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Pillars of Eternity Beta - Torment: Tides of the Beetles

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Ah great, that looks nice, love customizing the UI a bit, after so many years of playing mmos I'd really rather have my chat box on left side and probably party on the left side assuming it's possible to make a vertical party box(or just leave it on the bottom doesn't really matter that much).

You can have a vertical party box in the IE Mod, yep.

Although now that Obsidian have a tooltip in the left of the screen, it may only be feasible to have a right side vertical party bar, unless we support moving the tooltip to the top right in the mod at some stage.
 
What are the system requirements for Mac?

I thought that these were the minimum requirements:

Mac OSX 10.5 (Leopard) or greater
Video Card: Model Shader 3 Compatible Video Card, 512 MB or better
Processor: 2.6 GHz Pentium IV or equivalent AMD Athlon processor
RAM: 4GB RAM
Hard Drive: 25 GB Hard Drive Space

But Steam says that these are the minimum system requirements:

OS: MAc: OS X 10.6.3 Leopard
Processor: Intel Core i5-540M @ 2.53 GHz
Memory: 4 GB RAM
Graphics: ATI Radeon HD 6750M or NVIDIA GeForce GT 330M
Hard Drive: 20 GB available space

So, what exactly are they? Anyone know?
 
Cool stuff. i was unaware that Pillars supported mods.

During that video i heard bells in the background noise. Do they announce the time? And how far away are the bells? My guess is that its from the next map over.

edit:

Is the guide coming out before the game? Could you please let us know how the book is? i love high quality guidebooks.

Only available early it seems, if you order from DarkHorse. Actually they redirect me to http://www.tfaw.com/ where I made the purchase. At this point though, and unless you're willing to pay a LOT for shipping from tafw, you might as well grab it on amazon instead, free prime 2 day shipping, but after March 26th ;)

Will definitely have some impresisons for you guys once it arrives.
 
There were never official requirements as far as I can tell. The newer ones are correct as they would have had QA test for it.

The game does not run very well IMO, so you do need a pretty good CPU / video card to be able to deal with the currently poorly optimized code / many 3D spell FX on the screen at once (also probably poorly optimized).

They have not spent much time at all on CPU or GPU optimization, I spoke to one of the programmers and he's spending the foreseeable future on CPU optimization starting this week.
 
Still unsure how I want to spread my attribute points for my stabby stab Orlan Rogue who occasionally like's to shoot people.

I feel like since they'll be dual wielding Stilettos I don't need to max out Might as the focus will be on constant fast strikes that ignore 10+ DR and get DMG bonuses from Sneak attacks and other things. So I don't have to take Living Lands as my background to get that +1 Might to make up for the Orlan's racial attributes. Which is nice because Deadfire Archipelago is a much better background RP wise.

I'm tentatively going with this, but I still don't know how I feel about going below 10 on stats since without actually playing the game I don't know how big an impact this will have on things. But here's what I'm thinking so far.

Might: 16 = +18% Dmg/Healing & + 12 Fortitude
Con:10 = No change there
Dex: 17 = +21% Speed & +14 Reflex
Per: 15 = +15% Interrupt, +5 Deflection & +1- Reflex
Int: 8 = -12% AoE, -10% Duration & -4 Will
Res: 12 = +6 Concentration, +2 Deflection & +4 Will

That feels like a pretty decent build for both combat and noncombat play for the kind of character I have in my mind. I could probably get away with lowering my Intellect a bit more, maybe even Constitution, but that might make em a bit too squishy. Also lower Intellect and not buffing Res will likely make me get chewed up by magic pretty easily, but thems the breaks. I'll just have to have some extra hate for Magic types and stab them first.

Edit: As one can tell I'm really not all that excited or interested in this game.
 
Personally I would drop Perception as it's horrible in the current build - but you may want it for Dialogue, I dunno.

Might, Dex and Int are what you want. If you're going to be using the Rogue active abilities, Intellect is really good.
 
Personally I would drop Perception as it's horrible in the current build - but you may want it for Dialogue, I dunno.

