Pillars of Eternity

+
Are there bear cubs walking around in that picture or am I seeing things? Does that mean summoned bears can summon more bears?
 
Update #29

Factions of the Deadfire, Part II

Welcome back for Part II of our 'Factions of the Deadfire' update! There's a lot to learn about the Royal Deadfire Company, Vailian Trading Company,and how each faction operates. But first, here is our weekly Slacker Backer funding breakdown: [h=4]Slacker Backer Funds[/h]
  • Fig Slacker Backers - ~$109,900
  • Backer Portal - ~$135,200
Total Slacker Backer funds are up to ~$245,100, and our total is $4.65M. Can we get to $4.75M in 14 days when our Slacker Backer funding ends? You can help make our stretch goal a reality, so spread the word!

Remember to confirm your pledge on our Backer Portal if you haven't already. You can read through our instructions for confirming your pledge in Update #25.

Factions of the Deadfire, Part II

If you missed our previous update, we introduced two of the four main factions: The Príncipi and Huana. This week, we'll be going into detail about the Royal Deadfire Company and Vailian Trading Company.

Royal Deadfire Company



(Abbreviated as RDC in some text locations)

The Royal Deadfire Company is based in the aumaua nation of Rauatai but have expanded their empire's reach to their ancestral homeland in the Deadfire Archipelago. While they are interested in the harvest of precious resources from the region, the RDC have a long-term goal of conquering the archipelago and making it an extension of their empire. The Rauataians believe that the native Huana culture is inferior to their own and treat the Huana people accordingly. In contrast to the Vailian Trading Company, the RDC is organized like a naval force. Their titles and behavior reflect that view of the world.

Philosophy and Goals - Rauataians as a cultural group have a long history of trade and conquest. The more hawkish personalities in their government have made steady progress towards a more aggressive "best defense is a good offense" stance in the world, and the leadership of the RDC comes from that mindset. They have flourished through a mixture of intrepid exploration, aggressive conquest, and relentless engineering of their hardscrabble homeland. They believe that through organization and engineering, they can bring civilization to Deadfire.

Relationship with Other Factions -
  • Vailians/VTC - They are deceitful, flamboyant, and frivolous, emphasizing form over function. Their pretty words cannot be trusted. Their preference for polymaths over specialists suggests impatience, which can never lead to true mastery.
  • Huana - They are super disorganized and (seemingly) passive - it's why they haven't flourished like the Rauataians. They were fractured by the disaster that drove the Rauataians away, and rather than establish a strong nation, most of them drift from island to island chasing seasonal resources. They don't solve problems, so they're beholden to them. What they need is some good ol' Rauataian civilization to set them straight.
  • What looks like adaptability to the Príncipi looks like haphazardness to the Rauataians. Like the Rauataians, the Príncipi had to leave their homeland. But rather than establishing a stable country (like their cousins in the Republics), they remained shiftless and aimless, living on ships and in driftwood towns that are one squall away from destruction. They are like children who refuse to grow up.Resources - Rauatai is known worldwide for its cannons. Gunpowder likely originated there, and they still trade in it as well as raw saltpeter. Those latter two items are the primary staples of their trade economy.
RDC Clothing Concepts




Vailian Trading Company



(Abbreviated as VTC in some text locations)

The Vailian Trading Company is the largest with a ducal charter and the only trading company with a canc suolias (five suns) charter, meaning it has the full backing of all five Grand Ducs of the Vailian Republics. The VTC was first featured in Pillars of Eternity during the quest 'At All Costs' in Ondra's Gift.

Philosophy and Goals - The Vailian Trading Company exists, according to its charter, for the sole purpose of enriching its investors, and, by proxy, the Vailian Republics themselves. Beneath that, however, runs a strong undercurrent of cultural pride. The directors of the company are motivated by the belief that the Vailians are the best traders in the world, and must always continue to be. While the Vailian Trading Company is generally considered reputable among the major foreign powers it trades with, on the frontier, far from the prying eyes of overseers, those standards quickly degrade.

Relationship with Other Factions -
  • The VTC is at peace with the Huana, but see the Huana as little more than a means to get what they want from Deadfire. They do not think anything of the Huana's claims to the land there, and believe it is only a matter of time before they are able to wrest it away with their charms and wiles.
  • Hostilities with the Royal Deadfire Company are ongoing. A bargain struck with the Kahanga prohibits conflict between the two in Deadfire, and within the borders of Neketaka, there exists an uneasy truce. (Though the two make every effort at espionage, sabotage, spite, and one-upmanship.) Elsewhere in Deadfire, the agreement is all but impossible to regulate, and fighting occurs readily when the two companies have the opportunity.
  • The Príncipi are a perpetual thorn in the side of the Vailians. They have a personal grudge of sorts against the Republics, and relish targeting VTC ships, seeking not only personal enrichment, but to do great damage to VTC operations.
Resources - The Vailian Trading Company is known for its versatility, having made a name for itself by securing deals on a broad range of goods. The Vailians feel that if there is money to be made on anything, large or small, they want to be the ones to be making it. The Republics themselves are sources of iron, copper, silver, glassworks, ships, spices, clocks, and astronomical equipment.

