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Eternity Pillars of Eternity 2: Deadfire + DLC Thread - now with turn-based combat!

Lyre Mors

Arcane
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Nov 8, 2007
Messages
5,420
Deadfire’s kills any possible interest the player could get from the gods by having them assemble at a council less than an hour into the game. It doesn’t make sense thematically for them to work together this way, and it muddies the narrative of the Watcher.

While I agree that it's definitely a blowing of one's load too early situation, it does seem to make sense they would come together, as Eothas is a clear threat to all of their existences, right? They want him dealt with, and are clearly unhappy to have to work together to achieve it.
 

fantadomat

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Edgy Vatnik Wumao
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Deadfire’s kills any possible interest the player could get from the gods by having them assemble at a council less than an hour into the game. It doesn’t make sense thematically for them to work together this way, and it muddies the narrative of the Watcher.

While I agree that it's definitely a blowing of one's load too early situation, it does seem to make sense they would come together, as Eothas is a clear threat to all of their existences, right? They want him dealt with, and are clearly unhappy to have to work together to achieve it.
Hahahahahaha just finish the game mate,buahahahahaha.
 

Mastermind

Cognito Elite Material
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Bethestard
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Steve gets a Kidney but I don't even get a tag.
The gods in PoE are only mundane because they're fake.

They're not fake, they were artificially created by humans. The game itself fails to distinguish between the two and it looks like that instance of bad writing has seeped into its players' minds.
 

Ulfhednar

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Valhalla
While I agree that it's definitely a blowing of one's load too early situation, it does seem to make sense they would come together, as Eothas is a clear threat to all of their existences, right? They want him dealt with, and are clearly unhappy to have to work together to achieve it.
Why would Skaen team up with anyone? Why would Rymrgand care if Eothas breaks the wheel? Wouldn’t Hylea start by trying to talk to Eothas before she ever discussed anything with Woedica?

“Avengers assemble” is a weird response for this motley crew.
 

Lyre Mors

Arcane
Joined
Nov 8, 2007
Messages
5,420
Why would Skaen team up with anyone? Why would Rymrgand care if Eothas breaks the wheel? Wouldn’t Hylea start by trying to talk to Eothas before she ever discussed anything with Woedica?

“Avengers assemble” is a weird response for this motley crew.

Good points, particularly about Hylea. Maybe she did try to contact him and he swatted her away with determination to end the cycle? As for Skaen, it seems that if Woedica wills him to do something, he does it. Overall, it just made immediate sense to me that self-preservation trumped all, but it could have been handled more intricately, with different gods opening lines of communication, and more intrigue in general.
 
Developer
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Jan 30, 2005
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Moblin Villige
As far as I understood it,

the Godhammer was being built under Magrans guidance, meaning it uses powerful otherworldly magic and is not something everybody can just build.
It only worked in a very specific context, leading Waidwen into a carefully laid out trap, meaning you cant just go bomb all the Gods. Where are they even located physically? Unless you have manifestation such as Waidwen the Gods in PoE1 are just disembodied voices.
And it didn't literally blow up a God anyway but his worldly avatar, meaning you still can't just go and blow up a God. I interpreted it more like banishing an incarnation than killing a God. Hence people don't know if Eothas is really dead and of course he isn't and returns later.

So I guess I kinda don't see the issue.

Yes, the version you describe is much better than the original. ;) It took some convincing to get there.

I still think in terms of pacing and chronology, it doesn't help the story. I do agree that you need to showcase the Gods can take on worldly avatars so you can fight them later.
 
Developer
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Shame, the evolution from old ways of superstition and ritual to new ways of science and technology is a core theme of the setting, and having a god literally killed by technology would have been a great defining centrepiece. Having him killed onstead by superstition and ritual undercuts it somewhat, but then strong core themes aren't particularly important I guess.

That's a good theme, but I don't feel it's a strong or core theme of the setting (only based on PoE1, PoE2 may be different).

It'd be great for an Arcanum-themed game (where tech vs. magic is core and also reflected in the game mechanics and physics of the world) or for the Kickstarter idea Tim had before Eternity (sci fi to the point of being considered magical), but in the Pillars world, the rise of tech never struck me as the predominant conflict vs. the nature of souls.

