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Game News Pillars of Eternity II Fig Update #14: City of Neketaka, Sidekicks Stretch Goal, Tyranny Discount

Discussion in 'RPG News & Content' started by Infinitron, Feb 18, 2017.

  1. Infinitron I post news Patron

    Infinitron
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    Grab the Codex by the pussy Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker
    Tags: Bobby Null; Obsidian Entertainment; Pillars of Eternity II: Deadfire; Tyranny

    The Pillars of Eternity II: Deadfire Fig campaign took in a big chunk of investment money today, putting it over the $2.8M mark and unlocking the orchestra, level cap and subclasses stretch goal. As I anticipated, Obsidian were ready with a new update introducing Neketaka, Deadfire's major city, but also an unexpected stretch goal. When the campaign reaches $3.25M of funding, the game will receive four "sidekicks" - basically simpler, BG1-like companions that don't have sidequests and aren't integrated into the relationship system. But I'll let you read about those in the update. Onward to Neketaka, with a video and introduction by lead designer Bobby Null:



    The one and only metropolis in the Deadfire is Neketaka. You may ask yourself, why only one big city this time around? While having two big cities in the first game was an awesome experience, looking back, the team felt splitting them into two made neither one as amazing as it could have been. This time around we wanted to make a bigger city than Defiance Bay or Twin Elms, but smaller than the two combined. Coupled with some awesome new features and overall direction, Neketaka should feel like the fantasy city you’ve always wanted to explore. Below I’ll list some goals we had and how we plan on achieving them.

    Goal: Build a city that feels different from anything in Pillars I and/or other Infinity Engine games, while not being so different as to feel alien.

    Solution(s):
    • Build a city vertically. The district structure you expect in this type of game still exists, but some of these districts are organized vertically as shown in the video.
    • Add parallax features. To really sell the idea of a mountainous island, we’ve added multiple parallax layers to the art scenes for some spectacular views.
    • Architecture varies based on the cultures that dominate the districts. Vailian buildings and locations are distinct from Huana and Rautai locations.
    Goal: Create a city that feels more alive than our previous work. Retain and reinforce the “fantasy scale” of a massive city.

    Solution(s):
    • The new city map and encounters– This map shows the size of a truly impressive city without the need to model every home, alley and citizen. We’re creating interstitial content when traversing districts on the map. These take the form of special combat and narrative encounters, as well as randomized events. Meet a strange fortune teller that may reveal cryptic prophecies about your future. Cross paths with a drunken noble with a large coin purse lost in the dangerous back-alleys of Neketaka. These encounters take place in scripted interactions as well as on all-new, city street scenes. It is important to note that many of these encounters still include choice & consequence and none are of the “fight x generic enemies” variety.
    • The time of day matters. Ambient NPCs use schedules to live their lives in Neketaka, but so do many of the quest NPCs. This allows us to add creative, and sometimes hidden, ways for players to solve problems/quests. Wait for an NPC to go outside and take a smoke break before picking his pocket for that key you need. Follow an NPC to the bathhouse and eavesdrop on a conversation to gain some juicy information. Infiltrate a location in the dead of night to avoid any unwanted civilian casualties.
    The update also announces another leg of Fulvano's Voyage (they've already reached another one since it went up), the opening of a new $65 "Ultimate Digital Edition" tier with additional digital goodies (no in-game stuff, though), and perhaps most interestingly, the addition of a Tyranny Steam discount coupon as a reward for all backers. Backers at the $29 tier will get a 33% discount, and $45 and above get a 50% discount. That's a pretty decent perk.
     
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  2. oldmanpaco Master of Siestas

    oldmanpaco
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    So they have 4 legs on their mega dungeon voyage now? Doesn't seem very mega.
     
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  3. Tigranes Prestigious Gentleman Arcane

    Tigranes
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    Serpent in the Staglands Torment: Tides of Numenera
    Would you want thirty?
     
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  4. oldmanpaco Master of Siestas

    oldmanpaco
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    IDK I'm just doing some lazy posting for no reason. Really just wanted to know if my drunken math held up.
     
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  5. Turok Erudite

    Turok
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    Yes, sounds good.
     
