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Pillars of Eternity For posts concerning Pillars of Eternity; an isometric, party-based RPG set in a new fantasy world developed by Obsidian Entertainment.

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Old Thu, 11th Oct '12, 11:34pm   #1
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Default The Official, Unofficial, BoM Project Eternity Information Thread! - Updated Dec 7

Why a thread like this? – The Kickstarter site for Project Eternity has a ton of information, but finding it all can be extremely time consuming. The goal of this thread is to bring together all of the major details of the game, including those from sources other than Kickstarter, and present them in an easy to access fashion. Feedback and game details from the community are very much encouraged. If you share a detail about the game, please be sure to share the source as well. I want to make sure that all information included here is legitimate. I'll be updating this thread regularly, so check back periodically. --Marceror





Spoiler!

Background

Project Eternity is a roleplaying game being developed by Obsidian in the much loved style of the Infinity Engine games (i.e. Baldur’s Gate, Icewind Dale and Torment). The intent of the developers is to create a game that has an epic story, a rich world, and deep, memorable characters. The camera view is isometric, to support strategic, party-based combat for a party of up to 6 members. The combat style will be real-time with pause, but we are told that there will be a number of options to go through the game with very little combat, if that’s what you prefer.

The game is using Kickstarter to fund the project, which means that this time the fans are effectively the funders and bosses, rather than some big publishing house. That can only be a good thing, considering the seasoned game development veterans who are at the helm of this project. The project was successfully funded on October 16, 2012, bringing in more than $4.1 million USD (including PayPal donations) of its original $1.1 million goal -- making it the second highest funded project on all of Kickstarter!

All Kickstarter Goals were met, including a final day 4 Million Dollar Stretch Goal. See the full list of Stretch Goals Here:
Spoiler!


  • Estimated Release Date: April 2014

Game Details

Project Eternity will take the central hero, memorable companions and the epic exploration of Baldur’s Gate, add in the fun, intense combat and dungeon diving of Icewind Dale, and tie it all together with the emotional writing and mature thematic exploration of Planescape: Torment.

Combat uses a tactical real-time with pause system - positioning your party and coordinating attacks and abilities is one of the keys to success. The world map is dotted with unique locations and wilderness ripe for exploration and questing. You’ll create your own character and collect companions along the way – taking him or her not just through this story, but, with your continued support, through future adventures. You will engage in dialogues that are deep, and offer many choices to determine the fate of you and your party. …and you'll experience a story that explores mature themes and presents you with complex, difficult choices to shape how your story plays out.

We are excited at this chance to create something new, yet reminiscent of those great games and we want you to be a part of it as well.

Development Team
Spoiler!




Contents
Update Log
Spoiler!

Last edited by Marceror; Fri, 7th Dec '12 at 9:15pm.
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Old Thu, 11th Oct '12, 11:34pm   #2
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Default The Basics

"One good life. An extraordinary life. What levy must be paid for such a thing? If the gods won't answer, it's for us to decide."




Game Basics: Your Party, Your Characters, and More
Spoiler!

Souls: Souls are A Big Deal in Project Eternity's world.
Spoiler!

Technology Level: Late middle ages (swords and shields with some gunpowder weapons, seafaring ships, and of course there is magic).
Spoiler!

Game Lore: Lore elements of the Dyrwood and Eír Glanfath are described. Though this corner of the world is not particularly large, the struggles of its residents will surround the heart of Project Eternity.
Spoiler!

Life and Death in the Dyrwood: A Lore Update that Discusses the Topics of Life and Death In Project Eternity, Limited Medicine, and the Rarity of Curative Magic
Spoiler!

Culture:
Spoiler!