Might, Dex and Int are what you want. If you're going to be using the Rogue active abilities, Intellect is really good.

Yeah I was bumping Perception mostly for Dialogue stuff and hopefully a decent amount of Interrupts to cut back on incoming Dmg. I'm not really looking to use many of the active abilities for Rogue, this is what I've planned out so far looking at the wikia:

Abilities:
Blinding Strike
Reckless Assault
Dirty Fighting
Ripost
Adept Evasion
Deep Wounds or Finishing Blow.

Talents:
Vulnerable Attack
Two Weapon Style
Weapon Proficiency Ruffian
Deflecting Assault
Vicious Fighting
Shadowing Beyond

I figure I'll be focusing mostly on passives and modals for DR penetration with a high number of attacks and chance for Crits thanks to Minor Threat and Dirty Fighting, with Blinding Strike there for the Dmg bonus and secondarily for the status effect to get Sneak bonus as well. I'll probably spec some of my other companions to also lay down a good amount of effects to help keep that Sneak bonus alive.

Shadowing Beyond is the only other active ability I think that will be affected by the low Intellect, but again that's just for a good Sneak bonus which I think will be nicely paired with an opening engagement shot with the Pistol to try and wreck mages or other high value targets I want to take out fast. So I don't need to actually be invisible for too long so the Duration hit hopefully won't be an issue.

It was actually your One Musketeer video that first inspired this build and I've tried to make it a good balance of a solid character for combat and for RPing.
 
Pillars of Eternity Has Gone Gold

Final Chance to Pre-order Obsidian’s Forthcoming Epic before March 26 Release

IRVINE, CA — March 17, 2015 — Obsidian Entertainment and Paradox Interactive today announced that Pillars of Eternity, the fan-funded modern take on a classic role-playing game (RPG) set in an original world created by some of the best minds in RPG development, has reached “Gold Master” (GM) status, and is now ready for its release on March 26, 2015. Pillars of Eternity, originally called “Project Eternity” the 10th most funded Kickstarter ever and second most funded video game , has been in development for two and a half years, and is now ready to complete its journey, arriving on Windows, Mac, and Linux PC next week. The game will release globally, with backers receiving their digital copies as well.

“Seeing Pillars of Eternity through has been an incredible journey for all of us at a deeply personal level,” said Feargus Urquhart, CEO of Obsidian Entertainment. “When we took our idea to Kickstarter, our fans got behind us more than we ever thought. It’s been a blast to match their enthusiasm, see them cheer us on, and have them help to keep us on course every step of the way. It's crazy to think that more than two years have come and gone, but time flies that way when you are creating something as important as Pillars of Eternity has become to us.”

“We knew, when we joined forces with Obsidian, that both the studio and the game were a perfect match for us,” said Fredrik Wester, CEO of Paradox Interactive. “A core tenet at Paradox is staying closely connected to one’s players and community, and we’ve watched Obsidian do exactly that. From the handling of their crowd-funding to their open dialogue with fans on their forums, Obsidian has been dedicated to fulfilling their promises to players, and we’ve been glad for the chance to help them do it. We’re looking forward to working together with Obsidian for a long time to come.”

Pillars of Eternity is an RPG inspired by classic titles such as Baldur’s Gate, Icewind Dale, and Planescape: Torment, featuring an original world and unique game system, Pillars of Eternity ushers in a renaissance for a much beloved style of role playing game. Funded via Kickstarter in late 2012, raising over $4 million through both backer pledges on Kickstarter and PayPal. Pillars of Eternity has been a project of passion for both the development team and the loyal fans who made it possible.

Pillars of Eternity is scheduled to launch next week, on March 26, 2015, and the game can still be pre-ordered until that time. Pre-orders also include two special in-game items: a Giant Miniature Space Piglet companion who will accompany players through the world of Eora, and the Gaun’s Pledge ring, which provides powerful support to heroes in times of peril. Pillars of Eternity can be pre-ordered by visiting http://buy.pillarsofeternity.com.

