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Pillars of Eternity 2: Deadfire

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Posts

  • C2BC2B SwitzerlandRegistered User regular
    Chris answered some questions about what he's currently doing post Obsidian
    Hey, all, as promised in the Shane Plays podcast, I didn't want to leave anyone's questions hanging (although there are some I can't answer).

    I already tackled the ones on Reddit, so if your answer is there, I may copy or link to it.

    Pardon the length, but here we go:

    (Crooked Bee) Obsidian: White March looks great (I wasn't involved with it or Armored Warfare, but I checked out narrative specs for both), the Devil of Caroc should be a great companion (I trust Carrie, especially after The Buried Life), and the environments I saw looked very Icewind Dale-y. Also, one of the dungeon designs in White March had a pretty cool premise. Should be a great expansion. Beyond that, no juicy details to relate. ;)

    The Future: There is much joy, but it is a joy that cannot be spoken of. Hopefully, I can speak of it soon. In terms of other project you're already aware of - I am working at inXile now for material you're likely already aware of - I'm helping out scripting quests in Sagus Cliffs, and finishing my companion and graphic novel work, among other tasks (playing and critiquing the Numenera Systems Alpha before it's released to the Backers). I did want to work on Bard's Tale, and I was excited about the lore I read from Nathan Long and George Ziets. I had about a page of level design notes about the "Cairn of Horrors" dungeon could work based on that but... alas. Also, I played and reviewed Siege of Dragonspear, but again, you're already aware of that.

    (t) Wolves: I hate them. They hold a light to my poor playing skills, so it's not their fault. But I hate them.

    (The Game Analists) Horror RPG: This I couldn't say, although I have never worked on a horror RPG pitch or spec that I can recall in which horror wasn't more of a "subset" of the pitch. Dead Money was the closest I've ever come, and that was a mixed bag, imo. I'd love to work on White Wolf properties, though, they have really strong stories and lore set-ups and great games have been based on them (Bloodlines).

    Settings I'd want to work with from your list: Warhammer 40K.

    As mentioned in the podcast, I've actually worked on a Star Trek game before, Starfleet Academy. (Duraframe300 is correct.)

    (Neaderthal) Annah's Heritage: Answered. Although now I have a doubt that I put a hint of something else in the text, so I could have forgotten it (it's been a reeeeeeeallly long time). I could see Ravel shagging up with the Lower Planes, probably as a potion-addled mistake or as an experiment.

    Beamdog and Torment possibility: I'd love to if the chance existed.

    Dead Money and other survival RPGs interest you?: I've always wanted to do a survival RPG, yes. I like horror and scavenging every resource in the environment to overcome what's hunting you (one of my favorite "game movies" - and graphic novels - is 30 Days of Night, which would make a great video game).

    (hivemind) Do another game in spirit of Alpha Protocol: I like the spy genre, I would revisit it, but I think the reactivity in that game was a series of choose your own adventure options, and if I wanted to do a reactive game, I'd want it based more on systems and not IF/THEN/ELSE <play cinematic>, if that makes sense.

    You are... poor... at playing games. Explain yourself: Unless they are a title I'm working on, it's true, I don't often have time to play a lot of games unless it's for research, and I'm hardly a game-playing expert. It's a curse, and it's something I need to work on.

    PST being a lauded signpost: I am proud of it, but I see its flaws. I am glad there was an opportunity to make it (twice now) and there was an audience who liked it, because it made Interplay verrrrrry uneasy.

    STATs and decision trees in games like the Speech skill: I don't like stat-win choices in dialogue systems, although I am happy if those skills give more information to allow you to strategically approach the conversation - for example, the "Empathy" perk in Fallout was a great example of what I mean. It didn't give you the "win," it just told you what the reaction was likely to be, and sometimes you'd WANT to piss off the person you were speaking to. Alpha Protocol was similar to that, yes, and we had another layer to the system in Fallout: Van Buren, where you could build your own "intel" files on people by studying their mannerisms with PE or Speech skills and build your own NPC dossier you could access as a pop-up in dialogue ("Goddard is more accepting of any request, even against his interests, as long as the speaker phrases the request as a question that reaffirms Goddard is in charge.") We played around with this in the pen-and-paper game, and it worked well.

