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Pillars of Eternity II: Deadfire Campaign live on Fig

Anno

Member
The IGN footage looks really good. Combat spacing is much improved; at one point there were three people and the bird attacking one small spider and they were still spaced out sufficiently to easily tell apart and click on individually. Spell effects and lighting in general looked awesome. Nice to hear they're still on track for Q1 2018 - hopefully it also means they're still on track for beta at the end of this year or first thing next.
 

Lister

Banned
Is it me or does the pathfinding seem much improved? At the start of the video they move the party around the ship in tight quarters and no one skips a beat. They all move smoothly about to their destinations. I feel like in those small confines, especially the stairs, the old engine would have had a few characters bumping into each other at least.
 

Kimaka

Member
No new footage, but an interview with Josh Sawyer with PCGamesN.

https://www.youtube.com/watch?v=78V3ziK-0tE

Minor details about ship management, exploration, and new skills. There is also a new system called Party Assist. Companions can now contribute to social situations such as boosting your intimidation score depending on who is in your party.
 

MartyStu

Member
Some new talk about item design in Deadfire from Josh that should give hope for this game being much more interesting in terms of itemization. It also makes me much more optimistic about the weapon design I submitted that I was 100% sure is too optimistic, but hearing this maybe not!


This makes me so happy. Itemization is definitely one of the areas the first game utterly failed in. Glad to see that addressed.
 

Anno

Member
There's also a ~20 minute interview with Adam Brennecke. Starts at 35:26. Not a ton of new information, but there's some interesting talk about the history of development and where they are now. ~2 months until they hit post-production and start polishing everything, so hopefully we see beta by the end of the year!
 

Arkkoran

Unconfirmed Member
This makes me so happy. Itemization is definitely one of the areas the first game utterly failed in. Glad to see that addressed.

Same. White March was an ok attempt at rectifying it with some of the soulbound gear and whatnot, so hopefully PoE2 delivers
 

Kieli

Member
Either a mod needs to change the title, or we need to migrate to a new thread. It's always confusing seeing "live fig campaign" when it was over a couple months ago.
 

Naito

Member
I haven't received any mail about it but Update #35 is out!
It is a E3 2017 Wrap-up update coupled with the announcement of
PoE console release on the 29th August.

It is mentioned to expect an Update #36 for next week that will
dive deeper into the IGN Live E3 footage.
 
Obsidian is one of the few companies (Larian, Harebrained) that I will back immediately. They're just the best at it.

Also, it was kinda the subject of the video, but follow Josh on Twitter and/or instagram/tumblr and you'll see stuff about the project almost daily.



There will probably be a deadline of some sort as they have to work out physical items. You need to do it either way, though, and it can be edited at any time, so hop in whenever you can and confirm your pledge.

I guess I don't really know. I assume though that they need it in order to confirm your pledge and get you what you wanted. I don't know that they can glean that information just from the Fig pledge easily.

Here's the FAQ from the backer site:

Thanks for the responses - much appreciated :). Going to just go ahead and confirm for the base game then take some more time to figure out if I want the expansions after. Rather just get it done now and out of the way.
 

Anno

Member
JESawyer said:
I read the update, but I’m not sure how their mechanics will work. I think the spirit of what they’re trying to accomplish wholly fits with the feeling of tabletop A/D&D and Pathfinder, but randomized rest encounter mechanics are difficult to translate into a single-player game with unlimited save/load.

I actually really enjoy mechanics like this in a tabletop context, even when the stakes are dramatically higher. In the Ars Magica campaign I played in, I had two characters die of old age due to unlucky die rolls (well… and being old), had my magus blow up his lab (and get severely injured for three seasons) through a bad experimentation roll, and similar mishaps.

When you’re rolling in an open setting with your peers where you can’t take back the results, it can be exciting and rewarding even when the die goes against you. As with rolling to pick locks, make Diplomacy checks, or scribe scrolls, the risk/reward scenarios that players face with a live DM/GM and irrevocable die rolls doesn’t have the same impact if you can just reload from an isolated bad RNG.
osvir asked a related question about injuries, so hopefully this post will address both questions.

There are two primary elements that promote resting in Deadfire: injuries and Empowers.
Characters can receive injuries from being knocked out in combat (as in the 3.0 patch of Pillars 1), from scripted interactions, and from traps. In fact, all traps now inflict injuries and a modest amount of damage. This is a change from Pillars 1, where traps inflicted enormous amounts of damage but wouldn’t inflict injuries unless the character was knocked out (post-3.0). The range of injuries is similar to Pillars 1, but each injury also lowers your maximum health cap by 25%, and a fourth injury always results in death.

We currently do not inflict injuries in combat (outside of KOs or tripping a trap). In Battle Brothers, the pace of combat and the clarity of the character icons makes it easier to see when characters receive injuries (usually). I’m concerned that inflicting injuries outside of those discrete events would make them hard to notice/confusing for players.