VTC Clothing Concepts



With the four main factions introduced, which faction are you most likely to side with? Let us know in the comments!

Thanks for reading this week's update. Next Tuesday, we'll show you how an area is created, from blockout to final render.
fig.co/campaigns/deadfire?update=315#updates
 
Update #30

From Blockout to Completion: The Environments of Pillars II

Welcome back for another weekly update, backers and fans! We have an awesome environment art update for you this week, but let's start with our Slacker Backer totals: Slacker Backer Funds
  • Fig Slacker Backers - $112,200
  • Backer Portal - $143,900

This brings our Slacker Backer total to $256,100 and our grand total to $4.66M. We have one more week to try and reach our $4.75M stretch goal. We believe in you! Spread the word and help us out one last time.

Remember to confirm your pledge on the Backer Portal if you haven't already. We need this information linked so we can send you your rewards! You can read through our instructions for confirming your pledge in Update #25.

The Environments of Pillars II

In the Pillars of Eternity series, we make sure our environments look beautiful. Our area designers and environment artists work hard to ensure every last detail is placed correctly, from rugs and thrones all the way down to tiny bowls of fruit. However, the environments aren't just something nice to look at; each area plays an important role in revealing the storyline and teaching you more about cultures of the people who live in these places.



A lot of work goes into making a scene in Pillars of Eternity II: Deadfire, and we'll walk you through from start to completion. The scene we'll be showing is part of the Vailian Trading Company's headquarters. In case you missed it, you can read about the VTC in Update #29!

Blockout

The blockout and design document is the first step to making an environment in Pillars II. An area designer will create a design document and provide all of the following information about an area:
  • Summary and background of the area
  • How large each scene should be
  • Visual descriptions with concepts
  • Creatures and NPCs present in the area
  • Quests that occur
  • Dialogue requests
  • Encounters or Scripted Interactions
  • Blockouts for each area
  • Examinables and loot
  • Specific asset requests for Art, VFX or Audio

We'll focus on the art side of things for now. Below is the blockout for the VTC headquarters, created by an Area Designer in Unity:



After the blockouts are approved by leads, we have the concept art team sketch out the general feel and style of the scene if needed. We didn't need a concept for this scene, so it was passed directly to environment art to start work in a 3D software package. On this project we are using Maya by Autodesk.

Environment Art First Pass

Note: Click on an image below to view them at full size.

The following are daily renders by our talented Senior Environment Artist, Daniel Keating. Scenes are built in Maya with the blockout as a guide, and are made up of both pre-made and brand new assets. (The pre-made assets were created in Maya and ZBrush by our artists in previous areas and fit with the style and overall feel of other scenes, so they get reused)

Day 1: Focusing on flooring, walls, and some basic lighting:



Day 2: Getting rugs and large props into the area, making adjustments to lighting:



Day 3: Adding medium and small props, adjusting lighting even further:



Day 4: Adjusting props, lighting, addressing any lead feedback that comes up:



At this point in the development process, the first pass is complete. Basic lighting is laid out, all major props are implemented into the scene, and it is now ready for a basic navigation and collision pass. The Maya render itself is ready to be passed on for lead review.

Basic Nav & Collision Pass

Basic navigation is laid out for the level in Unity, giving a sense of where the walkable party area is:



Collision is set up on walls and other objects to prevent the party from passing through solid parts of the environment or props:



While the basic navigation and collision pass is being worked on, the Maya render is being reviewed by leads.

Leads Review

The first pass render of scenes is sent to our Art Director and Lead Designer for review. They look over the master beauty render and make notes for both VFX and the environment artist to address in the second art pass.



When notes are finished, the environment artist begins work on a second pass of the scene.

Environment Art Second Pass

All of the notes have been taken into consideration, and the artist finishes their second pass:



Once the final master beauty render is approved, we begin a 3D object pass, followed by VFX, audio, and paintovers if necessary.

3D Object Pass & VFX

Our artists add anchor points, water planes for VFX, and any 3D objects requested to the scene.