Linear Vs. Open World: Obsidian would like to avoid linear sequences whenever possible, but there are usually a few choke points the player will have to go through even in open games. For example, you have to get the water chip and deal with the Master in Fallout. There are a lot of ways to actually do those things, but you can't avoid dealing with them in some way. That's as "linear" as Obsidian would like to get. Source





Map of the Principle Areas Where Project Eternity Will Take Place

“Dyrwood and Eir Glanfath are a very small part of the overall world. The entire map that’s shown... is an area maybe a little smaller than Spain. In terms of Project Eternity, you will be spending your time exploring in and around Dyrwood and Eir Glanfath (though not necessarily all of it)” – Josh Sawyer.

Last edited by Marceror; Tue, 30th Oct '12 at 7:22pm.
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Old Thu, 11th Oct '12, 11:35pm   #3
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Default Class, Races and Characters



Here are five of the characters that you will meet on your journey in Project Eternity (assuming they survive this encounter). Edair is on the left. Aloth is next to him. Then Forton and Cadegund. Sagani is on the right. It has not yet been confirmed which of these will be willing to join your party.


Click here to see this amazing artwork in high resolution.















Races: 6 races have been confirmed 3 of which were added by stretch goals. Most, or possibly all, races will include subraces, which have not yet been revealed. The races include:
  1. Humans
  2. Elves
  3. Dwarves
  4. Godlike
    Spoiler!
  5. Orlans
    Spoiler!
  6. Aumaua
    Spoiler!
Classes: 11 classes have been confirmed 6 of which were added by stretch goals. This is exactly the number of base classes in DnD 3x! We even have effectively all of the same classes as DnD, except that the Sorcerer is replaced with the Cipher. DnD fans, rejoice!
Quote:
Classes in Project Eternity are meant to provide a general framework for character types. Different classes excel in different areas, but the framework can be extended and elaborated on in a multitude of ways to create characters with unique capabilities. If you see a fighter, chances are good that he or she is going to be able to take a lot of damage, but that's about all you can be sure of. If you see a wizard, he or she probably has some hard-hitting spells that can cover a large area, but his potential list of capabilities is vast.

If you want to create a wizard who wears plate armor and hacks away with a broadsword from behind a heavily-enhanced arcane veil, we want to let you do that. If your idea of the perfect fighter is one who wears light armor and uses a variety of dazzling rapier attacks in rapid succession, we want to help you make that character. So it's good to think of Project Eternity's classes as being purpose-ready but not purpose-limited.
Spoiler!

Multi-Classing: Obsidian is considering adding multi-classing, but they are focusing on getting the base classes implemented first. Source
Leveling Your Character:
Spoiler!




Characters: These are the characters that have been introduced so far. While I personally feel that it is likely that most, if not all, will be willing to join the player character's party, this has not yet been confirmed by Obsidian. 8 recruitable companions have been confirmed. You can have up to 5 of these companions in your party at once, which makes a party of up to 6 members including your own character, which you will create from scratch.
  1. Edair, a Human Fighter who plays an integral role in the story.
    Spoiler!
  2. Cadegund, a Human Priest who wields an arquebus. For close combat she uses a military hammer - Her class and race were confirmed by Feargus Urquhart in the comments section of the Kickstarter site on 10/13/2012
    Spoiler!
  3. Aloth, an Elven Wizard
    Spoiler!
  4. Forton, a (Human?) Monk
    Spoiler!
  5. Sagani, a Southern Boreal Dwarf Ranger - Her name was revealed in this VGRevolution interview with Josh Sawyer
    Spoiler!
  6. An Orlan Cipher [name not yet revealed] - We are developing a character that is an Orlan Cipher, who is a detective of sorts. He isn’t necessarily upper class, but he comes from wealth, so he dresses very nicely. Because he’s a Cipher he has somewhat psychic abilities that help him as a detective, and he uses them to investigate murders and the like. Source
  7. TBD
  8. TBD

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Default Game Features




Project Eternity's team of crazed environment artists have been working hard on developing our first environment for the game. Early on in the Kickstarter campaign, we told you that we wanted to make maps the Infinity Engine way. That is, we wanted to build 3D levels, render them out as 2D images, and then have our artists paint in beautiful details, highlights, and color-tweaks before they went into the game. Looking back at the levels some of us worked on for Icewind Dale, we were still thrilled with the quality that we could achieve with this approach. For Project Eternity, we're using 10 years of improvements in rendering technology and hardware to get the job done, but we still love what we can do the "old-fashioned" way. We hope you share our enthusiasm.


