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Update #70: New Year Project Update

Pillars of Eternity Brandon Adler Project Update Features Concepts Areas UI Creatures

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#21
Silverbarr

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Fantastic update! :)

 

Looking forward to hearing more, and preferably seeing some more gameplay ;)



#22
LordCrash

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I LOVE what I see here....  :yes:

 

Please continue to amaze me, Obsidian...  :wowey:



#23
Labadal

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What a step up in typography! Big thumbs-up! Subtle indentations after headlines, colour consistency, oldstyle(!) numerals, ligatures :D. Is that manually hinted and kerned, or have you gone with a different solution than what you used before? Give all my praise to whoever is responsible!

 

And what an incredible looking screenshots. Trees have evolved leaps and bounds!

 

And the attention to detail on monsters that will barely appear larger than an inch on screen!

 

Thanks for an awesome update!

I have to agree. With someone with terrible eyesight, I can't say how grateful I am that we are getting a very easily readable font. This is a very big plus and made me even more excited for this.


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#24
BAdler

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Brandon you just broke the backer site.

Yeah, it is getting slammed right now. Darren is on the case and it should be back up shortly.


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#25
JFSOCC

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character sheet UI looks really good IMO. And can I see flowers in the grass behind the menu? excellent! the maps are looking a lot better! vegetation is the key, and you can really see it. Well done!
I'm curious, what does concentration do, and how do various classes use it? <edit: asked and answered>

And I am very, very pleased to see a button which says "export"

Edited by JFSOCC, 14 January 2014 - 02:44 PM.

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#26
SunBroSolaire

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The screenshot looks amazing :w00t: and I like the sound of the revised attributes. I would love to hear more about the affects of each stat.

 

 

 

 

Pallegina as a name for the female paladin is... um, a.. questionable choice.



#27
J.E. Sawyer

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character sheet UI looks really good IMO. And can I see flowers in the grass behind the menu? excellent! the maps are looking a lot better!
I'm curious, what does concentration do, and how do various classes use it?

And I am very, very pleased to see a button which says "export"

 

From the bottom of the last page, which many people may miss:

 

 

Concentration is similar to Concentration in 3E/3.5 (somewhat similar to Poise in Dark Souls) but it is for everyone, not just spellcasters.  Concentration prevents you from playing hit reactions when you take damage.  If you cannot maintain Concentration, you will play a hit reaction and your attack/reload/spell is interrupted.  We're still defining the system (in fact, I was messing around with the formulae before I sat down), but that's the general idea.


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#28
Cabal

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Brandon you just broke the backer site.

Yeah, it is getting slammed right now. Darren is on the case and it should be back up shortly.

 

Let's hope so ^^

Hope it doesn't take eternity :D



#29
Corvwyn

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The character sheet looks really good. How did you make this in Unity? Custom code, existing assets from the asset store, or a combination? Working on a game in Unity myself, and it would be nice with some insight into how you make your GUI.



#30
Legolad

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Just tried the backer portal. I think I already responded but wanted to make sure. Sadly, the portal won't load for me. I just get a blank page. Maybe it's getting slammed after update 70?

 

I'm getting very excited about this game. Each update makes me more and more impatient, but I will persevere. :-

 

 



#31
WorstUsernameEver

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Given Strength (now Might) doesn't seem to influence inventory size anymore, does it mean that every character will carry the same amount of stuff? Or is it going to be determined by something else entirely (class, level, talents) ?

By the way, good job to the art team on Twin Elms, the gods and the character sheet UI, it's all really good stuff. I wonder if there will be wilderness areas with less muted color palettes though? So far most of what's been shown was either foggy or fairly desatured, with the exception of the very first screenshot/mockup (though we haven't seen the latest render of it in detail anyway) and the few dungeons we've seen.

EDIT: Worked on sentence structure and making the message sound less awkward.

Edited by WorstUsernameEver, 14 January 2014 - 02:55 PM.

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#32
Labadal

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character sheet UI looks really good IMO. And can I see flowers in the grass behind the menu? excellent! the maps are looking a lot better!
I'm curious, what does concentration do, and how do various classes use it?

And I am very, very pleased to see a button which says "export"

 

From the bottom of the last page, which many people may miss:

 

 

Concentration is similar to Concentration in 3E/3.5 (somewhat similar to Poise in Dark Souls) but it is for everyone, not just spellcasters.  Concentration prevents you from playing hit reactions when you take damage.  If you cannot maintain Concentration, you will play a hit reaction and your attack/reload/spell is interrupted.  We're still defining the system (in fact, I was messing around with the formulae before I sat down), but that's the general idea.

 

Will concentration also have any effect on attack of opportunity?

 

Also, not to be a pain, but could you go into more detail when it comes to attributes? Is it decided what stat will govern the inventory size? Stuff that we do not see on that screen? I'm only interested in stats that are already decided upon.

 

Also, Critical Hits <-- Perception?



#33
Nonek

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Great update, much appreciated ladies and gentlemen. One question springs to mind, is that pillar of rock in the midst of the Engwithan ruin one of the much discussed pillars of Adra? If so was the structure built around it, or was the pillar added later, and are there any skills that could let our characters guess at this? An archaeology skill and the character who pursues it might be extremely interesting given the complexity of the setting.



#34
PsychoBlonde

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I've tried 3 separate times to claim my rewards on the backer portal.  All 3 times it got as far as "checkout" and then froze my browser.  Now I get "error 403, you do not have permission to access / on this server" whenever I try going to the page.



#35
Labadal

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I've tried 3 separate times to claim my rewards on the backer portal.  All 3 times it got as far as "checkout" and then froze my browser.  Now I get "error 403, you do not have permission to access / on this server" whenever I try going to the page.

Backer portal is getting hammered right now.



#36
PappaCube

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I've tried 3 separate times to claim my rewards on the backer portal.  All 3 times it got as far as "checkout" and then froze my browser.  Now I get "error 403, you do not have permission to access / on this server" whenever I try going to the page.

same error here



#37
LadyCrimson

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Gazing at the (awesome) character sheet, for a second I thought to myself "MIG? What stat is that?" ... then I realized it was Might and rolled my eyes at myself.

 

Graphically I like the game more and more as we get more visuals. Subtle sometimes, yet also very grand. And I love the rocks/walls/stone floor textures in the arena-like first screenshot.



#38
PsychoBlonde

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I've tried 3 separate times to claim my rewards on the backer portal.  All 3 times it got as far as "checkout" and then froze my browser.  Now I get "error 403, you do not have permission to access / on this server" whenever I try going to the page.

Backer portal is getting hammered right now.

 

It's not just "right now".  My attempts have been days or weeks apart.



#39
Godwin

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This is the way developers should give updates to their backers and fans. Very good work guys, very pleased.


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#40
StrangeCat

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Great update!  Everything is looking quite Good!

 

I am interested in what you are doing for Foley Sounds?  Are you going to be hiring someone and recording your own.  


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Also tagged with one or more of these keywords: Pillars of Eternity, Brandon Adler, Project Update, Features, Concepts, Areas, UI, Creatures

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