Anchor points are placed on objects to signify where lighting is needed for this scene:

i.imgur.com/ymfEAwE.jpg

Additionally, our artists create custom meshes that VFX converts into water planes:

i.imgur.com/TZWqcmg.jpg

Anchor points in Unity scene:



Area with collision, navigation, and anchor points set up:



In-Game

After second art passes are completed, the render, VFX and collision are updated in the build so we can have final playthroughs of the area. While this scene looks massive, it appears zoomed in when actually playing the game. Each scene is broken down into a number of 'screens' - When viewing the scene in-game, your view is referred to as one 'screen'. This VTC Headquarters scene is 3x3, meaning that 9 in-game screens will cover the area.

This view in the game represents one screen:

i.imgur.com/59jKXPm.jpg

i.imgur.com/R5XQVmZ.jpg

i.imgur.com/ra4p7Tg.jpg

Update #11 went into detail about new graphics and technology in Pillars II, so be sure to check that out if you missed it! In that update, you can learn more about the rendering process, improved shaders, and new technology you'll be able to experience while running around Eora.

Stay tuned for next week's update, when we announce our funding total. Thanks for reading!
fig.co/campaigns/deadfire?update=316#updates
 
Last edited:
Update #31

Extended Slacker Backer Funding, and Developer Updates

We decided to extend our Slacker Backer funding until Friday, April 28th at 5pm PDT! This gives us a few more days to try and reach our $4.75M stretch goal - Sea Monsters and Fishing! Here are our current numbers:
  • Fig Slacker Backers - ~$120,000
  • Backer Portal Pledges - ~$165,000
Our Slacker Backer total is ~$285,000, which brings our crowdfunding total to $4.69M. We have only three days remaining, so be sure to spread the word.

On Friday, April 28th at 5pm PDT, we will no longer count contributions towards stretch goals and the game will be 'content locked', meaning that we will not be putting any new content into the game. However, we will continue to take new backers on Fig and our Backer Portal if you'd still like to get rewards. We will share an update on Friday with more information on the Backer Portal and what you can expect in the near future.

Remember to confirm your pledge on the Backer Portal if you haven't already. We need this information linked so we can send you your rewards! You can read through our instructions for confirming your pledge in Update #25. If you have already backed Pillars II, you are able to modify your pledge at any time.

PoE Deluxe Edition OST & White March OST Now Available for Download!

For those backers who purchased the Pillars of Eternity Deluxe Edition OST or The White March OST, these soundtracks are now available for download on our Backer Portal!



Head over to the 'My Products' tab of your Account Profile to view the items available for download, and you should see your Digital Deluxe and White March soundtracks. If you have questions or need help with claiming your available digital rewards, please reach out to us at support@obsidian.net.



If you haven't purchased these soundtracks yet, you can still get them as an add-on for $15 (Deluxe Edition OST) or $9 (The White March OST).
  • Pillars of Eternity Digital Deluxe Edition OST ($15) - The most complete version of the soundtrack to Pillars of Eternity I, containing 27 new tracks! (Includes the soundtrack to The White March).
  • Pillars of Eternity: The White March Digital OST ($9) - The previously unreleased digital soundtrack to the Pillars of Eternity expansion, The White March (does not include the tracks from the base game).
New Campaign Shoutout - Phoenix Point

There's a new crowdfunding campaign on Fig, and if you're a fan of the X-COM series, you'll want to check it out. Snapshot Games and Jullian Gollop, creator of X-COM, are back with another game called Phoenix Point. The game features turn based tactics and world based strategy in a fight against a terrifying, alien menace.

[h=4]Check our their Fig page, and if you're interested, consider contributing to Phoenix Point. They have some pretty cool rewards!

What Are We Up To?[/h] In development related news, the team is hard at work on another production milestone. Our milestones last for four weeks, and we aim to deliver certain features, areas, dialogue, and system functionality within that time frame. You can see our previous state of the project update in Update #24. Here are some snippets from our internal blog - taken straight from the development team.

Character Art and Animation

All of our godlike races have been completed by the character artists! More importantly, all of our races and genders are now implemented into Pillars II. Our most recent completed race is the Moon Godlike:



Environment Art

Our Lead Artist, Kaz Aruga, is experimenting with color correction passes in Maya to make our scenes feel more vibrant. See the difference below:

Before Maya color correction (Unity screenshot):



After Maya color correction (Unity screenshot):



Programming, and New Cloth Physics!