I am, however, biased in terms of how technology is presented in "fantasy" RPGs, so take that with a grain of salt. / Shrug
 

Ulfhednar

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Good points, particularly about Hylea. Maybe she did try to contact him and he swatted her away with determination to end the cycle? As for Skaen, it seems that if Woedica wills him to do something, he does it. Overall, it just made immediate sense to me that self-preservation trumped all, but it could have been handled more intricately, with different gods opening lines of communication, and more intrigue in general.
You have to create one of these excuses for every god at the meeting. Which is to say, by going, they aren’t acting true to the nature they embody.
 
Vatnik
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Insert Title Here Strap Yourselves In
Another underrated failure of Deadfire's plot is that Woedica seems to be ''ok'' in strength regardless of your actions in game one, where the central point was her greatest agent gathering power for her.
 

aweigh

Arcane
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Aug 23, 2005
Messages
18,139
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Florida
the more i think about deadfire's concept of making you follow a giant statue the dumber it fucking seems. like, embarrassingly dumb.
 

frajaq

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Oct 5, 2017
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Beta Patch Notes v2.0.0.0017

  • Magran's Fires - New challenges and old favorites have been added for players that want a difficult experience with a twist. These can only be done on Path of the Damned difficulty.
    • Triple Crown
      • Expert Mode
      • Trial of Iron
    • Solo
      • Cannot recruit companions, sidekicks, or adventurers
    • Berath's Challenge
      • Any party member Knocked Out for 6 seconds is Killed
      • Cannot flee from combat
    • Magran's Challenge
      • The game cannot be paused
      • The game time cannot be slowed
  • Essence Interrupter - A new Hunting Bow created by you, the community, that has been infused with animancer technology to provide interesting effects to attacks.
Major Issues

  • Fixed an issue where users would crash upon getting into combat with Cave Grubs.
  • Fixed an issue where users would crash upon getting into combat with the Giant Cave Grub.
  • Fixed an issue where users would crash after leaving the pre-Ukaizo god Scripted Interaction.
  • Fixed an issue where solo Rogues could instantly win ship boarding combat by using Smoke Veil.
  • Fixed various issues where interactables would only highlight from certain angles or positions.
  • Fixed an issue where some users would crash after declining to help Berath during the Prologue.
  • Fixed an issue where a save file would be deleted if the player created a save, didn't move, then saved on the same file.
  • Fixed an issue where leveling a companion could turn the player character into a duplicate of the companion.
Companions/Crew

  • Fixed an issue where Pallegina's Exalted Focus buff would stay on the party after she was removed from the party.
  • Fixed an issue where the Crookspur Archer SI was only using Xoti's reaction even if she wasn't in the party.
  • Fixed an issue where Monk Xoti was dealing less base damage than what was intended.
  • Fixed an issue where some players would still see Baltia in Motare o Kozi as well as on their ship after recruitment.
  • Fixed an issue where Mirke would come back to life if the player had killed her and later spoke to Aeldys.
  • Fixed an issue where Aloth could gain infinite negative reputation with Serafen.
  • Fixed an issue where the Watcher could gain infinite reputation(positive and negative) with Maia in a conversation with Fleet Master Okaya.
  • Fixed an issue where Eder would still have dialogue on Vilario's Rest even if he was dead.
  • Fixed an issue where players could ask Rekke about Eder even if Eder had not been recruited.
  • A "Serafen wants to talk" option now appears after completing A Sorcerer and a Gentleman.
User Interface

  • Fixed an issue where the skill assist tooltip progress bar was populating incorrectly on its first activation.
  • Fixed an issue where Berath's Wrath would display incorrectly on character status windows.
  • Fixed an issue where negative effects would permanently display a negative effect timer.
  • Fixed an issue where some players would get a blank Enemy Defeated window after winning a ship battle.
  • Fixed an issue where the Crafting UI would show players being able to craft more food than they have materials available.
  • Fixed an issue where modals would not display active or inactive properly when one was on cooldown and another was clicked.
  • Fixed an issue where skill indicators in Scripted Interactions would display when playing on Expert Mode.
  • Fixed an issue where players could have more than the max value of ship supplies by looting the items and putting them in personal inventory.
  • Fixed an issue where players could enchant items belonging to vendors while they were in the trade section of the store UI.
  • Ship injury count label refreshes when a character recovers and on load.
Quests