For more information on Pillars of Eternity, visit eternity.obsidian.net.
Nice can't wait :)
 
Pillars of Eternity Has Gone Gold

Final Chance to Pre-order Obsidian’s Forthcoming Epic before March 26 Release

IRVINE, CA — March 17, 2015 — Obsidian Entertainment and Paradox Interactive today announced that Pillars of Eternity, the fan-funded modern take on a classic role-playing game (RPG) set in an original world created by some of the best minds in RPG development, has reached “Gold Master” (GM) status, and is now ready for its release on March 26, 2015. Pillars of Eternity, originally called “Project Eternity” the 10th most funded Kickstarter ever and second most funded video game , has been in development for two and a half years, and is now ready to complete its journey, arriving on Windows, Mac, and Linux PC next week. The game will release globally, with backers receiving their digital copies as well.

“Seeing Pillars of Eternity through has been an incredible journey for all of us at a deeply personal level,” said Feargus Urquhart, CEO of Obsidian Entertainment. “When we took our idea to Kickstarter, our fans got behind us more than we ever thought. It’s been a blast to match their enthusiasm, see them cheer us on, and have them help to keep us on course every step of the way. It's crazy to think that more than two years have come and gone, but time flies that way when you are creating something as important as Pillars of Eternity has become to us.”

“We knew, when we joined forces with Obsidian, that both the studio and the game were a perfect match for us,” said Fredrik Wester, CEO of Paradox Interactive. “A core tenet at Paradox is staying closely connected to one’s players and community, and we’ve watched Obsidian do exactly that. From the handling of their crowd-funding to their open dialogue with fans on their forums, Obsidian has been dedicated to fulfilling their promises to players, and we’ve been glad for the chance to help them do it. We’re looking forward to working together with Obsidian for a long time to come.”

Pillars of Eternity is an RPG inspired by classic titles such as Baldur’s Gate, Icewind Dale, and Planescape: Torment, featuring an original world and unique game system, Pillars of Eternity ushers in a renaissance for a much beloved style of role playing game. Funded via Kickstarter in late 2012, raising over $4 million through both backer pledges on Kickstarter and PayPal. Pillars of Eternity has been a project of passion for both the development team and the loyal fans who made it possible.

Pillars of Eternity is scheduled to launch next week, on March 26, 2015, and the game can still be pre-ordered until that time. Pre-orders also include two special in-game items: a Giant Miniature Space Piglet companion who will accompany players through the world of Eora, and the Gaun’s Pledge ring, which provides powerful support to heroes in times of peril. Pillars of Eternity can be pre-ordered by visiting http://buy.pillarsofeternity.com.

For more information on Pillars of Eternity, visit eternity.obsidian.net.

Nice can't wait :)

15744937280_74f5165e5f_o.gif


EDIT: Made a new thread for the Gold news: http://www.neogaf.com/forum/showthread.php?p=156311374
 
Not really a fan of the Wounds mechanic for the monk thematically :(
Yeah, it's part of what ultimately swayed me towards Rogue. Also a Monk just seems harder to roleplay, especially when I'm not familiar with the setting and lore.

I do still want to roll a cipher detective of some kind, but I also want to recruit the cipher character Avellone wrote (?).
 
What are the system requirements for Mac?

I thought that these were the minimum requirements:

Mac OSX 10.5 (Leopard) or greater
Video Card: Model Shader 3 Compatible Video Card, 512 MB or better
Processor: 2.6 GHz Pentium IV or equivalent AMD Athlon processor
RAM: 4GB RAM
Hard Drive: 25 GB Hard Drive Space

But Steam says that these are the minimum system requirements:

OS: MAc: OS X 10.6.3 Leopard
Processor: Intel Core i5-540M @ 2.53 GHz
Memory: 4 GB RAM
Graphics: ATI Radeon HD 6750M or NVIDIA GeForce GT 330M
Hard Drive: 20 GB available space

So, what exactly are they? Anyone know?

L8uCTIz.png


are the current ones.

