Pillars of Eternity

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Update #39

From the Feed of the Director Part III

Greetings adventurers! We're back with another episode of 'From the Feed of the Director.' This time we have a few surprises for you, as we look into our internal Obsidian blogs and pull out only the juiciest insights. You'll also get some information on some of the things that Pillars of Eternity II: Deadfire Game Director, Josh Sawyer, has shared on social media as well, for the gadfly-types among you.

In this video (all footage is work in-progress):
  • "This ship's wheel is too darn big!"
  • Bombs of the Deadfire - to throw, or not to throw?
  • Guns Work Best When You Line Up and Everyone Shoots at Once, by Ulysses S. Magran
  • Dancin' and barfin'
  • Yes, Josh's cat is in the game again

In our next video, Josh is going to explain the multiclassing and subclassing systems while showing them off in the game. And yes, you will see multiclass names!

Thank you for joining us and we'll see you in a few of weeks for Update 40!

Be sure to join the conversation and our community over on our forums. In case you missed out on exploring Neketaka, check out our last update!​
 
Update #40

Multiclassing Part II

Greetings, citizens of Eora! We're very excited to bring you an update that goes over the multiclassing system in Pillars of Eternity II: Deadfire. You may remember way back in Update #7 when we discussed how the system would work, but changes were made and we wanted to make sure we discussed them. So, join Josh and some of the Deadfire team while we talk about all things multiclassing.


The video touched on some of the changes, but Josh himself has some words on what has gone into the multiclassing and subclassing system. Take it away, Josh!

Hail, elves.

It's time for a big ol' update on multiclassing and subclassing. Both features are new for Deadfire and we wanted to let you know how they've developed over the past eight months.

Our original design for multiclassing was based on D&D 3.X's approach, where players pick classes level-by-level. You could build a character as a wizard for 4 levels, then add 2 levels of fighter, then switch back to wizard for 3 levels, and so on. Because 3.X multiclassing has some mechanical problems with how spellcasters progress (barring certain prestige classes like the Mystic Theurge), I designed a system that separated each class' power source advancement from its level advancement. It was designed to create a more reliable advancement curve for each class' abilities. It more-or-less succeeded at that, but we noted some problems early on, including after the announcement:
  • People had a difficult time understanding the relationship between individual levels and power source progression.
  • Selecting powers worked pretty well if you knew exactly what you were doing, but you could easily wind up with casts per encounter from levels of spells you had no spells for (e.g. 2 third level casts but no third level spells).
  • There were some shortcomings with building characters level by level in different orders.
  • Displaying power source progression in the UI was either confusing or took up an inordinate amount of space.
After talking things over with the other system designers, we discussed what the most important aspects of multiclassing were.
  • Allowing people to realize hybrid class character concepts. "I want to be a fighter and a wizard."
  • Keeping the overall power of the character competitive with single-class characters. The character should be viable. It's okay if it winds up over- or a little under-powered compared to a single-class character as long as it's not fundamentally weak.
  • Allowing players to emphasize one aspect of the hybrid more than others. "I'm a fighter and a wizard, but more of a wizard."
The original design allowed the first and the last aspects, but the middle aspect suffered because of the high degree of flexibility. It was still easy to make non-viable characters. A non-viable character can be part of a viable party, but still feels bad to play. The high degree of flexibility also strained the first aspect, the basic character concept. A character with 18 levels in fighter and 2 levels in rogue is less of a character concept and more of a strategic build choice.

I went back to the drawing board to revisit an idea I had around the same time as the original design, which was based on AD&D 2nd Edition-style multiclassing, where the player chooses to opt into multiclassing at character creation instead of selecting classes level-by-level. In such systems, the core concept is established from the beginning. A player who says, "I want to be a fighter and a wizard," can be that (a battlemage) from the beginning instead of picking one class and then alternating to the other later on. Progression is also easier to understand from the beginning as access to abilities and the increase of their power is consistent from multiclass to multiclass. A fighter/rogue (swashbuckler) gains access to 2nd level abilities for both classes at 4th level, as does a priest/monk (contemplative), barbarian/chanter (howler), and druid/ranger (beastmaster).