  • Spoiler

    • Fixed an issue where some players could not turn in A Shrewd Proposition if Aeldys relocates to Dunnage.
    • Fixed an issue where some players could not turn in A Paradise of the Mind to Copperhead.
    • Fixed an issue where Syri would have a conversation about Remaro even after Blow the Man Down and The Sorcerer and the Gentleman have been completed.
    • Fixed an issue where Harsh Medicine would not display as completed after bring turned in.
    • Fixed an issue where some players could not turn in Of Like Minds if they helped Master Kua, secured an alliance, then proceeded to kill him anyway.
    • Fixed an issue where A Dance with Death would not fail upon killing Captain Furrante.
    • Fixed an issue where Captain Mer Trevisilo and Captain Gold-Fin Chiara would be alive in the Balefire Beacon even if they were killed after Captain Furrante's execution.
    • Fixed an issue where Hunting Season could not be completed if Matter of Import is active.
    • Fixed an issue where players who leave and return to the Spire of the Soul-Seers after saving Flaune have the cutscene play again.
    • Fixed an issue where players were able to turn in Taking out the Traders after they had already sided with the Principi.
    • Fixed an issue where Talfor's encounter could occur after Sealed Fate had been completed.
    • Fixed an issue where the bluff option when obtaining luminous adra for Goods and Services would continue with the non-bluff dialogue.
    • Fixed an issue where the Watcher's skiff in the wrecked ship encounter for The Painted Masks would be hovering in the air instead of floating in the water.
    • Fixed an issue where Aeldys would reward the player with Casita Samelia's Legacy instead of the Swift Hunter's Garb upon completing Goods and Services.
    • Fixed an issue where Hunting Season would be available after the Royal Deadfire Company Powderhouse was destroyed.
    • Fixed an issue where Dereo suggests that the player stole the Cornett of Waves from Takano even if they received it as a gift.
    • Fixed an issue where Furrante's body would display as an interactable after his execution.
    • Fixed an issue where the game would not auto-pause if combat broke out during the trial in Taking Out the Traders.
Audio

  • Fixed an issue where Corrosive Splash was missing its sound effects.
Miscellaneous

  • Fixed an issue where weapons would be removed from the third and fourth sets after level up.
  • Fixed an issue where Wahai Porga was missing its stat block and hover tooltip.
  • Fixed an issue where interrupts or disables could lead to weapons not rendering.
  • Fixed an issue where spell casts would not cancel immediately upon combat ending. This caused issues with summoned weapons where players would have the ability to save then load the game and have the summoned weapons get stuck in slot.
  • Fixed an issue where sigils would continue to pulse attack during cutscenes and conversations.
  • Fixed an issue where characters would become transparent after swapping in normal weapons to replace summoned weapons in a weapon slot.
  • Fixed issue with being able to pickpocket miscellaneous loot from Bertenno.
  • Fixed an issue where weapon and shield effects would sometimes work when they were unequipped.
  • Fixed an issue where Corrupted Blade enchant would not replace the Tainted Blade enchant on Hel Beckoning.
  • Fixed an issue where Vailian Plate Armor was not displaying its unique appearance on female characters.
  • Fixed an issue where one of the merchant vessels could not be engaged.
  • Fixed an issue where Rotghasts could get stuck in an attack loop.
  • Fixed an issue where monetary values were not appearing in dialogue when response qualifiers were disabled.
  • Fixed an issue where "resting" NPC's were showing detection circles.
  • Fixed an issue where the rightmost pirate lord chair in Balefire Beacon had more than one description attached to it.
  • Fixed an issue where the Island Aumaua passive Among the Waves would persist outside of combat.
  • Fixed an issue where Heavy Draw on Saint Omaku's Mercy wasn't scaling Survival properly.
  • Fixed an issue where some NPCs in the Kraken's Eye were not playing their barks.
  • Fixed an issue where weapon copies in player weapon slots would disappear when reverting from a shapeshifted form.
  • Fixed an issue where the Ship Storm Scripted Interaction was using the Watcher's Arcana for the skill check instead of the chosen party member's.
  • Fixed an issue where the Watcher's Blade was missing its description.
  • Fixed an issue where Beakhead was displaying as Orbit for additional effects.
  • Fixed an issue where some corpses in the Subterranean Temple were unlootable.
  • Fixed an issue where some NPCs could be pickpocketed with 0 Sleight of Hand with no Party Assist.
  • Fixed an issue where the points of interest on the RDC Imperial Command Lower map were not positioned correctly.
  • Fixed an issue where the RDC Powderhouse upper door would remain locked after players exited the building via that door.
  • Fixed an issue where players could use Constitution Inspirations as a source of healing in the Boa Hika Pass Scripted Interaction.
  • Fixed an issue where some of the NPCs in the Imperial Command would not drop equipment upon death.
  • Fixed some pathing issues in the Deadlight Court.
  • Various typo fixes.
  • Spoiler
    • Fixed an issue where the Guardian of Ukaizo would reemerge if players killed it before it could heal or change forms.
    • Fixed an issue where the Cipher's Shackle given to the player from Serafen would not grand dexterity affliction resistance.
    • Fixed an issue where the Blighted Bog encounter on the uncharted island would not have enemies spawn and attack after eating the Menpwgra mushroom.
    • Fixed an issue where pet Nemnok was displaying an effect timer on party portraits.
Systems Updates