They updated them (Windows too) within the past couple days. That said, someone posted in the subreddit for the game that they were able to run the beta easily maxed out(likely missing some details from final release) on an older MBP(~2012), so I wouldn't be super concerned.
 
I feel bit weird reading this thread, with people describing character that they'll make in the game and all that.
I'm pretty much information-free, I'll just jump in clueless and make something on the fly. I have no idea at this point what classes there are or what spells and abilities they have. I didn't read anything about the world etc.

Is that odd?
 
Not really a fan of the Wounds mechanic for the monk thematically :(
I like the mechanic.. Mechanically but yes, thematically it's weird.
If only it were named something different. Ultimately though I love hand 2 hand classes in almost every game so I'm sticking with monk for first playthru.
 
The mod has to be updated with every patch, so when the release version comes out it will take a few days for it to be ported over.
 
I feel bit weird reading this thread, with people describing character that they'll make in the game and all that.
I'm pretty much information-free, I'll just jump in clueless and make something on the fly. I have no idea at this point what classes there are or what spells and abilities they have. I didn't read anything about the world etc.

Is that odd?

I'm doing that. I have my character fleshed out roleplaying wise. Combat wise, she's a Cipher and, uh, I'll throw points into whatever seems correct while I'm playing. I'm not much for theorycrafting.
 
Ugh, I am so hyped for Pillars. Not sure what difficulty I'll be starting on since I'm not very good at these types of games.

I'm going in on Normal for my first run most likely, then go for Hard on a second run and then Hard and Expert Mode once the expansion hits.

I could more thank likely handle Hard on my first run, but I want to savor the game and experience the differences in difficultly settings so I'll hold off and just go with Normal.

I'm sure even Easy will offer a decent challenge if you're not confident in your skills and want some more leeway to learn the mechanics.
 
I'm sure even Easy will offer a decent challenge if you're not confident in your skills and want some more leeway to learn the mechanics.

I always play on Easy my first time through an RPG, so basically I can just screw around with whatever stats/traits/skills seem like a fun time rather than what is optimal. Not having to ever worry about "Theorycrafting", optimization and hard modes are for later play throughs. The Ironman mode sounds interesting though if they do it right, I have a habit of save scumming some conversations to make sure I don't have any too unfortunate side effects for my decisions, it would be nice to have a mode that forces me not to do that.

edit: Quoting myself from the other thread:
I will not lie: As a backer, It moderately annoys me that there are people playing the finished game before me because they're more useful marketing tools. I'm not sure that's 100% okay. Just had to get that out there.

This is in response to journos getting the game yesterday, and youtubers being able to post content early next week from their playthroughs. Does anyone else share my feelings? Completely silly/don't care?
 
Well, i mean you have a point, but really thats what the backer beta was. We are in release mode now, which im sure paradox is involved in. They need to maximize sales potential. If you didnt pay enough to get the beta, you were also getting the game at a discount for the most part. So backers definitely got advantages over others. There are 70k backers. Releasing the game early to a group that large could go wrong in some way.
 
One problem with playing on easy in this game is you'll miss out on a lot of gear because easy removes enemies from encounters rather than scaling them down

You'll likely never get to face certain types of creatures either
 
So, backer 1243 here : I went on blackout mode almost right after backing the game and haven't looked at anything size, content and beta wise since then.

Did the beta had the full game short of a few features and optimization or was it just a portion ? Are the release game content and scope gonna be huge ? Is it really looking good guys ? ithappenningisntit.gif ?
 
Beta was a few areas of side content, they released a new patch every ~ 3-4 weeks and iterated on systems and content.

There are 170 maps in total in the game, 30 something of those are exteriors. So yeah kinda in between BG1 and BG2 in that sense. 13 Wilderness areas total.
 
I have one of the press accounts. Not really sure how much I'm allowed to say at this point.

The game is really good so far. Feels like Baldur's Gate 3. Lore seems crazy deep.

It is crashing to desktop on probably ~30% of all scene transitions (map loads) for me, though. Save often!
 
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