab. Worried that your design won't fit into Pillars of Eternity lore? Not sure if you want that innkeeper to be an Orlan or an Aumaua? Take a peek at the Pillars of Eternity Wiki to get some inspiration or clarification on the world. Characters With all that news out of the way, let's get to the art. To kick things off this week, we'd like to show you all some of the awesome new Godlike variants Dimitri has finished up - the Death Godlike. As we've mentioned before in previous updates, the Godlike are people that were "blessed" before birth by one or more of the deities of the world. Godlike manifest their divine heritage in a variety of ways, and in the case of the Death Godlike that heritage can be seen through their wicked looking horns and the misting darkness that shrouds their visage. Death Godlike. Another type, the Earth Godlike, can be seen below in some new portrait variants that Polina whipped up. These are just a few of the combinations that will be available to use for your character during the game. Earth Godlike portrait variants. Areas The environment artists are flying through their various scenes and churning out awesome looking pieces week by week. Below you can see a cool new interior from a Blacksmith's shop by Holly Prado. Blacksmith interior. Up next we have a really awesome piece by April Giron from an area called Ondra's Gift. This area is still a work in progress but we thought you all would enjoy taking a look at what we've got so far. Ondra's Gift interior. Both of these areas have a lot of cool detail in them so make sure you view them at full resolution. Creatures In Pillars of Eternity, Druid characters will be able to shift into a few different spirit forms. Druids start with specific spirit forms and can find additional spirit forms in the world. One of these forms is the Cat, shown here in a concept drawing by Polina. Druid Cat Form concept. Below you can see what the Cat form looks like when modeled and textured, rendered out of our engine. Druid Cat form in engine. That's all for this week. Don't forget! If you need to fill out a survey for any Pillars of Eternity pledges please do so on our Backer Portal by the March 31st deadline. In the meantime, keep managing those pledges and commenting on our forums.
  10. Update by Brandon Adler, Producer Hello, everyone. Like everyone here at Obsidian, I hope you had a great holiday season and were able to gorge on lots of treats and good food. This week I am going to go over a bit about the new Backer Portal (please log in if you haven't already), give a general update about where we are in our production, and show off some of the cool things that are happening in the game. In our next update we will be taking a more detailed look at some of the classes in Eternity. Backer Info Just a reminder to all of our backers, if you have not done so already, please head to the Backer Portal and complete your order. All backers need to go through the process so they can receive their rewards - even those that only have digital goods. To start the process, click on "Manage My Pledge Now" and click on the "Select Reward" button on the pledge management screen. From here, you may select the tier you backed (or upgrade to a new tier), select additional add-ons, fill out any shipping information, and file your surveys. Also, please make sure you fill out your surveys as soon as you can. If you have an NPC, item, inn, or portrait the sooner you get the information to us, the sooner we can make sure it gets into the game. If you are having any issues, e-mail us at support@obsidian.net and we'll help you out quickly. Areas As most of you know, we finished up Od Nua (our mega-dungeon) in our last milestone. I have to say, I think it looks pretty amazing. Currently, the area team is working on our second big city, Twin Elms, and it is looking just as good. Here, take a look for yourself. Ancient Engwithan ruins near Twin Elms. Without getting into too much detail, the Area Designers are fleshing out the end of the game right now and everything is really coming together. The area in the screenshot above looks like the perfect place for a big fight, huh? Characters Our character team has been cranking out new creatures and equipment. We are almost completely through all of our A priority creatures. Soon we will be working on our B priority creatures and lots of equipment variations. One of the creatures that was just finished to Alpha quality is the Cean Gŵla. These banshee-like undead are the spirits of women who died under particularly tragic or traumatic circumstances. Take a look at the comparison images below. In-engine and concept comparison of the Cean Gŵla. UI Most of our UI has either been implemented or mocked up to an Alpha level. The interface that we would like to show you today is the character sheet, which shows character and party information. You can find lots of useful info on the sheet including various party statistics, your reputations with Eternity factions, and character stats. The character sheet has many useful player and party statistics. Features Features have been going into the game pretty regularly. We just recently moved to Unity 4.3 and, while this might not seem