In Pillars of Eternity II: Deadfire we've upgraded to a new cloth solution for capes, robes and other garments using the cloth physics in Unity 5. The improved pipeline lets us add more cloth items to the game, as well as have good cloth simulation across all platforms - including Mac and Linux. Great! Well... it wasn't all great... Game development is never easy, and there's always a problem or an unforeseen issue. And with our new cloth, we soon ran into a problem with it, as we couldn't get it to work on our full-screen paper-doll characters that are shown in our Inventory, Character Creation, and Level-up UI. As we implemented capes, we found that Unity only has one physics "world", and our paper-doll characters exist in a separate scene from the rest of the game - but they share the same world as the rest of the game. When the game world is paused, the cloth sim in paper-doll would be paused as well, completely still and non-animate. We couldn't find a way around it. This was unacceptable of course, and we needed to find a solution. Our solution sounds crazy, but the only choice we had was to write our own cloth simulation for paper-doll. Thankfully, it didn't have to be as efficient or fancy as Unity cloth, as we only show a single character in paper-doll. Our solution uses a simple verlet-physics sim to get a stable physics simulation that was is fast and was easy to implement. The results are shown on a Vithrack character - hopefully you can agree that the simulation looks close-enough. In addition, we are exploring leveraging this system for flails and other dynamic simulations too!

i.imgur.com/VaIhRRU.mp4

- Adam Brennecke, Lead Programmer

VFX

The VFX team continues their work on abilities and areas for this milestone. Because we have so many unique abilities, the VFX team is spending the majority of this milestone implementing ability effects and getting them to look awesome.

The ability shown below is called Minoletta's Missile Salvo. With this ability, the wizard braces to launch a series of missiles at the target over 4 seconds. The missiles do force damage and cause reflex shockwaves.



Overall

We're continuing forward at a fast pace and getting a lot done, but we still have a lot of functionality to implement over the next few months. The overall structure of Pillars II is starting to take shape. Areas and quests are beginning to flow more smoothly, more quests are implemented every week, and the text from our narrative designers has already immersed us in our journey back to Eora.

Thanks for stopping by!
fig.co/campaigns/deadfire?update=353#updates
 
So I've been replaying PoE with an Aumaua Bleak Walker (they're great btw!) and I noticed Aloth mentioned the offspring of elves and humans is always infertile. I always thought in most fantasy worlds humans, elves, dwarves, gnomes, etc. were subspecies (ie. races) of a larger family (humanoid species?). One simple way to determine if creatures belong to the same species is their ability to produce fertile offspring. Does this mean in PoE humans, elves and possibly others are, in fact, different species altogether? The character creation screen however clearly says "Race".

Make up your mind Obsidian!
 
Last edited:
Sounds just like something you could bring up on the Frog Helms Fan Club, I'm sure Josh Sawyer would love to set the record straight on this matter.

Quite the coincidence too, by the way. Currently doing a neutral-evil playthrough with a Coastal Aumaua Bleak Walker from the Deadfire Archipelago as well. Plus - also in preparation for Deadfire - another one with a Human Eothasian Priest, also from the Deadfire Archipelago. Should cover a good variety of characters to continue with in PoE II.


Update #32

Slacker Backer Totals and Backer Portal Changes

Hello again, backers and fans! We have a few updates for you today, starting with our Slacker Backer totals.

Slacker Backer Totals

Sadly, today is the day where we stop counting Slacker Backer funding towards our stretch goals. At 5PM PDT our game will officially be 'content locked', meaning that no new content will be put into Pillars II. Here are our totals:
  • Fig Slacker Backers - $124,940
  • Backer Portal - $172,986
The total amount of money we received from Slacker Backers was $297,926, bringing our grand total to:

$4,705,524

We didn't hit $4.75M, which means we didn't make our Sea Monsters & Fishing stretch goal. However, we'd like to thank you for all of your contributions to this campaign. Because of you, Pillars of Eternity II: Deadfire is possible. We promise to make Pillars II an amazing sequel that will immerse you in breathtaking new environments and present you with brand new adventures as you journey through Eora once again. Thank you, from all of us here at Obsidian!



Backer Portal Changes

Even though our Slacker Backer funding no longer counts towards stretch goals, you can still back through Fig and our Backer Portal if you want to get backer rewards or add-ons! New backers (i.e. anyone who makes a new backer pledge after May 12th) will still be able to contribute to the overall campaign total up until we begin pre-orders for Pillars II, which will happen at the end of this year.

Starting on Friday, May 12th at 5PM PDT, some of our reward tiers will no longer be available. These include:
  • Create A Super-Pet
  • Create an Inn
  • Own An Island
  • Build a Pirate Party
  • Top Backer
Additionally, on May 12th, reward prices will increase by about 20% for new backers only. Here is the updated list of prices and tiers available:
  • Digital Download - $35
  • Premium Digital - $54
  • Physical Box - $70 + S&H
  • Ultimate Digital - $79
  • Complete Pillars Bundle - $95
  • Early Access + Credits - $115
  • Early Access + Credits + Box - $125 + S&H
  • Collector's Edition - $175 + S&H
  • Elite Collector's Edition - $240 + S&H
  • Signed Elite Collector's Edition - $299 + S&H
  • Name a Pet - $599
  • Create an Item - $899
  • Portrait IV - $2,250 + S&H
  • Create a Spell - $3,500
Most Add-Ons will also increase in price slightly, starting May 12th.