Empowers are the only per-rest resources that characters have. They can be applied either to an individual activated ability/spell (e.g. boosting the number of missiles that Minoletta’s Minor Missiles generates) or they can be used directly on the character to replenish lost per-encounter resources (e.g. restoring some of a rogue’s Guile pool or some of a wizard’s spells per spell level). Empowers are very useful but each character can only use Empower 1/encounter and a limited number of times per rest.

When characters receive injuries or run low on/out of Empowers, they can be replenished by consuming food while resting. Food is no longer consumed directly from the inventory or quick item slots in Deadfire. When the party rests, there is a resting interface where the player can specify which food items they want each character to consume (it remembers the last choice). Food items always grant bonuses, but common/cheap food grants modest bonuses. The party is not restricted in how much food they can carry, but if they rest frequently, they’ll be operating on those “lesser” bonuses or burning through their really good food/better bonuses.

We’re going to continue experimenting with these mechanics through alpha and, of course, based on enduser feedback (as opposed to dev feedback) once players can start messing around with it. Both Bobby and I are open to changing the mechanics if they don’t feel like they’re working.

Some elaboration on the current resting and empowerment system. The question he's responding to is about the Pathfinder game which I think is using a version of BG's rest whenever but sometimes you get attacked mechanism.

Personally I think that the removal of health/endurance is the one system change that I will think is notably worse. But if it caused that many problems in the first game then I'm willing to see how it feels to be knockout based before I complain too much.

That said using food as a scaling limiter for resting is intriguing. You'll be incented to go as long as possible without resting in order to always have the best food buffs, but you can rest whenever as well. It could be the kind of nuanced approach that will help people rest spam and enjoy blowing stuff up at low difficulties whole forcing you to min max on PotD.
 

Naito

Member
So, Update #37 has been published!
Unfortunately it is pretty brief and mostly a teaser for the next one where
it will be focused on an in-depth look of the city of Neketaka.
 

Anno

Member
I wonder if all of the companions will have unique subclasses now. I hope so, it'll give some additional flavor when playing them over inn-purchased mercenaries.

Also there will be another Twitch Q&A livestream tomorrow if people have questions for Josh.
 

Lister

Banned
Love Josh's sudden appearances in these videos.

The new spell effects look amazing, and, yes, I definitely was one of the ones complainign that some times they could make the combat very hard to read. So having the option of opacity on visual effects while paused is fantastic news!
 

Anno

Member
I'm actually very curious to see what happened to the item design that I submitted. I figured that it would be out of any realm of possibility, but I haven't heard any feedback so I have no real idea! It'll be a mystery I guess.
 

The Wart

Member
Most important news was real goddamn fur on the orlans! I had to give my rogue the biggest hair and beard just to make him look half as fuzzy as his portrait.
 

Anno

Member
Update 38 is out.

Hello everyone! We hope you're ready to do a bit of exploring. Bobby Null, Lead Designer on Pillars of Eternity II: Deadfire, will be our guide for a tour of Neketaka, the biggest city in the Deadfire. Bobby will not only show off Neketaka's different neighborhoods, but also some new features of the city. Come see what awaits you when you make your own journey to the Deadfire.

You probably can't wait to get your hands on more info about Pillars II after that video. Well, as the video says, we'll be back in a couple of weeks with a look into what Game Director, Josh Sawyer, has teased on social media, which is always fun and enlightening.

Link to the video

Looking good!
 

Naito

Member
Update #38 is live: Exploring Neketaka.

Bobby Null, Lead Designer on Pillars of Eternity II: Deadfire, will be our guide for a tour of Neketaka, the biggest city in the Deadfire. Bobby will not only show off Neketaka's different neighborhoods, but also some new features of the city.

In other news, backer surveys to end after October 31st and Update #39 to be drop in a couple of weeks.


EDIT: Ofc, Anno and me posting at the same time anytime there is an Update :D
 

Durante

Member
Love the city traveling/encounters feature.

Also, the game looks excellent. Not only are the character models much improved, but the animated foliage is a huge step up for the backgrounds.
 

Enduin

No bald cap? Lies!
Loving the city maps, loving the random encounters, loving the fantastic real-time lighting details and improved models and animations, loving the city's style and architecture.

Game is shaping up beautifully.
 

dude

dude
Am I the only one with some serious Athkatla flashbacks? The architecture and feel of the city seem really reminiscent of Athkatla. And that is a really, really good thing.
The game looks so good.
 

StereoVsn

Member
Loving the city maps, loving the random encounters, loving the fantastic real-time lighting details and improved models and animations, loving the city's style and architecture.

Game is shaping up beautifully.
Yeap, the sequel is already looking to be a much better game then PoE1. I am really hopeful for that BG1 to BG2 jump here. A lot of issues seem to be getting addressed, from the blandness of combat to itemization to the overall look/feel of the game to characters.
 

aravuus

Member
A lot of issues seem to be getting addressed, from the blandness of combat to itemization to the overall look/feel of the game to characters.

Really? I haven't been following the development almost at all, but that's damn good news. I thought the combat itself was alright in the original, but it had the dullest goddamn items I've probably ever seen in an RPG. Never got even a bit excited when I found a new sword or something.

I've grown a bit apathetic towards PoE1 since the launch and have a hard time getting back into it (have yet to finish the DLC even once), but I gotta say I'm starting to get excited about this one.
 