like a big deal, 4.3 has ushered in some long awaited features. Animation annotations, for example, were added to Unity. We can now call sound effects based on specific frames of animation. This makes things like footsteps possible. A majority of our spells and abilities are in-game and usable. Josh has started auditing them and requesting changes for gameplay balance purposes. Tim has been quite busy with all of the small edits. Strangely, one of our more minor features has gotten me the most excited. Just recently we have gotten the ability to set custom party formations and I am having a blast testing it out. Concepts Have you been wondering what some of the Pillars of Eternity gods look like? Wonder no more. Representations of the gods Galawain and Woedica. Above you will see the representations of Galawain and Woedica, gods in the Eternity pantheon. Woedica is known by many names including "The Exiled Queen," "The Burned Queen," "Oathbinder," and "The Strangler." Her domains include law, justice, oaths and promises, (rightful) rulership, hierarchies, memory, and vengeance. Priestesses of the Exiled Queen serve as lawyers and judges in towns and urban centers, and the most prominent among them are advisers to kings and lords. They are of particular importance in the Empire of Aedyr, where by tradition, business contracts always require their endorsement. Her devotees are typically found in the upper classes, but any conservative person who longs for a vanished past will find a place in her faith. “When Woedica takes back her throne” is a common saying amongst her followers, signifying a utopian future when society will be properly ordered once again, and she will take her rightful place as ruler of the gods. Galawain is patron of the hunt in all its forms, and he is honored by those whose occupations are concerned with pursuit and discovery. His faithful include frontiersmen, constables, treasure-seekers, explorers, and even scholars, many of whom wear his carved symbol – a dog’s head – around their wrist or neck. He is also protector of wild places and untamed wilderness, where the hunt manifests in its purest form as a daily struggle for survival. That's it for this update. Make sure you head over to our forums to let us know what you think of anything you see here.
  11. Yeah ... What is you favorite summoner and that do you think about summoners/ fammiliars in general ... I realy liked Ifrid from FF7 ...
  12. Friends, Why not list creature types, old or new, you'd like to see in P:E. Or just brainstorm some weird and wonderful creature combos as inspiration for game content. Some examples. Undead Variations - Ogre Mummy - Sand Wraith - Undead Troll - Undead Harpy - Drider Mummy Spider Variations Special Ability - Wraith Spider [Necrotic Damage | Fear] - Troll Spider [Regeneration] - Mage Spider [spellcasting | Spell Resistance] - Sand Spider [blindness] - Crypt Spider [Disease - Mummy Rot] - Festering Spider [Disease - Acid Pustules] - Werespider [Disease - Lycanthropy | Cursed] - Carrion Spider [Disease - Filth Fever | Nausea] - Bloat Spider [Poison | Quillfire] - Frost Spider [Creeping Cold | Slow] - Boneshard Spider [Vampiric Touch] - Swamp Spider [swamp Lung] - Rage Spider [berserk] - Spider Mummy [Disease - Infestation of Maggots] Others - Tauric Medusa - Dust Demon - Earthquake Beetle
  13. Anyone else here getting the feeling Obsidian is spreading themselves really thin with all this talk on BIG goals. And that Mega dungeons a WHOLE new story in itself if its the same creatures and monsters on "every" floor. Yeah, Just imagine it. This big huge world filled with a miniscule amount of wildlife and fauna, that after like two hours of playing you'd have seen near everything? Does that sound fun?! I can see it now, they'll be all like, "We got bears,wolves, and boars, that's a wrap for wild animals". And lets not get started with a lackluster variety of undead(there's more then zombies and skeletons), but I'm sure some folks don't even want to see "that". You know what I'd like to see, Maybe not as they are in our prehistoria... But I'd love to see dinosaurs, Yeah YOU can bet JURASS I'd like to see dinosaurs! Though once again I'm sure AGAIN people wouldn't want to see this either... Or better yet, how about some original Creations? Dungeons and Dragons was Bloated with the sort. From Carrion Crawlers, to Ankhegs, to Vrocks(You know, the demons)... And even I remember my first encounter with the now WAY overdone Gelatinous cube(still welcome sight) Do people even care if their adventure is full of bizarre creatures? Maybe folks really do just want to kill the same things... Over and over and over... And never want to slay something truly Bizarre and monstrous... I'm sure Obsidian knows this too... Do "you" care if they save their budget on this feature, and keep the creature variety limited to an amount countable on ones hands? If there were only "ten" creatures in the game(not including the main humanoid races), would that be something that hurts your enjoyment of this game? Hell, What creatures would you be upset "not" seeing? Or better yet, what creatures would you "BE" upset seeing?
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