    Would you consider a future as a Small Independent Designer: Yes, and there's teams I have worked with and would work with again (Subset Games).

    (Crazed Weevil) Answered. ;) But you know that.

    (Turisas) Wearing: Jeans and a T-shirt that needs to be washed. Badly.

    (Darkzone) Van Buren: Hopefully, the Nordic talk will be released, which will answer this. In short, it involved the Prisoner's Dilemma as a theme in the context of Fallout. I am working with Ziets now. Sci-Fi RPG: I wish. Other inXile answers above.

    (Matt7895) What game would you do a Director's Cut of: KOTOR2, but the fans already did a much better job: http://www.gamasutra.com/view/news/249536/The_modders_strike_back_How_fans_fleshed_out_KOTOR_II.php Also, the voice acting bills would be through the roof. I'd do Torment as well if only to double-check some of the scripting and include some of the missing quests (and I'd want Qwin's Unfinished Business mod involved, too).

    Project Lead: Sure, I would do that again under the right timing and resources. Torment was great, but KOTOR2 was not ideal, for a variety of reasons. Time, budget, and honestly, scoping issues are things that would have to be more carefully managed on my end.

    (Athelas)... is correct, I was an intermediate (?) area designer on Fallout 2 (but was lead on Torment at the same time).

    (Jimmious) Make Van Buren, even if another world? Answer: Would love to. The theme translates across genres, which makes it stronger, imo. I'm sometimes worried when a theme only works within a specific franchise and has no legs outside of it.

    (Sitra Achara) When will you get a real job? Answer: Never. I'm loving design too much. Who knew there was a profession for this?

    (Don Peste) Favorite D&D modules and Warhammer: We never played any of the Warhammer modules, I wrote my own (I did three "modules," one of which I still think was one of my best work - it was a treasure hunt of epic proportions). I did like the Warhammer modules I read, though, but I liked the campaign books more. As for D&D modules, I loved the Against the Giants series (up until Queen of the Demonweb Pits, which I thought sucked), Mordenkainen's Fantastic Adventure, Village of Hommlet (a classic), and Keep on the Borderlands. We played Cult of the Reptile God and Temple of Elemental Evil (the mega-module) quite a bit, although never finished Temple. I disliked Expedition to the Barrier Peaks and Tomb of Horrors - the latter because I couldn't imagine my own character surviving the experience.

    (Tigranes) Ask him about the recent experience of dipping toes in so many different projects, and what kind of role he is imagining for himself in the future, and any game ideas hes mulling over, and why he would or wouldnt just make his own KS or something. More interesting to learn about the future...

    ANSWER: Seeing how other pipelines, genres, information management, system specs, and designs work and scripting for those genres has been a great learning experience (example: FTL). My future role would involve keeping doing this, although I can't say specifically what yet.

    Other game ideas: I've spoken about some of them before, but there's a lot in the queue.

    KS: Can't speak to this, but I'd hope there would be enough interest.

    (Roguey) Do I ever get mistaken/told I look like Bryan Brown: I confess, I had to look up Bryan Brown. I have never had anyone tell me this (except you), they usually say I look like Robert Patrick, to which I respond with a head lean and say, "nice bike." I like Bryan Brown better. Also, he's Australian.

    (Shevek) What KS would it be? Can't say.

    A system not seen in an RPG that you would like to be a part of? I've seen this in other RPGs, but some exploration of dialogue combat (nods, tone, incline, facial features - I always thought it would be cool to play a blankslate doppleganger or Season 1 Dexter sociopath who is trying to learn how to communicate "normally" with people to blend in and achieve his objectives). I got this idea from Andrew Rowe's Forging Divinity, where the way people were described talking gave me the idea for this - every gesture, even the direction you're facing, eye contact, etc. can either do damage or help your cause. As for other RPG systems, I always wanted to do a SFX-based spell accumulation system where the more sounds you elicit from the environment (death of a wolf, waves against the shore), you could blend these into powers and spell effects, but the "gathering" would be systematic, not scripted.

    Joinable NPC qualities: I answered this on a blog, it still holds true: http://forums.obsidian.net/blog/1/entry-168-project-eternity-and-characterization/

    (Excidim II) My favorite color is blue.

