Pillars of Eternity (Obsidian Isometric RPG Kickstarter) -…
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TaShadan
Germany1965 Posts
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-Archangel-
Croatia7457 Posts
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TigerKarl
1757 Posts
On December 11 2013 20:23 -Archangel- wrote: They need to work on some animations (like the fireball), but other than that it looks sweet. yeah that fireball looks like a explosion from the original Empire Earth, but some other animations are fantastic. Didn't like the magic missiles, though. | ||
EchOne
United States2906 Posts
On December 15 2013 00:37 TigerKarl wrote: yeah that fireball looks like a explosion from the original Empire Earth, but some other animations are fantastic. Didn't like the magic missiles, though. I didn't mind the fireball, but if the magic missiles were what I thought they were... they just clash with my mental image of magic missiles, which are more blue in my head. | ||
Thrill
2599 Posts
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DannyJ
United States5110 Posts
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HeatEXTEND
Netherlands836 Posts
On December 15 2013 01:34 EchOne wrote: I didn't mind the fireball, but if the magic missiles were what I thought they were... they just clash with my mental image of magic missiles, which are more blue in my head. They are obviously eldritch arrows ![]() | ||
Lucumo
6850 Posts
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rezoacken
Canada2719 Posts
Game is still expected 2014. It isn't a good QA but it's the source: | ||
-Archangel-
Croatia7457 Posts
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rezoacken
Canada2719 Posts
RMing the Masses Hey, guys. Brandon here. Here at Obsidian, we know that DRM can be a touchy subject so we got together with our friends at Paradox to think of a better solution, because you know, rights need to be managed. What came out of those discussions is... the Pillars of Eternity A.R.M. ![]() Pillars of Eternity A.R.M. (Analog Rights Management) Much like the code wheels of old, players will be greeted with a large, glowing question rune on the title screen. In addition to the question rune, ten smaller runes will also be displayed. Players will then have to use the Pillars of Eternity A.R.M. code wheel to decode the question rune and select the properly revealed rune. It's fast and (somewhat) easy. Be careful, though, because two incorrect selections in a row and your copy of Pillars of Eternity will become locked down for 72 hours while our customer service department investigates possible fraud. . | ||
HeatEXTEND
Netherlands836 Posts
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Lucumo
6850 Posts
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Sn0_Man
Tebellong44238 Posts
On April 04 2014 03:10 Lucumo wrote: Yep, would take this kind of DRM over Steam any time of the day. Its an april fools joke... | ||
Lucumo
6850 Posts
So what has that to do with anything? | ||
chaos021
United States258 Posts
Yea, I actually want that if they were to make a physical version of it. | ||
karazax
United States3737 Posts
Some of the newest in game art: ![]() ![]() ![]() ![]() ![]() some in game music: Some in game animation work: | ||
karazax
United States3737 Posts
Mob Rulers While neither wizards nor druids are restricted to offensive spells that target groups or areas, they excel in that arena. Whether it's dishing out elemental damage or inflicting status effects on enemies, both classes have a wide variety of spells to whittle down the hordes. Rangers and rogues are the kings of single-target takedowns, but the mob rulers exist to soften up, slow down, hinder, or otherwise mess up groups of enemies. Both classes focus heavily on spellcasters, but they have slightly different mechanics to how they work. Together with priests, wizards and druids are the "traditional" spellcasting classes that can cast a certain number of spells of each level per rest. As they gain levels in their classes, they can access more powerful spells. Over time, their weakest per-rest spells become per-encounter spells. At very high levels, the weakest spells eventually become at-will abilities, capable of being cast indefinitely. Wizards Wizards are researchers and experimenters. Like animancers, their understanding of the spirit world and soul energy is technical and scientific. For this reasons, wizards have a skill focus in both Lore and Mechanics. Also like animancers, wizards rely on special tools to achieve their effects. Specifically, wizards use grimoires, arcane books made with rare materials that can absorb and temporarily hold fragments of ambient soul energy. Unlike priests and druids, wizards do not personally shape the magic that is released. Instead, their grimoires' spell pages do most of the work. The wizard's specialty is in understanding how to help the magic flow in