  • General
    • Re-enabed tutorial and glossary entry for Counters and updated their strings to match the current in-game behavior.
    • Typed Afflictions that aren't given priority are considered top priority, (Petrified and Frozen now supersede Hobble, Immobilize, & Paralyze).
    • Halved the bonus PL poisons receive from Alchemy and status effect damage scaling has been reduced from +10% / PL to +5% (in line with other damage scaling bonuses).
    • Traps no longer show level scaling due to character level in their stat blocks.
    • Slog Zones now reapply their effects to character in the slog on interval.
  • Creatures
    • Magma Ooze emerge ability now displays a proper string when commanded to move during its emerge.
    • Removed Will-o-wisp redundant resistance to dexterity afflictions when they were already immune to them.
    • Spoiler

      • Jadaferlas and Scyorielaphas no longer show Galawain's Favor or Wrath abilities in the bestiary.
      • Guardian of Ukaizo can no longer be stunned by any player effect (Withdraw, Stasis Shell, Beetle Shell etc...).
  • Items
    • Thaos' Headdress Intellect bonus from Authority no longer clears after attacking.
    • Trollhide Belt and Ring of Regeneration now stack their effects.
    • Effort's "Lacerating" and "Maiming" enchantments will now always properly apply their DoT effect when striking with the weapon.
    • Duskfall and Kahua Hozi "Feather Light" mod now applies properly to each weapon if these weapons are dual wielded.
    • "Of Intellect" effects will now properly stack if they appear in multiple item mods.
    • Bardatto's Luxury Nobility and Untouchable are now visible in UI.
    • Scroll of Wilting Wind no longer has a duplicate "Wind" keyword.
    • Scroll of Tornado no longer has duplicate "Wind" keywords.
    • All Scroll consumables have been given a keyword to properly recognize them as Spells.
    • Blunderbuss "Inaccurate" mod now properly applies to blunderbusses held in the off-hand.
    • Kapana Taga Unblockable, Removed unintended +4 base Accuracy bonus.
    • The frequency of vanity pet barks has been halved.
    • Magistrate's Cudgel will now properly show the Tier 2 lore description if the user has the item bound to the monk class.
    • Blazing Fury, Wild Shot, and Wild Barrage effects will now clear if you switch weapons while their effects are active.
    • Hel Beckoning's "Corrupted Blade" enchant now properly replaces "Tainted Blade".
    • Watcher’s Blade will now properly unequip itself and update its icon when inspected and obtained.
    • Drunkard's Regret now uses proper character reference when deciding if a hangover should occur.
    • Saint's War Armor enchant paths are now properly mutually exclusive if you choose Rock Solid first.
  • Classes:
    • Fighter
      • Fighter Charge now properly rolls against Deflection for its Stun effect.
    • Rogue
      • Rogue Persistent Distraction no longer clears all Perception Afflictions when the rogue disengages, it will now only clear its own effect.
    • Ranger
      • Ranger Companions attack speed Average Recovery -> Fast Recovery and their armor penalty has been reduced from a 0.6 factor to 0.8 (-25%).
      • Stalker's Link accuracy bonus now properly only applies when the animal companion threatens the same target.
    • Monk
      • Stunning Surge will no longer refund its cost twice if dual wielding and both attacks crit.
    • Priest
      • Spark the Souls of the Rightous now correctly rolls against Reflex when dealing damage.