    (Ludo Lense) Environmental story telling is more important, more effective, and can be more engaging for the player than dialogue and descriptions.

    What is, to your mind, the best way to develop a project in such a way as to avoid major divisions between a game's narrative and gameplay: ANSWER: Gameplay is established first in pre-production, and narrative understand that their job is to provide the "wrapper" for the systems and explain away discrepancies. They can inform each other, and narrative can influence systems, but systems should come first and narrative should work to support it.

    3D Tech and influence on RPGS: Well, it's already being felt in pen-and-paper sessions (Google Hangouts, Skype sessions, more internet programs to share mapping, all rulebooks carried and searchable on Kindles). VR is obviously going to help with the immersion factor - but until the Star Trek holodeck exists, these are only small steps. ;)

    Work of Literature: 30 Days of Night (graphic novel). I have a list of "game books" and "game movies" that would work well for this category, but 30 Days of Night, absolutely.

    What skills acquired from video game development do you think are generally transferable to other industries? ANSWER: Brevity and clarity in technical writing, interface development and design, tasking habits, working for a team, and initiative, being willing to take on tasks. There's others, but those are the big ones that jump to mind.

    (Perkel) Do I like wolves? NO. I hate them. They reflect poorly on me as a player.

    (Innsmouth) New game projects: Can't say - what I'm working on is listed above (Numenera, Dragonspear). And I haven't pre-ordered Fallout 4 (I don't usually pre-order games).

    (naossano) Answered in the podcast: F3, F4, Alan Wake, any other BG games, to name a few. Shadowrun as well.

    (Fairfax) Ask him if he's planning on being lead designer again in whatever he chooses to work on next: Answer: I would take on that role, but I'd rather be a Project Lead, since those seem to turn out better for me overall.

    (Rivmusique) Mira's Father: Will remain secret until I get the keys to KOTOR3. :)

    (Jedi Exile) Ask about Arcanum: It's in the queue. I often do core game content first (Tides of Numenera) since it's more time-sensitive, but it shall be done.

    (RK47) KFC: I like KFC, haven't eaten there in years because every meal is a salt-laced heart track, I like crispy but I have to peel off the skin (like I do with my victims), and I don't use KFC sauces, I prefer my own BBQ sauces and chili powder.

    (Rivumsique, again) There should be an IWD interview posted in a month or two that answers the Holy Avenger question. I loved designing that fight, and I wanted to make the lore items be key to beating the ghostly evil party.

    There you go, sorry if the formatting is problematic.

  • C2BC2B SwitzerlandRegistered User regular
    So, yeah. If you didn't want to read the whole block of text:

    Chris is at InXile doing a bit of work on their current projects and planning something with Ziets.

  • XeddicusXeddicus Registered User regular
    Baldur's Gate 3 confirmed?!

  • C2BC2B SwitzerlandRegistered User regular

    In Obsidian related news Paul Kirsch who wrote the Guidebook, Almanach and Player Handbook for PoE has now been hired on full time as a narrative designer for Obsidian.

  • SpoitSpoit *twitch twitch* Registered User regular
    Xeddicus wrote: »
    Baldur's Gate 3 confirmed?!
    I'm on board as long as it isn't beamdog doing it in on IE. Did he mention the arcanum LP?

    steam_sig.png
  • JacobkoshJacobkosh Gamble a stamp. I can show you how to be a real man!Moderator mod
    How is this game doing in terms of patches and shit? I remember early on there were issues about your racial stats and power disappearing, etc, and that combined with a tough fight against the
    vampire Duke

    and the general messiness of high-level combat ground my original playthrough to a halt.

    That was back in April. How's it looking these days?

    rRwz9.gif
  • WotanAnubisWotanAnubis Registered User regular
    As far as I know, all those bugs have been patched out and fixed.

    Don't know about the messiness of high-level combat, though. I think that's more of a subjective thing.

  • SharpyVIISharpyVII Registered User regular
    What's the general guide for areas to quest and level up? My party is level 3/4 and not having played it for a few months I've no idea what areas I should be going to.

    I went to do a question in defiance bay and got slaughtered! I've not done the fortress quest yet (the one with the corrupt lord/rebels).