and out of the grimoire without going haywire. As wizards continue to research, more spells are created every year. Some spells remain in the private collections of individual wizards while others see widespread distribution and can be found in grimoires all over the known world. In game terms, all wizards start with a single grimoire. Even as big as they are, grimoires can only hold a set number of spells from each level. Wizards have the potential to access many more spells than priests or druids, but that potential is restricted by what a grimoire can hold. As a result, experienced wizards carry multiple grimoires with subsets of spells to handle different situations. Grimoires can be switched during combat, but there is an opportunity cost to doing so -- the new grimoire needs to attune itself to the wizard for several seconds before its spells can be used. Outside of combat, wizards can outfit their grimoires with any spells that they have learned. If they come across a spell in an enemy's grimoire, they can choose to learn that spell for the cost (in copper pieces) required to research it. As a result of their varied studies, wizards have access to both "meat and potatoes" spells and more eccentric effects. They excel at area attacks, but also have a healthy number of spells for personal defense and more than a few oddballs in the mix. Occasionally, wizards become known for a particular spell or family of spells that they've invented and their names are inexorably linked with their contributions to magical research. Here are some of the many spells wizards can learn in Pillars of Eternity: ■Fan of Flames - Creates a short-range cone of fire that does Burn damage to everyone caught inside. (Reflexes) ■Jolting Touch - Inflicts heavy electrical damage to the target then jumps to the two nearest enemies. (Deflection) ■Minoletta's Minor Missiles - Launches three missiles of magical energy that inflict Crush damage on a single target. (Deflection) ■Thrust of Tattered Veils - Generates a precise thrust of Crushing force that does little damage but has a high Interrupt. This fast-casting spell is often used to disrupt enemy actions. (Deflection) ■Wizard's Double - Creates a single duplicate image of the caster that grants a high Deflection bonus against a single attack. ■Concelhaut's Corrosive Siphon - Inflicts a Corrode effect and restores Stamina to the caster over time. (Fortitude) ■Ray of Fire - Creates a lingering stream of flames between the caster and target, doing damage to the target and everyone caught in between. (Reflexes) ■Fireball - Classic, reliable, deadly. That's fireball. (Reflexes) ■Kalakoth's Minor Blights - Creates a random "blight" in the caster's hand that does Burn, Freeze, Corrode, or Shock damage to the target and anyone caught in the area. After the wizard throws one minor blight, it will continue to spawn additional random minor blights until the spell's duration runs out. (Deflection/Reflexes) ■Minoletta's Bounding Missiles - As Minoletta's Minor Missiles, but each missile bounces to one additional target, does more damage, and has shorter overall range. (Deflection) ■Ryngrim's Repulsive Visage - Targets near caster are Sickened and Terrified by the wizard's horrifying appearance. (Will) ■Dimensional Shift - The caster and one ally are able to immediately switch locations, leaving a shockwave between them. Anyone caught in-between may be briefly Stunned. (Fortitude) ■Essential Phantom - Summons a ghostly double of the caster that fights with its bare hands, doing Shock damage. Other than the appearance of the caster, it shares no other properties. ■Minor Arcane Reflection - The caster erects a field of arcane energy around himself or herself, similar to the Arcane Veil. However, Minor Arcane Reflection has the ability to reflect an incoming hostile targeted (only) spell, sending it back to the original caster. The Reflection can try to reflect spells up to 3rd level -- and up to 10 total levels of spells -- before it expires. A failed attempt at reflection counts toward the limit. When an incoming spell targets the caster, the Reflection attacks the enemy's Will. If it succeeds in the attack, the spell is reflected. If two casters both have Arcane Reflections up, the attack can potentially bounce back and forth repeatedly until one caster fails his or her attack -- or exhausts his or her Reflection. ■Citzal's Spirit Lance - Creates a pike out of magical energy that does Pierce damage and causes a foe-only Blast explosion like wands do. (Deflection/Reflexes) ■Malignant Cloud - Creates a cloud of virulent poison that does raw damage (ignoring DT) to anyone in the cloud over time. (Fortitude) ■Arkemyr's Capricious Hex - Targets are randomly subjected to one of several afflictions, each with an equal chance of appearing, although at different durations: Dazed, Sickened, or Paralyzed. (Will) ■Ninagauth's Freezing Pillar - Slams a huge gleaming