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Eternity Pillars of Eternity + The White March Expansion Thread

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Josh showing his German heritage, eh?


Jokes aside, I know that I enjoyed PoE more than most here, but I don't really understand the bitching about the setting. Sure, it could have been more unique (and I wish it had been), but for all that it was pitched and touted as a spiritual successor to the FR games, PoE's setting and themes actually ended up reminding me more of Arcanum than any of the IE games.

Systems...well... yeah. Glad to see Josh is the man-enough man I've always assumed him to be to take responsibility for their sub-par design and implementation. He might not be the 'sperg we deserve, but he's the 'sperg we need.
 

Fairfax

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Jun 17, 2015
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i developed the setting and systems and it wasn't done through consensus.

zwU2glG.gif
 

Infinitron

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Enjoy the Revolution! Another revolution around the sun that is. 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 Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
Hey, an update: https://www.kickstarter.com/projects/obsidian/project-eternity/posts/1471588
Update 3.0 Beta
24568e77c9cbc40b01d82c2c9ea8e592_original.jpg

In preparation for The White March - Part II launching next month we are putting out a 3.0 Beta on Steam.

The 3.0 Update comes with a ton of changes, bug fixes, and new features. We need your help in looking over everything to make sure that the community is happy with the direction of some of these changes. If you are able, we would really appreciate that you opt into the Beta patchand supply feedback in our forums. As always, you guys are what helps to make Pillars of Eternity the best game it can be.

Here is a small list of features and changes that we would like feedback on:

  • The value/feeling of Athletics and Survival, both on their own and relative to other skills. Do any of the Survival bonuses feel way out of line with the other bonuses?
  • How do Knockout Injuries feel? Are they too punishing? Not punishing enough? Do any injuries feel way out of line with other injuries?
  • Assuming you like the idea of Story Time, how does it feel to you? Does it make the game more enjoyable for you, or does it just remove combat as an obstacle that you didn't like in the first place?
  • Do you like the new Stronghold Adventures? Do you like the narrative elements of them? How do the unique items you get from them feel? Do any of the unique items seem out of line with other items considering their relative difficulty level (i.e., comparing Minor to Minor, Grand to Grand)?
  • Do you like the presentation and content of the Stronghold Visitor Dilemmas? How do you feel about the setup of the scenes? Are there any dilemmas that you don't like? Do you feel like the dilemmas all give you a good range of options for resolving them?
  • Does the combat in the last third of the main game (from Elmshore on) feel better? Specifically, have we removed enough battles that feel like trash mobs or filler? Have we improved the fights there so they are a) challenging and b) more interesting?
  • The same question, but on levels 7, 8, and 11 of the Endless Paths of Od Nua.
For a more in-depth look at some of the changes and fixes, head over here and check it out.

Obsidian Tools Localization Builder
Hey, modders! Have you been looking for an easier way to translate Pillars of Eternity into different languages? The Obsidian Tools Localization Builder is the answer.

With the Localization Builder you can quickly and easily translate Pillars of Eternity and The White March just like we do here at Obsidian.

To get more information about the Localization Builder watch the video below. This video will tell you a bit about the Localization Builder and explain how to set it up.


Note: The Localization Builder requires a legitimate copy of Excel to work correctly. If you use a pirated version it may not work properly.

Note: It is also for Windows only. We have no plans on making OSX or Linux versions for the future.

You can download the Localization Builder here.

You can download the associated Excel files here.


Bit of an unusual thing to make the effort to do a video about.
 

Infinitron

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Enjoy the Revolution! Another revolution around the sun that is. 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 Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
Beta patch changelog: http://forums.obsidian.net/blog/7/entry-190-update-notes-204-beta/

Known Issues
  • Localization will be spotty throughout the beta. We are still performing the localizations for new content.
  • Traps and Seals are invisible and can't be triggered.
  • Drug Crash cooldown displayed on effect tooltip does not take into account Consumable Duration I/II effect bonus.
  • There is no Camping Bonus popup if party chooses to rest via dialog option.
  • While Camping, consumable duration is displayed improperly when a character is influenced by Consumable Duration rest effect.
  • Zahua does not have Transcendent Suffering.
  • If you have Resting, Camping, Injury, and Maimed, all bonuses are lost when you camp.
  • Drugs duration timer is influenced by intelligence in the character portrait tooltip.
  • Ranger's companions are not moved into fixed positions during Dilemma cutscene
  • Palace Messenger can show up in the Base game (this should not happen).

New Features
  • New content for the Stronghold that has you, as lord or lady of Caed Nua, decide the fate of your vassals. There is also a new quest line that allows you to defend your claim to Caed Nua.
  • Knockout Injuries have been added as an option for those that want it. Injuries are added to characters that are knocked out in battle and are only removed by resting.
  • Story Time mode has been added. This difficulty setting is for people that want to experience the Pillars of Eternity story without having to build a party of adventurers focused on combat.
  • Athletics has been revamped so that it allows characters to cast Second Wind. A powerful healing ability. A higher Athletics skill increases the size of the heal.
  • Survival now grants rest bonuses. A higher Survival skill will unlock more rest bonuses or increase the strength of existing bonuses.
  • Many new creatures have been added to the Beastiary.
  • The Action Bar has been reorganized so that it is easier for players to see their Per Encounter, Per Rest, and Watcher abilities.
  • The end of the game has been revised to remove the number of "trash" encounters and increase their difficulty.
  • A high level scaling option has been included for anyone that enters Act 3 at a high level.
Companions
  • Zahua gained +3 to con (now 17) so he has 75 attribute points like all other companions.