  • C2BC2B SwitzerlandRegistered User regular
    IRVINE, Calif. — Aug. 5, 2015 — Obsidian Entertainment and Paradox Interactive announced today that “The White March – Part I,” the first expansion to Pillars of Eternity, will be released on August 25, 2015. “The White March – Part I,” revealed during E3 2015, adds a tremendous amount of new content to the Pillars of Eternity universe, and can be played alongside the original game whether players have completed the core game or not. The expansion offers a higher level cap, artifacts, new companions, new abilities, and a new realm to explore along with an expertly crafted story from Carrie Patel, author of the Recoletta series and writer on the original Pillars of Eternity, and Eric Fenstermaker, lead writer on Pillars of Eternity and one of the co-writers of South Park: The Stick of Truth alongside show creators Trey Parker and Matt Stone.

    Take a peek at what waits in The White March - Part I with the reveal trailer.

    Pillars of Eternity is a role-playing game (RPG) inspired by classic titles such as Baldur’s Gate, Icewind Dale, and Planescape: Torment, backed by over 70,000 fans and released to critical acclaim in March, 2015. Featuring an original world and game system that evokes and improves upon the traditional computer RPG experience, Pillars of Eternity now ventures into new parts of Eora in its first expansion, “The White March – Part I,” including a selection of snow themed environments inspired by Icewind Dale. The White March - Part I offers new features for first-time players and veterans alike, including new rogue and monk companions, a party-based AI system, multi-class abilities, and many new challenges to conquer.

    For more information on Pillars of Eternity, visit http://pillarsofeternity.com/.

  • DeaderinredDeaderinred Registered User regular
    Jacobkosh wrote: »
    How is this game doing in terms of patches and shit? I remember early on there were issues about your racial stats and power disappearing, etc, and that combined with a tough fight against the
    vampire Duke

    and the general messiness of high-level combat ground my original playthrough to a halt.

    That was back in April. How's it looking these days?

    great but we're about to get an expansion+patch with even better stuff in the patch so if you're gonna play i'd just wait until 2.0 hits. at least thats what im doing. maybe after hong kong. and mgs5. and if i ever get around to finishing witcher 3. fuck i need more time.

  • BigityBigity Lubbock, TXRegistered User regular
    Multi-class! Woot. Maybe my priest can hit some stuff in combat now.

    As for questing, I usually do everything in the western areas, including the castle and the ruins, then Defiance Bay, and then the eastern stuff (some of which I do before 'completing' Defiance Bay'.

  • LorekLorek Registered User regular
    So since this game doesn't continue after you beat the game, I am assuming the expansion pack is in the Baldur's Gate 1 style of needing to load a save before the point of no return to do things in the expansion? Just wondering if I should get a save game ready from before the point of no return near the end or if a save after that point is still good.

  • DeaderinredDeaderinred Registered User regular
    Lorek wrote: »
    So since this game doesn't continue after you beat the game, I am assuming the expansion pack is in the Baldur's Gate 1 style of needing to load a save before the point of no return to do things in the expansion? Just wondering if I should get a save game ready from before the point of no return near the end or if a save after that point is still good.

    from what i hear its exactly like the bg1 expansion wise so yes a point of no return save.

  • WotanAnubisWotanAnubis Registered User regular
    Wait, 25th of August? That's only five days after the release of Shadowrun: Hong Kong!

    September is going to be a good month. From the point of view of RPGs, anyway.

  • captainkcaptaink TexasRegistered User regular
    Part 1?

  • C2BC2B SwitzerlandRegistered User regular
    captaink wrote: »
    Part 1?

    The expansion is released in two parts

    Anyway, full cangelog for the patch 2.0 beta
    Hey, everyone. The changelist for this beta is very large and we are still going through it all. We will be listing many of our fixes and changes, but some may fall through the cracks.

    NOTE: Backups of 1.06 saves are created in your Saved Games folder. 2.0+ saves may not be used in 1.06 and earlier builds.

    Major Known Issues

    After long period of playing audio can start to cut out erratically. It is being investigated and should be fixed before the next beta patch.
    Some recipes were not intended to be released and will not show in the UI correctly. They will be removed in the next Update beta release.
    New voice set titles are missing strings. This will be fixed in a future update.