In a strict sense, the new system allows for less overall flexibility, but multiclass characters now get two abilities each time they hit a new power level, one from each class. This means that a multiclass character starts with more abilities and will always have more abilities than a single-class character of the same level. However, multiclass characters get access to each power level later than a single-class character and their abilities progress in power at a slower rate. A wizard has access to Fireball at 5th level, but a battlemage (fighter/wizard) does not gain access until 7th level.

A multiclass character also uses the average of their classes' base health and defenses. If one class begins with 48 health and the other begins with 30, the multiclass will start with 39 health. If one class gains 14 health per level and the other gains 10 per level, the multiclass will gain 12 per level.



In actual playtesting, multiclass characters have terrific flexibility even though they lag power-wise compared to their single-class counterparts. In my personal experience, they are a lot of fun to play and there is a huge amount of variety to how a multiclass character can be built even before subclasses are taken into account.

Subclasses add an additional dimension to character conception and development. As in our original design, players are allowed to choose a subclass for each of their classes. The only classes that are required to have a subclass are paladin and priest. Subclasses all have trade-offs, though some subclasses change the core playstyle of the class more than others. A sharpshooter plays similarly to the pure ranger, but emphasizes the ranged aspect more and suffers more in melee. A stalker needs to stay close to their animal companion to avoid penalties and take advantage of the subclass' melee-oriented benefits. A ghost lodge ranger plays much differently from the pure ranger because their animal companion is only present as a spirit summoned in combat. There are very few restrictions on multiclassing combinations. Only a few paladin orders and priest deities are restricted from combining for mechanical reasons (i.e., contradictory Dispositions that affect their abilities). Otherwise, the player is free to combine classes as they see fit.

And now, the lists you've all been waiting for... first, the multiclass titles! These titles are displayed on your character sheet along with the individual classes and subclasses your character uses.



And all of our subclasses with a brief description of what the subclass is all about.