Click here to see this beautiful screenshot in high resolution. This sure ain't your dad's 2D isometric game!







The Endless Paths of Od Nua (aka The Mega Dungeon): It seems that this dungeon will be the Watcher's Keep or Durlag's Tower of Project Eternity. It is a large dungeon, the size of which was determined based on the number of financial backers: 3 to start, +1 level per 2,500 backers above 50k, +1 for 20k Facebook likes for Obsidian. There are FIFTEEN confirmed subterranean levels that ended up in the dungeon as of the end of the Kickstarter campaign! Here's some more details:
Quote:
In the western reaches of the Dyrwood lies the Endless Paths, an ancient network of cobbled trails that wind through arches of dense overgrowth, twisting within the confines of a high castle wall as they make their way to the gates of iron-shuttered towers that jut forth from the interior. In ages past, the towers rising from the gardens to pierce the canopy of the forest once marked the dominion of the castle's relentless, crazed builder: Od Nua. But the courses of Od Nua's madness run far below the surface, stretching forever deeper into wandering catacombs and bone-cramped oubliettes unseen by living eyes for centuries. The Endless Paths, as the old Glanfathans call them, cannot be walked by the living, but the storytellers say with certainty that many strong souls have found a permanent home beneath the grieving creator's estate.

Most else that is said and written of the place is fiction or conjecture, more likely to have sprouted from the svef-enhanced imaginations of bored and boasting mercenaries than from any seed of truth. Hosts of lost souls that relentlessly stalk the living, cathedral-sized tombs overflowing with the restless victims of a horrific plague, lightless chambers sealing in the remnants of Od Nua's failed experiments. Most legends converge on a common theme: that under the castle rest myriad forgotten vaults of death and darkness glittering with Od Nua's enchanted creations and the abandoned treasure of ill-fated interlopers. So great is the fear of the castle's denizens that even drunken and drug-cheered adventurers do not joke of setting foot on the paths, lest their souls join the eternal ranks of those that have gone before them.
Spoiler!

Adventurer's Hall: Like how parties were created in Icewind Dale? This option is for you then!
Quote:
In the Free Palatinate of Dyrwood, adventurers and mercenaries from across the world are often employed as personal bodyguards, elite security, or salvage (plunder) teams that venture into the forgotten corners of Eír Glanfath. A lot of the folks who hang out as such places are robbers and miscreants, but reliable agents can be found and employed with a bit of patience.