      • Priest Dismissal and Paladin Abjuration will revert to their direct damage mechanic when striking "Boss" enemies.
    • Druid
      • Sunlance now has the "Fire" keyword.
    • Wizard
      • Meteor Shower and Scroll of Meteor Shower now have the "Fire" Keyword.
      • Citzal's Enchanted Armory Breastplate now has no recovery penalty.
      • Ninagauth's Bitter Mooring now has the Frost Keyword.
      • Wizard Subclass locked spell restrictions no longer apply to variants of wizard spells (such as Trickster, Priest subclass, and item granted spells).
      • Concelhaut's Crushing Doom effects will now end if combat ends.
    • Cipher
      • Mental Binding now has the Mind Keyword on its base ability in addition to being on the attack.
      • Puppetmaster base ability now has the Mind Keyword in addition to the Puppetmaster attack.
      • Wild Leech now lists its targeted defense in its stat block.
      • Cipher's Shackle should now properly grant resistance to dexterity afflictions.
 
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Ulfhednar

Savant
Joined
Apr 29, 2017
Messages
809
Location
Valhalla
Somehow, I can't help but be disappointed that the major change for 2.0 seems to be the addition of Magran's Fires... did I miss something?
 

Payd Shell

Arcane
Joined
Sep 26, 2017
Messages
831
The gods in PoE are only mundane because they're fake.

They're not fake, they were artificially created by humans. The game itself fails to distinguish between the two and it looks like that instance of bad writing has seeped into its players' minds.
They're fake because 'god' is a heavily loaded term. The problem with the gods being artificial constructs is that the creator is inherently more powerful than the creation in the sense that the creator could've chosen to not bring his creation into existence.
 

santino27

Arcane
Patron
Joined
Oct 1, 2008
Messages
2,778
My team has the sexiest and deadliest waifus you can recruit.
Somehow, I can't help but be disappointed that the major change for 2.0 seems to be the addition of Magran's Fires... did I miss something?

Unfortunately not. The new 'features' for 2.0 are Magran's fires (aka the anti-Berath's Blessings) and them actually adding in trinkets to the game (which modders already did).

They're fake because 'god' is a heavily loaded term. The problem with the gods being artificial constructs is that the creator is inherently more powerful than the creation in the sense that the creator could've chosen to not bring his creation into existence.

That's presupposing that they remain static. If they evolve and grow from that point, they can vastly outstrip their creators, and it won't matter that 'at one point, when other long-dead beings were alive, the so-called gods were created by those beings'. AI, or the nascent threat of AI ever existing, is a great example.

Then again, I'm an atheist so I may not imbue 'god' with as much significance as some. If you're looking at other mythologies though, there are plenty of instances where the gods were not far and away the most powerful creatures in their own realms.
 

Payd Shell

Arcane
Joined
Sep 26, 2017
Messages
831
That's presupposing that they remain static. If they evolve and grow from that point, they can vastly outstrip their creators, and it won't matter that 'at one point, when other long-dead beings were alive, the so-called gods were created by those beings'. AI, or the nascent threat of AI ever existing, is a great example.