Barbarian
  • Corpse Eater - Targets unconscious enemies to devour their flesh and gain power. Powers cost more to use.
  • Berserker - Has a more powerful Frenzy, but attacks can damage friends as well as foes while Frenzied.
  • Mage Slayer - Gains spell resistance and can disrupt enemy spells, but cannot use potions or scrolls and beneficial spells have shorter durations.
Chanter
  • Beckoner - Summoning invocations are cheaper and summon more creatures, but the creatures are weaker.
  • Skald - Offensive invocations are cheaper and melee crits grant phrases, but all other invocations are more expensive.
  • Troubadour - Phrase linger is 50% longer, Brisk Recitation as a modal that increases the rate of phrase elapses, but shortens linger. All invocations are more expensive.
Cipher
  • Ascendant - Powers and Soul Whip are more effective when used at Max Focus, but Focus drains quickly if left at Max for long.
  • Beguiler - Illusion powers are more powerful, but Soul Whip suffers when used against targets that are not vulnerable to Sneak Attack.
  • Soul Blade - Offensive cipher that can dump Focus into a Soul Annihilation melee attack for extra Raw damage. Shred powers have reduced Focus cost. Lower Max Focus.
Druid
  • Fury - Shift into storm blights and gain bonuses with elemental spells. Cannot cast Restoration spells.
  • Lifegiver - Rejuvenation spells are cast with increased Power Level but cannot cast Summon spells.
  • Shifter - Druid can shift to any animal form, once each, per combat and heals damage each time they shift back. Cannot cast spells while shifted.
Fighter
  • Black Jacket - Bonus weapon proficiency, reduced Recovery when switching weapon, but lacks Constant Recovery.
  • Devoted - May only be proficient in a single weapon. Higher Penetration and crit damage with that weapon. Suffers Accuracy penalty when using other weapons.
  • Unbroken - Bonuses to Engagement and Disengagement Attacks, but lower Stride.
Monk
  • Helwalker - Begin all combats with Wounds, gain Might for every Wound. Wounds require more damage to acquire.
  • Nalpazca - Drug effects last longer and Wound cap is increased while under the effects of drugs. Penalties while not under the effect of drugs.
  • Shattered Pillar - Gain Wounds by inflicting damage with melee weapons (fists or otherwise). Lower Max Wound cap, does not gain Wounds from receiving damage.
Paladin
  • Bleak Walkers - Flames of Devotion (Remember Rakhan Field) generates black flames and does Corrode damage. Healing given and received is reduced. - Cannot multiclass with priests of Eothas, Berath, or Skaen.
  • Darcozzi Paladini - Lay on Hands (Flames of Darcozzi Palace) creates a flame shield around the paladin. Lower Zeal power. - Cannot multiclass with priests of Berath, Magran, or Skaen.
  • Goldpact Knights - Sworn Enemy (Gilded Enmity) creates protective gold armor on the paladin. Cannot learn Zealous Auras. - Cannot multiclass with priests of Magran or Wael.
  • Kind Wayfarers - Flames of Devotion (Sword and the Shepherd) heals nearby allies. Does less damage against enemies vulnerable to Sneak Attack. - Cannot multiclass with priests of Berath, Magran, Wael, or Skaen.
  • Shieldbearers of St. Elcga - Lay on Hands (St. Elcga's Grace) prevents the target from being knocked out for a short duration. Cannot use Lay on Hands on self. - Cannot multiclass with priests of Skaen, Magran, or Wael.
Priest
  • Berath - Can learn Decay spells from the druid list, cannot learn Condemnation spells. - Cannot multiclass with Bleak Walker, Kind Wayfarer, or Darcozzi paladins.
  • Eothas - Can learn Elemental spells from the druid list, cannot learn Protection spells. - Cannot multiclass with Bleak Walker paladins.
  • Magran - Can learn Fire spells from the wizard list, cannot learn Restoration spells. - Cannot multiclass with Shieldbearer, Kind Wayfarer, Goldpact, or Darcozzi paladins.
  • Skaen - Can learn rogue offensive abilities as priest spells, cannot learn Inspiration spells. - Cannot multiclass with Shieldbearer, Bleak Walker, Kind Wayfarer, or Darcozzi paladins.
  • Wael - Can learn Illusion spells from the wizard list, cannot learn Punishment spells. - Cannot multiclass with Shieldbeaer, Kind Wayfarer, or Goldpact paladins.
Ranger
  • Ghost Heart - Animal companion must be summoned as a spirit. They are not affected by Bonded Grief and the companion is more powerful, but the summon is limited duration.
  • Sharpshooter - Bonuses to Penetration and Accuracy at range, but slower actions and lower Deflection.
  • Stalker - Stalker and companion gain bonuses to Deflection and Armor Rating when close to each other, suffer Bonded Grief when too far apart.
Rogue
  • Assassin - From stealth or invisibility, weapon attacks have bonus damage, Penetration, and Accuracy. All incoming damage is increased.
  • Streetfighter - Sneak Attack and crit damage increases when Flanked or Bloodied (<50% Health). Recovery is slower when neither Flanked nor Bloodied.
  • Trickster - Gains access to Illusion spells from the wizard list. Sneak Attack deals less damage.
Wizard
  • Conjurer - Conjuration spells are more powerful, cannot cast Evocation or Illusion spells.
  • Enchanter - Enchantment spells are more powerful, cannot cast Illusion or Transmutation spells.
  • Evoker - Evocation spells are more powerful, cannot cast Transmutation or Conjuration spells.
  • Illusionist - Illusion spells are more powerful, cannot cast Conjuration or Enchanting spells.
  • Transmuter - Transmutation spells are more powerful, cannot cast Enchantment or Evocation spells.
The subclasses are still undergoing testing, so there may be changes to the specifics of implementation along the way. We hope that this glimpse into Deadfire's multiclassing and subclass systems gives you endless ideas for different characters you could build until the game is released. Thanks for reading.