What does this mean for you? It means that if you don't like a companion, or if you don't like any of our companions, you won't be cut off from having characters of their classes. Over time, you can build your own custom parties to play through the game. If you want a party of monks or all casters, this gives you the ability to do it within the game while still maintaining the pacing of the standard PC + companions play style.
Player House: You will eventually have your own residence to store your equipment, let your companions take a load off, and of course, to make you feel special and prestigious!
Player Stronghold:
Quote:
Inspired by features like The Sink found in Fallout: New Vegas Old World Blues, the house is a convenient place to store gear, interact with companions, craft items (thanks to the $2.4 Million stretch goal), rest, and buy and sell from special merchants. Some of you wanted something that went beyond the standard player house, allowing you to take control of a full stronghold and its surrounding lands. Well-done strongholds provide players with the ability to make large scale changes, undertake special quests, customize the contents of the stronghold and the surrounding environment, and engage in light strategic gameplay between adventures.
Huge City: (Mega-Stretch Goal that was met at $3.5 million in donations)
Quote:
Baldur's Gate and Athkatla are big cities. Spanning multiple large maps with a ton of interiors, characters and quests, big cities are a lot of fun. Like strongholds, they also take a lot of work to do well. We're going to have one big city in Project Eternity. Would you like two? If you take us on an exciting adventure to $3.5 Million, we will take you on an exciting adventure to another big city.
Crafting and Enchanting: [The crafting system] may be loosely similar to crafting in Fallout: New Vegas. You will find ingredients in the world (environment, containers, combat loot) and can then use recipes to craft items at certain locations. The main differences will likely be that our recipes will have slightly fewer ingredients (excepting extremely rare items) and the ingredients will be segregated from other items in your inventory. Source
Quote:
You will find crafting ingredients frequently. These ingredients will be segregated into their own inventory space to prevent them from cluttering up your inventory UI. The use of forges, alchemical labs, or other interaction points will allow you to perform crafting. It will not be integral to the game experience but will give the player many more options for customizing their gear and consumable items. Source
Puzzles, Hidden Doors, Deadly Traps: We will have these elements when they make sense, but I don't want to force them in. Often, dealing with them feels less like gameplay and more like guessing until you get lucky. Source
Firearms: Josh Sawyer talks in greater detail about the inclusion of firearms, and their role in the game.
Spoiler!

Last edited by Marceror; Sat, 27th Oct '12 at 8:57pm.
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Old Thu, 11th Oct '12, 11:36pm   #5
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Default Game Mechanics






Combat Mechanics:
  • The general combat dynamics will be, quote: "Close to BG2/IWD". It won't be based on D&D though, but rather a new realtime-with-pause ruleset developed from scratch.
  • Attacks: Attacks of opportunity, flanking and charge attacks will be included in the game. Grappling attacks will not be in the game, as implementing them properly would take far too long.
  • Reach weapons are not confirmed yet. If they can be implemented well, and meaningfully, they will likely be included. If not, and the benefit of the reach isn't obvious, these weapon types will be cut.
  • It will be possible to be knocked prone, and to knock your opponent into the prone position. It will not be possible to make any attacks or cast spells until standing up again. While prone, you are easier to hit.
  • Friendly fire will be included in the game, but it can be turned off as an option - except in Expert Mode, where it will always be on.
  • Enemies will seemingly not have immunities to particular types of attacks. They may be more or less resistant to particular attack types, but Obsidian wants to ensure that there are multiple ways to deal with every situation.
Casting Spells:
  • There will be no individual cooldowns on spells, such as you might see in an MMORPG. You may be able to cast a number of level 3 spells, for example, in a single combat, and once you have done so, level 3 spells will require a wait period before you can cast them again. Most likely this will last for the duration of a particular combat. After the wait period though, you will be able to cast your limit of level 3 spells again as quickly as you like. Resting to regain spells won't be required.
  • For lower level spells there will likely be no limits to how often they can be cast.
  • Wizards cast their spells primarily from grimoires, but they will have a handful of basic spells that they can cast natively.
  • Wizards will have multiple grimoires to store their spells in. A grimoire will be limited in the number of spells it can hold, and only one Grimoire will be active at a time. If a caster wants to cast a spell from a different Grimoire they will have to wait a few rounds before that Grimoire can be used, so it isn't something that a wizard will generally want to do in the middle of combat. This will add a strategic element to how a wizard prepares for combat.
Non-Combat Abilities: As you might have guessed, there will be more to Project Eternity than combat. An array of non-combat abilities will allow players to perform a variety of tasks outside of combat, or may even allow you to avoid combat altogether. Warning – This is very preliminary information shared by Tim Cain in the Update 7 Video. Much of it is discussed as still being in the "idea stage". I try to point out when Tim’s descriptions have indicated a heightened degree of uncertainty are a particular non-combat ability.
Spoiler!

Spoiler!

Attributes: Not much has been shared about attributes as of yet, except this. Low intelligence characters will talk like dummies, and NPCs will regard them as the dimwits that they are. So if you crank that intelligence down, your game will play out differently as a result! Power gamers, you have been duly warned!
Spoiler!

