@wubble Actually, there're semi-official released minimum system requirements already.
Processor: 2.6 GHz Pentium IV or equivalent AMD Athlon processor Memory: 4 GB RAM Graphics: Model Shader 3 Compatible Video Card, 512 MB or better Hard Drive: 25 GB available space Sound Card: DirectX Compatible Sound Card
Character shadows on the East and West sides of Dyrford Village disappear after Save/Load. Hovering over hidden objects (either hidden containers or traps) causes the default cursor to appear.
I hope they'll fix these issues before the final release, I remember reporting these in August/September 2014...
Anyway: have they fixed the bug where some equipped weapons also appeared on the area ground? I can't remember this being fixed.
@wubble Actually, there're semi-official released minimum system requirements already.
Processor: 2.6 GHz Pentium IV or equivalent AMD Athlon processor Memory: 4 GB RAM Graphics: Model Shader 3 Compatible Video Card, 512 MB or better Hard Drive: 25 GB available space Sound Card: DirectX Compatible Sound Card
@Davide, every beta patch that came out was about 1.2/1.5 GB, and the current beta build is slightly less than 3.4 GB, and is just a slice of the whole game!
Of course, the game is still not out, but Obsidian is already considering a Pillars Of Eternity sequel.
"We're going to do some expansions because we said we would as a part of the Kickstarter," said Obsidian Entertainment CEO Feargus Urquhart. "We've already started working on artwork. So we've already kind of figured out where we want to go in the world and the artists are doing some tests.
"But with Eternity 2, that's the next thing. Probably at the end of this month, Josh [Sawyer] and Adam [Brennecke], the key guys on the team are all going to sit down. They've already come up with a list of what they want to do, kind of new game systems and that kind of stuff. We're going to try and get going on that as soon as we can."
"I think it might be a good time again for a Kickstarter, so we're talking about it."
While Pillars of Eternity is set to launch on March 26, the team continues to work on it. Mostly focusing on polish and giving the title a once over, Urquhart said.
A lot of the final changes to the game were driven by a required playthrough back in December.
"We told the entire team that no one works for a week and instead they just play the game," Urquhart said. "It gave everyone a chance to be proud of what they had done and to figure out what they wanted to fix and change."
A lot of those tweaks included balance changes, work on the stronghold and the interfaces, Urquhart said.
Personally if I paid extra money for a boxed edition I'd be pretty miffed about this sudden change of plans. So hopefully at the very least they end up sending the physical disks at a later date.
Actually, I think it's a wonderful idea to diminish the risks of a leak. The whole thing that the developers discuss such a thing with their community and don't act without its will shows a very good sign.
I've ordered a steam version of the game and can't wait to actually start reading a manual. It seems (from the screenshots) to be awesome, to be on par with BG and IWD manuals.
If I ordered a disc version, I would back the idea of "no leak before the release" and happily would download the game from the servers (just as Obsidian suggests) and then, after a month or so, happily get the physical disc.
Yea idk. Given the size of the game I would have rather seen an option provided where they instead send you the retail copy of the game (which already is planned to use steam) rather than a DRM free physical copy. Downloading 25 gb takes a long time and getting a physical copy on the release date would be preferable to me. Plus they are preloading the game on Steam anyways apparently so it seems like something they should have considered.
But ultimately its no skin off my back. I just figured I'd see what others thought
Very true. But GTA5 is 65gb (I didn't believe it when I read it either) so it could be worse
Internet providers are going to have to seriously step up the service they provide in some countries though since 20-25gb games seem like they are increasingly becoming the new normal.
Personally, as I stated in the original thread, I'm fine with both Obsidian sending the box and delay the disc shipping and in delaying the whole package, even if I lean more towards the second one, as I prefer to have all at the same time, other than to have Obsidian saving lots of money that could be of better use for further development or such.
I also understand their worries so for me all this is good.
Most interesting thing for me personally was this bit:
"On expansions and sequels
JS: They're going to be extensions of the main game. We are making an automated save for you, it's actually called the Point of No Return Save. So if you complete the whole game and you're like "Oh %#&^, the expansion came out," great. Load that save, you can go straight into it, it's fine. It's something connected to the main game but its own separate storyline, and you take your normal characters into it. We're in the very early stages of planning it. "
Sounds like the first expansion at least will in the style of TotSC, ie. expanding the game rather than extending it, and also sounds like there might be more than one expansion coming!