Then again, I'm an atheist so I may not imbue 'god' with as much significance as some. If you're looking at other mythologies though, there are plenty of instances where the gods were not far and away the most powerful creatures in their own realms.
Yeah, but the AI wouldn't be a god, even if it evolved at a much faster rate than humans did. I'm not a theist myself, but that doesn't change the fact that the word god has a pretty deep rabbit hole connected to it. Obviously it depends which culture uses the word, a god from greek mythology is vastly different from the god of an abrahamic religion. Given how multiple gods exist in Eora I don't think any monotheistic idea of god was an inspiration for the writers but I digress. Gods are usually something that's far and above the material realm, often either responsible or at least involved in the creation of man or the realms they inhabit. The gods of Eora aren't, it's the other way around - the mortals were what created the gods. They're highly advanced mage-tech, sure, but that doesn't make them gods, just very powerful. If gods need humans to create them, who's the real god in that story?
 

HoboForEternity

LIBERAL PROPAGANDIST
Patron
Joined
Mar 27, 2016
Messages
9,403
Location
liberal utopia in progress
Steve gets a Kidney but I don't even get a tag.
That's presupposing that they remain static. If they evolve and grow from that point, they can vastly outstrip their creators, and it won't matter that 'at one point, when other long-dead beings were alive, the so-called gods were created by those beings'. AI, or the nascent threat of AI ever existing, is a great example.

Then again, I'm an atheist so I may not imbue 'god' with as much significance as some. If you're looking at other mythologies though, there are plenty of instances where the gods were not far and away the most powerful creatures in their own realms.
Yeah, but the AI wouldn't be a god, even if it evolved at a much faster rate than humans did. I'm not a theist myself, but that doesn't change the fact that the word god has a pretty deep rabbit hole connected to it. Obviously it depends which culture uses the word, a god from greek mythology is vastly different from the god of an abrahamic religion. Given how multiple gods exist in Eora I don't think any monotheistic idea of god was an inspiration for the writers but I digress. Gods are usually something that's far and above the material realm, often either responsible or at least involved in the creation of man or the realms they inhabit. The gods of Eora aren't, it's the other way around - the mortals were what created the gods. They're highly advanced mage-tech, sure, but that doesn't make them gods, just very powerful. If gods need humans to create them, who's the real god in that story?
i am more in line with santino's argument. They might not be the omnipotent god or involved in the creation of life in eora, but they are risen high enough to be considered gods.

Plus they did create some of the races in deadfire (magran created the fire giants)

so yeah, even they didnt create the original kiths and creatures, they have the ability to create or at least strongly influence existing creatures like making a godlike, or fire giants.
 

Azarkon

Arcane
Joined
Oct 7, 2005
Messages
2,989
The gods in PoE are only mundane because they're fake.

They're not fake, they were artificially created by humans. The game itself fails to distinguish between the two and it looks like that instance of bad writing has seeped into its players' minds.
They're fake because 'god' is a heavily loaded term. The problem with the gods being artificial constructs is that the creator is inherently more powerful than the creation in the sense that the creator could've chosen to not bring his creation into existence.

I actually liked what Thaos said at the end of the game:

"What IS a god? Hm? A higher power? A rewarder of good deeds and punisher of the wicked? Something men can turn to in their darkest moments, when their days seem only like bridges from one tragedy to the next? Our gods are all these things."

Too bad the game didn't give you an option to agree or compromise on the definition ... but instead forced you to ask the completely retarded question, in response:

"Are there no gods?!"

To which Thaos naturally responds:

:notsureifserious:

And then you fight over whether the public deserves to know this.

That, my friends, is Pillars of Eternity's main conflict: a fucking semantics argument.

WHAT IS A CRPG GOD?
 
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Payd Shell

Arcane
Joined
Sep 26, 2017
Messages
831
i am more in line with santino's argument. They might not be the omnipotent god or involved in the creation of life in eora, but they are risen high enough to be considered gods.

Plus they did create some of the races in deadfire (magran created the fire giants)

so yeah, even they didnt create the original kiths and creatures, they have the ability to create or at least strongly influence existing creatures like making a godlike, or fire giants.
so gods can make burning humans and large burning humans but humans can create gods
hmm
 
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Azarkon

Arcane
Joined
Oct 7, 2005
Messages
2,989
That's presupposing that they remain static. If they evolve and grow from that point, they can vastly outstrip their creators, and it won't matter that 'at one point, when other long-dead beings were alive, the so-called gods were created by those beings'. AI, or the nascent threat of AI ever existing, is a great example.