Skills: Skill progress will be closer to Icewind Dale II where you get a number of points per level to spend on skills. We don’t have “skill” and “non-skill” classes, so with each character it’s more about deciding where to spend points rather than having one super-skilled character and five drooling buffoons dragging their swords behind them.
Spoiler!

Armor Design: Josh Sawyer talks about the early considerations related to the design of armor in Project Eternity.
Spoiler!




Resource Management:
Spoiler!

Health & Regeneration:
Spoiler!

Reputation: There will be no alignment system or morality meters in Project Eternity. Instead, your actions will be judged based on your reputation.
Spoiler!

Level Scaling: Project Eternity will have very little level scaling and almost entirely in critical path areas since there’s a lot of variability in when players approach them. Especially when it comes to optional content and general exploration, there will be no level-scaling. In this regard, Fallout: New Vegas might be a fair comparison (from the 10/12/2012 PC Gamer Live Chat).
Level That Will Be Reached in Project Eternity: Obsidian expects that leveling will be a bit quicker than in the original BG and Pool of Radiance, but not as brisk as it was Icewind Dale, so somewhere in the 10th-12th level range (A/D&D equivalent) seems likely.
Enemy AI: We will probably develop encounters in a manner similar to the IE games, hand-placing groups of enemies in the environment for staged encounters and using patrolling or wandering enemies to add in a "wild card" element. To me, it's not as important to make enemies clever as it is to make enemies distinct in their behaviors and strengths. It's up to the designer to be shrewd about how the encounters are staged and scripted. Source
The Loot System:
Spoiler!

Game Modes: Even among the ranks of RPG superfans, there exists a subset of players who can't get enough challenge. They want all of the difficulty features set to "I am pro." Collectively, we've worked on a bunch of these challenge modes in the past and enjoyed the results. Project Eternity seems like a very appropriate place to highlight suites of these difficulty options as distinct gameplay modes that players can opt-into at the beginning of any game. We've come up with three modes we'd like to support, which also includes the ability to turn many of their sub-features on and off on an individual level in an ordinary game: Expert Mode, Trial of Iron, and Path of the Damned.
Spoiler!

Quest Markers: It is a common trend with current games for massive magical arrows to show up on maps that tell players exactly where to go to complete their current quest, and quest related NPCs have similar magical arrows announcing them in a most unnatural way. Obsidian wants to make the game feel old-school, so they won't be including quest arrows that point players exactly in the direction to go next. Source


Hi-Resolution

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Old Thu, 11th Oct '12, 11:37pm   #6
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Default Technical Details

Voice Acting: We want to give our designers a free hand when it comes to writing dialog, which means we are going to have to limit how much of that will have voice acting attached to it. Our goal is to have a lot of the critical dialog voiced along with things like greetings and important things that the companions have to say.
Music with Soul: Here are links to 3 musical pieces associated with PE (I wasn't sure how to imbed these to play direct from the browser, so sorry for the links)
Spoiler!

Graphics: Project Eternity will use high-quality isometric pre-rendered background graphics, like the Infinity Engine games (but at a higher resolution). The character models will be in 3D though, and also some special effects will use 3D technology where it makes sense. (Nothing that will require a very powerful or modern computer though.) Rotating the camera will obviously not be possible, but zooming might be.
Spoiler!

User Interface (UI): The UI Direction Is Not Yet Set, But Developer Josh Sawyer Shares His Early Thoughts On The Matter
Spoiler!