Those people who have already backed Pillars II and confirmed their pledges on our Backer Portal may modify their pledges at any time, without increased reward prices.

Fig Slacker Backer Ending Date

If you're interested in becoming a new backer and want to contribute through the Fig site, you will be able to do so until Friday, May 12th at 5PM PDT. At that time, Fig Slacker Backer funding will be turned off, and you will need to back through our Backer Portal instead of Fig. However, you can still come to Fig for any updates and news we release!

Backer Surveys

In other news, we are finalizing surveys for our $500+ backers who are creating content for our game, and will be sending out those surveys and emails at the beginning of May. At the same time, additional surveys will be sent out to everyone who will have their name in our credits. Thanks for your patience, and we can't wait to hear all of your awesome content ideas!

Thank you again for all your support. We couldn't do this without you!
fig.co/campaigns/deadfire?update=360#updates
 
schinderhannes.999;n8452130 said:
Sounds just like something you could bring up on the Frog Helms Fan Club, I'm sure Josh Sawyer would love to set the record straight on this matter.

That's a good idea. Too bad I'd have to create a tumblr account first. I'll think about it though.
 
Just bought and played PoE for 100 hours.... does anyone else feel that the combat is really.... tedious and shallow? I mean they have an entire menu screen just for customizing pauses! If you need that, why not make turn based combat? This would solve all the pathing issues too. :/

 
Combat surely can be tedious. When your party sucks, mostly, which is normal at the beginning of the game. Later on with a diverse party and high-level skills/spells, I think there's quite a lot fun stuff going on all the time. Can't really confirm shallow, though - did you see the dozens of character build strategies posted on the official pillars boards? Pillars' system is certainly not shallow by any common definition of that word.
The Auto-pause options are simply meant to give you maximum customization, I personally never needed/used more than 3-4 of them (enemy spotted, trap spotted, party member critically injured/defeated...).
 
In 2015 I commented on Pillars' combat. I think it is at least as good as Icewind Dale's or Baldur's Gate's, both of which are considered great mostly because of their excellent design despite the relatively simple implementation of D&D mechanics. Pillars seems to have a good amount of trash mobs/beasts/spirits, but I personally enjoy the combat. Many cleric, chanter and cypher spells are interesting and diverse, and even warrior types have satisfying combat options (virtually nonexistent in IE games). Mage spells are a bit underwhelming, but that might be because only a few truly match my play styles.

But deep within PoE combat does have some of the issues of MMO combat: it is easy to fall into the unholy triad of hacking and slashing profiles (tank, DPS, healer). But ultimately this is up to the player. If you want to create a boring party with obvious tanks, damagers and healers, go ahead. PoE allows you to create diverse parties and come up with different tactics. In addition, and because many attributes such as perception, resolve and even might can affect conversations, it is silly to min-max main characters.

Try using different classes, combining different spells, using or creating different companions. On my latest run I've been abusing the confusion/mind control spells and let me tell you, having enemy clerics turn on their team and heal and buff you up instead is awesome and hilarious. Also play it at least on Hard. I always thought PoE was a bit on the easy side.
 
I'm playing The White March just now and I have two key observations: 1) There's a huge number of variable interactions that are affected by skills/background/abilities. The few quests I've done in or near Stalwart all have many possible variations. I'm impressed. 2) The writing and voice acting seem to be a bit worse than the rest of the game. Maybe things will improve once I progress with the main quests. Can't believe I postponed this for so long!

I hope PoE II will resemble The White March in interactions and maybe combat intensity (not density), but I also hope it will have excellent writing.
 
volsung;n8464740 said:
In 2015 I commented on Pillars' combat. I think it is at least as good as Icewind Dale's or Baldur's Gate's, both of which are considered great mostly because of their excellent design despite the relatively simple implementation of D&D mechanics. Pillars seems to have a good amount of trash mobs/beasts/spirits, but I personally enjoy the combat. Many cleric, chanter and cypher spells are interesting and diverse, and even warrior types have satisfying combat options (virtually nonexistent in IE games). Mage spells are a bit underwhelming, but that might be because only a few truly match my play styles.