Thanks for the links, @Messi , very useful. It's nearly only a month before the release and my expectations are rising with every day.
The biggest fact these interviews have, for me, is that Pillars of Eternity will be made of around 150 maps, compared to 70-80 in Icewind Dale and 110 in Baldur's Gate. This is a lot, really.
The second biggest fact is that mods will be possible. I'm already dreaming of BG-alike UI for Pillars of Eternity. Something like this, please PLEASE
It seems to be an interesting week for every PoE follower. There's another interview available. And it gives something really new.
- GameWatcher: Will we experience major choices and consequences throughout the story? You’ve talked about wanting to create a reactive narrative.
- Josh Sawyer: It’s important throughout the game. We have a number of different things that reflect your choices throughout the game. We have your reputation between factions, we have immediate reactions depending on the decisions you make in completing a quest, and then we have new a mechanic called ‘Disposition’. What that is is an indicator of how you behave in the world. It’s not good/bad, it’s more like… asshole or benevolent, charismatic or blunt.
We have ten different personality types; benevolent, cruel, diplomatic, aggressive, honest, deceptive, rational, passionate… is that all of them? Pretty much. Anyway, in dialogue you might see an option that says ‘diplomatic minor’ response, you can hide these tags by the way, and as you start picking those you get not only the initial reaction from the character you’re talking to, but you also start adding points to your Disposition score. Choose a lot of aggressive, hothead things and when you walk into town people we be like, “calm down dude, we don’t want any trouble.”
That was important for us because it’s really fun to pick cool dialogue options, and if you’re playing a tabletop RPG it’s fun to mess around with those and see how people respond. In a CRPG, usually the choice feels like a throwaway; you say the sassy thing, the guy says “oh, man, you’re so sassy”, and then it never comes up again. We wanted to have a systemic layer where those choices matter. If you want to be a sassy asshole, you can play that character and NPCs will respond to it. You’re not just building a character from stats, you’re building a personality, and that makes interacting with the world much more interesting and reactive.
- GameWatcher: You decided not add in multi-classing options for Pillars, which were a big part of previous Infinity Engine games. Was that a conscious decision to simplify things for the first game using this new rules system?
- Josh Sawyer: Yeah. Well, a bit simple within the realm of having eleven classes and six races all in the game, but yes. Multi-classing is something that tabletop D&D still struggles with. Every edition has tried another way to do it, but… I understand why people want to do it, totally, it’s very cool but it’s also a very hard thing to do. For this first game we thought let’s stick with single classes, but have a tonne of options within those classes. If you want to make a speedy, offensive fighter or a tough tank fighter you can, if you want to change the focus of your character you can do that. We might do multi-classing in the future, but we had to do so much stuff for this game that at a certain point we had to say, OK, we’ve promised eleven classes in the Kickstarter, let’s just stick to those.
- GameWatcher: How friendly will Pillars of Eternity be for modders? Are you supportive of community created content?
- Josh Sawyer: It’s awesome. It’s kind of hard because we’re using Unity as our engine, which means there are certain things we can’t give the modders access to, but we know there are already backer beta players on our forums making mods. They’re making UI mods, graphical mods, they clearly hate the things I’ve designed… Which is great, you know, if they want to change balance or flip around the UI screen, why would we have any problem with that? As long as we can support it, which is not always easy on a Kickstarter budget and a middleware engine, we will. It was great on Fallout: New Vegas to see what everyone came up with, and I’m hopeful that not only will people make some great mods for Pillars, we’ll also be able to open up the game more for modding down the line. It is a singleplayer game after all – whatever experience people want to have, that’s fine by me.
That city/fortress looks beautiful! Count me impressed.
However... is it just me or do the characters look somewhat out of place in the city? Maybe it's because the ground looks too clean, but it looks almost as if the people are floating or super-imposed onto a picture of a magnificent city, rather than an organic part of it.
That city/fortress looks beautiful! Count me impressed.
However... is it just me or do the characters look somewhat out of place in the city? Maybe it's because the ground looks too clean, but it looks almost as if the people are floating or super-imposed onto a picture of a magnificent city, rather than an organic part of it.
Yea. I think it's the lack of shadow. A lot of those little dude could be either firmly on the ground or 5 feet in the air.