shard of ice into the ground, doing Freeze damage to anyone in the immediate area. A circle of frost spreads from the pillar, creating a Freeze hazard that also inflicts the Hobbled affliction on anyone it touches. (Reflexes) In addition to their per-rest spells, all wizards have two basic abilities that serve them well: Blast and Arcane Veil. Blast allows wands, scepters, and wands wielded by wizards to do a small amount of foe-only damage in a small radius around their target. Arcane Veil is an instantaneous ability that dramatically raises the wizard's Deflection for a few moments. Its one weakness is firearms; the Arcane Veil is not able to react to the speed of a bullet before it passes through. Druids Druids are animists, drawing power through the webs they believe connect all living souls in the world. When not casting spells and transforming into mythical beasts, druids spend a great deal of time in nature, giving them skill foci in Athletics and Survival. Much like priests, druids draw ambient fragments of soul energy toward them and shape their effects through practiced concentration. While druids do not have the diverse spell repertoire of wizards, they have more than enough to handle most problems that come their way. Druids' spells often take the form of natural phenomena -- storms, coiling plants, rapid decay -- to reflect their primal connection to the world. Despite their heavily-offensive nature, they do have a few defensive and healing spells to aid their allies. Druid Stag Form ■Nature's Mark - Enemies are outlined in pale green light, decreasing their Deflection and Reflexes. (Will) ■Talons' Reach - Caster creates an oversized projection of beastly talons striking everyone in the area for Slash damage. (Deflection) ■Tanglefoot - Lingering, sprawling patch of magical vines and other plants Hobbles anyone caught in the hazard. (Reflexes) ■Winter Wind - Characters in the area are pushed back and take Freeze damage. (Fortitude) ■Firebrand - Caster wields a massive sword-shaped blade of fire that does Burn damage on a hit. Switching to another weapon ends the spell. ■Insect Swarm - Targets take Pierce damage over time and have reduced Concentration. (Fortitude) ■Beetle's Shell - An allied target is encased in a shell that prevents him or her from taking actions (including moving) but will absorb a fixed amount of damage before shattering. ■Twin Stones - Two boulders fly out from the druid, causing Crush damage as they go. If the boulders strike a solid surface the boulder explodes, doing Pierce damage to anyone in the area. (Deflection/Reflexes) ■Moonwell - Creates stationary radius in which allies recover Stamina and gain a bonus to all defenses. ■Overwhelming Wave - Creates a rolling wave of water that smashes everything in its path, causing Crush damage and a Stun. (Fortitude) ■Firebug - A ball of fire rapidly bounces from enemy to enemy causing Burn damage. It hits up to 8 targets total. (Deflection) ■Nature's Terror - The druid gains a terrifying electrical aura that causes Shock damage and the Terrified affliction to anyone nearby. (Reflexes / Will) ■Wall of Thorns - Creates a wall of thorns, which does Pierce damage to anyone in it or who attempts to cross it. (Reflexes) ■Garden of Life - Plants spring up from downed enemies, generating healing auras around them. ■Rot Skulls - Summons necrotic skulls into the caster's hands. The skulls can be thrown at targets for Crush damage and a Corrode explosion. (Deflection / Reflexes) In addition to their spells, druids have two base abilities that assist them in dealing with single targets. At character creation, players select a damage type for their Wildstrike passive ability. Wildstrike adds a small secondary amount of damage to all damage-dealing attacks that the druid makes. Druids also all choose a spiritshift form at character creation. This form represents a type of animal spirit with which the druid has developed an intimate level of understanding (wolf, great cat, bear, stag, and boar). A few times a day, they can use this understanding to transform their bodies into a hybridized form between their natural shape and the shape of the creature they are emulating. In these forms, they cannot use any of their normal equipment but can attack with powerful natural weapons. Each form also has a special passive ability that applies while the druid is in that form. Over the course of the game, druids can acquire additional spiritshift forms to give them more options. There are many more wizard and druid spells where these came from. They all add up to give both classes a wide variety of abilities to play with. | ||
ToT)OjKa(
Korea (South)2437 Posts
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Yurie
11742 Posts
On May 07 2014 22:31 ToT)OjKa( wrote: I hope they have Chromatic Orb. I think they will have Gaudy Rondure due to copyright issues. :p | ||
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