Supported Platforms: Project Eternity is going to run on Windows, Mac, and Linux operating systems. No console platforms will be supported, and it does not look likely that mobile platforms will be. So dust off that PC!
Digital Rights Management (DRM): The game will be DRM free!
Language Support: The initial release will be in:
  1. English
  2. French
  3. German
  4. Spanish
  5. Russian
  6. Polish
We are also looking for ways of translating the game for our fans all over the rest of the world. As we have more information and our funding increases, we’ll make sure to keep everyone updated on what languages will be coming with Project Eternity.
System Requirements: It's too early in development to give hardware requirements. Our target is to run on older machines and to support a wide variety of hardware. We will be announcing the system requirements at a later date so stay tuned for an announcement down the road.
Multiplayer: Nope. Obsidian is focused on creating a great single-player game.
Modding Support: We've partnered with the Nexus Network to host mods. Additionally, we will be releasing file format information and leaving a lot of our data tables open for easy modification. Source


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Default Project Eternity Kickstarter Updates and Video Collection

Obsidian Project Eternity Post-Kickstarter Updates

Update #34: First Art Update
December 4, 2012 - Art Director Rob Nesler gives us some early glimpses into what's going on in art land. Behold the Aumaua wizard:


Update #33: PayPal Ends Soon! Current Developments
November 27, 2012 - In addition to PayPal closing soon, Adam shares some of the key areas of focus for the development team. Among them, the look of two of the new races, the Orlans and Aumaua, is being figured out.

Update #32: Meet the Developers - Steve Weatherly
November 20, 2012 - Not technically an update about Project Eternity, but as Obsidian stalls for time while they figure out exactly what PE is going to be, they share some background info on one of the PE developers.

Update #31: Enter the Story Zone
November 15, 2012 - Josh Sawyer discusses his thoughts regarding story development, though he manages to share absolutely nothing specific in 5 minutes of talking!


Update #30: How Stuff is Made
November 09, 2012 - Adam Brennecke shares details related to the pre-production process.

Update #29: Fulfillment and the Pros and Cons of Nostalgia and Realism
October 30, 2012 - A skeletal Josh Sawyer talks about Obsidian's early thoughts on the mechanic of armor in Project Eternity.
Spoiler!


Update #28: What We're Up To
October 23, 2012 - Josh gives the first video update since the Kickstarter campaign ended. He discusses the realities of pre-production, budgeting, etc.
Spoiler!

Update #27: How’d we do, and what’s next?
October 17, 2012 - Darren Monahan provides a written update to let everyone know the the final outcome of the recently completed Kickstarter campaign.



Obsidian Project Eternity Kickstarter Updates

Spoiler!




Other PE Related Videos

Project Eternity Interview & Developer Insight
November 29, 2012 - Adam Brennecke talks "Why Project Eternity?" and more with TotalBiscuit


Project Eternity Interview: Feargus Urquhart "This is the game, I always wanted to make"
November 11, 2012 - Feargus talks at a very high level about Project Eternity with Video Game Sophistry
Spoiler!


Here is a recent Matt Chat, where Matt Barton interviews Josh Sawyer about our favorite new CRPG in progress! Josh still seems to struggle with microphone issues, but the video is fully intelligible (still listening to it as I type). There is some great information about spell casting in the later part of the video.
Spoiler!
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Old Thu, 11th Oct '12, 11:41pm   #8
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WIP It Good!

(I realize this will make absolutely no sense once the above posts are edited, but I couldn't resist. )
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Old Fri, 12th Oct '12, 11:58am   #9
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The reason I think their systems closely resemble DND is because that is what they are most use to working with which is a good thing in my opinion. It makes everything familiar and yet fresh at the same time to most of here us here.
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Old Fri, 12th Oct '12, 10:00pm   #10
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Yes Topken. Rather than doing something off the wall, Obsidian really appears to be sticking as close as they can without infringing on the DnD IP. I see this as having our cake and eating it too. We all love DnD, but we don't (or shouldn't) love the strings that are attached to that title. That appears to be the mindset of the developers. Hell, there are even 11 base classes, and all of them but one are directly modeled after the 11 DnD base classes. The only 1 that isn't in is the sorcerer, and that's because the way mages cast spells in PE largely makes the sorcerer irrelevant. The class that replaced it, the Cipher, is also based on a DnD class. So yeah, expect a lot of similarities.