^They've had this problem right from the start. It happens when you mix 2d and 3d, and somthing about dynamic lightning or something... Looking better now than earlier, but still not perfect ...
Comments
Processor: 2.6 GHz Pentium IV or equivalent AMD Athlon processor
Memory: 4 GB RAM
Graphics: Model Shader 3 Compatible Video Card, 512 MB or better
Hard Drive: 25 GB available space
Sound Card: DirectX Compatible Sound Card
http://store.steampowered.com/app/291650/
Anyway: have they fixed the bug where some equipped weapons also appeared on the area ground? I can't remember this being fixed.
Apart from that, also the other requirements don't look so easy to fully match.
"We're going to do some expansions because we said we would as a part of the Kickstarter," said Obsidian Entertainment CEO Feargus Urquhart. "We've already started working on artwork. So we've already kind of figured out where we want to go in the world and the artists are doing some tests.
"But with Eternity 2, that's the next thing. Probably at the end of this month, Josh [Sawyer] and Adam [Brennecke], the key guys on the team are all going to sit down. They've already come up with a list of what they want to do, kind of new game systems and that kind of stuff. We're going to try and get going on that as soon as we can."
"I think it might be a good time again for a Kickstarter, so we're talking about it."
While Pillars of Eternity is set to launch on March 26, the team continues to work on it. Mostly focusing on polish and giving the title a once over, Urquhart said.
A lot of the final changes to the game were driven by a required playthrough back in December.
"We told the entire team that no one works for a week and instead they just play the game," Urquhart said. "It gave everyone a chance to be proud of what they had done and to figure out what they wanted to fix and change."
A lot of those tweaks included balance changes, work on the stronghold and the interfaces, Urquhart said.
"This whole process has been great," he said.
http://www.rpgcodex.net/forums/index.php?threads/feargus-urquhart-talks-pillars-of-eternity-2-at-polygon.96940/
https://www.youtube.com/watch?v=gSRJiBd-Ktc
We can compare it with Baldur's Gate:
https://www.youtube.com/watch?feature=player_embedded&v=ZP7vWiaxw7Y
... Icewind Dale:
https://www.youtube.com/watch?feature=player_embedded&v=Yd8BMF8dQpI
and Torment:
https://www.youtube.com/watch?feature=player_embedded&v=xGknd5pnEPc
Listening to PoE main theme recalls to me Arcanum a little:
https://www.youtube.com/watch?v=ftvpi-6Z6qw
So it could be possible that Obsidian took inspiration from Arcanum theme amongst the others.
http://gamerant.com/pillars-of-eternity-collectors-edition-no-disc/
http://forums.obsidian.net/topic/70459-update-89-backer-rewards/
Personally if I paid extra money for a boxed edition I'd be pretty miffed about this sudden change of plans. So hopefully at the very least they end up sending the physical disks at a later date.
Also, digging the theme.
I've ordered a steam version of the game and can't wait to actually start reading a manual. It seems (from the screenshots) to be awesome, to be on par with BG and IWD manuals.
If I ordered a disc version, I would back the idea of "no leak before the release" and happily would download the game from the servers (just as Obsidian suggests) and then, after a month or so, happily get the physical disc.
But ultimately its no skin off my back. I just figured I'd see what others thought Very true. But GTA5 is 65gb (I didn't believe it when I read it either) so it could be worse
Internet providers are going to have to seriously step up the service they provide in some countries though since 20-25gb games seem like they are increasingly becoming the new normal.
I also understand their worries so for me all this is good.
http://www.thesixthaxis.com/2015/02/20/trying-to-improve-upon-greatness-in-pillars-of-eternity/
http://www.pcworld.com/article/2886976/pillars-of-eternity-josh-sawyer-talks-mods-pc-first-focus-big-head-mode-and-more.html
http://www.digitalspy.co.uk/gaming/news/a630044/majority-of-content-in-pillars-of-eternity-to-be-optional-says-obsidian.html#~p4QPWYzCBPmq4s
Most interesting thing for me personally was this bit:
"On expansions and sequels
JS: They're going to be extensions of the main game. We are making an automated save for you, it's actually called the Point of No Return Save. So if you complete the whole game and you're like "Oh %#&^, the expansion came out," great. Load that save, you can go straight into it, it's fine. It's something connected to the main game but its own separate storyline, and you take your normal characters into it. We're in the very early stages of planning it. "
Sounds like the first expansion at least will in the style of TotSC, ie. expanding the game rather than extending it, and also sounds like there might be more than one expansion coming!