Anno

Member
Really? I haven't been following the development almost at all, but that's damn good news. I thought the combat itself was alright in the original, but it had the dullest goddamn items I've probably ever seen in an RPG. Never got even a bit excited when I found a new sword or something.

We have little in the way of explicit examples but everything they've discussed about their approach to itemization this time around as well as better technology leads me to be optimistic. Especially with how much they improved on itemization just from the base game to The White March.
 

Kimaka

Member
I can't wait to explore Neketaka myself. Wondering around a city to learn how the politics, factions, and people function and getting into everyone's business is one of the most enjoyable parts of rpgs.
 

JeffZero

Purple Drazi
This game's looking great.

EDIT:

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giphy.gif
 

Durante

Member
Yeap, the sequel is already looking to be a much better game then PoE1. I am really hopeful for that BG1 to BG2 jump here. A lot of issues seem to be getting addressed, from the blandness of combat to itemization to the overall look/feel of the game to characters.
I don't think the combat was bland in PoE1 (at least not compared to 95% of all CRPGs -- most everything is a bit bland if you copare it to Divinity 2), but the itemization was really weak.

And I certainly agree that the new weather system, the animated foliage, the more detailed character models and other improvements do wonders for the overall look and feel of the game!
 

Sarek

Member
Am I the only one with some serious Athkatla flashbacks? The architecture and feel of the city seem really reminiscent of Athkatla. And that is a really, really good thing.
The game looks so good.

Nope, and that direction seems pretty intentional too. Even the city map is done in almost the same style as Athkatla's map was.

None of you is even mentioning the biggest issue with PoE1. The fucking loading times. It made me hate having to do story bits in Defiance Bay.
Every time wasting another 20 seconds on seeing the same shot of the city. *shiver*

During the KS campaign Feargus talked about the possibility of updating PoE with Deadfire improvements...
 

Mivey

Member
None of you is even mentioning the biggest issue with PoE1. The fucking loading times. It made me hate having to do story bits in Defiance Bay.
Every time wasting another 20 seconds on seeing the same shot of the city. *shiver*
 

Agremont

Member
None of you is even mentioning the biggest issue with PoE1. The fucking loading times. It made me hate having to do story bits in Defiance Bay.
Every time wasting another 20 seconds on seeing the same shot of the city. *shiver*

I never had this problem. But I had it installed on a SSD.
 

Sotha_Sil

Member
I enjoyed PoE, but this is looking much better. I'm still not a big fan of the Infinity Engine style, but anything from Obsidian is better than no Obsidian, and they must be supported.

The two things that really caught my eye were the real-time lighting (especially when in the gutter) and seeing the distant background seas when at the top sections of Neketaka. The former is just a nice visual effect that can change how areas are designed and the latter adds a real sense of scale to the world - important for such a vertical city.
 

Anno

Member
I don't really like the style as much but I do like seeing Eder smiling. Hopefully it won't be too hard to use the old portrait if you want to with a little editing.

Also that's a lot of damage. But his health and deflection are bad and reflex high so I assume he's something other than a fighter in that screenshot.
 

shandy706

Member
Completely lost track of this thread after contributing to the campaign here.

Where are we at development wise? I...I had no idea we had gameplay!

Life has been WAY too busy.
 

Anno

Member
I know they've been actively testing him as a Rogue.

That makes sense.

Completely lost track of this thread after contributing to the campaign here.

Where are we at development wise? I...I had no idea we had gameplay!

Life has been WAY too busy.

Production is wrapping up soon after which it's presumably polish and more polish without much in the way of big new content. I'm curious if we might even get a beta test before the end of the year.


While this thread is bumped there's a new interview with Josh about Neketaka. Sounds like a lot of nice reactivity being considered with how the city and it's denizens work with you.
 

Arulan

Member
Here is another piece of art to compare with:


Maybe it's the shadows on the eyes, but he does look a little different.

I can't seem to find a picture, but the updated portrait for Pallegina is off as well.
 

Decado

Member
Combat should be changing quite a bit. Whether or not those changes are improvements depends on what you didn't like about the original, I guess. What were you complaints?

Well, now that I've finally had the chance to play the game for a decent # of hours I'd say the systems are not bad, for a RTwP system (at this point I realize even the best RTwP game won't match a half-decent TBed system, for me). The mechanics, while similar to the Infinity Engine games are a noticeable improvement from what I recall.

Main issues:

- Trash mobs. This is practically trash mobs, the game. Holy crap. Even worse than the IE games, and without the more memorial encounters.
- Rest system. Argh. Hate the D&D style spell/skill system that revolves around resting. Particularly combined with the weak encounter design. I notice that there are some "per encounter" skills. Makes more sense given the current design.

Oh, and for shitsakes, allow us to detect traps without being in stealth mode. So annoying.

My other main issues are probably related to the game using a RTwP system, and there probably isn't much that can be done about them.

Also, I hope the level up system is revamped. Leveling up is significant in terms of your power, which is good, but it is largely a passive event, which is disappointing.
 
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