I updated to include art for Forton the monk -- who I love already -- and for the extra Mega Dungeon level. We will soon be at 60k backers and 20,000 Facebook likes, so that's 2 more levels coming soon.
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Old Sat, 13th Oct '12, 8:53pm   #11
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Quick update. I have made a number of "stealth" information updates over the past couple of days. In order to remove the stealth aspect of those updates, I am now including an update log in the first post, where I plan to point out what changes are being made day to day.

I think I have pretty much included everything relevant that has been written in the various updates on the Kickstarter site. I am now in data mining mode, pulling out details from the various update videos and adding information that is being shared in interviews and updates around the web. I continue to encourage other community members to bring any details that I may have overlooked to my attention, for inclusion in this update.

Also of interest, I have been invited down to Obsidian's offices next week for an exclusive tour with Adam Brennecke. Sort of a funny story how that came about. I'm trying to see if I can fit it into my schedule.
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Old Sun, 14th Oct '12, 4:24am   #12
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Not sure if this has been posted yet, but I found another NPC portrait. Here it is.

http://media.obsidian.net/eternity/m...on-700x956.jpg
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Old Sun, 14th Oct '12, 4:28am   #13
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Quote:
Originally Posted by Marceror View Post
Quick update. I have made a number of "stealth" information updates over the past couple of days. In order to remove the stealth aspect of those updates, I am now including an update log in the first post, where I plan to point out what changes are being made day to day.

I think I have pretty much included everything relevant that has been written in the various updates on the Kickstarter site. I am now in data mining mode, pulling out details from the various update videos and adding information that is being shared in interviews and updates around the web. I continue to encourage other community members to bring any details that I may have overlooked to my attention, for inclusion in this update.

Also of interest, I have been invited down to Obsidian's offices next week for an exclusive tour with Adam Brennecke. Sort of a funny story how that came about. I'm trying to see if I can fit it into my schedule.
Awesome, do tell!
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Old Sun, 14th Oct '12, 5:47am   #14
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Well okay. It's actually a little embarrassing actually. On Friday morning Obsidian included this post on their Kickstarter site:
Quote:
Over the next five days we have a lot of fun things planned to wrap up the Kickstarter campaign. First, crowdfunding and Kickstarter has allowed us to open up our doors to you, literally. Today you can spend a few hours with me at the Obsidian Office, and you will get an inside look into a development studio. Check out what an atypical day is for me at the office (running the Kickstarter is pretty atypical for a game developer). I promise to wear pants!
Emphasis added by me.

I read this post while I was rather exhausted, after working 16-17 hour days all last week to meet a major deadline. I didn't notice that at the end of that post was a schedule of events, some of which included a "livestream" link next to them. Maybe if I had been less tired I would have realized that the livestream link was most likely an indication that Obsidian's comment about literally opening their doors was just poor wording on their part (they actually meant they would open their doors, virtually).

I also thought it strange that they included no address, but I'm resourceful enough to find that. At the end of the day, they are only 30 minutes away from me, and I needed some fresh air after delivering on my deadline at work. So, I hopped in my car after the lunch hour, and drove to their office. I had no problems getting into their parking lot. The parking attendant was very polite, in fact. I had no problems getting into the lobby of their building (it's a large office in Irvine CA, shared by numerous companies). I easily found that Obsidian was in suite 200 by looking at a large legend in the lobby. I went up to floor 2, and sure enough, I was looking at their reception area. I was already feeling a lot like a stalker at this time, as there was absolutely nothing to indicate that Obsidian was expecting company, but I had come too far just to turn around.

