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Game News Project Eternity Kickstarter Update #63: Stronghold Mechanics

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Tags: Obsidian Entertainment; Project Eternity; Tim Cain

In this week's Project Eternity Kickstarter update, Tim Cain returns to tell us about the game's stronghold and associated mechanics. Unlike some of his previous updates, this one is thankfully entirely uncontroversial. In fact, it's quite awesome. Here's an excerpt:

Activities

First and foremost, when you get your stronghold, you are going to want to upgrade it. Upgrades are improvements to various parts of the castle, usually to add to the security or prestige of the place. Security affects how much taxes you collect as well as helps reduce the number of “bad” random events, while prestige increases the number of “good” random events as well as increasing tax collections, too. Upgrades can also serve as prerequisites for other upgrades. For example, you cannot build your Training Grounds (and get your Strength bonus after resting at the stronghold) until you have repaired the inner bailey of the stronghold.

Every upgrade costs money and takes time to build, but as long as you have the prerequisites completed, you can have as many upgrades building simultaneously as you can afford. And you don’t have to wait at the stronghold while they are built, either. You can continue adventuring, and you will be notified when they are built.

You can begin collecting taxes from your populace as soon as you gain the stronghold. The amount of taxes you collect increases with your prestige (because people know of you and like you), but the amount also increases with higher security, since some taxes are lost to banditry. You will want to keep both of those values high.

You can also employ hirelings to stay at your stronghold. These people will provide bonuses to your prestige and security, but they cost money to employ. Some will leave your castle if you stop paying them, but others will wait around to get paid again (but not provide any bonuses until they are).

If you have cleared the dungeon and built a prison under your stronghold, then when you are fighting some of the named NPC’s in the game, you will be given an option to take them prisoner instead of killing them. Prisoners are kept in a cell in your prison, where you can visit them and talk to them, and occasionally use them as leverage later in the game. But you will need to keep your security level high, or you might suffer from a prison break! Finally, several upgrades will produce ingredients used by non-combat skills. This feature, along with upgrades that can improve your skills, makes your stronghold a great place to craft and store items. You can stop by your castle occasionally and make food, potions, scrolls, armors and weapons, and any that you don’t need immediately can be stored in chests and other containers in a variety of places around the stronghold. You know, in case of an emergency. Which brings us to random stronghold events.

Random Events

As you play the game after getting the stronghold, whether or not you are physically there, you will be told if a random event happens at the stronghold. Sometimes, you will need to deal with the event immediately, but usually you are given some time to decide what to do.

The most common event at your stronghold is having a visitor arrive. There are all kinds of visitors, but they all share one thing. They can adjust your prestige and/or security just by being at your stronghold. Some visitors are wonderful and give good bonuses, and you will want them to stay as long as possible. Some of these visitors can even be employed as hirelings and will stay on as long as you pay them. Others are not so great, and you will want to offer them one of your companions to act as an escort to their next location, or perhaps simply pay them to leave. Some visitors will offer rare items for sale, and some might even offer a very rare item in exchange for one of the prisoners in your dungeon. As you can see, visitors require some decision making on your part.

As mentioned above, your idle companions can take part in adventures as those events arise. You will be informed of what adventures are available, how long they will last, and what the rewards will be (in general terms). If you send a companion on an adventure, he or she is unavailable until they complete it and return with the rewards. You can recall any companions early, but then they earn nothing. Why would you ever want to recall them then? Because your stronghold can get attacked!

Attacks are the most potentially dangerous of all stronghold events. Occasionally troublemakers (of various sorts) will decide to attack your castle. You will be warned ahead of time of any such attack, so you can return to the stronghold and take part in it directly, if you want. Otherwise, the attack is simulated and you are told the results. A well-defended stronghold can repel any but the most concerted attacks, but there is always a chance of damage which can destroy upgrades, kill hirelings, and cost money. The threat of attacks is the most important reason to keep your security level as high as you can afford.
The update also reveals that the player will gain access to the stronghold fairly early in the game, before the end of the first act. Sounds like it's a fairly major element.
 
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If you have cleared the dungeon and built a prison under your stronghold, then when you are fighting some of the named NPC’s in the game, you will be given an option to take them prisoner instead of killing them. Prisoners are kept in a cell in your prison, where you can visit them and...

Next Update: Rape Mechanics.
 
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I'm liking what I'm hearing about their stronghold concept. Hope it translates well into gameplay. Reminds me of Castles.

439899-castles-amiga-screenshot-an-annoying-messenger-from-a-tribe.png
 

Diablo169

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Sounds like an obvious expansion of what they did with Crossroads Keep in NWN2. Now build a better fucking game around that concept please.
 

jagged-jimmy

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This stuff sounds pretty complex for a nice gimmick. I hope they can manage it with the budged at hand.
 

Zed

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The stronghold sounds very ambitious.
But this
This design is mostly programmed already too
makes me hopeful.
 

AngryKobold

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Prisoners are kept in a cell in your prison, where you can visit them and talk to them, and occasionally use them as leverage later in the game.

He forgot to mention what this leverage applies to. You know, a political intrigue on scale yet unseen in games. So big and complex it's gonna make the all existing cRPGs look like Space Invaders. Unless they run out of time and money, as it sometimes happens.
 
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Sounds p. cool. Except for how you magically know when something happens back on your stronghold but that's how things are with this game.

Also, where is the vertical slice FFS
 

crawlkill

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Sounds p. cool. Except for how you magically know when something happens back on your stronghold but that's how things are with this game.