Creatures
  • Added correct audio bank to animal companion antelope so it should play proper SFX now.
  • Dragons will now wait a minimum of three seconds at the start of combat before using a breath weapon.
  • Immunity: Ground added to a large number of spirits, drakes, wurms.
  • Immunity: Prone removed from dragons, replaced with Immunity: Unconscious and Resist: Prone (+20).
  • Removed Prone immunity from spectres, shadows, shades, phantoms, cean gwla, and battery sirens.
Gameplay
  • Fixed a problem where some status effect usages didn't take trigger adjustments into account.
  • AI will now choose more appropriate actions if they are unable to move.
  • Fixed redundant immunity listings on animated weapons.
  • Added the "Ground" keyword and associated it with a whole bunch of spells and abilities that are ground-based: Tanglefoot, Web, Slicken, the various priest Seals, etc.
  • Fixed a problem where some equipment would disappear after a shapeshift but still provide its bonuses.
Spells and Abilities
  • Flagellant's Path attack is now more likely to place the character between him and his destination instead of off to the side.
  • Fixed a few abilities (Like Crippling Guard) that improperly claimed to apply effects to Self.
  • Faith and Conviction now scales for NPCs, +1 def and +2 to all other defenses at 5th, 10th, 15th level. Base Faith and Conviction bonuses reduced from +5 defenses, +10 to all other defenses to +4 def, +8 to all other defenses.
  • Knock Down is now a full attack (was only a primary attack previously) meaning that dual-wielding characters will now perform two attacks.
  • Play Dead should be be removed correctly when you retrain.
  • Miasma of Dull-mindedness penalties reduced from -10 to -6 and duration from base 20s to 12s.
  • Arkemyr's Wondrous Torment adds perception penalty. Penalty against subsequent targets increased and jump range increased from 5m to 8m.
  • Chanter skeleton summons set to 2nd level (were previously 1st).
  • Reny Daret's Ghost duration from 20s base to 12s base.
  • Clear Out base damage increased from 15-22 to 30-40.
  • Into the Fray base damage increased to 22-30 and damage type switched from crush to pierce. Into the Fray base dazed duration increased from 5 to 12.
  • Constant and Veteran's Recovery reduced from base 90s to base 45s duration.

Miscellaneous
  • Adding a melee attack for pigs <--- This is important
  • Fixed a problem where game camera control could be renabled when moving from a conversation to a store directly. This should prevent zooming-in while scrolling in the store.
  • Fletcher's Stay rest bonus from The Goose and Fox now removes correctly.
  • Fixed issue where you could duplicate cloaks on corpses using quick loot.
  • Fixing big head mode on Sky and Alpine dragons.
UI
  • Reformatted the action bar so that abilities are split up by usage.
  • Fixed some issues with summoning spell description formatting.
  • Expanding entries in stronghold UI lists now works when clicking anywhere instead of on the little arrow.
  • When opening the stronghold UI, the report for the last completed adventure will automatically show.
  • Changes to some Chanter Phrases so their effects will collapse properly in the UI.
  • Stronghold adventures in UI can now expand if they have long descriptions.
  • Ability descriptions will use a special line when different targets duplicate the same effect text.
  • Debuffed and buffed values in ability descriptions now use different colors.
  • Added "if successful" as a prefix to secondary attack effects in the inspect UI
  • Changed Ctrl+Drag to deselect instead of add to selection.
  • Arcane Veil piercing attacks are now identified in descriptions.
  • You can now see the full breakdown of Defenses in the Character Sheet by mousing over them.
  • Added damage threshold breakdowns to the Character Sheet and Inventory.
  • Steam Keyboard should now be integrated for those that are playing the game with Steam controllers.
  • Fixed some animal companion character sheet errors.
  • Text in Character Sheet now formats correctly after changing text sizes.
  • Weapon Specialization damage multipliers now work in the damage breakdown.
  • Added immunities and resistances to character tooltips.
  • Added level scaling information to the tooltips for scaled values.
  • Fixed an issue where the Fighter's abilities could be listed as Barbarian in Character Creation.
  • Item mods with effects that are complicated to display now have a name with a link to the mod in a new window.
  • Immunities are now hidden in Expert mode.
  • Fixed an issue where hidden loot stashes would sometimes highlight before they were discovered.
  • Passive status effects with durations now show on the party bar.
 

Roguey

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  • Does the combat in the last third of the main game (from Elmshore on) feel better? Specifically, have we removed enough battles that feel like trash mobs or filler? Have we improved the fights there so they are a) challenging and b) more interesting?
  • The same question, but on levels 7, 8, and 11 of the Endless Paths of Od Nua.