The receptionist, not surprisingly, had not heard about any public invitation. I showed her the Obsidian post on my iPhone, and she seemed to agree with my interpretation. She made a couple of phone calls. I'm not sure who the first was to, but the second was to Darren Monahan, their CIO and one of their founders. I heard him laugh as (I believe) he reread the post I was talking about, and soon after the receptionist simply apologized, telling me that a literal visit hadn't been their intent. Given no other option, I turned around and left.

I was angry, frustrated and embarrassed at my experience. When I got home, I proceeded to share about it on the Kickstarter site. As you might expect, I had a number of people backing me up and saying that it was shameful of Obsidian not to at least come out and say hi to me, and a number of people who were flaming me for not understanding the intent of the post to begin with. After about 15 minutes of fairly heated chatting back and forth (much like a bar fight, my "supporters" and my "opponents" began arguing with each other), Darren Monahan popped in and apologized, and invited me to come back next week for a tour with Adam. Shortly after that I believe Feargus (he's the only one who doesn't sign his name when he posts using a shared Obsidian account on KS) also chimed in that he was sorry about what happened, and that he was looking forward to having me come by.

Once Darren and (most likely) Feargus said their peace, all the Kickstarter posters were happy, agreeing that Obsidian is a great company to take care of a fan like that, even a misguided one.

So I just need to contact them with some proposed times next week and see what we can work out! This will be far cooler than what I had originally expected, as I never thought I'd get this sort of 1 on 1 attention. If I end up doing it, I'll certainly share about it.

@Rawgrim, I'm aware of the artwork for Forton. I added it here shortly after it was posted by Obsidian yesterday.
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Old Sun, 14th Oct '12, 7:08am   #15
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Marceror, that's hilarious, but in a good way. All's well that ends well? Great to hear that one of our own will be getting a private audience at Obsidian - take some pics! If they let you, of course. You can flash your imaginary SP press card around for better effect.
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Old Sun, 14th Oct '12, 7:11am   #16
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I will definitely try to come back with some pics! I'm also hoping to see if I can get an exclusive game detail or two, to be posted here first. I'm not sure what to expect, but will try to make the most of it.
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Old Sun, 14th Oct '12, 7:15am   #17
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Excellent!
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Old Mon, 15th Oct '12, 1:26am   #18
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So, one question that I have not found the answer to, on Kickstarter or here, is, when is the expected release date?
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Old Mon, 15th Oct '12, 1:40am   #19
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So, one question that I have not found the answer to, on Kickstarter or here, is, when is the expected release date?
On the kickstarter page, all the rewards that include at least 1 copy of the game, say "Estimated delivery: Apr 2014".
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Old Mon, 15th Oct '12, 1:51am   #20
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Scot, good point. Estimated release date has been added to the introductory post.
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Old Sat, 20th Oct '12, 10:30am   #21
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I have added a couple of details that came out of my interview with Adam Brennecke yesterday. Namely, he gave me a sneak peak of a new companion who is an Orlan Cipher and a detective, currently under development. He also shared a couple of details about the Priest and Paladin classes.

Adam is a really nice, down to earth guy. Chatting with him was a real pleasure.
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Old Sun, 4th Nov '12, 8:35am   #22
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I've been a bit slow getting to updates this week, but I have made several this evening, including changing the Video section into more of a timeline that now includes all Kickstarter updates since PE was first announced until today. I have also broken up Game Mechanics and Technical Details into their own posts, as the Game Mechanics section has grown rather large. A number of other changes have been made as well, reflected in the change log in the first post.

Cheers!
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Old Sun, 4th Nov '12, 10:12am   #23
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We appreciate you hard work here Marc. It's handy, having all those infos in one place!
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Old Sun, 25th Nov '12, 3:44pm   #24
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I know this might be a little late since I'm new here, but wow, everything's so... organized. Fantastic job, Marceror! I cannot wait for this to be released!
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Old Sun, 25th Nov '12, 8:04pm   #25
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Anyone else notice the lake in the bottom right of the map is "Lake of Drow Tombs"? I assume "Drow" should be "Drowned" and got covered, but I thought it was funny.
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