    Major New Features

    Companion AI - You may now set your companions to use AI. For those of you that do not want to micromanage your party, you may now choose to have the AI perform basic commands for you. You can activate and deactivate the AI control at any time, so you can still have ultimate party control when you need it. Each class has specialized AI packages and we will be adding more in the future.
    Improved Creature AI - Creatures and NPCs will now act more intelligently and make better use of their abilities and spells.
    Character Retraining - You may now retrain your character and modify their stats for a small fee.
    Individual Stealth - You may now place individual party members into scouting mode. If some of your party enters combat you will no longer have your entire party leave stealth.
    Range Indicators - There are now range indicators to let you know the casting range of spells and abilities. Now you will know if your wizard is going to move before he casts that Fireball. =)
    Accuracy Indicators - You are now shown the chance to hit on all attacks, abilities, and spells by mousing-over a potential target.

    Fixed Issues
    Areas

    Fixed issue where Calisca was not being teleported after resting in the Ruin Interior.

    Attributes, Abilities, Spells, and Skills

    Changed Perception bonus from Deflection to Accuracy.
    Fixed crash that could happen if a Wizard had the Blast ability and targeting many targets.
    Increased Constitution bonus to Endurance and Health from 3% to 5%.
    Changed lockpicking so that it now uses three lockpicks if the lock is above your level, one lockpick if the lock is equal to your level, and no lockpicks if the lock is below your level.

    Audio

    Polished many sound effects around the game.
    Fixed weapon ineffective voice over that was playing at incorrect times.
    Fixed a problem where pausing the game could cause VO and/or barkstrings to finish early.

    Gameplay

    Fixed a problem where friendly auras could grow in size after a save and load.
    Fixed an issue where chant effects were considered item effects for stacking purposes. This was causing incorrect bonus calculation.
    Suppressed "Target Destroyed" autopausing if target was the last target in the combat. This will prevent automatic pauses at the end of combat.
    Figurines now have summon durations.
    Chanter invocations now have durations.
    Speed item mod now works correctly.
    Improved resting bonuses from the Stronghold.
    Noble's Rest Intelligence bonus lowered to +2.
    Scroll of Missile Barrage to be combat only.
    Fixed a problem where stealing part of a stack wasn't registered as stealing.
    Stealing now only loses reputation once per container.
    We now have immunities in the game. Some creatures have been updated to make use of them. I'm looking at you blights and dragons...
    Changed amount of Health that are healed with Wound Binding and Field Triage.
    Looting equipment off of enemies unequips it from their dead body.
    Autosave system now uses 3 rolling autosaves instead of one.
    Improved quality of font text when the game is at a higher resolution than 1920x1200.

    Korean

    The Korean font was changed to something more legible.

    OSX

    Fixed issue where switching resolutions in windowed mode on the Mac was not working properly.
    Attempted fix for Mac where game crashes on saves at times.

    UI

    Fixed issue where spells with summons could display incorrect info at times.
    Fixed issue where sorting depth of some UI elements were being changed over time. This was causing some UI screens (like tooltips) to render under active UI screens.
    Changed formatting of item mods to remove the item mod title and only list the effect. This was to clean up the UI.
    Added range indicators for Wizard's Blast.
    Added range indicators for Paladin auras.
    Added range indicators for Barbarian's Carnage.
    Fixed a problem where the spell casting cursor didn't refesh its image at times.
    Fixed issue where inspecting ingredients when crafting could show improper descriptions and icons.
    Fixed issue where Party Formation UI could overlap with Looting UI.
    Level up screen background has been updated.
    Resting bonuses from inns now display the length of time they are active.
    Moved Skills before Active Effects in character sheet.
    Stopped scroll position from reseting when changing characters in the character sheet.
    Made options in the language dropdown always use their native font instead of the font for the current language.
    Fixed an issue where it was possible to mess up spell selection in Character Creation by moving between stages.
    Fixed issue where secondary AoE effects were not properly displaying qualifiers. For example, Holy Radiance's Burn AoE only affects vessels, but the description made it appear as if it damaged all enemies.
    Fixed UI issue where all chants were being labeled "A" after a save and load.
    Fixed issue where chants could get moved out of order after loading a saved game.
    Examinable descriptions will no longer disappear while the game is paused
    Fixed checkbox and numeric widgets on message boxes sometimes showing for a frame
    Fixed problems where sometimes UI wouldn't differentiate between auras and hardards in descriptions.
    Fixed a problem where some long titles were being cut off in the UI.
    Fixed stuttering issues with scrolling text.
    Fixed an issue where status effects applied by enemy equipment wasn't being shown in the UI