Then again, I'm an atheist so I may not imbue 'god' with as much significance as some. If you're looking at other mythologies though, there are plenty of instances where the gods were not far and away the most powerful creatures in their own realms.
Yeah, but the AI wouldn't be a god, even if it evolved at a much faster rate than humans did. I'm not a theist myself, but that doesn't change the fact that the word god has a pretty deep rabbit hole connected to it. Obviously it depends which culture uses the word, a god from greek mythology is vastly different from the god of an abrahamic religion. Given how multiple gods exist in Eora I don't think any monotheistic idea of god was an inspiration for the writers but I digress. Gods are usually something that's far and above the material realm, often either responsible or at least involved in the creation of man or the realms they inhabit. The gods of Eora aren't, it's the other way around - the mortals were what created the gods. They're highly advanced mage-tech, sure, but that doesn't make them gods, just very powerful. If gods need humans to create them, who's the real god in that story?
i am more in line with santino's argument. They might not be the omnipotent god or involved in the creation of life in eora, but they are risen high enough to be considered gods.

Plus they did create some of the races in deadfire (magran created the fire giants)

so yeah, even they didnt create the original kiths and creatures, they have the ability to create or at least strongly influence existing creatures like making a godlike, or fire giants.

The same argument can be made for the gods of Faerun. They didn't create humans, but they're worshiped by them. Hell, you could become a god, as a mortal, in Faerun, and everybody knew it, and still worshiped them. Pillars of Eternity never explained why this was a logical inconsistency. Thaos simply assumed civilization would collapse as soon as people found out the gods were created. Iovara's whole argument consisted of: I heard a couple of Engwithan priests say the gods were created and OH MY GOD I BETTER TELL EVERYONE. You, the player character, was forced to either side with Iovara or say she was lying, and lose every argument you have with Thaos except the one about how civilization wouldn't collapse because there's no reason why Thaos would think this in the first place. It's like no one ever sat down to ask the most important question: why does it even matter?

I do think the game was trying to make an observation about the typical CRPG portrayal of religion. But I don't think it had anything deep to say about it.
 
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Ulfhednar

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Valhalla
Somehow, I can't help but be disappointed that the major change for 2.0 seems to be the addition of Magran's Fires... did I miss something?

More hardcore challenges are a good thing.
First of all, half of these challenges were in the first game at launch, so this doesn't really count as much new content. Secondly, we saw big changes in the mechanics of the first game with each big X.0 release.

Deadfire 2.0 is basically Deadfire 1.2 with bug fixes plus Magran's Fires and whatever new DLC content there is, but it seems they are done with mechanics iterations. Make of that what you will...
 
Self-Ejected

Safav Hamon

Self-Ejected
Village Idiot The Real Fanboy
Joined
May 15, 2018
Messages
2,141
First of all, half of these challenges were in the first game at launch

What are you talking about? There were no Magran Fire challenges in the first game.

Personally I'm excited for these. No pausing or slowing down combat sounds like a real bitch, and I'm curious what other challenges they have planned in the future. I may even do a Triple Holy Crown playthrough once they're all added.
 
Last edited:

Ulfhednar

Savant
Joined
Apr 29, 2017
Messages
809
Location
Valhalla
First of all, half of these challenges were in the first game at launch

What are you talking about? There were no Magran Fire challenges in the first game.

Personally I'm excited for these. No pausing or slowing down combat sounds like a real bitch, and I'm curious what other challenges they have planned in the future. I may even do a Triple Holy Crown playthrough once they're all added.
  • Triple Crown
    • Expert Mode
    • Trial of Iron
  • Solo
    • Cannot recruit companions, sidekicks, or adventurers
Copypasta from the first game - the only reason Josh took them out was because he didn't want to listen to complaints from cheevo hunters on steam.

And why would you play a party-based RTwP game sans wP. Either you want to spend hours perfecting your AI script or you should just play SC2 to give your index finger a workout.
 

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