Quite a lot of any NPC's interactions with Durance are quite at odds with his character. They sort of speak to him as if he is a sort of dirty/racist uncle and mock him, but actually its like he is some sort of dirty/racist uncle with a history of murdering heretics and also detonating a magical nuclear bomb on a god. From your interactions with him early on he seems dangerous, the dialogue talks about his staff and how he seems like he is about to fuck someone up. Hell if your character is an Orlan he will tell you he thinks you should be skinned and turned into a stool. It seems like all the party should be wary of him and not make jokes about his pox ridden dick.
It is tricky to add humour in these games though, too much and you risk losing any semblance of seriousness in the plot (Divinity OS). Bioware's more recent games suffer massively from irreverent shit popping up in their desperately serious cutscenes. Pillars just about gets it, there are some humorous bits but it doesn't really stray into lol monkey cheese garbage. Its nowhere near as bad as Jans turnip shit followed by 2000 words of Aeire weeping about her wings though.
Quite a lot of any NPC's interactions with Durance are quite at odds with his character. They sort of speak to him as if he is a sort of dirty/racist uncle and mock him, but actually its like he is some sort of dirty/racist uncle with a history of murdering heretics and also detonating a magical nuclear bomb on a god. From your interactions with him early on he seems dangerous, the dialogue talks about his staff and how he seems like he is about to fuck someone up. Hell if your character is an Orlan he will tell you he thinks you should be skinned and turned into a stool. It seems like all the party should be wary of him and not make jokes about his pox ridden dick.
How can the bold part happen?Of course, it would have been better if rival companions were programmed to kill each other or leave the party ala Annah in PS:T.
We should have a DVD 3.03 DLC download available for purchase soon.
http://forums.obsidian.net/topic/88592-unique-backer-related-issue-need-some-help-here/#entry1834724
We should have a DVD 3.03 DLC download available for purchase soon.
Note: I will not be purchasing the DLC for already-stated reasons.
Additional Note: I noticed that he said "3.03" instead of "3.04" but it'll do.
So when exactly will you play the game?
Everything except boss is easy for level 12-14 party. I decided to gain a few levels but ended up in an awkward situation of just roflstomping boss at level 16.Mowrghek Îen is level 16 content. It's the optional-toughest-area, like Cragholdt (and ice dragon) to TWM1 (14) and lower endless paths (12). If that's not made for 16, nothing is.
Yea for 4 seconds?
I think 16th level Durance just annihilated whole boss encounter for me with his fire rain spell and buffs. My Wizard's Wall of Many Colors was way less impressive in the end than I thought.
Also druids of all classes got a buff, and paid just with petrify in one of spells. Like they needed more cool shit.
Grieving Mom is still meh. Tried with SilverFlash/twin crossbow/other toys & DR piercing modal, maybe I'm doing something wrong.
Devil of Caroc also felt meh.
Sagani seems like better and more reliable source of damage.
Zahua with all the super items is a rape train.
And Maneha, game agreed with my opinion on her with this strange bug:
Sawyer going GDC Europe (August 15-16 at Cologne, Germany): http://schedule.gdceurope.com/session/looking-back-and-moving-forward-with-pillars-of-eternity
Looking Back and Moving Forward with Pillars of Eternity
'Pillars of Eternity' is a crowdfunded PC RPG with its roots in 'Baldur's Gate', 'Icewind Dale', and 'Planescape: Torment'. Creating a spiritual successor to such beloved games after more than a decade presented a number of challenges. This talk looks at several of these problems and examines how the team at Obsidian attempted to achieve a classic look and feel while accounting for contemporary design sensibilities. The session will also show what Obsidian learned from its successes and failures and how the team plans to apply those lessons in the future.
Takeaway
Attendees will gain insights into the benefits and pitfalls of making a "retro classic", especially for a crowdfunding audience that is emotionally (and financially) invested from the start of the project. Special emphasis will be given to feeling and its significance to players.
Intended Audience
This talk will benefit anyone involved in the creation of retro classic / "old school" games as well as people involved in working with an active community of crowdfunding backers. The lecture will use RPG terms, but will not require deep RPG knowledge.
Looks more general post-mortem talk than the attributes talk.