--Josh Sawyer, Game Director, Pillars of Eternity II: Deadfire

Announcements

The time to pledge for Deadfire high-tier items is coming to an end. If you want to get an item in the game, you have until next Friday, September 29th, to pledge for that tier. After that, they will no longer be available. The tiers this affects are as follows:
  • Name a Pet
  • Create an Item
  • Portrait In-Game
  • Create a Super-Pet
  • Create a Spell
  • Create an Inn
  • Build a Pirate Party
  • Top Backer
All other tiers will remain open until October 31st, so mark that date if you want to up your pledge or let your friends know to get in on Deadfire early!

We hope you've enjoyed this update and we'll be back in a few weeks with another From the Feed of the Director. See you then!

If you want to discuss this update, head on over to our forums! If you missed it, be sure to check out the last update.​
 
Versus Evil and Obsidian Entertainment Announce Pillars of Eternity II: Deadfire Publishing Partnership

Sequel to Award Winning RPG to Launch on PC, Mac and Linux in Early 2018!


Independent games publisher Versus Evil today announced its partnership with Obsidian Entertainment to publish Pillars of Eternity II: Deadfire. The sequel to the critically acclaimed, award-winning RPG Pillars of Eternity, will launch on Windows PC, Mac and Linux in early 2018.

"Pillars of Eternity and Obsidian are practically synonymous with quality RPGs and we couldn’t be happier to work with their team and their community in supporting Pillars of Eternity II: Deadfire", said Steve Escalante, General Manager of Versus Evil. "The sequel builds on the massive critical success of the first game and will be one of the premier RPGs to launch in 2018. Fans of the franchise will be thrilled with everything that this sequel has to offer, and newcomers to the Pillars universe will get to experience a technically superior RPG adventure with a more meaningful companion system, deep progression mechanics and uniquely rich storyline for the first time."

For its part, Obsidian Entertainment CEO Feargus Urquhart said: "We are thrilled to be working with the team at Versus Evil on Pillars of Eternity II: Deadfire, the first sequel we’ve ever made into one of our own IPs. Partnering with a team that is as passionate as we are about making Pillars of Eternity outstanding has already been such a gratifying and exciting experience. We know that Steve and his team will treat Deadfire right and help us make it the game that our incredible fans and generous backers expect and deserve."

In Pillars of Eternity II: Deadfire, players embark on a dangerous voyage of discovery as they hunt down a god to save their own souls. Building on the award-winning gameplay of the first Pillars of Eternity, every aspect of Deadfire has been improved and expanded. Vastly more detailed graphics, deeper game mechanics, increased player choice and reactivity, a new companion relationship system, streamlined combat, and an entirely new, hand-crafted adventure make Deadfire the ultimate cRPG experience. Players travel the far-flung region of the titular Deadfire Archipelago by ship, where they will discover new races, visit exotic islands, defend their ships against pirates, and, most importantly, choose their allies carefully, as there are powerful factions to encounter at nearly every port.
versusevil.com/news/versus-evil-and-obsidian-entertainment-announce-pillars-of-eternity-ii-deadfire-publishing-partnership/
 
At Obsidian, we believe that making groundbreaking games can and should be done only by directly collaborating with our fans. We want to know what you think about downloadable content (DLC), and how we should approach it.

We've prepared a brief survey that will help you tell us your opinion on DLC (and a little about yourself, if you want). The entire survey should take less than 10 minutes to complete, and we would be incredibly grateful if you'd take a little time out of your day to tell us what you think.

We'd love it even more if you'd share the survey with any friends who are also fans of ours, too!

The survey will close on October 20, 2017, so please don't wait!

Thank you very much for participating, and for being a fan of Obsidian.

All about DLC.

We want to know how you feel about downloadable content (DLC). Your opinion will have a significant effect on how we approach DLC for our games. Please share it with us.

surveymonkey.com/r/OEIDLCSurvey1
 
Don't know if anyone still reads this, but I'm finally playing the White March part II. I chose to scale it and I'm playing on hard and holy shit, those hordes of vithracks and sporelings absolutely kick the ass of my level 12 party. Don't remember anything in the base game being this difficult. Also tried going to the Cragholdt area and the mercenary fights are also very tough. Both of these areas seem harder than anything else in the game.
 
volsung;n9674701 said:
Don't know if anyone still reads this, but I'm finally playing the White March part II. I chose to scale it and I'm playing on hard and holy shit, those hordes of vithracks and sporelings absolutely kick the ass of my level 12 party. Don't remember anything in the base game being this difficult. Also tried going to the Cragholdt area and the mercenary fights are also very tough. Both of these areas seem harder than anything else in the game.