But deep within PoE combat does have some of the issues of MMO combat: it is easy to fall into the unholy triad of hacking and slashing profiles (tank, DPS, healer). But ultimately this is up to the player. If you want to create a boring party with obvious tanks, damagers and healers, go ahead. PoE allows you to create diverse parties and come up with different tactics. In addition, and because many attributes such as perception, resolve and even might can affect conversations, it is silly to min-max main characters.

Try using different classes, combining different spells, using or creating different companions. On my latest run I've been abusing the confusion/mind control spells and let me tell you, having enemy clerics turn on their team and heal and buff you up instead is awesome and hilarious. Also play it at least on Hard. I always thought PoE was a bit on the easy side.

The hardest part about PoE combat is testing your patience XD

Density of enemies is based on difficulty - which further test your patience.

Confusion and mind control I hate most in PoE because they dont allow me to control them and these buggers benefit from my heals and buffs more that what they give me :( and they run around like morons and make the already abysmal pathfinding problem worse. And unlike D&D, as long as they are not immune, they can be easily controlled and that goes for the Dragons too; thanks to the 85% success rate to all attacks when accuracy equal to defense.

IMO it aint as good as BG or NWN. It is a system that Obsidian just made up in a very short period of time and lacks the depth and polish that D&D mechanics offer.

 
Update #33

Some Quick Reminders

Greetings Deadfire adventurers, it's time for a quick update on Pillars of Eternity II: Deadfire's continuing (and concluding soon!) backer and investment campaign. We want to notify you of a few pressing items, and also tell you that we love you. There, we said it. Be careful, you've got our hearts.

Investor News

In case you missed out on making an investment reservation, Fig still has some Fig Game Shares available for Pillars of Eternity II: Deadfire! If you're interested in earning a return from sales of the game, check out the link below:

https://www.fig.co/campaigns/deadfire/invest

Backer Surveys

We know you backers want to get your items locked down and set so we can start building your packages and sending them out. The surveys to help you do that are almost done and will be out to you next week. Get psyched!

Tyranny Coupons

Hey, have you redeemed your coupon for a discount on our awesome cRPG Tyranny yet? If not, don't worry, we've got your back. While the coupons were originally set to expire on Wednesday, May 31, we've extended them until Sunday June 18th! You've got more time... but don't wait too long, the chance to get Tyranny at a discount won't last forever.

Maia Update

Finally, a quick update on one of our companions! You didn't think we'd let you get out of here without some cool info about Deadfire, did you? Below are a couple of images of Maia Rua, our Aumaua Ranger, elder sister of Kana Rua, from Pillars I. Maia is wearing (in two of the pictures) a set of padded armor that is wearable by any companion in Deadfire, or the player.



Stay tuned for more info on the campaign and our characters, plus a lot more video content, as the team ramps up our pipeline on the way to E3!
fig.co/campaigns/deadfire?update=375#updates
 
Update #34

From the Feed of the Director

Greetings adventurers! We're doing something a little bit different with this update and wanted to show off some of what Josh has been sharing on his Instagram and Twitter feeds. So join Katrina as she shares with you some awesome new Pillars of Eternity II: Deadfire footage!


The team is pushing forward with some sweet E3 content at the moment, but we'll be back after E3 to share with you an epic new video!

Backer Surverys

For those who are at the $99 tier and above, you are now able to fill out your Backer Survey. If you go to the Eternity Backer Portal you'll notice that you have a message up near your login name at the top right of the screen.



Click on "Finish Incomplete Survey!" and you will be taken to the Surveys Tab of your Account Profile.



Click on the survey that you need to fill out and fill in the required information.



As Katrina said in the video above, if you are in the higher reward tiers, emails will be sent out to you personally, so be on the look out! Also, if you liked this video and want to see more like it, let us know below and we'll gladly make more.

Until next time, adventurers!

Be sure to join the conversation and our community over on our forums.
fig.co/campaigns/deadfire?update=382#updates
 

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


Update #36

Deep Diving Into the E3 Video

Greetings, everyone! First up, some great news: Pillars of Eternity II: Deadfire has won the Best PC Game at E3 2017 from HardcoreGamer.com. This adds to the RPGFan.com Best of Show award we received at E3 a couple of weeks back.



Contratulations to the entire Deadfire team! Now on to the update. Last week, we said that we'd be back one more time with the E3 video to provide a deeper dive, and that's what we're doing. To help us with that, we're joined by Pillars II Executive Producer, Adam Brennecke! Adam is going narrate the video and point out some of the updated systems in play, as well as flag some key information you may have missed when he and Josh were talking to IGN. Without further ado, let's pass it over to Deadfire Producer, Katrina Garsten, to tell us more.