Hmm I guess levels 9 and 10 must be considered perfect as-is. I'm still not going to bother with that lousy megadungeon.

A high level scaling option has been included for anyone that enters Act 3 at a high level.

The things you gotta to make the expack work.

  • Immunity: Prone removed from dragons, replaced with Immunity: Unconscious and Resist: Prone (+20).
  • Removed Prone immunity from spectres, shadows, shades, phantoms, cean gwla, and battery sirens.

Whaddya mean I can't make a dragon fall asleep? At least I can knock down some ghosts.

Adding a melee attack for pigs <--- This is important

Truly an enhanced edition.
 

Rivmusique

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Divinity: Original Sin Project: Eternity Pillars of Eternity 2: Deadfire
Do we know the level range of TMW2 yet? Is it made to be done right after you've done the not-scaled-up TWM1 main quest? Or are you meant to get to level ~14 then go back?
 

Shevek

Arcane
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Sep 20, 2003
Messages
1,570
Knockout injuries. I suggested that in beta. Good to see them finally expand on the injury system.

Making stronghold more meaningful..., nice.
 

Infinitron

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Enjoy the Revolution! Another revolution around the sun that is. 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 Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
badler How about an option to switch between main menus? Always thought it was a bit, uh, sad that once you installed an expansion in NWN2 the previous main menu and its music were gone forever.
 

Infinitron

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Enjoy the Revolution! Another revolution around the sun that is. 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 Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
Huh:



The first of a series of videos showing the East Connection Music Recording Company perform music from Pillars of Eternity. In this video the company performs the game's Main Theme.
 

Efe

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Dec 27, 2015
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i couldn't enjoy playing PoE after a while which i guess is partly due to me having very high expectations
do expansions fix the game a bit? does it feel just more of same?
 

Feyd Rautha

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Pillars of Eternity 2: Deadfire Steve gets a Kidney but I don't even get a tag. Pathfinder: Wrath
Gonna start my seconned playthrough as soon as they release White March part 2. Gonna be alot of fun!

With both patch 2.0 and 3.0 plus the expansion content theres gonna be alot of new things to experience. I never did the mega dungeon on my first playthrough so I have that to look forward to aswell. Also you can now reach level 15 instead of just 12 and there is a total of 3 new companions. So that's quite something.
 

AwesomeButton

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PC RPG Website of the Year, 2015 Make the Codex Great Again! Grab the Codex by the pussy Insert Title Here RPG Wokedex Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Steve gets a Kidney but I don't even get a tag. Pathfinder: Wrath
i couldn't enjoy playing PoE after a while which i guess is partly due to me having very high expectations
do expansions fix the game a bit? does it feel just more of same?
I'd say yes. I've written a huge post about TWM1 and the state of PoE, and I'm an optimist for TWM2. One thing is certain, this is as good as PoE is going to get. ;)

The localization tool seems interesting. Wouldn't it make it possible to finally rework the backer bullshit lines into something that adds to the atmosphere? If yes, then it's good news for me.
 

badler

Obsidian Entertainment
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Jun 3, 2014
Messages
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badler How about an option to switch between main menus? Always thought it was a bit, uh, sad that once you installed an expansion in NWN2 the previous main menu and its music were gone forever.

I can ask about it. I'm not sure how much work that would take, though.
 

badler

Obsidian Entertainment
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Jun 3, 2014
Messages
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Almost a year later and that's the only tool they release?
:neveraskedforthis:

They never said they'd release any modding tools.
I know, but one year later they decide to release a tool, and it's one for translation...

We weren't going to release any tool. A while ago I was talking to one of our programmers and he mentioned a translation tool that we used to give to translators. I asked him if it would be possible to convert it to a tool we could release and he thought he could do it.

A few weeks later we had this tool in place.

We have been pretty impressed with the cool translations people are coming up with for languages that were aren't able to support and we thought this would help those people out.
 

Shevek

Arcane
Joined
Sep 20, 2003
Messages
1,570
i couldn't enjoy playing PoE after a while which i guess is partly due to me having very high expectations
do expansions fix the game a bit? does it feel just more of same?
I'd say yes. I've written a huge post about TWM1 and the state of PoE, and I'm an optimist for TWM2. One thing is certain, this is as good as PoE is going to get. ;)

The localization tool seems interesting. Wouldn't it make it possible to finally rework the backer bullshit lines into something that adds to the atmosphere? If yes, then it's good news for me.

Someone hasn't made a mod to remove all the backer shit yet?
 

Drudkh

Learned
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Nov 2, 2015
Messages
111
What the hell's going on, they actually want feedback now.

How bout this for pre-feedback: We really could use an option to turn off auto-saves. Bringing up the save menu has always suffered from a bit of lag when having to queue up all the past auto-saves that fill up when accessing the save menu. It's extremely inefficient, and makes saving take longer on older computers. A simple option to disable auto-saving should be so simple and obvious. (for fuck sake)

I'd love to try the beta but i suppose i'll have to wait for an IE mod update like usual simply so i can turn off auto-saving.
 

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