I didn't get to expansions yet. I'm currently playing the Witcher 3 for the first time (in Wine). I wrote some thoughts about it here. :)
 
volsung;n9674701 said:
Don't know if anyone still reads this, but I'm finally playing the White March part II. I chose to scale it and I'm playing on hard and holy shit, those hordes of vithracks and sporelings absolutely kick the ass of my level 12 party. Don't remember anything in the base game being this difficult. Also tried going to the Cragholdt area and the mercenary fights are also very tough. Both of these areas seem harder than anything else in the game.
Harder, yes, but hardly unfair. You can tell that this time around the designers responsible for the encounters really want you to utilize your complete arsenal of abilities and spells, in particular the ones for countering all the often quite nasty things enemies throw at you (those paralyzing packs of Lagufaeth come to mind). In general TWM I+II's encounters are just better thought out in composition and placement compared to the base game. A definite improvement here.

The added bog area, Mowrghek Îen, is quite a challenge too. Especially the 'conclusion' to that location, if your main character isn't much of a talker.

Don't forget to take the linked survey a few posts above, in case you haven't already.
Might give Obsidian the wrong ideas otherwise, if there's not enough people telling them that the Paradox way of 'nickel and dime-ing' the shit out of games with portrait packs and other such nonsense is not the road to be taken in this regard.
 
Yeah the expansion feels harder but also much more rewarding than the base game, combat wise. Like you said, during most fights I hardly use any spells and end up saving my high level spells for unusual fights or using them up when I'm about to sleep. Until now, particularly playing the Luminescent Caves area, I'm thoroughly exploring the priest and mage spell arsenal for protections and resistances. This sort of feels like fighting Mind Flayers in BG2, just I can't prepare in advance (and Vithracks don't drain intelligence). I just wanted to know if I was doing something wrong, because the spike in difficulty is very noticeable.

Dialogue wise the expansions are good too, there are more and better skill and character dependent choices and reactions. The writing is just OK.

I'm hoping PoE 2 will combine the improvements of The White March with the general experience of the base game.

I rarely read the forums now but as a backer I get Obsidian's emails so I filled out their survey a while ago. Just in case you're wondering, I prefer full-fledged expansions and don't care for cosmetic "DLC". I think most of us can agree on that.
 
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OK cleared out the luminescent caves area. Scaled-up WMII + Hard is definitely a tough but satisfying challenge. Now I moved on to the new part of the White Forge, and so the battles resume again. I was trying to go for a minimal to zero knockout playthrough but screw that, I'd have to replay these battles too many times to get perfect results.
 
Update #41

From the Feed of the Director Part IV

Greetings! Pillars of Eternity II: Deadfire Producer, Katrina Garsten, is here to not only help us dive into what Game Director, Josh Sawyer, has been putting up on his social media, but also has an update on some merchandise offered to Backers. We'll get to the merchandise after the video, so for now, let's have Katrina take it away!


Thanks for the video, Katrina! But that isn't all from our awesome Producer. She's back to let us know about some of the rewards you can get when you pledge for Pillars of Eternity II: Deadfire.

In our first bit of exciting news, Obsidian is proud to announce that mobile fiction platform Bound and NY Times bestselling fantasy author Richard Knaak have partnered with us to publish and write the Pillars of Eternity novella! Author Richard Knaak has written for such series as Warcraft, Diablo, Dragonlance, Age of Conan, and Iron Kingdoms universes, as well as his own popular Dragonrealm. Backers will be receiving a pdf of the novella on the Backer Portal when available, while the mobile version will be released in chapters on Bound afterwards.