The biggest fact these interviews have, for me, is that Pillars of Eternity will be made of around 150 maps, compared to 70-80 in Icewind Dale and 110 in Baldur's Gate. This is a lot, really.
The second biggest fact is that mods will be possible. I'm already dreaming of BG-alike UI for Pillars of Eternity. Something like this, please PLEASE
(from here: http://rpgcodex.com/forums/index.php?threads/the-interface-solid-hud-threaaaad.96974/)
- GameWatcher: Will we experience major choices and consequences throughout the story? You’ve talked about wanting to create a reactive narrative.
- Josh Sawyer: It’s important throughout the game. We have a number of different things that reflect your choices throughout the game. We have your reputation between factions, we have immediate reactions depending on the decisions you make in completing a quest, and then we have new a mechanic called ‘Disposition’. What that is is an indicator of how you behave in the world. It’s not good/bad, it’s more like… asshole or benevolent, charismatic or blunt.
We have ten different personality types; benevolent, cruel, diplomatic, aggressive, honest, deceptive, rational, passionate… is that all of them? Pretty much. Anyway, in dialogue you might see an option that says ‘diplomatic minor’ response, you can hide these tags by the way, and as you start picking those you get not only the initial reaction from the character you’re talking to, but you also start adding points to your Disposition score. Choose a lot of aggressive, hothead things and when you walk into town people we be like, “calm down dude, we don’t want any trouble.”
That was important for us because it’s really fun to pick cool dialogue options, and if you’re playing a tabletop RPG it’s fun to mess around with those and see how people respond. In a CRPG, usually the choice feels like a throwaway; you say the sassy thing, the guy says “oh, man, you’re so sassy”, and then it never comes up again. We wanted to have a systemic layer where those choices matter. If you want to be a sassy asshole, you can play that character and NPCs will respond to it. You’re not just building a character from stats, you’re building a personality, and that makes interacting with the world much more interesting and reactive.
- GameWatcher: You decided not add in multi-classing options for Pillars, which were a big part of previous Infinity Engine games. Was that a conscious decision to simplify things for the first game using this new rules system?
- Josh Sawyer: Yeah. Well, a bit simple within the realm of having eleven classes and six races all in the game, but yes. Multi-classing is something that tabletop D&D still struggles with. Every edition has tried another way to do it, but… I understand why people want to do it, totally, it’s very cool but it’s also a very hard thing to do. For this first game we thought let’s stick with single classes, but have a tonne of options within those classes. If you want to make a speedy, offensive fighter or a tough tank fighter you can, if you want to change the focus of your character you can do that. We might do multi-classing in the future, but we had to do so much stuff for this game that at a certain point we had to say, OK, we’ve promised eleven classes in the Kickstarter, let’s just stick to those.
- GameWatcher: How friendly will Pillars of Eternity be for modders? Are you supportive of community created content?
- Josh Sawyer: It’s awesome. It’s kind of hard because we’re using Unity as our engine, which means there are certain things we can’t give the modders access to, but we know there are already backer beta players on our forums making mods. They’re making UI mods, graphical mods, they clearly hate the things I’ve designed… Which is great, you know, if they want to change balance or flip around the UI screen, why would we have any problem with that? As long as we can support it, which is not always easy on a Kickstarter budget and a middleware engine, we will. It was great on Fallout: New Vegas to see what everyone came up with, and I’m hopeful that not only will people make some great mods for Pillars, we’ll also be able to open up the game more for modding down the line. It is a singleplayer game after all – whatever experience people want to have, that’s fine by me.
The whole interview is available at http://www.gamewatcher.com/interviews/pillars-of-eternity-interview/12162
Check the link to see all three screens:
http://forums.obsidian.net/topic/70682-new-screenshots-have-a-look-at-raedrics-hold/page-2
However... is it just me or do the characters look somewhat out of place in the city? Maybe it's because the ground looks too clean, but it looks almost as if the people are floating or super-imposed onto a picture of a magnificent city, rather than an organic part of it.
Does anyone know if they will sell the game on amazon?