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rope kid
Feb 3, 2001

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Variable stacking. "Big" things (weapons, etc.) can't be stacked at all, with potions and other small things allowing big stacks.

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rope kid
Feb 3, 2001

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double nine posted:

So just so I understand completely: item management is limited to what items I want to keep available for the dungeon and send the rest to a bank account to be accessed at the next resting place?
Pretty much.

Jackard posted:

If stackable amounts vary among stackable items, that seems very similar to weighting.
It's one (visual) resource to manage instead of two (one visual, one numeric).

rope kid
Feb 3, 2001

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The Sharmat posted:

I wonder if there are any spell or spell-like effects that destroy equipment in this game.
No.

rope kid
Feb 3, 2001

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Mehrunes posted:

So are we going to meet Sesame or not.
You can meet her here: http://tinyurl.com/lzp7got

Gyshall posted:

Were multiple in-game currencies ever confirmed? Or am I imagining that?
You find various currencies of different cultures/values in the world but they all convert to cp (copper pieces) when you pick them up. Copper pands and skeyts are the most common coins (Dyrwoodan and Aedyran, respectively) worth 1cp. Glanfathans use larger copper coins, called awlds, worth 2cp. After that are the Vailian silver lusce and the Aedyran silver fenning, worth 3cp and 6cp, respectively. Then there are a bunch of gold coins: the Vailian suole and oble (worth 9cp/18cp), the Dyrwoodan duc, and the Aedyran scelling (both 12cp). Glanfathans also rarely use larger "coins" made of adra given as tokens of gratitude by the anamfatha of the tribes. Those are called enîachs and are worth 60cp.

rope kid
Feb 3, 2001

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Full attacks always use both weapons, if two weapons are equipped.

rope kid
Feb 3, 2001

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Our local maps will support dropping notes and should also note what area transitions have been used. We won't have a "cleared" indicator, however.

rope kid
Feb 3, 2001

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Mechanically, they're ghouls and zombies.

rope kid
Feb 3, 2001

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StashAugustine posted:

I notice Sawyer's not doing the AMA :v:
I was running a combat playthrough today and was going around getting feedback from people. Sorry I couldn't make it.

rope kid
Feb 3, 2001

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User0015 posted:

How'd it go?
Pretty well. The pace of combat is still too fast, but that will soon be remedied. The other major issues are mostly UI/feedback related, which was expected. We already had plans to address most of the bigger problems.

rope kid
Feb 3, 2001

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Scorchy posted:

Over at the AMA Adam mentioned the playthrough was of level 4 of Od Nua.

God I can't believe that thing is going to be 15 levels or whatever.
It's crazy. Even though not every level is huge, the area overall is immense.

You can get to the Endless Paths relatively early in the game but the difficulty will ramp more quickly than your ability to level within the dungeon itself.

rope kid
Feb 3, 2001

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User0015 posted:

What's so special about wereboars? :confused:
They're cool.

rope kid
Feb 3, 2001

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Furism posted:

I wonder if they make that stuff up as people ask the questions, of if there's a 500 pages lore document somewhere that details all of this.
It's not really a huge lore document. I don't think I've made anything up on the spot when I answer things in the forum.

rope kid
Feb 3, 2001

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LogicNinja posted:

Question about stuff like this: I'm guessing lots of people, or at least several, contribute to the doc/wiki/etc. Who has the final word? Like, if you come up with some idea about capybara-riding halflings and add it to the wiki, who would have to veto that? What's the process like?
I do.

The process is that people write things, I look at it, and 9/10 times I don't say anything or I give them the Kid At Mac Thumbs Up + Nod Face. 1/10 times I ask them what they are going for with the idea and then try to work with them on it. A subset of those times I ultimately say, "That doesn't work for these reasons, SOZ!!" and it gets cut.

rope kid
Feb 3, 2001

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Most of our "boss" fights will have minions in them because with 6 party members, it tends to make the combat more interesting. We may have a few solo bosses but the requirements on the AI tend to be a lot higher.

rope kid
Feb 3, 2001

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Furism posted:

Right, that makes sense. I guess I'm too used of not even having the option unless I pass an invisible check.
Here are some completely made-up convo scenarios (BTW, all of these tags can be disabled as an option and are off by default in Expert):

NPC: "I can't believe she rejected me! My family bloodline will be broken! What am I supposed to do now?"