In other news, production for physical rewards is underway. We're having samples created and will move on to mass production later this year. Obsidian is happy to announce that Novobox is assisting us with the majority of our physical item creation and packaging. You can already see a sample of their work, the adorable space pig plushie, in our crowdfunding video! We're also excited to show you the final poses and 3D images of our Od Nua statue and 28mm miniatures. The images we're sharing are the concept art that will be used to make the items, and not indicative of the final product.

Our Od Nua sculpture, created by talented Character Artist, Dimitri Berman!







28mm miniature pewter figurines, also sculpted by Dimitri Berman and posed by Animator, Seth McCaughey.







As we continue to finalize artwork and get samples created, we will share photos with you every step of the way.

--Katrina Garsten, Producer, Pillars of Eternity II: Deadfire

Thanks, Katrina! If you were waiting to see what the physical items were before pledging for them, remember that you have until October 31st to upgrade or get those pledges in!

We also want to remind you all that the DLC survey we currently have out will be closing this Friday, October 20th. The survey doesn't take long to complete and will help inform us greatly on how we can approach DLC for our games. We appreciate the time given to the survey greatly!

Lastly, the deluxe edition of Pillars of Eternity: Lords of the Eastern Reach, the card game based on the Pillars universe, is on sale exclusively at the Zero Radius Games website. The regular edition is sold out and only a few copies of the deluxe edition are available, now at 35% off! Get one while they last!

Stay tuned for an update with information on our upcoming backer beta. Until next time!

Be sure to join the conversation for this update on our forums. If you missed the last update on multiclassing and subclassing, check it out here.
fig.co/campaigns/deadfire?update=534#updates
 
Pillars of Eternity: Definitive Edition Arrives November 15th for PC, Mac, and Linux!

STOCKHOLM, Sweden and IRVINE, Calif. — Paradox Interactive, a publisher of games for characters of all builds, and Obsidian Entertainment, veteran developers behind Fallout: New Vegas and South Park: The Stick of Truth, today announced a new edition of Pillars of Eternity which provides the definitive experience and tremendous value to RPG fans everywhere.

The award-winning title is now available as Pillars of Eternity: Definitive Edition, a comprehensive version of Obsidian’s crowdfunded masterpiece that includes both White March expansions, all premium extras, and an all-new bundle of content, called the “Deadfire Pack,” inspired by Obsidian’s upcoming Pillars of Eternity II: Deadfire.

Definitive Edition will be available for PC, Mac, and Linux on November 15, 2017. The new Deadfire Pack DLC will also be made available for free to all existing (and future) owners of Pillars of Eternity on Windows, Mac, and Linux PCs to thank them for their ongoing support of what has become one of the world’s most beloved RPGs. With these additions, fans will have the complete set of all Pillars of Eternity content ever created inside and outside of the game in the final, all-encompassing release.

On November 15, the Definitive Edition will be made available via digital distributors everywhere for a suggested retail price of $39.99, and will include:
  • The original Pillars of Eternity, a modern RPG with classic inspiration, and winner of multiple awards for its rich story, art, and world design
  • The complete, expanded world, characters, and content from The White March: Parts I & II, which adds new places to travel and quests to complete
  • All premium content originally sold with Pillars of Eternity: Royal Edition, including the original soundtrack, a digital collector's book, an original novella set in the Pillars universe, and much, much more
  • The all-new Deadfire Pack DLC, which includes new in-game items to earn and discover, and new portraits from the forthcoming sequel, Pillars of Eternity II: Deadfire, releasing in 2018
Alongside the release of the Definitive Edition, the original Pillars of Eternity: Hero Edition game will receive a suggested retail price reduction to $29.99 on Windows, Mac, and Linux PCs.