That was a lot of great information! As Katrina said, we'll return in just a few more weeks to take a deeper look into the mysterious and always enrapturing videos that Game Director, Josh Sawyer, has been putting up on his social media feeds.

Let us know below what you thought of the features we discussed in the E3 video and what you'd like to see us discuss in future videos. We also want you to keep July 12th marked on your callendars as we'll be doing a Q&A stream over on our Twitch channel at 4:00PM PST/1:00AM CEST with Josh Sawyer and Lead Character Artist, Dimitri Berman. Until next time, everyone!

Be sure to join in on the conversation over at on our forums.
fig.co/campaigns/deadfire?update=402#updates
 
Last edited:
Update #37

From the Feed of the Director Part II

Hello, everyone! In our latest "From the Feed of the Director," we're taking a deep dive into Josh's Twitter and Instagram pages once more to see what gems of fascination we can glean about Pillars of Eternity II: Deadfire. Our guide for this journey is Producer, Katrina Garsten. She will help us navigate news about abilities, a look at Maia's animal companion, what Deadfire Exec. Producer and Lead Programmer Adam Brennecke has been doing with text and VFX in combat, and what happens when you give an ogre alcohol in the Deadfire. Protip: don't. Or, totally do! It's your adventure, after all. Take it away, Katrina!


As Katrina mentioned, our next update will take an in-depth look at the Deadfire's big city, Neketaka, and we'll see how far it's come since the Fig campaign ended. Lead Designer, Bobby Null, will be your guide on a tour of Neketaka and its environs.

And don't forget that Josh will be joined by Lead Character Artist, Dimitri Berman, tomorrow afternoon, July 12th, on our Twitch channel for another Deadfire Q&A Stream at 4:00PM PST/1:00AM CEST. Let us know your questions, and we'll try to get to all of them during the stream. If you miss the stream, we'll get it up on our YouTube channel within 48 hours of it airing.

Until next time, everyone!

Be sure to join the conversation and our community over on our forums.
fig.co/campaigns/deadfire?update=414#updates
 
Update #38

Exploring Neketaka

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.

A Travel Back

The incredibly talented group, The Travelers, have recently done a cover of "Oldsong" from the original Pillars of Eternity. The arrangement is quite beautiful and we just had to share. Enjoy!


Backer Survey Announcement

We also want to let everyone know that Backer Surveys will be officially ending after October 31st. If your survey is not filled out by October 31st, we can't promise that your content will make it into the game at release -- so please don't wait to submit your Backer Survey!

(Note: While we will still accept surveys filled out after October 31st, we cannot guarantee such surveys will be processed in time for their associated content to make it into Pillars II on release. If you fill out your survey after October 31st, your content may still make it into a game in a patch.)

Thank you for joining us and we'll see you in a couple of weeks for Update 39!

Be sure to join the conversation and our community over on our forums. And, in case you missed it, check out our last update!
fig.co/campaigns/deadfire?update=436#updates
 
Obsidian are attempting to build one of the great RPG cities in Pillars of Eternity II

Approaching a new city in an RPG - especially a game with classical 90s-style design - evokes a feeling that’s hard to define. As the fog of war pulls back to reveal the first set of gates and guards, a rush of exhilaration is inevitable. What lies beyond these walls? Are new party members just a few streets away? Are the merchants stocked with elusive new weapons? It’s a sensation Pillars of Eternity director Josh Sawyer knows only too well. It’s why he’s so keen for Neketaka, an urban centre in Pillars of Eternity II: Deadfire, to become one of the genre’s most fascinating landmarks.

Like all good RPG cities, Neketaka has centuries worth of lore and history built into its foundations. “There was a big, cataclysmic event that occurred,” Sawyer tells us. “It wiped out a huge portion of [the Huana] population - they had to rebuild from almost nothing.”

The Huana are contemporaries of the Engwithan, the ancient society introduced in the first Pillars of Eternity. But where the Engwithan only left ruins for us to glimpse at their culture, the Huana persevered.

“Neketaka is actually a surviving element of that ancient culture, but it was abandoned for centuries until it was repossessed by a powerful Huana tribe, the Kahonga,” Sawyer explains. “That tribe is nominally the ruling tribe of the Huana, but they don’t really respect their authority. They do command some respect among the tribes but they don’t have as much influence as other autocratic rulers might have.”

The Huana residing in Neketaka aren’t the only strong-willed culture, though. The city, like any major power, is a bustling network of multiculturalism. Two large trading companies, each with their own ideals, practices, and turf, fight for coin and influence, while a collective of pirates do their best to anger both companies /and/ the Huana. It is, as you can imagine, a very noisy place.