1. "I will find someone else for you, a more suitable match. I'll spare no expense and scour all the Dyrwood if I have to!" [Benevolent - Average]
2. "You are clearly suited to bigger and better things. The duc is looking for an ambassador to Rauatai. I'm sure you could easily take the position." [Diplomatic - Minor]
3. "Well, you could weep into your beer about it like every other heartbroken would-be lover. If you give up this easily your bloodline deserves to die." [Cruel - Average]
4. [Shrug] [Stoic - Minor]

NPC: "What are you doing in here without an escort? Wait - drat you, how did you get in here in the first place?!"

1. [Intellect 14] [Lie] "Through... the side door. It was ajar and when I knocked I thought I heard someone say to come in. I apologize if I was mistaken." [Diplomatic - Minor]
2. "Charm, guile, maybe a little force. I find one of those three is always the key to opening any door." [Clever - Minor]
3. "Try asking again, this time with a kinder tone, or I'll bury you. Understand?" [Aggressive - Average]
4. "I won't deny I broke in through the side door. I know the thayn is hiding evidence in his study and I'm not leaving without it." [Honest - Average]

In those scenarios, your reputation doesn't have anything to do with being able to select the responses. In the second scenario, only your Intellect is used to gate the first option. How people react to you IS based on your reputation. So, for example, if you picked 1. in the second response, the dude might be swayed and say, "Hmm. Well, you are mistaken. The thayn isn't here today and I'm afraid we aren't taking visitors. Please follow me to the front..."

But let's say you have a well-established reputation for being Deceptive. His response may be, [Deceptive] "Hmm. Well, you are mist- Wait a minute, aren't you <CHARNAME>?" His momentarily confused face twists into an angry sneer. "Well, it looks like your poison tongue has finally caught up with you. You'll regret breaking into the thayn's home!"

These scenarios are completely fabricated, but I hope they illustrate the basics of how the system works.

rope kid
Feb 3, 2001

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Drifter posted:

Are the [minor] and [average] things chance of failure, success or something else entirely?
They're relative levels of reputation increase: Minor, Average, and Major. Major is pretty rare and is for severe things like

[Push wagon full of puppies into the tar pit in front of eagerly waiting orphans.] [Cruel - Major]

Octo1 posted:

So I guess the 10 Dispositions are:

1) Aggressive
2) Benevolent
3) Clever
4) Cruel
5) Deceptive
6) Diplomatic
7) Honest
8) Passionate
9) Stoic
10) ???
The 10th is Rational, sort of a counterpart to Passionate.

rope kid
Feb 3, 2001

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X_Toad posted:

Didn't Thomas Edison do something like that once as part of his smear campaign against Tesla and Westinghouse?
He electrocuted an elephant (condemned for killing cruel a human keeper and subsequently being aggressive toward others) to show the "dangers" of alternating current.

rope kid
Feb 3, 2001

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Dr. Demon posted:

Will a dialogue choice ever get you points in multiple reputations? Like, "I'm going to save those puppies and you're going to help me, or else!" [Benevolent - Average][Aggressive - Average]
It can, but it's pretty uncommon.

rope kid
Feb 3, 2001

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Sea Otter posted:

I asked about this before but how would "clever" dialogue options for low INT characters appear? Just out of curiosity or guess I lack the ability to imagine such dialogue.
A lot of Clever options aren't particularly smart, including low-hanging fruit like easy sarcasm. They still contribute to your rep as someone who sasses off even if it's not particularly brilliant in the moment. The people who react to the rep itself will be of two types a) a-ha, hey it's that hilarious guy! b) oh look it's that smart-rear end who thinks he's the king of comedy.

rope kid
Feb 3, 2001

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Autonomous Monster posted:

First off, that's not something you need to worry about because Paradox are being brought in solely to handle distribution and marketing. They're not acting as producers.
Yeah Paradox isn't funding or directing our development in any way. They're handling things that would be very hard/time consuming for us: physical fulfillment and general distribution. Over half of our backers are in Europe. I'm not sure why anyone would want us to spend their money and our time personally handling fulfillment. It was heartwarming to see Stoic figuring out how to get thousands of Banner Saga posters out of their house and shipped out to people but that's not really what developers are built to do.

rope kid
Feb 3, 2001

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Kibayasu posted:

Physical fulfillment meaning backer rewards maybe?