  • C2BC2B SwitzerlandRegistered User regular
    Also Wallpaper

    Wallpaper_PosterDragon_2560x2048.jpg

  • TychoCelchuuuTychoCelchuuu PIGEON Registered User regular
    how do you turn the pages of the book if you're holding it like that

  • VicVic Registered User regular
    how do you turn the pages of the book if you're holding it like that

    Magic

  • BigityBigity Lubbock, TXRegistered User regular
    Who would attack that thing without a full party :P I mean, they don't even have a PC there.

  • akajaybayakajaybay Registered User regular
    I need to get back into this. I completed Act 2 and then got distracted away by the Witcher. Figure at this point I may as well hold off and jump in with the expansion. Hopefully I can remember how everyone works well enough to pick up where I left off instead of starting over.

  • BigityBigity Lubbock, TXRegistered User regular
    I still have some NPC questlines I need to finish up.

  • credeikicredeiki Registered User regular
    how do you turn the pages of the book if you're holding it like that

    Why do you even need to turn pages? You just hold it open on the Fireball page.

    Steam, LoL: credeiki
  • credeikicredeiki Registered User regular
    SharpyVII wrote: »
    What's the general guide for areas to quest and level up? My party is level 3/4 and not having played it for a few months I've no idea what areas I should be going to.

    I went to do a question in defiance bay and got slaughtered! I've not done the fortress quest yet (the one with the corrupt lord/rebels).

    Another great resource for leveling up is to dive in Od Nua until you can't take the fights any more. Might end up a bit overleveled for main questline. And don't put off Raedric's hold for too long--definitely do that before Defiance bay, otherwise it's unfortunately un-epic. In fact, you can probably do that immediately; the game gives you a lot of stealth options.

    Steam, LoL: credeiki
  • C2BC2B SwitzerlandRegistered User regular
    In other Obsidian news, I've got confirmation that Brian Heins project is still ongoing
    He's the lead designer/project director of an unannounced RPG.

    It's weird though that we haven't heard from it so far as the project started january 2014.

  • XeddicusXeddicus Registered User regular
    edited August 2015
    Maybe they're doing a "We have this awesome game. It'll be out in 4 months!" thing.

    Xeddicus on
  • WotanAnubisWotanAnubis Registered User regular
    The White March is here. The first part, anyway.

    Obsidian hasn't sent any e-mails out yet, as far as I can tell, but I've generated a key on their site and am downloading it now.

  • BigityBigity Lubbock, TXRegistered User regular
    Since I just bought Sadowrun Hong Kong I'll wait to get this for a month or so. I'm getting a big patch right now though, I guess some of the engine changes/features are adding to the base game? Hope there is a list somewhere.

  • WotanAnubisWotanAnubis Registered User regular
    Bigity wrote: »
    Since I just bought Sadowrun Hong Kong I'll wait to get this for a month or so. I'm getting a big patch right now though, I guess some of the engine changes/features are adding to the base game? Hope there is a list somewhere.

    I don't know if there's a full list somewhere (but there probably is), so have a video.