Remember in BG2 when you had to hope that the buggy NPCs would erupt from a random doorway sufficiently close to you that they could catch you before you left the map without spotting them, thus leaving them trapped forever in an un-questgiving limbo of incomprehensible torment?

But "gold has been placed in your keep." For that one you had a calendar in your head.

I do wish more games would do easy fourth-wall-breakage-avoiding communication shit, though. Couldn't we just get cellphone soulgems or something? Of course, things like that have a weight on the setting of their own ("Why did I have to take this message from King A to King B why don't they both have a palantir"). One of the many super charming things about Secret World was that your mission complete dialogues came as text messages and would sometimes be intercepted and rerouted by various other NPCs with the kind of badly-formatted garbage you'd expect from corrupted messages. And the way when you got faction promotions your phone rang a couple times and an appropriately tinny (and appropriately Korean-language in the case of the Dragon) voice would inform you of your progress.
 

Roguey

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Project Eternity's going to make Dragon Age Inquisition look like shit. :cool: Not that it needs any additional help. :P

Since it's an act 1 acquisition it looks like the stronghold ended up eating the player housing entirely even though I'm pretty sure Urquhart originally said they were going to be separate. That Fergie, always so wrong about what's going to be in his own games.

Also, where is the vertical slice FFS
Never going to happen.
 

imweasel

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Sounds pretty decent but a bit bloated. I'd rather adventure than take care of random events all of the time. I'd have to see it in action to come to a final verdict though.

Project Eternity's going to make Dragon Age Inquisition look like shit. :cool: Not that it needs any additional help. :P
How would you know? Neither of the games have been released yet. Maybe, just maybe, Bioware will actually be able to redeem themselves and.......

......... oh, it's just Roguey, praising his/her/it's hipster lesbian goddess Sawyer again.

Since it's an act 1 acquisition it looks like the stronghold ended up eating the player housing entirely even though I'm pretty sure Urquhart originally said they were going to be separate. That Fergie, always so wrong about what's going to be in his own games.
Also, where is the vertical slice FFS
Never going to happen.
It won't happen because it probably looks like shit.
 

Tigranes

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Sounds p. cool. Except for how you magically know when something happens back on your stronghold but that's how things are with this game.

Remember in BG2 when you had to hope that the buggy NPCs would erupt from a random doorway sufficiently close to you that they could catch you before you left the map without spotting them, thus leaving them trapped forever in an un-questgiving limbo of incomprehensible torment?

But "gold has been placed in your keep." For that one you had a calendar in your head.

I do wish more games would do easy fourth-wall-breakage-avoiding communication shit, though. Couldn't we just get cellphone soulgems or something? Of course, things like that have a weight on the setting of their own ("Why did I have to take this message from King A to King B why don't they both have a palantir"). One of the many super charming things about Secret World was that your mission complete dialogues came as text messages and would sometimes be intercepted and rerouted by various other NPCs with the kind of badly-formatted garbage you'd expect from corrupted messages. And the way when you got faction promotions your phone rang a couple times and an appropriately tinny (and appropriately Korean-language in the case of the Dragon) voice would inform you of your progress.

FF7 gave your party cell phones for this purpose, yes, and it also doubled as your party swapper.
 

Rivmusique

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You can stop by your castle occasionally and make food, potions, scrolls, armors and weapons, and any that you don’t need immediately can be stored in chests and other containers in a variety of places around the stronghold.
Don't you have a limitless 'stash'? Why would this be necessary?
 

tuluse

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Project Eternity's going to make Dragon Age Inquisition look like shit. :cool: Not that it needs any additional help. :P
I find this gloat weird because I bet 90% of the codex assumed this as soon as they started watching the pitch video.

Since it's an act 1 acquisition it looks like the stronghold ended up eating the player housing entirely even though I'm pretty sure Urquhart originally said they were going to be separate. That Fergie, always so wrong about what's going to be in his own games.
Nb4 you have some half hearted apartment in the cities that no one ever uses.
 

2house2fly

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I can see myself preferring an apartment, really. I only got a few hours into Oblivion but the high point of what I played was getting to buy this shitty little shack on a beach or something just outside the Imperial City; and in New Vegas I split my storage between the Lone Wolf Radio shack and the Novac motel room. There's something very appealing to me about having a humble abode, as opposed to being landed gentry who protects his castle with a private army funded by taxes.
 

Wise Emperor

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If you have cleared the dungeon and built a prison under your stronghold, then when you are fighting some of the named NPC’s in the game, you will be given an option to take them prisoner instead of killing them. Prisoners are kept in a cell in your prison, where you can visit them and talk to them, and occasionally use them as leverage later in the game. But you will need to keep your security level high, or you might suffer from a prison break!

It sounds to awesome to be true. Does any game in the past, had a feature of using your defeated enemies? I'm not talking about crafting or next stage of a quest.
 

KithKanan

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Sid Meier's Pirates!

One of my favorite games ever. It's a shame all of the later remakes I've played don't seem to have quite the same magic as the various (PC -- not going to call it DOS since it was a boot disk/C64/Mac/Amiga/Atari ST/NES) versions of the original.
 

~RAGING BONER~

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when doing city adventures an apartment close by, particularly when broke or wounded, is really convenient...it just wouldn't make sense to hike half way across the country to heal when you have your place in the city.
 

undecaf

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Sounds kinda nice, but there's a serious danger that this tower-defense-sim-castle-tycoon minigame with that much shit to do becomes a nuisance very quickly when these random events start to spam and pile up while the player is questing and focusing on the story and its flow. I don't mind some multitasking, but there's a careful balance there. They shouldn't over do it.
 

~RAGING BONER~

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it's likely the Stronghold is closely tied to the main quest...
 

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