I also believe the physical PC market is alive and well in Europe.
Yes and yes.

rope kid
Feb 3, 2001

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Tim already wrote his recipe book btw.

rope kid
Feb 3, 2001

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Prokhor Zakharov posted:

You must have missed that rope kid actually did state (during the kickstarter iirc) that this kind of stuff was banned from PE, to the point where when one of the concept artists drew up an NPC in boob-plate he sent it back demanding it be changed to something more realistic.
What I requested was for characters to wear outfits (armored or otherwise) that they would actually be likely to wear to do their jobs (or fit their social expectations) -- whatever that job may be -- with reasonable decorative elements added as required. There is certainly sexism and gender normativism in the world of Pillars of Eternity (e.g. Pallegina has to deal with it a lot), but Cadegund is a battlefield priestess of the goddess of war and fire. She wears armor because her life depends on it, plate armor specifically because she is less concerned with speed than defense. Any level of "unrealism" that we have for one group of characters should apply to the others unless there's a good reason for it. We do have relatively skimpy armor in our hide and some of our robe outfits. They're skimpy for men and they're skimpy for women. Our other armored outfits all have about equal coverage with some minor differences to help tell characters apart (e.g. female plate armor always has flared tassets and male plate armor emphasizes pauldrons and belly bulge more). In the test party we're using right now, there are two Meadow Folk (white humans, basically) in scale armor, male and female, and I never have trouble telling them apart.

rope kid
Feb 3, 2001

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Funso Banjo posted:

On topic, I've heard 100 hours mentioned in game length if you do everything. Gotta say I am pleased to hear it, I want something to get my teeth into.
I've never given a figure for gameplay length and I will brutally murder anyone on the dev team who gives a figure for gameplay length. Please tell me where you heard this so they can be slain.

Kurtofan posted:

I don't really remember, are the two backed big cities Defiance Bay and Twin Elms, while others like Spirento are much smaller settlements?
The game won't span the entire area on that map. Like the BG/IWD games, we're sticking with areas in close proximity to each other (though not entirely contiguous, as in BG).

Disco Infiva posted:

Ropekid, I have a question. I see that you guys are praising player feedback during development a lot, and I am curious. When you start working on Eternity expansion or Eternity 2 with your own money (let's face it, PoE will sell like hot poo poo to a dung beetle colony, that's how starved we are for good RPGs) will you also have regular updates like you have now, even though you won't be constrained by your promise for them during kickstarter?
We will continue to have updates, though their frequency will be dictated by how much info we have to share.

rope kid
Feb 3, 2001

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Jackard posted:

Like games where axes do higher damage but are less accurate, or how the 4e khopesh that would let you reroll any 1, the 4e staff would add to AC, etc.
We will probably need to iterate on their base bonuses a little more, but currently all of the weapons are distinguished from each other by minor base effects like this. Sabres cause DoTs, pikes have reach, estocs and stilettos negate a portion of DT, maces do "best of" Pierce or Crush damage, daggers are inherently accurate, etc.

rope kid
Feb 3, 2001

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For your consideration, Serpent in the Staglands. Good Darklands feels.

https://www.kickstarter.com/projects/1649838104/serpent-in-the-staglands

rope kid
Feb 3, 2001

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BTW the armor class lower = better goes all the way back to the original Chainmail rules and was just continually updated from that basic premise through the end of 2nd Ed. It's really crazy how much staying power early conventions have.

rope kid
Feb 3, 2001

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Fair Bear Maiden posted:

Not in the Infinity Engine games, but rope kid said it will be an option in the game.

It's already in and helps a lot with exploration.

rope kid
Feb 3, 2001

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Fintilgin posted:

Not a big deal, but it seems to me, 'match speed to slowest' should probably be the default, and then ~power users~ can switch it off for specific circumstances.
It is the default. BTW it only matches speed for clicks made out of the combat state. If you initiate any movement while the combat state is active, everyone moves at full individual speed.

rope kid
Feb 3, 2001

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The fastest characters characters are extremely fast and you'd eventually be zipping around the maps in no time. I think it negatively impacts exploration when the pace gets accelerated.

rope kid
Feb 3, 2001

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Octo1 posted:

By "fastest characters" do you mean just monks or is there other stuff that increases movement speed? And does increased movement speed also apply when sneaking?
Barbarians get Wild Sprint, wizards can cast Fleet Feet, and there are other goodies that increase movement speed.