Pillars of Eternity, originally the result of a crowdfunding campaign by over 75,000 backers, has led a resurgence in the classic RPG genre since its release in 2015. Winner of “Best RPG” from multiple critics, the game is now available for both PC and console platforms from retailers worldwide. A sequel, Pillars of Eternity II: Deadfire, is currently in development by Obsidian Entertainment.
eternity.obsidian.net/eternity/news/pillars-of-eternity-definitive-edition-arrives-november-15th-for-pc-mac-and-linux
 
[video=youtube;aB-Pw9FD-v8]https://www.youtube.com/watch?v=aB-Pw9FD-v8[/video]












Also - according to this:
[tweet]https://twitter.com/EllohimeTwitch/status/930598490660589569[/tweet]

and how he throws around with beta keys 'courtesy of gog.com', the backer beta apparently will be available from gog.com (likely via 'In Dev') too when it's released later today.
 
Release: Pillars of Eternity: Definitive Edition



Gather all parts before venturing forth.

Pillars of Eternity: Definitive Edition is now available, DRM-free on GOG.com with a 25% launch discount until November 19, 11PM UTC.

The acclaimed isometric RPG now finally in a complete package that includes every bit of available content: Pillars of Eternity - Royal Edition, White March Part I & II, plus the Deadfire Pack. Dive into the sprawling, fascinating, and reactive world of Eora and discover how Obsidian turned a nostalgia-fueled project into this award-winning modern classic.

Those who don't want to fully commit can instead get the PoE - Hero Edition, White March Part I, White March Part II, or White March Expansion Pass for 40% off each until November 19, 11PM UTC.

NOTE: The new Deadfire Pack DLC is included in Definitive Edition of the game, and is free for owners of all others Pillars of Eternity editions

Also, the Royal Edition and Champion Edition of the game are no longer available for sale but will remain in people's libraries, as normal.
gog.com/news/release_pillars_of_eternity_definitive_edition
 


Update #42

The Backer Beta is Live!

Greetings, everyone. In this latest update we are very happy to announce that the Backer Beta is now live! If you pledged at a tier that included the Backer Beta, or purchased it as an add-on during the Fig campaign, you can get your key for either Steam or GOG in the Products Page of your Account Profile. Then head on over to our forums for instructions on how to get the beta set up. We know you're excited to play, so go ahead and get to it! It's okay. We'll continue on when you're installing the Backer Beta.

Installing? Great!

Pillars of Eternity II: Deadfire Producer, Katrina Garsten, sat down with Design Director, Josh Sawyer, to ask him about the Backer Beta and what players can expect, so let's check out what they have for us!


Excited about the Backer Beta? So are we! We're looking forward to getting all of your feedback to help make Deadfire the premier RPG. If you didn't get the Backer Beta during the campaign, you are still able to add it to your existing pledge now!

But wait, there's more!

Today also marks the release of Pillars of Eternity: Definitive Edition. This complete collection of Pillars of Eternity comes with everything from the Royal Edition as well as both of the White March expansions. Not only that, but we're also releasing a new free DLC for Pillars of Eternity called the "Deadfire Pack" that will get you some new Deadfire inspired items! You can get the Pillars of Eternity: Definitive Edition now on Steam or GOG.

And one more thing...

The Coming Soon page for Pillars of Eternity II: Deadfire is now live on Steam and GOG complete with a new trailer and new screenshots!

[video=youtube;aB-Pw9FD-v8]https://www.youtube.com/watch?v=aB-Pw9FD-v8[/video]

That's all for this update. We'll be back before the end of the year and take a look back on how far Deadfire has come since the launch of the campaign back in January (along with a few fun surprises). See you all then!

Be sure to join the conversation for this update on our forums. If you missed the last update, be sure to check it out!
fig.co/campaigns/deadfire?update=550#updates
 
well i have to say that i'm rather underwhelmed with deadfire.
the free roam and multiclass is rather nice.
but the interactions gain/loss are bugged, and the romances are pure and utter crap.
i was trying to console xoti and the such and all of a sudden she's trying to jump my ladybones wtf?
and even after i rebuffed her advances in the epilogue it still said that i had despoiled her graces (???)...
though the premise of the main story was nice it still felt lacking.

as a whole the game is nice and is worth playing.
some of the improvements they've implemented were more than welcomed.
however the companions and main story are a couple of steps backwards from poe1 which is a shame.
 
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