Stuck in the middle of these clashing cultures and businesses is you, the player. How you respond to the bustle of the city is, of course, entirely up to you, but you’ll probably want to weigh up political landscape before you do. “The player has their own agenda for coming to Neketaka,” Sawyer says. “You see different elements of each faction before you get to make alliances among them. You’re pursuing one objective, but it drags you into the middle of these four groups.”

Multiple potential ally factions is by now a tradition when it comes to Obsidian’s RPGs, but it’s a system that’s yet to grow stale. Even at this early stage it’s tantalising to think about what chaos could be achieved by double-crossing groups.

Creating a city with such scale and density requires a plethora of coding and artistic tricks. By designing district maps that don’t flow directly into each other, Obsidian are able to provide the impression of a much larger city beyond that of the areas you’ll be able to explore. What’s not directly witnessed is illustrated with lore drops. “We have a pop-up window that shows things like the population, a breakdown of the different races in the city, who rules the city, and what their major trade exports are,” Sawyer explains. “It helps flesh out your sense of the city, but also its place in the world.”

By moving away from free-flowing exploration of every nook and cranny in Neketaka, Obsidian risk making the city feel like an artificial playground. But Sawyer is confident the art team’s attention to detail makes it feel genuine. “It’s very important to give a sense of place within the city,” he says. “For example, when you go into the temple district of Neketaka, you can see this great drop-off in the background, because you’re pretty high up on the mountainside. As you walk around, there’s a great sense of depth. Whether you’re down at the docks and hearing the sound of ships coming in, or you’re up the clouds, we want to give you that sense of scale and place within the city.”

With Neketaka possessing such scope and bustling culture, you could be forgiven for thinking you’ll slip in unnoticed and be able to quietly manipulate its systems. Quite the opposite is the reality; you’ll be a big name from practically the moment you walk through its gates.

“As soon as you get to Neketaka, something happens to establish who you are,” Sawyer teases. “It’s a big event that means we can justifiably have anyone in the city be aware of who you are. When you’re on the critical path, while you’re suggested to go to the palace, it’s possible to avoid it if you want to. But if you do go to the palace, everyone who sees you knows who you are.”

And when everyone knows who you are, there’s one thing you can count on: an ever-growing line of NPCs demanding you help them out. Pillars of Eternity II’s cities will, without question, feature dozens of quest opportunities, but Sawyer notes that Obsidian have been careful with how those opportunities are presented.

“We do want players to stumble across quests, but if they’re forced into it all the time, that can get irritating,” he explains. “It can also be overwhelming when you have so many quests that you just don’t know where to go. Baldur's Gate was much too sparse, and Athkatla [the capital city in Baldur’s Gate II] was a little too dense. Part of it also had to do with the way the player was pulled into those conversations. Sometimes it’s ok to pull players into a dialogue, and other times it’s ok to let a player see there’s something going on and decide [what to do].”

As you travel around Neketaka, you’ll find that the citizens respond to you in a variety of ways governed by a specific sense of logic. This is based in Obsidian’s wish for NPCs to be notably and realistically reactive.

“If you rob from a regular citizen, it seems a little jarring if they go berserk and attack you,” Sawyer notes. “[In Pillars 2] if regular old folks get mad, they will try to call the guards. If you start attacking them, they’ll flee or they’ll cower. The people who are there to protect the citizens - the guards - they’re the ones who will come and try and attack you.”

If you’re planning on staying on the right side of the law, the new chatter system is where you’ll notice most of Pillars II’s reactivity. “People react to you in different ways based on who they are,” Sawyer details. “People react to you being godlike, which is something [players] said they wanted more reactivity to. If you do certain things, people will thank you or they’ll curse you in the street. We try to have a lot of logic to it.”

That reactivity runs deeper than merely what people say about you, though. Your decisions and actions will have an obvious effect on Neketaka; the city itself will change over time. “The bigger challenge is less about giving something a sense of place, and more about giving a place a sense of change over time,” Sawyer says. “It’s the thing in roleplaying games that is much more difficult. Almost any genre can give you a strong sense of place, but when the player does something in a roleplaying game, they’re looking for what changes based on that. ‘Do people come? Do they go? Do they treat me differently?’ That’s always a challenge, and it’s something that we keep pushing.”

The fact that Obsidian are happy to face these challenges head-on is what continues to make their work fascinating. And based on the evidence here, it looks like Neketaka could be destined to join Baldur’s Gate and Athkatla in the hallowed halls of RPG’s finest travel destinations. We’ll find out if it lives up to the brochure when Pillars of Eternity II: Deadfire releases next year.
pcgamesn.com/pillars-of-eternity-2-deadfire/pillars-of-eternity-2-neketaka-city
 
Top Bottom