Increased movement speed only applies while running, and the scouting mode (used for sneaking and searching) is at walking speed.

rope kid
Feb 3, 2001

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Justin's not going to record live musicians for an informational update. It would be a huge waste of money.

rope kid
Feb 3, 2001

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Fair Bear Maiden posted:

I think a few previews mentioned it caps around level 12.
Yep.

rope kid
Feb 3, 2001

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None of the human ethnic groups in PoE have clothing that maps to their equivalent on Earth. Aedyrans are essentially Anglo-Saxons and their outfits are Greek-inspired. Ixamitl are Mesoamerican and their outfits are Bulgarian- and Ethopian-inspired. Dyrwoodans have fantasy clothing that doesn't really map to any specific culture.

rope kid
Feb 3, 2001

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Also, unsurprisingly, the pictured OP is wrong. Vailians aren't "the most civilized" or "advanced" "race". Most Vailians are Calbandra/Ocean Folk (black-skinned), but not all are. Vailians are the masters of seafaring and trade and have developed a number of ingenious inventions, but Defiance Bay (in the Dyrwood) is the heart of animancy study (the Vailian Republics are close allies and potential competitors). Dyrwoodans developed the Godhammer, which is the most advanced explosive ever known (though some suspect the inventors were divinely-inspired). The philosophers of Ixamitl are generally considered to be the wisest around and have the longest philosophical tradition. And despite all of those cultures' achievements, the Glanfathans still outpaced them all in astronomy. Glanfathan astronomy (which some believe was developed even earlier by their predecessors, the Engwithans) is what allowed the Vailians to develop the Iroccian calendar.

rope kid fucked around with this message at 04:44 on Apr 22, 2014

rope kid
Feb 3, 2001

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BTW, I don't disagree with the desire of what the last poster wrote. A game that relied heavily on real African traditions and history would be very cool. It's also entirely outside of my knowledge base and experience. I try to incorporate elements from outside of my knowledge base when I can (e.g. in early versions of Gauntlet: Seven Sorrows, we had two Greco-African characters who spoke Yoruba and in Honest Hearts the Dead Horses spoke a mix of English, German, and Navajo) but it is completely unfamiliar territory for me and extremely slow-going. I have a degree in history focusing on early modern Europe -- specifically, witch-hunting. In school I studied Spanish, German, Latin, French, and Arabic because they all had either immediate or tangential connections to the subjects and phenomena I was learning about. On my own I've superficially studied a bunch of other Indo-European languages for familiarity, but my knowledge base is pretty heavily rooted in central/western Europe from about 1200-1800.

rope kid
Feb 3, 2001

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These are all of the clothing concepts we've released, BTW:

Natlan/Ixamitl: http://pillarsofeternity.gamepedia.com/File:IxamitlHumans.jpg?version=e147d52d8db971b5a7daa1278644d7b3
Thyrtan/Aedyran: http://pillarsofeternity.gamepedia.com/File:Aedyrhumans.jpg?version=f5775a0052690164e2ef3bfbb7943078
Calbandra/Vailian: http://pillarsofeternity.gamepedia.com/File:Vailianhumans.jpg?version=213adddea81a4d64ad6682a1bdfffd2f
Thyrtan/Dyrwoodan: http://pillarsofeternity.gamepedia.com/File:DyrwoodHumans.JPG?version=1655515794d2239727e3ad910960a261

rope kid
Feb 3, 2001

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Republican Vampire posted:

Speaking of that, um... what are the chances of Aquatic Aumaua having kapa/tapa cloth or something similar in their portraits? A couple previews have called them polynesian, but I don't know if we've seen anything. I'm only asking because I'm kinda super into Polynesian (especially Hawaiian) history.
We've only done the coastal aumaua portraits so far (the ones typically from near Rauatai) and they don't have much/any Polynesian flavor. The island aumaua are supposed to have more Polynesian and Japanese elements to their clothing but we haven't done their portraits yet. I have a little bit of familiarity with various Pacific Islander cultures and Kaz (our artist who made the Sagani, Eder, and Pallegina concepts) grew up in Japan, so hopefully they will have a nice blend of elements.

rope kid
Feb 3, 2001

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quote:

"Pacific Islander" is quite a bold categorization in terms of cultures since vast Pacific Ocean isolates islands, different from continental Europe.
It's pretty common to categorize Polynesia, Micronesia, and Melanesia as Pacific Islander culture groups and there are a lot of linguistic and cultural links between the individual islands and people due to migration. Saying people from Samoa and the Marquesas are Pacific Islanders is less bold than saying Swedes and Italians are European.

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rope kid
Feb 3, 2001

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Phlegmish posted:

There is a pretty big difference between Polynesians and Melanesians, even though they often mixed, notably in Micronesia.
There are big differences between Finns and Spaniards, Icelanders and Poles but I don't think it's bold to say those are various European cultures.

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