    https://www.youtube.com/watch?v=I0GvsA6exuY

  • C2BC2B SwitzerlandRegistered User regular
    I posted a changelog a few posts above :)
    Pillars of Eternity: The White March - Part I is a large sprawling expansion pack with hours of gameplay integrated into the main adventure. Along with the new quests and area content, the team at Obsidian continues to support and make improvements to the entire game, including the additions of Player Party AI and Enhanced Enemy AI. Even if you haven't played Pillars of Eternity, now is a great time to jump in and experience the hardcore classic RPG with The White March - Part I.
    Raised level cap: Your party of six adventurers can now progress beyond level 12 to 14. The additional levels add powerful new spells, abilities and talents for all 11 classes.
    New areas to explore: Largely focused on the snowy environments inspired by Icewind Dale, the expansion will feature a new quest hub, and many additional quests and dungeons.
    Soulbound weapons: The expansion features mighty artifacts that grow stronger over time. These weapons gain different powers and attributes depending on the character class that binds to it.
    New companions: Part 1 of the expansion introduces two new companions you will be able to use throughout all of your adventures. The Devil of Caroc, a rogue, and Zahua, a monk, will be available to join you on your quest in The White March and will travel back with you into the base game.
    Multi-class talents: Classes will now have additional options to diversify and take on some of the abilities of other classes.
    Party AI: Now you will have the option to set AI scripts for your party, allowing you to focus on controlling the characters you care about most.
    Enhanced Enemy AI: Enemies and monsters are now smarter than ever. The new AI makes the entire game more of a challenge, and spell casters will use a wider variety of their spells in more devastating ways.
    Respec: At any inn or tavern the player can re-level their party members. It gives flexibility for the player to experiment with the RPG systems and try out builds with the newly added multi-class talents. If you aren't completely satisfied with your character, you can now do a rebuild and start over fresh.

  • IoloIolo iolo Registered User regular
    Do base tier backers from the Kickstarter get The White March expansion? We don't, right?

    Lt. Iolo's First Day
    Steam profile.
    Getting started with BATTLETECH: Part 1 / Part 2
  • DashuiDashui Registered User regular
    edited August 2015
    Iolo wrote: »
    Do base tier backers from the Kickstarter get The White March expansion? We don't, right?

    I thought it was free for all backers, but it looks like I may be wrong.

    From Project Update #101: "The expansion was part of Kickstarter tiers at $165 and above. If you are a backer, but did not get the expansion bundled in your tier you will have to purchase it from Steam or GOG separately."

    Dashui on
    Xbox Live, PSN & Origin: Vacorsis 3DS: 2638-0037-166
  • RamiRami Registered User regular
    Nope, I specifically added the expansion to my base tier pledge at some point.

    Steam / Xbox Live: WSDX NNID: W-S-D-X 3DS FC: 2637-9461-8549
    sig.gif
  • PhillisherePhillishere Registered User regular
    Rami wrote: »
    Nope, I specifically added the expansion to my base tier pledge at some point.

    Yeah. It was a $20 add-on that they added after the initial campaign. They've since broken that expansion in two parts, so it was still a good deal.

  • The_SpaniardThe_Spaniard It's never lupines Irvine, CaliforniaRegistered User regular
    Playstation/Origin/GoG: Span_Wolf Xbox/uPlay/Bnet: SpanWolf Nintendo: Span_Wolf SW-7097-4917-9392 Steam: http://steamcommunity.com/id/Span_Wolf/
  • captainkcaptaink TexasRegistered User regular
    Rami wrote: »
    Nope, I specifically added the expansion to my base tier pledge at some point.

    Yeah. It was a $20 add-on that they added after the initial campaign. They've since broken that expansion in two parts, so it was still a good deal.

    The 'game' tier of the kickstarter was $20, which is a really good deal for what we ended up getting. For $40 I'm going to get that and (presumably) both parts of the expansion? Awesome.

  • PhillisherePhillishere Registered User regular
    captaink wrote: »
    Rami wrote: »
    Nope, I specifically added the expansion to my base tier pledge at some point.

    Yeah. It was a $20 add-on that they added after the initial campaign. They've since broken that expansion in two parts, so it was still a good deal.

    The 'game' tier of the kickstarter was $20, which is a really good deal for what we ended up getting. For $40 I'm going to get that and (presumably) both parts of the expansion? Awesome.

    Yup. Mine downloaded automatically from Steam today.

  • IoloIolo iolo Registered User regular
    I wish there had been an add-on tier for a few days to actually play this fantastic looking game. :)

    Lt. Iolo's First Day
    Steam profile.
    Getting started with BATTLETECH: Part 1 / Part 2
  • HardtargetHardtarget There Are Four Lights VancouverRegistered User regular
    just picked up the expansion pass from nuuvem since it was on sale. Haven't finished the base game but it was a good sale and I figured I'd throw them a few bucks right off the bat.


    I really need to finish the base game...

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