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  6. Ruzen Learned

    Ruzen
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    :discohitler:
     
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  7. hilfazer Learned

    hilfazer
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    Tyranny on Steam = 42 EURO
    Tyranny on Steam - 33% = 28.14 EURO
    Tyranny on GOG = 35.47 UDS
    Tyranny on GOG with 15% discount = 30.14 USD
    Tyranny on Steam in USD = 29.83 USD

    1/3 $ for ability to choose previous version and lack of DRM? I'll take it.
     
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  8. Visbhume Prophet

    Visbhume
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    This is potentially awesome, as long as they give the means to easily wait until a certain time.
     
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  9. Quillon Cipher

    Quillon
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    Josh said there'll be a waiting feature outside of [8 hours]resting.
     
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  10. himmy Arcane

    himmy
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    Good, at least they understand that people felt that Defiance Bay was lacklustre.
     
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  11. Sacred82 Dumbfuck! Dumbfuck

    Sacred82
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    male sidekicks boring af, who is responsible
     
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  12. Nazrim Eldrak Learned

    Nazrim Eldrak
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    I got a good impression while watching the video. Obsidian seems improving its game engine quite much. The only thing I am still sceptical of is the battle mechanics.
    As some people here know the battle mechanics is/was one of the weaknesses of PoE I. Ask Sensuki if you don´t believe me.
    Nevertheless my intuition for PoE II final verdict is positive at the moment.
     
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  13. Gay-Lussac Arcane

    Gay-Lussac
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    I hope they improve performance as well, PoE stutters in some areas, when it's really not supposed to, ever.
     
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  14. Nazrim Eldrak Learned

    Nazrim Eldrak
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    Josh said in one of the twitch streams that they will improve it.
     
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  15. Nazrim Eldrak Learned

    Nazrim Eldrak
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    Here is the stream I remember where he is talking about improving performance:
     
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  16. i.Razor Learned Patron

    i.Razor
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    Biodoc's BG2:SoA was a great improvement over BG1, it would be great if PoE2 could do the same to PoE1.
     
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  17. Jedi Exile Arcane Patron

    Jedi Exile
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    Project: Eternity Shadorwun: Hong Kong
    PoE still lacks the charm of BG1, where you could roam freely after Candlekeep and fight gibberlings and wolves in the wilderness, ignoring the main quest altogether and discovering little side quests along the road. I wonder if PoE2 will lack the complexity of BG2 as well: the improved combat, the big city with multiple factions, class-based quests and strongholds for warriors, thieves, mages etc.
     
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  18. Sacred82 Dumbfuck! Dumbfuck

    Sacred82
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    They could get rid of the stronghold altogether and no one would care.
     
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  19. Turok Erudite

    Turok
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    The discount is only for STEAM.
     
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  20. TheSentinel Arcane

    TheSentinel
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    It's 100% off on certain sites though.
     
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  21. dukeofwhales Arbiter

    dukeofwhales
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    One thing you can say about JES is that he is very aware of the criticisms of his game and is not too proud to admit the game's failings.
     
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  22. Pentagon Educated

    Pentagon
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    Neketaka looks nice. A little fantastical, but I mean, there's magic so I guess that makes sense. Nice to see they sectioned off some farmland, but obviously a city of 150,000 would rely on food imports. That's been the case for island trade cities since at least 2,000 B.C. though. I know Josh Sawyer has a pretty good historical knowledge base, I wonder if he'll bring in stuff like how those cities needed to control sea lanes to preserve grain flow. Could make for a good background plot device like the iron shortage in BG1.

    Here's an excerpt from A Splendid Exchange: How Trade Shaped the World by William J. Bernstein, page 26:
     
    Last edited: Feb 20, 2017
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  23. Sensuki Arcane Cuck

    Sensuki
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    Codex 2014 Serpent in the Staglands Shadorwun: Hong Kong A Beautifully Desolate Campaign
    Some of the proposed solutions to the problems are pretty awful though, as usual.
     
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  24. SausageInYourFace Codexian Sausage Patron

    SausageInYourFace
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    Divinity: Original Sin 2 BattleTech Bubbles In Memoria A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire
    He pays attention to this kind of detail in world building, as can be seen in FNV.
     
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  25. Infinitron I post news Patron

    Infinitron
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    Grab the Codex by the pussy Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker
    O_o

    Are you referring to anything other than the changes to the game's "strategical" aspects?
     
    Last edited: Feb 20, 2017
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